godot/doc/translations/zh_TW.po

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# Chinese (Traditional) translation of the Godot Engine class reference.
# Copyright (c) 2014-present Godot Engine contributors.
# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# binotaliu <binota@protonmail.ch>, 2020.
# BinotaLIU <me@binota.org>, 2020, 2022.
# Eric K <eric900601@gmail.com>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# Lihan Zhu <lihan@proctorio.com>, 2021.
# jixun <jingshinglai@gmail.com>, 2021.
# Nick Chu <nickchu35@gmail.com>, 2021.
# Number18 <secretemail7730@gmail.com>, 2022.
# 曹恩逢 <nelson22768384@gmail.com>, 2022.
# Otis Kao <momoslim@gmail.com>, 2022.
# YuChiang Chang <chiang.c.tw@gmail.com>, 2022.
# Hugel <qihu@nfschina.com>, 2022.
# Chih Wei Chien <dppss92132@gmail.com>, 2022.
# Edison Lee <edisonlee@edisonlee55.com>, 2023.
# 鄭惟中 <biglionlion06@gmail.com>, 2023.
# Haoyu Qiu <timothyqiu32@gmail.com>, 2023.
# 快乐的老鼠宝宝 <keaitianxinmail@qq.com>, 2023.
# Bogay Chuang <pojay11523@gmail.com>, 2023.
# EJAMI <q0932732330000@gmail.com>, 2023.
# Youuin Wang <los2516lir@gmail.com>, 2023.
# Skyter Lin <linskyter@gmail.com>, 2023.
# longhjues <longhjues@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-11-22 07:45+0000\n"
"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
"Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
"godot-engine/godot-class-reference/zh_Hant/>\n"
"Language: zh_TW\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 5.2\n"
msgid "Resources"
msgstr "資源"
msgid "Description"
msgstr "說明"
msgid "Tutorials"
msgstr "教學"
msgid "Properties"
msgstr "屬性"
msgid "Constructors"
msgstr "建構子"
msgid "Methods"
msgstr "方法"
msgid "Operators"
msgstr "運算子"
msgid "Theme Properties"
msgstr "主題屬性"
msgid "Signals"
msgstr "訊號"
msgid "Enumerations"
msgstr "列舉"
msgid "Constants"
msgstr "常數"
msgid "Property Descriptions"
msgstr "屬性說明"
msgid "Constructor Descriptions"
msgstr "建構子說明"
msgid "Method Descriptions"
msgstr "方法說明"
msgid "Operator Descriptions"
msgstr "運算子說明"
msgid "Theme Property Descriptions"
msgstr "主題屬性說明"
msgid "Inherits:"
msgstr "繼承:"
msgid "Inherited By:"
msgstr "繼承自:"
msgid "(overrides %s)"
msgstr "(覆寫 %s)"
msgid "Default"
msgstr "預設"
msgid "Setter"
msgstr "設值函式"
msgid "value"
msgstr "值"
msgid "Getter"
msgstr "取值函式"
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr "本方法通常需要使用者覆蓋才能生效。"
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr "本方法沒有副作用。不會修改該實例的任何成員變數。"
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr "本方法除了在此處描述的參數外,還能夠繼續接受任意數量的參數。"
msgid "This method is used to construct a type."
msgstr "本方法用於建構某個型別。"
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr "呼叫本方法無需實例,所以可以直接使用類別名稱呼叫。"
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr "本方法描述的是使用本型別作為左運算元的有效運算子。"
msgid "This value is an integer composed as a bitmask of the following flags."
msgstr "這個值是由下列旗標構成的位元遮罩整數。"
msgid ""
"There is currently no description for this class. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前沒有這個類的描述。請幫我們\\ :ref:`貢獻一個 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this signal. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前沒有這個訊號的描述。請幫我們\\ :ref:`貢獻一個 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this annotation. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前沒有這個注解的描述。請幫我們\\ :ref:`貢獻一個 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this property. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前沒有這個屬性的描述。請幫我們\\ :ref:`貢獻一個 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this constructor. Please help us by :"
"ref:`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前沒有這個建構子的描述。請幫我們\\ :ref:`貢獻一個 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this method. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前沒有這個方法的描述。請幫我們\\ :ref:`貢獻一個 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this operator. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前沒有這個運算子的描述。請幫我們\\ :ref:`貢獻一個 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There is currently no description for this theme property. Please help us by :"
"ref:`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"目前沒有這個主題屬性的描述。請幫我們\\ :ref:`貢獻一個 "
"<doc_updating_the_class_reference>`\\ "
msgid ""
"There are notable differences when using this API with C#. See :ref:"
"`doc_c_sharp_differences` for more information."
msgstr ""
"通過 C# 使用這個 API 時有顯著的不同。詳見 :ref:`doc_c_sharp_differences`\\ 。"
msgid "Built-in GDScript constants, functions, and annotations."
msgstr "內建 GDScript 常數、函式、注解。"
msgid ""
"A list of GDScript-specific utility functions and annotations accessible from "
"any script.\n"
"For the list of the global functions and constants see [@GlobalScope]."
msgstr ""
"GDScript 專用的實用函式及注解列表,可在任何腳本中存取。\n"
"全域函式和常數的列表見 [@GlobalScope]。"
msgid "GDScript exports"
msgstr "GDScript的匯出"
msgid ""
"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue "
"([param b8]), and optionally alpha ([param a8]) integer channels, each "
"divided by [code]255.0[/code] for their final value. Using [method Color8] "
"instead of the standard [Color] constructor is useful when you need to match "
"exact color values in an [Image].\n"
"[codeblock]\n"
"var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n"
"var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n"
"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n"
"[/codeblock]\n"
"[b]Note:[/b] Due to the lower precision of [method Color8] compared to the "
"standard [Color] constructor, a color created with [method Color8] will "
"generally not be equal to the same color created with the standard [Color] "
"constructor. Use [method Color.is_equal_approx] for comparisons to avoid "
"issues with floating-point precision error."
msgstr ""
"返回一個由整數紅通道([param r8])、綠通道([param g8])、藍通道([param b8]"
"和可選的 Alpha 通道([param a8])建構的 [Color],每個通道的最終值都會除以 "
"[code]255.0[/code]。如果你需要精確配對 [Image] 中的顏色值,[method Color8] 比"
"標準的 [Color] 建構子更有用。\n"
"[codeblock]\n"
"var red = Color8(255, 0, 0) # 與 Color(1, 0, 0) 相同\n"
"var dark_blue = Color8(0, 0, 51) # 與 Color(0, 0, 0.2) 相同。\n"
"var my_color = Color8(306, 255, 0, 102) # 與 Color(1.2, 1, 0, 0.4) 相同。\n"
"[/codeblock]\n"
"[b]注意:[/b]因為 [method Color8] 比標準 [Color] 建構子精度更低,所以使用 "
"[method Color8] 建立的顏色通常與使用標準 [Color] 建構子建立的相同顏色不相等。"
"請使用 [method Color.is_equal_approx] 進行比較,避免浮點數精度誤差。"
msgid ""
"Asserts that the [param condition] is [code]true[/code]. If the [param "
"condition] is [code]false[/code], an error is generated. When running from "
"the editor, the running project will also be paused until you resume it. This "
"can be used as a stronger form of [method @GlobalScope.push_error] for "
"reporting errors to project developers or add-on users.\n"
"An optional [param message] can be shown in addition to the generic "
"\"Assertion failed\" message. You can use this to provide additional details "
"about why the assertion failed.\n"
"[b]Warning:[/b] For performance reasons, the code inside [method assert] is "
"only executed in debug builds or when running the project from the editor. "
"Don't include code that has side effects in an [method assert] call. "
"Otherwise, the project will behave differently when exported in release "
"mode.\n"
"[codeblock]\n"
"# Imagine we always want speed to be between 0 and 20.\n"
"var speed = -10\n"
"assert(speed < 20) # True, the program will continue.\n"
"assert(speed >= 0) # False, the program will stop.\n"
"assert(speed >= 0 and speed < 20) # You can also combine the two conditional "
"statements in one check.\n"
"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n"
"[/codeblock]"
msgstr ""
"判斷提示條件 [param condition] 為 [code]true[/code]。如果條件 [param "
"condition] 為 [code]false[/code] ,則會生成錯誤。如果是從編輯器運作的,正在運"
"作的專案還會被暫停,直到手動恢復。該函式可以作為 [method @GlobalScope."
"push_error] 的加強版,用於向專案開發者和外掛程式使用者報告有錯。\n"
"如果給出了可選的 [param message] 參數該資訊會和通用的“Assertion failed”消息"
"一起顯示。你可以使用它來提供關於判斷提示失敗原因的其他詳細資訊。\n"
"[b]警告:[/b]出於對性能的考慮,[method assert] 中的程式碼只會在除錯版本或者從"
"編輯器運作專案時執行。請勿在 [method assert] 呼叫中加入具有副作用的程式碼。否"
"則,專案在以發行模式匯出後將有不一致的行為。\n"
"[codeblock]\n"
"# 比如說我們希望 speed 始終在 0 和 20 之間。\n"
"speed = -10\n"
"assert(speed < 20) # True程式會繼續執行\n"
"assert(speed >= 0) # False程式會停止\n"
"assert(speed >= 0 and speed < 20) # 你還可以在單次檢查中合併兩個條件陳述式\n"
"assert(speed < 20, \"限速為 20\") # 顯示消息。\n"
"[/codeblock]"
msgid ""
"Returns a single character (as a [String]) of the given Unicode code point "
"(which is compatible with ASCII code).\n"
"[codeblock]\n"
"a = char(65) # a is \"A\"\n"
"a = char(65 + 32) # a is \"a\"\n"
"a = char(8364) # a is \"€\"\n"
"[/codeblock]"
msgstr ""
"返回給定的 Unicode 碼位與ASCII碼相容的單字元字串作為一個[String])。\n"
"[codeblock]\n"
"a = char(65) # a 是“A”\n"
"a = char(65 + 32) # a 是“a”\n"
"a = char(8364) # a 是“€”\n"
"[/codeblock]"
msgid ""
"[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n"
"Converts [param what] to [param type] in the best way possible. The [param "
"type] uses the [enum Variant.Type] values.\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
"print(a is Array) # Prints true\n"
"\n"
"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
"print(b) # Prints [4, 2, 1]\n"
"print(b is Array) # Prints false\n"
"[/codeblock]"
msgstr ""
"[i]已放棄使用。[/i]請改用 [method @GlobalScope.type_convert]。\n"
"在可能的情況下將 [param what] 轉換為 [param type] 。 [param type] 使用 [enum "
"Variant.Type] 值。\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
"print(a is Array) # 輸出 true\n"
"\n"
"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
"print(b) # 輸出 [4, 2, 1]\n"
"print(b is Array) # 輸出 false\n"
"[/codeblock]"
msgid ""
"Converts a [param dictionary] (created with [method inst_to_dict]) back to an "
"Object instance. Can be useful for deserializing."
msgstr ""
"將一個 [param dictionary] (用 [method inst_to_dict] 建立的)轉換回為一個 "
"Object 實例。在反序列化時可能很有用。"
msgid ""
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]Note:[/b] This function only works if the running instance is connected to "
"a debugging server (i.e. an editor instance). [method get_stack] will not "
"work in projects exported in release mode, or in projects exported in debug "
"mode if not connected to a debugging server.\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will return an empty array."
msgstr ""
"返回一個表示目前呼叫堆疊的字典陣列。另請參閱 [method print_stack]。\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"從 [code]_ready()[/code] 開始,[code]bar()[/code] 將列印:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]注意:[/b]只有在運作的實例連接到除錯伺服器(即編輯器實例)後,該函式才有"
"效。[method get_stack] 不適用於以發行模式匯出的專案;或者在未連接到除錯伺服器"
"的情況下,以除錯模式匯出的專案。\n"
"[b]注意:[/b]不支援從 [Thread] 呼叫此函式。這樣做將返回一個空陣列。"
msgid ""
"Returns the passed [param instance] converted to a Dictionary. Can be useful "
"for serializing.\n"
"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts "
"attached or objects allocated within built-in scripts.\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst_to_dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"Prints out:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgstr ""
"返回傳入的 [param instance] 轉換為的字典。可用於序列化。\n"
"[b]注意:[/b]不能用於序列化附加了內建腳本的物件,或在內建腳本中分配的對象。\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst_to_dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"輸出:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if [param value] is an instance of [param type]. "
"The [param type] value must be one of the following:\n"
"- A constant from the [enum Variant.Type] enumeration, for example [constant "
"TYPE_INT].\n"
"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n"
"- A [Script] (you can use any class, including inner one).\n"
"Unlike the right operand of the [code]is[/code] operator, [param type] can be "
"a non-constant value. The [code]is[/code] operator supports more features "
"(such as typed arrays) and is more performant. Use the operator instead of "
"this method if you do not need dynamic type checking.\n"
"Examples:\n"
"[codeblock]\n"
"print(is_instance_of(a, TYPE_INT))\n"
"print(is_instance_of(a, Node))\n"
"print(is_instance_of(a, MyClass))\n"
"print(is_instance_of(a, MyClass.InnerClass))\n"
"[/codeblock]\n"
"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see "
"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the "
"above options, this method will raise a runtime error.\n"
"See also [method @GlobalScope.typeof], [method type_exists], [method Array."
"is_same_typed] (and other [Array] methods)."
msgstr ""
"如果 [param value] 為 [param type] 型別的實例,則返回 [code]true[/code]。"
"[param type] 的值必須為下列值之一:\n"
"- [enum Variant.Type] 列舉常數,例如 [constant TYPE_INT]。\n"
"- [ClassDB] 中存在的衍生自 [Object] 的類,例如 [Node]。\n"
"- [Script](可以用任何類,包括內部類)。\n"
"[param type] 可以不是常數,這一點與 [code]is[/code] 的右運算元不同。[code]is[/"
"code] 運算子支援的功能更多(例如型別化陣列),性能也更高。如果你不需要動態型別"
"檢查,請使用該運算子,不要使用此方法。\n"
"範例:\n"
"[codeblock]\n"
"print(is_instance_of(a, TYPE_INT))\n"
"print(is_instance_of(a, Node))\n"
"print(is_instance_of(a, MyClass))\n"
"print(is_instance_of(a, MyClass.InnerClass))\n"
"[/codeblock]\n"
"[b]注意:[/b]如果 [param value] 和/或 [param type] 為已釋放的對象(見 [method "
"@GlobalScope.is_instance_valid]),或者 [param type] 不是以上選項之一,則此方"
"法會報執行階段錯誤。\n"
"另見 [method @GlobalScope.typeof]、[method type_exists]、[method Array."
"is_same_typed](以及其他 [Array] 方法)。"
msgid ""
"Returns the length of the given Variant [param var]. The length can be the "
"character count of a [String], the element count of any array type or the "
"size of a [Dictionary]. For every other Variant type, a run-time error is "
"generated and execution is stopped.\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # Returns 4\n"
"\n"
"b = \"Hello!\"\n"
"len(b) # Returns 6\n"
"[/codeblock]"
msgstr ""
"返回給定 Variant [param var] 的長度。長度可以是 [String] 的字元數、任意陣列類"
"型的元素數、或 [Dictionary] 的大小等。對於所有其他 Variant 型別,都會生成運作"
"時錯誤並停止執行。\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # 返回 4\n"
"\n"
"b = \"Hello!\"\n"
"len(b) # 返回 6\n"
"[/codeblock]"
msgid ""
"Returns a [Resource] from the filesystem located at the absolute [param "
"path]. Unless it's already referenced elsewhere (such as in another script or "
"in the scene), the resource is loaded from disk on function call, which might "
"cause a slight delay, especially when loading large scenes. To avoid "
"unnecessary delays when loading something multiple times, either store the "
"resource in a variable or use [method preload].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file "
"from the FileSystem dock into the current script.\n"
"[codeblock]\n"
"# Load a scene called \"main\" located in the root of the project directory "
"and cache it in a variable.\n"
"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
"resource.\n"
"[/codeblock]\n"
"[b]Important:[/b] The path must be absolute. A relative path will always "
"return [code]null[/code].\n"
"This function is a simplified version of [method ResourceLoader.load], which "
"can be used for more advanced scenarios.\n"
"[b]Note:[/b] Files have to be imported into the engine first to load them "
"using this function. If you want to load [Image]s at run-time, you may use "
"[method Image.load]. If you want to import audio files, you can use the "
"snippet described in [member AudioStreamMP3.data].\n"
"[b]Note:[/b] If [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript."
"load] will not be able to read converted files in an exported project. If you "
"rely on run-time loading of files present within the PCK, set [member "
"ProjectSettings.editor/export/convert_text_resources_to_binary] to "
"[code]false[/code]."
msgstr ""
"返回一個位於檔案系統絕對路徑 [param path] 的 [Resource]。除非該資源已在其他地"
"方引用(例如在另一個腳本或場景中),否則資源是在函式呼叫時從磁片載入的——這可能"
"會導致輕微的延遲,尤其是在載入大型場景時。為避免在多次載入某些內容時出現不必要"
"的延遲,可以將資源儲存在變數中或使用預載入 [method preload]。\n"
"[b]注意:[/b]資源路徑可以通過按右鍵檔案系統停靠面板中的資源並選擇“複製路徑”,"
"或將檔案從檔案系統停靠面板拖到腳本中獲得。\n"
"[codeblock]\n"
"# 載入位於專案根目錄的一個名為“main”的場景並將其快取在一個變數中。\n"
"var main = load(\"res://main.tscn\") # main 將包含一個 PackedScene 資源。\n"
"[/codeblock]\n"
"[b]重要提示:[/b]路徑必須是絕對路徑。相對路徑將始終返回 [code]null[/code]。\n"
"這個方法是 [method ResourceLoader.load] 的簡化版,原方法可以用於更高級的場"
"景。\n"
"[b]注意:[/b]必須先將檔匯入引擎才能使用此函式載入它們。如果你想在運作時加載 "
"[Image],你可以使用 [method Image.load]。如果要匯入音訊檔,可以使用 [member "
"AudioStreamMP3.data] 中描述的程式碼片段。\n"
"[b]注意:[/b]如果 [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] 為 [code]true[/code],則 [method @GDScript."
"load] 無法在匯出後的專案中讀取已轉換的檔。如果你需要在運作時載入存在於 PCK 中"
"的檔案,請將 [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] 設定為 [code]false[/code]。"
msgid ""
"Returns a [Resource] from the filesystem located at [param path]. During run-"
"time, the resource is loaded when the script is being parsed. This function "
"effectively acts as a reference to that resource. Note that this function "
"requires [param path] to be a constant [String]. If you want to load a "
"resource from a dynamic/variable path, use [method load].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from "
"the FileSystem dock into the current script.\n"
"[codeblock]\n"
"# Create instance of a scene.\n"
"var diamond = preload(\"res://diamond.tscn\").instantiate()\n"
"[/codeblock]"
msgstr ""
"返回一個位於檔案系統絕對路徑[param path] 的 [Resource]。在運作時,該資源將在解"
"析腳本時載入。實際可以將這個函式視作對該資源的引用。請注意,此函式要求 [param "
"path] 為 [String]常數。如果要從動態、可變路徑載入資源,請使用 [method "
"load]。\n"
"[b]注意:[/b]資源路徑可以通過按右鍵素材面板中的資源並選擇“複製路徑”,或通過將"
"檔案從檔案系統停靠面板拖到腳本中來獲得。\n"
"[codeblock]\n"
"# 建立場景的實例。\n"
"var diamond = preload(\"res://diamond.tscn\").instantiate()\n"
"[/codeblock]"
msgid ""
"Like [method @GlobalScope.print], but includes the current stack frame when "
"running with the debugger turned on.\n"
"The output in the console may look like the following:\n"
"[codeblock]\n"
"Test print\n"
"At: res://test.gd:15:_process()\n"
"[/codeblock]\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will instead print the thread ID."
msgstr ""
"與 [method @GlobalScope.print] 類似,但在打開除錯器運作時還會包含目前堆疊影"
"格。\n"
"控制台中的輸出應該是類似這樣的:\n"
"[codeblock]\n"
"Test print\n"
"At: res://test.gd:15:_process()\n"
"[/codeblock]\n"
"[b]注意:[/b]不支援從 [Thread] 中呼叫此方法。呼叫時會輸出執行緒 ID。"
msgid ""
"Prints a stack trace at the current code location. See also [method "
"get_stack].\n"
"The output in the console may look like the following:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]Note:[/b] This function only works if the running instance is connected to "
"a debugging server (i.e. an editor instance). [method print_stack] will not "
"work in projects exported in release mode, or in projects exported in debug "
"mode if not connected to a debugging server.\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will instead print the thread ID."
msgstr ""
"輸出目前程式碼位置的堆疊追蹤。另請參閱 [method get_stack]。\n"
"控制台中的輸出是類似這樣的:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]注意:[/b]只有在運作的實例連接到除錯伺服器(即編輯器實例)後,該函式才有"
"效。[method print_stack] 不適用於以發行模式匯出的專案;或者在未連接到除錯服務"
"器的情況下,以除錯模式匯出的專案。\n"
"[b]注意:[/b]不支援從 [Thread] 呼叫此函式。這樣做將改為列印執行緒 ID。"
msgid ""
"Returns an array with the given range. [method range] can be called in three "
"ways:\n"
"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops "
"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/"
"b].\n"
"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
"respectively.\n"
"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
"[code]0[/code], an error message is printed.\n"
"[method range] converts all arguments to [int] before processing.\n"
"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e."
"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
"Examples:\n"
"[codeblock]\n"
"print(range(4)) # Prints [0, 1, 2, 3]\n"
"print(range(2, 5)) # Prints [2, 3, 4]\n"
"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size() - 1, -1, -1):\n"
" print(array[i])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]\n"
"To iterate over [float], convert them in the loop.\n"
"[codeblock]\n"
"for i in range (3, 0, -1):\n"
" print(i / 10.0)\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"0.3\n"
"0.2\n"
"0.1\n"
"[/codeblock]"
msgstr ""
"返回具有給定範圍的陣列。[method range] 可以通過三種方式呼叫:\n"
"[code]range(n: int)[/code]:從 0 開始,每次加 1在到達 [code]n[/code] [i]之前"
"[/i]停止。[b]不包含[/b]參數 [code]n[/code]。\n"
"[code]range(b: int, n: int)[/code]:從 [code]b[/code] 開始,每次加 1在到達 "
"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]參數 [code]b[/code][b]不包含[/b]"
"參數 [code]n[/code]。\n"
"[code]range(b: int, n: int, s: int)[/code]:從 [code]b[/code] 開始,以 "
"[code]s[/code] 為步長遞增/遞減,在到達 [code]n[/code] [i]之前[/i]停止。[b]包含"
"[/b]參數 [code]b[/code][b]不包含[/b]參數 [code]n[/code]。參數 [code]s[/"
"code] [b]可以[/b]為負數,但不能為 [code]0[/code]。如果 [code]s[/code] 為 "
"[code]0[/code],則會輸出一條錯誤消息。\n"
"[method range] 會先將所有參數轉換為 [int] 再進行處理。\n"
"[b]注意:[/b]如果沒有滿足條件的值,則返回空陣列(例如 [code]range(2, 5, -1)[/"
"code] 和 [code]range(5, 5, 1)[/code])。\n"
"範例:\n"
"[codeblock]\n"
"print(range(4)) # 輸出 [0, 1, 2, 3]\n"
"print(range(2, 5)) # 輸出 [2, 3, 4]\n"
"print(range(0, 6, 2)) # 輸出 [0, 2, 4]\n"
"print(range(4, 1, -1)) # 輸出 [4, 3, 2]\n"
"[/codeblock]\n"
"要反向走訪 [Array],請使用:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size() - 1, -1, -1):\n"
" print(array[i])\n"
"[/codeblock]\n"
"輸出:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]\n"
"要走訪 [float],請在迴圈中進行轉換。\n"
"[codeblock]\n"
"for i in range (3, 0, -1):\n"
" print(i / 10.0)\n"
"[/codeblock]\n"
"輸出:\n"
"[codeblock]\n"
"0.3\n"
"0.2\n"
"0.1\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the given [Object]-derived class exists in "
"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n"
"[codeblock]\n"
"type_exists(\"Sprite2D\") # Returns true\n"
"type_exists(\"NonExistentClass\") # Returns false\n"
"[/codeblock]"
msgstr ""
"如果 [ClassDB] 中存在給定的 [Object] 衍生類,則返回 [code]true[/code]。請注"
"意,[Variant] 資料型別未在 [ClassDB] 中註冊。\n"
"[codeblock]\n"
"type_exists(\"Sprite2D\") # 返回 true\n"
"type_exists(\"NonExistentClass\") # 返回 false\n"
"[/codeblock]"
msgid ""
"Constant that represents how many times the diameter of a circle fits around "
"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in "
"rotations."
msgstr ""
"常數,表示圓的周長是直徑的多少倍。相當於 [code]TAU / 2[/code],或以弧度表示的"
"180度。"
msgid ""
"The circle constant, the circumference of the unit circle in radians. This is "
"equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
msgstr ""
"圓常數,單位圓的周長,單位為弧度。相當於 [code]PI * 2[/code],即 360 度的弧度"
"值。"
msgid ""
"Positive floating-point infinity. This is the result of floating-point "
"division when the divisor is [code]0.0[/code]. For negative infinity, use "
"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
"infinity if the numerator is positive, so dividing by [code]0.0[/code] is not "
"the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] "
"returning [code]true[/code]).\n"
"[b]Warning:[/b] Numeric infinity is only a concept with floating-point "
"numbers, and has no equivalent for integers. Dividing an integer number by "
"[code]0[/code] will not result in [constant INF] and will result in a run-"
"time error instead."
msgstr ""
"正浮點無窮大。這是除數為 [code]0.0[/code] 時浮點除法的結果。對於負無窮大,使"
"用 [code]-INF[/code]。如果分子為正,除以 [code]-0.0[/code] 將導致負無窮大,因"
"此除以 [code]0.0[/code] 與除以 [code]-0.0[/code] 不同(儘管 [code]0.0 == "
"-0.0[/code] 返回 [code]true[/code])。\n"
"[b]警告:[/b]數值無窮大只是浮點數的一個概念,對於整數來說沒有對應的概念。將整"
"數除以 [code]0[/code] 不會產生 [constant INF],而是會產生一個執行階段錯誤。"
msgid ""
"\"Not a Number\", an invalid floating-point value. [constant NAN] has special "
"properties, including that [code]!=[/code] always returns [code]true[/code], "
"while other comparison operators always return [code]false[/code]. This is "
"true even when comparing with itself ([code]NAN == NAN[/code] returns "
"[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It "
"is returned by some invalid operations, such as dividing floating-point "
"[code]0.0[/code] by [code]0.0[/code].\n"
"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point "
"numbers, and has no equivalent for integers. Dividing an integer [code]0[/"
"code] by [code]0[/code] will not result in [constant NAN] and will result in "
"a run-time error instead."
msgstr ""
"“Not a Number”非數一個無效的浮點數值。[constant NAN] 有許多特殊的性質,"
"比如 [code]!=[/code] 始終返回 [code]true[/code],而其他比較運算子都始終返回 "
"[code]false[/code]。即便是和自己比較也是如此([code]NAN == NAN[/code] 返回 "
"[code]false[/code],而 [code]NAN != NAN[/code] 返回 [code]true[/code])。部分"
"無效運算會返回這個值,例如將浮點數 [code]0.0[/code] 除以 [code]0.0[/code]。\n"
"[b]警告:[/b]“非數”只是浮點數的概念,整數中沒有對應的概念。將整數 [code]0[/"
"code] 除以 [code]0[/code] 不會得到 [constant NAN],而是會產生執行階段錯誤。"
msgid ""
"Define a new category for the following exported properties. This helps to "
"organize properties in the Inspector dock.\n"
"See also [constant PROPERTY_USAGE_CATEGORY].\n"
"[codeblock]\n"
"@export_category(\"Statistics\")\n"
"@export var hp = 30\n"
"@export var speed = 1.25\n"
"[/codeblock]\n"
"[b]Note:[/b] Categories in the Inspector dock's list usually divide "
"properties coming from different classes (Node, Node2D, Sprite, etc.). For "
"better clarity, it's recommended to use [annotation @export_group] and "
"[annotation @export_subgroup], instead."
msgstr ""
"為後續匯出屬性定義一個新類別。方便在屬性面板面板中組織屬性。\n"
"另見 [constant PROPERTY_USAGE_CATEGORY]。\n"
"[codeblock]\n"
"@export_category(\"Statistics\")\n"
"@export var hp = 30\n"
"@export var speed = 1.25\n"
"[/codeblock]\n"
"[b]注意:[/b]屬性面板面板中的列表通常會按類別將來自不同類(如 Node、Node2D、"
"Sprite 等)的屬性分隔開來。為了更明確,推薦改用 [annotation @export_group] 和 "
"[annotation @export_subgroup]。"
msgid ""
"Export a [Color] property without allowing its transparency ([member Color."
"a]) to be edited.\n"
"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n"
"[codeblock]\n"
"@export_color_no_alpha var dye_color: Color\n"
"[/codeblock]"
msgstr ""
"匯出一個 [Color] 屬性,不允許編輯其透明度 ([member Color.a])。\n"
"另請參閱 [constant PROPERTY_HINT_COLOR_NO_ALPHA] 。\n"
"[codeblock]\n"
"@export_color_no_alpha var dye_color: Color\n"
"[/codeblock]"
msgid ""
"Export a [String] property as a path to a directory. The path will be limited "
"to the project folder and its subfolders. See [annotation @export_global_dir] "
"to allow picking from the entire filesystem.\n"
"See also [constant PROPERTY_HINT_DIR].\n"
"[codeblock]\n"
"@export_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgstr ""
"將 [String] 屬性作為目錄路徑匯出。該路徑僅限於專案檔案夾及其子資料夾。要允許在"
"整個檔案系統中進行選擇,見 [annotation @export_global_dir]。\n"
"另見 [constant PROPERTY_HINT_DIR]。\n"
"[codeblock]\n"
"@export_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgid ""
"Export an [int] or [String] property as an enumerated list of options. If the "
"property is an [int], then the index of the value is stored, in the same "
"order the values are provided. You can add explicit values using a colon. If "
"the property is a [String], then the value is stored.\n"
"See also [constant PROPERTY_HINT_ENUM].\n"
"[codeblock]\n"
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
"character_speed: int\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
"[/codeblock]\n"
"If you want to set an initial value, you must specify it explicitly:\n"
"[codeblock]\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
"\"Rebecca\"\n"
"[/codeblock]\n"
"If you want to use named GDScript enums, then use [annotation @export] "
"instead:\n"
"[codeblock]\n"
"enum CharacterName {REBECCA, MARY, LEAH}\n"
"@export var character_name: CharacterName\n"
"[/codeblock]"
msgstr ""
"將 [int] 或 [String] 匯出為列舉選項列表。如果屬性為 [int],則保存的是值的索"
"引,與值的順序一致。你可以通過冒號新增明確的值。如果屬性為 [String],則保存的"
"是值。\n"
"另見 [constant PROPERTY_HINT_ENUM]。\n"
"[codeblock]\n"
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
"character_speed: int\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
"[/codeblock]\n"
"如果想要設定初始值,你必須進行明確的指定:\n"
"[codeblock]\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
"\"Rebecca\"\n"
"[/codeblock]\n"
"如果想要使用 GDScript 列舉,請改用 [annotation @export]\n"
"[codeblock]\n"
"enum CharacterName {REBECCA, MARY, LEAH}\n"
"@export var character_name: CharacterName\n"
"[/codeblock]"
msgid ""
"Export a floating-point property with an easing editor widget. Additional "
"hints can be provided to adjust the behavior of the widget. "
"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive "
"for editing attenuation properties. [code]\"positive_only\"[/code] limits "
"values to only be greater than or equal to zero.\n"
"See also [constant PROPERTY_HINT_EXP_EASING].\n"
"[codeblock]\n"
"@export_exp_easing var transition_speed\n"
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
"@export_exp_easing(\"positive_only\") var effect_power\n"
"[/codeblock]"
msgstr ""
"使用緩動編輯器小元件匯出浮點屬性。可以提供額外的提示來調整小元件的行為。"
"[code]\"attenuation\"[/code] 翻轉曲線,使編輯衰減屬性更加直觀。"
"[code]\"positive_only\"[/code] 將值限制為僅大於或等於零。\n"
"另請參見 [constant PROPERTY_HINT_EXP_EASING]。\n"
"[codeblock]\n"
"@export_exp_easing var transition_speed\n"
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
"@export_exp_easing(\"positive_only\") var effect_power\n"
"[/codeblock]"
msgid ""
"Export a [String] property as a path to a file. The path will be limited to "
"the project folder and its subfolders. See [annotation @export_global_file] "
"to allow picking from the entire filesystem.\n"
"If [param filter] is provided, only matching files will be available for "
"picking.\n"
"See also [constant PROPERTY_HINT_FILE].\n"
"[codeblock]\n"
"@export_file var sound_effect_path: String\n"
"@export_file(\"*.txt\") var notes_path: String\n"
"[/codeblock]"
msgstr ""
"將 [String] 屬性匯出為檔路徑。該路徑僅限於專案檔案夾及其子資料夾。若要允許從整"
"個檔案系統中進行選擇,請參閱 [annotation @export_global_file]。\n"
"如果提供了 [param filter],則只有配對的檔可供選擇。\n"
"另請參見 [constant PROPERTY_HINT_FILE]。\n"
"[codeblock]\n"
"@export_file var sound_effect_file: String\n"
"@export_file(\"*.txt\") var notes_file: String\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field. This allows to store several "
"\"checked\" or [code]true[/code] values with one property, and comfortably "
"select them from the Inspector dock.\n"
"See also [constant PROPERTY_HINT_FLAGS].\n"
"[codeblock]\n"
"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = "
"0\n"
"[/codeblock]\n"
"You can add explicit values using a colon:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n"
"[/codeblock]\n"
"You can also combine several flags:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n"
"var spell_targets = 0\n"
"[/codeblock]\n"
"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 "
"** 32 - 1[/code].\n"
"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is "
"not taken into account. In the following example, A is 16, B is 2, C is 4.\n"
"[codeblock]\n"
"@export_flags(\"A:16\", \"B\", \"C\") var x\n"
"[/codeblock]"
msgstr ""
"將整數屬性匯出為位元旗標欄位。能夠在單個屬性中保存若干“勾選”或者說 "
"[code]true[/code] 值,可以很方便地在屬性面板面板中進行選擇。\n"
"另見 [constant PROPERTY_HINT_FLAGS]。\n"
"[codeblock]\n"
"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = "
"0\n"
"[/codeblock]\n"
"你可以通過冒號來新增明確的值:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n"
"[/codeblock]\n"
"你還可以對旗標進行組合:\n"
"[codeblock]\n"
"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n"
"var spell_targets = 0\n"
"[/codeblock]\n"
"[b]注意:[/b]旗標值最多為 [code]1[/code],最多為 [code]2 ** 32 - 1[/code]。\n"
"[b]注意:[/b]與 [annotation @export_enum] 不同,不會考慮前一個明確的值。下面的"
"例子中A 為 16、B 為 2、C 為 4。\n"
"[codeblock]\n"
"@export_flags(\"A:16\", \"B\", \"C\") var x\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D navigation layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_navigation/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n"
"[codeblock]\n"
"@export_flags_2d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgstr ""
"將整數屬性匯出為 2D 導覽層的位元旗標欄位。屬性面板停靠面板中的小元件,將使用"
"在 [member ProjectSettings.layer_names/2d_navigation/layer_1] 中定義的層名"
"稱。\n"
"另請參見 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n"
"[codeblock]\n"
"@export_flags_2d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"將整數屬性匯出為 2D 實體層的位元旗標欄位。屬性面板停靠面板中的小工具,將使用"
"在 [member ProjectSettings.layer_names/2d_physics/layer_1] 中定義的層名稱。\n"
"另請參見 [constant PROPERTY_HINT_LAYERS_2D_PHYSICS]。\n"
"[codeblock]\n"
"@export_flags_2d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 2D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/2d_render/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n"
"[codeblock]\n"
"@export_flags_2d_render var render_layers: int\n"
"[/codeblock]"
msgstr ""
"將整數屬性匯出為 2D 渲染層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 "
"[member ProjectSettings.layer_names/2d_render/layer_1] 中定義的層名稱。\n"
"另請參見 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n"
"[codeblock]\n"
"@export_flags_2d_render var render_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D navigation layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_navigation/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n"
"[codeblock]\n"
"@export_flags_3d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgstr ""
"將整數屬性匯出為 3D 導覽層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 "
"[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定義的層名稱。\n"
"另請參見 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n"
"[codeblock]\n"
"@export_flags_3d_navigation var navigation_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D physics layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_physics/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n"
"[codeblock]\n"
"@export_flags_3d_physics var physics_layers: int\n"
"[/codeblock]"
msgstr ""
"將整數屬性匯出為 3D 實體層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 "
"[member ProjectSettings.layer_names/3d_physics/layer_1] 中定義的層名稱。\n"
"另請參見 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n"
"[codeblock]\n"
"@export_flags_3d_physics var physics_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for 3D render layers. The "
"widget in the Inspector dock will use the layer names defined in [member "
"ProjectSettings.layer_names/3d_render/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n"
"[codeblock]\n"
"@export_flags_3d_render var render_layers: int\n"
"[/codeblock]"
msgstr ""
"將整數屬性匯出為 3D 渲染層的位元旗標欄位。屬性面板停靠面板中的小工具將使用在 "
"[member ProjectSettings.layer_names/3d_render/layer_1] 中定義的層名稱。\n"
"另請參見 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n"
"[codeblock]\n"
"@export_flags_3d_render var render_layers: int\n"
"[/codeblock]"
msgid ""
"Export an integer property as a bit flag field for navigation avoidance "
"layers. The widget in the Inspector dock will use the layer names defined in "
"[member ProjectSettings.layer_names/avoidance/layer_1].\n"
"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n"
"[codeblock]\n"
"@export_flags_avoidance var avoidance_layers: int\n"
"[/codeblock]"
msgstr ""
"將整數屬性匯出為導覽避障層的位元旗標欄位。屬性面板停靠面板中的小工具,將使用"
"在 [member ProjectSettings.layer_names/avoidance/layer_1] 中定義的層名稱。\n"
"另請參見 [constant PROPERTY_HINT_LAYERS_AVOIDANCE]。\n"
"[codeblock]\n"
"@export_flags_avoidance var avoidance_layers: int\n"
"[/codeblock]"
msgid ""
"Export a [String] property as an absolute path to a directory. The path can "
"be picked from the entire filesystem. See [annotation @export_dir] to limit "
"it to the project folder and its subfolders.\n"
"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n"
"[codeblock]\n"
"@export_global_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgstr ""
"將 [String] 屬性匯出為目錄路徑。該路徑可以從整個檔案系統中選擇。請參閱 "
"[annotation @export_dir] 以將其限制為專案檔案夾及其子資料夾。\n"
"另請參見 [constant PROPERTY_HINT_GLOBAL_DIR]。\n"
"[codeblock]\n"
"@export_global_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgid ""
"Export a [String] property as an absolute path to a file. The path can be "
"picked from the entire filesystem. See [annotation @export_file] to limit it "
"to the project folder and its subfolders.\n"
"If [param filter] is provided, only matching files will be available for "
"picking.\n"
"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n"
"[codeblock]\n"
"@export_global_file var sound_effect_path: String\n"
"@export_global_file(\"*.txt\") var notes_path: String\n"
"[/codeblock]"
msgstr ""
"將 [String] 屬性作為檔路徑匯出。該路徑可以在整個檔案系統中進行選擇。要將其限制"
"為專案檔案夾及其子資料夾,見 [annotation @export_file]。\n"
"如果提供了 [param filter],則只有配對的檔可供選擇。\n"
"另見 [constant PROPERTY_HINT_GLOBAL_FILE]。\n"
"[codeblock]\n"
"@export_global_file var sound_effect_path: String\n"
"@export_global_file(\"*.txt\") var notes_path: String\n"
"[/codeblock]"
msgid ""
"Define a new group for the following exported properties. This helps to "
"organize properties in the Inspector dock. Groups can be added with an "
"optional [param prefix], which would make group to only consider properties "
"that have this prefix. The grouping will break on the first property that "
"doesn't have a prefix. The prefix is also removed from the property's name in "
"the Inspector dock.\n"
"If no [param prefix] is provided, then every following property will be added "
"to the group. The group ends when then next group or category is defined. You "
"can also force end a group by using this annotation with empty strings for "
"parameters, [code]@export_group(\"\", \"\")[/code].\n"
"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups "
"within groups.\n"
"See also [constant PROPERTY_USAGE_GROUP].\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_group(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"\n"
"@export_group(\"\", \"\")\n"
"@export var ungrouped_number = 3\n"
"[/codeblock]"
msgstr ""
"為以下匯出的屬性定義一個新群組。群組有助於在屬性面板面板中組織屬性。新增新群組"
"時可以選擇性地提供 [param prefix] 前綴,群組將僅考慮具有此前綴的屬性。群組將在"
"第一個沒有該前綴的屬性處結束。前綴也將從屬性面板面板中的屬性名稱中移除。\n"
"如果未提供 [param prefix],後續的每個屬性都將新增到該群組中。定義下一個群組或"
"類別時,該群組結束。你還可以通過將此注解與空字串的參數一起使用來強制結束分組,"
"[code]@export_group(\"\", \"\")[/code]。\n"
"群組不能巢狀,請使用 [annotation @export_subgroup] 在群組內新增子群組。\n"
"另見 [constant PROPERTY_USAGE_GROUP]。\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_group(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"\n"
"@export_group(\"\", \"\")\n"
"@export var ungrouped_number = 3\n"
"[/codeblock]"
msgid ""
"Export a [String] property with a large [TextEdit] widget instead of a "
"[LineEdit]. This adds support for multiline content and makes it easier to "
"edit large amount of text stored in the property.\n"
"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n"
"[codeblock]\n"
"@export_multiline var character_biography\n"
"[/codeblock]"
msgstr ""
"用一個大的 [TextEdit] 元件而不是 [LineEdit] 匯出一個 [String] 屬性。這增加了對"
"多行內容的支援,使其更容易編輯儲存在屬性中的大量文字。\n"
"參見 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n"
"[codeblock]\n"
"@export_multiline var character_biography\n"
"[/codeblock]"
msgid ""
"Export a [NodePath] property with a filter for allowed node types.\n"
"See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n"
"[codeblock]\n"
"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
"[/codeblock]\n"
"[b]Note:[/b] The type must be a native class or a globally registered script "
"(using the [code]class_name[/code] keyword) that inherits [Node]."
msgstr ""
"匯出具有篩檢程式,並允許節點型別為 [NodePath] 的屬性。\n"
"參見 [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]。\n"
"[codeblock]\n"
"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
"[/codeblock]\n"
"[b]注意:[/b] 型別必須是本地類或全域註冊的腳本(使用[code][class_name][/code]關"
"鍵字)且繼承自 [Node] 。"
msgid ""
"Export a [String] property with a placeholder text displayed in the editor "
"widget when no value is present.\n"
"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n"
"[codeblock]\n"
"@export_placeholder(\"Name in lowercase\") var character_id: String\n"
"[/codeblock]"
msgstr ""
"匯出一個帶有一個預留位置文字的 [String] 屬性,當沒有值時,編輯器小元件中會顯示"
"該預留位置文字。\n"
"另請參見 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n"
"[codeblock]\n"
"@export_placeholder(\"Name in lowercase\") var character_id: String\n"
"[/codeblock]"
msgid ""
"Export an [int] or [float] property as a range value. The range must be "
"defined by [param min] and [param max], as well as an optional [param step] "
"and a variety of extra hints. The [param step] defaults to [code]1[/code] for "
"integer properties. For floating-point numbers this value depends on your "
"[code]EditorSettings.interface/inspector/default_float_step[/code] setting.\n"
"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are "
"provided, the editor widget will not cap the value at range boundaries. The "
"[code]\"exp\"[/code] hint will make the edited values on range to change "
"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider "
"element of the editor widget.\n"
"Hints also allow to indicate the units for the edited value. Using "
"[code]\"radians_as_degrees\"[/code] you can specify that the actual value is "
"in radians, but should be displayed in degrees in the Inspector dock (the "
"range values are also in degrees). [code]\"degrees\"[/code] allows to add a "
"degree sign as a unit suffix (the value is unchanged). Finally, a custom "
"suffix can be provided using [code]\"suffix:unit\"[/code], where \"unit\" can "
"be any string.\n"
"See also [constant PROPERTY_HINT_RANGE].\n"
"[codeblock]\n"
"@export_range(0, 20) var number\n"
"@export_range(-10, 20) var number\n"
"@export_range(-10, 20, 0.2) var number: float\n"
"\n"
"@export_range(0, 100, 1, \"or_greater\") var power_percent\n"
"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n"
"\n"
"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n"
"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n"
"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n"
"[/codeblock]"
msgstr ""
"將 [int] 或 [float] 屬性匯出為範圍值。範圍必須由 [param min] 和 [param max] 定"
"義,還有一個可選的 [param step] 和各種額外的提示。對於整數屬性,[param step] "
"的預設值是 [code]1[/code] 。對於浮點數,這個值取決於你的 [code]EditorSettings."
"interface/inspector/default_float_step[/code] 設定。\n"
"如果提供了提示 [code]\"or_greater\"[/code] 和 [code]\"or_less\"[/code] ,那麼"
"編輯器元件將不會在範圍邊界處對數值進行限制。[code]\"exp\"[/code] 提示將使範圍"
"內的編輯值以指數形式變化。[code]\"hide_slider\"[/code] 提示將隱藏編輯器元件中"
"的滑桿。\n"
"提示還允許指示編輯的值的單位。使用 [code]\"radians_as_degrees\"[/code] ,你可"
"以指定實際值以弧度為單位,但在屬性面板中會以角度為單位顯示(範圍值也使用度"
"數)。[code]\"degrees\"[/code] 允許新增一個角度符號作為單位後綴。最後,可以使"
"用 [code]\"suffix:單位\"[/code] 提供一個自訂後綴,其中“單位”可以是任何字串。\n"
"另見 [constant PROPERTY_HINT_RANGE]。\n"
"[codeblock]\n"
"@export_range(0, 20) var number\n"
"@export_range(-10, 20) var number\n"
"@export_range(-10, 20, 0.2) var number: float\n"
"\n"
"@export_range(0, 100, 1, \"or_greater\") var power_percent\n"
"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n"
"\n"
"@export_range(-3.14, 3.14, 0.001, \"radians_as_degrees\") var angle_radians\n"
"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n"
"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n"
"[/codeblock]"
msgid ""
"Define a new subgroup for the following exported properties. This helps to "
"organize properties in the Inspector dock. Subgroups work exactly like "
"groups, except they need a parent group to exist. See [annotation "
"@export_group].\n"
"See also [constant PROPERTY_USAGE_SUBGROUP].\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_subgroup(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"[/codeblock]\n"
"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level of "
"depth. Just like the next group ends the previous group, so do the subsequent "
"subgroups."
msgstr ""
"為接下來的匯出屬性定義一個新的子群組。有助於組織屬性面板面板中的屬性。子群組的"
"工作方式與群組類似,只是它們依賴於一個父級群組。見 [annotation "
"@export_group]。\n"
"另見 [constant PROPERTY_USAGE_SUBGROUP]。\n"
"[codeblock]\n"
"@export_group(\"Racer Properties\")\n"
"@export var nickname = \"Nick\"\n"
"@export var age = 26\n"
"\n"
"@export_subgroup(\"Car Properties\", \"car_\")\n"
"@export var car_label = \"Speedy\"\n"
"@export var car_number = 3\n"
"[/codeblock]\n"
"[b]注意:[/b]子群組不能巢狀,它們只提供一層額外的深度。新的群組會結束前一個分"
"組,類似地,後續的子群組也會打斷之前的子群組。"
msgid ""
"Mark the following property as assigned when the [Node] is ready. Values for "
"these properties are not assigned immediately when the node is initialized "
"([method Object._init]), and instead are computed and stored right before "
"[method Node._ready].\n"
"[codeblock]\n"
"@onready var character_name: Label = $Label\n"
"[/codeblock]"
msgstr ""
"標記後續屬性會在 [Node] 的就緒狀態時賦值。節點初始化([method Object._init]"
"時不會立即對這些屬性賦值,而是會在即將呼叫 [method Node._ready] 之前進行計算和"
"保存。\n"
"[codeblock]\n"
"@onready var character_name: Label = $Label\n"
"[/codeblock]"
msgid ""
"Mark the following method for remote procedure calls. See [url=$DOCS_URL/"
"tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/"
"url].\n"
"If [param mode] is set as [code]\"any_peer\"[/code], allows any peer to call "
"this RPC function. Otherwise, only the authority peer is allowed to call it "
"and [param mode] should be kept as [code]\"authority\"[/code]. When "
"configuring functions as RPCs with [method Node.rpc_config], each of these "
"modes respectively corresponds to the [constant MultiplayerAPI."
"RPC_MODE_AUTHORITY] and [constant MultiplayerAPI.RPC_MODE_ANY_PEER] RPC "
"modes. See [enum MultiplayerAPI.RPCMode]. If a peer that is not the authority "
"tries to call a function that is only allowed for the authority, the function "
"will not be executed. If the error can be detected locally (when the RPC "
"configuration is consistent between the local and the remote peer), an error "
"message will be displayed on the sender peer. Otherwise, the remote peer will "
"detect the error and print an error there.\n"
"If [param sync] is set as [code]\"call_remote\"[/code], the function will "
"only be executed on the remote peer, but not locally. To run this function "
"locally too, set [param sync] to [code]\"call_local\"[/code]. When "
"configuring functions as RPCs with [method Node.rpc_config], this is "
"equivalent to setting [code]call_local[/code] to [code]true[/code].\n"
"The [param transfer_mode] accepted values are [code]\"unreliable\"[/code], "
"[code]\"unreliable_ordered\"[/code], or [code]\"reliable\"[/code]. It sets "
"the transfer mode of the underlying [MultiplayerPeer]. See [member "
"MultiplayerPeer.transfer_mode].\n"
"The [param transfer_channel] defines the channel of the underlying "
"[MultiplayerPeer]. See [member MultiplayerPeer.transfer_channel].\n"
"The order of [param mode], [param sync] and [param transfer_mode] does not "
"matter, but values related to the same argument must not be used more than "
"once. [param transfer_channel] always has to be the 4th argument (you must "
"specify 3 preceding arguments).\n"
"[codeblock]\n"
"@rpc\n"
"func fn(): pass\n"
"\n"
"@rpc(\"any_peer\", \"unreliable_ordered\")\n"
"func fn_update_pos(): pass\n"
"\n"
"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # Equivalent to @rpc\n"
"func fn_default(): pass\n"
"[/codeblock]"
msgstr ""
"將後續方法標記為遠端程式呼叫。見[url=$DOCS_URL/tutorials/networking/"
"high_level_multiplayer.html]《高階多人遊戲》[/url]。\n"
"如果將 [param mode] 設為 [code]\"any_peer\"[/code],則會允許所有對等體呼叫該 "
"RPC 函式。否則就只允許該對等體的控制方呼叫,此時應該讓 [param mode] 保持為 "
"[code]\"authority\"[/code]。使用 [method Node.rpc_config] 將函式配置為 RPC "
"時,這些模式對應的是 RPC 模式 [constant MultiplayerAPI.RPC_MODE_AUTHORITY] 和 "
"[constant MultiplayerAPI.RPC_MODE_ANY_PEER]。如果非控制方的對等體嘗試呼叫僅限"
"控制方呼叫的函式,則不會執行該函式。如果本地能夠偵測到錯誤(本地與遠端對等體"
"的 RPC 配置一致),則發送方對等體會顯示錯誤消息。否則遠程對等體會偵測到該錯誤"
"並輸出錯誤。\n"
"如果將 [param sync] 設為 [code]\"call_remote\"[/code],則該函式只會在遠端對等"
"體上執行,不會在本地執行。要讓這個函式在本地也執行,請將 [param sync] 設定為 "
"[code]\"call_local\"[/code]。使用 [method Node.rpc_config] 將函式配置為 RPC "
"時,等價於將 [code]call_local[/code] 設定為 [code]true[/code]。\n"
"[param transfer_mode] 能夠接受的值為 [code]\"unreliable\"[/code]、"
"[code]\"unreliable_ordered\"[/code]、[code]\"reliable\"[/code],會設定底層 "
"[MultiplayerPeer] 的傳輸模式。見 [member MultiplayerPeer.transfer_mode]。\n"
"[param transfer_channel] 定義的是底層 [MultiplayerPeer] 的通道。見 [member "
"MultiplayerPeer.transfer_channel]。\n"
"[param mode]、[param sync] 和 [param transfer_mode] 的順序是無關的,但是相同參"
"數的取值不能出現多次。[param transfer_channel] 必須始終為第四個參數(前三個參"
"數必須指定)。\n"
"[codeblock]\n"
"@rpc\n"
"func fn(): pass\n"
"\n"
"@rpc(\"any_peer\", \"unreliable_ordered\")\n"
"func fn_update_pos(): pass\n"
"\n"
"@rpc(\"authority\", \"call_remote\", \"unreliable\", 0) # 等價於 @rpc\n"
"func fn_default(): pass\n"
"[/codeblock]"
msgid ""
"Make a script with static variables to not persist after all references are "
"lost. If the script is loaded again the static variables will revert to their "
"default values."
msgstr ""
"使具有靜態變數的腳本在所有引用丟失之後不會持久化。當該腳本再次載入時,這些靜態"
"變數將恢復為預設值。"
msgid ""
"Mark the following statement to ignore the specified [param warning]. See "
"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript "
"warning system[/url].\n"
"[codeblock]\n"
"func test():\n"
" print(\"hello\")\n"
" return\n"
" @warning_ignore(\"unreachable_code\")\n"
" print(\"unreachable\")\n"
"[/codeblock]"
msgstr ""
"將後續敘述標記為忽略指定的 [param warning] 警告。見[url=$DOCS_URL/tutorials/"
"scripting/gdscript/warning_system.html]《GDScript 警告系統》[/url]。\n"
"[codeblock]\n"
"func test():\n"
" print(\"你好\")\n"
" return\n"
" @warning_ignore(\"unreachable_code\")\n"
" print(\"無法到達\")\n"
"[/codeblock]"
msgid "Global scope constants and functions."
msgstr "全域範圍的常數和函式。"
msgid ""
"A list of global scope enumerated constants and built-in functions. This is "
"all that resides in the globals, constants regarding error codes, keycodes, "
"property hints, etc.\n"
"Singletons are also documented here, since they can be accessed from "
"anywhere.\n"
"For the entries related to GDScript which can be accessed in any script see "
"[@GDScript]."
msgstr ""
"全域範圍的列舉常數和內建函式的列表。這是所有駐留在全域的,關於錯誤程式碼、鍵"
"碼、屬性提示等的常數。\n"
"單例也被記錄在這裡,因為它們可以從任何地方被存取。\n"
"對於可以在任何腳本中存取的與 GDScript 相關的條目,請參閱 [@GDScript]。"
msgid "Random number generation"
msgstr "亂數產生"
msgid ""
"Returns the absolute value of a [Variant] parameter [param x] (i.e. non-"
"negative value). Supported types: [int], [float], [Vector2], [Vector2i], "
"[Vector3], [Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"var a = abs(-1)\n"
"# a is 1\n"
"\n"
"var b = abs(-1.2)\n"
"# b is 1.2\n"
"\n"
"var c = abs(Vector2(-3.5, -4))\n"
"# c is (3.5, 4)\n"
"\n"
"var d = abs(Vector2i(-5, -6))\n"
"# d is (5, 6)\n"
"\n"
"var e = abs(Vector3(-7, 8.5, -3.8))\n"
"# e is (7, 8.5, 3.8)\n"
"\n"
"var f = abs(Vector3i(-7, -8, -9))\n"
"# f is (7, 8, 9)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method absf], [method absi], "
"[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method "
"Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]."
msgstr ""
"返回一個 [Variant] 型別參數 [param x] 的絕對值(即非負值)。支援的型別:"
"[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、"
"[Vector4i] 。\n"
"[codeblock]\n"
"var a = abs(-1)\n"
"# a=1\n"
"\n"
"var b = abs(-1.2)\n"
"# b=1.2\n"
"\n"
"var c = abs(Vector2(-3.5, -4))\n"
"# c=(3.5, 4)\n"
"\n"
"var d = abs(Vector2i(-5, -6))\n"
"# d=(5, 6)\n"
"\n"
"var e = abs(Vector3(-7, 8.5, -3.8))\n"
"# e=(7, 8.5, 3.8)\n"
"\n"
"var f = abs(Vector3i(-7, -8, -9))\n"
"# f=(7, 8, 9)\n"
"[/codeblock]\n"
"[b]注意:[/b]為了更好的型別安全,請使用 [method absf]、[method absi]、[method "
"Vector2.abs]、[method Vector2i.abs]、[method Vector3.abs]、[method Vector3i."
"abs]、[method Vector4.abs] 或 [method Vector4i.abs]。"
msgid ""
"Returns the absolute value of float parameter [param x] (i.e. positive "
"value).\n"
"[codeblock]\n"
"# a is 1.2\n"
"var a = absf(-1.2)\n"
"[/codeblock]"
msgstr ""
"返回浮點參數 [param x] 的絕對值(即正值)。\n"
"[codeblock]\n"
"# a=1.2\n"
"var a = absf(-1.2)\n"
"[/codeblock]"
msgid ""
"Returns the absolute value of int parameter [param x] (i.e. positive value).\n"
"[codeblock]\n"
"# a is 1\n"
"var a = absi(-1)\n"
"[/codeblock]"
msgstr ""
"返回整數參數 [param x] 的絕對值(即正值)。\n"
"[codeblock]\n"
"# a=1\n"
"var a = absi(-1)\n"
"[/codeblock]"
msgid ""
"Returns the arc cosine of [param x] in radians. Use to get the angle of "
"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and "
"[code]1.0[/code] (inclusive), in order to prevent [method acos] from "
"returning [constant @GDScript.NAN].\n"
"[codeblock]\n"
"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的反餘弦,單位為弧度。用來獲取餘弦 [param x] 的角度。[param x] "
"會被鉗制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之間,因此 [method "
"acos] 不會返回 [constant @GDScript.NAN]。\n"
"[codeblock]\n"
"# 如果用 rad_to_deg(c) 轉換c為0.523599或30度\n"
"var c = acos(0.866025)\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic arc (also called inverse) cosine of [param x], "
"returning a value in radians. Use it to get the angle from an angle's cosine "
"in hyperbolic space if [param x] is larger or equal to 1. For values of "
"[param x] lower than 1, it will return 0, in order to prevent [method acosh] "
"from returning [constant @GDScript.NAN].\n"
"[codeblock]\n"
"var a = acosh(2) # Returns 1.31695789692482\n"
"cosh(a) # Returns 2\n"
"\n"
"var b = acosh(-1) # Returns 0\n"
"[/codeblock]"
msgstr ""
"返回參數 x 的雙曲弧(也稱為反餘弦),返回弧度值。使用它來獲取在雙曲空間中,如"
"果參數 x 大於或等於 1 ,角的餘弦的角度。對於參數 x 小於 1 的值,將返回 0 ,以"
"防止 [method acosh] 返回 [constant @GDScript.NAN] 。\n"
"[codeblock]\n"
"var a = acosh(2) # 返回 1.31695789692482\n"
"cosh(a) # 返回 2\n"
"\n"
"var b = acosh(-1) # 返回 0\n"
"[/codeblock]"
msgid ""
"Returns the difference between the two angles, in the range of [code][-PI, "
"+PI][/code]. When [param from] and [param to] are opposite, returns [code]-"
"PI[/code] if [param from] is smaller than [param to], or [code]PI[/code] "
"otherwise."
msgstr ""
"返回兩個角度之間的差,範圍為 [code][-PI, +PI][/code] 。當 [param from] 和 "
"[param to] 相反時,如果 [param from] 小於 [param to],則返回 [code]-PI[/"
"code] ,否則返回 [code]PI[/code] 。"
msgid ""
"Returns the arc sine of [param x] in radians. Use to get the angle of sine "
"[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/"
"code] (inclusive), in order to prevent [method asin] from returning [constant "
"@GDScript.NAN].\n"
"[codeblock]\n"
"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n"
"var s = asin(0.5)\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的反正弦值,單位為弧度。用來獲取正弦 [param x] 的角度。[param "
"x] 會被鉗制在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之間,因此 [method "
"asin] 不會返回 [constant @GDScript.NAN]。\n"
"[codeblock]\n"
"# 如果用 rad_to_deg(s) 轉換s為0.523599或30度\n"
"var s = asin(0.5)\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic arc (also called inverse) sine of [param x], returning "
"a value in radians. Use it to get the angle from an angle's sine in "
"hyperbolic space.\n"
"[codeblock]\n"
"var a = asinh(0.9) # Returns 0.8088669356527824\n"
"sinh(a) # Returns 0.9\n"
"[/codeblock]"
msgstr ""
"返回參數 x 的雙曲弧(也稱為反正弦),返回弧度值。使用它來獲取在雙曲空間中,角"
"的正弦角度。\n"
"[codeblock]\n"
"var a = asinh(0.9) # 返回 0.8088669356527824\n"
"sinh(a) # 返回 0.9\n"
"[/codeblock]"
msgid ""
"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
"of tangent [code]y/x[/code]. To compute the value, the method takes into "
"account the sign of both arguments in order to determine the quadrant.\n"
"Important note: The Y coordinate comes first, by convention.\n"
"[codeblock]\n"
"var a = atan2(0, -1) # a is 3.141593\n"
"[/codeblock]"
msgstr ""
"返回 [code]y/x[/code] 的反正切值,單位為弧度。用來獲得正切值為 [code]y/x[/"
"code] 的角度。為了計算該值,該方法考慮了兩個參數的符號,以確定象限。\n"
"重要提示按照慣例Y 座標在前。\n"
"[codeblock]\n"
"var a = atan2(0, -1) # a = 3.141593\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic arc (also called inverse) tangent of [param x], "
"returning a value in radians. Use it to get the angle from an angle's tangent "
"in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).\n"
"In mathematics, the inverse hyperbolic tangent is only defined for -1 < "
"[param x] < 1 in the real set, so values equal or lower to -1 for [param x] "
"return negative [constant @GDScript.INF] and values equal or higher than 1 "
"return positive [constant @GDScript.INF] in order to prevent [method atanh] "
"from returning [constant @GDScript.NAN].\n"
"[codeblock]\n"
"var a = atanh(0.9) # Returns 1.47221948958322\n"
"tanh(a) # Returns 0.9\n"
"\n"
"var b = atanh(-2) # Returns -inf\n"
"tanh(b) # Returns -1\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的雙曲弧(也稱為反正切),以弧度為單位。如果 [param x] 在 -1 "
"和 1 之間(不包括 -1 和 1 ),則使用它從雙曲空間中的角度的正切值獲取角度。\n"
"在數學中,只有在實數集中,-1 < [param x] < 1 的情況下,雙曲反正切才有意義。因"
"此,為了預防 [method atanh] 返回 [constant @GDScript.NAN] ,對於 [param x] 等"
"於或小於 -1 的值,返回負的 [constant @GDScript.NAN] ;對於[param x]等於或大於 "
"1 的值,返回正的 [constant @GDScript.INF] 。\n"
"[codeblock]\n"
"var a = atanh(0.9) # 返回 1.47221948958322\n"
"tanh(a) # 返回 0.9\n"
"\n"
"var b = atanh(-2) # 返回 -inf\n"
"tanh(b) # 返回 -1\n"
"[/codeblock]"
msgid ""
"Returns the derivative at the given [param t] on a one-dimensional "
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] "
"defined by the given [param control_1], [param control_2], and [param end] "
"points."
msgstr ""
"返回由給定的 [param control_1]、[param control_2] 和 [param end] 點定義的一維"
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]貝茲曲線[/url]上 [param "
"t] 處的導數。"
msgid ""
"Returns the point at the given [param t] on a one-dimensional [url=https://en."
"wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the given "
"[param control_1], [param control_2], and [param end] points."
msgstr ""
"返回由給定的 [param control_1]、[param control_2] 和 [param end] 點定義的一維"
"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]貝茲曲線[/url]上位於給定 "
"[param t] 的點。"
msgid ""
"Decodes a byte array back to a [Variant] value, without decoding objects.\n"
"[b]Note:[/b] If you need object deserialization, see [method "
"bytes_to_var_with_objects]."
msgstr ""
"將位元組陣列解碼回 [Variant] 值,無法解碼物件。\n"
"[b]注意:[/b]如果需要物件反序列化,請參見 [method bytes_to_var_with_objects]。"
msgid ""
"Decodes a byte array back to a [Variant] value. Decoding objects is allowed.\n"
"[b]Warning:[/b] Deserialized object can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats (remote code execution)."
msgstr ""
"將位元組陣列解碼回 [Variant] 值。允許解碼物件。\n"
"[b]警告:[/b]反序列化的物件可能包含執行的程式碼。如果序列化物件的來源不受信"
"任,則不要使用此選項,以避免潛在的安全威脅(遠端執行程式碼)。"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x].\n"
"A type-safe version of [method ceil], returning a [float]."
msgstr ""
"向上四捨五入 [param x](朝正無窮大),返回不小於 [param x] 的最小整數。\n"
"[method ceil] 的型別安全版本,返回一個 [float]。"
msgid ""
"Rounds [param x] upward (towards positive infinity), returning the smallest "
"whole number that is not less than [param x].\n"
"A type-safe version of [method ceil], returning an [int]."
msgstr ""
"向上四捨五入 [param x](朝正無窮大),返回不小於 [param x] 的最小整數。\n"
"[method ceil] 的型別安全版本,返回一個 [int]。"
msgid ""
"Clamps the [param value], returning a [Variant] not less than [param min] and "
"not more than [param max]. Any values that can be compared with the less than "
"and greater than operators will work.\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a is -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b is 5.5\n"
"\n"
"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n"
"# c is (-3.2, -2)\n"
"\n"
"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n"
"# d is (2, 6)\n"
"\n"
"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, "
"-4.1))\n"
"# e is (-3, -2, 5.4)\n"
"\n"
"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, "
"-6))\n"
"# f is (-4, -5, -6)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], "
"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], "
"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or "
"[method Color.clamp]."
msgstr ""
"鉗制 [param value],返回不小於 [param min] 且不大於 [param max] 的 [Variant]。"
"可以使用任何能夠用小於和大於運算子進行比較的值。\n"
"[codeblock]\n"
"var a = clamp(-10, -1, 5)\n"
"# a 是 -1\n"
"\n"
"var b = clamp(8.1, 0.9, 5.5)\n"
"# b 是 5.5\n"
"\n"
"var c = clamp(Vector2(-3.5, -4), Vector2(-3.2, -2), Vector2(2, 6.5))\n"
"# c 是 (-3.2, -2)\n"
"\n"
"var d = clamp(Vector2i(7, 8), Vector2i(-3, -2), Vector2i(2, 6))\n"
"# d 是 (2, 6)\n"
"\n"
"var e = clamp(Vector3(-7, 8.5, -3.8), Vector3(-3, -2, 5.4), Vector3(-2, 6, "
"-4.1))\n"
"# e 是 (-3, -2, 5.4)\n"
"\n"
"var f = clamp(Vector3i(-7, -8, -9), Vector3i(-1, 2, 3), Vector3i(-4, -5, "
"-6))\n"
"# f 是 (-4, -5, -6)\n"
"[/codeblock]\n"
"[b]注意:[/b]為了更好的型別安全,請使用 [method clampf]、[method clampi]、"
"[method Vector2.clamp]、[method Vector2i.clamp]、[method Vector3.clamp]、"
"[method Vector3i.clamp ]、[method Vector4.clamp] 或 [method Vector4i.clamp]。"
msgid ""
"Clamps the [param value], returning a [float] not less than [param min] and "
"not more than [param max].\n"
"[codeblock]\n"
"var speed = 42.1\n"
"var a = clampf(speed, 1.0, 20.5) # a is 20.5\n"
"\n"
"speed = -10.0\n"
"var b = clampf(speed, -1.0, 1.0) # b is -1.0\n"
"[/codeblock]"
msgstr ""
"鉗制 [param value],返回不小於 [param min] 且不大於 [param max] 的 [float]。\n"
"[codeblock]\n"
"var speed = 42.1\n"
"var a = clampf(speed, 1.0, 20.5) # a 是 20.5\n"
"\n"
"speed = -10.0\n"
"var b = clampf(speed, -1.0, 1.0) # b 是 -1.0\n"
"[/codeblock]"
msgid ""
"Clamps the [param value], returning an [int] not less than [param min] and "
"not more than [param max].\n"
"[codeblock]\n"
"var speed = 42\n"
"var a = clampi(speed, 1, 20) # a is 20\n"
"\n"
"speed = -10\n"
"var b = clampi(speed, -1, 1) # b is -1\n"
"[/codeblock]"
msgstr ""
"鉗制 [param value],返回不小於 [param min] 且不大於 [param max] 的 [int]。\n"
"[codeblock]\n"
"var speed = 42\n"
"var a = clampi(speed, 1, 20) # a 是 20\n"
"\n"
"speed = -10\n"
"var b = clampi(speed, -1, 1) # b 是 -1\n"
"[/codeblock]"
msgid ""
"Returns the cosine of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"cos(PI * 2) # Returns 1.0\n"
"cos(PI) # Returns -1.0\n"
"cos(deg_to_rad(90)) # Returns 0.0\n"
"[/codeblock]"
msgstr ""
"返回弧度角為 [param angle_rad] 的餘弦值。\n"
"[codeblock]\n"
"cos(PI * 2) # 返回 1.0\n"
"cos(PI) # 返回 -1.0\n"
"cos(deg_to_rad(90)) # 返回 0.0\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic cosine of [param x] in radians.\n"
"[codeblock]\n"
"print(cosh(1)) # Prints 1.543081\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param x] 的雙曲餘弦值。\n"
"[codeblock]\n"
"print(cosh(1)) # 列印 1.543081\n"
"[/codeblock]"
msgid ""
"Cubic interpolates between two values by the factor defined in [param weight] "
"with [param pre] and [param post] values."
msgstr ""
"根據 [param weight] 中定義的因數以及 [param pre] 和 [param post] 值,在兩個值"
"之間進行三次插值。"
msgid ""
"Cubic interpolates between two rotation values with shortest path by the "
"factor defined in [param weight] with [param pre] and [param post] values. "
"See also [method lerp_angle]."
msgstr ""
"根據 [param weight] 中定義的因數以及 [param pre] 和 [param post] 值,在具有最"
"短路徑的兩個旋轉值之間三次插值 。另見 [method lerp_angle]。"
msgid ""
"Cubic interpolates between two values by the factor defined in [param weight] "
"with [param pre] and [param post] values.\n"
"It can perform smoother interpolation than [method cubic_interpolate] by the "
"time values."
msgstr ""
"根據 [param weight] 中定義的因數以及 [param pre] 和 [param post] 值,在兩個值"
"之間進行三次插值。\n"
"它可以根據時間值執行比 [method cubic_interpolate] 更平滑的插值。"
msgid "Converts from decibels to linear energy (audio)."
msgstr "從分貝轉換為線性能量(音訊)。"
msgid ""
"Converts an angle expressed in degrees to radians.\n"
"[codeblock]\n"
"var r = deg_to_rad(180) # r is 3.141593\n"
"[/codeblock]"
msgstr ""
"將角度值轉換為弧度值。\n"
"[codeblock]\n"
"var r = deg_to_rad(180) # r 是 3.141593\n"
"[/codeblock]"
msgid ""
"Returns an \"eased\" value of [param x] based on an easing function defined "
"with [param curve]. This easing function is based on an exponent. The [param "
"curve] can be any floating-point number, with specific values leading to the "
"following behaviors:\n"
"[codeblock]\n"
"- Lower than -1.0 (exclusive): Ease in-out\n"
"- 1.0: Linear\n"
"- Between -1.0 and 0.0 (exclusive): Ease out-in\n"
"- 0.0: Constant\n"
"- Between 0.0 to 1.0 (exclusive): Ease out\n"
"- 1.0: Linear\n"
"- Greater than 1.0 (exclusive): Ease in\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [method Tween.interpolate_value]."
msgstr ""
"基於用 [param curve] 定義的緩動函式返回 [param x] 的“緩動後”的值。該緩動函式是"
"基於指數的。[param curve] 可以是任意浮點數,具體數值會導致以下行為:\n"
"[codeblock]\n"
"- 低於 -1.0(開區間):緩入緩出\n"
"- -1.0:線性\n"
"- 在 -1.0 和 0.0 之間(開區間):緩出緩入\n"
"- 0.0:恒定\n"
"- 在 0.0 到 1.0 之間(開區間):緩出\n"
"- 1.0:線性\n"
"- 大於 1.0(開區間):緩入\n"
"[/codeblock]\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"ease_cheatsheet.png]ease() 曲線值速查表[/url]\n"
"另見 [method smoothstep]。如果你需要執行更高級的過渡,請使用 [method Tween."
"interpolate_value]。"
msgid ""
"Returns a human-readable name for the given [enum Error] code.\n"
"[codeblock]\n"
"print(OK) # Prints 0\n"
"print(error_string(OK)) # Prints OK\n"
"print(error_string(ERR_BUSY)) # Prints Busy\n"
"print(error_string(ERR_OUT_OF_MEMORY)) # Prints Out of memory\n"
"[/codeblock]"
msgstr ""
"為給定的 [enum Error] 程式碼返回一個人類可讀的名稱。\n"
"[codeblock]\n"
"print(OK) # 輸出 0\n"
"print(error_string(OK)) # 輸出 OK\n"
"print(error_string(ERR_BUSY)) # 輸出 Busy\n"
"print(error_string(ERR_OUT_OF_MEMORY)) # 輸出 Out of memory\n"
"[/codeblock]"
msgid ""
"The natural exponential function. It raises the mathematical constant [i]e[/"
"i] to the power of [param x] and returns it.\n"
"[i]e[/i] has an approximate value of 2.71828, and can be obtained with "
"[code]exp(1)[/code].\n"
"For exponents to other bases use the method [method pow].\n"
"[codeblock]\n"
"var a = exp(2) # Approximately 7.39\n"
"[/codeblock]"
msgstr ""
"自然指數函式。計算數學常數 [i]e[/i] 的 [param x] 次方並返回它。\n"
"[i]e[/i] 的近似值為 2.71828,可以使用 [code]exp(1)[/code] 獲得。\n"
"求其他底數的指數應使用 [method pow] 方法。\n"
"[codeblock]\n"
"var a = exp(2) # 大約是 7.39\n"
"[/codeblock]"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x].\n"
"A type-safe version of [method floor], returning a [float]."
msgstr ""
"將 [param x] 向下四捨五入(向負無窮大),返回不超過 [param x] 的最大整數。\n"
"一個型別安全的 [method floor] 版本,返回一個 [float]。"
msgid ""
"Rounds [param x] downward (towards negative infinity), returning the largest "
"whole number that is not more than [param x].\n"
"A type-safe version of [method floor], returning an [int].\n"
"[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], "
"which rounds towards 0."
msgstr ""
"將 [param x] 向下四捨五入(向負無窮大),返回不超過 [param x] 的最大整數。\n"
"是 [method floor] 的型別安全版本,返回一個 [int]。\n"
"[b]注意:[/b]這個函式與 [code]int(x)[/code] [i]不[/i] 一樣,後者是向 0 取整。"
msgid ""
"Returns the floating-point remainder of [param x] divided by [param y], "
"keeping the sign of [param x].\n"
"[codeblock]\n"
"var remainder = fmod(7, 5.5) # remainder is 1.5\n"
"[/codeblock]\n"
"For the integer remainder operation, use the [code]%[/code] operator."
msgstr ""
"返回 [param x] 除以 [param y] 的浮點型餘數,符號與 [param x]一致。\n"
"[codeblock]\n"
"var remainder = fmod(7, 5.5) # remainder 是 1.5\n"
"[/codeblock]\n"
"對於整數取餘運算,請使用 [code]%[/code] 運算子。"
msgid ""
"Returns the floating-point modulus of [param x] divided by [param y], "
"wrapping equally in positive and negative.\n"
"[codeblock]\n"
"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n"
"for i in 7:\n"
" var x = i * 0.5 - 1.5\n"
" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, "
"1.5)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n"
"-1.5 -0.0 | 0.0\n"
"-1.0 -1.0 | 0.5\n"
"-0.5 -0.5 | 1.0\n"
" 0.0 0.0 | 0.0\n"
" 0.5 0.5 | 0.5\n"
" 1.0 1.0 | 1.0\n"
" 1.5 0.0 | 0.0\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 除以 [param y] 的浮點模數,正負軸均等包裹。\n"
"[codeblock]\n"
"print(\" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\")\n"
"for i in 7:\n"
" var x = i * 0.5 - 1.5\n"
" print(\"%4.1f %4.1f | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, "
"1.5)])\n"
"[/codeblock]\n"
"輸出:\n"
"[codeblock]\n"
" (x) (fmod(x, 1.5)) (fposmod(x, 1.5))\n"
"-1.5 -0.0 | 0.0\n"
"-1.0 -1.0 | 0.5\n"
"-0.5 -0.5 | 1.0\n"
" 0.0 0.0 | 0.0\n"
" 0.5 0.5 | 0.5\n"
" 1.0 1.0 | 1.0\n"
" 1.5 0.0 | 0.0\n"
"[/codeblock]"
msgid ""
"Returns the integer hash of the passed [param variable].\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(hash(\"a\")) # Prints 177670\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GD.Hash(\"a\")); // Prints 177670\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回傳入的 [param variable] 的整數雜湊值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(hash(\"a\")) # 輸出 177670\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GD.Hash(\"a\")); // 輸出 177670\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the [Object] that corresponds to [param instance_id]. All Objects "
"have a unique instance ID. See also [method Object.get_instance_id].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = \"bar\"\n"
"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
" print(inst.foo) # Prints bar\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyNode : Node\n"
"{\n"
" public string Foo { get; set; } = \"bar\";\n"
"\n"
" public override void _Ready()\n"
" {\n"
" ulong id = GetInstanceId();\n"
" var inst = (MyNode)InstanceFromId(Id);\n"
" GD.Print(inst.Foo); // Prints bar\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [param instance_id] 所對應的 [Object]。所有物件都有唯一的實例 ID。參見 "
"[method Object.get_instance_id]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var foo = \"bar\"\n"
"\n"
"func _ready():\n"
" var id = get_instance_id()\n"
" var inst = instance_from_id(id)\n"
" print(inst.foo) # 輸出 bar\n"
"[/gdscript]\n"
"[csharp]\n"
"public partial class MyNode : Node\n"
"{\n"
" public string Foo { get; set; } = \"bar\";\n"
"\n"
" public override void _Ready()\n"
" {\n"
" ulong id = GetInstanceId();\n"
" var inst = (MyNode)InstanceFromId(Id);\n"
" GD.Print(inst.Foo); // 輸出 bar\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns an interpolation or extrapolation factor considering the range "
"specified in [param from] and [param to], and the interpolated value "
"specified in [param weight]. The returned value will be between [code]0.0[/"
"code] and [code]1.0[/code] if [param weight] is between [param from] and "
"[param to] (inclusive). If [param weight] is located outside this range, then "
"an extrapolation factor will be returned (return value lower than [code]0.0[/"
"code] or greater than [code]1.0[/code]). Use [method clamp] on the result of "
"[method inverse_lerp] if this is not desired.\n"
"[codeblock]\n"
"# The interpolation ratio in the `lerp()` call below is 0.75.\n"
"var middle = lerp(20, 30, 0.75)\n"
"# middle is now 27.5.\n"
"\n"
"# Now, we pretend to have forgotten the original ratio and want to get it "
"back.\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# ratio is now 0.75.\n"
"[/codeblock]\n"
"See also [method lerp], which performs the reverse of this operation, and "
"[method remap] to map a continuous series of values to another."
msgstr ""
"返回插值或外推的因數。範圍用 [param from] 和 [param to]指定,插值後的值由 "
"[param weight] 指定。如果 [param weight] 在 [param from] 和 [param to] 之間"
"(包含),那麼返回的值在 [code]0.0[/code] 和 [code]1.0[/code] 之間。如果 "
"[param weight] 在該範圍之外,則返回的是外推因數(返回值小於 [code]0.0[/code] "
"或大於 [code]1.0[/code])。如果不希望這樣,請對 [method inverse_lerp] 的結果使"
"用 [method clamp]。\n"
"[codeblock]\n"
"# 下面的 `lerp()` 呼叫時的插值比例是 0.75。\n"
"var middle = lerp(20, 30, 0.75)\n"
"# middle 現在是 27.5。\n"
"\n"
"# 現在,我們假裝忘記了原來的比例,想要找到是多少。\n"
"var ratio = inverse_lerp(20, 30, 27.5)\n"
"# ratio 現在是 0.75。\n"
"[/codeblock]\n"
"另見 [method lerp],它執行本操作的逆操作;以及 [method remap],將一系列連續的"
"值對應到另一個值。"
msgid ""
"Returns [code]true[/code] if [param a] and [param b] are approximately equal "
"to each other.\n"
"Here, \"approximately equal\" means that [param a] and [param b] are within a "
"small internal epsilon of each other, which scales with the magnitude of the "
"numbers.\n"
"Infinity values of the same sign are considered equal."
msgstr ""
"如果 [param a] 和 [param b] 彼此近似相等,則返回 [code]true[/code]。\n"
"這裡,“近似相等”意味著 [param a] 和 [param b] 在彼此的一個小的內部 epsilon "
"內,該 epsilon 與數位的大小成比例。\n"
"相同符號的無窮大值被認為是相等的。"
msgid ""
"Returns whether [param x] is a finite value, i.e. it is not [constant "
"@GDScript.NAN], positive infinity, or negative infinity."
msgstr ""
"返回 [param x] 是否為有限值,即不是 [constant @GDScript.NAN]、正無窮大或負無窮"
"大。"
msgid ""
"Returns [code]true[/code] if [param x] is either positive infinity or "
"negative infinity."
msgstr "如果 [param x] 是正無窮大或負無窮大,則返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if the Object that corresponds to [param id] is a "
"valid object (e.g. has not been deleted from memory). All Objects have a "
"unique instance ID."
msgstr ""
"如果與 [param id] 對應的 Object 是有效的物件(例如沒有從記憶體中刪除),則返"
"回 [code]true[/code] 。所有物件都有唯一的實例 ID。"
msgid ""
"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not "
"been deleted from memory)."
msgstr ""
"如果 [param instance] 是有效的 Object例如沒有從記憶體中刪除則返回 "
"[code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or invalid) "
"value."
msgstr "如果 [param x] 是 NaN“非數字”或無效則返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code], for value types, if [param a] and [param b] share "
"the same value. Returns [code]true[/code], for reference types, if the "
"references of [param a] and [param b] are the same.\n"
"[codeblock]\n"
"# Vector2 is a value type\n"
"var vec2_a = Vector2(0, 0)\n"
"var vec2_b = Vector2(0, 0)\n"
"var vec2_c = Vector2(1, 1)\n"
"is_same(vec2_a, vec2_a) # true\n"
"is_same(vec2_a, vec2_b) # true\n"
"is_same(vec2_a, vec2_c) # false\n"
"\n"
"# Array is a reference type\n"
"var arr_a = []\n"
"var arr_b = []\n"
"is_same(arr_a, arr_a) # true\n"
"is_same(arr_a, arr_b) # false\n"
"[/codeblock]\n"
"These are [Variant] value types: [code]null[/code], [bool], [int], [float], "
"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], "
"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], "
"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], "
"[RID], [Callable] and [Signal].\n"
"These are [Variant] reference types: [Object], [Dictionary], [Array], "
"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], "
"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], "
"[PackedVector2Array], [PackedVector3Array] and [PackedColorArray]."
msgstr ""
"當 [param a] 和 [param b] 為數值型別時,如果他們相同,那麼返回 [code]true[/"
"code]。當 [param a] 和 [param b] 為參考型別時,如果它們的引用物件相同,那麼返"
"回 [code]true[/code]。\n"
"[codeblock]\n"
"# Vector2 是數值型別\n"
"var vec2_a = Vector2(0, 0)\n"
"var vec2_b = Vector2(0, 0)\n"
"var vec2_c = Vector2(1, 1)\n"
"is_same(vec2_a, vec2_a) # true\n"
"is_same(vec2_a, vec2_b) # true\n"
"is_same(vec2_a, vec2_c) # false\n"
"\n"
"# Array 是參考型別\n"
"var arr_a = []\n"
"var arr_b = []\n"
"is_same(arr_a, arr_a) # true\n"
"is_same(arr_a, arr_b) # false\n"
"[/codeblock]\n"
"[Variant] 數值型別有:[code]null[/code][bool][int][float][String]"
"[StringName][Vector2][Vector2i][Vector3][Vector3i][Vector4]"
"[Vector4i][Rect2][Rect2i][Transform2D][Transform3D][Plane]"
"[Quaternion][AABB][Basis][Projection][Color][NodePath][RID]"
"[Callable] 和 [Signal]。\n"
"[Variant] 參考型別有:[Object][Dictionary][Array][PackedByteArray]"
"[PackedInt32Array][PackedInt64Array][PackedFloat32Array]"
"[PackedFloat64Array][PackedStringArray][PackedVector2Array]"
"[PackedVector3Array] 和 [PackedColorArray]。"
msgid ""
"Returns [code]true[/code] if [param x] is zero or almost zero. The comparison "
"is done using a tolerance calculation with a small internal epsilon.\n"
"This function is faster than using [method is_equal_approx] with one value as "
"zero."
msgstr ""
"如果 [param x] 為零或幾乎為零,則返回 [code]true[/code]。比較是使用具有小內部 "
"epsilon 的公差計算的。\n"
"該函式比使用一個值為零的 [method is_equal_approx] 更快。"
msgid ""
"Linearly interpolates between two values by the factor defined in [param "
"weight]. To perform interpolation, [param weight] should be between "
"[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside "
"this range are allowed and can be used to perform [i]extrapolation[/i]. If "
"this is not desired, use [method clamp] on the result of this function.\n"
"Both [param from] and [param to] must be the same type. Supported types: "
"[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], "
"[Basis].\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # Returns 3.0\n"
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]. See also [method remap] to map a continuous "
"series of values to another.\n"
"[b]Note:[/b] For better type safety, use [method lerpf], [method Vector2."
"lerp], [method Vector3.lerp], [method Vector4.lerp], [method Color.lerp], "
"[method Quaternion.slerp] or [method Basis.slerp]."
msgstr ""
"通過 [param weight] 中定義的因數在兩個值之間進行線性插值。要執行插值,[param "
"weight] 應介於 [code]0.0[/code] 和 [code]1.0[/code] 之間(包含)。但是,超出此"
"範圍的值也是允許的,並可用於執行[i]外推[/i]。如果不需要,請在該函式的結果上使"
"用 [method clamp]。\n"
"[param from] 和 [param to] 必須是同一型別。支援的型別:[int]、[float]、"
"[Vector2]、[Vector3]、[Vector4]、[Color]、[Quaternion]、[Basis]。\n"
"[codeblock]\n"
"lerp(0, 4, 0.75) # 返回 3.0\n"
"[/codeblock]\n"
"另請參閱執行本操作的逆操作的 [method inverse_lerp]。要使用 [method lerp] 執行"
"緩動插值,請將其與 [method ease] 或 [method smoothstep] 結合使用。另見 "
"[method remap],可將一系列連續的值對應到另一個值。\n"
"[b]注意:[/b]為了更好的型別安全,請使用 [method lerpf]、[method Vector2."
"lerp]、[method Vector3.lerp]、[method Vector4.lerp]、[method Color.lerp]、"
"[method Quaternion.slerp] 或 [method Basis.slerp]。"
msgid ""
"Linearly interpolates between two angles (in radians) by a [param weight] "
"value between 0.0 and 1.0.\n"
"Similar to [method lerp], but interpolates correctly when the angles wrap "
"around [constant @GDScript.TAU]. To perform eased interpolation with [method "
"lerp_angle], combine it with [method ease] or [method smoothstep].\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
" var min_angle = deg_to_rad(0.0)\n"
" var max_angle = deg_to_rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]\n"
"[b]Note:[/b] This function lerps through the shortest path between [param "
"from] and [param to]. However, when these two angles are approximately "
"[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
"obvious which way they lerp due to floating-point precision errors. For "
"example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
"while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
msgstr ""
"通過 0.0 和 1.0 之間的 [param weight] 值,在兩個角度(以弧度為單位)之間進行線"
"性插值。\n"
"類似於 [method lerp],但當角度環繞 [constant @GDScript.TAU] 時會正確插值。要使"
"用 [method lerp_angle] 執行緩動插值,請將其與 [method ease] 或 [method "
"smoothstep] 結合使用。\n"
"[codeblock]\n"
"extends Sprite\n"
"var elapsed = 0.0\n"
"func _process(delta):\n"
" var min_angle = deg_to_rad(0.0)\n"
" var max_angle = deg_to_rad(90.0)\n"
" rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
" elapsed += delta\n"
"[/codeblock]\n"
"[b]注意:[/b]該函式通過 [param from] 和 [param to] 之間的最短路徑進行插值。然"
"而,當這兩個角度相距大致 [code]PI + k * TAU[/code] 其中 [code]k[/code] 為任意"
"整數時,由於浮點數精度誤差的緣故,要對插值的方向進行判斷是很難的。例如,"
"[code]lerp_angle(0, PI, weight)[/code] 會逆時針插值,而 [code]lerp_angle(0, "
"PI + 5 * TAU, weight)[/code] 則會順時針插值。"
msgid ""
"Linearly interpolates between two values by the factor defined in [param "
"weight]. To perform interpolation, [param weight] should be between "
"[code]0.0[/code] and [code]1.0[/code] (inclusive). However, values outside "
"this range are allowed and can be used to perform [i]extrapolation[/i]. If "
"this is not desired, use [method clampf] on the result of this function.\n"
"[codeblock]\n"
"lerpf(0, 4, 0.75) # Returns 3.0\n"
"[/codeblock]\n"
"See also [method inverse_lerp] which performs the reverse of this operation. "
"To perform eased interpolation with [method lerp], combine it with [method "
"ease] or [method smoothstep]."
msgstr ""
"通過 [param weight] 中定義的因數在兩個值之間進行線性插值。要執行插值,[param "
"weight] 應介於 [code]0.0[/code] 和 [code]1.0[/code] 之間(包含)。但是,超出此"
"範圍的值是允許的,並可用於執行 [i]外推[/i]。如果不需要,請對此函式的結果使用 "
"[method clampf]。\n"
"[codeblock]\n"
"lerpf(0, 4, 0.75) # 返回 3.0\n"
"[/codeblock]\n"
"另請參閱執行本操作的逆運算的 [method inverse_lerp]。要使用 [method lerp] 執行"
"緩動插值,請將其與 [method ease] 或 [method smoothstep] 結合使用。"
msgid ""
"Converts from linear energy to decibels (audio). This can be used to "
"implement volume sliders that behave as expected (since volume isn't "
"linear).\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"# \"Slider\" refers to a node that inherits Range such as HSlider or "
"VSlider.\n"
"# Its range must be configured to go from 0 to 1.\n"
"# Change the bus name if you'd like to change the volume of a specific bus "
"only.\n"
"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
"linear_to_db($Slider.value))\n"
"[/codeblock]"
msgstr ""
"從線性能量轉換為分貝(音訊)。這可用於實作按預期運作的音量滑桿(因為音量不是線"
"性的)。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"# “Slider”引用的是 HSlider、VSlider 等繼承自 Range 的節點。\n"
"# 必須將其範圍配置為 0 到 1。\n"
"# 如果只想修改特定匯流排的音量,請修改匯流排名稱。\n"
"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
"linear_to_db($Slider.value))\n"
"[/codeblock]"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural "
"logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/"
"E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately "
"2.71828). This is the amount of time needed to reach a certain level of "
"continuous growth.\n"
"[b]Note:[/b] This is not the same as the \"log\" function on most "
"calculators, which uses a base 10 logarithm. To use base 10 logarithm, use "
"[code]log(x) / log(10)[/code].\n"
"[codeblock]\n"
"log(10) # Returns 2.302585\n"
"[/codeblock]\n"
"[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], while "
"negative values return [code]-nan[/code]."
msgstr ""
"返回 [param x] 的[url=https://zh.wikipedia.org/zh-cn/"
"%E8%87%AA%E7%84%B6%E5%B0%8D%E6%95%B8]自然對數[/url](底數為 [url=https://zh."
"wikipedia.org/zh-cn/E_(%E6%95%B0%E5%AD%A6%E5%B8%B8%E6%95%B0)][i]e[/i][/url]"
"[i]e[/i] 約為 2.71828)。這是持續增長到一定程度所需的時間。\n"
"[b]注意:[/b]這個函式與大多數計算器上的對數“log”函式不同他們適用的底數是 "
"10。要使用底數為 10 的對數,請使用 [code]log(x) / log(10)[/code]。\n"
"[codeblock]\n"
"log(10) # 返回 2.302585\n"
"[/codeblock]\n"
"[b]注意:[/b][code]0[/code] 的對數返回 [code]-inf[/code],負值返回 [code]-"
"nan[/code]。"
msgid ""
"Returns the maximum of the given numeric values. This function can take any "
"number of arguments.\n"
"[codeblock]\n"
"max(1, 7, 3, -6, 5) # Returns 7\n"
"[/codeblock]"
msgstr ""
"返回給定值的最大值。這個函式可以接受任意數量的參數。\n"
"[codeblock]\n"
"max(1, 7, 3, -6, 5) # 返回 7\n"
"[/codeblock]"
msgid ""
"Returns the maximum of two [float] values.\n"
"[codeblock]\n"
"maxf(3.6, 24) # Returns 24.0\n"
"maxf(-3.99, -4) # Returns -3.99\n"
"[/codeblock]"
msgstr ""
"返回兩個 [float] 值中的最大值。\n"
"[codeblock]\n"
"maxf(3.6, 24) # 返回 24.0\n"
"maxf(-3.99, -4) # 返回 -3.99\n"
"[/codeblock]"
msgid ""
"Returns the maximum of two [int] values.\n"
"[codeblock]\n"
"maxi(1, 2) # Returns 2\n"
"maxi(-3, -4) # Returns -3\n"
"[/codeblock]"
msgstr ""
"返回兩個 [int] 值中的最大值。\n"
"[codeblock]\n"
"maxi(1, 2) # 返回 2\n"
"maxi(-3, -4) # 返回 -3\n"
"[/codeblock]"
msgid ""
"Returns the minimum of the given numeric values. This function can take any "
"number of arguments.\n"
"[codeblock]\n"
"min(1, 7, 3, -6, 5) # Returns -6\n"
"[/codeblock]"
msgstr ""
"返回給定數值中的最小值。這個函式可以接受任意數量的參數。\n"
"[codeblock]\n"
"min(1, 7, 3, -6, 5) # 返回 -6\n"
"[/codeblock]"
msgid ""
"Returns the minimum of two [float] values.\n"
"[codeblock]\n"
"minf(3.6, 24) # Returns 3.6\n"
"minf(-3.99, -4) # Returns -4.0\n"
"[/codeblock]"
msgstr ""
"返回兩個 [float] 值中的最小值。\n"
"[codeblock]\n"
"minf(3.6, 24) # 返回 3.6\n"
"minf(-3.99, -4) # 返回 -4.0\n"
"[/codeblock]"
msgid ""
"Returns the minimum of two [int] values.\n"
"[codeblock]\n"
"mini(1, 2) # Returns 1\n"
"mini(-3, -4) # Returns -4\n"
"[/codeblock]"
msgstr ""
"返回兩個 [int] 值中的最小值。\n"
"[codeblock]\n"
"mini(1, 2) # 返回 1\n"
"mini(-3, -4) # 返回 -4\n"
"[/codeblock]"
msgid ""
"Moves [param from] toward [param to] by the [param delta] amount. Will not go "
"past [param to].\n"
"Use a negative [param delta] value to move away.\n"
"[codeblock]\n"
"move_toward(5, 10, 4) # Returns 9\n"
"move_toward(10, 5, 4) # Returns 6\n"
"move_toward(5, 10, 9) # Returns 10\n"
"move_toward(10, 5, -1.5) # Returns 11.5\n"
"[/codeblock]"
msgstr ""
"將 [param from] 向 [param to] 移動,移動的長度是 [param delta]。不會超過 "
"[param to]。\n"
"使用負的 [param delta] 值則向遠離的方向移動。\n"
"[codeblock]\n"
"move_toward(5, 10, 4) # Returns 9\n"
"move_toward(10, 5, 4) # Returns 6\n"
"move_toward(5, 10, 9) # Returns 10\n"
"move_toward(10, 5, -1.5) # Returns 11.5\n"
"[/codeblock]"
msgid ""
"Returns the smallest integer power of 2 that is greater than or equal to "
"[param value].\n"
"[codeblock]\n"
"nearest_po2(3) # Returns 4\n"
"nearest_po2(4) # Returns 4\n"
"nearest_po2(5) # Returns 8\n"
"\n"
"nearest_po2(0) # Returns 0 (this may not be expected)\n"
"nearest_po2(-1) # Returns 0 (this may not be expected)\n"
"[/codeblock]\n"
"[b]Warning:[/b] Due to its implementation, this method returns [code]0[/code] "
"rather than [code]1[/code] for values less than or equal to [code]0[/code], "
"with an exception for [param value] being the smallest negative 64-bit "
"integer ([code]-9223372036854775808[/code]) in which case the [param value] "
"is returned unchanged."
msgstr ""
"返回大於等於整數 [param value] 的最小整數冪 2。\n"
"[codeblock]\n"
"nearest_po2(3) # 返回 4\n"
"nearest_po2(4) # 返回 4\n"
"nearest_po2(5) # 返回 8\n"
"\n"
"nearest_po2(0) # 返回 0可能出乎意料\n"
"nearest_po2(-1) # 返回 0可能出乎意料\n"
"[/codeblock]\n"
"[b]警告:[/b]由於其實現,此方法返回[code]0[/code]而不是[code]1[/code]對於小於"
"或等於的值[code]0[/code],但 [param value] 是最小的負 64 位整數除外 "
"([code]-9223372036854775808[/code]),在這種情況下,返回 [param value] 不變。"
msgid ""
"Wraps [param value] between [code]0[/code] and the [param length]. If the "
"limit is reached, the next value the function returns is decreased to the "
"[code]0[/code] side or increased to the [param length] side (like a triangle "
"wave). If [param length] is less than zero, it becomes positive.\n"
"[codeblock]\n"
"pingpong(-3.0, 3.0) # Returns 3.0\n"
"pingpong(-2.0, 3.0) # Returns 2.0\n"
"pingpong(-1.0, 3.0) # Returns 1.0\n"
"pingpong(0.0, 3.0) # Returns 0.0\n"
"pingpong(1.0, 3.0) # Returns 1.0\n"
"pingpong(2.0, 3.0) # Returns 2.0\n"
"pingpong(3.0, 3.0) # Returns 3.0\n"
"pingpong(4.0, 3.0) # Returns 2.0\n"
"pingpong(5.0, 3.0) # Returns 1.0\n"
"pingpong(6.0, 3.0) # Returns 0.0\n"
"[/codeblock]"
msgstr ""
"將 [param value] 包裹在 [code]0[/code] 和 [param length] 之間。如果達到限制,"
"函式返回的下一個值將減少到 [code]0[/code] 側或增加到 [param length] 側(像三角"
"波)。如果 [param length] 小於零,則變為正數。\n"
"[codeblock]\n"
"pingpong(-3.0, 3.0) # 返回 3.0\n"
"pingpong(-2.0, 3.0) # 返回 2.0\n"
"pingpong(-1.0, 3.0) # 返回 1.0\n"
"pingpong(0.0, 3.0) # 返回 0.0\n"
"pingpong(1.0, 3.0) # 返回 1.0\n"
"pingpong(2.0, 3.0) # 返回 2.0\n"
"pingpong(3.0, 3.0) # 返回 3.0\n"
"pingpong(4.0, 3.0) # 返回 2.0\n"
"pingpong(5.0, 3.0) # 返回 1.0\n"
"pingpong(6.0, 3.0) # 返回 0.0\n"
"[/codeblock]"
msgid ""
"Returns the integer modulus of [param x] divided by [param y] that wraps "
"equally in positive and negative.\n"
"[codeblock]\n"
"print(\"#(i) (i % 3) (posmod(i, 3))\")\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"Produces:\n"
"[codeblock]\n"
"(i) (i % 3) (posmod(i, 3))\n"
"-3 0 | 0\n"
"-2 -2 | 1\n"
"-1 -1 | 2\n"
" 0 0 | 0\n"
" 1 1 | 1\n"
" 2 2 | 2\n"
" 3 0 | 0\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 除以 [param y] 的整數模數,對正負數進行一致的迴圈。\n"
"[codeblock]\n"
"print(\"#(i) (i % 3) (posmod(i, 3))\")\n"
"for i in range(-3, 4):\n"
" print(\"%2d %2d | %2d\" % [i, i % 3, posmod(i, 3)])\n"
"[/codeblock]\n"
"結果:\n"
"[codeblock]\n"
"(i) (i % 3) (posmod(i, 3))\n"
"-3 0 | 0\n"
"-2 -2 | 1\n"
"-1 -1 | 2\n"
" 0 0 | 0\n"
" 1 1 | 1\n"
" 2 2 | 2\n"
" 3 0 | 0\n"
"[/codeblock]"
msgid ""
"Returns the result of [param base] raised to the power of [param exp].\n"
"In GDScript, this is the equivalent of the [code]**[/code] operator.\n"
"[codeblock]\n"
"pow(2, 5) # Returns 32.0\n"
"pow(4, 1.5) # Returns 8.0\n"
"[/codeblock]"
msgstr ""
"返回 [param base] 的 [param exp] 次冪的結果。\n"
"在 GDScript 中,這相當於 [code]**[/code] 運算子。\n"
"[codeblock]\n"
"pow(2, 5) # 返回 32.0\n"
"pow(4, 1.5) # 返回 8.0\n"
"[/codeblock]"
msgid ""
"Converts one or more arguments of any type to string in the best way possible "
"and prints them to the console.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = [1, 2, 3]\n"
"print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Array { 1, 2, 3 };\n"
"GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
"print error and warning messages instead of [method print] or [method "
"print_rich]. This distinguishes them from print messages used for debugging "
"purposes, while also displaying a stack trace when an error or warning is "
"printed."
msgstr ""
"以盡可能最佳的方式將一個或多個任意型別的參數轉換為字串,並將其列印到控制台。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = [1, 2, 3]\n"
"print(\"a\", \"b\", a) # 輸出 ab[1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Array { 1, 2, 3 };\n"
"GD.Print(\"a\", \"b\", a); // 輸出 ab[1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]請考慮使用 [method push_error] 和 [method push_warning] 來列印錯"
"誤和警告消息,而不是 [method print] 或 [method print_rich]。這將它們與用於調試"
"目的的列印消息區分開來,同時還會在列印錯誤或警告時顯示堆疊追蹤。"
msgid ""
"If verbose mode is enabled ([method OS.is_stdout_verbose] returning "
"[code]true[/code]), converts one or more arguments of any type to string in "
"the best way possible and prints them to the console."
msgstr ""
"如果啟用了詳細模式([method OS.is_stdout_verbose] 返回 [code]true[/code]),則"
"盡可能以最佳方式將一個或多個任意型別的參數轉換為字串,並將它們列印到控制台。"
msgid ""
"Prints one or more arguments to strings in the best way possible to standard "
"error line.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printerr(\"prints to stderr\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintErr(\"prints to stderr\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"以盡可能最佳的方式將一個或多個參數作為字串輸出到標準錯誤行。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printerr(\"prints to stderr\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintErr(\"prints to stderr\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to strings in the best way possible to the OS "
"terminal. Unlike [method print], no newline is automatically added at the "
"end.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"printraw(\"C\")\n"
"# Prints ABC to terminal\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintRaw(\"A\");\n"
"GD.PrintRaw(\"B\");\n"
"GD.PrintRaw(\"C\");\n"
"// Prints ABC to terminal\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"以盡可能最佳的方式將一個或多個參數作為字串輸出到 OS 終端。與 [method print] 不"
"同的是,最後不會自動新增分行符號。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printraw(\"A\")\n"
"printraw(\"B\")\n"
"printraw(\"C\")\n"
"# 輸出 ABC 到終端\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintRaw(\"A\");\n"
"GD.PrintRaw(\"B\");\n"
"GD.PrintRaw(\"C\");\n"
"// 輸出 ABC 到終端\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to the console with a space between each "
"argument.\n"
"[codeblocks]\n"
"[gdscript]\n"
"prints(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintS(\"A\", \"B\", \"C\"); // Prints A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將一個或多個參數列印到控制台,每個參數之間有一個空格。\n"
"[codeblocks]\n"
"[gdscript]\n"
"prints(\"A\", \"B\", \"C\") # 輸出 A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintS(\"A\", \"B\", \"C\"); // 輸出 A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prints one or more arguments to the console with a tab between each "
"argument.\n"
"[codeblocks]\n"
"[gdscript]\n"
"printt(\"A\", \"B\", \"C\") # Prints A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintT(\"A\", \"B\", \"C\"); // Prints A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將一個或多個參數列印到控制台,每個參數之間有一個定位字元。\n"
"[codeblocks]\n"
"[gdscript]\n"
"printt(\"A\", \"B\", \"C\") # 輸出 A B C\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PrintT(\"A\", \"B\", \"C\"); // 輸出 A B C\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
"as error call\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushError(\"test error\"); // Prints \"test error\" to debugger and "
"terminal as error call\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This function does not pause project execution. To print an "
"error message and pause project execution in debug builds, use "
"[code]assert(false, \"test error\")[/code] instead."
msgstr ""
"將錯誤消息推送到 Godot 的內建除錯器和 OS 終端。\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_error(\"test error\") # 向除錯器和終端列印 “test error” 作為錯誤呼叫\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushError(\"test error\"); // 向除錯器和終端列印 “test error” 作為錯誤調"
"用\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]該函式不會暫停專案執行。要在除錯版本中列印錯誤消息並暫停專案執"
"行,請改用 [code]assert(false, \"test error\")[/code]。"
msgid ""
"Pushes a warning message to Godot's built-in debugger and to the OS "
"terminal.\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
"terminal as warning call\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and "
"terminal as warning call\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將警告消息推送到 Godot 的內建除錯器和 OS 終端。\n"
"[codeblocks]\n"
"[gdscript]\n"
"push_warning(\"test warning\") # 以警告的形式向除錯器和終端輸出 “test "
"warning”\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.PushWarning(\"test warning\"); // 以警告的形式向除錯器和終端輸出 “test "
"warning”\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Converts an angle expressed in radians to degrees.\n"
"[codeblock]\n"
"rad_to_deg(0.523599) # Returns 30\n"
"rad_to_deg(PI) # Returns 180\n"
"rad_to_deg(PI * 2) # Returns 360\n"
"[/codeblock]"
msgstr ""
"將以弧度表示的角度轉換為度。\n"
"[codeblock]\n"
"rad_to_deg(0.523599) # 返回 30\n"
"rad_to_deg(PI) # 返回 180\n"
"rad_to_deg(PI * 2) # 返回 360\n"
"[/codeblock]"
msgid ""
"Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], "
"where its first element is the randomized [int] value, and the second element "
"is the same as [param seed]. Passing the same [param seed] consistently "
"returns the same array.\n"
"[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random "
"number generator, currently implemented as a 64 bit integer.\n"
"[codeblock]\n"
"var a = rand_from_seed(4)\n"
"\n"
"print(a[0])\t# Prints 2879024997\n"
"print(a[1])\t# Prints 4\n"
"[/codeblock]"
msgstr ""
"給定一個 [param seed],返回一個大小為 [code]2[/code] 的 [PackedInt64Array],其"
"中第一個元素是隨機化的 [int] 值,第二個元素與 [param seed] 相同。傳入相同的 "
"[param seed] 會一致地返回相同的陣列。\n"
"[b]注意:[/b]這裡的“種子”是指偽亂數產生器的內部狀態,目前實作為一個 64 位整"
"數。\n"
"[codeblock]\n"
"var a = rand_from_seed(4)\n"
"\n"
"print(a[0])\t# 輸出 2879024997\n"
"print(a[1])\t# 輸出 4\n"
"[/codeblock]"
msgid ""
"Returns a random floating point value between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf() # Returns e.g. 0.375671\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randf(); // Returns e.g. 0.375671\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [code]0.0[/code] 和 [code]1.0[/code](包含)之間的隨機浮點值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf() # 返回範例 0.375671\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randf(); // 返回範例 0.375671\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a random floating point value between [param from] and [param to] "
"(inclusive).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf_range(0, 20.5) # Returns e.g. 7.45315\n"
"randf_range(-10, 10) # Returns e.g. -3.844535\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0.0, 20.5); // Returns e.g. 7.45315\n"
"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [param from] 和 [param to](包含)之間的隨機浮點值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randf_range(0, 20.5) # 返回範例 7.45315\n"
"randf_range(-10, 10) # 返回範例 -3.844535\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0.0, 20.5); // 返回範例 7.45315\n"
"GD.RandRange(-10.0, 10.0); // 返回範例 -3.844535\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a normally-distributed pseudo-random floating point value using Box-"
"Muller transform with the specified [param mean] and a standard [param "
"deviation]. This is also called Gaussian distribution."
msgstr ""
"返回一個正態分佈的偽隨機浮點值,該分佈使用具有指定 [param mean] 和標準 [param "
"deviation] 的 Box-Muller 變換。這也被稱為高斯分佈。"
msgid ""
"Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
"value in the interval [code][0, N - 1][/code] (where N is smaller than "
"2^32).\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi() # Returns random integer between 0 and 2^32 - 1\n"
"randi() % 20 # Returns random integer between 0 and 19\n"
"randi() % 100 # Returns random integer between 0 and 99\n"
"randi() % 100 + 1 # Returns random integer between 1 and 100\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randi(); // Returns random integer between 0 and 2^32 - 1\n"
"GD.Randi() % 20; // Returns random integer between 0 and 19\n"
"GD.Randi() % 100; // Returns random integer between 0 and 99\n"
"GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一個隨機的無符號 32 位元整數。使用餘數獲得區間 [code][0, N - 1][/code] "
"(其中 N 小於 2^32的隨機值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi() # 返回介於 0 到 2^32 - 1 之間的隨機整數\n"
"randi() % 20 # 返回介於 0 到 19之間的隨機整數\n"
"randi() % 100 # 返回介於 0 到 99 之間的隨機整數\n"
"randi() % 100 + 1 # 返回介於 1 到 100 之間的隨機整數\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Randi(); // 返回介於 0 到 2^32 - 1 之間的隨機整數\n"
"GD.Randi() % 20; // 返回介於 0 到 19之間的隨機整數\n"
"GD.Randi() % 100; // 返回介於 0 到 99 之間的隨機整數\n"
"GD.Randi() % 100 + 1; // 返回介於 1 到 100 之間的隨機整數\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a random signed 32-bit integer between [param from] and [param to] "
"(inclusive). If [param to] is lesser than [param from], they are swapped.\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi_range(0, 1) # Returns either 0 or 1\n"
"randi_range(-10, 1000) # Returns random integer between -10 and 1000\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0, 1); // Returns either 0 or 1\n"
"GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回介於 [param from] 和 [param to](包含)之間的一個隨機有符號 32 位元整數。"
"如果 [param to] 小於 [param from],則它們將被交換。\n"
"[codeblocks]\n"
"[gdscript]\n"
"randi_range(0, 1) # 返回 0 或 1\n"
"randi_range(-10, 1000) # 返回介於 -10 和 1000 之間的隨機整數\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.RandRange(0, 1); // 返回 0 或 1\n"
"GD.RandRange(-10, 1000); // 返回介於 -10 和 1000 之間的隨機整數\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Randomizes the seed (or the internal state) of the random number generator. "
"The current implementation uses a number based on the device's time.\n"
"[b]Note:[/b] This function is called automatically when the project is run. "
"If you need to fix the seed to have consistent, reproducible results, use "
"[method seed] to initialize the random number generator."
msgstr ""
"隨機化亂數產生器的種子(或內部狀態)。目前的實作使用一個基於裝置時間的數字。\n"
"[b]注意:[/b]該函式在專案運作時自動被呼叫。如果需要修復種子以獲得一致、可重現"
"的結果,請使用 [method seed] 來初始化亂數產生器。"
msgid ""
"Maps a [param value] from range [code][istart, istop][/code] to [code]"
"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
"[param value] is outside [code][istart, istop][/code], then the resulting "
"value will also be outside [code][ostart, ostop][/code]. If this is not "
"desired, use [method clamp] on the result of this function.\n"
"[codeblock]\n"
"remap(75, 0, 100, -1, 1) # Returns 0.5\n"
"[/codeblock]\n"
"For complex use cases where multiple ranges are needed, consider using "
"[Curve] or [Gradient] instead."
msgstr ""
"將 [param value] 從範圍 [code][istart, istop][/code] 對應到 [code][ostart, "
"ostop][/code]。另見 [method lerp] 和 [method inverse_lerp]。如果 [param "
"value] 在 [code][istart, istop][/code] 之外,那麼結果值也將在 [code][ostart, "
"ostop][/code] 之外。如果不希望這樣,請對該函式的結果使用 [method clamp]。\n"
"[codeblock]\n"
"remap(75, 0, 100, -1, 1) # 返回 0.5\n"
"[/codeblock]\n"
"對於需要多個範圍的複雜用例,請考慮改用 [Curve] 或 [Gradient]。"
msgid ""
"Allocates a unique ID which can be used by the implementation to construct a "
"RID. This is used mainly from native extensions to implement servers."
msgstr ""
"分配一個唯一的 ID可被實作用來建構一個 RID。這主要被本地擴充使用以實作服務"
"器。"
msgid ""
"Creates a RID from a [param base]. This is used mainly from native extensions "
"to build servers."
msgstr "從 [param base] 建立一個 RID。這主要被本地擴充使用以建構伺服器。"
msgid ""
"Rotates [param from] toward [param to] by the [param delta] amount. Will not "
"go past [param to].\n"
"Similar to [method move_toward], but interpolates correctly when the angles "
"wrap around [constant @GDScript.TAU].\n"
"If [param delta] is negative, this function will rotate away from [param to], "
"toward the opposite angle, and will not go past the opposite angle."
msgstr ""
"將 [param from] 向 [param to] 旋轉 [param delta] 量。不會超過 [param to]。\n"
"與 [method move_toward] 類似,但當角環繞 [constant @GDScript.TAU] 時正確內"
"插。\n"
"如果 [param delta] 為負數,則此函式將從 [param to] 旋轉到相反的角度,並且不會"
"超過相反的角度。"
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
"from 0.\n"
"A type-safe version of [method round], returning a [float]."
msgstr ""
"將 [param x] 四捨五入到最接近的整數,中間情況遠離 0 四捨五入。\n"
"[method round] 的型別安全版本,返回一個 [float]。"
msgid ""
"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
"from 0.\n"
"A type-safe version of [method round], returning an [int]."
msgstr ""
"將 [param x] 四捨五入到最接近的整數,中間情況遠離 0 四捨五入。\n"
"[method round] 的型別安全版本,返回一個 [int]。"
msgid ""
"Sets the seed for the random number generator to [param base]. Setting the "
"seed manually can ensure consistent, repeatable results for most random "
"functions.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_seed = \"Godot Rocks\".hash()\n"
"seed(my_seed)\n"
"var a = randf() + randi()\n"
"seed(my_seed)\n"
"var b = randf() + randi()\n"
"# a and b are now identical\n"
"[/gdscript]\n"
"[csharp]\n"
"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
"GD.Seed(mySeed);\n"
"var a = GD.Randf() + GD.Randi();\n"
"GD.Seed(mySeed);\n"
"var b = GD.Randf() + GD.Randi();\n"
"// a and b are now identical\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將亂數產生器的種子設定為 [param base]。手動設定種子可以確保大多數隨機函式的結"
"果一致、可重複。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_seed = \"Godot Rocks\".hash()\n"
"seed(my_seed)\n"
"var a = randf() + randi()\n"
"seed(my_seed)\n"
"var b = randf() + randi()\n"
"# a 和 b 現在是一樣的\n"
"[/gdscript]\n"
"[csharp]\n"
"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
"GD.Seed(mySeed);\n"
"var a = GD.Randf() + GD.Randi();\n"
"GD.Seed(mySeed);\n"
"var b = GD.Randf() + GD.Randi();\n"
"// a 和 b 現在是一樣的\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the same type of [Variant] as [param x], with [code]-1[/code] for "
"negative values, [code]1[/code] for positive values, and [code]0[/code] for "
"zeros. For [code]nan[/code] values it returns 0.\n"
"Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], "
"[Vector3i], [Vector4], [Vector4i].\n"
"[codeblock]\n"
"sign(-6.0) # Returns -1\n"
"sign(0.0) # Returns 0\n"
"sign(6.0) # Returns 1\n"
"sign(NAN) # Returns 0\n"
"\n"
"sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n"
"[/codeblock]\n"
"[b]Note:[/b] For better type safety, use [method signf], [method signi], "
"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method "
"Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]."
msgstr ""
"返回與 [param x] 相同型別的 [Variant][code]-1[/code] 為負值,[code]1[/code] "
"為正值,[code]0[/code] 為零值。支援的型別:[int]、[float]、[Vector2]、"
"[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n"
"[codeblock]\n"
"sign(-6.0) # 返回 -1\n"
"sign(0.0) # 返回 0\n"
"sign(6.0) # 返回 1\n"
"\n"
"sign(Vector3(-6.0, 0.0, 6.0)) # 返回 (-1, 0, 1)\n"
"[/codeblock]\n"
"[b]注意:[/b]為了更好的型別安全,請使用 [method signf]、[method signi]、"
"[method Vector2.sign]、[method Vector2i.sign]、[method Vector3.sign]、[method "
"Vector3i.sign]、[method Vector4.sign]、或 [method Vector4i.sign]。"
msgid ""
"Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if "
"[param x] is positive, and [code]0.0[/code] if [param x] is zero. For "
"[code]nan[/code] values of [param x] it returns 0.0.\n"
"[codeblock]\n"
"signf(-6.5) # Returns -1.0\n"
"signf(0.0) # Returns 0.0\n"
"signf(6.5) # Returns 1.0\n"
"signf(NAN) # Returns 0.0\n"
"[/codeblock]"
msgstr ""
"如果 [param x] 為負,則返回 [code]-1.0[/code];如果 [param x] 為正,則返回 "
"[code]1.0[/code];如果 [param x] 為零,則返回 [code]0.0[/code]。\n"
"[codeblock]\n"
"signf(-6.5) # 返回 -1.0\n"
"signf(0.0) # 返回 0.0\n"
"signf(6.5) # 返回 1.0\n"
"[/codeblock]"
msgid ""
"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] "
"is positive, and [code]0[/code] if if [param x] is zero.\n"
"[codeblock]\n"
"signi(-6) # Returns -1\n"
"signi(0) # Returns 0\n"
"signi(6) # Returns 1\n"
"[/codeblock]"
msgstr ""
"如果 [param x] 為負,則返回 [code]-1[/code];如果 [param x] 為正,則返回 "
"[code]1[/code];如果 [param x] 為零,則返回 [code]0[/code]。\n"
"[codeblock]\n"
"signi(-6) # 返回 -1\n"
"signi(0) # 返回 0\n"
"signi(6) # 返回 1\n"
"[/codeblock]"
msgid ""
"Returns the sine of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"sin(0.523599) # Returns 0.5\n"
"sin(deg_to_rad(90)) # Returns 1.0\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param angle_rad] 的正弦值。\n"
"[codeblock]\n"
"sin(0.523599) # 返回 0.5\n"
"sin(deg_to_rad(90)) # 返回 1.0\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic sine of [param x].\n"
"[codeblock]\n"
"var a = log(2.0) # Returns 0.693147\n"
"sinh(a) # Returns 0.75\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的雙曲正弦值。\n"
"[codeblock]\n"
"var a = log(2.0) # 返回 0.693147\n"
"sinh(a) # 返回 0.75\n"
"[/codeblock]"
msgid ""
"Returns the result of smoothly interpolating the value of [param x] between "
"[code]0[/code] and [code]1[/code], based on the where [param x] lies with "
"respect to the edges [param from] and [param to].\n"
"The return value is [code]0[/code] if [code]x <= from[/code], and [code]1[/"
"code] if [code]x >= to[/code]. If [param x] lies between [param from] and "
"[param to], the returned value follows an S-shaped curve that maps [param x] "
"between [code]0[/code] and [code]1[/code].\n"
"This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = "
"3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # Returns 0.0\n"
"smoothstep(0, 2, 0.5) # Returns 0.15625\n"
"smoothstep(0, 2, 1.0) # Returns 0.5\n"
"smoothstep(0, 2, 2.0) # Returns 1.0\n"
"[/codeblock]\n"
"Compared to [method ease] with a curve value of [code]-1.6521[/code], [method "
"smoothstep] returns the smoothest possible curve with no sudden changes in "
"the derivative. If you need to perform more advanced transitions, use [Tween] "
"or [AnimationPlayer].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
"-1.6521) return values[/url]"
msgstr ""
"返回 [param x] 在 [code]0[/code] 和 [code]1[/code] 之間平滑插值的結果,基於 "
"[param x] 相對於邊 [param from] 和 [param to] 的位置。\n"
"如果 [code]x <= from[/code],則返回值為 [code]0[/code];如果 [code]x >= to[/"
"code],則返回值為 [code]1[/code]。如果 [param x] 位於 [param from] 和 [param "
"to] 之間,則返回值遵循一條將 [param x] 對應到 [code]0[/code] 和 [code]1[/"
"code] 之間的 S 形曲線。\n"
"這條 S 形曲線是三次 Hermite 插值器,由 [code]f(y) = 3*y^2 - 2*y^3[/code] 給"
"出,其中 [code]y = (x-from) / (to-from)[/code]。\n"
"[codeblock]\n"
"smoothstep(0, 2, -5.0) # 返回 0.0\n"
"smoothstep(0, 2, 0.5) # 返回 0.15625\n"
"smoothstep(0, 2, 1.0) # 返回 0.5\n"
"smoothstep(0, 2, 2.0) # 返回 1.0\n"
"[/codeblock]\n"
"與曲線值為 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返"
"回最平滑的曲線,導數沒有突然變化。如果需要執行更高級的過渡,請使用 [Tween] 或 "
"[AnimationPlayer]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"smoothstep_ease_comparison.png]smoothstep() 與 ease(x, -1.6521) 返回值的比較[/"
"url]"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x]. This "
"can also be used to round a floating point number to an arbitrary number of "
"decimals.\n"
"The returned value is the same type of [Variant] as [param step]. Supported "
"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], "
"[Vector4], [Vector4i].\n"
"[codeblock]\n"
"snapped(100, 32) # Returns 96\n"
"snapped(3.14159, 0.01) # Returns 3.14\n"
"\n"
"snapped(Vector2(34, 70), Vector2(8, 8)) # Returns (32, 72)\n"
"[/codeblock]\n"
"See also [method ceil], [method floor], and [method round].\n"
"[b]Note:[/b] For better type safety, use [method snappedf], [method "
"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method "
"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or "
"[method Vector4i.snapped]."
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍數。這也可用於將一個浮點數四捨五入為"
"任意小數位數。\n"
"返回值是與 [param step] 相同型別的 [Variant]。支援的型別:[int]、[float]、"
"[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、[Vector4i]。\n"
"[codeblock]\n"
"snapped(100, 32) # 返回 96\n"
"snapped(3.14159, 0.01) # 返回 3.14\n"
"\n"
"snapped(Vector2(34, 70), Vector2(8, 8)) # 返回 (32, 72)\n"
"[/codeblock]\n"
"另見 [method ceil]、[method floor] 和 [method round]。\n"
"[b]注意:[/b]為了更好的型別安全,請使用 [method snappedf]、[method snappedi]、"
"[method Vector2.snapped]、[method Vector2i.snapped]、[method Vector3."
"snapped]、[method Vector3i.snapped]、[method Vector4.snapped]、或 [method "
"Vector4i.snapped]。"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x]. This "
"can also be used to round a floating point number to an arbitrary number of "
"decimals.\n"
"A type-safe version of [method snapped], returning a [float].\n"
"[codeblock]\n"
"snappedf(32.0, 2.5) # Returns 32.5\n"
"snappedf(3.14159, 0.01) # Returns 3.14\n"
"[/codeblock]"
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍數。也可用於將浮點數四捨五入為任意的"
"小數位數。\n"
"[method snapped] 的型別安全版本,返回一個 [float]。\n"
"[codeblock]\n"
"snappedf(32.0, 2.5) # 返回 32.5\n"
"snappedf(3.14159, 0.01) # 返回 3.14\n"
"[/codeblock]"
msgid ""
"Returns the multiple of [param step] that is the closest to [param x].\n"
"A type-safe version of [method snapped], returning an [int].\n"
"[codeblock]\n"
"snappedi(53, 16) # Returns 48\n"
"snappedi(4096, 100) # Returns 4100\n"
"[/codeblock]"
msgstr ""
"返回最接近 [param x] 的 [param step] 的倍數。\n"
"[method snapped] 的型別安全版本,返回一個 [int]。\n"
"[codeblock]\n"
"snappedi(53, 16) # 返回 48\n"
"snappedi(4096, 100) # 返回 4100\n"
"[/codeblock]"
msgid ""
"Returns the square root of [param x], where [param x] is a non-negative "
"number.\n"
"[codeblock]\n"
"sqrt(9) # Returns 3\n"
"sqrt(10.24) # Returns 3.2\n"
"sqrt(-1) # Returns NaN\n"
"[/codeblock]\n"
"[b]Note:[/b] Negative values of [param x] return NaN (\"Not a Number\"). in "
"C#, if you need negative inputs, use [code]System.Numerics.Complex[/code]."
msgstr ""
"返回 [param x] 的平方根,其中 [param x] 是一個非負數。\n"
"[codeblock]\n"
"sqrt(9) # 返回 3\n"
"sqrt(10.24) # 返回 3.2\n"
"sqrt(-1) # 返回 NaN\n"
"[/codeblock]\n"
"[b]注意:[/b]負數的 [param x] 會返回 NaN“不是數字”。在 C# 中,如果需要負輸"
"入,請使用 [code]System.Numerics.Complex[/code]。"
msgid ""
"Returns the position of the first non-zero digit, after the decimal point. "
"Note that the maximum return value is 10, which is a design decision in the "
"implementation.\n"
"[codeblock]\n"
"var n = step_decimals(5) # n is 0\n"
"n = step_decimals(1.0005) # n is 4\n"
"n = step_decimals(0.000000005) # n is 9\n"
"[/codeblock]"
msgstr ""
"返回小數點後第一個非零數字的位置。注意最大返回值是 10這是實作中的設計決"
"定。\n"
"[codeblock]\n"
"var n = step_decimals(5) # n 為 0\n"
"n = step_decimals(1.0005) # n 為 4\n"
"n = step_decimals(0.000000005) # n 為 9\n"
"[/codeblock]"
msgid ""
"Converts one or more arguments of any [Variant] type to a [String] in the "
"best way possible.\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a)\n"
"print(len(a)) # Prints 3 (the number of elements in the array).\n"
"print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n"
"[/codeblock]"
msgstr ""
"盡可能以最佳方式將一個或多個任何 [Variant] 型別的參數轉換為一個 [String]。\n"
"[codeblock]\n"
"var a = [10, 20, 30]\n"
"var b = str(a)\n"
"print(len(a)) # 輸出 3陣列中元素的數量。\n"
"print(len(b)) # 輸出 12字串“[10, 20, 30]”的長度)。\n"
"[/codeblock]"
msgid ""
"Converts a formatted [param string] that was returned by [method var_to_str] "
"to the original [Variant].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n"
"var dict = str_to_var(data) # dict is a Dictionary\n"
"print(dict[\"a\"]) # Prints 1\n"
"[/gdscript]\n"
"[csharp]\n"
"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a "
"string\n"
"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n"
"GD.Print(dict[\"a\"]); // Prints 1\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將 [method var_to_str] 返回的已格式化的 [param string] 轉換為原始 "
"[Variant]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var data = '{ \"a\": 1, \"b\": 2 }' # data 是一個 String\n"
"var dict = str_to_var(data) # dict 是一個 Dictionary\n"
"print(dict[\"a\"]) # 輸出 1\n"
"[/gdscript]\n"
"[csharp]\n"
"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data 是一個 "
"string\n"
"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict 是一個 Dictionary\n"
"GD.Print(dict[\"a\"]); // 輸出 1\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the tangent of angle [param angle_rad] in radians.\n"
"[codeblock]\n"
"tan(deg_to_rad(45)) # Returns 1\n"
"[/codeblock]"
msgstr ""
"返回弧度角 [param angle_rad] 的正切值。\n"
"[codeblock]\n"
"tan(deg_to_rad(45)) # 返回 1\n"
"[/codeblock]"
msgid ""
"Returns the hyperbolic tangent of [param x].\n"
"[codeblock]\n"
"var a = log(2.0) # Returns 0.693147\n"
"tanh(a) # Returns 0.6\n"
"[/codeblock]"
msgstr ""
"返回 [param x] 的雙曲正切值。\n"
"[codeblock]\n"
"var a = log(2.0) # 返回 0.693147\n"
"tanh(a) # 返回 0.6\n"
"[/codeblock]"
msgid ""
"Encodes a [Variant] value to a byte array, without encoding objects. "
"Deserialization can be done with [method bytes_to_var].\n"
"[b]Note:[/b] If you need object serialization, see [method "
"var_to_bytes_with_objects]."
msgstr ""
"將 [Variant] 值編碼為位元組陣列,不編碼物件。反序列化可以使用 [method "
"bytes_to_var] 來完成。\n"
"[b]注意:[/b]如果需要物件序列化,參見 [method var_to_bytes_with_objects]。"
msgid ""
"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and "
"can potentially include executable code). Deserialization can be done with "
"[method bytes_to_var_with_objects]."
msgstr ""
"將 [Variant] 值編碼為位元組陣列。允許對物件進行編碼(並且可能包括可執行程式"
"碼)。反序列化可以使用 [method bytes_to_var_with_objects] 來完成。"
msgid ""
"Converts a [Variant] [param variable] to a formatted [String] that can then "
"be parsed using [method str_to_var].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = { \"a\": 1, \"b\": 2 }\n"
"print(var_to_str(a))\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
"GD.Print(GD.VarToStr(a));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Prints:\n"
"[codeblock]\n"
"{\n"
" \"a\": 1,\n"
" \"b\": 2\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will "
"result in an empty value for these types, regardless of their data."
msgstr ""
"將 [Variant] [param variable] 轉換為格式化的 [String],後續可以使用 [method "
"str_to_var] 對其進行解析。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = { \"a\": 1, \"b\": 2 }\n"
"print(var_to_str(a))\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
"GD.Print(GD.VarToStr(a));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"輸出:\n"
"[codeblock]\n"
"{\n"
" \"a\": 1,\n"
" \"b\": 2\n"
"}\n"
"[/codeblock]\n"
"[b]注意:[/b]不支援轉換 [Signal] 和 [Callable],這些型別無論有什麼資料,轉換後"
"都是空值。"
msgid ""
"Wraps the [Variant] [param value] between [param min] and [param max]. Can be "
"used for creating loop-alike behavior or infinite surfaces.\n"
"Variant types [int] and [float] are supported. If any of the arguments is "
"[float] this function returns a [float], otherwise it returns an [int].\n"
"[codeblock]\n"
"var a = wrap(4, 5, 10)\n"
"# a is 9 (int)\n"
"\n"
"var a = wrap(7, 5, 10)\n"
"# a is 7 (int)\n"
"\n"
"var a = wrap(10.5, 5, 10)\n"
"# a is 5.5 (float)\n"
"[/codeblock]"
msgstr ""
"在 [param min] 和 [param max] 之間包裹 [Variant] [param value]。可用於建立類似"
"迴圈的行為或無限曲面。\n"
"支援變體型別 [int] 和 [float]。如果任一參數是 [float],則該函式返回 [float]"
"否則返回 [int]。\n"
"[codeblock]\n"
"var a = wrap(4, 5, 10)\n"
"# a 為 9 (整數型別)\n"
"\n"
"var a = wrap(7, 5, 10)\n"
"# a 為 7 (整數型別)\n"
"\n"
"var a = wrap(10.5, 5, 10)\n"
"# a 為 5.5 (浮點型別)\n"
"[/codeblock]"
msgid ""
"Wraps the integer [param value] between [param min] and [param max]. Can be "
"used for creating loop-alike behavior or infinite surfaces.\n"
"[codeblock]\n"
"# Infinite loop between 5 and 9\n"
"frame = wrapi(frame + 1, 5, 10)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# result is -2\n"
"var result = wrapi(-6, -5, -1)\n"
"[/codeblock]"
msgstr ""
"在 [param min] 和 [param max] 之間環繞整數 [param value]。 可用於建立類似迴圈"
"的行為或無限曲面。\n"
"[codeblock]\n"
"# 在 5 和 9 之間無限迴圈\n"
"frame = wrapi(frame + 1, 5, 10)\n"
"[/codeblock]\n"
"[codeblock]\n"
"# result 是 -2\n"
"var result = wrapi(-6, -5, -1)\n"
"[/codeblock]"
msgid "The [AudioServer] singleton."
msgstr "[AudioServer] 單例。"
msgid "The [CameraServer] singleton."
msgstr "[CameraServer] 單例。"
msgid "The [ClassDB] singleton."
msgstr "[ClassDB] 單例。"
msgid "The [DisplayServer] singleton."
msgstr "[DisplayServer] 單例。"
msgid ""
"The [EditorInterface] singleton.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"[JavaClassWrapper] 單例。\n"
"[b]注意:[/b]僅在 Android 上實作。"
msgid "The [Engine] singleton."
msgstr "[Engine] 單例。"
msgid "The [EngineDebugger] singleton."
msgstr "[EngineDebugger] 單例。"
msgid "The [GDExtensionManager] singleton."
msgstr "[GDExtensionManager] 單例。"
msgid "The [Geometry2D] singleton."
msgstr "[Geometry2D] 單例。"
msgid "The [Geometry3D] singleton."
msgstr "[Geometry3D] 單例。"
msgid "The [GodotSharp] singleton."
msgstr "[GodotSharp] 單例。"
msgid "The [IP] singleton."
msgstr "[IP] 單例。"
msgid "The [Input] singleton."
msgstr "[Input] 單例。"
msgid "The [InputMap] singleton."
msgstr "[InputMap] 單例。"
msgid ""
"The [JavaClassWrapper] singleton.\n"
"[b]Note:[/b] Only implemented on Android."
msgstr ""
"[JavaClassWrapper] 單例。\n"
"[b]注意:[/b]僅在 Android 上實作。"
msgid ""
"The [JavaScriptBridge] singleton.\n"
"[b]Note:[/b] Only implemented on the Web platform."
msgstr ""
"[JavaScriptBridge] 單例。\n"
"[b]注意:[/b]僅在 Web 平臺上實作。"
msgid "The [Marshalls] singleton."
msgstr "[Marshalls] 單例。"
msgid "The [NavigationMeshGenerator] singleton."
msgstr "[NavigationMeshGenerator] 單例。"
msgid "The [NavigationServer2D] singleton."
msgstr "[NavigationServer2D] 單例。"
msgid "The [NavigationServer3D] singleton."
msgstr "[NavigationServer3D] 單例。"
msgid "The [OS] singleton."
msgstr "[OS] 單例。"
msgid "The [Performance] singleton."
msgstr "[Performance] 單例。"
msgid "The [PhysicsServer2D] singleton."
msgstr "[PhysicsServer2D] 單例。"
msgid "The [PhysicsServer2DManager] singleton."
msgstr "[PhysicsServer2DManager] 單例。"
msgid "The [PhysicsServer3D] singleton."
msgstr "[PhysicsServer3D] 單例。"
msgid "The [PhysicsServer3DManager] singleton."
msgstr "[PhysicsServer3DManager] 單例。"
msgid "The [ProjectSettings] singleton."
msgstr "[ProjectSettings] 單例。"
msgid "The [RenderingServer] singleton."
msgstr "[RenderingServer] 單例。"
msgid "The [ResourceLoader] singleton."
msgstr "[ResourceLoader] 單例。"
msgid "The [ResourceSaver] singleton."
msgstr "[ResourceSaver] 單例。"
msgid "The [ResourceUID] singleton."
msgstr "[ResourceUID] 單例。"
msgid "The [TextServerManager] singleton."
msgstr "[TextServerManager] 單例。"
msgid "The [ThemeDB] singleton."
msgstr "[ThemeDB] 單例。"
msgid "The [Time] singleton."
msgstr "[Time] 單例。"
msgid "The [TranslationServer] singleton."
msgstr "[TranslationServer] 單例。"
msgid "The [WorkerThreadPool] singleton."
msgstr "[WorkerThreadPool] 單例。"
msgid "The [XRServer] singleton."
msgstr "[XRServer] 單例。"
msgid "Left side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "左邊,常用於 [Control] 或 [StyleBox] 的衍生類。"
msgid "Top side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "頂邊,常用於 [Control] 或 [StyleBox] 的衍生類。"
msgid "Right side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "右邊,常用於 [Control] 或 [StyleBox] 的衍生類。"
msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes."
msgstr "底邊,常用於 [Control] 或 [StyleBox] 的衍生類。"
msgid "Top-left corner."
msgstr "左上角。"
msgid "Top-right corner."
msgstr "右上角。"
msgid "Bottom-right corner."
msgstr "右下角。"
msgid "Bottom-left corner."
msgstr "左下角。"
msgid ""
"General vertical alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr "通用垂直對齊,常用於 [Separator]、[ScrollBar]、[Slider] 等。"
msgid ""
"General horizontal alignment, usually used for [Separator], [ScrollBar], "
"[Slider], etc."
msgstr "通用水平對齊,常用於 [Separator]、[ScrollBar]、[Slider] 等。"
msgid ""
"Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])."
msgstr "順時針旋轉。被一些方法使用(例如 [method Image.rotate_90])。"
msgid ""
"Counter-clockwise rotation. Used by some methods (e.g. [method Image."
"rotate_90])."
msgstr "逆時針旋轉。被一些方法使用(例如 [method Image.rotate_90])。"
msgid "Horizontal left alignment, usually for text-derived classes."
msgstr "水平左對齊,常用於文字衍生類。"
msgid "Horizontal center alignment, usually for text-derived classes."
msgstr "水平居中對齊,常用於文字衍生類。"
msgid "Horizontal right alignment, usually for text-derived classes."
msgstr "水平右對齊,常用於文字衍生類。"
msgid "Expand row to fit width, usually for text-derived classes."
msgstr "擴充行以適應寬度,常用於文字衍生類。"
msgid "Vertical top alignment, usually for text-derived classes."
msgstr "垂直上對齊,常用於文字衍生類。"
msgid "Vertical center alignment, usually for text-derived classes."
msgstr "垂直居中對齊,常用於文字衍生類。"
msgid "Vertical bottom alignment, usually for text-derived classes."
msgstr "垂直下對齊,常用於文字衍生類。"
msgid "Expand rows to fit height, usually for text-derived classes."
msgstr "擴充行以適應高度,通常用於文字衍生類。"
msgid ""
"Aligns the top of the inline object (e.g. image, table) to the position of "
"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"將行內物件(例如圖像、表格)的頂部與 [code]INLINE_ALIGNMENT_TO_*[/code] 常數指"
"定的文字位置對齊。"
msgid ""
"Aligns the center of the inline object (e.g. image, table) to the position of "
"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"將行內物件(例如圖像、表格)的中心與 [code]INLINE_ALIGNMENT_TO_*[/code] 常數指"
"定的文字位置對齊。"
msgid ""
"Aligns the baseline (user defined) of the inline object (e.g. image, table) "
"to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] "
"constant."
msgstr ""
"將行內物件(如圖像、表格)的基線(使用者定義)與[code]INLINE_ALIGNMENT_TO_*[/"
"code] 常數指定的文字位置對齊。"
msgid ""
"Aligns the bottom of the inline object (e.g. image, table) to the position of "
"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
msgstr ""
"將行內物件(例如圖像、表格)的底部與 [code]INLINE_ALIGNMENT_TO_*[/code] 常數指"
"定的文字位置對齊。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text."
msgstr ""
"將由 [code]INLINE_ALIGNMENT_*_TO[/code] 常數指定的行內物件(例如圖像、表格)的"
"位置與文字頂部對齊。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text."
msgstr ""
"將由 [code]INLINE_ALIGNMENT_*_TO[/code] 常數指定的行內物件(例如圖像、表格)的"
"位置與文字中心對齊。"
msgid ""
"Aligns the position of the inline object (e.g. image, table) specified by "
"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text."
msgstr ""
"將由 [code]INLINE_ALIGNMENT_*_TO[/code] 常數指定的行內物件(例如圖像、表格)的"
"位置與文字基線對齊。"
msgid "Aligns inline object (e.g. image, table) to the bottom of the text."
msgstr "將行內物件(例如圖像、表格)與文字底部對齊。"
msgid ""
"Aligns top of the inline object (e.g. image, table) to the top of the text. "
"Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]."
msgstr ""
"將行內物件(例如圖像、表格)的頂部與文字的頂部對齊。等效於 "
"[code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]。"
msgid ""
"Aligns center of the inline object (e.g. image, table) to the center of the "
"text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | "
"INLINE_ALIGNMENT_TO_CENTER[/code]."
msgstr ""
"將行內物件(例如圖像、表格)的中心與文字的中心對齊。相當於 "
"[code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code]。"
msgid ""
"Aligns bottom of the inline object (e.g. image, table) to the bottom of the "
"text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | "
"INLINE_ALIGNMENT_TO_BOTTOM[/code]."
msgstr ""
"將行內物件(例如圖像、表格)的底部與文字底部對齊。等效於 "
"[code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code]。"
msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants."
msgstr "用於 [code]INLINE_ALIGNMENT_*_TO[/code] 對齊常數的位元遮罩。"
msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants."
msgstr "用於 [code]INLINE_ALIGNMENT_TO_*[/code] 對齊常數的位元遮罩。"
msgid ""
"Specifies that Euler angles should be in XYZ order. When composing, the order "
"is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X "
"last."
msgstr ""
"指定歐拉角應按 XYZ 順序排列。組合時,順序為 X、Y、Z。分解時順序相反先 Z"
"再 Y最後 X。"
msgid ""
"Specifies that Euler angles should be in XZY order. When composing, the order "
"is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X "
"last."
msgstr ""
"指定歐拉角應按 XZY 順序排列。組合時,順序為 X、Z、Y。分解時順序相反先 Y"
"再 Z最後 X。"
msgid ""
"Specifies that Euler angles should be in YXZ order. When composing, the order "
"is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y "
"last."
msgstr ""
"指定歐拉角應按 YXZ 順序排列。組合時,順序為 Y、X、Z。分解時順序相反先 Z"
"再 X最後 Y。"
msgid ""
"Specifies that Euler angles should be in YZX order. When composing, the order "
"is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y "
"last."
msgstr ""
"指定歐拉角應按 YZX 順序排列。組合時,順序為 Y、Z、X。分解時順序相反先 X"
"再 Z最後 Y。"
msgid ""
"Specifies that Euler angles should be in ZXY order. When composing, the order "
"is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z "
"last."
msgstr ""
"指定歐拉角應按 ZXY 順序排列。組合時,順序為 Z、X、Y。分解時順序相反先 Y"
"再 X最後 Z。"
msgid ""
"Specifies that Euler angles should be in ZYX order. When composing, the order "
"is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z "
"last."
msgstr ""
"指定歐拉角應按 ZYX 順序排列。組合時,順序為 Z、Y、X。分解時順序相反先 X"
"再 Y最後 Z。"
msgid ""
"Enum value which doesn't correspond to any key. This is used to initialize "
"[enum Key] properties with a generic state."
msgstr "與任何鍵都不對應的列舉值。這用於初始化具有通用狀態的 [enum Key] 屬性。"
msgid "Keycodes with this bit applied are non-printable."
msgstr "套用此位的鍵碼不可列印。"
msgid "Escape key."
msgstr "ESC 鍵。"
msgid "Tab key."
msgstr "Tab 鍵。"
msgid "Shift + Tab key."
msgstr "Shift + Tab 鍵。"
msgid "Backspace key."
msgstr "倒退鍵。"
msgid "Return key (on the main keyboard)."
msgstr "確認鍵(位於主鍵盤)。"
msgid "Enter key on the numeric keypad."
msgstr "小鍵盤區的確認鍵。"
msgid "Insert key."
msgstr "Insert 鍵。"
msgid "Delete key."
msgstr "Delete 鍵。"
msgid "Pause key."
msgstr "Pause 鍵。"
msgid "Print Screen key."
msgstr "Print Screen 鍵。"
msgid "System Request key."
msgstr "System Request 鍵。"
msgid "Clear key."
msgstr "Clear 鍵。"
msgid "Home key."
msgstr "Home 鍵。"
msgid "End key."
msgstr "End 鍵。"
msgid "Left arrow key."
msgstr "左方向鍵。"
msgid "Up arrow key."
msgstr "上方向鍵。"
msgid "Right arrow key."
msgstr "右方向鍵。"
msgid "Down arrow key."
msgstr "下方向鍵。"
msgid "Page Up key."
msgstr "Page Up 鍵。"
msgid "Page Down key."
msgstr "Page Down 鍵。"
msgid "Shift key."
msgstr "Shift 鍵。"
msgid "Control key."
msgstr "Control 鍵。"
msgid "Meta key."
msgstr "Meta 鍵。"
msgid "Alt key."
msgstr "Alt 鍵。"
msgid "Caps Lock key."
msgstr "Caps Lock 鍵。"
msgid "Num Lock key."
msgstr "Num Lock 鍵。"
msgid "Scroll Lock key."
msgstr "Scroll Lock 鍵。"
msgid "F1 key."
msgstr "F1 鍵。"
msgid "F2 key."
msgstr "F2 鍵。"
msgid "F3 key."
msgstr "F3 鍵。"
msgid "F4 key."
msgstr "F4 鍵。"
msgid "F5 key."
msgstr "F5 鍵。"
msgid "F6 key."
msgstr "F6 鍵。"
msgid "F7 key."
msgstr "F7 鍵。"
msgid "F8 key."
msgstr "F8 鍵。"
msgid "F9 key."
msgstr "F9 鍵。"
msgid "F10 key."
msgstr "F10 鍵。"
msgid "F11 key."
msgstr "F11 鍵。"
msgid "F12 key."
msgstr "F12 鍵。"
msgid "F13 key."
msgstr "F13 鍵。"
msgid "F14 key."
msgstr "F14 鍵。"
msgid "F15 key."
msgstr "F15 鍵。"
msgid "F16 key."
msgstr "F16 鍵。"
msgid "F17 key."
msgstr "F17 鍵。"
msgid "F18 key."
msgstr "F18 鍵。"
msgid "F19 key."
msgstr "F19 鍵。"
msgid "F20 key."
msgstr "F20 鍵。"
msgid "F21 key."
msgstr "F21 鍵。"
msgid "F22 key."
msgstr "F22 鍵。"
msgid "F23 key."
msgstr "F23 鍵。"
msgid "F24 key."
msgstr "F24 鍵。"
msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F25 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F26 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F27 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F28 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F29 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F30 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F31 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F32 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F33 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F34 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation."
msgstr "F35 鍵。由於 Windows 限制,僅支援 macOS 和 Linux。"
msgid "Multiply (*) key on the numeric keypad."
msgstr "小鍵盤的星鍵/乘以鍵(*)。"
msgid "Divide (/) key on the numeric keypad."
msgstr "小鍵盤的除以鍵(/)。"
msgid "Subtract (-) key on the numeric keypad."
msgstr "小鍵盤的減號鍵(-)。"
msgid "Period (.) key on the numeric keypad."
msgstr "小鍵盤的點鍵(.)。"
msgid "Add (+) key on the numeric keypad."
msgstr "小鍵盤的加號鍵(+)。"
msgid "Number 0 on the numeric keypad."
msgstr "小鍵盤的數位 0。"
msgid "Number 1 on the numeric keypad."
msgstr "小鍵盤的數位 1。"
msgid "Number 2 on the numeric keypad."
msgstr "小鍵盤的數位 2。"
msgid "Number 3 on the numeric keypad."
msgstr "小鍵盤的數位 3。"
msgid "Number 4 on the numeric keypad."
msgstr "小鍵盤的數位 4。"
msgid "Number 5 on the numeric keypad."
msgstr "小鍵盤的數位 5。"
msgid "Number 6 on the numeric keypad."
msgstr "小鍵盤的數位 6。"
msgid "Number 7 on the numeric keypad."
msgstr "小鍵盤的數位 7。"
msgid "Number 8 on the numeric keypad."
msgstr "小鍵盤的數位 8。"
msgid "Number 9 on the numeric keypad."
msgstr "小鍵盤的數位 9。"
msgid "Context menu key."
msgstr "本文選單鍵。"
msgid "Hyper key. (On Linux/X11 only)."
msgstr "超級鍵。(僅在 Linux/X11 上)。"
msgid "Help key."
msgstr "Help 鍵。"
msgid ""
"Media back key. Not to be confused with the Back button on an Android device."
msgstr "媒體返回鍵。不要與 Android 裝置上的返回鍵相混淆。"
msgid "Media forward key."
msgstr "媒體前進鍵。"
msgid "Media stop key."
msgstr "媒體停止播放鍵。"
msgid "Media refresh key."
msgstr "媒體更新鍵。"
msgid "Volume down key."
msgstr "音量降低鍵。"
msgid "Mute volume key."
msgstr "靜音鍵。"
msgid "Volume up key."
msgstr "音量升高鍵。"
msgid "Media play key."
msgstr "媒體播放鍵。"
msgid "Previous song key."
msgstr "上一首歌鍵。"
msgid "Next song key."
msgstr "下一首歌鍵。"
msgid "Media record key."
msgstr "媒體錄製鍵。"
msgid "Home page key."
msgstr "主頁鍵。"
msgid "Favorites key."
msgstr "收藏鍵。"
msgid "Search key."
msgstr "搜索鍵。"
msgid "Standby key."
msgstr "Standby 鍵。"
msgid "Open URL / Launch Browser key."
msgstr "打開 URL / 啟動流覽器鍵。"
msgid "Launch Mail key."
msgstr "啟動郵箱鍵。"
msgid "Launch Media key."
msgstr "啟動多媒體鍵。"
msgid "Launch Shortcut 0 key."
msgstr "快捷啟動鍵 0。"
msgid "Launch Shortcut 1 key."
msgstr "快捷啟動鍵 1。"
msgid "Launch Shortcut 2 key."
msgstr "快捷啟動鍵 2。"
msgid "Launch Shortcut 3 key."
msgstr "快捷啟動鍵 3。"
msgid "Launch Shortcut 4 key."
msgstr "快捷啟動鍵 4。"
msgid "Launch Shortcut 5 key."
msgstr "快捷啟動鍵 5。"
msgid "Launch Shortcut 6 key."
msgstr "快捷啟動鍵 6。"
msgid "Launch Shortcut 7 key."
msgstr "快捷啟動鍵 7。"
msgid "Launch Shortcut 8 key."
msgstr "快捷啟動鍵 8。"
msgid "Launch Shortcut 9 key."
msgstr "快捷啟動鍵 9。"
msgid "Launch Shortcut A key."
msgstr "快捷啟動鍵 A。"
msgid "Launch Shortcut B key."
msgstr "快捷啟動鍵 B。"
msgid "Launch Shortcut C key."
msgstr "快捷啟動鍵 C。"
msgid "Launch Shortcut D key."
msgstr "快捷啟動鍵 D。"
msgid "Launch Shortcut E key."
msgstr "快捷啟動鍵 E。"
msgid "Launch Shortcut F key."
msgstr "快捷啟動鍵 F。"
msgid "\"Globe\" key on Mac / iPad keyboard."
msgstr "Mac / iPad 鍵盤上的“地球”鍵。"
msgid "\"On-screen keyboard\" key on iPad keyboard."
msgstr "iPad 鍵盤上的“螢幕鍵盤”鍵。"
msgid "英数 key on Mac keyboard."
msgstr "Mac 鍵盤上的英數鍵。"
msgid "かな key on Mac keyboard."
msgstr "Mac 鍵盤上的“かな”鍵。"
msgid "Unknown key."
msgstr "未知鍵。"
msgid "Space key."
msgstr "空白鍵。"
msgid "! key."
msgstr "! 鍵。"
msgid "\" key."
msgstr "\" 鍵。"
msgid "# key."
msgstr "# 鍵。"
msgid "$ key."
msgstr "$ 鍵。"
msgid "% key."
msgstr "% 鍵。"
msgid "& key."
msgstr "& 鍵。"
msgid "' key."
msgstr "' 鍵。"
msgid "( key."
msgstr "( 鍵。"
msgid ") key."
msgstr ") 鍵。"
msgid "* key."
msgstr "* 鍵。"
msgid "+ key."
msgstr "+ 鍵。"
msgid ", key."
msgstr ", 鍵。"
msgid "- key."
msgstr "- 鍵。"
msgid ". key."
msgstr ". 鍵。"
msgid "/ key."
msgstr "/ 鍵。"
msgid "Number 0 key."
msgstr "數字 0 鍵。"
msgid "Number 1 key."
msgstr "數字 1 鍵。"
msgid "Number 2 key."
msgstr "數字 2 鍵。"
msgid "Number 3 key."
msgstr "數字 3 鍵。"
msgid "Number 4 key."
msgstr "數字 4 鍵。"
msgid "Number 5 key."
msgstr "數字 5 鍵。"
msgid "Number 6 key."
msgstr "數字 6 鍵。"
msgid "Number 7 key."
msgstr "數字 7 鍵。"
msgid "Number 8 key."
msgstr "數字 8 鍵。"
msgid "Number 9 key."
msgstr "數字 9 鍵。"
msgid ": key."
msgstr ": 鍵。"
msgid "; key."
msgstr "; 鍵。"
msgid "< key."
msgstr "< 鍵。"
msgid "= key."
msgstr "= 鍵。"
msgid "> key."
msgstr "> 鍵。"
msgid "? key."
msgstr "? 鍵。"
msgid "@ key."
msgstr "@ 鍵。"
msgid "A key."
msgstr "A 鍵。"
msgid "B key."
msgstr "B 鍵。"
msgid "C key."
msgstr "C 鍵。"
msgid "D key."
msgstr "D 鍵。"
msgid "E key."
msgstr "E 鍵。"
msgid "F key."
msgstr "F 鍵。"
msgid "G key."
msgstr "G 鍵。"
msgid "H key."
msgstr "H 鍵。"
msgid "I key."
msgstr "I 鍵。"
msgid "J key."
msgstr "J 鍵。"
msgid "K key."
msgstr "K 鍵。"
msgid "L key."
msgstr "L 鍵。"
msgid "M key."
msgstr "M 鍵。"
msgid "N key."
msgstr "N 鍵。"
msgid "O key."
msgstr "O 鍵。"
msgid "P key."
msgstr "P 鍵。"
msgid "Q key."
msgstr "Q 鍵。"
msgid "R key."
msgstr "R 鍵。"
msgid "S key."
msgstr "S 鍵。"
msgid "T key."
msgstr "T 鍵。"
msgid "U key."
msgstr "U 鍵。"
msgid "V key."
msgstr "V 鍵。"
msgid "W key."
msgstr "W 鍵。"
msgid "X key."
msgstr "X 鍵。"
msgid "Y key."
msgstr "Y 鍵。"
msgid "Z key."
msgstr "Z 鍵。"
msgid "[ key."
msgstr "[ 鍵。"
msgid "\\ key."
msgstr "\\ 鍵。"
msgid "] key."
msgstr "] 鍵。"
msgid "^ key."
msgstr "^ 鍵。"
msgid "_ key."
msgstr "_ 鍵。"
msgid "` key."
msgstr "` 鍵。"
msgid "{ key."
msgstr "{ 鍵。"
msgid "| key."
msgstr "| 鍵。"
msgid "} key."
msgstr "} 鍵。"
msgid "~ key."
msgstr "~ 鍵。"
msgid "¥ key."
msgstr "¥ 鍵。"
msgid "§ key."
msgstr "§ 鍵。"
msgid "Key Code mask."
msgstr "鍵碼遮罩。"
msgid "Modifier key mask."
msgstr "修飾鍵遮罩。"
msgid ""
"Automatically remapped to [constant KEY_META] on macOS and [constant "
"KEY_CTRL] on other platforms, this mask is never set in the actual events, "
"and should be used for key mapping only."
msgstr ""
"自動重對應為 macOS 上的 [constant KEY_META] 和其他平臺上的 [constant "
"KEY_CTRL],此遮罩在實際事件中從不設定,應僅用於鍵對應。"
msgid "Shift key mask."
msgstr "Shift 鍵遮罩。"
msgid "Alt or Option (on macOS) key mask."
msgstr "Alt 或 Option在 macOS 上)鍵遮罩。"
msgid "Command (on macOS) or Meta/Windows key mask."
msgstr "命令(在 macOS 上)或 Meta/Windows 鍵遮罩。"
msgid "Control key mask."
msgstr "Ctrl 鍵遮罩。"
msgid "Keypad key mask."
msgstr "Keypad 鍵遮罩。"
msgid "Group Switch key mask."
msgstr "Group Switch 鍵遮罩。"
msgid ""
"Enum value which doesn't correspond to any mouse button. This is used to "
"initialize [enum MouseButton] properties with a generic state."
msgstr ""
"與任何滑鼠按鈕都不對應的列舉值。這用於初始化具有通用狀態的 [enum MouseButton] "
"屬性。"
msgid "Primary mouse button, usually assigned to the left button."
msgstr "滑鼠主鍵,通常分配給左鍵。"
msgid "Secondary mouse button, usually assigned to the right button."
msgstr "滑鼠次鍵,通常分配給右鍵。"
msgid "Middle mouse button."
msgstr "滑鼠中鍵。"
msgid "Mouse wheel scrolling up."
msgstr "滑鼠滾輪向上滾動。"
msgid "Mouse wheel scrolling down."
msgstr "滑鼠滾輪向下滾動。"
msgid "Mouse wheel left button (only present on some mice)."
msgstr "滑鼠滾輪左鍵(僅在某些滑鼠上有實作)。"
msgid "Mouse wheel right button (only present on some mice)."
msgstr "滑鼠滾輪右鍵(僅在某些滑鼠上有實作)。"
msgid ""
"Extra mouse button 1. This is sometimes present, usually to the sides of the "
"mouse."
msgstr "滑鼠額外鍵 1。有時會出現通常位於滑鼠的兩側。"
msgid ""
"Extra mouse button 2. This is sometimes present, usually to the sides of the "
"mouse."
msgstr "滑鼠額外鍵 2。有時會出現通常位於滑鼠的兩側。"
msgid "Primary mouse button mask, usually for the left button."
msgstr "滑鼠主鍵遮罩,通常用於左鍵。"
msgid "Secondary mouse button mask, usually for the right button."
msgstr "滑鼠次鍵遮罩,通常用於右鍵。"
msgid "Middle mouse button mask."
msgstr "滑鼠中鍵遮罩。"
msgid "Extra mouse button 1 mask."
msgstr "滑鼠額外鍵 1 遮罩。"
msgid "Extra mouse button 2 mask."
msgstr "滑鼠額外鍵 2 遮罩。"
msgid "An invalid game controller button."
msgstr "無效的遊戲控制器按鈕。"
msgid ""
"Game controller SDL button A. Corresponds to the bottom action button: Sony "
"Cross, Xbox A, Nintendo B."
msgstr ""
"遊戲控制器 SDL 按鍵 A。對應底部動作按鈕Sony Cross、Xbox A、Nintendo B。"
msgid ""
"Game controller SDL button B. Corresponds to the right action button: Sony "
"Circle, Xbox B, Nintendo A."
msgstr ""
"遊戲控制器 SDL 按鈕 B。對應右側動作按鈕Sony Circle、Xbox B、Nintendo A。"
msgid ""
"Game controller SDL button X. Corresponds to the left action button: Sony "
"Square, Xbox X, Nintendo Y."
msgstr ""
"遊戲控制器 SDL 按鈕 X。對應左側動作按鈕Sony Square、Xbox X、Nintendo Y。"
msgid ""
"Game controller SDL button Y. Corresponds to the top action button: Sony "
"Triangle, Xbox Y, Nintendo X."
msgstr ""
"遊戲控制器 SDL 按鈕 Y。對應頂部動作按鈕Sony Triangle、Xbox Y、Nintendo X。"
msgid ""
"Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, "
"Nintendo - button."
msgstr ""
"遊戲控制器 SDL back按鈕。對應於 Sony Select、Xbox Back、Nintendo - 按鈕。"
msgid ""
"Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home "
"button."
msgstr "遊戲控制器 SDL guide 按鈕。對應於索尼 PS、Xbox 的 Home 鍵。"
msgid ""
"Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS "
"button."
msgstr "遊戲控制器 SDL 左搖桿按鈕。對應於 Sony L3、Xbox L/LS 按鈕。"
msgid ""
"Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS "
"button."
msgstr "遊戲控制器 SDL 右搖桿按鈕。對應於 Sony R3、Xbox R/RS 按鈕。"
msgid ""
"Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB "
"button."
msgstr "遊戲控制器 SDL 左肩按鈕。對應於 Sony L1、Xbox LB 按鈕。"
msgid ""
"Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox "
"RB button."
msgstr "遊戲控制器 SDL 右肩按鈕。對應於 Sony R1、Xbox RB 按鈕。"
msgid "Game controller D-pad up button."
msgstr "遊戲控制器方向鍵向上按鈕。"
msgid "Game controller D-pad down button."
msgstr "遊戲控制器方向鍵向下按鈕。"
msgid "Game controller D-pad left button."
msgstr "遊戲控制器方向鍵向左鍵。"
msgid "Game controller D-pad right button."
msgstr "遊戲控制器方向鍵向右鍵。"
msgid ""
"Game controller SDL miscellaneous button. Corresponds to Xbox share button, "
"PS5 microphone button, Nintendo Switch capture button."
msgstr ""
"遊戲控制器 SDL 雜項按鈕。對應 Xbox 分享鍵、PS5 麥克風鍵、Nintendo Switch 捕捉"
"鍵。"
msgid "Game controller SDL paddle 1 button."
msgstr "遊戲控制器 SDL 撥片 1 按鈕。"
msgid "Game controller SDL paddle 2 button."
msgstr "遊戲控制器 SDL 撥片 2 按鈕。"
msgid "Game controller SDL paddle 3 button."
msgstr "遊戲控制器 SDL 撥片 3 按鈕。"
msgid "Game controller SDL paddle 4 button."
msgstr "遊戲控制器 SDL 撥片 4 按鈕。"
msgid "Game controller SDL touchpad button."
msgstr "遊戲控制器 SDL 觸控板按鈕。"
msgid "The number of SDL game controller buttons."
msgstr "SDL 遊戲控制器按鈕的數量。"
msgid ""
"The maximum number of game controller buttons supported by the engine. The "
"actual limit may be lower on specific platforms:\n"
"- [b]Android:[/b] Up to 36 buttons.\n"
"- [b]Linux:[/b] Up to 80 buttons.\n"
"- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons."
msgstr ""
"引擎所支援的最大遊戲控制器按鈕數。特定平臺上的實際界限可能更低:\n"
"- [b]Android[/b]最多 36 個按鈕。\n"
"- [b]Linux[/b]最多 80 個按鈕。\n"
"- [b]Windows[/b] 和 [b]macOS[/b]最多 128 個按鈕。"
msgid "An invalid game controller axis."
msgstr "無效的遊戲控制器軸。"
msgid "Game controller left joystick x-axis."
msgstr "遊戲控制器左操縱桿 x 軸。"
msgid "Game controller left joystick y-axis."
msgstr "遊戲控制器左操縱桿 y 軸。"
msgid "Game controller right joystick x-axis."
msgstr "遊戲控制器右操縱桿 x 軸。"
msgid "Game controller right joystick y-axis."
msgstr "遊戲控制器右操縱桿 y 軸。"
msgid "Game controller left trigger axis."
msgstr "遊戲控制器左扳機軸。"
msgid "Game controller right trigger axis."
msgstr "遊戲控制器左扳機軸。"
msgid "The number of SDL game controller axes."
msgstr "SDL 遊戲控制器軸的數量。"
msgid ""
"The maximum number of game controller axes: OpenVR supports up to 5 Joysticks "
"making a total of 10 axes."
msgstr "最大遊戲控制器軸數OpenVR 最多支援 5 個操縱桿,總共 10 個軸。"
msgid ""
"Enum value which doesn't correspond to any MIDI message. This is used to "
"initialize [enum MIDIMessage] properties with a generic state."
msgstr ""
"與任何 MIDI 消息都不對應的列舉值。這用於初始化具有通用狀態的 [enum "
"MIDIMessage] 屬性。"
msgid ""
"MIDI note OFF message. Not all MIDI devices send this event; some send "
"[constant MIDI_MESSAGE_NOTE_ON] with zero velocity instead. See the "
"documentation of [InputEventMIDI] for information of how to use MIDI inputs."
msgstr ""
"MIDI 音符 OFF 消息。並不是所有 MIDI 裝置都會發送這個事件;有些會改為發送速度為"
"零的 [constant MIDI_MESSAGE_NOTE_ON]。如何使用 MIDI 輸入的資訊請參閱 "
"[InputEventMIDI] 的文件。"
msgid ""
"MIDI note ON message. Some MIDI devices send this event with velocity zero "
"instead of [constant MIDI_MESSAGE_NOTE_OFF], but implementations vary. See "
"the documentation of [InputEventMIDI] for information of how to use MIDI "
"inputs."
msgstr ""
"MIDI 音符 ON 消息。有些 MIDI 裝置用速度為零的這個事件來代替 [constant "
"MIDI_MESSAGE_NOTE_OFF],但可能有不同的實作。如何使用 MIDI 輸入的資訊請參閱 "
"[InputEventMIDI] 的文件。"
msgid ""
"MIDI aftertouch message. This message is most often sent by pressing down on "
"the key after it \"bottoms out\"."
msgstr "MIDI 觸後消息。這個消息經常都是在按鍵“結束”後繼續施壓時發送。"
msgid ""
"MIDI control change message. This message is sent when a controller value "
"changes. Controllers include devices such as pedals and levers."
msgstr ""
"MIDI 控制變化消息。這個消息會在控制器值發生變化時發送。控制器包括踏板、推杆等"
"裝置。"
msgid ""
"MIDI program change message. This message sent when the program patch number "
"changes."
msgstr "MIDI 音色變化消息。這個消息會在音色 Patch 號變化時發送。"
msgid ""
"MIDI channel pressure message. This message is most often sent by pressing "
"down on the key after it \"bottoms out\". This message is different from "
"polyphonic after-touch as it indicates the highest pressure across all keys."
msgstr ""
"MIDI 通道壓力消息。這個消息經常都是在按鍵“結束”後繼續施壓時發送。這個消息與複"
"音觸後不同,因為它表示的是所有鍵中的最大壓力。"
msgid ""
"MIDI pitch bend message. This message is sent to indicate a change in the "
"pitch bender (wheel or lever, typically)."
msgstr "MIDI 彎音消息。發送這個消息表示彎音器(一般是彎音輪或推杆)產生了變化。"
msgid ""
"MIDI system exclusive message. This has behavior exclusive to the device "
"you're receiving input from. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 系統專有消息。行為由你所用來獲取輸入的裝置專有。Godot 未實作該資料的獲"
"取。"
msgid ""
"MIDI quarter frame message. Contains timing information that is used to "
"synchronize MIDI devices. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 四分影格消息。包含用於同步 MIDI 裝置的時間資訊。Godot 未實作該資料的獲"
"取。"
msgid ""
"MIDI song position pointer message. Gives the number of 16th notes since the "
"start of the song. Getting this data is not implemented in Godot."
msgstr ""
"MIDI 歌曲位置指標消息。提供自歌曲開始以來所經過的十六分音符數。Godot 未實作該"
"資料的獲取。"
msgid ""
"MIDI song select message. Specifies which sequence or song is to be played. "
"Getting this data is not implemented in Godot."
msgstr "MIDI 歌曲選擇消息。指定要播放的序列或歌曲。Godot 未實作該資料的獲取。"
msgid ""
"MIDI tune request message. Upon receiving a tune request, all analog "
"synthesizers should tune their oscillators."
msgstr "MIDI 調諧請求消息。收到調諧請求後,所有模擬合成器都應調整其振盪器。"
msgid ""
"MIDI timing clock message. Sent 24 times per quarter note when "
"synchronization is required."
msgstr "MIDI 時鐘消息。需要同步時,每四分音符會發送 24 次。"
msgid ""
"MIDI start message. Start the current sequence playing. This message will be "
"followed with Timing Clocks."
msgstr "MIDI 開始消息。開始目前序列的播放。這個消息後會跟隨時鐘消息。"
msgid "MIDI continue message. Continue at the point the sequence was stopped."
msgstr "MIDI 繼續消息。從序列停止的位置繼續。"
msgid "MIDI stop message. Stop the current sequence."
msgstr "MIDI 停止消息。停止目前序列。"
msgid ""
"MIDI active sensing message. This message is intended to be sent repeatedly "
"to tell the receiver that a connection is alive."
msgstr "MIDI 活躍感知消息。這個消息的目的是要重複發送,告知接收方連接仍存在。"
msgid ""
"MIDI system reset message. Reset all receivers in the system to power-up "
"status. It should not be sent on power-up itself."
msgstr ""
"MIDI 系統重設消息。將系統中的所有接收方重設為上電狀態。本身不應在上電時發送。"
msgid ""
"Methods that return [enum Error] return [constant OK] when no error "
"occurred.\n"
"Since [constant OK] has value 0, and all other error constants are positive "
"integers, it can also be used in boolean checks.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var error = method_that_returns_error()\n"
"if error != OK:\n"
" printerr(\"Failure!\")\n"
"\n"
"# Or, alternatively:\n"
"if error:\n"
" printerr(\"Still failing!\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Many functions do not return an error code, but will print error "
"messages to standard output."
msgstr ""
"返回 [enum Error] 的方法會在沒有錯誤發生時返回 [constant OK]。\n"
"由於 [constant OK] 的值為 0並且所有其他錯誤常數都是正整數因此返回值也可以"
"用於布林檢查。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"var error = method_that_returns_error()\n"
"if error != OK:\n"
" printerr(\"Failure!\")\n"
"\n"
"# 或者,等價於:\n"
"if error:\n"
" printerr(\"Still failing!\")\n"
"[/codeblock]\n"
"[b]注意:[/b]許多函式不返回錯誤程式碼,但會將錯誤資訊列印到標準輸出。"
msgid "Generic error."
msgstr "一般性錯誤。"
msgid "Unavailable error."
msgstr "不可用的錯誤。"
msgid "Unconfigured error."
msgstr "未配置的錯誤。"
msgid "Unauthorized error."
msgstr "未經授權的錯誤。"
msgid "Parameter range error."
msgstr "參數範圍錯誤。"
msgid "Out of memory (OOM) error."
msgstr "記憶體不足OOM錯誤。"
msgid "File: Not found error."
msgstr "檔案:未找到錯誤。"
msgid "File: Bad drive error."
msgstr "檔案:壞驅動器錯誤。"
msgid "File: Bad path error."
msgstr "檔案:錯誤的路徑錯誤。"
msgid "File: No permission error."
msgstr "檔案:無許可權錯誤。"
msgid "File: Already in use error."
msgstr "檔案:已在使用錯誤。"
msgid "File: Can't open error."
msgstr "檔案:無法打開錯誤。"
msgid "File: Can't write error."
msgstr "檔案:無法寫入錯誤。"
msgid "File: Can't read error."
msgstr "檔案:無法讀取錯誤。"
msgid "File: Unrecognized error."
msgstr "檔案:未識別的錯誤。"
msgid "File: Corrupt error."
msgstr "檔案:損壞錯誤。"
msgid "File: Missing dependencies error."
msgstr "檔案:缺少依賴項錯誤。"
msgid "File: End of file (EOF) error."
msgstr "檔案檔結束EOF錯誤。"
msgid "Can't open error."
msgstr "無法打開錯誤。"
msgid "Can't create error."
msgstr "無法建立錯誤。"
msgid "Query failed error."
msgstr "查詢失敗錯誤。"
msgid "Already in use error."
msgstr "已在使用中錯誤。"
msgid "Locked error."
msgstr "鎖定錯誤。"
msgid "Timeout error."
msgstr "逾時錯誤。"
msgid "Can't connect error."
msgstr "無法連接錯誤。"
msgid "Can't resolve error."
msgstr "無法解決錯誤。"
msgid "Connection error."
msgstr "連接錯誤。"
msgid "Can't acquire resource error."
msgstr "無法獲取資源錯誤。"
msgid "Can't fork process error."
msgstr "無法分叉程序錯誤。"
msgid "Invalid data error."
msgstr "無效資料錯誤。"
msgid "Invalid parameter error."
msgstr "無效參數錯誤。"
msgid "Already exists error."
msgstr "已存在的錯誤。"
msgid "Does not exist error."
msgstr "不存在的錯誤。"
msgid "Database: Read error."
msgstr "資料庫:讀取錯誤。"
msgid "Database: Write error."
msgstr "資料庫:寫入錯誤。"
msgid "Compilation failed error."
msgstr "編譯失敗錯誤。"
msgid "Method not found error."
msgstr "方法未找到錯誤。"
msgid "Linking failed error."
msgstr "連結失敗錯誤。"
msgid "Script failed error."
msgstr "腳本失敗錯誤。"
msgid "Cycling link (import cycle) error."
msgstr "迴圈連結(匯入迴圈)錯誤。"
msgid "Invalid declaration error."
msgstr "無效宣告錯誤。"
msgid "Duplicate symbol error."
msgstr "符號重複錯誤。"
msgid "Parse error."
msgstr "解析錯誤。"
msgid "Busy error."
msgstr "忙碌錯誤。"
msgid "Skip error."
msgstr "跳過錯誤。"
msgid ""
"Help error. Used internally when passing [code]--version[/code] or [code]--"
"help[/code] as executable options."
msgstr ""
"説明錯誤。內部使用,用於將 [code]--version[/code] 或 [code]--help[/code] 作為"
"選項傳遞給可執行檔的情況。"
msgid ""
"Bug error, caused by an implementation issue in the method.\n"
"[b]Note:[/b] If a built-in method returns this code, please open an issue on "
"[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/"
"url]."
msgstr ""
"Bug 錯誤,由方法中的實作問題引起。\n"
"[b]注意:[/b]如果內建方法返回此程式碼,請在 [url=https://github.com/"
"godotengine/godot/issues]GitHub 問題追蹤器[/url] 上開一個問題。"
msgid ""
"Printer on fire error (This is an easter egg, no built-in methods return this "
"error code)."
msgstr "印表機起火錯誤(這是個彩蛋,引擎中沒有內建方法會返回此錯誤碼)。"
msgid "The property has no hint for the editor."
msgstr "該屬性沒有編輯器提示。"
msgid ""
"Hints that an [int] or [float] property should be within a range specified "
"via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
"code]. The hint string can optionally include [code]\"or_greater\"[/code] and/"
"or [code]\"or_less\"[/code] to allow manual input going respectively above "
"the max or below the min values.\n"
"[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n"
"Additionally, other keywords can be included: [code]\"exp\"[/code] for "
"exponential range editing, [code]\"radians_as_degrees\"[/code] for editing "
"radian angles in degrees (the range values are also in degrees), "
"[code]\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] "
"to hide the slider."
msgstr ""
"提示 [int] 或 [float] 屬性應在提示字串 [code]\"min,max\"[/code] 或 "
"[code]\"min,max,step\"[/code] 指定的範圍內。提示字串可以選擇包含 "
"[code]\"or_greater\"[/code] 和/或 [code]\"or_less\"[/code] 以允許手動輸入高於"
"最大值或低於最小值的值。\n"
"[b]範例:[/b][code]\"-360,360,1,or_greater,or_less\"[/code]。\n"
"此外,還可以包含其他關鍵字:[code]\"exp\"[/code] 用於指數範圍編輯,"
"[code]\"radians\"[/code] 用於以度數編輯弧度角,[code]\"degrees\"[/code] 提示一"
"個角度,以及 [code]\"hide_slider\"[/code] 隱藏滑桿。"
msgid ""
"Hints that an [int] or [String] property is an enumerated value to pick in a "
"list specified via a hint string.\n"
"The hint string is a comma separated list of names such as [code]\"Hello,"
"Something,Else\"[/code]. Whitespaces are [b]not[/b] removed from either end "
"of a name. For integer properties, the first name in the list has value 0, "
"the next 1, and so on. Explicit values can also be specified by appending "
"[code]:integer[/code] to the name, e.g. [code]\"Zero,One,Three:3,Four,"
"Six:6\"[/code]."
msgstr ""
"提示 [int] 或 [String] 屬性是列舉值,可通過提示字串在指定的列表中選取。\n"
"該提示字串是逗號分隔的名稱列表,例如 [code]\"Hello,Something,Else\"[/code]。 "
"[b]不會[/b]從名稱的任何一端刪除空格。對於整數屬性,列表中的第一個名稱的值為 "
"0下一個名稱的值為 1依此類推。也可以通過將 [code]:integer[/code] 附加到名稱"
"來明確的指定值,例如 [code]\"Zero,One,Three:3,Four,Six:6\"[/code]。"
msgid ""
"Hints that a [String] property can be an enumerated value to pick in a list "
"specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
"Unlike [constant PROPERTY_HINT_ENUM], a property with this hint still accepts "
"arbitrary values and can be empty. The list of values serves to suggest "
"possible values."
msgstr ""
"提示 [String] 屬性為列舉值,可以通過提示字串在指定的列表中選取,例如 "
"[code]\"Hello,Something,Else\"[/code]。\n"
"與 [constant PROPERTY_HINT_ENUM] 不同,具有該提示的屬性仍然接受任意值並且可以"
"為空。值列表用於建議可能的值。"
msgid ""
"Hints that a [float] property should be edited via an exponential easing "
"function. The hint string can include [code]\"attenuation\"[/code] to flip "
"the curve horizontally and/or [code]\"positive_only\"[/code] to exclude in/"
"out easing and limit values to be greater than or equal to zero."
msgstr ""
"提示應通過指數緩動函式編輯 [float] 屬性。提示字串可以包括 "
"[code]\"attenuation\"[/code] 以水平翻轉曲線,和/或 [code]\"positive_only\"[/"
"code] 以排除 in/out 緩動並限制值大於或等於零。"
msgid ""
"Hints that a vector property should allow its components to be linked. For "
"example, this allows [member Vector2.x] and [member Vector2.y] to be edited "
"together."
msgstr ""
"提示向量屬性應該允許分量連結。例如,這能夠讓 [member Vector2.x] 和 [member "
"Vector2.y] 被一起編輯。"
msgid ""
"Hints that an [int] property is a bitmask with named bit flags.\n"
"The hint string is a comma separated list of names such as [code]\"Bit0,Bit1,"
"Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from either end of a "
"name. The first name in the list has value 1, the next 2, then 4, 8, 16 and "
"so on. Explicit values can also be specified by appending [code]:integer[/"
"code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You can also combine "
"several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n"
"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 "
"** 32 - 1[/code].\n"
"[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit "
"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A is "
"16, B is 2, C is 4."
msgstr ""
"提示 [int] 屬性為位元遮罩,位元旗標擁有名稱。\n"
"提示字串為逗號分隔的名稱列表,例如 [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]。名稱"
"兩端的空白字元[b]不會[/b]被移除。列表中的第一個名稱的值為 1、然後是 2、接下來"
"就是 4、8、16 等值。也可以通過在名稱後加上 [code]:整數[/code] 來指定明確的的"
"值,例如 [code]\"A:4,B:8,C:16\"[/code]。你還可以對旗標進行組合([code]\"A:4,"
"B:8,AB:12,C:16\"[/code])。\n"
"[b]注意:[/b]旗標值最多為 [code]1[/code],最多為 [code]2 ** 32 - 1[/code]。\n"
"[b]注意:[/b]與 [constant PROPERTY_HINT_ENUM] 不同,不會考慮前一個明確的值。如"
"果提示為 [code]\"A:16,B,C\"[/code],則 A 為 16、B 為 2、C 為 4。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"render layers."
msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 渲染層。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"physics layers."
msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 實體層。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 2D "
"navigation layers."
msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 2D 導覽層。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"render layers."
msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 渲染層。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"physics layers."
msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 實體層。"
msgid ""
"Hints that an [int] property is a bitmask using the optionally named 3D "
"navigation layers."
msgstr "提示 [int] 屬性為位元遮罩,表示可命名的 3D 導覽層。"
msgid ""
"Hints that an integer property is a bitmask using the optionally named "
"avoidance layers."
msgstr "提示整數屬性為位元遮罩,表示可命名的避障層。"
msgid ""
"Hints that a [String] property is a path to a file. Editing it will show a "
"file dialog for picking the path. The hint string can be a set of filters "
"with wildcards like [code]\"*.png,*.jpg\"[/code]."
msgstr ""
"提示 [String] 屬性為檔的路徑。編輯時會彈出選取路徑的檔對話方塊。提示字串可以設"
"為一組帶有萬用字元的篩選器,例如 [code]\"*.png,*.jpg\"[/code]。"
msgid ""
"Hints that a [String] property is a path to a directory. Editing it will show "
"a file dialog for picking the path."
msgstr "提示 [String] 屬性為目錄的路徑。編輯時會彈出選取路徑的檔對話方塊。"
msgid ""
"Hints that a [String] property is an absolute path to a file outside the "
"project folder. Editing it will show a file dialog for picking the path. The "
"hint string can be a set of filters with wildcards, like [code]\"*.png,*."
"jpg\"[/code]."
msgstr ""
"提示 [String] 屬性為檔的絕對路徑,位於專案檔案夾之外。編輯時會彈出選取路徑的檔"
"案對話方塊。提示字串可以設為一組帶有萬用字元的篩選器,例如 [code]\"*.png,*."
"jpg\"[/code]。"
msgid ""
"Hints that a [String] property is an absolute path to a directory outside the "
"project folder. Editing it will show a file dialog for picking the path."
msgstr ""
"提示 [String] 屬性為目錄的絕對路徑,位於專案檔案夾之外。編輯時會彈出選取路徑的"
"檔案對話方塊。"
msgid ""
"Hints that a property is an instance of a [Resource]-derived type, optionally "
"specified via the hint string (e.g. [code]\"Texture2D\"[/code]). Editing it "
"will show a popup menu of valid resource types to instantiate."
msgstr ""
"提示屬性是 [Resource] 衍生型別的實例,可通過提示字串指定(例如 "
"[code]\"Texture2D\"[/code])。 編輯該屬性會顯示一個有效資源型別的彈出功能表用"
"以產生實體。"
msgid ""
"Hints that a [String] property is text with line breaks. Editing it will show "
"a text input field where line breaks can be typed."
msgstr ""
"提示 [String] 屬性為包含換行的文字。編輯是會顯示文字輸入欄位,可以進行換行。"
msgid "Hints that a [String] property is an [Expression]."
msgstr "提示 [String] 屬性為 [Expression]。"
msgid ""
"Hints that a [String] property should show a placeholder text on its input "
"field, if empty. The hint string is the placeholder text to use."
msgstr ""
"提示 [String] 屬性在為空時應當顯示占位元文字。提示字串為所使用的占位元文字。"
msgid ""
"Hints that a [Color] property should be edited without affecting its "
"transparency ([member Color.a] is not editable)."
msgstr ""
"提示一個 [Color] 屬性在編輯時不能影響其透明度([member Color.a] 不可編輯)。"
msgid ""
"If a property is [String], hints that the property represents a particular "
"type (class). This allows to select a type from the create dialog. The "
"property will store the selected type as a string.\n"
"If a property is [Array], hints the editor how to show elements. The "
"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
"and [code]\"/\"[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Array of elem_type.\n"
"hint_string = \"%d:\" % [elem_type]\n"
"hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n"
"# Two-dimensional array of elem_type (array of arrays of elem_type).\n"
"hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n"
"hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, "
"elem_hint_string]\n"
"# Three-dimensional array of elem_type (array of arrays of arrays of "
"elem_type).\n"
"hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n"
"hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, "
"elem_hint, elem_hint_string]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Array of elemType.\n"
"hintString = $\"{elemType:D}:\";\n"
"hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n"
"// Two-dimensional array of elemType (array of arrays of elemType).\n"
"hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n"
"hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:"
"{elemHintString}\";\n"
"// Three-dimensional array of elemType (array of arrays of arrays of "
"elemType).\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:"
"\";\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/"
"{elemHint:D}:{elemHintString}\";\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Examples:\n"
"[codeblocks]\n"
"[gdscript]\n"
"hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n"
"hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of "
"integers (in range from 1 to 10).\n"
"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array "
"of integers (an enum).\n"
"hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, "
"PROPERTY_HINT_ENUM] # Array of integers (an enum).\n"
"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of "
"strings (file paths).\n"
"hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, "
"PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n"
"\n"
"hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array "
"of floats.\n"
"hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, "
"PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n"
"hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, "
"PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to "
"1).\n"
"hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, "
"PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n"
"[/gdscript]\n"
"[csharp]\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // "
"Array of integers (in range from 1 to 10).\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // "
"Array of integers (an enum).\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3,"
"Six:6\"; // Array of integers (an enum).\n"
"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // "
"Array of strings (file paths).\n"
"hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:"
"Texture2D\"; // Array of textures.\n"
"\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-"
"dimensional array of floats.\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint."
"MultilineText:D}:\"; // Two-dimensional array of multiline strings.\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint."
"Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in range from -1 to "
"1).\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint."
"ResourceType:D}:Texture2D\"; // Two-dimensional array of textures.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The trailing colon is required for properly detecting built-in "
"types."
msgstr ""
"如果屬性為 [String],則提示該屬性代表特定的型別(類)。這樣就能使用建立對話方"
"塊選擇型別。該屬性中存放的是所選型別,是一個字串。\n"
"如果屬性為 [Array],則提示編輯器如何顯示其中的元素。[code]hint_string[/code] "
"必須使用 [code]\":\"[/code] 和 [code]\"/\"[/code] 對內嵌的型別進行編碼。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# elem_type 陣列。\n"
"hint_string = \"%d:\" % [elem_type]\n"
"hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n"
"# elem_type 二維陣列elem_type 陣列的陣列)。\n"
"hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n"
"hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, "
"elem_hint_string]\n"
"# elem_type 三維陣列elem_type 陣列的陣列的陣列)。\n"
"hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n"
"hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, "
"elem_hint, elem_hint_string]\n"
"[/gdscript]\n"
"[csharp]\n"
"// elem_type 陣列。\n"
"hintString = $\"{elemType:D}:\";\n"
"hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n"
"// elem_type 二維陣列elem_type 陣列的陣列)。\n"
"hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n"
"hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:"
"{elemHintString}\";\n"
"// elem_type 三維陣列elem_type 陣列的陣列的陣列)。\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:"
"\";\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/"
"{elemHint:D}:{elemHintString}\";\n"
"[/csharp]\n"
"[/codeblocks]\n"
"範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"hint_string = \"%d:\" % [TYPE_INT] # 整數陣列。\n"
"hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # 整數陣列"
"(範圍為 1 到 10。\n"
"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # 整數陣"
"列(列舉)。\n"
"hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, "
"PROPERTY_HINT_ENUM] # 整數陣列(列舉)。\n"
"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # 字串數組"
"(檔路徑)。\n"
"hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, "
"PROPERTY_HINT_RESOURCE_TYPE] # 紋理陣列。\n"
"\n"
"hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # 浮點數二維陣列。\n"
"hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, "
"PROPERTY_HINT_MULTILINE_TEXT] # 多行字串二維陣列。\n"
"hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, "
"PROPERTY_HINT_RANGE] # 浮點數二維陣列(範圍為 -1 到 1。\n"
"hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, "
"PROPERTY_HINT_RESOURCE_TYPE] # 紋理二維陣列。\n"
"[/gdscript]\n"
"[csharp]\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // 整數"
"陣列(範圍為 1 到 10。\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // "
"整數陣列(列舉)。\n"
"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Three:3,"
"Six:6\"; // 整數陣列(列舉)。\n"
"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // 字符"
"串陣列(檔路徑)。\n"
"hintString = $\"{Variant.Type.Object:D}/{PropertyHint.ResourceType:D}:"
"Texture2D\"; // 紋理陣列。\n"
"\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // 浮點數二"
"維陣列。\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/{PropertyHint."
"MultilineText:D}:\"; // 多行字串二維陣列。\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/{PropertyHint."
"Range:D}:-1,1,0.1\"; // 浮點數二維陣列(範圍為 -1 到 1。\n"
"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/{PropertyHint."
"ResourceType:D}:Texture2D\"; // 紋理二維陣列。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]後綴冒號是必須的,否則無法正確識別內建型別。"
msgid ""
"Hints that a string property is a locale code. Editing it will show a locale "
"dialog for picking language and country."
msgstr ""
"提示一個字串屬性是一個區域設定程式碼。編輯它將顯示一個用於選擇語言和地區的區域"
"設定對話方塊。"
msgid ""
"Hints that a dictionary property is string translation map. Dictionary keys "
"are locale codes and, values are translated strings."
msgstr ""
"提示一個字典屬性是字串翻譯對應。字典的鍵是區域設定程式碼,值是翻譯後的字元串。"
msgid ""
"Hints that a quaternion property should disable the temporary euler editor."
msgstr "提示四元數屬性應當禁用臨時歐拉值編輯器。"
msgid ""
"Hints that a string property is a password, and every character is replaced "
"with the secret character."
msgstr "提示字串屬性為密碼,每一個字元都會被替換為秘密字元。"
msgid "Represents the size of the [enum PropertyHint] enum."
msgstr "代表 [enum PropertyHint] 列舉的大小。"
msgid ""
"The property is not stored, and does not display in the editor. This is the "
"default for non-exported properties."
msgstr "該屬性不被儲存,也不會顯示在編輯器中。這是非匯出屬性的預設值。"
msgid "The property is serialized and saved in the scene file (default)."
msgstr "將屬性序列化並保存到場景檔中(預設)。"
msgid "The property is shown in the [EditorInspector] (default)."
msgstr "該屬性將被顯示在 [EditorInspector](預設)中。"
msgid "The property is excluded from the class reference."
msgstr "該屬性排除在類參考手冊之外。"
msgid "The property can be checked in the [EditorInspector]."
msgstr "該屬性可以在 [EditorInspector] 中被勾選。"
msgid "The property is checked in the [EditorInspector]."
msgstr "該屬性在 [EditorInspector] 中已被勾選。"
msgid "Used to group properties together in the editor. See [EditorInspector]."
msgstr "用於在編輯器中將屬性編組在一起。請參閱 [EditorInspector]。"
msgid "Used to categorize properties together in the editor."
msgstr "在編輯器中用於為屬性分類。"
msgid ""
"Used to group properties together in the editor in a subgroup (under a "
"group). See [EditorInspector]."
msgstr ""
"用於在子組(一個組下)中將編輯器中的屬性編組在一起。請參閱 [EditorInspector]。"
msgid "The property does not save its state in [PackedScene]."
msgstr "該屬性不在 [PackedScene] 中保存其狀態。"
msgid "Editing the property prompts the user for restarting the editor."
msgstr "編輯屬性會提示使用者重新開機編輯器。"
msgid ""
"The property is a script variable which should be serialized and saved in the "
"scene file."
msgstr "該屬性是一個腳本變數,應該被序列化並保存在場景檔中。"
msgid "The property is an array."
msgstr "該屬性為陣列。"
msgid ""
"When duplicating a resource with [method Resource.duplicate], and this flag "
"is set on a property of that resource, the property should always be "
"duplicated, regardless of the [code]subresources[/code] bool parameter."
msgstr ""
"當建立一個帶有 [method Resource.duplicate] 的 Resource並且它的旗標是在一個 "
"Resource 的屬性上設定的副本時候,無論 [code]subresources[/code] 為多少,該屬性"
"永遠都會被建立為副本。"
msgid ""
"When duplicating a resource with [method Resource.duplicate], and this flag "
"is set on a property of that resource, the property should never be "
"duplicated, regardless of the [code]subresources[/code] bool parameter."
msgstr ""
"使用 [method Resource.duplicate] 複製資源時,如果該資源的某個屬性上設有這個標"
"志,則不會對該屬性進行複製,無視 [code]subresources[/code] 布林型參數。"
msgid ""
"The property is only shown in the editor if modern renderers are supported "
"(the Compatibility rendering method is excluded)."
msgstr "只有在支援現代渲染器(不包含 GLES3的情況下該屬性才會在編輯器中顯示。"
msgid "The property is read-only in the [EditorInspector]."
msgstr "該屬性在 [EditorInspector] 中唯讀。"
msgid ""
"An export preset property with this flag contains confidential information "
"and is stored separately from the rest of the export preset configuration."
msgstr ""
"具有該旗標的匯出預設屬性包含機密資訊,並與匯出預設配置的其餘部分分開儲存。"
msgid "Default usage (storage and editor)."
msgstr "預設用法(儲存和編輯器)。"
msgid "Default usage but without showing the property in the editor (storage)."
msgstr "預設用法,但不在編輯器中顯示屬性(儲存)。"
msgid "Flag for a normal method."
msgstr "普通方法的旗標。"
msgid "Flag for an editor method."
msgstr "編輯器方法的旗標。"
msgid "Flag for a constant method."
msgstr "常數方法的旗標。"
msgid "Flag for a virtual method."
msgstr "虛方法的旗標。"
msgid "Flag for a method with a variable number of arguments."
msgstr "具有可變數量參數的方法的旗標。"
msgid "Flag for a static method."
msgstr "靜態方法的旗標。"
msgid ""
"Used internally. Allows to not dump core virtual methods (such as [method "
"Object._notification]) to the JSON API."
msgstr ""
"內部使用。允許不將核心虛擬方法(例如 [method Object._notification])轉儲到 "
"JSON API。"
msgid "Default method flags (normal)."
msgstr "預設方法旗標(正常)。"
msgid "Variable is [code]null[/code]."
msgstr "變數為 [code]null[/code]。"
msgid "Variable is of type [bool]."
msgstr "變數型別為 [bool]。"
msgid "Variable is of type [int]."
msgstr "變數型別為 [int]。"
msgid "Variable is of type [float]."
msgstr "變數的型別為 [float]。"
msgid "Variable is of type [String]."
msgstr "變數型別為 [String]。"
msgid "Variable is of type [Vector2]."
msgstr "變數型別為 [Vector2]。"
msgid "Variable is of type [Vector2i]."
msgstr "變數型別為 [Vector2i]。"
msgid "Variable is of type [Rect2]."
msgstr "變數型別為 [Rect2]。"
msgid "Variable is of type [Rect2i]."
msgstr "變數型別為 [Rect2i]。"
msgid "Variable is of type [Vector3]."
msgstr "變數型別為 [Vector3]。"
msgid "Variable is of type [Vector3i]."
msgstr "變數型別為 [Vector3i]。"
msgid "Variable is of type [Transform2D]."
msgstr "變數型別為 [Transform2D]。"
msgid "Variable is of type [Vector4]."
msgstr "變數型別為 [Vector4]。"
msgid "Variable is of type [Vector4i]."
msgstr "變數型別為 [Vector4i]。"
msgid "Variable is of type [Plane]."
msgstr "變數型別為 [Plane]。"
msgid "Variable is of type [Quaternion]."
msgstr "變數型別為 [Quaternion]。"
msgid "Variable is of type [AABB]."
msgstr "變數型別為 [AABB]。"
msgid "Variable is of type [Basis]."
msgstr "變數型別為 [Basis]。"
msgid "Variable is of type [Transform3D]."
msgstr "變數型別為 [Transform3D]。"
msgid "Variable is of type [Projection]."
msgstr "變數型別為 [Projection]。"
msgid "Variable is of type [Color]."
msgstr "變數型別為 [Color]。"
msgid "Variable is of type [StringName]."
msgstr "變數型別為 [StringName]。"
msgid "Variable is of type [NodePath]."
msgstr "變數型別為 [NodePath]。"
msgid "Variable is of type [RID]."
msgstr "變數型別為 [RID]。"
msgid "Variable is of type [Object]."
msgstr "變數型別為 [Object]。"
msgid "Variable is of type [Callable]."
msgstr "變數型別為 [Callable]。"
msgid "Variable is of type [Signal]."
msgstr "變數型別為 [Signal]。"
msgid "Variable is of type [Dictionary]."
msgstr "變數型別為 [Dictionary]。"
msgid "Variable is of type [Array]."
msgstr "變數型別為 [Array]。"
msgid "Variable is of type [PackedByteArray]."
msgstr "變數型別為 [PackedByteArray]。"
msgid "Variable is of type [PackedInt32Array]."
msgstr "變數型別為 [PackedInt32Array]。"
msgid "Variable is of type [PackedInt64Array]."
msgstr "變數型別為 [PackedInt64Array]。"
msgid "Variable is of type [PackedFloat32Array]."
msgstr "變數型別為 [PackedFloat32Array]。"
msgid "Variable is of type [PackedFloat64Array]."
msgstr "變數型別為 [PackedFloat64Array]。"
msgid "Variable is of type [PackedStringArray]."
msgstr "變數型別為 [PackedStringArray]。"
msgid "Variable is of type [PackedVector2Array]."
msgstr "變數型別為 [PackedVector2Array]。"
msgid "Variable is of type [PackedVector3Array]."
msgstr "變數型別為 [PackedVector3Array]。"
msgid "Variable is of type [PackedColorArray]."
msgstr "變數型別為 [PackedColorArray]。"
msgid "Represents the size of the [enum Variant.Type] enum."
msgstr "代表 [enum Variant.Type] 列舉的大小。"
msgid "Equality operator ([code]==[/code])."
msgstr "相等運算子([code]==[/code])。"
msgid "Inequality operator ([code]!=[/code])."
msgstr "不等運算子([code]!=[/code])。"
msgid "Less than operator ([code]<[/code])."
msgstr "小於運算子([code]<[/code])。"
msgid "Less than or equal operator ([code]<=[/code])."
msgstr "小於等於運算子([code]<=[/code])。"
msgid "Greater than operator ([code]>[/code])."
msgstr "大於運算子([code]>[/code])。"
msgid "Greater than or equal operator ([code]>=[/code])."
msgstr "大於等於運算子([code]>=[/code])。"
msgid "Addition operator ([code]+[/code])."
msgstr "加法運算子([code]+[/code])。"
msgid "Subtraction operator ([code]-[/code])."
msgstr "減法運算子([code]-[/code])。"
msgid "Multiplication operator ([code]*[/code])."
msgstr "乘法運算子([code]*[/code])。"
msgid "Division operator ([code]/[/code])."
msgstr "除法運算子([code]/[/code])。"
msgid "Unary negation operator ([code]-[/code])."
msgstr "一元減號運算子([code]-[/code])。"
msgid "Unary plus operator ([code]+[/code])."
msgstr "一元加號運算子([code]+[/code])。"
msgid "Remainder/modulo operator ([code]%[/code])."
msgstr "餘數/取模運算子([code]%[/code])。"
msgid "Power operator ([code]**[/code])."
msgstr "冪運算子([code]**[/code])。"
msgid "Left shift operator ([code]<<[/code])."
msgstr "左移運算子([code]<<[/code])。"
msgid "Right shift operator ([code]>>[/code])."
msgstr "右移運算子([code]>>[/code])。"
msgid "Bitwise AND operator ([code]&[/code])."
msgstr "按位與運算子([code]&[/code])。"
msgid "Bitwise OR operator ([code]|[/code])."
msgstr "按位或運算子([code]|[/code])。"
msgid "Bitwise XOR operator ([code]^[/code])."
msgstr "按位異或運算子([code]^[/code])。"
msgid "Bitwise NOT operator ([code]~[/code])."
msgstr "按位非運算子([code]~[/code])。"
msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
msgstr "邏輯與運算子([code]and[/code] 或 [code]&&[/code])。"
msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
msgstr "邏輯或運算子([code]or[/code] 或 [code]||[/code])。"
msgid "Logical XOR operator (not implemented in GDScript)."
msgstr "邏輯異或運算子(未在 GDScript 中實作)。"
msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
msgstr "邏輯非運算子([code]not[/code] 或 [code]![/code])。"
msgid "Logical IN operator ([code]in[/code])."
msgstr "邏輯 IN 運算子([code]in[/code])。"
msgid "Represents the size of the [enum Variant.Operator] enum."
msgstr "代表 [enum Variant.Operator] 列舉的大小。"
msgid "A 3D axis-aligned bounding box."
msgstr "3D 軸對齊邊界框。"
msgid ""
"[AABB] consists of a position, a size, and several utility functions. It is "
"typically used for fast overlap tests.\n"
"It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].\n"
"Negative values for [member size] are not supported and will not work for "
"most methods. Use [method abs] to get an AABB with a positive size.\n"
"[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer "
"coordinates."
msgstr ""
"[AABB] 由一個位置、一個大小和若干實用函式組成。通常用於快速重疊測試。\n"
"它使用浮點座標。[AABB] 的 2D 對應物為 [Rect2]。\n"
"不支援負的 [member size],並且不適用於大多數方法。使用 [method abs] 獲得具有正"
"尺寸的 AABB。\n"
"[b]注意:[/b]與 [Rect2] 不同,[AABB] 沒有使用整數座標的變體。"
msgid "Math documentation index"
msgstr "數學文件索引"
msgid "Vector math"
msgstr "向量數學"
msgid "Advanced vector math"
msgstr "高等向量數學"
msgid ""
"Constructs a default-initialized [AABB] with default (zero) values of [member "
"position] and [member size]."
msgstr "預設建構 [AABB][member position] 和 [member size] 均為預設值(零)。"
msgid "Constructs an [AABB] as a copy of the given [AABB]."
msgstr "建構給定 [AABB] 的副本。"
msgid "Constructs an [AABB] from a position and size."
msgstr "從一個位置和大小建構 [AABB] 。"
msgid ""
"Returns an AABB with equivalent position and size, modified so that the most-"
"negative corner is the origin and the size is positive."
msgstr "返回等價的 AABB其原點被修正至最負數的角落大小被修正為正數。"
msgid ""
"Returns [code]true[/code] if this [AABB] completely encloses another one."
msgstr "該 [AABB] 完全包含另一個時,返回 [code]true[/code]。"
msgid ""
"Returns a copy of this [AABB] expanded to include a given point.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# position (-3, 2, 0), size (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// position (-3, 2, 0), size (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
"Vector3(0, -1, 2)\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回該 [AABB] 的副本,該副本擴充至包含給出的點。\n"
"[b]例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 位置 (-3, 2, 0),大小 (1, 1, 1)\n"
"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
"# 位置 (-3, -1, 0),大小 (3, 4, 2),包含原來的 AABB 和 Vector3(0, -1, 2)\n"
"var box2 = box.expand(Vector3(0, -1, 2))\n"
"[/gdscript]\n"
"[csharp]\n"
"// 位置 (-3, 2, 0),大小 (1, 1, 1)\n"
"var box = new Aabb(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));\n"
"// 位置 (-3, -1, 0),大小 (3, 4, 2),包含原來的 AABB 和 Vector3(0, -1, 2)\n"
"var box2 = box.Expand(new Vector3(0, -1, 2));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the center of the [AABB], which is equal to [member position] + "
"([member size] / 2)."
msgstr "返回該 [AABB] 的中心點,等於 [member position] + ([member size] / 2)。"
msgid "Gets the position of the 8 endpoints of the [AABB] in space."
msgstr "獲取該 [AABB] 的 8 個端點的位置。"
msgid "Returns the normalized longest axis of the [AABB]."
msgstr "返回該 [AABB] 正規化後的最長軸。"
msgid ""
"Returns the index of the longest axis of the [AABB] (according to [Vector3]'s "
"[code]AXIS_*[/code] constants)."
msgstr ""
"返回該 [AABB] 最長軸的索引(根據 [Vector3] 的 [code]AXIS_*[/code] 常數)。"
msgid "Returns the scalar length of the longest axis of the [AABB]."
msgstr "返回該 [AABB] 最長軸的標量長度。"
msgid "Returns the normalized shortest axis of the [AABB]."
msgstr "返回該 [AABB] 正規化後的最短軸。"
msgid ""
"Returns the index of the shortest axis of the [AABB] (according to [Vector3]::"
"AXIS* enum)."
msgstr ""
"返回該 [AABB] 最短軸的索引(根據 [Vector3] 的 [code]AXIS_*[/code] 常數)。"
msgid "Returns the scalar length of the shortest axis of the [AABB]."
msgstr "返回該 [AABB] 最短軸的標量長度。"
msgid ""
"Returns the vertex of the AABB that's the farthest in a given direction. This "
"point is commonly known as the support point in collision detection "
"algorithms."
msgstr "返回指定方向上的支援點。常用於碰撞偵測演算法。"
msgid "Returns the volume of the [AABB]."
msgstr "返回該 [AABB] 的體積。"
msgid ""
"Returns a copy of the [AABB] grown a given number of units towards all the "
"sides."
msgstr "返回 [AABB] 的副本,該副本向所有方向增長了給定數量的單位。"
msgid ""
"Returns [code]true[/code] if the [AABB] contains a point. Points on the faces "
"of the AABB are considered included, though float-point precision errors may "
"impact the accuracy of such checks.\n"
"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/"
"i]. Use [method abs] to get a positive sized equivalent [AABB] to check for "
"contained points."
msgstr ""
"如果 [AABB] 包含點,則返回 [code]true[/code]。AABB 表面上的點被視為包括在內,"
"但浮點精度誤差可能會影響此類偵測的準確性。\n"
"[b]注意:[/b]這種方法對於具有[i]負尺寸[/i]的 [AABB] 是不可靠的。使用 [method "
"abs] 獲得一個正尺寸的等效 [AABB] 在檢查是否包含點。"
msgid ""
"Returns [code]true[/code] if the [AABB] has a surface or a length, and "
"[code]false[/code] if the [AABB] is empty (all components of [member size] "
"are zero or negative)."
msgstr ""
"如果 [AABB] 具有表面或長度,則返回 [code]true[/code];如果 [AABB] 為空"
"[member size] 的所有分量為零或負),則返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] "
"if the [AABB] is flat, empty, or has a negative [member size]."
msgstr ""
"如果 [AABB] 有體積,則返回 [code]true[/code];如果 [AABB] 是扁平的、空的或具有"
"負的 [member size],則返回 [code]false[/code]。"
msgid ""
"Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, "
"0)[/code]) is returned on failure."
msgstr ""
"返回兩個 [AABB] 的交疊區域。失敗時返回空的 AABB大小為 [code](0, 0, 0)[/"
"code])。"
msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
msgstr "該 [AABB] 與另一個交疊時,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
msgstr "該 [AABB] 同時位於指定平面的兩邊時,返回 [code]true[/code]。"
msgid ""
"Returns the point of intersection of the given ray with this [AABB] or "
"[code]null[/code] if there is no intersection. Ray length is infinite."
msgstr ""
"返回給定的射線與該 [AABB] 的交點,如果不相交則返回 [code]null[/code]。射線無限"
"長。"
msgid ""
"Returns the point of intersection between [param from] and [param to] with "
"this [AABB] or [code]null[/code] if there is no intersection."
msgstr ""
"如果沒有交點,則返回 [code]null[/code],否則返回 [param from] 和 [param to] 與"
"此 [AABB] 的交點。"
msgid ""
"Returns [code]true[/code] if this [AABB] and [param aabb] are approximately "
"equal, by calling [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果該 [AABB] 和 [param aabb] 近似相等,則返回 [code]true[/code],通過在每個分"
"量上呼叫 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this [AABB] is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果該 [AABB] 是有限的,則返回 [code]true[/code],方法是在每個分量上呼叫 "
"[method @GlobalScope.is_finite]。"
msgid "Returns a larger [AABB] that contains both this [AABB] and [param with]."
msgstr "返回同時包含該 [AABB] 和 [param with] 的更大的 [AABB]。"
msgid ""
"Ending corner. This is calculated as [code]position + size[/code]. Setting "
"this value will change the size."
msgstr ""
"終點角。通過 [code]position + size[/code] 計算而來。設定該值會修改大小。"
msgid "Beginning corner. Typically has values lower than [member end]."
msgstr "起點角。通常比 [member end] 小。"
msgid ""
"Size from [member position] to [member end]. Typically, all components are "
"positive.\n"
"If the size is negative, you can use [method abs] to fix it."
msgstr ""
"從 [member position] 到 [member end] 的大小。通常所有分量都是正數。\n"
"如果大小為負,可以用 [method abs] 修正。"
msgid ""
"Returns [code]true[/code] if the AABBs are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 AABB 不相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Returns [code]true[/code] if the AABBs are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 AABB 完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid "A base dialog used for user notification."
msgstr "用於使用者通知的基本對話方塊。"
msgid ""
"The default use of [AcceptDialog] is to allow it to only be accepted or "
"closed, with the same result. However, the [signal confirmed] and [signal "
"canceled] signals allow to make the two actions different, and the [method "
"add_button] method allows to add custom buttons and actions."
msgstr ""
"[AcceptDialog] 的預設用途是允許它只被接受或關閉,結果相同。但是,[signal "
"confirmed] 和 [signal canceled] 訊號允許使兩個動作不同,[method add_button] 方"
"法允許新增自訂按鈕和動作。"
msgid ""
"Adds a button with label [param text] and a custom [param action] to the "
"dialog and returns the created button. [param action] will be passed to the "
"[signal custom_action] signal when pressed.\n"
"If [code]true[/code], [param right] will place the button to the right of any "
"sibling buttons.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
"將帶有標籤 [param text] 和自訂 [param action] 的按鈕新增到對話方塊,並返回該建"
"立的按鈕。[param action] 將在按鈕被按下時傳遞給 [signal custom_action] 信"
"號。\n"
"如果 [param right] 為 [code]true[/code],按鈕會被放置在所有同級按鈕的右側。\n"
"可以使用 [method remove_button] 方法從對話方塊中移除使用該方法建立的按鈕。"
msgid ""
"Adds a button with label [param name] and a cancel action to the dialog and "
"returns the created button.\n"
"You can use [method remove_button] method to remove a button created with "
"this method from the dialog."
msgstr ""
"在對話方塊中新增一個帶有標籤 [param name] 和取消動作的按鈕,並返回建立的按"
"鈕。\n"
"你可以使用 [method remove_button] 方法從對話方塊中刪除用此方法建立的按鈕。"
msgid ""
"Returns the label used for built-in text.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回內建文字所使用的標籤。\n"
"[b]警告:[/b]這是個必要的內部節點,移除並釋放它有可能造成當機。如果你希望隱藏"
"它或它的任意一個子節點,請使用它們的 [member CanvasItem.visible] 屬性。"
msgid ""
"Returns the OK [Button] instance.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回確定按鈕 [Button] 實例。\n"
"[b]警告:[/b]這是個必要的內部節點,移除並釋放它有可能造成當機。如果你希望隱藏"
"它或它的任意一個子節點,請使用它們的 [member CanvasItem.visible] 屬性。"
msgid ""
"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
"dialog will be accepted."
msgstr "在對話方塊中註冊 [LineEdit]。當按下確認鍵時,對話方塊將被接受。"
msgid ""
"Removes the [param button] from the dialog. Does NOT free the [param button]. "
"The [param button] must be a [Button] added with [method add_button] or "
"[method add_cancel_button] method. After removal, pressing the [param button] "
"will no longer emit this dialog's [signal custom_action] or [signal canceled] "
"signals."
msgstr ""
"從對話方塊中移除 [param button]。但不釋放該 [param button] 對象。[param "
"button] 必須是用 [method add_button] 或 [method add_cancel_button] 方法新增的 "
"[Button]。移除後,按下該 [param button] 將不再發出該對話方塊的 [signal "
"custom_action] 或 [signal canceled] 訊號。"
msgid "Sets autowrapping for the text in the dialog."
msgstr "為對話方塊中的文字設定自動換行。"
msgid ""
"If [code]true[/code], the dialog will be hidden when the escape key "
"([constant KEY_ESCAPE]) is pressed."
msgstr ""
"如果為 [code]true[/code],當按下逸出鍵([constant KEY_ESCAPE])時,對話方塊將"
"被隱藏。"
msgid ""
"If [code]true[/code], the dialog is hidden when the OK button is pressed. You "
"can set it to [code]false[/code] if you want to do e.g. input validation when "
"receiving the [signal confirmed] signal, and handle hiding the dialog in your "
"own logic.\n"
"[b]Note:[/b] Some nodes derived from this class can have a different default "
"value, and potentially their own built-in logic overriding this setting. For "
"example [FileDialog] defaults to [code]false[/code], and has its own input "
"validation code that is called when you press OK, which eventually hides the "
"dialog if the input is valid. As such, this property can't be used in "
"[FileDialog] to disable hiding the dialog when pressing OK."
msgstr ""
"如果為 [code]true[/code],按下確定按鈕時對話方塊將隱藏。如果要在收到 [signal "
"confirmed] 訊號時執行類似輸入驗證的操作,則可以將其設定為 [code]false[/code]"
"然後在自己的邏輯中處理對話方塊的隱藏。\n"
"[b]注意:[/b]從此類衍生的某些節點可以具有不同的預設值,並且可能有自己的內建邏"
"輯會覆蓋此設定。例如 [FileDialog] 預設其為 [code]false[/code],並在按下確定時"
"實作了自己的輸入驗證程式碼,如果輸入有效,最終將隱藏對話方塊。因此,不能在 "
"[FileDialog] 中使用此屬性來禁止在按確定時隱藏對話方塊。"
msgid "The text displayed by the dialog."
msgstr "對話方塊顯示的文字。"
msgid "The text displayed by the OK button (see [method get_ok_button])."
msgstr "確定按鈕(參見 [method get_ok_button])顯示的文字。"
msgid ""
"Emitted when the dialog is closed or the button created with [method "
"add_cancel_button] is pressed."
msgstr "當對話方塊關閉或按下 [method add_cancel_button] 建立的按鈕時發出。"
msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
msgstr "接受對話方塊時,即按下確定按鈕時發出。"
msgid "Emitted when a custom button is pressed. See [method add_button]."
msgstr "按下自訂按鈕時發出。見 [method add_button]。"
msgid ""
"The size of the vertical space between the dialog's content and the button "
"row."
msgstr "對話方塊內容和按鈕行之間的垂直空間的大小。"
msgid "The panel that fills the background of the window."
msgstr "填充視窗背景的面板。"
msgid "Provides access to AES encryption/decryption of raw data."
msgstr "提供對原始資料的 AES 加密/解密的存取。"
msgid ""
"This class holds the context information required for encryption and "
"decryption operations with AES (Advanced Encryption Standard). Both AES-ECB "
"and AES-CBC modes are supported.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
" var data = \"My secret text!!\" # Data size must be multiple of 16 bytes, "
"apply padding if needed.\n"
" # Encrypt ECB\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n"
" var encrypted = aes.update(data.to_utf8_buffer())\n"
" aes.finish()\n"
" # Decrypt ECB\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n"
" var decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # Check ECB\n"
" assert(decrypted == data.to_utf8_buffer())\n"
"\n"
" var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
" # Encrypt CBC\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv."
"to_utf8_buffer())\n"
" encrypted = aes.update(data.to_utf8_buffer())\n"
" aes.finish()\n"
" # Decrypt CBC\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv."
"to_utf8_buffer())\n"
" decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # Check CBC\n"
" assert(decrypted == data.to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private AesContext _aes = new AesContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" string key = \"My secret key!!!\"; // Key must be either 16 or 32 "
"bytes.\n"
" string data = \"My secret text!!\"; // Data size must be multiple of "
"16 bytes, apply padding if needed.\n"
" // Encrypt ECB\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n"
" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n"
" _aes.Finish();\n"
" // Decrypt ECB\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n"
" byte[] decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // Check ECB\n"
" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
"\n"
" string iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n"
" // Encrypt CBC\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv."
"ToUtf8Buffer());\n"
" encrypted = _aes.Update(data.ToUtf8Buffer());\n"
" _aes.Finish();\n"
" // Decrypt CBC\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv."
"ToUtf8Buffer());\n"
" decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // Check CBC\n"
" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"這個類存放的是進行 AESAdvanced Encryption Standard高級加密標準加解密所需"
"的本文信息。支援 AES-ECB 和 AES-CBC 兩種模式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var aes = AESContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"My secret key!!!\" # 金鑰必須是 16 或 32 位元組。\n"
" var data = \"My secret text!!\" # 資料大小必須是 16 位元組的倍數,需要時添"
"加補白。\n"
" # ECB 加密\n"
" aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n"
" var encrypted = aes.update(data.to_utf8_buffer())\n"
" aes.finish()\n"
" # ECB 解密\n"
" aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n"
" var decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # ECB 校驗\n"
" assert(decrypted == data.to_utf8_buffer())\n"
"\n"
" var iv = \"My secret iv!!!!\" # IV 必須是 16 位元組。\n"
" # CBC 加密\n"
" aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), iv."
"to_utf8_buffer())\n"
" encrypted = aes.update(data.to_utf8_buffer())\n"
" aes.finish()\n"
" # CBC 解密\n"
" aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), iv."
"to_utf8_buffer())\n"
" decrypted = aes.update(encrypted)\n"
" aes.finish()\n"
" # CBC 校驗\n"
" assert(decrypted == data.to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private AesContext _aes = new AesContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" string key = \"My secret key!!!\"; // 金鑰必須是 16 或 32 位元組。\n"
" string data = \"My secret text!!\"; // 資料大小必須是 16 位元組的倍"
"數,需要時新增補白。\n"
" // ECB 加密\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n"
" byte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n"
" _aes.Finish();\n"
" // ECB 解密\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n"
" byte[] decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // ECB 校驗\n"
" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
"\n"
" string iv = \"My secret iv!!!!\"; // IV 必須是 16 位元組。\n"
" // CBC 加密\n"
" _aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), iv."
"ToUtf8Buffer());\n"
" encrypted = _aes.Update(data.ToUtf8Buffer());\n"
" _aes.Finish();\n"
" // CBC 解密\n"
" _aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), iv."
"ToUtf8Buffer());\n"
" decrypted = _aes.Update(encrypted);\n"
" _aes.Finish();\n"
" // CBC 校驗\n"
" Debug.Assert(decrypted == data.ToUtf8Buffer());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Close this AES context so it can be started again. See [method start]."
msgstr "關閉此 AES 本文,以便可以再次啟動它。見 [method start]。"
msgid ""
"Get the current IV state for this context (IV gets updated when calling "
"[method update]). You normally don't need this function.\n"
"[b]Note:[/b] This function only makes sense when the context is started with "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
"獲取此本文的目前 IV 狀態(呼叫 [method update] 時會更新 IV。通常不需要此函"
"式。\n"
"[b]注意:[/b]僅當本文以 [constant MODE_CBC_ENCRYPT] 或 [constant "
"MODE_CBC_DECRYPT] 開頭時,此函式才有意義。"
msgid ""
"Start the AES context in the given [param mode]. A [param key] of either 16 "
"or 32 bytes must always be provided, while an [param iv] (initialization "
"vector) of exactly 16 bytes, is only needed when [param mode] is either "
"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
msgstr ""
"在給定的 [param mode] 中啟動 AES 本文。必須始終提供 16 或 32 位元組的 [param "
"key],而僅當 [param mode] 為 [constant MODE_CBC_ENCRYPT] 或 [constant "
"MODE_CBC_DECRYPT] 時,才需要正好為 16 位元組的 [param iv](初始化向量)。"
msgid ""
"Run the desired operation for this AES context. Will return a "
"[PackedByteArray] containing the result of encrypting (or decrypting) the "
"given [param src]. See [method start] for mode of operation.\n"
"[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some "
"padding if needed."
msgstr ""
"運作此 AES 本文所需的操作。將返回包含加密(或解密)給定 [param src] 結果的 "
"[PackedByteArray] 。有關操作模式,請參閱 [method start]。\n"
"[b]注意:[/b][param src] 的大小必須是 16 倍的倍數。如果需要,套用一些填充。"
msgid "AES electronic codebook encryption mode."
msgstr "AES 電子密碼簿加密模式。"
msgid "AES electronic codebook decryption mode."
msgstr "AES 電子密碼簿解密模式。"
msgid "AES cipher blocker chaining encryption mode."
msgstr "AES 密碼封鎖器鏈式加密模式。"
msgid "AES cipher blocker chaining decryption mode."
msgstr "AES 密碼封鎖器鏈式解密模式。"
msgid "Maximum value for the mode enum."
msgstr "模式列舉的最大值。"
msgid ""
"A 2D physics body that can't be moved by external forces. When moved "
"manually, it affects other bodies in its path."
msgstr "無法被外力移動的 2D 物理物體。手動移動時會影響路徑上的其他物體。"
msgid ""
"An animatable 2D physics body. It can't be moved by external forces or "
"contacts, but can be moved manually by other means such as code, "
"[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to "
"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
"[RemoteTransform2D].\n"
"When [AnimatableBody2D] is moved, its linear and angular velocity are "
"estimated and used to affect other physics bodies in its path. This makes it "
"useful for moving platforms, doors, and other moving objects."
msgstr ""
"可動畫的 2D 物理物體。無法因外力或接觸而移動,但可以通過程式碼、"
"[AnimationPlayer][member AnimationPlayer.playback_process_mode] 設為 "
"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform2D] 等方法手動移"
"動。\n"
"[AnimatableBody2D] 發生移動時,會對線速度和角速度進行估算,並用於影響其路徑上"
"的其他物理物體。因此適用於移動平臺、門等移動的物件。"
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the physics "
"frame. This is useful when animating movement via [AnimationPlayer], for "
"example on moving platforms. Do [b]not[/b] use together with [method "
"PhysicsBody2D.move_and_collide]."
msgstr ""
"如果為 [code]true[/code],則物體的運動將與物理影格同步。當通過 "
"[AnimationPlayer] 為運動設定動畫時,例如在移動的平臺上,這個功能很有用。[b]不"
"要[/b]與[method PhysicsBody2D.move_and_collide]一起使用。"
msgid ""
"A 3D physics body that can't be moved by external forces. When moved "
"manually, it affects other bodies in its path."
msgstr "無法被外力移動的 3D 物理物體。手動移動時會影響路徑上的其他物體。"
msgid ""
"An animatable 3D physics body. It can't be moved by external forces or "
"contacts, but can be moved manually by other means such as code, "
"[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to "
"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
"[RemoteTransform3D].\n"
"When [AnimatableBody3D] is moved, its linear and angular velocity are "
"estimated and used to affect other physics bodies in its path. This makes it "
"useful for moving platforms, doors, and other moving objects."
msgstr ""
"可動畫的 3D 物理物體。無法因外力或接觸而移動,但可以通過程式碼、"
"[AnimationPlayer][member AnimationPlayer.playback_process_mode] 設為 "
"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform3D] 等方法手動移"
"動。\n"
"[AnimatableBody3D] 發生移動時,會對線速度和角速度進行估算,並用於影響其路徑上"
"的其他物理物體。因此適用於移動平臺、門等移動的物件。"
msgid "3D Physics Tests Demo"
msgstr "3D 物理測試演示"
msgid "Third Person Shooter Demo"
msgstr "第三人稱射擊演示"
msgid "3D Voxel Demo"
msgstr "3D 體素演示"
msgid ""
"If [code]true[/code], the body's movement will be synchronized to the physics "
"frame. This is useful when animating movement via [AnimationPlayer], for "
"example on moving platforms. Do [b]not[/b] use together with [method "
"PhysicsBody3D.move_and_collide]."
msgstr ""
"如果為 [code]true[/code],則實體的運動將與物理影格同步。當通過 "
"[AnimationPlayer] 為運動設定動畫時,例如在移動的平臺上,這個功能很有用。請[b]"
"不要[/b]與 [method PhysicsBody3D.move_and_collide] 函式一起使用。"
msgid ""
"Sprite node that contains multiple textures as frames to play for animation."
msgstr "包含多個紋理作為動畫播放影格的 Sprite 節點。"
msgid ""
"[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries "
"multiple textures as animation frames. Animations are created using a "
"[SpriteFrames] resource, which allows you to import image files (or a folder "
"containing said files) to provide the animation frames for the sprite. The "
"[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
"bottom panel."
msgstr ""
"[AnimatedSprite2D] 與 [Sprite2D] 節點類似,但是包含多張紋理,可用作動畫影格。"
"動畫使用 [SpriteFrames] 資源建立,可以匯入影像檔(或包含此類檔的資料夾)為該精"
"靈提供動畫影格。可以在編輯器的“動畫影格”底部面板中配置 [SpriteFrames] 資源。"
msgid "2D Sprite animation"
msgstr "2D 精靈動畫"
msgid "2D Dodge The Creeps Demo"
msgstr "2D Dodge The Creeps 演示"
msgid ""
"Returns the actual playing speed of current animation or [code]0[/code] if "
"not playing. This speed is the [member speed_scale] property multiplied by "
"[code]custom_speed[/code] argument specified when calling the [method play] "
"method.\n"
"Returns a negative value if the current animation is playing backwards."
msgstr ""
"返回目前動畫的實際播放速度,未播放時則為 [code]0[/code]。這個速度是 [member "
"speed_scale] 屬性乘以呼叫 [method play] 時指定的 [code]custom_speed[/code] 參"
"數。\n"
"如果目前動畫是倒放的,則返回負值。"
msgid ""
"Returns [code]true[/code] if an animation is currently playing (even if "
"[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])."
msgstr ""
"如果動畫目前正在播放,則返回 [code]true[/code](即便 [member speed_scale] 和/"
"或 [code]custom_speed[/code] 為 [code]0[/code])。"
msgid ""
"Pauses the currently playing animation. The [member frame] and [member "
"frame_progress] will be kept and calling [method play] or [method "
"play_backwards] without arguments will resume the animation from the current "
"playback position.\n"
"See also [method stop]."
msgstr ""
"暫停目前正在播放的動畫。會保留 [member frame] 和 [member frame_progress],不帶"
"參數呼叫 [method play] 或 [method play_backwards] 會從目前播放位置恢復播放該動"
"畫。\n"
"另見 [method stop]。"
msgid ""
"Plays the animation with key [param name]. If [param custom_speed] is "
"negative and [param from_end] is [code]true[/code], the animation will play "
"backwards (which is equivalent to calling [method play_backwards]).\n"
"If this method is called with that same animation [param name], or with no "
"[param name] parameter, the assigned animation will resume playing if it was "
"paused."
msgstr ""
"播放名稱鍵為 [param name] 的動畫。如果 [param custom_speed] 為負且 [param "
"from_end] 為 [code]true[/code],則該動畫會倒放(等價於 [method "
"play_backwards])。\n"
"如果呼叫這個方法時使用了相同的動畫名稱 [param name] 或者沒有使用 [param name] "
"參數,則會繼續播放已暫停的分配動畫。"
msgid ""
"Plays the animation with key [param name] in reverse.\n"
"This method is a shorthand for [method play] with [code]custom_speed = -1.0[/"
"code] and [code]from_end = true[/code], so see its description for more "
"information."
msgstr ""
"倒放名稱鍵為 [param name] 的動畫。\n"
"這個方法是簡寫,等價於呼叫 [method play] 時使用 [code]custom_speed = -1.0[/"
"code] 和 [code]from_end = true[/code],所以更多資訊請參閱其描述。"
msgid ""
"The setter of [member frame] resets the [member frame_progress] to [code]0.0[/"
"code] implicitly, but this method avoids that.\n"
"This is useful when you want to carry over the current [member "
"frame_progress] to another [member frame].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Change the animation with keeping the frame index and progress.\n"
"var current_frame = animated_sprite.get_frame()\n"
"var current_progress = animated_sprite.get_frame_progress()\n"
"animated_sprite.play(\"walk_another_skin\")\n"
"animated_sprite.set_frame_and_progress(current_frame, current_progress)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"設定 [member frame] 時會隱式將 [member frame_progress] 重設為 [code]0.0[/"
"code],但這個方法可以避免。\n"
"如果你想要把目前的 [member frame_progress] 帶到其他 [member frame] 中,就會非"
"常有用。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 更改動畫的同時保留影格索引和進度。\n"
"var current_frame = animated_sprite.get_frame()\n"
"var current_progress = animated_sprite.get_frame_progress()\n"
"animated_sprite.play(\"walk_another_skin\")\n"
"animated_sprite.set_frame_and_progress(current_frame, current_progress)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Stops the currently playing animation. The animation position is reset to "
"[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/"
"code]. See also [method pause]."
msgstr ""
"停止目前正在播放的動畫。會將動畫的位置重設為 [code]0[/code],並將 "
"[code]custom_speed[/code] 重設為 [code]1.0[/code]。另見 [method pause]。"
msgid ""
"The current animation from the [member sprite_frames] resource. If this value "
"is changed, the [member frame] counter and the [member frame_progress] are "
"reset."
msgstr ""
"目前動畫,來自 [member sprite_frames]。如果更改了這個值,會重設 [member "
"frame] 計數和 [member frame_progress]。"
msgid "The key of the animation to play when the scene loads."
msgstr "場景載入時要播放的動畫名稱。"
msgid "If [code]true[/code], texture will be centered."
msgstr "如果為 [code]true[/code],紋理將被居中。"
msgid "If [code]true[/code], texture is flipped horizontally."
msgstr "如果為 [code]true[/code],紋理將被水平翻轉。"
msgid "If [code]true[/code], texture is flipped vertically."
msgstr "如果為 [code]true[/code],紋理將被垂直翻轉。"
msgid ""
"The displayed animation frame's index. Setting this property also resets "
"[member frame_progress]. If this is not desired, use [method "
"set_frame_and_progress]."
msgstr ""
"所顯示動畫影格的索引。設定這個屬性會重設 [member frame_progress]。如果不希望這"
"樣,請使用 [method set_frame_and_progress]。"
msgid ""
"The progress value between [code]0.0[/code] and [code]1.0[/code] until the "
"current frame transitions to the next frame. If the animation is playing "
"backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]."
msgstr ""
"目前影格過渡到下一影格的進度值,在 [code]0.0[/code] 和 [code]1.0[/code] 之間。"
"如果動畫是倒放的,則該值是從 [code]1.0[/code] 到 [code]0.0[/code]。"
msgid "The texture's drawing offset."
msgstr "紋理的繪圖偏移量。"
msgid ""
"The speed scaling ratio. For example, if this value is [code]1[/code], then "
"the animation plays at normal speed. If it's [code]0.5[/code], then it plays "
"at half speed. If it's [code]2[/code], then it plays at double speed.\n"
"If set to a negative value, the animation is played in reverse. If set to "
"[code]0[/code], the animation will not advance."
msgstr ""
"速度縮放比。例如,如果該值為 [code]1[/code],則動畫以正常速度播放。如果它是 "
"[code]0.5[/code],那麼它會半速播放。如果是 [code]2[/code],則會以雙倍速度播"
"放。\n"
"如果設定為負值,則動畫反向播放。如果設定為[code]0[/code],則動畫不會前進。"
msgid ""
"The [SpriteFrames] resource containing the animation(s). Allows you the "
"option to load, edit, clear, make unique and save the states of the "
"[SpriteFrames] resource."
msgstr ""
"包含動畫的 [SpriteFrames] 資源。可以對 [SpriteFrames] 資源進行載入、編輯、清"
"空、唯一化、保存狀態等操作。"
msgid "Emitted when [member animation] changes."
msgstr "當 [member animation] 更改時發出。"
msgid ""
"Emitted when the animation reaches the end, or the start if it is played in "
"reverse. When the animation finishes, it pauses the playback."
msgstr ""
"當動畫到達結尾時,或者如果反向播放則到達起點時發出。當動畫結束時,它會暫停播"
"放。"
msgid "Emitted when the animation loops."
msgstr "當動畫迴圈播放時發出。"
msgid "Emitted when [member frame] changes."
msgstr "[member frame] 更改時發出。"
msgid "Emitted when [member sprite_frames] changes."
msgstr "當 [member sprite_frames] 更改時發出。"
msgid ""
"2D sprite node in 3D world, that can use multiple 2D textures for animation."
msgstr "3D 世界中的 2D 精靈節點,可以使用多個 2D 紋理進行動畫處理。"
msgid ""
"[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries "
"multiple textures as animation [member sprite_frames]. Animations are created "
"using a [SpriteFrames] resource, which allows you to import image files (or a "
"folder containing said files) to provide the animation frames for the sprite. "
"The [SpriteFrames] resource can be configured in the editor via the "
"SpriteFrames bottom panel."
msgstr ""
"[AnimatedSprite3D] 與 [Sprite3D] 節點類似,但是包含多張紋理,可用作動畫 "
"[member sprite_frames]。動畫使用 [SpriteFrames] 資源建立,可以匯入影像檔(或包"
"含此類檔的資料夾)為該精靈提供動畫影格。可以在編輯器的“動畫影格”底部面板中配"
"置 [SpriteFrames] 資源。"
msgid "2D Sprite animation (also applies to 3D)"
msgstr "2D 精靈動畫(也適用於 3D"
msgid "Proxy texture for simple frame-based animations."
msgstr "用於簡單影格動畫的代理紋理。"
msgid ""
"[AnimatedTexture] is a resource format for frame-based animations, where "
"multiple textures can be chained automatically with a predefined delay for "
"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a "
"[Node], but has the advantage of being usable anywhere a [Texture2D] resource "
"can be used, e.g. in a [TileSet].\n"
"The playback of the animation is controlled by the [member speed_scale] "
"property, as well as each frame's duration (see [method set_frame_duration]). "
"The animation loops, i.e. it will restart at frame 0 automatically after "
"playing the last frame.\n"
"[AnimatedTexture] currently requires all frame textures to have the same "
"size, otherwise the bigger ones will be cropped to match the smallest one.\n"
"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each "
"frame needs to be a separate [Texture2D].\n"
"[b]Warning:[/b] The current implementation is not efficient for the modern "
"renderers.\n"
"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future "
"release."
msgstr ""
"[AnimatedTexture] 是一種用於影格動畫的資源格式,其中多個紋理可以自動連結,每個"
"影格都有預定義的延遲。與 [AnimationPlayer] 或 [AnimatedSprite2D] 不同,它不是 "
"[Node],但具有可在任何可以使用 [Texture2D] 資源的地方使用的優勢,例如在 "
"[TileSet] 中。\n"
"動畫的播放由 [member speed_scale] 屬性以及每影格的持續時間(見 [method "
"set_frame_duration])控制。動畫是迴圈播放的,即它會在播放完最後一影格後自動從"
"第 0 影格重新開始。\n"
"[AnimatedTexture] 目前要求所有影格的紋理具有相同的大小,否則較大的紋理將被裁剪"
"以配對最小的紋理。\n"
"[b]注意:[/b]AnimatedTexture 不支援使用 [AtlasTexture]。 每個影格都需要是一個"
"單獨的 [Texture2D]。\n"
"[b]警告:[/b]目前的實作對於現代渲染器來說效率不高。\n"
"[i]已廢棄。[/i]該類已廢棄,可能在未來的版本中移除。"
msgid "Returns the given [param frame]'s duration, in seconds."
msgstr "返回給定的 [param frame] 的持續時間,以秒為單位。"
msgid "Returns the given frame's [Texture2D]."
msgstr "返回給定影格的 [Texture2D]。"
msgid ""
"Sets the duration of any given [param frame]. The final duration is affected "
"by the [member speed_scale]. If set to [code]0[/code], the frame is skipped "
"during playback."
msgstr ""
"設定任何給定 [param frame] 的持續時間。最終的持續時間受 [member speed_scale] "
"影響。如果設定為 [code]0[/code],則該影格在播放過程中被跳過。"
msgid ""
"Assigns a [Texture2D] to the given frame. Frame IDs start at 0, so the first "
"frame has ID 0, and the last frame of the animation has ID [member frames] - "
"1.\n"
"You can define any number of textures up to [constant MAX_FRAMES], but keep "
"in mind that only frames from 0 to [member frames] - 1 will be part of the "
"animation."
msgstr ""
"將 [Texture2D] 分配給給定的影格。影格 ID 從 0 開始,因此第一影格的 ID 為 0動"
"畫的最後一影格的 ID 為 [member frames] - 1。\n"
"最多可以定義 [constant MAX_FRAMES] 個紋理,但要記住,只有 0 到 [member "
"frames] - 1 的影格會成為動畫的一部分。"
msgid ""
"Sets the currently visible frame of the texture. Setting this frame while "
"playing resets the current frame time, so the newly selected frame plays for "
"its whole configured frame duration."
msgstr ""
"設定紋理的目前可見影格。在播放時設定此影格會重設目前影格時間,因此新選擇的影格"
"將播放為其配置的整個影格持續時間。"
msgid ""
"Number of frames to use in the animation. While you can create the frames "
"independently with [method set_frame_texture], you need to set this value for "
"the animation to take new frames into account. The maximum number of frames "
"is [constant MAX_FRAMES]."
msgstr ""
"動畫中要使用的影格數。雖然你可以使用 [method set_frame_texture] 獨立建立影格,"
"但是你需要為動畫設定這個值,才能考慮到新影格。最大影格數為 [constant "
"MAX_FRAMES]。"
msgid ""
"If [code]true[/code], the animation will only play once and will not loop "
"back to the first frame after reaching the end. Note that reaching the end "
"will not set [member pause] to [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則動畫將只播放一次,並且在到達結尾後將不會迴圈回到第"
"一影格。請注意,到達終點不會將 [member pause] 設定為 [code]true[/code]。"
msgid ""
"If [code]true[/code], the animation will pause where it currently is (i.e. at "
"[member current_frame]). The animation will continue from where it was paused "
"when changing this property to [code]false[/code]."
msgstr ""
"如果為 [code]true[/code],則動畫將暫停在目前位置(即 [member "
"current_frame])。將此屬性更改為 [code]false[/code] 時,動畫將從暫停處繼續播"
"放。"
msgid ""
"The animation speed is multiplied by this value. If set to a negative value, "
"the animation is played in reverse."
msgstr "動畫速度將乘以該值。如果設定為負值,則動畫反向播放。"
msgid ""
"The maximum number of frames supported by [AnimatedTexture]. If you need more "
"frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]."
msgstr ""
"[AnimatedTexture] 支援的最大影格數。如果動畫需要更多影格,請使用 "
"[AnimationPlayer] 或 [AnimatedSprite2D]。"
msgid "Holds data that can be used to animate anything in the engine."
msgstr "存放的是用於對引擎中的任何物件進行動畫處理的資料。"
msgid ""
"This resource holds data that can be used to animate anything in the engine. "
"Animations are divided into tracks and each track must be linked to a node. "
"The state of that node can be changed through time, by adding timed keys "
"(events) to the track.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"# 100 pixels in 0.5 seconds.\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/gdscript]\n"
"[csharp]\n"
"// This creates an animation that makes the node \"Enemy\" move to the right "
"by\n"
"// 100 pixels in 0.5 seconds.\n"
"var animation = new Animation();\n"
"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n"
"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n"
"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n"
"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Animations are just data containers, and must be added to nodes such as an "
"[AnimationPlayer] to be played back. Animation tracks have different types, "
"each with its own set of dedicated methods. Check [enum TrackType] to see "
"available types.\n"
"[b]Note:[/b] For 3D position/rotation/scale, using the dedicated [constant "
"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] "
"track types instead of [constant TYPE_VALUE] is recommended for performance "
"reasons."
msgstr ""
"這個資源存放的是用於對引擎中的任何物件進行動畫處理的資料。動畫分為軌道,軌道必"
"須與節點關聯。向軌道新增定時關鍵影格(事件)後,節點的狀態可以隨時間變化。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 建立動畫讓“Enemy”節點在 0.5 秒內\n"
"# 向右移動 100 圖元。\n"
"var animation = Animation.new()\n"
"var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
"animation.track_set_path(track_index, \"Enemy:position:x\")\n"
"animation.track_insert_key(track_index, 0.0, 0)\n"
"animation.track_insert_key(track_index, 0.5, 100)\n"
"[/gdscript]\n"
"[csharp]\n"
"# 建立動畫讓“Enemy”節點在 0.5 秒內\n"
"# 向右移動 100 圖元。\n"
"var animation = new Animation();\n"
"int trackIndex = animation.AddTrack(Animation.TrackType.Value);\n"
"animation.TrackSetPath(trackIndex, \"Enemy:position:x\");\n"
"animation.TrackInsertKey(trackIndex, 0.0f, 0);\n"
"animation.TrackInsertKey(trackIndex, 0.5f, 100);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"動畫只是資料的容器,必須新增至 [AnimationPlayer] 等節點才能進行播放。動畫軌道"
"分為不同的型別,不同的型別有各自不同的專屬方法。可用的型別請查看 [enum "
"TrackType]。\n"
"[b]注意:[/b]對於 3D 的位置、旋轉、縮放,推薦使用專門的 [constant "
"TYPE_POSITION_3D]、[constant TYPE_ROTATION_3D]、[constant TYPE_SCALE_3D] 軌道"
"型別,不要使用 [constant TYPE_VALUE],性能更高。"
msgid "Animation documentation index"
msgstr "動畫教學索引"
msgid "Adds a track to the Animation."
msgstr "向動畫新增軌道。"
msgid ""
"Returns the animation name at the key identified by [param key_idx]. The "
"[param track_idx] must be the index of an Animation Track."
msgstr ""
"返回由 [param key_idx] 標識的鍵處的動畫名稱。[param track_idx] 必須是動畫軌道"
"的索引。"
msgid ""
"Inserts a key with value [param animation] at the given [param time] (in "
"seconds). The [param track_idx] must be the index of an Animation Track."
msgstr ""
"在給定的 [param time](以秒為單位)插入一個值為 [param animation] 的鍵。"
"[param track_idx] 必須是動畫軌道的索引。"
msgid ""
"Sets the key identified by [param key_idx] to value [param animation]. The "
"[param track_idx] must be the index of an Animation Track."
msgstr ""
"將 [param key_idx] 標識的鍵設定為值 [param animation]。[param track_idx] 必須"
"是動畫軌道的索引。"
msgid ""
"Returns the end offset of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of an Audio Track.\n"
"End offset is the number of seconds cut off at the ending of the audio stream."
msgstr ""
"返回由 [param key_idx] 標識的鍵的結束偏移量。[param track_idx] 必須是音訊軌道"
"的索引。\n"
"結束偏移量是在音訊流結束時截斷的秒數。"
msgid ""
"Returns the start offset of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of an Audio Track.\n"
"Start offset is the number of seconds cut off at the beginning of the audio "
"stream."
msgstr ""
"返回由 [param key_idx] 標識的鍵的起始偏移量。[param track_idx] 必須是音訊軌道"
"的索引。\n"
"起始偏移量是在音訊流開始時截斷的秒數。"
msgid ""
"Returns the audio stream of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of an Audio Track."
msgstr ""
"返回由 [param key_idx] 標識的鍵的音訊流。[param track_idx] 必須是音訊軌道的索"
"引。"
msgid ""
"Inserts an Audio Track key at the given [param time] in seconds. The [param "
"track_idx] must be the index of an Audio Track.\n"
"[param stream] is the [AudioStream] resource to play. [param start_offset] is "
"the number of seconds cut off at the beginning of the audio stream, while "
"[param end_offset] is at the ending."
msgstr ""
"在 [param time] 秒處插入音訊軌道關鍵影格。[param track_idx] 必須是音訊軌道的索"
"引。\n"
"[param stream] 是要播放的 [AudioStream] 資源。[param start_offset] 是音訊流開"
"頭截斷的秒數,而 [param end_offset] 是在結尾處截斷的秒數。"
msgid ""
"Returns [code]true[/code] if the track at [param track_idx] will be blended "
"with other animations."
msgstr ""
"如果 [param track_idx] 處的軌道將與其他動畫混合,則返回 [code]true[/code]。"
msgid ""
"Sets the end offset of the key identified by [param key_idx] to value [param "
"offset]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"將由 [param key_idx] 標識的鍵的結束偏移量設定為值 [param offset]。[param "
"track_idx] 必須是音訊軌道的索引。"
msgid ""
"Sets the start offset of the key identified by [param key_idx] to value "
"[param offset]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"將由 [param key_idx] 標識的鍵的起始偏移量設定為值 [param offset]。[param "
"track_idx] 必須是音訊軌道的索引。"
msgid ""
"Sets the stream of the key identified by [param key_idx] to value [param "
"stream]. The [param track_idx] must be the index of an Audio Track."
msgstr ""
"將由 [param key_idx] 標識的鍵的流設定為值 [param stream]。[param track_idx] 必"
"須是音訊軌道的索引。"
msgid ""
"Sets whether the track will be blended with other animations. If [code]true[/"
"code], the audio playback volume changes depending on the blend value."
msgstr ""
"設定軌道是否將與其他動畫混合。如果為 [code]true[/code],音訊播放音量會根據混合"
"值而變化。"
msgid ""
"Returns the in handle of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 識別的鍵的入點手柄,[param track_idx] 必須是貝賽爾曲線"
"軌道的索引。"
msgid ""
"Returns the out handle of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 識別的鍵的出點手柄,[param track_idx] 必須是貝賽爾曲線"
"軌道的索引。"
msgid ""
"Returns the value of the key identified by [param key_idx]. The [param "
"track_idx] must be the index of a Bezier Track."
msgstr ""
"返回由 [param key_idx] 識別的鍵的值,[param track_idx] 必須是貝塞爾軌道的索"
"引。"
msgid ""
"Inserts a Bezier Track key at the given [param time] in seconds. The [param "
"track_idx] must be the index of a Bezier Track.\n"
"[param in_handle] is the left-side weight of the added Bezier curve point, "
"[param out_handle] is the right-side one, while [param value] is the actual "
"value at this point."
msgstr ""
"在給定的時間 [param time] 秒處插入貝塞爾軌道鍵。[param track_idx] 必須是貝塞爾"
"軌道的索引。\n"
"[param in_handle] 是新增的貝茲曲線點的左側權重,[param out_handle] 是右側權"
"重,而 [param value] 是這個點的實際值。"
msgid ""
"Returns the interpolated value at the given [param time] (in seconds). The "
"[param track_idx] must be the index of a Bezier Track."
msgstr ""
"返回給定 [param time] 處的插值(以秒為單位)。[param track_idx] 必須是貝塞爾軌"
"道的索引。"
msgid ""
"Sets the in handle of the key identified by [param key_idx] to value [param "
"in_handle]. The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"將 [param key_idx] 所標識的鍵的入點手柄設定為 [param in_handle] 值。[param "
"track_idx] 必須是貝塞爾軌道的索引。"
msgid ""
"Sets the out handle of the key identified by [param key_idx] to value [param "
"out_handle]. The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"將由 [param key_idx] 確定的關鍵影格的出點手柄設定為 [param out_handle]。參數 "
"[param track_idx] 必須是貝塞爾軌道的索引。"
msgid ""
"Sets the value of the key identified by [param key_idx] to the given value. "
"The [param track_idx] must be the index of a Bezier Track."
msgstr ""
"將 [param key_idx] 所標識的鍵值設定為給定值。[param track_idx] 必須是貝塞爾軌"
"道的索引。"
msgid "Inserts a key in a given blend shape track. Returns the key index."
msgstr "在給定的混合形狀軌道中插入一個關鍵影格。返回鍵索引。"
msgid ""
"Returns the interpolated blend shape value at the given time (in seconds). "
"The [param track_idx] must be the index of a blend shape track."
msgstr ""
"返回位於給定時間(以秒為單位)的插值後的混合形狀值。[param track_idx] 必須是混"
"合形狀軌道的索引。"
msgid "Clear the animation (clear all tracks and reset all)."
msgstr "清除動畫(清除所有軌道並重設所有)。"
msgid ""
"Compress the animation and all its tracks in-place. This will make [method "
"track_is_compressed] return [code]true[/code] once called on this "
"[Animation]. Compressed tracks require less memory to be played, and are "
"designed to be used for complex 3D animations (such as cutscenes) imported "
"from external 3D software. Compression is lossy, but the difference is "
"usually not noticeable in real world conditions.\n"
"[b]Note:[/b] Compressed tracks have various limitations (such as not being "
"editable from the editor), so only use compressed animations if you actually "
"need them."
msgstr ""
"就地壓縮動畫及其所有軌道。這將使 [method track_is_compressed] 一旦在這個 "
"[Animation] 上被呼叫就會返回 [code]true[/code]。壓縮後的軌道在播放時需要更少的"
"記憶體並且這被設計用於從外部3D軟體匯入的複雜的3D動畫比如過場動畫。壓縮是"
"有損失的,但現實中通常不會注意到這種差異。\n"
"[b]注意:[/b]壓縮軌道有各種限制(比如不能從編輯器中編輯),所以只有在你真正需"
"要時才使用壓縮動畫。"
msgid ""
"Returns the index of the specified track. If the track is not found, return "
"-1."
msgstr "返回指定軌跡的索引。如果沒有找到,返回 -1。"
msgid "Returns the amount of tracks in the animation."
msgstr "返回動畫中的軌道數。"
msgid "Returns the method name of a method track."
msgstr "返回一個方法軌道的方法名。"
msgid ""
"Returns the arguments values to be called on a method track for a given key "
"in a given track."
msgstr "返回給定方法軌道中給定鍵的方法要呼叫的參數值。"
msgid "Inserts a key in a given 3D position track. Returns the key index."
msgstr "在給定的 3D 位置軌道中插入關鍵影格。返回該關鍵影格的索引。"
msgid ""
"Returns the interpolated position value at the given time (in seconds). The "
"[param track_idx] must be the index of a 3D position track."
msgstr ""
"返回位於給定時間(以秒為單位)的插值後的位置值。[param track_idx] 必須是 3D 位"
"置軌道的索引。"
msgid "Removes a track by specifying the track index."
msgstr "通過指定軌道索引來移除一個軌道。"
msgid "Inserts a key in a given 3D rotation track. Returns the key index."
msgstr "在給定的 3D 旋轉軌道中插入關鍵影格。返回該關鍵影格的索引。"
msgid ""
"Returns the interpolated rotation value at the given time (in seconds). The "
"[param track_idx] must be the index of a 3D rotation track."
msgstr ""
"返回位於給定時間(以秒為單位)的插值後的旋轉值。[param track_idx] 必須是 3D 旋"
"轉軌道的索引。"
msgid "Inserts a key in a given 3D scale track. Returns the key index."
msgstr "在給定的 3D 縮放軌道中插入關鍵影格。返回該關鍵影格的索引。"
msgid ""
"Returns the interpolated scale value at the given time (in seconds). The "
"[param track_idx] must be the index of a 3D scale track."
msgstr ""
"返回位於給定時間(以秒為單位)的插值後的縮放值。[param track_idx] 必須是 3D 縮"
"放軌道的索引。"
msgid ""
"Finds the key index by time in a given track. Optionally, only find it if the "
"approx/exact time is given."
msgstr ""
"按時間搜尋給定軌道中的關鍵影格索引。也可選擇只在給定大約/準確時間的情況下搜"
"尋。"
msgid ""
"Returns [code]true[/code] if the track at [param track_idx] wraps the "
"interpolation loop. New tracks wrap the interpolation loop by default."
msgstr ""
"如果 [param track_idx] 處的軌道環繞插值迴圈,則返回 [code]true[/code]。新建的"
"軌道預設都會環繞插值迴圈。"
msgid "Returns the interpolation type of a given track."
msgstr "返回給定軌道的插數值型別。"
msgid "Returns the number of keys in a given track."
msgstr "返回給定軌道中關鍵影格的數量。"
msgid "Returns the time at which the key is located."
msgstr "返回關鍵影格所在的時間。"
msgid ""
"Returns the transition curve (easing) for a specific key (see the built-in "
"math function [method @GlobalScope.ease])."
msgstr ""
"返回給定關鍵影格的過渡曲線(緩動)(見內建數學函式 [method @GlobalScope."
"ease])。"
msgid "Returns the value of a given key in a given track."
msgstr "返回給定軌道中給定關鍵影格的值。"
msgid ""
"Gets the path of a track. For more information on the path format, see "
"[method track_set_path]."
msgstr ""
"獲取軌道的路徑。有關路徑格式的詳細資訊,請參閱 [method track_set_path]。"
msgid "Gets the type of a track."
msgstr "獲取軌道的型別。"
msgid "Inserts a generic key in a given track. Returns the key index."
msgstr "在給定的軌道中插入一個通用關鍵影格。返回關鍵影格索引。"
msgid ""
"Returns [code]true[/code] if the track is compressed, [code]false[/code] "
"otherwise. See also [method compress]."
msgstr ""
"如果軌道被壓縮,則返回 [code]true[/code],否則返回 [code]false[/code]。另見 "
"[method compress]。"
msgid ""
"Returns [code]true[/code] if the track at index [param track_idx] is enabled."
msgstr "如果啟用了索引 [param track_idx] 處的軌道,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given track is imported. Else, return "
"[code]false[/code]."
msgstr ""
"如果給定的軌道是被匯入的,返回 [code]true[/code]。否則返回 [code]false[/"
"code]。"
msgid "Moves a track down."
msgstr "將軌道下移。"
msgid ""
"Changes the index position of track [param track_idx] to the one defined in "
"[param to_idx]."
msgstr "將軌道 [param track_idx] 的索引位置改為 [param to_idx] 中定義的位置。"
msgid "Moves a track up."
msgstr "將軌道上移。"
msgid "Removes a key by index in a given track."
msgstr "在指定的軌道上按索引移除一個鍵。"
msgid "Removes a key at [param time] in a given track."
msgstr "在給定軌道中的 [param time] 移除一個鍵。"
msgid "Enables/disables the given track. Tracks are enabled by default."
msgstr "啟用/禁用給定的軌道。軌道預設為啟用。"
msgid "Sets the given track as imported or not."
msgstr "將指定的軌道設定為匯入或不匯入。"
msgid ""
"If [code]true[/code], the track at [param track_idx] wraps the interpolation "
"loop."
msgstr "如果為 [code]true[/code],則 [param track_idx] 處的軌道環繞插值迴圈。"
msgid "Sets the interpolation type of a given track."
msgstr "設定指定軌道的插數值型別。"
msgid "Sets the time of an existing key."
msgstr "設定現有關鍵影格的時間。"
msgid ""
"Sets the transition curve (easing) for a specific key (see the built-in math "
"function [method @GlobalScope.ease])."
msgstr ""
"設定指定關鍵影格的過渡曲線(緩動)(參閱內建數學函式 [method @GlobalScope."
"ease])。"
msgid "Sets the value of an existing key."
msgstr "設定現有關鍵影格的值。"
msgid ""
"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
"must be specified starting from the parent node of the node that will "
"reproduce the animation. Tracks that control properties or bones must append "
"their name after the path, separated by [code]\":\"[/code].\n"
"For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
"mesh:transform/local\"[/code]."
msgstr ""
"設定軌道的路徑。路徑必須是指向場景樹節點的有效路徑,必須從將要實作動畫的節點的"
"父節點開始指定。控制屬性或骨骼的軌道必須在路徑後面加上它們的名字,用 [code]\":"
"\"[/code] 分隔。\n"
"例如,[code]\"character/skeleton:ankle\"[/code] 或 [code]\"character/mesh:"
"transform/local\"[/code]。"
msgid ""
"Swaps the track [param track_idx]'s index position with the track [param "
"with_idx]."
msgstr ""
"將軌道 [param track_idx] 的索引位置與軌道 [param with_idx] 的索引位置互換。"
msgid "Returns the update mode of a value track."
msgstr "返回值軌道的更新模式。"
msgid ""
"Returns the interpolated value at the given time (in seconds). The [param "
"track_idx] must be the index of a value track."
msgstr ""
"返回位於給定時間(以秒為單位)的插值後的值。[param track_idx] 必須是值軌道的索"
"引。"
msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
msgstr "設定值軌道的更新模式(請參閱 [enum UpdateMode])。"
msgid ""
"The total length of the animation (in seconds).\n"
"[b]Note:[/b] Length is not delimited by the last key, as this one may be "
"before or after the end to ensure correct interpolation and looping."
msgstr ""
"動畫的總長度(單位為秒)。\n"
"[b]注意:[/b]長度不以最後一個關鍵影格為界,因為這個關鍵影格可能位於結束前或結"
"束後,以確保正確的插值和迴圈。"
msgid ""
"Determines the behavior of both ends of the animation timeline during "
"animation playback. This is used for correct interpolation of animation "
"cycles, and for hinting the player that it must restart the animation."
msgstr ""
"確定動畫播放期間動畫時間軸兩端的行為。 這用於動畫迴圈的正確插值,以及提示播放"
"器必須重新啟動動畫。"
msgid "The animation step value."
msgstr "動畫步長值。"
msgid ""
"Value tracks set values in node properties, but only those which can be "
"interpolated. For 3D position/rotation/scale, using the dedicated [constant "
"TYPE_POSITION_3D], [constant TYPE_ROTATION_3D] and [constant TYPE_SCALE_3D] "
"track types instead of [constant TYPE_VALUE] is recommended for performance "
"reasons."
msgstr ""
"值軌道設定節點屬性中的值,但僅限於那些可以被插值的屬性。對於 3D 位置/旋轉/縮"
"放,出於性能原因,建議使用專用的 [constant TYPE_POSITION_3D]、[constant "
"TYPE_ROTATION_3D] 和 [constant TYPE_SCALE_3D] 軌道型別而不是 [constant "
"TYPE_VALUE]。"
msgid "3D position track (values are stored in [Vector3]s)."
msgstr "3D 位置軌道(值儲存在 [Vector3] 中)。"
msgid "3D rotation track (values are stored in [Quaternion]s)."
msgstr "3D 旋轉軌道(值儲存在 [Quaternion] 中)。"
msgid "3D scale track (values are stored in [Vector3]s)."
msgstr "3D 縮放軌道(值儲存在 [Vector3] 中)。"
msgid "Blend shape track."
msgstr "混合形狀軌道。"
msgid "Method tracks call functions with given arguments per key."
msgstr "方法軌道會在各個關鍵影格上使用給定參數的呼叫函式。"
msgid ""
"Bezier tracks are used to interpolate a value using custom curves. They can "
"also be used to animate sub-properties of vectors and colors (e.g. alpha "
"value of a [Color])."
msgstr ""
"貝塞爾軌道可以用來根據自訂曲線對數值進行插值。它們也可以用來對向量和顏色的子屬"
"性進行動畫處理(例如 [Color] 的 Alpha 值)。"
msgid ""
"Audio tracks are used to play an audio stream with either type of "
"[AudioStreamPlayer]. The stream can be trimmed and previewed in the animation."
msgstr ""
"音訊軌道可以用來通過任意型別的 [AudioStreamPlayer] 播放音訊流。該流可以在動畫"
"中進行修剪和預覽。"
msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
msgstr "動畫軌道會在其他 [AnimationPlayer] 節點中播放動畫。"
msgid "No interpolation (nearest value)."
msgstr "無插值(最鄰近的值)。"
msgid "Linear interpolation."
msgstr "線性插值。"
msgid ""
"Cubic interpolation. This looks smoother than linear interpolation, but is "
"more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for "
"complex 3D animations imported from external software, even if it requires "
"using a higher animation framerate in return."
msgstr ""
"三次插值。這看起來比線性插值更平滑,但插值成本更高。對於從外部軟體匯入的複雜 "
"3D 動畫,堅持使用 [constant INTERPOLATION_LINEAR],即使它需要使用更高的動畫影"
"格率作為回報。"
msgid ""
"Linear interpolation with shortest path rotation.\n"
"[b]Note:[/b] The result value is always normalized and may not match the key "
"value."
msgstr ""
"具有最短路徑旋轉的線性插值。\n"
"[b]注意:[/b]結果值總是正規化的,可能與關鍵影格的值不配對。"
msgid ""
"Cubic interpolation with shortest path rotation.\n"
"[b]Note:[/b] The result value is always normalized and may not match the key "
"value."
msgstr ""
"具有最短路徑旋轉的三次插值。\n"
"[b]注意:[/b]結果值總是正規化的,可能與關鍵影格的值不配對。"
msgid "Update between keyframes and hold the value."
msgstr "在關鍵影格之間更新並保持值。"
msgid "Update at the keyframes."
msgstr "在關鍵影格更新。"
msgid ""
"Same as linear interpolation, but also interpolates from the current value (i."
"e. dynamically at runtime) if the first key isn't at 0 seconds."
msgstr ""
"與線性插值相同,但如果第一個關鍵影格不在第 0 秒,則會從目前值進行插值(即在運"
"作時動態插值)。"
msgid "At both ends of the animation, the animation will stop playing."
msgstr "在動畫的兩端,動畫將停止播放。"
msgid ""
"At both ends of the animation, the animation will be repeated without "
"changing the playback direction."
msgstr "在動畫的兩端,動畫會在不改變播放方向的情況下重複播放。"
msgid "Repeats playback and reverse playback at both ends of the animation."
msgstr "在動畫的兩端重複進行播放和反向播放。"
msgid "This flag indicates that the animation proceeds without any looping."
msgstr "該旗標指示動畫在沒有任何迴圈的情況下繼續進行。"
msgid ""
"This flag indicates that the animation has reached the end of the animation "
"and just after loop processed."
msgstr "該旗標表示動畫已到達動畫的末尾並且剛好在迴圈處理之後。"
msgid ""
"This flag indicates that the animation has reached the start of the animation "
"and just after loop processed."
msgstr "該旗標表示動畫已經到達動畫的開始並且剛好在迴圈處理之後。"
msgid "Finds the nearest time key."
msgstr "搜尋最近的時間鍵。"
msgid "Finds only the key with approximating the time."
msgstr "僅搜尋與時間相近的鍵。"
msgid "Finds only the key with matching the time."
msgstr "僅搜尋與時間配對的鍵。"
msgid "Container for [Animation] resources."
msgstr "[Animation] 資源的容器。"
msgid ""
"An animation library stores a set of animations accessible through "
"[StringName] keys, for use with [AnimationPlayer] nodes."
msgstr ""
"動畫庫儲存一組可通過 [StringName] 鍵存取的動畫,可用於 [AnimationPlayer] 節"
"點。"
msgid "Animation tutorial index"
msgstr "動畫教學索引"
msgid ""
"Adds the [param animation] to the library, accessible by the key [param name]."
msgstr "將 [param animation] 新增到庫中,可通過鍵 [param name] 存取。"
msgid ""
"Returns the [Animation] with the key [param name]. If the animation does not "
"exist, [code]null[/code] is returned and an error is logged."
msgstr ""
"返回帶有鍵 [param name] 的 [Animation]。如果動畫不存在,則返回 [code]null[/"
"code] 並記錄錯誤。"
msgid "Returns the keys for the [Animation]s stored in the library."
msgstr "返回庫中儲存的 [Animation] 的鍵。"
msgid ""
"Returns [code]true[/code] if the library stores an [Animation] with [param "
"name] as the key."
msgstr ""
"如果該庫儲存了以 [param name] 作為鍵的 [Animation],則返回 [code]true[/code]。"
msgid "Removes the [Animation] with the key [param name]."
msgstr "使用鍵 [param name] 移除 [Animation]。"
msgid ""
"Changes the key of the [Animation] associated with the key [param name] to "
"[param newname]."
msgstr "將與鍵 [param name] 關聯的 [Animation] 的鍵更改為 [param newname]。"
msgid "Emitted when an [Animation] is added, under the key [param name]."
msgstr "在鍵 [param name] 下新增 [Animation] 時發出。"
msgid ""
"Emitted when there's a change in one of the animations, e.g. tracks are "
"added, moved or have changed paths. [param name] is the key of the animation "
"that was changed.\n"
"See also [signal Resource.changed], which this acts as a relay for."
msgstr ""
"當其中一個動畫發生變化時發出,例如軌道被新增、移動,或路徑被更改。[param "
"name] 是被改變的動畫的鍵。\n"
"另見 [signal Resource.changed],本訊號充當該訊號的中繼。"
msgid "Emitted when an [Animation] stored with the key [param name] is removed."
msgstr "當使用鍵 [param name] 儲存的 [Animation] 被移除時發出。"
msgid ""
"Emitted when the key for an [Animation] is changed, from [param name] to "
"[param to_name]."
msgstr "當 [Animation] 的鍵從 [param name] 更改為 [param to_name] 時發出。"
msgid "Base class for [AnimationPlayer] and [AnimationTree]."
msgstr "[AnimationTree] 節點的基底類別。與場景節點無關。"
msgid ""
"Base class for [AnimationPlayer] and [AnimationTree] to manage animation "
"lists. It also has general properties and methods for playback and blending.\n"
"After instantiating the playback information data within the extended class, "
"the blending is processed by the [AnimationMixer]."
msgstr ""
"[AnimationPlayer] 和 [AnimationTree] 管理動畫列表的基底類別。它還具有用於播放"
"和混合的通用屬性和方法。\n"
"在擴充類別中實例化播放資訊資料後,由 [AnimationMixer] 處理混合。"
msgid "A virtual function for processing after key getting during playback."
msgstr "一個用於播放期間鍵獲取之後的處理的虛函式。"
msgid ""
"Adds [param library] to the animation player, under the key [param name]."
msgstr "將 [param library] 新增到該動畫播放機的鍵 [param name] 下。"
msgid "Manually advance the animations by the specified time (in seconds)."
msgstr "手動將動畫前進指定的時間(單位為秒)。"
msgid ""
"[AnimationMixer] caches animated nodes. It may not notice if a node "
"disappears; [method clear_caches] forces it to update the cache again."
msgstr ""
"[AnimationPlayer] 快取動畫節點。如果一個節點消失,它可能不會注意到;[method "
"clear_caches] 強制它再次更新快取。"
msgid ""
"Returns the key of [param animation] or an empty [StringName] if not found."
msgstr "返回 [param animation] 的鍵;如果未找到,則返回一個空的 [StringName]。"
msgid ""
"Returns the key for the [AnimationLibrary] that contains [param animation] or "
"an empty [StringName] if not found."
msgstr ""
"返回包含 [param animation] 的 [AnimationLibrary] 的鍵;如果找不到,則返回一個"
"空的 [StringName]。"
msgid ""
"Returns the first [AnimationLibrary] with key [param name] or [code]null[/"
"code] if not found.\n"
"To get the [AnimationPlayer]'s global animation library, use "
"[code]get_animation_library(\"\")[/code]."
msgstr ""
"返回第一個鍵為 [param name] 的 [AnimationLibrary],如果沒有找到則返回 "
"[code]null[/code]。\n"
"要獲得 [AnimationPlayer] 的全域動畫庫,請使用 "
"[code]get_animation_library(\"\")[/code]。"
msgid "Returns the list of stored library keys."
msgstr "返回儲存庫的鍵名列表。"
msgid "Returns the list of stored animation keys."
msgstr "返回儲存的動畫鍵列表。"
msgid ""
"Retrieve the motion delta of position with the [member root_motion_track] as "
"a [Vector3] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying position to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"By using this in combination with [method "
"get_root_motion_position_accumulator], you can apply the root motion position "
"more correctly to account for the rotation of the node.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"將具有 [member root_motion_track] 的位置的運動差異量,檢索為一個可以在其他地方"
"使用的 [Vector3]。\n"
"如果 [member root_motion_track] 不是 [constant Animation.TYPE_POSITION_3D] 類"
"型軌道的路徑,則返回 [code]Vector3(0, 0, 0)[/code]。\n"
"另見 [member root_motion_track] 和 [RootMotionView]。\n"
"最基本的範例是將位置套用於 [CharacterBody3D]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_rotation: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_rotation = get_quaternion()\n"
" state_machine.travel(\"Animate\")\n"
" var velocity: Vector3 = current_rotation * animation_tree."
"get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"通過將其與 [method get_root_motion_position_accumulator] 結合使用,你可以更正"
"確地套用根運動位置來考慮節點的旋轉。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
" var velocity: Vector3 = (animation_tree."
"get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * "
"animation_tree.get_root_motion_position() / delta\n"
" set_velocity(velocity)\n"
" move_and_slide()\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the position tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
"This is useful in cases where you want to respect the initial key values of "
"the animation.\n"
"For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] "
"is played in the previous frame and then an animation with only one key "
"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can "
"be calculated as follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_position_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_position_accumulator: Vector3 = animation_tree."
"get_root_motion_position_accumulator()\n"
" var difference: Vector3 = current_root_motion_position_accumulator - "
"prev_root_motion_position_accumulator\n"
" prev_root_motion_position_accumulator = "
"current_root_motion_position_accumulator\n"
" transform.origin += difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"However, if the animation loops, an unintended discrete change may occur, so "
"this is only useful for some simple use cases."
msgstr ""
"檢索具有 [member root_motion_track] 的位置軌道的混合值,返回的是可以在其他地方"
"使用的 [Vector3]。\n"
"在想要遵循動畫的初始動畫影格值的情況下很有用。\n"
"例如,如果前一影格播放的是一個只有單個動畫影格 [code]Vector3(0, 0, 0)[/code] "
"的動畫,然後下一影格播放的是一個只有單個動畫影格[code]Vector3(1, 0, 1)[/code] "
"的動畫,它們之間的差異可以這樣計算:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_position_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_position_accumulator: Vector3 = animation_tree."
"get_root_motion_position_accumulator()\n"
" var difference: Vector3 = current_root_motion_position_accumulator - "
"prev_root_motion_position_accumulator\n"
" prev_root_motion_position_accumulator = "
"current_root_motion_position_accumulator\n"
" transform.origin += difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"不過,如果動畫是迴圈播放的,就可能會發生預料之外的不連續變化,所以這只對一些簡"
"單的情況有用。"
msgid ""
"Retrieve the motion delta of rotation with the [member root_motion_track] as "
"a [Quaternion] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying rotation to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation())\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"檢索帶有 [member root_motion_track] 的旋轉運動,作為一個 [Quaternion],可以在"
"其他地方使用。\n"
"如果 [member root_motion_track] 不是 [constant Animation.TYPE_ROTATION_3D] 類"
"型的軌跡的路徑,返回 [code]Quaternion(0, 0, 0, 1)[/code] 。\n"
"另見 [member root_motion_track] 和 [RootMotionView]。\n"
"最基本的例子是對 [CharacterBody3D] 套用旋轉。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" set_quaternion(get_quaternion() * animation_tree."
"get_root_motion_rotation() )\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the rotation tracks with the [member "
"root_motion_track] as a [Quaternion] that can be used elsewhere.\n"
"This is necessary to apply the root motion position correctly, taking "
"rotation into account. See also [method get_root_motion_position].\n"
"Also, this is useful in cases where you want to respect the initial key "
"values of the animation.\n"
"For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/"
"code] is played in the previous frame and then an animation with only one key "
"[code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the "
"difference can be calculated as follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_rotation_accumulator: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_rotation_accumulator: Quaternion = animation_tree."
"get_root_motion_Quaternion_accumulator()\n"
" var difference: Quaternion = prev_root_motion_rotation_accumulator."
"inverse() * current_root_motion_rotation_accumulator\n"
" prev_root_motion_rotation_accumulator = "
"current_root_motion_rotation_accumulator\n"
" transform.basis *= difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"However, if the animation loops, an unintended discrete change may occur, so "
"this is only useful for some simple use cases."
msgstr ""
"檢索帶有 [member root_motion_track] 的旋轉軌道的混合值,作為一個 "
"[Quaternion],可以在其他地方使用。\n"
"這裡必須正確地結合根運動位置,並且要考慮到旋轉。參考 [method "
"get_root_motion_position]。\n"
"並且,當你想重視動畫的初始動畫影格的值時,這會很有用。\n"
"比如說,如果一個動畫在上一影格只播放一個 [code]Quaternion(0, 0, 0, 1)[/code] "
"動畫影格,並且一個動畫在下一影格只播放了一個動畫影格的 [code]Quaternion(0, "
"0.707, 0, 0.707)[/code] 時,它們相差的值可以這樣求出:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_rotation_accumulator: Quaternion\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_rotation_accumulator: Quaternion = animation_tree."
"get_root_motion_Quaternion_accumulator()\n"
" var difference: Quaternion = prev_root_motion_rotation_accumulator."
"inverse() * current_root_motion_rotation_accumulator\n"
" prev_root_motion_rotation_accumulator = "
"current_root_motion_rotation_accumulator\n"
" transform.basis *= difference\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"然而,當一個動畫迴圈時,可能會得到一個意料之外的變化,所以這個只在一些簡單情況"
"下才有用。"
msgid ""
"Retrieve the motion delta of scale with the [member root_motion_track] as a "
"[Vector3] that can be used elsewhere.\n"
"If [member root_motion_track] is not a path to a track of type [constant "
"Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].\n"
"See also [member root_motion_track] and [RootMotionView].\n"
"The most basic example is applying scale to [CharacterBody3D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_scale: Vector3 = Vector3(1, 1, 1)\n"
"var scale_accum: Vector3 = Vector3(1, 1, 1)\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_scale = get_scale()\n"
" scale_accum = Vector3(1, 1, 1)\n"
" state_machine.travel(\"Animate\")\n"
" scale_accum += animation_tree.get_root_motion_scale()\n"
" set_scale(current_scale * scale_accum)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"獲取 [member root_motion_track] 的縮放運動差異量,型別為 [Vector3],可以在其他"
"地方使用。\n"
"如果 [member root_motion_track] 不是型別為 [constant Animation.TYPE_SCALE_3D] "
"的軌道的路徑,則返回 [code]Vector3(0, 0, 0)[/code] 。\n"
"另見 [member root_motion_track] 和 [RootMotionView]。\n"
"最基本的例子是對 [CharacterBody3D] 套用縮放。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var current_scale: Vector3 = Vector3(1, 1, 1)\n"
"var scale_accum: Vector3 = Vector3(1, 1, 1)\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" current_scale = get_scale()\n"
" scale_accum = Vector3(1, 1, 1)\n"
" state_machine.travel(\"Animate\")\n"
" scale_accum += animation_tree.get_root_motion_scale()\n"
" set_scale(current_scale * scale_accum)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Retrieve the blended value of the scale tracks with the [member "
"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
"For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] "
"is played in the previous frame and then an animation with only one key "
"[code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can "
"be calculated as follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_scale_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_scale_accumulator: Vector3 = animation_tree."
"get_root_motion_scale_accumulator()\n"
" var difference: Vector3 = current_root_motion_scale_accumulator - "
"prev_root_motion_scale_accumulator\n"
" prev_root_motion_scale_accumulator = "
"current_root_motion_scale_accumulator\n"
" transform.basis = transform.basis.scaled(difference)\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"However, if the animation loops, an unintended discrete change may occur, so "
"this is only useful for some simple use cases."
msgstr ""
"檢索帶有 [member root_motion_track] 的縮放軌道的混合值,作為一個 [Vector3],可"
"以在其他地方使用。\n"
"例如,如果一個動畫在前一影格只播放了一個動畫影格 [code]Vector3(1, 1, 1)[/"
"code],並且一個動畫在後一影格只播放了一個動畫影格 [code]Vector3(2, 2, 2)[/"
"code],他們之間相差的值可以這樣求出:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prev_root_motion_scale_accumulator: Vector3\n"
"\n"
"func _process(delta):\n"
" if Input.is_action_just_pressed(\"animate\"):\n"
" state_machine.travel(\"Animate\")\n"
" var current_root_motion_scale_accumulator: Vector3 = animation_tree."
"get_root_motion_scale_accumulator()\n"
" var difference: Vector3 = current_root_motion_scale_accumulator - "
"prev_root_motion_scale_accumulator\n"
" prev_root_motion_scale_accumulator = "
"current_root_motion_scale_accumulator\n"
" transform.basis = transform.basis.scaled(difference)\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"然而,當一個動畫迴圈時,可能會得到一個意料之外的變化,所以這個只在一些簡單情況"
"下才有用。"
msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] with "
"key [param name]."
msgstr ""
"如果該 [AnimationPlayer] 使用鍵 [param name] 儲存 [Animation],則返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [AnimationPlayer] stores an "
"[AnimationLibrary] with key [param name]."
msgstr ""
"如果該 [AnimationPlayer] 使用鍵 [param name] 儲存 [AnimationLibrary],則返回 "
"[code]true[/code]。"
msgid "Removes the [AnimationLibrary] associated with the key [param name]."
msgstr "移除與鍵 [param name] 關聯的 [AnimationLibrary]。"
msgid ""
"Moves the [AnimationLibrary] associated with the key [param name] to the key "
"[param newname]."
msgstr ""
"將與鍵 [param name] 關聯的 [AnimationLibrary] 移動到鍵 [param newname]。"
msgid "If [code]true[/code], the [AnimationMixer] will be processing."
msgstr "如果 [code]true[/code] 時,[AnimationTree] 將執行邏輯處理。"
msgid ""
"The number of possible simultaneous sounds for each of the assigned "
"AudioStreamPlayers.\n"
"For example, if this value is [code]32[/code] and the animation has two audio "
"tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to "
"[code]32[/code] voices each."
msgstr ""
"每個指定的 AudioStreamPlayer 可能同時發出的聲音的數量。\n"
"例如,如果該值為 [code]32[/code] 並且動畫有兩個音軌,則分配的兩個 "
"[AudioStreamPlayer] 可以同時播放最多 [code]32[/code] 個聲音。"
msgid "The call mode to use for Call Method tracks."
msgstr "方法呼叫軌道所使用的呼叫模式。"
msgid "The process notification in which to update animations."
msgstr "更新動畫的過程通知。"
msgid ""
"If [code]true[/code], the blending uses the deterministic algorithm. The "
"total weight is not normalized and the result is accumulated with an initial "
"value ([code]0[/code] or a [code]\"RESET\"[/code] animation if present).\n"
"This means that if the total amount of blending is [code]0.0[/code], the "
"result is equal to the [code]\"RESET\"[/code] animation.\n"
"If the number of tracks between the blended animations is different, the "
"animation with the missing track is treated as if it had the initial value.\n"
"If [code]false[/code], The blend does not use the deterministic algorithm. "
"The total weight is normalized and always [code]1.0[/code]. If the number of "
"tracks between the blended animations is different, nothing is done about the "
"animation that is missing a track.\n"
"[b]Note:[/b] In [AnimationTree], the blending with [AnimationNodeAdd2], "
"[AnimationNodeAdd3], [AnimationNodeSub2] or the weight greater than "
"[code]1.0[/code] may produce unexpected results.\n"
"For example, if [AnimationNodeAdd2] blends two nodes with the amount "
"[code]1.0[/code], then total weight is [code]2.0[/code] but it will be "
"normalized to make the total amount [code]1.0[/code] and the result will be "
"equal to [AnimationNodeBlend2] with the amount [code]0.5[/code]."
msgstr ""
"如果[code]true[/code],混合使用確定性演算法。總權重不正規化,結果以初始值累積"
"[code]0[/ code] 或[code]\"RESET\"[/code] 動畫(如果存在)。\n"
"這意味著如果混合總量為 [code]0.0[/code],則結果等於 [code]\"RESET\"[/code] 動"
"畫。\n"
"如果混合動畫之間的軌道數量不同,則缺少軌道的動畫將被視為具有初始值。\n"
"如果[code]false[/code],則混合不使用確定性演算法。總重量已標準化且始終為 "
"[code]1.0[/code]。如果混合動畫之間的軌道數量不同,則不會對缺少軌道的動畫執行任"
"何操作。\n"
"[b]注意:[/b]在[AnimationTree]中,與[AnimationNodeAdd2]、[AnimationNodeAdd3]、"
"[AnimationNodeSub2]或大於[code]1.0[/code]的權重混合可能會產生意想不到的結"
"果。\n"
"例如,如果 [AnimationNodeAdd2] 混合數量為 [code]1.0[/code] 的兩個節點,則總權"
"重為 [code]2.0[/code],但它將被標準化以使總量 [code]1.0[/ code],結果將等於"
"[AnimationNodeBlend2],數量為[code]0.5[/code]。"
msgid ""
"This is used by the editor. If set to [code]true[/code], the scene will be "
"saved with the effects of the reset animation (the animation with the key "
"[code]\"RESET\"[/code]) applied as if it had been seeked to time 0, with the "
"editor keeping the values that the scene had before saving.\n"
"This makes it more convenient to preview and edit animations in the editor, "
"as changes to the scene will not be saved as long as they are set in the "
"reset animation."
msgstr ""
"由編輯器使用。如果設定為 [code]true[/code],場景將被保存,並套用重設動畫(帶有"
"鍵 [code]\"RESET\"[/code] 的動畫)的效果,就好像它已被定位到時間 0 一樣,編輯"
"器保留場景在保存之前的值。\n"
"這使得在編輯器中預覽和編輯動畫更加方便,因為對場景的更改,只要在重設動畫中被設"
"定,就不會被保存。"
msgid ""
"The path to the Animation track used for root motion. Paths must be valid "
"scene-tree paths to a node, and must be specified starting from the parent "
"node of the node that will reproduce the animation. To specify a track that "
"controls properties or bones, append its name after the path, separated by "
"[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] or "
"[code]\"character/mesh:transform/local\"[/code].\n"
"If the track has type [constant Animation.TYPE_POSITION_3D], [constant "
"Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the "
"transformation will be canceled visually, and the animation will appear to "
"stay in place. See also [method get_root_motion_position], [method "
"get_root_motion_rotation], [method get_root_motion_scale] and "
"[RootMotionView]."
msgstr ""
"用於根部運動的動畫軌道的路徑。路徑必須是指向節點的場景樹有效路徑,必須從將實現"
"動畫的節點的父節點開始指定。要指定控制項屬性或骨骼的軌道,請在路徑後附加其名"
"稱,用 [code]\":\"[/code] 隔開。例如,[code]\"character/skeleton:ankle\"[/"
"code] 或 [code]\"character/mesh:transform/local\"[/code]。\n"
"如果軌道的型別是 [constant Animation.TYPE_POSITION_3D]、[constant Animation."
"TYPE_ROTATION_3D]、或者 [constant Animation.TYPE_SCALE_3D],那麼將取消視覺上的"
"變換,其動畫看起來將是留在原地。參閱 [method get_root_motion_position]、"
"[method get_root_motion_rotation]、[method get_root_motion_scale]、和 "
"[RootMotionView]。"
msgid "The node from which node path references will travel."
msgstr "節點路徑引用將從其運作的節點。"
msgid ""
"Notifies when an animation finished playing.\n"
"[b]Note:[/b] This signal is not emitted if an animation is looping."
msgstr ""
"動畫播放結束時通知。\n"
"[b]注意:[/b]如果動畫正在迴圈播放,則不會發出此訊號。"
msgid "Notifies when the animation libraries have changed."
msgstr "當動畫庫發生更改時發出通知。"
msgid "Notifies when an animation list is changed."
msgstr "當動畫列表發生更改時發出通知。"
msgid "Notifies when an animation starts playing."
msgstr "當動畫開始播放時發出通知。"
msgid ""
"Notifies when the caches have been cleared, either automatically, or manually "
"via [method clear_caches]."
msgstr ""
"當快取被清除時通知,可以是自動清除,也可以是通過 [method clear_caches] 手動清"
"除。"
msgid ""
"Editor only. Notifies when the property have been updated to update dummy "
"[AnimationPlayer] in animation player editor."
msgstr ""
"僅限編輯器。更新屬性以更新動畫播放器編輯器中的虛擬[AnimationPlayer] 時發出通"
"知。"
msgid ""
"Process animation during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when "
"animating physics bodies."
msgstr ""
"在物理影格中處理動畫(見 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。尤其適用於對物理體進行動畫處理。"
msgid ""
"Process animation during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"在處理影格中處理動畫(見 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。"
msgid ""
"Do not process animation. Use [method advance] to process the animation "
"manually."
msgstr "不處理動畫。使用[method advance]手動處理動畫。"
msgid ""
"Batch method calls during the animation process, then do the calls after "
"events are processed. This avoids bugs involving deleting nodes or modifying "
"the AnimationPlayer while playing."
msgstr ""
"在動畫過程中批量呼叫方法,然後在處理完事件後再進行呼叫。這樣就避免了在播放過程"
"中涉及刪除節點或修改AnimationPlayer的錯誤。"
msgid "Make method calls immediately when reached in the animation."
msgstr "在動畫中達到時立即進行方法呼叫。"
msgid "Base class for [AnimationTree] nodes. Not related to scene nodes."
msgstr "[AnimationTree] 節點的基底類別。與場景節點無關。"
msgid ""
"Base resource for [AnimationTree] nodes. In general, it's not used directly, "
"but you can create custom ones with custom blending formulas.\n"
"Inherit this when creating animation nodes mainly for use in "
"[AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used "
"instead."
msgstr ""
"[AnimationTree] 節點的基礎資源。通常不會直接使用,但你可以使用自訂混合公式建立"
"自訂節點。\n"
"建立動畫節點時繼承這個類主要是用在 [AnimationNodeBlendTree] 中,否則應改用 "
"[AnimationRootNode]。"
msgid "Using AnimationTree"
msgstr "使用 AnimationTree"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"override the text caption for this animation node."
msgstr ""
"繼承 [AnimationRootNode] 時,實作這個虛方法可以覆蓋這個動畫節點的標題文字。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a child animation node by its [param name]."
msgstr ""
"繼承 [AnimationRootNode] 時,實作這個虛方法可以根據名稱 [param name] 來返回對"
"應的子動畫節點。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return all children animation nodes in order as a [code]name: node[/code] "
"dictionary."
msgstr ""
"繼承 [AnimationRootNode] 時,實作這個虛方法可以用 [code]名稱:節點[/code] 字典"
"的形式按順序返回所有子動畫節點。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return the default value of a [param parameter]. Parameters are custom local "
"memory used for your animation nodes, given a resource can be reused in "
"multiple trees."
msgstr ""
"繼承 [AnimationRootNode] 時,實作這個虛方法可以返回參數“[param parameter]”的預"
"設值。參數是動畫節點的自訂本機存放區,資源可以在多個樹中重用。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return a list of the properties on this animation node. Parameters are custom "
"local memory used for your animation nodes, given a resource can be reused in "
"multiple trees. Format is similar to [method Object.get_property_list]."
msgstr ""
"繼承 [AnimationRootNode] 時,實作這個虛方法可以返回這個節點的屬性列表。參數是"
"動畫節點的自訂本機存放區,資源可以在多個樹中重用。格式與 [method Object."
"get_property_list] 類似。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return whether the blend tree editor should display filter editing on this "
"animation node."
msgstr ""
"繼承 [AnimationRootNode] 時,實作這個虛方法可以返回混合樹編輯器是否應該在這個"
"動畫節點上顯示篩檢程式編輯。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"return whether the [param parameter] is read-only. Parameters are custom "
"local memory used for your animation nodes, given a resource can be reused in "
"multiple trees."
msgstr ""
"繼承 [AnimationRootNode] 時,實作這個虛方法可以返回參數 [param parameter] 是否"
"唯讀。參數是動畫節點的自訂本機存放區,資源可以在多個樹中重用。"
msgid ""
"When inheriting from [AnimationRootNode], implement this virtual method to "
"run some code when this animation node is processed. The [param time] "
"parameter is a relative delta, unless [param seek] is [code]true[/code], in "
"which case it is absolute.\n"
"Here, call the [method blend_input], [method blend_node] or [method "
"blend_animation] functions. You can also use [method get_parameter] and "
"[method set_parameter] to modify local memory.\n"
"This function should return the time left for the current animation to finish "
"(if unsure, pass the value from the main blend being called)."
msgstr ""
"繼承 [AnimationRootNode] 時,實作這個虛方法可以在這個動畫節點進行處理時執行代"
"碼。參數 [param time] 是相對差異量,除非 [param seek] 為 [code]true[/code],此"
"時為絕對差異量。\n"
"請在此處呼叫 [method blend_input]、[method blend_node] 或 [method "
"blend_animation] 函式。你也可以使用 [method get_parameter] 和 [method "
"set_parameter] 來修改本機存放區。\n"
"這個函式應當返回目前動畫還需多少時間完成(不確定的話,請傳遞呼叫主混合的值)。"
msgid ""
"Adds an input to the animation node. This is only useful for animation nodes "
"created for use in an [AnimationNodeBlendTree]. If the addition fails, "
"returns [code]false[/code]."
msgstr ""
"為節點新增一個輸入。這只對建立用於 [AnimationNodeBlendTree] 的動畫節點有用。如"
"果新增失敗,返回 [code]false[/code]。"
msgid ""
"Blend an animation by [param blend] amount (name must be valid in the linked "
"[AnimationPlayer]). A [param time] and [param delta] may be passed, as well "
"as whether [param seeked] happened.\n"
"A [param looped_flag] is used by internal processing immediately after the "
"loop. See also [enum Animation.LoopedFlag]."
msgstr ""
"按 [param blend] 量混合一個動畫(名稱必須在連結的 [AnimationPlayer] 中有效)。"
"可以傳入時間 [param time] 和差異量 [param delta],以及表示是否發生尋道的 "
"[param seeked]。\n"
"[param looped_flag] 在迴圈後立即由內部處理使用。另見 [enum Animation."
"LoopedFlag]。"
msgid ""
"Blend an input. This is only useful for animation nodes created for an "
"[AnimationNodeBlendTree]. The [param time] parameter is a relative delta, "
"unless [param seek] is [code]true[/code], in which case it is absolute. A "
"filter mode may be optionally passed (see [enum FilterAction] for options)."
msgstr ""
"混合一個輸入。這只對為 [AnimationNodeBlendTree] 建立的動畫節點有用。時間參數 "
"[param time] 是一個相對的差異量,除非 [param seek] 是 [code]true[/code],此時"
"它是絕對的。可以選擇傳入篩選模式(選項請參閱 [enum FilterAction])。"
msgid ""
"Blend another animation node (in case this animation node contains children "
"animation nodes). This function is only useful if you inherit from "
"[AnimationRootNode] instead, else editors will not display your animation "
"node for addition."
msgstr ""
"混合另一個動畫節點(在這個動畫節點包含子動畫節點的情況下)。這個函式只有在你繼"
"承 [AnimationRootNode] 時才有用,否則編輯器在新增節點時不會顯示你的動畫節點。"
msgid ""
"Returns the input index which corresponds to [param name]. If not found, "
"returns [code]-1[/code]."
msgstr ""
"返回與名稱 [param name] 相關的輸入索引,如果不存在則返回 [code]-1[/code]。"
msgid ""
"Amount of inputs in this animation node, only useful for animation nodes that "
"go into [AnimationNodeBlendTree]."
msgstr ""
"這個動畫節點的輸入數量,只對進入 [AnimationNodeBlendTree] 的動畫節點有用。"
msgid "Gets the name of an input by index."
msgstr "通過索引獲取輸入的名稱。"
msgid ""
"Gets the value of a parameter. Parameters are custom local memory used for "
"your animation nodes, given a resource can be reused in multiple trees."
msgstr ""
"獲取一個參數的值。參數是你的動畫節點使用的自訂本地記憶體,給定的資源可以在多個"
"樹中重複使用。"
msgid "Returns whether the given path is filtered."
msgstr "返回給定路徑是否被篩選。"
msgid "Removes an input, call this only when inactive."
msgstr "移除輸入,僅在處於非活動狀態時呼叫此輸入。"
msgid "Adds or removes a path for the filter."
msgstr "新增或移除篩選器的路徑。"
msgid ""
"Sets the name of the input at the given [param input] index. If the setting "
"fails, returns [code]false[/code]."
msgstr ""
"在給定的 [param input] 索引處設定輸入的名稱。如果設定失敗,返回 [code]false[/"
"code]。"
msgid ""
"Sets a custom parameter. These are used as local memory, because resources "
"can be reused across the tree or scenes."
msgstr ""
"設定一個自訂參數。這些參數被用作本地記憶體,因為資源可以在樹或場景中重複使用。"
msgid "If [code]true[/code], filtering is enabled."
msgstr "如果為 [code]true[/code],則啟用篩選功能。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their animation nodes removes. The animation nodes that emit this "
"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
msgstr ""
"由繼承自該類的節點發出,並且當其中一個動畫節點移除時具有內部樹。發出此訊號的動"
"畫節點可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their animation node names changes. The animation nodes that emit "
"this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
msgstr ""
"由繼承自該類的節點發出,並且當其中一個動畫節點名稱更改時具有內部樹。發出此信號"
"的動畫節點可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。"
msgid ""
"Emitted by nodes that inherit from this class and that have an internal tree "
"when one of their animation nodes changes. The animation nodes that emit this "
"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
"[AnimationNodeStateMachine], [AnimationNodeBlendTree] and "
"[AnimationNodeTransition]."
msgstr ""
"由繼承自該類的節點發出,並且當其一個動畫節點發生變化時具有內部樹。發出此訊號的"
"動畫節點可以是 [AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、"
"[AnimationNodeStateMachine]、[AnimationNodeBlendTree] 和 "
"[AnimationNodeTransition]。"
msgid "Do not use filtering."
msgstr "不要使用篩選功能。"
msgid "Paths matching the filter will be allowed to pass."
msgstr "與篩選器配對的路徑將被允許通過。"
msgid "Paths matching the filter will be discarded."
msgstr "與篩選器配對的路徑將被丟棄。"
msgid "Paths matching the filter will be blended (by the blend value)."
msgstr "與篩選器配對的路徑將被混合(根據混合值)。"
msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中加法地混合兩個動畫。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"additively based on the amount value.\n"
"If the amount is greater than [code]1.0[/code], the animation connected to "
"\"in\" port is blended with the amplified animation connected to \"add\" "
"port.\n"
"If the amount is less than [code]0.0[/code], the animation connected to "
"\"in\" port is blended with the inverted animation connected to \"add\" port."
msgstr ""
"可新增到 [AnimationNodeBlendTree] 的資源。根據取值將兩個動畫加法混合在一起。\n"
"如果取值大於 [code]1.0[/code]則與“in”埠相連的動畫相混合的是放大後的與“add”埠"
"相連的動畫。\n"
"如果取值小於 [code]0.0[/code]則與“in”埠相連的動畫相混合的是反轉後的與“add”埠"
"相連的動畫。"
msgid ""
"Blends two of three animations additively inside of an "
"[AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中將三個動畫中的兩個動畫相加。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations out "
"of three additively out of three based on the amount value.\n"
"This animation node has three inputs:\n"
"- The base animation to add to\n"
"- A \"-add\" animation to blend with when the blend amount is negative\n"
"- A \"+add\" animation to blend with when the blend amount is positive\n"
"If the absolute value of the amount is greater than [code]1.0[/code], the "
"animation connected to \"in\" port is blended with the amplified animation "
"connected to \"-add\"/\"+add\" port."
msgstr ""
"可新增到 [AnimationNodeBlendTree] 的資源。根據取值將三個動畫中的兩個進行加法混"
"合。\n"
"這個動畫節點有三個輸入:\n"
"- 加法混合的基礎動畫\n"
"- 混合取值為負時進行混合的“-add”動畫\n"
"- 混合取值為正時進行混合的“+add”動畫\n"
"如果取值的絕對值大於 [code]1.0[/code]則與“in”埠相連的動畫相混合的是放大後的"
"與“-add”/“+add”埠相連的動畫。"
msgid "An input animation for an [AnimationNodeBlendTree]."
msgstr "[AnimationNodeBlendTree] 的輸入動畫。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Only has one output port "
"using the [member animation] property. Used as an input for [AnimationNode]s "
"that blend animations together."
msgstr ""
"一種新增到 [AnimationNodeBlendTree] 的資源。只有一個輸出埠,使用的是 [member "
"animation] 屬性。可用作 [AnimationNode] 的輸入,將動畫混合在一起。"
msgid "3D Platformer Demo"
msgstr "3D 平臺跳躍演示"
msgid ""
"Animation to use as an output. It is one of the animations provided by "
"[member AnimationTree.anim_player]."
msgstr ""
"作為輸出使用的動畫。它是 [member AnimationTree.anim_player] 提供的動畫之一。"
msgid "Determines the playback direction of the animation."
msgstr "確定動畫的播放方向。"
msgid "Plays animation in forward direction."
msgstr "正序播放動畫。"
msgid "Plays animation in backward direction."
msgstr "逆序播放動畫。"
msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中將兩個動畫進行線性混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"linearly based on the amount value.\n"
"In general, the blend value should be in the [code][0.0, 1.0][/code] range. "
"Values outside of this range can blend amplified or inverted animations, "
"however, [AnimationNodeAdd2] works better for this purpose."
msgstr ""
"新增到 [AnimationNodeBlendTree] 的資源。根據取值將兩個動畫進行線性混合。\n"
"一般而言,混合值應該在 [code][0.0, 1.0][/code] 的範圍內。超出該範圍的值可以混"
"合放大或翻轉後的動畫,然而,這種場合 [AnimationNodeAdd2] 的效果更好。"
msgid ""
"Blends two of three animations linearly inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中將三個動畫中的兩個進行線性混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations out "
"of three linearly out of three based on the amount value.\n"
"This animation node has three inputs:\n"
"- The base animation to blend with\n"
"- A \"-blend\" animation to blend with when the blend amount is negative "
"value\n"
"- A \"+blend\" animation to blend with when the blend amount is positive "
"value\n"
"In general, the blend value should be in the [code][-1.0, 1.0][/code] range. "
"Values outside of this range can blend amplified animations, however, "
"[AnimationNodeAdd3] works better for this purpose."
msgstr ""
"可新增到 [AnimationNodeBlendTree] 的資源。根據取值將三個動畫中的兩個進行線性混"
"合。\n"
"這個動畫節點有三個輸入:\n"
"- 加法混合的基礎動畫\n"
"- 混合取值為負時進行混合的“-blend”動畫\n"
"- 混合取值為正時進行混合的“+blend”動畫\n"
"一般而言,混合值應該在 [code][-1.0, 1.0][/code] 的範圍內。在此範圍外的取值能夠"
"混合放大後的動畫,然而這種場合使用 [AnimationNodeAdd3] 更合適。"
msgid ""
"A set of [AnimationRootNode]s placed on a virtual axis, crossfading between "
"the two adjacent ones. Used by [AnimationTree]."
msgstr ""
"一組放置在一個虛擬軸上的 [AnimationRootNode],在兩個相鄰節點之間交叉淡化。被 "
"[AnimationTree] 使用。"
msgid ""
"A resource used by [AnimationNodeBlendTree].\n"
"[AnimationNodeBlendSpace1D] represents a virtual axis on which any type of "
"[AnimationRootNode]s can be added using [method add_blend_point]. Outputs the "
"linear blend of the two [AnimationRootNode]s adjacent to the current value.\n"
"You can set the extents of the axis with [member min_space] and [member "
"max_space]."
msgstr ""
"可新增到 [AnimationNodeBlendTree] 的資源。\n"
"[AnimationNodeBlendSpace1D] 代表一個虛擬軸,可以使用 [method add_blend_point] "
"在上面新增任何型別的 [AnimationRootNode]。輸出的是最接近目前值的兩個 "
"[AnimationRootNode] 之間的線性混合。\n"
"可以使用 [member min_space] 和 [member max_space] 來擴充軸的範圍。"
msgid ""
"Adds a new point that represents a [param node] on the virtual axis at a "
"given position set by [param pos]. You can insert it at a specific index "
"using the [param at_index] argument. If you use the default value for [param "
"at_index], the point is inserted at the end of the blend points array."
msgstr ""
"在虛擬軸上 [param pos] 設定的給定位置新增一個代表 [param node] 的新點。你可以"
"使用 [param at_index] 參數將其插入到特定的索引處。如果使用 [param at_index] 的"
"預設值,這個點會被插入到混合點陣列的末尾。"
msgid "Returns the number of points on the blend axis."
msgstr "返回混合軸上的點的數量。"
msgid ""
"Returns the [AnimationNode] referenced by the point at index [param point]."
msgstr "返回索引 [param point] 處的點所引用的 [AnimationNode]。"
msgid "Returns the position of the point at index [param point]."
msgstr "返回索引 [param point] 處的點的位置。"
msgid "Removes the point at index [param point] from the blend axis."
msgstr "從混合軸移除索引 [param point] 處的點。"
msgid ""
"Changes the [AnimationNode] referenced by the point at index [param point]."
msgstr "更改索引 [param point] 處的點所引用的 [AnimationNode]。"
msgid ""
"Updates the position of the point at index [param point] on the blend axis."
msgstr "更新混合軸上索引 [param point] 處的點的位置。"
msgid ""
"Controls the interpolation between animations. See [enum BlendMode] constants."
msgstr "控制動畫之間的插值。見 [enum BlendMode] 常數。"
msgid ""
"The blend space's axis's upper limit for the points' position. See [method "
"add_blend_point]."
msgstr "用於點位置的混合空間軸的上限。見 [method add_blend_point]。"
msgid ""
"The blend space's axis's lower limit for the points' position. See [method "
"add_blend_point]."
msgstr "用於點位置的混合空間軸的下限。見 [method add_blend_point]。"
msgid "Position increment to snap to when moving a point on the axis."
msgstr "當在軸上移動一個點時,要捕捉到的位置差異量。"
msgid ""
"If [code]false[/code], the blended animations' frame are stopped when the "
"blend value is [code]0[/code].\n"
"If [code]true[/code], forcing the blended animations to advance frame."
msgstr ""
"如果為 [code]false[/code],則當混合值為 [code]0[/code] 時,停止混合動畫的影"
"格。\n"
"如果為 [code]true[/code],則強制混合動畫以前進影格。"
msgid "Label of the virtual axis of the blend space."
msgstr "混合空間虛擬軸的標籤。"
msgid "The interpolation between animations is linear."
msgstr "動畫之間的插值是線性的。"
msgid ""
"The blend space plays the animation of the animation node which blending "
"position is closest to. Useful for frame-by-frame 2D animations."
msgstr "混合空間播放混合位置最接近的動畫節點的動畫。可用於逐影格的 2D 動畫。"
msgid ""
"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
"the last animation's playback position."
msgstr ""
"類似於 [constant BLEND_MODE_DISCRETE],但在最後一個動畫的播放位置開始新的動"
"畫。"
msgid ""
"A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between "
"the three adjacent ones. Used by [AnimationTree]."
msgstr ""
"一組放置在 2D 座標上的 [AnimationRootNode],在三個相鄰節點之間交叉淡化。被 "
"[AnimationTree] 使用。"
msgid ""
"A resource used by [AnimationNodeBlendTree].\n"
"[AnimationNodeBlendSpace1D] represents a virtual 2D space on which "
"[AnimationRootNode]s are placed. Outputs the linear blend of the three "
"adjacent animations using a [Vector2] weight. Adjacent in this context means "
"the three [AnimationRootNode]s making up the triangle that contains the "
"current value.\n"
"You can add vertices to the blend space with [method add_blend_point] and "
"automatically triangulate it by setting [member auto_triangles] to "
"[code]true[/code]. Otherwise, use [method add_triangle] and [method "
"remove_triangle] to triangulate the blend space by hand."
msgstr ""
"[AnimationNodeBlendTree] 使用的資源。\n"
"[AnimationNodeBlendSpace1D] 代表放置 [AnimationRootNode] 的虛擬 2D 空間。輸出"
"的是使用 [Vector2] 權重對相鄰的三個動畫進行線性混合的結果。此處的“相鄰”指的是"
"構成包含目前值的三角形的三個 [AnimationRootNode]。\n"
"你可以使用 [method add_blend_point] 向混合空間中新增頂點,將 [member "
"auto_triangles] 設為 [code]true[/code] 可以將其自動三角形化。否則,請使用 "
"[method add_triangle] 和 [method remove_triangle] 手動對混合空間進行三角形化。"
msgid ""
"Adds a new point that represents a [param node] at the position set by [param "
"pos]. You can insert it at a specific index using the [param at_index] "
"argument. If you use the default value for [param at_index], the point is "
"inserted at the end of the blend points array."
msgstr ""
"在 [param pos] 設定的位置新增一個代表 [param node] 的新點。你可以使用 [param "
"at_index] 參數將其插入到特定的索引中。如果使用 [param at_index] 的預設值,這個"
"點會被插入到混合點陣列的末尾。"
msgid ""
"Creates a new triangle using three points [param x], [param y], and [param "
"z]. Triangles can overlap. You can insert the triangle at a specific index "
"using the [param at_index] argument. If you use the default value for [param "
"at_index], the point is inserted at the end of the blend points array."
msgstr ""
"使用三個點 [param x]、[param y] 和 [param z] 建立一個新三角形。三角形可以重"
"疊。可以使用 [param at_index] 參數在特定索引處插入三角形。如果使用 [param "
"at_index] 的預設值,該點將插入到混合點陣列的末尾。"
msgid "Returns the number of points in the blend space."
msgstr "返回混合空間中的點的數量。"
msgid ""
"Returns the [AnimationRootNode] referenced by the point at index [param "
"point]."
msgstr "返回索引 [param point] 處的點所引用的 [AnimationRootNode]。"
msgid "Returns the number of triangles in the blend space."
msgstr "返回混合空間中三角形的數量。"
msgid ""
"Returns the position of the point at index [param point] in the triangle of "
"index [param triangle]."
msgstr "返回索引 [param point] 處的點在索引 [param triangle] 的三角形中的位置。"
msgid "Removes the point at index [param point] from the blend space."
msgstr "從混合空間中移除索引 [param point] 處的點。"
msgid "Removes the triangle at index [param triangle] from the blend space."
msgstr "從混合空間中移除索引 [param triangle] 處的三角形。"
msgid ""
"If [code]true[/code], the blend space is triangulated automatically. The mesh "
"updates every time you add or remove points with [method add_blend_point] and "
"[method remove_blend_point]."
msgstr ""
"如果為 [code]true[/code],混合空間會自動進行三角測量。每次使用 [method "
"add_blend_point] 和 [method remove_blend_point] 新增或移除點時,網格都會更新。"
msgid ""
"The blend space's X and Y axes' upper limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
"用於點的位置的混合空間的 X 軸和 Y 軸的上限。請參閱 [method add_blend_point]。"
msgid ""
"The blend space's X and Y axes' lower limit for the points' position. See "
"[method add_blend_point]."
msgstr ""
"用於點的位置的混合空間的 X 軸和 Y 軸的下限。請參閱 [method add_blend_point]。"
msgid "Position increment to snap to when moving a point."
msgstr "移動點時要吸附到的位置差異量。"
msgid "Name of the blend space's X axis."
msgstr "混合空間 X 軸的名稱。"
msgid "Name of the blend space's Y axis."
msgstr "混合空間 Y 軸的名稱。"
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
msgstr "每當建立、移除混合空間的三角形,或當其中一個頂點改變位置時發出。"
msgid ""
"A sub-tree of many type [AnimationNode]s used for complex animations. Used by "
"[AnimationTree]."
msgstr ""
"用於複雜動畫的許多型別 [AnimationNode] 的子樹。由 [AnimationTree] 使用。"
msgid ""
"This animation node may contain a sub-tree of any other type animation nodes, "
"such as [AnimationNodeTransition], [AnimationNodeBlend2], "
"[AnimationNodeBlend3], [AnimationNodeOneShot], etc. This is one of the most "
"commonly used animation node roots.\n"
"An [AnimationNodeOutput] node named [code]output[/code] is created by default."
msgstr ""
"這個動畫節點可以包含任何其他型別動畫節點的子樹,例如 "
"[AnimationNodeTransition]、[AnimationNodeBlend2]、[AnimationNodeBlend3]、"
"[AnimationNodeOneShot] 等。這是最常用的動畫節點根之一。\n"
"預設會建立一個名為 [code]output[/code] 的 [AnimationNodeOutput] 節點。"
msgid ""
"Adds an [AnimationNode] at the given [param position]. The [param name] is "
"used to identify the created sub animation node later."
msgstr ""
"在給定的位置 [param position] 新增一個 [AnimationNode]。[param name] 用於後續"
"識別該建立的子動畫節點。"
msgid ""
"Connects the output of an [AnimationNode] as input for another "
"[AnimationNode], at the input port specified by [param input_index]."
msgstr ""
"連接一個 [AnimationNode] 的輸出作為另一個 [AnimationNode] 的輸入,連接在 "
"[param input_index] 指定的輸入埠。"
msgid "Disconnects the animation node connected to the specified input."
msgstr "斷開連接到指定輸入端的動畫節點。"
msgid "Returns the sub animation node with the specified [param name]."
msgstr "返回名稱為 [param name] 的子動畫節點。"
msgid ""
"Returns the position of the sub animation node with the specified [param "
"name]."
msgstr "返回名稱為 [param name] 的子動畫節點的位置。"
msgid ""
"Returns [code]true[/code] if a sub animation node with specified [param name] "
"exists."
msgstr "如果存在名稱為 [param name] 的動畫子節點,則返回 [code]true[/code]。"
msgid "Removes a sub animation node."
msgstr "移除一個子動畫節點。"
msgid "Changes the name of a sub animation node."
msgstr "更改子動畫節點的名稱。"
msgid "Modifies the position of a sub animation node."
msgstr "修改子動畫節點的位置。"
msgid "The global offset of all sub animation nodes."
msgstr "所有子動畫節點的全域偏移量。"
msgid "Emitted when the input port information is changed."
msgstr "當輸入埠資訊發生更改時發出。"
msgid "The connection was successful."
msgstr "連接成功。"
msgid "The input node is [code]null[/code]."
msgstr "輸入節點為 [code]null[/code]。"
msgid "The specified input port is out of range."
msgstr "指定的輸入埠超出範圍。"
msgid "The output node is [code]null[/code]."
msgstr "輸出節點為 [code]null[/code]。"
msgid "Input and output nodes are the same."
msgstr "輸入和輸出節點相同。"
msgid "The specified connection already exists."
msgstr "指定的連接已經存在。"
msgid "Plays an animation once in an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中播放一次動畫。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. This animation node will "
"execute a sub-animation and return once it finishes. Blend times for fading "
"in and out can be customized, as well as filters.\n"
"After setting the request and changing the animation playback, the one-shot "
"node automatically clears the request on the next process frame by setting "
"its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Play child animation connected to \"shot\" port.\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FIRE)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FIRE\n"
"\n"
"# Abort child animation connected to \"shot\" port.\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_ABORT)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_ABORT\n"
"\n"
"# Abort child animation with fading out connected to \"shot\" port.\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT\n"
"\n"
"# Get current state (read-only).\n"
"animation_tree.get(\"parameters/OneShot/active\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/active\"]\n"
"\n"
"# Get current internal state (read-only).\n"
"animation_tree.get(\"parameters/OneShot/internal_active\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/OneShot/internal_active\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Play child animation connected to \"shot\" port.\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.Fire);\n"
"\n"
"// Abort child animation connected to \"shot\" port.\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.Abort);\n"
"\n"
"// Abort child animation with fading out connected to \"shot\" port.\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.FadeOut);\n"
"\n"
"// Get current state (read-only).\n"
"animationTree.Get(\"parameters/OneShot/active\");\n"
"\n"
"// Get current internal state (read-only).\n"
"animationTree.Get(\"parameters/OneShot/internal_active\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"新增到 [AnimationNodeBlendTree] 的資源。這個動畫節點將執行子動畫並在完成後返"
"回。可以自訂淡入和淡出的混合時間以及篩檢程式。\n"
"在設定請求並更改動畫播放後,一次性節點會在下一個處理影格中通過將其 "
"[code]request[/code] 值設定為 [constant ONE_SHOT_REQUEST_NONE] 來自動清除請"
"求。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 播放連接到 “shot” 埠的子動畫。\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FIRE)\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FIRE\n"
"\n"
"# 中止連接到 “shot” 埠的子動畫。\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_ABORT)\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT\n"
"\n"
"# 使用淡出的方法中止連接到 “shot”埠的子動畫。\n"
"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT)\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot."
"ONE_SHOT_REQUEST_FADE_OUT\n"
"\n"
"# 獲取目前狀態(唯讀)。\n"
"animation_tree.get(\"parameters/OneShot/active\"))\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/OneShot/active\"]\n"
"\n"
"# 獲取目前內部狀態(唯讀)。\n"
"animation_tree.get(\"parameters/OneShot/internal_active\")\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/OneShot/internal_active\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// 播放連接到 “shot” 埠的子動畫。\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.Fire);\n"
"\n"
"// 中止連接到 “shot” 埠的子動畫。\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.Abort);\n"
"\n"
"// 使用淡出的方法中止連接到 “shot”埠的子動畫。\n"
"animationTree.Set(\"parameters/OneShot/request\", (int)AnimationNodeOneShot."
"OneShotRequest.FadeOut);\n"
"\n"
"// 獲取目前狀態(唯讀)。\n"
"animationTree.Get(\"parameters/OneShot/active\");\n"
"\n"
"// 獲取目前內部狀態(唯讀)。\n"
"animationTree.Get(\"parameters/OneShot/internal_active\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]true[/code], the sub-animation will restart automatically after "
"finishing.\n"
"In other words, to start auto restarting, the animation must be played once "
"with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant "
"ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not "
"disable the [member autorestart] itself. So, the [constant "
"ONE_SHOT_REQUEST_FIRE] request will start auto restarting again."
msgstr ""
"如果為 [code]true[/code],子動畫結束後會自動重新開始。\n"
"換句話說,要開始自動重啟,必須使用 [constant ONE_SHOT_REQUEST_FIRE] 請求播放一"
"次動畫。[constant ONE_SHOT_REQUEST_ABORT] 請求停止自動重啟,但它不會禁用 "
"[member autorestart] 本身。因此,[constant ONE_SHOT_REQUEST_FIRE] 請求將再次開"
"始自動重啟。"
msgid "The delay after which the automatic restart is triggered, in seconds."
msgstr "觸發自動重啟的延遲時間,以秒為單位。"
msgid ""
"If [member autorestart] is [code]true[/code], a random additional delay (in "
"seconds) between 0 and this value will be added to [member autorestart_delay]."
msgstr ""
"如果 [member autorestart] 為 [code]true[/code]則介於0和此值之間的隨機附加延"
"遲(以秒為單位)將新增到 [member autorestart_delay]。"
msgid ""
"Determines how cross-fading between animations is eased. If empty, the "
"transition will be linear."
msgstr "確定如何緩動動畫之間的淡入淡出。如果為空,過渡將是線性的。"
msgid ""
"The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 "
"second length animation will produce a cross-fade that starts at 0 second and "
"ends at 1 second during the animation."
msgstr ""
"淡入持續時間。例如,將此屬性設定為 [code]1.0[/code],對於 5 秒長的動畫,將在動"
"畫期間產生從 0 秒開始到 1 秒結束的交叉淡入淡出。"
msgid ""
"The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 "
"second length animation will produce a cross-fade that starts at 4 second and "
"ends at 5 second during the animation."
msgstr ""
"淡出持續時間。例如,將此屬性設定為 [code]1.0[/code],對於 5 秒長的動畫,將產生"
"從 4 秒開始到 5 秒結束的交叉淡入淡出。"
msgid "The blend type."
msgstr "混合型別。"
msgid "The default state of the request. Nothing is done."
msgstr "請求的預設狀態。未完成任何操作。"
msgid "The request to play the animation connected to \"shot\" port."
msgstr "播放連接到“shot”埠的動畫的請求。"
msgid "The request to stop the animation connected to \"shot\" port."
msgstr "停止連接到“shot”埠的動畫的請求。"
msgid "The request to fade out the animation connected to \"shot\" port."
msgstr "淡出連接到“shot”埠的動畫的請求。"
msgid "Blends two animations. See also [AnimationNodeBlend2]."
msgstr "混合兩個動畫。另請參見 [AnimationNodeBlend2]。"
msgid "Blends two animations additively. See also [AnimationNodeAdd2]."
msgstr "以相加方式混合兩個動畫。另請參閱 [AnimationNodeAdd2]。"
msgid "The animation output node of an [AnimationNodeBlendTree]."
msgstr "[AnimationNodeBlendTree] 的動畫輸出節點。"
msgid ""
"A node created automatically in an [AnimationNodeBlendTree] that outputs the "
"final animation."
msgstr "在輸出最終動畫的 [AnimationNodeBlendTree] 中自動建立的節點。"
msgid ""
"A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]."
msgstr "帶有多個 [AnimationRootNode] 的狀態機,用於 [AnimationTree]。"
msgid ""
"Contains multiple [AnimationRootNode]s representing animation states, "
"connected in a graph. State transitions can be configured to happen "
"automatically or via code, using a shortest-path algorithm. Retrieve the "
"[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to "
"control it programmatically.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\").Get(\"parameters/"
"playback\") as AnimationNodeStateMachinePlayback;\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"包含表示動畫狀態的多個 [AnimationRootNode],以圖的形式連接。可以使用最短路徑演"
"算法,將節點過渡配置為自動發生或通過程式碼發生。要以程式設計的方式控制過渡,請"
"從 [AnimationTree] 節點獲取 [AnimationNodeStateMachinePlayback] 對象。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\").Get(\"parameters/"
"playback\") as AnimationNodeStateMachinePlayback;\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Adds a new animation node to the graph. The [param position] is used for "
"display in the editor."
msgstr "向圖中新增一個新的動畫節點。[param position] 用於在編輯器中顯示。"
msgid "Adds a transition between the given animation nodes."
msgstr "在給定動畫節點之間新增一個過渡。"
msgid "Returns the draw offset of the graph. Used for display in the editor."
msgstr "返回圖的繪製偏移。用於在編輯器中顯示。"
msgid "Returns the animation node with the given name."
msgstr "返回指定名稱的動畫節點。"
msgid "Returns the given animation node's name."
msgstr "返回指定動畫節點的名稱。"
msgid ""
"Returns the given animation node's coordinates. Used for display in the "
"editor."
msgstr "返回給定動畫節點的座標。用於在編輯器中顯示。"
msgid "Returns the given transition."
msgstr "返回給定的過渡。"
msgid "Returns the number of connections in the graph."
msgstr "返回圖中的連接數。"
msgid "Returns the given transition's start node."
msgstr "返回給定過渡的開始節點。"
msgid "Returns the given transition's end node."
msgstr "返回給定過渡的末端節點。"
msgid ""
"Returns [code]true[/code] if the graph contains the given animation node."
msgstr "如果圖中包含給定的動畫節點,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if there is a transition between the given "
"animation nodes."
msgstr "如果在給定動畫節點之間存在過渡,則返回 [code]true[/code]。"
msgid "Deletes the given animation node from the graph."
msgstr "從圖中刪除指定的動畫節點。"
msgid "Deletes the transition between the two specified animation nodes."
msgstr "刪除兩個指定動畫節點之間的過渡。"
msgid "Deletes the given transition by index."
msgstr "按索引刪除給定的過渡。"
msgid "Renames the given animation node."
msgstr "重命名給定的動畫節點。"
msgid "Sets the draw offset of the graph. Used for display in the editor."
msgstr "設定圖形的繪製偏移。用於在編輯器中顯示。"
msgid "Sets the animation node's coordinates. Used for display in the editor."
msgstr "設定動畫節點的座標。用於在編輯器中顯示。"
msgid ""
"If [code]true[/code], allows teleport to the self state with [method "
"AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled "
"in [method AnimationNodeStateMachinePlayback.travel], the animation is "
"restarted. If [code]false[/code], nothing happens on the teleportation to the "
"self state."
msgstr ""
"如果為 [code]true[/code],允許使用 [method AnimationNodeStateMachinePlayback."
"travel] 傳送到目前狀態。當在 [method AnimationNodeStateMachinePlayback."
"travel] 中啟用重設選項時,動畫將重新啟動。如果為 [code]false[/code],傳送到當"
"前狀態時不會發生任何事情。"
msgid ""
"If [code]true[/code], treat the cross-fade to the start and end nodes as a "
"blend with the RESET animation.\n"
"In most cases, when additional cross-fades are performed in the parent "
"[AnimationNode] of the state machine, setting this property to [code]false[/"
"code] and matching the cross-fade time of the parent [AnimationNode] and the "
"state machine's start node and end node gives good results."
msgstr ""
"如果為 [code]true[/code],則將與開始和結束節點的淡入淡出視為與 RESET 動畫的混"
"合。\n"
"大多數情況下,狀態機的父級 [AnimationNode] 執行額外的淡入淡出時,將這個屬性設"
"置為 [code]false[/code] 並將父 [AnimationNode] 和該狀態機的開始和結束節點的淡"
"入淡出時間設為相同的值能夠得到不錯的效果。"
msgid ""
"This property can define the process of transitions for different use cases. "
"See also [enum AnimationNodeStateMachine.StateMachineType]."
msgstr ""
"該屬性可以為不同用例定義過渡過程。另見 [enum AnimationNodeStateMachine."
"StateMachineType]。"
msgid ""
"Seeking to the beginning is treated as playing from the start state. "
"Transition to the end state is treated as exiting the state machine."
msgstr "尋道到開頭被視為從開始狀態開始播放。過渡到結束狀態被視為退出狀態機。"
msgid ""
"Seeking to the beginning is treated as seeking to the beginning of the "
"animation in the current state. Transition to the end state, or the absence "
"of transitions in each state, is treated as exiting the state machine."
msgstr ""
"尋道到開頭被視為在目前狀態下尋道到動畫的開頭。過渡到結束狀態,或每個狀態的過渡"
"都缺失,被視為退出狀態機。"
msgid ""
"This is a grouped state machine that can be controlled from a parent state "
"machine. It does not work on standalone. There must be a state machine with "
"[member state_machine_type] of [constant STATE_MACHINE_TYPE_ROOT] or "
"[constant STATE_MACHINE_TYPE_NESTED] in the parent or ancestor."
msgstr ""
"這是一個可以從父狀態機控制的編組的狀態機。它不能獨立運作。父級或祖先中必須有一"
"個 [member state_machine_type] 為 [constant STATE_MACHINE_TYPE_ROOT] 或 "
"[constant STATE_MACHINE_TYPE_NESTED] 的狀態機。"
msgid "Provides playback control for an [AnimationNodeStateMachine]."
msgstr "為 [AnimationNodeStateMachine] 提供播放控制。"
msgid ""
"Allows control of [AnimationTree] state machines created with "
"[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
"get(\"parameters/playback\")[/code].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\").Get(\"parameters/"
"playback\").As<AnimationNodeStateMachinePlayback>();\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"允許控制使用 [AnimationNodeStateMachine] 建立的 [AnimationTree] 狀態機。使用 "
"[code]$AnimationTree.get(\"parameters/playback\")[/code] 檢索。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
"state_machine.travel(\"some_state\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var stateMachine = GetNode<AnimationTree>(\"AnimationTree\").Get(\"parameters/"
"playback\").As<AnimationNodeStateMachinePlayback>();\n"
"stateMachine.Travel(\"some_state\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the current state length.\n"
"[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as well "
"as animations. This means that there can be multiple animations within a "
"single state. Which animation length has priority depends on the nodes "
"connected inside it. Also, if a transition does not reset, the remaining "
"length at that point will be returned."
msgstr ""
"返回目前狀態長度。\n"
"[b]注意:[/b]有可能任何 [AnimationRootNode] 既可以是節點也可以是動畫。這意味著"
"在單個狀態中可以有多個動畫。哪個動畫長度會優先,取決於其內部連接的節點。此外,"
"如果過渡未重設,則將返回該點的剩餘長度。"
msgid ""
"Returns the currently playing animation state.\n"
"[b]Note:[/b] When using a cross-fade, the current state changes to the next "
"state immediately after the cross-fade begins."
msgstr ""
"返回目前的動畫播放狀態。\n"
"[b]注意:[/b]使用交叉疊化時,目前狀態會在交叉疊化開始後理解變為下一個狀態。"
msgid "Returns the playback position within the current animation state."
msgstr "返回目前動畫狀態內的播放位置。"
msgid "Returns the starting state of currently fading animation."
msgstr "返回目前淡入淡出動畫的開始狀態。"
msgid ""
"Returns the current travel path as computed internally by the A* algorithm."
msgstr "返回 A* 演算法內部計算的目前行進路徑。"
msgid "Returns [code]true[/code] if an animation is playing."
msgstr "如果正在播放動畫,返回 [code]true[/code]。"
msgid ""
"If there is a next path by travel or auto advance, immediately transitions "
"from the current state to the next state."
msgstr "如果通過行進或自動前進有下一條路徑,則立即從目前狀態過渡到下一個狀態。"
msgid ""
"Starts playing the given animation.\n"
"If [param reset] is [code]true[/code], the animation is played from the "
"beginning."
msgstr ""
"開始播放給定的動畫。\n"
"如果 [param reset] 為 [code]true[/code],則動畫從頭開始播放。"
msgid "Stops the currently playing animation."
msgstr "停止目前播放的動畫。"
msgid ""
"Transitions from the current state to another one, following the shortest "
"path.\n"
"If the path does not connect from the current state, the animation will play "
"after the state teleports.\n"
"If [param reset_on_teleport] is [code]true[/code], the animation is played "
"from the beginning when the travel cause a teleportation."
msgstr ""
"按照最短的路徑從目前狀態過渡到另一個狀態。\n"
"如果路徑沒有連接到目前狀態,則動畫將在狀態傳送後播放。\n"
"如果 [param reset_on_teleport] 為 [code]true[/code],當行進導致傳送時,該動畫"
"將從頭開始播放。"
msgid ""
"A transition within an [AnimationNodeStateMachine] connecting two "
"[AnimationRootNode]s."
msgstr "[AnimationNodeStateMachine] 中連接兩個 [AnimationRootNode] 的過渡。"
msgid ""
"The path generated when using [method AnimationNodeStateMachinePlayback."
"travel] is limited to the nodes connected by "
"[AnimationNodeStateMachineTransition].\n"
"You can set the timing and conditions of the transition in detail."
msgstr ""
"使用 [method AnimationNodeStateMachinePlayback.travel] 時生成的路徑,僅限於通"
"過 [AnimationNodeStateMachineTransition] 連接的節點。\n"
"可以詳細設定過渡的時機和條件。"
msgid ""
"Turn on auto advance when this condition is set. The provided name will "
"become a boolean parameter on the [AnimationTree] that can be controlled from "
"code (see [url=$DOCS_URL/tutorials/animation/animation_tree.html#controlling-"
"from-code]Using AnimationTree[/url]). For example, if [member AnimationTree."
"tree_root] is an [AnimationNodeStateMachine] and [member advance_condition] "
"is set to [code]\"idle\"[/code]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and "
"(linear_velocity.x == 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<AnimationTree>(\"animation_tree\").Set(\"parameters/conditions/"
"idle\", IsOnFloor && (LinearVelocity.X == 0));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"該條件被設定時打開自動前進。提供的名稱將成為 [AnimationTree] 上的布林參數,可"
"以通過程式碼進行控制(請參閱 [url=$DOCS_URL/tutorials/animation/"
"animation_tree.html#controlling-from-code]使用 AnimationTree[/url])。例如,如"
"果 [member AnimationTree.tree_root] 是一個 [AnimationNodeStateMachine] 並且 "
"[member advance_condition] 被設定為 [code]\"idle\"[/code]\n"
"[codeblocks]\n"
"[gdscript]\n"
"$animation_tree.set(\"parameters/conditions/idle\", is_on_floor and "
"(linear_velocity.x == 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<AnimationTree>(\"animation_tree\").Set(\"parameters/conditions/"
"idle\", IsOnFloor && (LinearVelocity.X == 0));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Use an expression as a condition for state machine transitions. It is "
"possible to create complex animation advance conditions for switching between "
"states and gives much greater flexibility for creating complex state machines "
"by directly interfacing with the script code."
msgstr ""
"將運算式用作狀態機過渡的條件。可以為狀態之間的切換建立複雜的動畫推進條件,並通"
"過直接與腳本程式碼互動為建立複雜的狀態機提供更大的靈活性。"
msgid ""
"Determines whether the transition should disabled, enabled when using [method "
"AnimationNodeStateMachinePlayback.travel], or traversed automatically if the "
"[member advance_condition] and [member advance_expression] checks are true "
"(if assigned)."
msgstr ""
"決定在使用 [method AnimationNodeStateMachinePlayback.travel] 時該過渡是否應該"
"被禁用/啟用,或者如果 [member advance_condition] 和 [member "
"advance_expression] 檢查為真則自動行進(如果已分配)。"
msgid ""
"Lower priority transitions are preferred when travelling through the tree via "
"[method AnimationNodeStateMachinePlayback.travel] or [member advance_mode] is "
"set to [constant ADVANCE_MODE_AUTO]."
msgstr ""
"當在樹中通過 [method AnimationNodeStateMachinePlayback.travel] 或將 [member "
"advance_mode] 設定為 [constant ADVANCE_MODE_AUTO] 行進時,傾向於優先順序較低的"
"過渡。"
msgid ""
"If [code]true[/code], the destination animation is played back from the "
"beginning when switched."
msgstr "如果為 [code]true[/code],切換時目標動畫從頭開始播放。"
msgid "The transition type."
msgstr "過渡型別。"
msgid ""
"Ease curve for better control over cross-fade between this state and the next."
msgstr "緩動曲線可以更好地控制此狀態和下一個狀態之間的交叉淡入淡出。"
msgid "The time to cross-fade between this state and the next."
msgstr "這個狀態和下一個狀態之間的交叉漸變時間。"
msgid "Emitted when [member advance_condition] is changed."
msgstr "變更 [member advance_condition] 時發出。"
msgid ""
"Switch to the next state immediately. The current state will end and blend "
"into the beginning of the new one."
msgstr "立即切換到下一個狀態。目前狀態將結束,並混合到新狀態的開始。"
msgid ""
"Switch to the next state immediately, but will seek the new state to the "
"playback position of the old state."
msgstr "立即切換到下一個狀態,但會將新的狀態定位到舊狀態的播放位置。"
msgid ""
"Wait for the current state playback to end, then switch to the beginning of "
"the next state animation."
msgstr "等待目前狀態播放結束,然後切換到下一個狀態動畫的開頭。"
msgid "Don't use this transition."
msgstr "不要使用該過渡。"
msgid ""
"Only use this transition during [method AnimationNodeStateMachinePlayback."
"travel]."
msgstr "僅在 [method AnimationNodeStateMachinePlayback.travel] 時使用該過渡。"
msgid ""
"Automatically use this transition if the [member advance_condition] and "
"[member advance_expression] checks are true (if assigned)."
msgstr ""
"如果 [member advance_condition] 和 [member advance_expression] 檢查為真,則自"
"動使用該過渡(如果已分配)。"
msgid ""
"Blends two animations subtractively inside of an [AnimationNodeBlendTree]."
msgstr "在 [AnimationNodeBlendTree] 中對兩個動畫進行減法混合。"
msgid ""
"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
"subtractively based on the amount value.\n"
"This animation node is usually used for pre-calculation to cancel out any "
"extra poses from the animation for the \"add\" animation source in "
"[AnimationNodeAdd2] or [AnimationNodeAdd3].\n"
"In general, the blend value should be in the [code][0.0, 1.0][/code] range, "
"but values outside of this range can be used for amplified or inverted "
"animations.\n"
"[b]Note:[/b] This calculation is different from using a negative value in "
"[AnimationNodeAdd2], since the transformation matrices do not satisfy the "
"commutative law. [AnimationNodeSub2] multiplies the transformation matrix of "
"the inverted animation from the left side, while negative [AnimationNodeAdd2] "
"multiplies it from the right side."
msgstr ""
"要新增到 [AnimationNodeBlendTree] 的資源。根據數量詞以減法方式混合兩個動畫。\n"
"該動畫節點通常用於預先計算,從 [AnimationNodeAdd2] 或 [AnimationNodeAdd3] "
"的“新增”動畫源的動畫中抵消額外的姿勢。\n"
"一般而言,混合值應在 [code][0.0, 1.0][/code] 範圍內,但超出該範圍的值可用於放"
"大或反轉動畫。\n"
"[b]注意:[/b]因為變換矩陣不滿足交換律,這個計算不同於在 [AnimationNodeAdd2] 中"
"使用負值。[AnimationNodeSub2] 從左側乘以反轉動畫的變換矩陣,而負的 "
"[AnimationNodeAdd2] 則是從右側相乘。"
msgid "AnimationTree"
msgstr "動畫樹"
msgid ""
"Base class for [AnimationNode]s with more than two input ports that must be "
"synchronized."
msgstr "帶有兩個以上輸入埠的 [AnimationNode] 基底類別,必須對這兩個埠進行同步。"
msgid ""
"An animation node used to combine, mix, or blend two or more animations "
"together while keeping them synchronized within an [AnimationTree]."
msgstr ""
"一種動畫節點,用於將兩個或多個動畫組合、混合、或混合在一起,同時使它們在 "
"[AnimationTree] 中保持同步。"
msgid "A time-scaling animation node used in [AnimationTree]."
msgstr "對時間進行縮放的動畫節點,在 [AnimationTree] 中使用。"
msgid ""
"Allows to scale the speed of the animation (or reverse it) in any children "
"[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation."
msgstr ""
"允許縮放任何子節點中動畫的速度(或反轉)。將其設定為 [code]0.0[/code] 將暫停動"
"畫。"
msgid "A time-seeking animation node used in [AnimationTree]."
msgstr "對時間進行檢索的動畫節點,在 [AnimationTree] 中使用。"
msgid ""
"This animation node can be used to cause a seek command to happen to any sub-"
"children of the animation graph. Use to play an [Animation] from the start or "
"a certain playback position inside the [AnimationNodeBlendTree].\n"
"After setting the time and changing the animation playback, the time seek "
"node automatically goes into sleep mode on the next process frame by setting "
"its [code]seek_request[/code] value to [code]-1.0[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Play child animation from the start.\n"
"animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n"
"\n"
"# Play child animation from 12 second timestamp.\n"
"animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n"
"[/gdscript]\n"
"[csharp]\n"
"// Play child animation from the start.\n"
"animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n"
"\n"
"// Play child animation from 12 second timestamp.\n"
"animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"這個動畫節點可用於使檢索命令發生在動畫圖的任何次級子節點上。用於從 "
"[AnimationNodeBlendTree] 的開頭或某個特定播放位置開始播放 [Animation]。\n"
"設定時間並更改動畫播放後,時間檢索節點會在下一個處理影格中將其 "
"[code]seek_request[/code] 值設定為 [code]-1.0[/code],自動進入睡眠模式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 從開始處播放子動畫。\n"
"animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n"
"\n"
"# 從 12 秒的時間戳記開始播放子動畫。\n"
"animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n"
"[/gdscript]\n"
"[csharp]\n"
"// 從開始處播放子動畫。\n"
"animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n"
"\n"
"// 從 12 秒的時間戳記開始播放子動畫。\n"
"animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s."
msgstr "[AnimationTree] 中連接兩個 [AnimationNode] 的過渡。"
msgid ""
"Simple state machine for cases which don't require a more advanced "
"[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
"transition times can be specified.\n"
"After setting the request and changing the animation playback, the transition "
"node automatically clears the request on the next process frame by setting "
"its [code]transition_request[/code] value to empty.\n"
"[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and "
"[code]current_index[/code] change to the next state immediately after the "
"cross-fade begins.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Play child animation connected to \"state_2\" port.\n"
"animation_tree.set(\"parameters/Transition/transition_request\", "
"\"state_2\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n"
"\n"
"# Get current state name (read-only).\n"
"animation_tree.get(\"parameters/Transition/current_state\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/Transition/current_state\"]\n"
"\n"
"# Get current state index (read-only).\n"
"animation_tree.get(\"parameters/Transition/current_index\")\n"
"# Alternative syntax (same result as above).\n"
"animation_tree[\"parameters/Transition/current_index\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Play child animation connected to \"state_2\" port.\n"
"animationTree.Set(\"parameters/Transition/transition_request\", "
"\"state_2\");\n"
"\n"
"// Get current state name (read-only).\n"
"animationTree.Get(\"parameters/Transition/current_state\");\n"
"\n"
"// Get current state index (read-only).\n"
"animationTree.Get(\"parameters/Transition/current_index\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"適用於不需要更高級 [AnimationNodeStateMachine] 的情況的簡單狀態機。可以將動畫"
"連接到輸入,還可以指定過渡時間。\n"
"設定請求並更改動畫播放後,過渡節點會在下一個處理影格中通過將其 "
"[code]transition_request[/code] 值設定為空,來自動清除請求。\n"
"[b]注意:[/b]使用交叉淡入淡出時,[code]current_state[/code] 和 "
"[code]current_index[/code] 在交叉淡入淡出開始後立即更改為下一個狀態。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 播放連接到 “state_2” 埠的子動畫。\n"
"animation_tree.set(\"parameters/Transition/transition_request\", "
"\"state_2\")\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n"
"\n"
"# 獲取目前狀態名稱(唯讀)。\n"
"animation_tree.get(\"parameters/Transition/current_state\")\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/Transition/current_state\"]\n"
"\n"
"# 獲取目前狀態索引(唯讀)。\n"
"animation_tree.get(\"parameters/Transition/current_index\"))\n"
"# 替代語法(與上述結果相同)。\n"
"animation_tree[\"parameters/Transition/current_index\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// 播放連接到 “state_2” 埠的子動畫。\n"
"animationTree.Set(\"parameters/Transition/transition_request\", "
"\"state_2\");\n"
"\n"
"// 獲取目前狀態名稱(唯讀)。\n"
"animationTree.Get(\"parameters/Transition/current_state\");\n"
"\n"
"// 獲取目前狀態索引(唯讀)。\n"
"animationTree.Get(\"parameters/Transition/current_index\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns whether the animation restarts when the animation transitions from "
"the other animation."
msgstr "返回當動畫從另一個動畫過渡時,該動畫是否重新開始。"
msgid ""
"Returns [code]true[/code] if auto-advance is enabled for the given [param "
"input] index."
msgstr ""
"如果為給定的 [param input] 索引啟用了自動前進,則返回 [code]true[/code]。"
msgid ""
"Enables or disables auto-advance for the given [param input] index. If "
"enabled, state changes to the next input after playing the animation once. If "
"enabled for the last input state, it loops to the first."
msgstr ""
"為給定的 [param input] 索引啟用或禁用自動前進。如果啟用,狀態會在播放一次動畫"
"後更改為下一個輸入。如果為最後一個輸入狀態啟用,它會迴圈到第一個。"
msgid ""
"If [code]true[/code], the destination animation is restarted when the "
"animation transitions."
msgstr "如果為 [code]true[/code],則目標動畫在動畫過渡時重新啟動。"
msgid ""
"If [code]true[/code], allows transition to the self state. When the reset "
"option is enabled in input, the animation is restarted. If [code]false[/"
"code], nothing happens on the transition to the self state."
msgstr ""
"如果為 [code]true[/code],允許過渡到目前狀態。當在輸入中啟用重設選項時,動畫將"
"重新啟動。如果為 [code]false[/code],則在過渡到 目前狀態時不會發生任何事情。"
msgid "The number of enabled input ports for this animation node."
msgstr "這個動畫節點啟用的輸入埠的數量。"
msgid ""
"Cross-fading time (in seconds) between each animation connected to the inputs."
msgstr "連接到輸入的每個動畫之間的交叉漸變時間(秒)。"
msgid "A node used for animation playback."
msgstr "用於播放動畫的節點。"
msgid ""
"An animation player is used for general-purpose playback of animations. It "
"contains a dictionary of [AnimationLibrary] resources and custom blend times "
"between animation transitions.\n"
"Some methods and properties use a single key to reference an animation "
"directly. These keys are formatted as the key for the library, followed by a "
"forward slash, then the key for the animation within the library, for example "
"[code]\"movement/run\"[/code]. If the library's key is an empty string (known "
"as the default library), the forward slash is omitted, being the same key "
"used by the library.\n"
"[AnimationPlayer] is better-suited than [Tween] for more complex animations, "
"for example ones with non-trivial timings. It can also be used over [Tween] "
"if the animation track editor is more convenient than doing it in code.\n"
"Updating the target properties of animations occurs at the process frame."
msgstr ""
"動畫播放機用於動畫的通用播放。它包含 [AnimationLibrary] 資源的字典和動畫過渡之"
"間的自訂混合時間。\n"
"某些方法和屬性使用單個鍵直接引用動畫。這些鍵的格式為動畫庫的鍵,後跟正斜杠,然"
"後是動畫庫內動畫的鍵,例如 [code]\"movement/run\"[/code]。如果動畫庫的鍵為空字"
"串(稱為預設庫),則省略正斜杠,與動畫庫使用相同的鍵。\n"
"[AnimationPlayer] 比 [Tween] 更適合用於複雜動畫,例如不規則計時的動畫。如果用"
"動畫軌道編輯器比用程式碼實作更方便,也可以優先於 [Tween] 使用。\n"
"更新動畫的目標屬性是在處理影格中進行的。"
msgid ""
"Returns the key of the animation which is queued to play after the [param "
"animation_from] animation."
msgstr "返回在 [param anim_from] 動畫之後排隊播放的動畫的鍵。"
msgid ""
"Triggers the [param animation_to] animation when the [param animation_from] "
"animation completes."
msgstr "當 [param anim_from] 動畫完成時,觸發 [param anim_to] 動畫。"
msgid "Clears all queued, unplayed animations."
msgstr "清除所有已排隊、未播放的動畫。"
msgid ""
"Returns the blend time (in seconds) between two animations, referenced by "
"their keys."
msgstr "返回兩個動畫之間的混合時間(以秒為單位),由它們的鍵引用。"
msgid ""
"For backward compatibility. See [enum AnimationMixer."
"AnimationCallbackModeMethod]."
msgstr ""
"為了向後相容。請參閱 [enum AnimationMixer.AnimationCallbackModeMethod]。"
msgid ""
"For backward compatibility. See [enum AnimationMixer."
"AnimationCallbackModeProcess]."
msgstr ""
"為了向後相容。請參閱 [enum AnimationMixer.AnimationCallbackModeProcess]。"
msgid "Returns a list of the animation keys that are currently queued to play."
msgstr "返回目前排隊播放的動畫鍵列表。"
msgid "For backward compatibility. See [member AnimationMixer.root_node]."
msgstr "為了向後相容。請參閱[member AnimationMixer.root_node]。"
msgid ""
"Pauses the currently playing animation. The [member "
"current_animation_position] will be kept and calling [method play] or [method "
"play_backwards] without arguments or with the same animation name as [member "
"assigned_animation] will resume the animation.\n"
"See also [method stop]."
msgstr ""
"暫停目前播放的動畫。[member current_animation_position] 將被保留,呼叫 "
"[method play] 或 [method play_backwards] 時,不帶參數或使用與 [member "
"assigned_animation] 相同的動畫名稱,將恢復動畫。\n"
"另見 [method stop]。"
msgid ""
"Plays the animation with key [param name]. Custom blend times and speed can "
"be set.\n"
"The [param from_end] option only affects when switching to a new animation "
"track, or if the same track but at the start or end. It does not affect "
"resuming playback that was paused in the middle of an animation. If [param "
"custom_speed] is negative and [param from_end] is [code]true[/code], the "
"animation will play backwards (which is equivalent to calling [method "
"play_backwards]).\n"
"The [AnimationPlayer] keeps track of its current or last played animation "
"with [member assigned_animation]. If this method is called with that same "
"animation [param name], or with no [param name] parameter, the assigned "
"animation will resume playing if it was paused.\n"
"[b]Note:[/b] The animation will be updated the next time the "
"[AnimationPlayer] is processed. If other variables are updated at the same "
"time this is called, they may be updated too early. To perform the update "
"immediately, call [code]advance(0)[/code]."
msgstr ""
"播放鍵名為 [param name] 的動畫。可以設定自訂混合時間和速度。\n"
"[param from_end] 選項僅在切換到新的動畫軌道,或在相同軌道的開始或結束時生效。"
"它不影響在動畫被中途暫停時恢復播放。如果 [param custom_speed] 為負,且 [param "
"from_end] 為 [code]true[/code],則動畫將向後播放(相當於呼叫 [method "
"play_backwards])。\n"
"[AnimationPlayer] 使用 [member assigned_animation] 追蹤其目前或上次播放的動"
"畫。如果使用相同的動畫 [param name] 或沒有 [param name] 參數呼叫此方法,則分配"
"的動畫將在暫停時恢復播放。\n"
"[b]注意:[/b]動畫將在下次處理 [AnimationPlayer] 時更新。如果在呼叫該方法的同時"
"更新了其他變數,則它們可能更新得太早。要立即執行更新,請呼叫 [code]advance(0)"
"[/code]。"
msgid ""
"Queues an animation for playback once the current one is done.\n"
"[b]Note:[/b] If a looped animation is currently playing, the queued animation "
"will never play unless the looped animation is stopped somehow."
msgstr ""
"將動畫加入佇列,在目前動畫播放完畢後播放。\n"
"[b]注意:[/b]如果目前正在播放迴圈動畫,除非以某種方式停止迴圈動畫,否則排隊的"
"動畫將永遠不會播放。"
msgid ""
"Seeks the animation to the [param seconds] point in time (in seconds). If "
"[param update] is [code]true[/code], the animation updates too, otherwise it "
"updates at process time. Events between the current frame and [param seconds] "
"are skipped.\n"
"If [param update_only] is true, the method / audio / animation playback "
"tracks will not be processed.\n"
"[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
"AnimationMixer.animation_finished]. If you want to skip animation and emit "
"the signal, use [method AnimationMixer.advance]."
msgstr ""
"將動畫尋道到時間點 [param seconds](單位為秒)。[param update] 為 [code]true[/"
"code] 時會同時更新動畫,否則會在處理時更新。目前影格和 [param seconds] 之間的"
"事件會被跳過。\n"
"[b]注意:[/b]尋道至動畫的末尾不會觸發 [signal animation_finished]。如果想要跳"
"過動畫並觸發該訊號,請使用 [method advance]。"
msgid ""
"Specifies a blend time (in seconds) between two animations, referenced by "
"their keys."
msgstr "指定兩個動畫(由它們的鍵所引用)之間的混合時間(以秒為單位)。"
msgid ""
"Stops the currently playing animation. The animation position is reset to "
"[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/"
"code]. See also [method pause].\n"
"If [param keep_state] is [code]true[/code], the animation state is not "
"updated visually.\n"
"[b]Note:[/b] The method / audio / animation playback tracks will not be "
"processed by this method."
msgstr ""
"停止目前播放的動畫。動畫位置被重設為 [code]0[/code][code]custom_speed[/"
"code] 被重設為 [code]1.0[/code]。另見 [method pause]。\n"
"如果 [param keep_state] 為 [code]true[/code],則動畫狀態不會在視覺上更新。\n"
"[b]注意:[/b]方法/音訊/動畫播放軌道不會被該方法處理。"
msgid ""
"If playing, the current animation's key, otherwise, the animation last "
"played. When set, this changes the animation, but will not play it unless "
"already playing. See also [member current_animation]."
msgstr ""
"如果正在播放,則為目前動畫的鍵,否則為上次播放的動畫。設定後會改變動畫,但除非"
"已經播放,否則不會播放。另見 [member current_animation]。"
msgid ""
"The key of the currently playing animation. If no animation is playing, the "
"property's value is an empty string. Changing this value does not restart the "
"animation. See [method play] for more information on playing animations.\n"
"[b]Note:[/b] While this property appears in the Inspector, it's not meant to "
"be edited, and it's not saved in the scene. This property is mainly used to "
"get the currently playing animation, and internally for animation playback "
"tracks. For more information, see [Animation]."
msgstr ""
"目前播放的動畫的名稱。如果沒有動畫正在播放,該屬性的值是一個空字串。改變這個值"
"不會重新啟動動畫。關於播放動畫的更多資訊請參閱 [method play]。\n"
"[b]注意:[/b]雖然這個屬性會出現在屬性面板中,但它不是用來編輯的,也不會保存在"
"場景中。該屬性主要用於獲取目前播放的動畫,內部用於動畫播放軌道。詳情請參閱 "
"[Animation]。"
msgid "The length (in seconds) of the currently playing animation."
msgstr "目前正在播放的動畫的長度(以秒為單位)。"
msgid "The position (in seconds) of the currently playing animation."
msgstr "目前播放的動畫的位置(以秒為單位)。"
msgid ""
"If [code]true[/code] and the engine is running in Movie Maker mode (see "
"[MovieWriter]), exits the engine with [method SceneTree.quit] as soon as an "
"animation is done playing in this [AnimationPlayer]. A message is printed "
"when the engine quits for this reason.\n"
"[b]Note:[/b] This obeys the same logic as the [signal AnimationMixer."
"animation_finished] signal, so it will not quit the engine if the animation "
"is set to be looping."
msgstr ""
"如果為 [code]true[/code],並且引擎在 Movie Maker 模式下運作(請參閱 "
"[MovieWriter]),則在此 [AnimationPlayer] 中播放完動畫後,立即使用 [method "
"SceneTree.quit] 退出引擎。當引擎因此而退出時,會列印一條消息。\n"
"[b]注意:[/b]這與 [signal animation_finished] 訊號遵循相同的邏輯,因此如果動畫"
"被設定為迴圈,它不會退出引擎。"
msgid ""
"The default time in which to blend animations. Ranges from 0 to 4096 with "
"0.01 precision."
msgstr "混合動畫的預設時間。範圍從 0 到 4096精度為 0.01。"
msgid ""
"Emitted when a queued animation plays after the previous animation finished. "
"See also [method AnimationPlayer.queue].\n"
"[b]Note:[/b] The signal is not emitted when the animation is changed via "
"[method AnimationPlayer.play] or by an [AnimationTree]."
msgstr ""
"在前一個動畫完成後,播放佇列中的動畫時發出。請參閱 [method queue]。\n"
"[b]注意:[/b]通過 [method play] 或 [AnimationTree] 改變動畫時,不會發出此信"
"號。"
msgid "Emitted when [member current_animation] changes."
msgstr "當 [member animation] 更改時發出。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]."
msgstr ""
"為了向後相容。請參閱 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]."
msgstr ""
"為了往後相容。請參閱 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_IDLE]。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]."
msgstr ""
"為了往後相容。請參閱 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]."
msgstr ""
"為了向後相容。請參閱 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]。"
msgid ""
"For backward compatibility. See [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]."
msgstr ""
"為了往後相容。請參閱 [constant AnimationMixer."
"ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]。"
msgid ""
"Base class for [AnimationNode]s that hold one or multiple composite "
"animations. Usually used for [member AnimationTree.tree_root]."
msgstr ""
"包含一個或多個複合動畫的 [AnimationNode] 的基底類別。通常用於 [member "
"AnimationTree.tree_root]。"
msgid ""
"[AnimationRootNode] is a base class for [AnimationNode]s that hold a complete "
"animation. A complete animation refers to the output of an "
"[AnimationNodeOutput] in an [AnimationNodeBlendTree] or the output of another "
"[AnimationRootNode]. Used for [member AnimationTree.tree_root] or in other "
"[AnimationRootNode]s.\n"
"Examples of built-in root nodes include [AnimationNodeBlendTree] (allows "
"blending nodes between each other using various modes), "
"[AnimationNodeStateMachine] (allows to configure blending and transitions "
"between nodes using a state machine pattern), [AnimationNodeBlendSpace2D] "
"(allows linear blending between [b]three[/b] [AnimationNode]s), "
"[AnimationNodeBlendSpace1D] (allows linear blending only between [b]two[/b] "
"[AnimationNode]s)."
msgstr ""
"[AnimationRootNode] 是存放完整動畫的 [AnimationNode] 的基底類別。完整動畫指的"
"是 [AnimationNodeBlendTree] 中 [AnimationNodeOutput] 的輸出,或者其他 "
"[AnimationRootNode] 的輸出。可以在 [member AnimationTree.tree_root] 或其他 "
"[AnimationRootNode] 中使用。\n"
"內建根節點有 [AnimationNodeBlendTree](能夠使用不同的模式將節點進行混合)、"
"[AnimationNodeStateMachine](能夠使用狀態機模式配置節點之間的混合和過渡)、"
"[AnimationNodeBlendSpace2D](能夠在[b]三個[/b] [AnimationNode] 之間進行線性混"
"合)、[AnimationNodeBlendSpace1D](能夠在[b]兩個[/b] [AnimationNode] 之間進行線"
"性混合)等。"
msgid "A node used for advanced animation transitions in an [AnimationPlayer]."
msgstr "用於 [AnimationPlayer] 中高級動畫過渡的節點。"
msgid ""
"A node used for advanced animation transitions in an [AnimationPlayer].\n"
"[b]Note:[/b] When linked with an [AnimationPlayer], several properties and "
"methods of the corresponding [AnimationPlayer] will not function as expected. "
"Playback and transitions should be handled using only the [AnimationTree] and "
"its constituent [AnimationNode](s). The [AnimationPlayer] node should be used "
"solely for adding, deleting, and editing animations."
msgstr ""
"用於 [AnimationPlayer] 中高級動畫過渡的節點。\n"
"[b]注意:[/b]與 [AnimationPlayer] 連接時,該 [AnimationPlayer] 的部分屬性和方"
"法將不會像預期的那樣發揮作用。播放和過渡應該只使用 [AnimationTree] 和組成它的 "
"[AnimationNode] 來處理。[AnimationPlayer] 節點應僅用於新增、刪除和編輯動畫。"
msgid ""
"The path to the [Node] used to evaluate the [AnimationNode] [Expression] if "
"one is not explicitly specified internally."
msgstr ""
"用於評估 AnimationNode [Expression] 的 [Node] 的路徑,如果內部未明確指定路徑時"
"使用。"
msgid "The path to the [AnimationPlayer] used for animating."
msgstr "用於動畫的 [AnimationPlayer] 的路徑。"
msgid ""
"The root animation node of this [AnimationTree]. See [AnimationRootNode]."
msgstr "該 [AnimationTree] 的根動畫節點。見 [AnimationNode]。"
msgid "Emitted when the [member anim_player] is changed."
msgstr "當 [member anim_player] 被改變時發出。"
msgid ""
"A region of 2D space that detects other [CollisionObject2D]s entering or "
"exiting it."
msgstr "2D 空間中的一個區域,能夠偵測到其他 [CollisionObject2D] 的進入或退出。"
msgid ""
"[Area2D] is a region of 2D space defined by one or multiple "
"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other "
"[CollisionObject2D]s enter or exit it, and it also keeps track of which "
"collision objects haven't exited it yet (i.e. which one are overlapping it).\n"
"This node can also locally alter or override physics parameters (gravity, "
"damping) and route audio to custom audio buses."
msgstr ""
"[Area2D] 是 2D 空間中的一個區域,由一個或多個 [CollisionShape2D] 或 "
"[CollisionPolygon2D] 子節點定義,能夠偵測到其他 [CollisionObject2D] 進入或退出"
"該區域,同時也會記錄哪些碰撞物件尚未退出(即哪些物件與其存在重疊)。\n"
"這個節點也可以在局部修改或覆蓋物理參數(重力、阻尼),將音訊引導至自訂音訊匯流"
"排。"
msgid "Using Area2D"
msgstr "使用 Area2D"
msgid "2D Pong Demo"
msgstr "2D Pong 演示"
msgid "2D Platformer Demo"
msgstr "2D 平臺跳躍演示"
msgid ""
"Returns a list of intersecting [Area2D]s. The overlapping area's [member "
"CollisionObject2D.collision_layer] must be part of this area's [member "
"CollisionObject2D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [Area2D] 的列表。重疊區域的 [member CollisionObject2D."
"collision_layer] 必須是這個區域 [member CollisionObject2D.collision_mask] 的一"
"部分,這樣才能被偵測到。\n"
"出於性能的考慮(所有碰撞都是一起處理的),這個列表會在物理步驟中進行一次修改,"
"而不是在物體被移動後立即修改。可考慮改用訊號。"
msgid ""
"Returns a list of intersecting [PhysicsBody2D]s and [TileMap]s. The "
"overlapping body's [member CollisionObject2D.collision_layer] must be part of "
"this area's [member CollisionObject2D.collision_mask] in order to be "
"detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [PhysicsBody2D] 和 [TileMap]。重疊物體的 [member CollisionObject2D."
"collision_layer] 必須是該區域 [member CollisionObject2D.collision_mask] 的一部"
"分,才能被偵測到。\n"
"出於性能原因(所有碰撞都是一起處理的),這個列表只會在每次物理反覆運算時發生一"
"次更改,不會在物件移動後立即更改。請考慮使用訊號。"
msgid ""
"Returns [code]true[/code] if intersecting any [Area2D]s, otherwise returns "
"[code]false[/code]. The overlapping area's [member CollisionObject2D."
"collision_layer] must be part of this area's [member CollisionObject2D."
"collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) the "
"list of overlapping areas is modified once during the physics step, not "
"immediately after objects are moved. Consider using signals instead."
msgstr ""
"如果與其他 [Area2D] 相交,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。重疊區域的 [member CollisionObject2D.collision_layer] 必須是該區域 "
"[member CollisionObject2D.collision_mask] 的一部分,才能被偵測到。\n"
"出於性能原因(所有碰撞都是一起處理的),重疊區域的列表只會在每次物理反覆運算時"
"發生一次更改,不會在對象移動後立即更改。請考慮使用訊號。"
msgid ""
"Returns [code]true[/code] if intersecting any [PhysicsBody2D]s or [TileMap]s, "
"otherwise returns [code]false[/code]. The overlapping body's [member "
"CollisionObject2D.collision_layer] must be part of this area's [member "
"CollisionObject2D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) the "
"list of overlapping bodies is modified once during the physics step, not "
"immediately after objects are moved. Consider using signals instead."
msgstr ""
"如果與其他 [PhysicsBody2D] 或 [TileMap] 相交,則返回 [code]true[/code],否則返"
"回 [code]false[/code]。重疊物體的 [member CollisionObject2D.collision_layer] "
"必須是該區域 [member CollisionObject2D.collision_mask] 的一部分,才能被偵測"
"到。\n"
"出於性能原因(所有碰撞都是一起處理的),重疊物體的列表只會在每次物理反覆運算時"
"發生一次更改,不會在對象移動後立即更改。請考慮使用訊號。"
msgid ""
"Returns [code]true[/code] if the given [Area2D] intersects or overlaps this "
"[Area2D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, the list of overlaps is updated once per frame and before "
"the physics step. Consider using signals instead."
msgstr ""
"如果給定的 [Area2D] 與此 [Area2D] 相交或重疊,則返回 [code]true[/code],否則返"
"回 [code]false[/code]。\n"
"[b]注意:[/b]測試結果不反映物件移動後的即時狀態。出於性能原因,重疊列表每影格"
"只會在物理反覆運算前更新一次。請考慮使用訊號。"
msgid ""
"Returns [code]true[/code] if the given physics body intersects or overlaps "
"this [Area2D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead.\n"
"The [param body] argument can either be a [PhysicsBody2D] or a [TileMap] "
"instance. While TileMaps are not physics bodies themselves, they register "
"their tiles with collision shapes as a virtual physics body."
msgstr ""
"如果給定的物理物體與此 [Area2D] 相交或重疊,則返回 [code]true[/code],否則返"
"回 [code]false[/code]。\n"
"[b]注意:[/b]測試結果不反映物件移動後的即時狀態。出於性能原因,重疊列表每影格"
"只會在物理反覆運算前更新一次。請考慮使用訊號。\n"
"參數 [param body] 可以是 [PhysicsBody2D] 實例,也可以是 [TileMap] 實例。"
"TileMap 雖然不是物理物體,但會把圖塊的碰撞形狀註冊為虛擬物理物體。"
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more details "
"about damping."
msgstr ""
"物體在此區域停止旋轉的速度。代表每秒損失的角速度。\n"
"關於阻尼的更多細節見 [member ProjectSettings.physics/2d/"
"default_angular_damp]。"
msgid ""
"Override mode for angular damping calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr ""
"此區域內的角阻尼計算的覆蓋模式。有關可能的值,請參閱 [enum SpaceOverride]。"
msgid "The name of the area's audio bus."
msgstr "該區域音訊匯流排的名稱。"
msgid ""
"If [code]true[/code], the area's audio bus overrides the default audio bus."
msgstr "如果為 [code]true[/code],該區域的音訊匯流排將覆蓋預設的音訊匯流排。"
msgid ""
"The area's gravity intensity (in pixels per second squared). This value "
"multiplies the gravity direction. This is useful to alter the force of "
"gravity without altering its direction."
msgstr ""
"該區域的重力強度(以圖元每平方秒為單位)。這個值是重力向量的倍數。這對於改變重"
"力大小而不改變其方向很有用。"
msgid "The area's gravity vector (not normalized)."
msgstr "該區域的重力向量(未正規化)。"
msgid ""
"If [code]true[/code], gravity is calculated from a point (set via [member "
"gravity_point_center]). See also [member gravity_space_override]."
msgstr ""
"如果為 [code]true[/code],則從一個點(通過 [member gravity_point_center] 設"
"置)計算重力。參閱 [member gravity_space_override]。"
msgid ""
"If gravity is a point (see [member gravity_point]), this will be the point of "
"attraction."
msgstr "如果重力是一個點(參見 [member gravity_point]),這將是吸引力點。"
msgid ""
"The distance at which the gravity strength is equal to [member gravity]. For "
"example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/"
"s², set the [member gravity] to 4.0 and the unit distance to 100.0. The "
"gravity will have falloff according to the inverse square law, so in the "
"example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice "
"the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half "
"the distance, 4x the gravity), and so on.\n"
"The above is true only when the unit distance is a positive number. When this "
"is set to 0.0, the gravity will be constant regardless of distance."
msgstr ""
"重力強度等於 [member gravity] 的距離。例如,在一個半徑為 100 圖元、表面重力為 "
"4.0 px/s² 的行星上,將 [member gravity] 設定為 4.0,將單位距離設定為 100.0。重"
"力將根據平方反比定律衰減,因此在該範例中,距離中心 200 圖元處的重力將為 1.0 "
"px/s²距離的兩倍重力的 1/4距離 50 圖元處為 16.0 px/s²距離的一半重力"
"的 4 倍),依此類推。\n"
"僅當單位距離為正數時,上述情況才成立。當該屬性被設定為 0.0 時,無論距離如何,"
"重力都將保持不變。"
msgid ""
"Override mode for gravity calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr "該區域內重力計算的覆蓋模式。有關可能的值,請參閱 [enum SpaceOverride]。"
msgid ""
"The rate at which objects stop moving in this area. Represents the linear "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
"物體在此區域停止運動的速度。代表每秒損失的線速度。\n"
"關於阻尼的更多細節見 [member ProjectSettings.physics/2d/default_linear_damp]。"
msgid ""
"Override mode for linear damping calculations within this area. See [enum "
"SpaceOverride] for possible values."
msgstr "該區域內線性阻尼計算的覆蓋模式。可取的值見 [enum SpaceOverride]。"
msgid "If [code]true[/code], other monitoring areas can detect this area."
msgstr "如果為 [code]true[/code],其他監測區域可以偵測到這個區域。"
msgid ""
"If [code]true[/code], the area detects bodies or areas entering and exiting "
"it."
msgstr "為 [code]true[/code] 時,該區域能夠偵測到進入和退出該區域的實體或區域。"
msgid ""
"The area's priority. Higher priority areas are processed first. The "
"[World2D]'s physics is always processed last, after all areas."
msgstr ""
"該區域的優先順序。將優先處理優先順序較高的區域。[World2D] 的物理始終在所有區域"
"之後處理。"
msgid ""
"Emitted when the received [param area] enters this area. Requires [member "
"monitoring] to be set to [code]true[/code]."
msgstr ""
"當接收的 [param area] 進入此區域時發出。需要 [member monitoring] 被設定為 "
"[code]true[/code]。"
msgid ""
"Emitted when the received [param area] exits this area. Requires [member "
"monitoring] to be set to [code]true[/code]."
msgstr ""
"當接收的 [param area] 退出此區域時發出。需要 [member monitoring] 被設定為 "
"[code]true[/code]。"
msgid ""
"Emitted when a [Shape2D] of the received [param area] enters a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param area_shape_index] contain indices of the "
"interacting shapes from this area and the other area, respectively. [param "
"area_rid] contains the [RID] of the other area. These values can be used with "
"the [PhysicsServer2D].\n"
"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner(area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"當收到的 [param area] 的 [Shape2D] 進入這個區域的形狀時發出。要求 [member "
"monitoring] 被設定為 [code]true[/code] 。\n"
"[param local_shape_index] 和 [param area_shape_index] 分別包含來自這個區域和另"
"一個區域的互動形狀的索引。[param area_rid] 包含另一個區域的 [RID]。這些值可以"
"與 [PhysicsServer2D] 一起使用。\n"
"[b]從形狀索引中獲取[/b] [CollisionShape2D][b]節點的例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner( area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape2D] of the received [param area] exits a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"See also [signal area_shape_entered]."
msgstr ""
"當接收的 [param area] 的 [Shape2D] 退出此區域的形狀時發出。需要 [member "
"monitoring] 被設定為 [code]true[/code]。\n"
"另見 [signal area_shape_entered]。"
msgid ""
"Emitted when the received [param body] enters this area. [param body] can be "
"a [PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] "
"has collision shapes configured. Requires [member monitoring] to be set to "
"[code]true[/code]."
msgstr ""
"當接收到的 [param body] 進入這個區域時發出的。[param body] 可以是一個 "
"[PhysicsBody2D] 或一個 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形狀,"
"就會被偵測到。需要將 [member monitoring] 設定為 [code]true[/code] 。"
msgid ""
"Emitted when the received [param body] exits this area. [param body] can be a "
"[PhysicsBody2D] or a [TileMap]. [TileMap]s are detected if their [TileSet] "
"has collision shapes configured. Requires [member monitoring] to be set to "
"[code]true[/code]."
msgstr ""
"當接收到的 [param body] 離開這個區域時發出的。[param body] 可以是一個 "
"[PhysicsBody2D] 或一個 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰撞形狀,"
"就會被偵測到。要求 [member monitoring] 被設定為 [code]true[/code] 。"
msgid ""
"Emitted when a [Shape2D] of the received [param body] enters a shape of this "
"area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are "
"detected if their [TileSet] has collision shapes configured. Requires [member "
"monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param body_shape_index] contain indices of the "
"interacting shapes from this area and the interacting body, respectively. "
"[param body_rid] contains the [RID] of the body. These values can be used "
"with the [PhysicsServer2D].\n"
"[b]Example of getting the[/b] [CollisionShape2D] [b]node from the shape index:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"當收到的 [param body] 的 [Shape2D] 進入這個區域的形狀時發出。[param body] 可以"
"是一個 [PhysicsBody2D] 或一個 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰"
"撞形狀,則會被偵測到。要求 [member monitoring] 被設定為 [code]true[/code] 。\n"
"[param local_shape_index] 和 [param body_shape_index] 分別包含來自這個區域和互"
"動體的互動形狀的指數。[param body_rid] 包含體的 [RID]。這些值可以與 "
"[PhysicsServer2D] 一起使用。\n"
"[b]從形狀索引中獲取[/b] [CollisionShape2D] [b]節點的例子。[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape2D] of the received [param body] exits a shape of this "
"area. [param body] can be a [PhysicsBody2D] or a [TileMap]. [TileMap]s are "
"detected if their [TileSet] has collision shapes configured. Requires [member "
"monitoring] to be set to [code]true[/code].\n"
"See also [signal body_shape_entered]."
msgstr ""
"當收到的 [param body] 的 [Shape2D] 退出這個區域的形狀時發出。[param body] 可以"
"是一個 [PhysicsBody2D] 或一個 [TileMap]。如果 [TileMap] 的 [TileSet] 配置了碰"
"撞形狀,則會被偵測到。要求 [member monitoring] 被設定為 [code]true[/code] 。\n"
"另請參閱 [signal body_shape_entered]。"
msgid "This area does not affect gravity/damping."
msgstr "這個區域不影響重力/阻尼。"
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order)."
msgstr ""
"該區域將其重力/阻尼值加到迄今為止計算出的任何值上(按 [member priority] 排"
"序)。"
msgid ""
"This area adds its gravity/damping values to whatever has been calculated so "
"far (in [member priority] order), ignoring any lower priority areas."
msgstr ""
"該區域將其重力/阻尼值新增到到目前為止已計算的任何內容(按 [member priority] 順"
"序),而忽略任何較低優先順序的區域。"
msgid ""
"This area replaces any gravity/damping, even the defaults, ignoring any lower "
"priority areas."
msgstr "該區域將替換所有重力/阻尼,甚至是預設值,而忽略任何較低優先順序的區域。"
msgid ""
"This area replaces any gravity/damping calculated so far (in [member "
"priority] order), but keeps calculating the rest of the areas."
msgstr ""
"這個區域取代了到目前為止計算出的任何重力/阻尼(按 [member priority] 順序),但"
"繼續計算其餘的區域。"
msgid ""
"A region of 3D space that detects other [CollisionObject3D]s entering or "
"exiting it."
msgstr "3D 空間中的一個區域,能夠偵測到其他 [CollisionObject3D] 的進入或退出。"
msgid ""
"[Area3D] is a region of 3D space defined by one or multiple "
"[CollisionShape3D] or [CollisionPolygon3D] child nodes. It detects when other "
"[CollisionObject3D]s enter or exit it, and it also keeps track of which "
"collision objects haven't exited it yet (i.e. which one are overlapping it).\n"
"This node can also locally alter or override physics parameters (gravity, "
"damping) and route audio to custom audio buses.\n"
"[b]Warning:[/b] Using a [ConcavePolygonShape3D] inside a [CollisionShape3D] "
"child of this node (created e.g. by using the [b]Create Trimesh Collision "
"Sibling[/b] option in the [b]Mesh[/b] menu that appears when selecting a "
"[MeshInstance3D] node) may give unexpected results, since this collision "
"shape is hollow. If this is not desired, it has to be split into multiple "
"[ConvexPolygonShape3D]s or primitive shapes like [BoxShape3D], or in some "
"cases it may be replaceable by a [CollisionPolygon3D]."
msgstr ""
"[Area3D] 是 3D 空間中的一個區域,由一個或多個 [CollisionShape3D] 或 "
"[CollisionPolygon3D] 子節點定義,能夠偵測到其他 [CollisionObject3D] 進入或退出"
"該區域,同時也會記錄哪些碰撞物件尚未退出(即哪些物件與其存在重疊)。\n"
"這個節點也可以在局部修改或覆蓋物理參數(重力、阻尼),將音訊引導至自訂音訊匯流"
"排。\n"
"[b]警告:[/b]在這個節點的 [CollisionShape3D] 子節點中使用 "
"[ConcavePolygonShape3D](建立方法是在選中 [MeshInstance3D] 節點後,在出現的 "
"[b]Mesh[/b] 功能表中選擇[b]建立三角網格碰撞同級[/b]選項)可能得到意外的結果,"
"因為碰撞形狀是空心的。如果不想要這種行為,則應該將其拆分為多個 "
"[ConvexPolygonShape3D] 或 [BoxShape3D] 等基礎網格,有些情況下也可以用 "
"[CollisionPolygon3D] 代替。"
msgid "GUI in 3D Demo"
msgstr "3D GUI 演示"
msgid ""
"Returns a list of intersecting [Area3D]s. The overlapping area's [member "
"CollisionObject3D.collision_layer] must be part of this area's [member "
"CollisionObject3D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [Area3D] 的列表。重疊區域的 [member CollisionObject3D."
"collision_layer] 必須是該區域的 [member CollisionObject3D.collision_mask] 的一"
"部分才能被偵測到。\n"
"出於性能原因(同時處理所有碰撞),此列表在物理步驟期間修改一次,而不是在實體被"
"移動後立即修改。可考慮改用訊號。"
msgid ""
"Returns a list of intersecting [PhysicsBody3D]s and [GridMap]s. The "
"overlapping body's [member CollisionObject3D.collision_layer] must be part of "
"this area's [member CollisionObject3D.collision_mask] in order to be "
"detected.\n"
"For performance reasons (collisions are all processed at the same time) this "
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
"返回相交的 [PhysicsBody3D] 和 [GridMap]。重疊物體的 [member CollisionObject3D."
"collision_layer] 必須是該區域 [member CollisionObject3D.collision_mask] 的一部"
"分,才能被偵測到。\n"
"出於性能原因(所有碰撞都是一起處理的),這個列表只會在每次物理反覆運算時發生一"
"次更改,不會在物件移動後立即更改。請考慮使用訊號。"
msgid ""
"Returns [code]true[/code] if intersecting any [Area3D]s, otherwise returns "
"[code]false[/code]. The overlapping area's [member CollisionObject3D."
"collision_layer] must be part of this area's [member CollisionObject3D."
"collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) the "
"list of overlapping areas is modified once during the physics step, not "
"immediately after objects are moved. Consider using signals instead."
msgstr ""
"如果與其他 [Area3D] 相交,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。重疊區域的 [member CollisionObject3D.collision_layer] 必須是該區域 "
"[member CollisionObject3D.collision_mask] 的一部分,才能被偵測到。\n"
"出於性能原因(所有碰撞都是一起處理的),重疊區域的列表只會在每次物理反覆運算時"
"發生一次更改,不會在對象移動後立即更改。請考慮使用訊號。"
msgid ""
"Returns [code]true[/code] if intersecting any [PhysicsBody3D]s or [GridMap]s, "
"otherwise returns [code]false[/code]. The overlapping body's [member "
"CollisionObject3D.collision_layer] must be part of this area's [member "
"CollisionObject3D.collision_mask] in order to be detected.\n"
"For performance reasons (collisions are all processed at the same time) the "
"list of overlapping bodies is modified once during the physics step, not "
"immediately after objects are moved. Consider using signals instead."
msgstr ""
"如果與其他 [PhysicsBody3D] 或 [GridMap] 相交,則返回 [code]true[/code],否則返"
"回 [code]false[/code]。重疊物體的 [member CollisionObject3D.collision_layer] "
"必須是該區域 [member CollisionObject3D.collision_mask] 的一部分,才能被偵測"
"到。\n"
"出於性能原因(所有碰撞都是一起處理的),重疊物體的列表只會在每次物理反覆運算時"
"發生一次更改,不會在對象移動後立即更改。請考慮使用訊號。"
msgid ""
"Returns [code]true[/code] if the given [Area3D] intersects or overlaps this "
"[Area3D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
"如果給定的 [Area3D] 與此 [Area3D] 相交或重疊,則返回 [code]true[/code],否則返"
"回 [code]false[/code]。\n"
"[b]注意:[/b]測試結果不反映物件移動後的即時狀態。出於性能原因,重疊列表每影格"
"只會在物理反覆運算前更新一次。請考慮使用訊號。"
msgid ""
"Returns [code]true[/code] if the given physics body intersects or overlaps "
"this [Area3D], [code]false[/code] otherwise.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of overlaps is updated once per frame and before the "
"physics step. Consider using signals instead.\n"
"The [param body] argument can either be a [PhysicsBody3D] or a [GridMap] "
"instance. While GridMaps are not physics body themselves, they register their "
"tiles with collision shapes as a virtual physics body."
msgstr ""
"如果給定的物理物體與此 [Area3D] 相交或重疊,則返回 [code]true[/code],否則返"
"回 [code]false[/code]。\n"
"[b]注意:[/b]測試結果不反映物件移動後的即時狀態。出於性能原因,重疊列表每影格"
"只會在物理反覆運算前更新一次。請考慮使用訊號。\n"
"參數 [param body] 可以是 [PhysicsBody3D] 實例,也可以是 [GridMap] 實例。"
"GridMap 雖然不是物理物體,但會把圖塊的碰撞形狀註冊為虛擬物理物體。"
msgid ""
"The rate at which objects stop spinning in this area. Represents the angular "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more details "
"about damping."
msgstr ""
"物體在此區域停止旋轉的速度。代表每秒損失的角速度.\n"
"關於阻尼的更多細節,見 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
msgid ""
"The area's gravity intensity (in meters per second squared). This value "
"multiplies the gravity direction. This is useful to alter the force of "
"gravity without altering its direction."
msgstr ""
"該區域的重力強度(以米每平方秒為單位)。這個值是重力向量的倍數。這對於改變重力"
"大小而不改變其方向很有用。"
msgid ""
"The distance at which the gravity strength is equal to [member gravity]. For "
"example, on a planet 100 meters in radius with a surface gravity of 4.0 m/s², "
"set the [member gravity] to 4.0 and the unit distance to 100.0. The gravity "
"will have falloff according to the inverse square law, so in the example, at "
"200 meters from the center the gravity will be 1.0 m/s² (twice the distance, "
"1/4th the gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x "
"the gravity), and so on.\n"
"The above is true only when the unit distance is a positive number. When this "
"is set to 0.0, the gravity will be constant regardless of distance."
msgstr ""
"重力強度等於 [member gravity] 的距離。例如,在一個半徑為 100 米、表面重力為 "
"4.0 m/s² 的行星上,將 [member gravity] 設定為 4.0,將單位距離設定為 100.0。重"
"力會根據平方反比定律衰減,因此在該範例中,距中心 200 米處的重力將為 1.0 m/s²"
"(距離的兩倍,重力的 1/4在 50 米處為 16.0 m/s²距離的一半重力的 4 "
"倍),依此類推。\n"
"僅當單位距離為正數時,上述情況才成立。當該屬性被設定為 0.0 時,無論距離如何,"
"重力都將保持不變。"
msgid ""
"The rate at which objects stop moving in this area. Represents the linear "
"velocity lost per second.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
"實體在此區域減速的速率。代表每秒損失的線速度。\n"
"關於阻尼的更多細節,見[member ProjectSettings.physics/3d/"
"default_linear_damp]。"
msgid ""
"The area's priority. Higher priority areas are processed first. The "
"[World3D]'s physics is always processed last, after all areas."
msgstr ""
"該區域的優先順序。將優先處理優先順序較高的區域。[World3D] 的物理始終在所有區域"
"之後處理。"
msgid ""
"The degree to which this area applies reverb to its associated audio. Ranges "
"from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
"該區域對其相關音訊套用混響的程度。範圍從 [code]0[/code] 到 [code]1[/code],精"
"度為 [code]0.1[/code]。"
msgid "If [code]true[/code], the area applies reverb to its associated audio."
msgstr "如果為 [code]true[/code],該區域會將混響套用於其關聯音訊。"
msgid "The name of the reverb bus to use for this area's associated audio."
msgstr "用於該區域關聯音訊的混響匯流排的名稱。"
msgid ""
"The degree to which this area's reverb is a uniform effect. Ranges from "
"[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
msgstr ""
"該區域的混響效果均勻的程度。範圍從 [code]0[/code] 到 [code]1[/code],精度為 "
"[code]0.1[/code]。"
msgid ""
"The exponential rate at which wind force decreases with distance from its "
"origin."
msgstr "風力隨著距其原點的距離而衰減的指數速率。"
msgid "The magnitude of area-specific wind force."
msgstr "特定區域風力的大小。"
msgid ""
"The [Node3D] which is used to specify the direction and origin of an area-"
"specific wind force. The direction is opposite to the z-axis of the "
"[Node3D]'s local transform, and its origin is the origin of the [Node3D]'s "
"local transform."
msgstr ""
"[Node3D] 用於指定特定區域風力的方向和原點。方向與 [Node3D] 局部變換的 z 軸相"
"反,其原點為 [Node3D] 局部變換的原點。"
msgid ""
"Emitted when a [Shape3D] of the received [param area] enters a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param area_shape_index] contain indices of the "
"interacting shapes from this area and the other area, respectively. [param "
"area_rid] contains the [RID] of the other area. These values can be used with "
"the [PhysicsServer3D].\n"
"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner(area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"當收到的 [param area] 的 [Shape3D] 進入這個區域的形狀時發出。要求 [member "
"monitoring] 被設定為 [code]true[/code] 。\n"
"[param local_shape_index] 和 [param area_shape_index] 分別包含來自這個區域和另"
"一個區域的互動形狀的索引。[param area_rid] 包含另一個區域的 [RID]。這些值可以"
"與 [PhysicsServer3D] 一起使用。\n"
"[b]從形狀索引中獲取[/b] [CollisionShape3D] [b]節點的例子。[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var other_shape_owner = area.shape_find_owner( area_shape_index)\n"
"var other_shape_node = area.shape_owner_get_owner(other_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape3D] of the received [param area] exits a shape of this "
"area. Requires [member monitoring] to be set to [code]true[/code].\n"
"See also [signal area_shape_entered]."
msgstr ""
"當接收的 [param area] 的 [Shape3D] 退出此區域的形狀時發出。需要 [member "
"monitoring] 被設定為 [code]true[/code]。\n"
"另見 [signal area_shape_entered]。"
msgid ""
"Emitted when the received [param body] enters this area. [param body] can be "
"a [PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their "
"[MeshLibrary] has collision shapes configured. Requires [member monitoring] "
"to be set to [code]true[/code]."
msgstr ""
"當接收到的 [param body] 進入這個區域時發出。[param body] 可以是一個 "
"[PhysicsBody3D] 或一個 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形"
"狀就會被偵測到。需要將 [member monitoring] 設定為 [code]true[/code] 。"
msgid ""
"Emitted when the received [param body] exits this area. [param body] can be a "
"[PhysicsBody3D] or a [GridMap]. [GridMap]s are detected if their "
"[MeshLibrary] has collision shapes configured. Requires [member monitoring] "
"to be set to [code]true[/code]."
msgstr ""
"當接收到的 [param body] 離開這個區域時發出的。[param body] 可以是一個 "
"[PhysicsBody3D] 或一個 [GridMap]。如果 [GridMap] 的 [MeshLibrary] 配置了碰撞形"
"狀,就會被偵測到。要求 [member monitoring] 被設定為 [code]true[/code] 。"
msgid ""
"Emitted when a [Shape3D] of the received [param body] enters a shape of this "
"area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are "
"detected if their [MeshLibrary] has collision shapes configured. Requires "
"[member monitoring] to be set to [code]true[/code].\n"
"[param local_shape_index] and [param body_shape_index] contain indices of the "
"interacting shapes from this area and the interacting body, respectively. "
"[param body_rid] contains the [RID] of the body. These values can be used "
"with the [PhysicsServer3D].\n"
"[b]Example of getting the[/b] [CollisionShape3D] [b]node from the shape index:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"當接收到的物體 [param body] 中的某個 [Shape3D] 進入此區域中的某個形狀時發出。"
"[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] "
"配置有碰撞形狀時才能夠被偵測到。要求將 [member monitoring] 設定為 [code]true[/"
"code]。\n"
"[param local_shape_index] 和 [param body_shape_index] 分別對應此區域中以及交互"
"物體中正在進行互動的形狀的索引。[param body_rid] 包含該物體的 [RID]。這些值可"
"以在 [PhysicsServer3D] 中使用。\n"
"[b]根據形狀索引獲取[/b] [CollisionShape3D] [b]節點的範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var body_shape_owner = body.shape_find_owner(body_shape_index)\n"
"var body_shape_node = body.shape_owner_get_owner(body_shape_owner)\n"
"\n"
"var local_shape_owner = shape_find_owner(local_shape_index)\n"
"var local_shape_node = shape_owner_get_owner(local_shape_owner)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Emitted when a [Shape3D] of the received [param body] exits a shape of this "
"area. [param body] can be a [PhysicsBody3D] or a [GridMap]. [GridMap]s are "
"detected if their [MeshLibrary] has collision shapes configured. Requires "
"[member monitoring] to be set to [code]true[/code].\n"
"See also [signal body_shape_entered]."
msgstr ""
"當接收到的物體 [param body] 中的某個 [Shape3D] 離開此區域中的某個形狀時發出。"
"[param body] 可以是 [PhysicsBody3D] 或 [GridMap]。[GridMap] 的 [MeshLibrary] "
"配置有碰撞形狀時才能夠被偵測到。要求將 [member monitoring] 設定為 [code]true[/"
"code]。\n"
"另見 [signal body_shape_entered]。"
msgid "A built-in data structure that holds a sequence of elements."
msgstr "一種內建資料結構,包含一系列元素。"
msgid ""
"An array data structure that can contain a sequence of elements of any type. "
"Elements are accessed by a numerical index starting at 0. Negative indices "
"are used to count from the back (-1 is the last element, -2 is the second to "
"last, etc.).\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"One\", 2, 3, \"Four\"]\n"
"print(array[0]) # One.\n"
"print(array[2]) # 3.\n"
"print(array[-1]) # Four.\n"
"array[2] = \"Three\"\n"
"print(array[-2]) # Three.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n"
"GD.Print(array[0]); // One.\n"
"GD.Print(array[2]); // 3.\n"
"GD.Print(array[array.Count - 1]); // Four.\n"
"array[2] = \"Three\";\n"
"GD.Print(array[array.Count - 2]); // Three.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Arrays can be concatenated using the [code]+[/code] operator:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array1 = [\"One\", 2]\n"
"var array2 = [3, \"Four\"]\n"
"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// Array concatenation is not possible with C# arrays, but is with Godot."
"Collections.Array.\n"
"var array1 = new Godot.Collections.Array{\"One\", 2};\n"
"var array2 = new Godot.Collections.Array{3, \"Four\"};\n"
"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Arrays are always passed by reference. To get a copy of an array "
"that can be modified independently of the original array, use [method "
"duplicate].\n"
"[b]Note:[/b] Erasing elements while iterating over arrays is [b]not[/b] "
"supported and will result in unpredictable behavior."
msgstr ""
"通用陣列,可以包含任意型別的多個元素,可以通過從 0 開始的數位索引進行存取。負"
"數索引可以用來從後面數起,就像在 Python 中一樣(-1 是最後一個元素、-2 是倒數第"
"二,以此類推)。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = [\"One\", 2, 3, \"Four\"]\n"
"print(array[0]) # One。\n"
"print(array[2]) # 3。\n"
"print(array[-1]) # Four。\n"
"array[2] = \"Three\"\n"
"print(array[-2]) # Three。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array{\"One\", 2, 3, \"Four\"};\n"
"GD.Print(array[0]); // One。\n"
"GD.Print(array[2]); // 3。\n"
"GD.Print(array[array.Count - 1]); // Four。\n"
"array[2] = \"Three\";\n"
"GD.Print(array[array.Count - 2]); // Three。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"可以使用 [code]+[/code] 運算子連接陣列:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array1 = [\"One\", 2]\n"
"var array2 = [3, \"Four\"]\n"
"print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 陣列無法進行陣列串聯,但 Godot.Collections.Array 可以。\n"
"var array1 = new Godot.Collections.Array{\"One\", 2};\n"
"var array2 = new Godot.Collections.Array{3, \"Four\"};\n"
"GD.Print(array1 + array2); // Prints [One, 2, 3, Four]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]陣列總是通過引用來傳遞。要獲得一個可以獨立於原始陣列而被修改的數"
"組的副本,請使用 [method duplicate]。\n"
"[b]注意:[/b][b]不[/b]支援在走訪陣列時擦除元素,這將導致不可預知的行為。"
msgid "Constructs an empty [Array]."
msgstr "建構空的 [Array]。"
msgid "Creates a typed array from the [param base] array."
msgstr "從 [param base] 陣列建立具有型別的陣列。"
msgid ""
"Returns the same array as [param from]. If you need a copy of the array, use "
"[method duplicate]."
msgstr ""
"返回與 [param from] 相同的陣列。如果你需要一個陣列的副本,請使用 [method "
"duplicate]。"
msgid "Constructs an array from a [PackedByteArray]."
msgstr "從 [PackedByteArray] 建構一個陣列。"
msgid "Constructs an array from a [PackedColorArray]."
msgstr "從 [PackedColorArray] 建構一個陣列。"
msgid "Constructs an array from a [PackedFloat32Array]."
msgstr "從 [PackedFloat32Array] 建構一個陣列。"
msgid "Constructs an array from a [PackedFloat64Array]."
msgstr "從 [PackedFloat64Array] 建構一個陣列。"
msgid "Constructs an array from a [PackedInt32Array]."
msgstr "從 [PackedInt32Array] 建構一個陣列。"
msgid "Constructs an array from a [PackedInt64Array]."
msgstr "從 [PackedInt64Array] 建構一個陣列。"
msgid "Constructs an array from a [PackedStringArray]."
msgstr "從 [PackedStringArray] 建構一個陣列。"
msgid "Constructs an array from a [PackedVector2Array]."
msgstr "從 [PackedVector2Array] 建構一個陣列。"
msgid "Constructs an array from a [PackedVector3Array]."
msgstr "從 [PackedVector3Array] 建構一個陣列。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns "
"[code]true[/code] if the [Callable] returns [code]true[/code] for [i]all[/i] "
"elements in the array. If the [Callable] returns [code]false[/code] for one "
"array element or more, this method returns [code]false[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].all(greater_than_5)) # Prints True (3/3 elements "
"evaluate to `true`).\n"
" print([4, 10, 4].all(greater_than_5)) # Prints False (1/3 elements "
"evaluate to `true`).\n"
" print([4, 4, 4].all(greater_than_5)) # Prints False (0/3 elements "
"evaluate to `true`).\n"
" print([].all(greater_than_5)) # Prints True (0/0 elements evaluate to "
"`true`).\n"
"\n"
" print([6, 10, 6].all(func(number): return number > 5)) # Prints True. "
"Same as the first line above, but using lambda function.\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"See also [method any], [method filter], [method map] and [method reduce].\n"
"[b]Note:[/b] Unlike relying on the size of an array returned by [method "
"filter], this method will return as early as possible to improve performance "
"(especially with large arrays).\n"
"[b]Note:[/b] For an empty array, this method [url=https://en.wikipedia.org/"
"wiki/Vacuous_truth]always[/url] returns [code]true[/code]."
msgstr ""
"對陣列中的每個元素呼叫提供的 [Callable],如果 [Callable] 為陣列中的 [i]所有[/"
"i] 元素返回 [code]true[/code],則返回 [code]true[/code]。如果 [Callable] 為一"
"個或多個陣列元素返回 [code]false[/code],則此方法返回 [code]false[/code]。\n"
"該可呼叫的方法應採用一個 [Variant] 參數(目前陣列元素)並返回一個布林值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].all(greater_than_5)) # 輸出 True3/3 元素評估為 "
"`true`)。\n"
" print([4, 10, 4].all(greater_than_5)) # 輸出 False1/3 元素評估為 "
"`true`)。\n"
" print([4, 4, 4].all(greater_than_5)) # 輸出 False0/3 元素評估為 "
"`true`)。\n"
" print([].all(greater_than_5)) # 輸出 True0/0 元素評估為 `true`)。\n"
"\n"
" print([6, 10, 6].all(func(number): return number > 5)) # 輸出 True。與上"
"面的第一行相同,但使用 lambda 函式。\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"另請參見 [method any]、[method filter]、[method map] 和 [method reduce]。\n"
"[b]注意:[/b]與依賴 [method filter] 返回的陣列大小不同,此方法會盡可能早地返回"
"以提高性能(尤其是對於大型陣列)。\n"
"[b]注意:[/b]對於空陣列,此方法 [url=https://en.wikipedia.org/wiki/"
"Vacuous_truth]總是[/url] 返回 [code]true[/code]。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns "
"[code]true[/code] if the [Callable] returns [code]true[/code] for [i]one or "
"more[/i] elements in the array. If the [Callable] returns [code]false[/code] "
"for all elements in the array, this method returns [code]false[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].any(greater_than_5)) # Prints True (3 elements evaluate "
"to `true`).\n"
" print([4, 10, 4].any(greater_than_5)) # Prints True (1 elements evaluate "
"to `true`).\n"
" print([4, 4, 4].any(greater_than_5)) # Prints False (0 elements evaluate "
"to `true`).\n"
" print([].any(greater_than_5)) # Prints False (0 elements evaluate to "
"`true`).\n"
"\n"
" print([6, 10, 6].any(func(number): return number > 5)) # Prints True. "
"Same as the first line above, but using lambda function.\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"See also [method all], [method filter], [method map] and [method reduce].\n"
"[b]Note:[/b] Unlike relying on the size of an array returned by [method "
"filter], this method will return as early as possible to improve performance "
"(especially with large arrays).\n"
"[b]Note:[/b] For an empty array, this method always returns [code]false[/"
"code]."
msgstr ""
"對陣列中的每個元素呼叫提供的 [Callable],如果 [Callable] 為陣列中的[i] 一個或"
"多個[/i]元素返回 [code]true[/code],則返回 [code]true[/code]。如果 [Callable] "
"為陣列中的所有元素返回 [code]false[/code],則此方法返回 [code]false[/code]。\n"
"可呼叫體的方法應接受一個 [Variant] 參數(目前陣列元素)並返回一個布林值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([6, 10, 6].any(greater_than_5)) # 輸出 True3 個元素評估為 "
"`true`)。\n"
" print([4, 10, 4].any(greater_than_5)) # 輸出 True1 個元素評估為 "
"`true`)。\n"
" print([4, 4, 4].any(greater_than_5)) # 輸出 False0 個元素評估為 "
"`true`)。\n"
" print([].any(greater_than_5)) # 輸出 False0 個元素評估為 `true`)。\n"
"\n"
" print([6, 10, 6].any(func(number): return number > 5)) # 輸出 True。與上"
"面的第一行相同,但使用 lambda 函式。\n"
"\n"
"func greater_than_5(number):\n"
" return number > 5\n"
"[/codeblock]\n"
"另請參閱 [method all]、[method filter]、[method map] 和 [method reduce]。\n"
"[b]注意:[/b]與依賴 [method filter] 返回的陣列大小不同,此方法會盡可能早地返回"
"以提高性能(尤其是對於大型陣列)。\n"
"[b]注意:[/b]對於一個空陣列,這個方法總是返回 [code]false[/code]。"
msgid ""
"Appends an element at the end of the array (alias of [method push_back])."
msgstr "向陣列末尾追加一個元素([method push_back] 的別名)。"
msgid ""
"Appends another array at the end of this array.\n"
"[codeblock]\n"
"var array1 = [1, 2, 3]\n"
"var array2 = [4, 5, 6]\n"
"array1.append_array(array2)\n"
"print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgstr ""
"在該陣列的末尾追加其他陣列。\n"
"[codeblock]\n"
"var array1 = [1, 2, 3]\n"
"var array2 = [4, 5, 6]\n"
"array1.append_array(array2)\n"
"print(array1) # 輸出 [1, 2, 3, 4, 5, 6].\n"
"[/codeblock]"
msgid ""
"Assigns elements of another [param array] into the array. Resizes the array "
"to match [param array]. Performs type conversions if the array is typed."
msgstr ""
"將另一個 [param array] 的元素賦值到該陣列中。調整陣列大小以配對 [param "
"array]。如果陣列是有型別的,則執行型別轉換。"
msgid ""
"Returns the last element of the array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]"
"[/code]. If the array is empty, accessing by index will pause project "
"execution when running from the editor."
msgstr ""
"返回陣列的最後一個元素。如果陣列為空,則列印一個錯誤並返回 [code]null[/"
"code]。\n"
"[b]注意:[/b]呼叫這個函式與寫入 [code]array[-1][/code] 不一樣,如果陣列是空"
"的,當從編輯器運作時,按索引存取將暫停專案的執行。"
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
"code], the returned index comes after all existing entries of the value in "
"the array.\n"
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior."
msgstr ""
"使用二進法搜尋已有值的索引(如果該值尚未存在於陣列中,則為保持排序順序的插入索"
"引)。傳遞 [param before] 說明符是可選的。如果該參數為 [code]false[/code],則"
"返回的索引位於陣列中該值的所有已有的條目之後。\n"
"[b]注意:[/b]在未排序的陣列上呼叫 [method bsearch] 會產生預料之外的行為。"
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search and a custom comparison method. Optionally, a [param before] specifier "
"can be passed. If [code]false[/code], the returned index comes after all "
"existing entries of the value in the array. The custom method receives two "
"arguments (an element from the array and the value searched for) and must "
"return [code]true[/code] if the first argument is less than the second, and "
"return [code]false[/code] otherwise.\n"
"[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
"unexpected behavior."
msgstr ""
"使用二分法和自訂比較方法搜尋已有值的索引(如果該值尚未存在於陣列中,則為保持排"
"序順序的插入索引)。傳遞 [param before] 說明符是可選的。如果該參數為 "
"[code]false[/code],則返回的索引位於陣列中該值的所有已有條目之後。自訂方法接收"
"兩個參數(陣列中的一個元素和搜索到的值),如果第一個參數小於第二個參數,則必須"
"返回 [code]true[/code],否則返回 [code]false[/code] .\n"
"[b]注意:[/b]在未排序的陣列上呼叫 [method bsearch_custom] 會產生預料之外的行"
"為。"
msgid ""
"Clears the array. This is equivalent to using [method resize] with a size of "
"[code]0[/code]."
msgstr "清空陣列。相當於呼叫 [method resize] 時指定大小為 [code]0[/code]。"
msgid "Returns the number of times an element is in the array."
msgstr "返回元素在陣列中出現的次數。"
msgid ""
"Returns a copy of the array.\n"
"If [param deep] is [code]true[/code], a deep copy is performed: all nested "
"arrays and dictionaries are duplicated and will not be shared with the "
"original array. If [code]false[/code], a shallow copy is made and references "
"to the original nested arrays and dictionaries are kept, so that modifying a "
"sub-array or dictionary in the copy will also impact those referenced in the "
"source array. Note that any [Object]-derived elements will be shallow copied "
"regardless of the [param deep] setting."
msgstr ""
"返回該陣列的副本。\n"
"[param deep] 為 [code]true[/code] 時會執行深拷貝:所有巢狀陣列和字典都將被覆"
"制,且不會與原始陣列共用。為 [code]false[/code] 時則進行淺拷貝,並保留對原始巢"
"狀陣列和字典的引用,因此修改副本中的子陣列或字典,也會影響源陣列中引用的子陣列"
"或字典。請注意,無論 [param deep] 如何設定,任何 [Object] 衍生的元素都是淺拷貝"
"的。"
msgid ""
"Removes the first occurrence of a value from the array. If the value does not "
"exist in the array, nothing happens. To remove an element by index, use "
"[method remove_at] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because all "
"elements placed after the removed element have to be reindexed.\n"
"[b]Note:[/b] Do not erase entries while iterating over the array."
msgstr ""
"從陣列中移除第一個配對的值。如果陣列中不存在該值,則什麼也不會發生。要通過索引"
"移除元素,請改用 [method remove_at]。\n"
"[b]注意:[/b]這個方法是就地操作的,不返回值。\n"
"[b]注意:[/b]在大型陣列上,如果移除的元素靠近陣列的開頭(索引 0則此方法會"
"較慢。這是因為所有放置在移除元素之後的元素都必須重新索引。\n"
"[b]注意:[/b]在走訪陣列時不要移除條目。"
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # Initialize the 10 elements to 0.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array();\n"
"array.Resize(10);\n"
"array.Fill(0); // Initialize the 10 elements to 0.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If [param value] is of a reference type ([Object]-derived, "
"[Array], [Dictionary], etc.) then the array is filled with the references to "
"the same object, i.e. no duplicates are created."
msgstr ""
"將該陣列中的所有元素都設定為給定的值。通常與 [method resize] 一起使用,用於創"
"建給定大小的陣列並對其元素進行初始化:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = []\n"
"array.resize(10)\n"
"array.fill(0) # 將 10 個元素都初始化為 0。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array();\n"
"array.Resize(10);\n"
"array.Fill(0); // 將 10 個元素都初始化為 0。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果 [param value] 為參考型別(衍生自 [Object]、[Array]、"
"[Dictionary] 等),那麼會用同一個物件的引用填充該陣列,即不會建立副本。"
msgid ""
"Calls the provided [Callable] on each element in the array and returns a new "
"array with the elements for which the method returned [code]true[/code].\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and return a boolean value.\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].filter(remove_1)) # Prints [2, 3].\n"
" print([1, 2, 3].filter(func(number): return number != 1)) # Same as "
"above, but using lambda function.\n"
"\n"
"func remove_1(number):\n"
" return number != 1\n"
"[/codeblock]\n"
"See also [method any], [method all], [method map] and [method reduce]."
msgstr ""
"在陣列中的每個元素上呼叫提供的 [Callable],並返回一個新陣列,其中包含呼叫方法"
"後返回值為 [code]true[/code] 的元素。\n"
"可呼叫的方法應該採用一個 [Variant] 參數(目前陣列元素)並返回一個布林值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].filter(remove_1)) # 列印 [2, 3]。\n"
" print([1, 2, 3].filter(func(number): return number != 1)) # 同上,但使用 "
"lambda 函式。\n"
"\n"
"func remove_1(number):\n"
" return number != 1\n"
"[/codeblock]\n"
"另請參見 [method any]、[method all]、[method map] 和 [method reduce]。"
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed."
msgstr ""
"在陣列中搜索值並返回其索引,如果未找到則返回 [code]-1[/code] 。可選地,可以傳"
"遞起始搜索索引。"
msgid ""
"Returns the first element of the array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[b]Note:[/b] Calling this function is not the same as writing [code]array[0][/"
"code]. If the array is empty, accessing by index will pause project execution "
"when running from the editor."
msgstr ""
"返回陣列的第一個元素。如果陣列為空,則列印錯誤並返回 [code]null[/code]。\n"
"[b]注意:[/b]呼叫這個函式和寫 [code]array[0][/code] 是不一樣的,如果陣列為空,"
"從編輯器運作時按索引存取將暫停專案執行。"
msgid ""
"Returns the [enum Variant.Type] constant for a typed array. If the [Array] is "
"not typed, returns [constant TYPE_NIL]."
msgstr ""
"返回型別化陣列的 [enum Variant.Type] 常數。如果該 [Array] 不是型別化的,則返"
"回 [constant TYPE_NIL]。"
msgid "Returns a class name of a typed [Array] of type [constant TYPE_OBJECT]."
msgstr "返回型別為 [constant TYPE_OBJECT] 的 型別化 [Array] 的類別名稱。"
msgid "Returns the script associated with a typed array tied to a class name."
msgstr "返回與此型別化陣列綁定的類別名稱關聯的腳本。"
msgid ""
"Returns [code]true[/code] if the array contains the given value.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print([\"inside\", 7].has(\"inside\")) # True\n"
"print([\"inside\", 7].has(\"outside\")) # False\n"
"print([\"inside\", 7].has(7)) # True\n"
"print([\"inside\", 7].has(\"7\")) # False\n"
"[/gdscript]\n"
"[csharp]\n"
"var arr = new Godot.Collections.Array { \"inside\", 7 };\n"
"// has is renamed to Contains\n"
"GD.Print(arr.Contains(\"inside\")); // True\n"
"GD.Print(arr.Contains(\"outside\")); // False\n"
"GD.Print(arr.Contains(7)); // True\n"
"GD.Print(arr.Contains(\"7\")); // False\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
"follows:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Will evaluate to `true`.\n"
"if 2 in [2, 4, 6, 8]:\n"
" print(\"Contains!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// As there is no \"in\" keyword in C#, you have to use Contains\n"
"var array = new Godot.Collections.Array { 2, 4, 6, 8 };\n"
"if (array.Contains(2))\n"
"{\n"
" GD.Print(\"Contains!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"如果該陣列包含給定值,則返回 [code]true[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print([\"inside\", 7].has(\"inside\")) # 真\n"
"print([\"inside\", 7].has(\"outside\")) # 假\n"
"print([\"inside\", 7].has(7)) # 真\n"
"print([\"inside\", 7].has(\"7\")) # 假\n"
"[/gdscript]\n"
"[csharp]\n"
"var arr = new Godot.Collections.Array { \"inside\", 7 };\n"
"// has 被改名為 Contains\n"
"GD.Print(arr.Contains(\"inside\")); // 真\n"
"GD.Print(arr.Contains(\"outside\")); // 假\n"
"GD.Print(arr.Contains(7)); // 真\n"
"GD.Print(arr.Contains(\"7\")); // 假\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]這相當於使用 [code]in[/code] 運算子,如下所示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 將評估為`true`。\n"
"if 2 in [2, 4, 6, 8]:\n"
" print(\"包含!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// 由於 C# 中沒有關鍵字“in”因此必須使用 Contains\n"
"var array = new Godot.Collections.Array { 2, 4, 6, 8 };\n"
"if (array.Contains(2))\n"
"{\n"
" GD.Print(\"包含!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a hashed 32-bit integer value representing the array and its "
"contents.\n"
"[b]Note:[/b] [Array]s with equal content will always produce identical hash "
"values. However, the reverse is not true. Returning identical hash values "
"does [i]not[/i] imply the arrays are equal, because different arrays can have "
"identical hash values due to hash collisions."
msgstr ""
"返回代表該陣列及其內容的 32 位元整數雜湊值。\n"
"[b]注意:[/b]內容相同的 [Array] 會得到一致的雜湊值。然而,反之不然。返回一致的"
"雜湊值[i]並不[/i]意味著陣列相等,因為不同的陣列可能因為雜湊碰撞而得到一致的雜"
"湊值。"
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]pos == size()[/code]). Returns "
"[constant OK] on success, or one of the other [enum Error] values if the "
"operation failed.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the inserted "
"element is close to the beginning of the array (index 0). This is because all "
"elements placed after the newly inserted element have to be reindexed."
msgstr ""
"在給定的陣列位置插入一個新值。位置必須合法,或者是在陣列末尾([code]pos == "
"size()[/code])。\n"
"[b]注意:[/b]該方法在原地執行,沒有返回值。\n"
"[b]注意:[/b]在較大的陣列中,如果插入值的位置在陣列偏前的位置,這個方法的運作"
"速度會比較慢,因為在插入值後面所有的元素都要被重新索引。"
msgid "Returns [code]true[/code] if the array is empty."
msgstr "該陣列為空時,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the array is read-only. See [method "
"make_read_only]. Arrays are automatically read-only if declared with "
"[code]const[/code] keyword."
msgstr ""
"如果該陣列唯讀,則返回 [code]true[/code]。見 [method make_read_only]。如果數組"
"是用 [code]const[/code] 關鍵字宣告的,則自動唯讀。"
msgid ""
"Returns [code]true[/code] if the array is typed the same as [param array]."
msgstr "如果該陣列的型別與 [param array] 相同,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the array is typed. Typed arrays can only store "
"elements of their associated type and provide type safety for the [code][][/"
"code] operator. Methods of typed array still return [Variant]."
msgstr ""
"如果該陣列是型別化的,則返回 [code]true[/code]。型別化陣列只能儲存與其關聯類型"
"的元素,能夠為其 [code][][/code] 運算子提供型別安全支援。型別化陣列的方法仍然"
"返回 [Variant]。"
msgid ""
"Makes the array read-only, i.e. disabled modifying of the array's elements. "
"Does not apply to nested content, e.g. content of nested arrays."
msgstr ""
"使該陣列唯讀,即禁止修改該陣列的元素。不適用於巢狀的內容,例如巢狀陣列的內容。"
msgid ""
"Calls the provided [Callable] for each element in the array and returns a new "
"array filled with values returned by the method.\n"
"The callable's method should take one [Variant] parameter (the current array "
"element) and can return any [Variant].\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].map(negate)) # Prints [-1, -2, -3].\n"
" print([1, 2, 3].map(func(number): return -number)) # Same as above, but "
"using lambda function.\n"
"\n"
"func negate(number):\n"
" return -number\n"
"[/codeblock]\n"
"See also [method filter], [method reduce], [method any] and [method all]."
msgstr ""
"為陣列中的每個元素呼叫提供的 [Callable] 並返回一個新陣列,其中填充了該呼叫方法"
"返回的值。\n"
"可呼叫的方法應該採用一個 [Variant] 參數(目前陣列元素)並且可以返回任意 "
"[Variant]。\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].map(negate)) # 列印 [-1, -2, -3].\n"
" print([1, 2, 3].map(func(number): return -number)) # 同上,但使用 lambda "
"函式。\n"
"\n"
"func negate(number):\n"
" return -number\n"
"[/codeblock]\n"
"另請參見 [method filter]、[method reduce]、[method any] 和 [method all]。"
msgid ""
"Returns the maximum value contained in the array if all elements are of "
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned.\n"
"To find the maximum value using a custom comparator, you can use [method "
"reduce]. In this example every array element is checked and the first maximum "
"value is returned:\n"
"[codeblock]\n"
"func _ready():\n"
" var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), "
"Vector2(0, 2)]\n"
" # In this example we compare the lengths.\n"
" print(arr.reduce(func(max, val): return val if is_length_greater(val, "
"max) else max))\n"
"\n"
"func is_length_greater(a, b):\n"
" return a.length() > b.length()\n"
"[/codeblock]"
msgstr ""
"如果陣列中包含的所有元素都是可比較的型別,則返回其中的最大值。如果無法比較,則"
"返回 [code]null[/code]。\n"
"要使用自訂比較器來搜尋最大值,可以使用 [method reduce]。這個例子中會比較數組中"
"的每個元素,並返回第一個最大值:\n"
"[codeblock]\n"
"func _ready():\n"
" var arr = [Vector2(0, 1), Vector2(2, 0), Vector2(1, 1), Vector2(1, 0), "
"Vector2(0, 2)]\n"
" # 這個例子中我們比較的是長度。\n"
" print(arr.reduce(func(max, val): return val if is_length_greater(val, "
"max) else max))\n"
"\n"
"func is_length_greater(a, b):\n"
" return a.length() > b.length()\n"
"[/codeblock]"
msgid ""
"Returns the minimum value contained in the array if all elements are of "
"comparable types. If the elements can't be compared, [code]null[/code] is "
"returned.\n"
"See also [method max] for an example of using a custom comparator."
msgstr ""
"如果陣列中包含的所有元素都是可比較的型別,則返回其中的最小值。如果無法比較,則"
"返回 [code]null[/code]。\n"
"使用自訂比較器的範例見 [method max]。"
msgid ""
"Returns a random value from the target array. Prints an error and returns "
"[code]null[/code] if the array is empty.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array: Array[int] = [1, 2, 3, 4]\n"
"print(array.pick_random()) # Prints either of the four numbers.\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n"
"GD.Print(array.PickRandom()); // Prints either of the four numbers.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"從目標陣列中返回一個隨機值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array: Array[int] = [1, 2, 3, 4]\n"
"print(array.pick_random()) # 輸出四個數字中的任何一個。\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new Godot.Collections.Array { 1, 2, 3, 4 };\n"
"GD.Print(array.PickRandom()); // 輸出四個數字中的任何一個。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes and returns the element of the array at index [param position]. If "
"negative, [param position] is considered relative to the end of the array. "
"Leaves the array untouched and returns [code]null[/code] if the array is "
"empty or if it's accessed out of bounds. An error message is printed when the "
"array is accessed out of bounds, but not when the array is empty.\n"
"[b]Note:[/b] On large arrays, this method can be slower than [method "
"pop_back] as it will reindex the array's elements that are located after the "
"removed element. The larger the array and the lower the index of the removed "
"element, the slower [method pop_at] will be."
msgstr ""
"移除並返回陣列中位於 [param position] 索引處的元素。如果 [param position] 為負"
"數,則認為是相對於該陣列末尾的值。如果該陣列為空,則返回 [code]null[/code],不"
"會改動陣列。陣列存取越界時會輸出錯誤消息,但如果陣列為空時不會。\n"
"[b]注意:[/b]在較大的陣列上,這個方法會比 [method pop_back] 慢,因為會對移除元"
"素後的陣列元素重新進行索引。陣列越大,或者移除元素的索引越小,[method pop_at] "
"就越慢。"
msgid ""
"Removes and returns the last element of the array. Returns [code]null[/code] "
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
"移除並返回陣列中的末尾元素。如果陣列為空,則返回 [code]null[/code],而不列印錯"
"誤消息。另見[method pop_front]。"
msgid ""
"Removes and returns the first element of the array. Returns [code]null[/code] "
"if the array is empty, without printing an error message. See also [method "
"pop_back].\n"
"[b]Note:[/b] On large arrays, this method is much slower than [method "
"pop_back] as it will reindex all the array's elements every time it's called. "
"The larger the array, the slower [method pop_front] will be."
msgstr ""
"移除並返回陣列的第一個元素。如果陣列是空的,將不會輸出任何錯誤資訊並返回 "
"[code]null[/code]。另請參閱 [method pop_back]。\n"
"[b]注意:[/b]當陣列元素很多時,由於 [method pop_front] 每次呼叫時都要重新尋找"
"陣列所有元素的索引,所以會比 [method pop_back] 慢很多。陣列越大,[method "
"pop_front] 越慢。"
msgid ""
"Appends an element at the end of the array. See also [method push_front]."
msgstr "在陣列的末端追加一個元素。另請參閱 [method push_front]。"
msgid ""
"Adds an element at the beginning of the array. See also [method push_back].\n"
"[b]Note:[/b] On large arrays, this method is much slower than [method "
"push_back] as it will reindex all the array's elements every time it's "
"called. The larger the array, the slower [method push_front] will be."
msgstr ""
"在陣列的開頭新增一個元素。另請參閱 [method push_back]。\n"
"[b]注意:[/b]在大陣列中,這個方法比 [method push_back] 慢得多,因為每次呼叫它"
"都會重新索引所有陣列的元素。陣列越大,[method push_front] 的速度就越慢。"
msgid ""
"Calls the provided [Callable] for each element in array and accumulates the "
"result in [param accum].\n"
"The callable's method takes two arguments: the current value of [param accum] "
"and the current array element. If [param accum] is [code]null[/code] (default "
"value), the iteration will start from the second element, with the first one "
"used as initial value of [param accum].\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].reduce(sum, 10)) # Prints 16.\n"
" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # "
"Same as above, but using lambda function.\n"
"\n"
"func sum(accum, number):\n"
" return accum + number\n"
"[/codeblock]\n"
"See also [method map], [method filter], [method any] and [method all]."
msgstr ""
"為陣列中的每個元素呼叫給定的 [Callable] 並將結果累積在 [param accum] 中。\n"
"該可呼叫體的方法接受兩個參數:[param accum] 的目前值,以及目前的陣列元素。如"
"果 [param accum] 為 [code]null[/code](預設值),則會從第二個元素開始反覆運"
"算,將第一個元素作為 [param accum] 的初始值。\n"
"[codeblock]\n"
"func _ready():\n"
" print([1, 2, 3].reduce(sum, 10)) # 輸出 16.\n"
" print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) # "
"同上,但使用 lambda 函式。\n"
"\n"
"func sum(accum, number):\n"
" return accum + number\n"
"[/codeblock]\n"
"另見 [method map]、[method filter]、[method any]、[method all]。"
msgid ""
"Removes an element from the array by index. If the index does not exist in "
"the array, nothing happens. To remove an element by searching for its value, "
"use [method erase] instead.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array.\n"
"[b]Note:[/b] On large arrays, this method will be slower if the removed "
"element is close to the beginning of the array (index 0). This is because all "
"elements placed after the removed element have to be reindexed.\n"
"[b]Note:[/b] [param position] cannot be negative. To remove an element "
"relative to the end of the array, use [code]arr.remove_at(arr.size() - (i + "
"1))[/code]. To remove the last element from the array without returning the "
"value, use [code]arr.resize(arr.size() - 1)[/code]."
msgstr ""
"按索引從陣列中移除一個元素。如果索引在陣列中不存在,則什麼也不會發生。要通過搜"
"索一個元素的值來移除它,請使用 [method erase] 來代替。\n"
"[b]注意:[/b]這個方法是就地操作,不返回值。\n"
"[b]注意:[/b]在大陣列中,如果被刪除的元素靠近陣列的開頭(索引 0這個方法會"
"比較慢。這是因為所有放置在被移除元素之後的元素都要被重新索引。\n"
"[b]注意:[/b][param position] 不能為負。要移除陣列末尾的元素,請使用 "
"[code]arr.remove_at(arr.size() - (i + 1))[/code]。要移除陣列末尾的元素並不返回"
"值,請使用 [code]arr.resize(arr.size() - 1)[/code]。"
msgid ""
"Resizes the array to contain a different number of elements. If the array "
"size is smaller, elements are cleared, if bigger, new elements are "
"[code]null[/code]. Returns [constant OK] on success, or one of the other "
"[enum Error] values if the operation failed.\n"
"[b]Note:[/b] This method acts in-place and doesn't return a modified array."
msgstr ""
"調整陣列的大小,讓包含的元素數量發生變化。如果陣列變小則清除多餘元素,變大則新"
"元素為 [code]null[/code]。"
msgid "Reverses the order of the elements in the array."
msgstr "將陣列中的元素逆序排列。"
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of the "
"array."
msgstr ""
"逆序搜索陣列。還可以傳遞起始搜索位置索引。如果為負,則起始索引被視為相對於數組"
"的結尾。"
msgid ""
"Shuffles the array such that the items will have a random order. This method "
"uses the global random number generator common to methods such as [method "
"@GlobalScope.randi]. Call [method @GlobalScope.randomize] to ensure that a "
"new seed will be used each time if you want non-reproducible shuffling."
msgstr ""
"將陣列打亂,元素隨機排列。該方法使用全域亂數產生器,與 [method @GlobalScope."
"randi] 等方法一致。如果你想每次都使用新的種子,讓打亂無法重現,則可以呼叫 "
"[method @GlobalScope.randomize]。"
msgid "Returns the number of elements in the array."
msgstr "返回陣列中元素的個數。"
msgid ""
"Returns the slice of the [Array], from [param begin] (inclusive) to [param "
"end] (exclusive), as a new [Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code]).\n"
"If specified, [param step] is the relative index between source elements. It "
"can be negative, then [param begin] must be higher than [param end]. For "
"example, [code][0, 1, 2, 3, 4, 5].slice(5, 1, -2)[/code] returns [code][5, 3]"
"[/code].\n"
"If [param deep] is true, each element will be copied by value rather than by "
"reference.\n"
"[b]Note:[/b] To include the first element when [param step] is negative, use "
"[code]arr.slice(begin, -arr.size() - 1, step)[/code] (i.e. [code][0, 1, 2]."
"slice(1, -4, -1)[/code] returns [code][1, 0][/code])."
msgstr ""
"返回該 [Array] 的切片,是從 [param begin](含)到 [param end](不含)的全新 "
"[Array]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。\n"
"如果指定了 [param step],則會用作原始元素的索引間距。這個參數可以為負,此時 "
"[param begin] 必須大於 [param end]。例如,[code][0, 1, 2, 3, 4, 5].slice(5, "
"1, -2)[/code] 會返回 [code][5, 3][/code]。\n"
"如果 [param deep] 為 true則每個元素都會按值複製而不是按引用複製。\n"
"[b]注意:[/b]要在 [param step] 為負時包含第一個元素,請使用 [code]arr."
"slice(begin, -arr.size() - 1, step)[/code](即 [code][0, 1, 2].slice(1, -4, "
"-1)[/code] 返回 [code][1, 0][/code])。"
msgid ""
"Sorts the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method sort].\n"
"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
"order). This may lead to unexpected behavior when sorting an array of strings "
"ending with a sequence of numbers. Consider the following example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort()\n"
"print(strings) # Prints [string1, string10, string11, string2]\n"
"[/gdscript]\n"
"[csharp]\n"
"var strings = new Godot.Collections.Array { \"string1\", \"string2\", "
"\"string10\", \"string11\" };\n"
"strings.Sort();\n"
"GD.Print(strings); // Prints [string1, string10, string11, string2]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To perform natural order sorting, you can use [method sort_custom] with "
"[method String.naturalnocasecmp_to] as follows:\n"
"[codeblock]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n"
"print(strings) # Prints [string1, string2, string10, string11]\n"
"[/codeblock]"
msgstr ""
"對陣列進行排序。\n"
"[b]注意:[/b]排序所使用的演算法並不[url=https://zh.wikipedia.org/wiki/"
"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]穩定[/url]。"
"也就是說,使用 [method sort] 時相等的值之間的順序可能會改變。\n"
"[b]注意:[/b]字串按字母順序排序(與自然順序相反)。當對一個以數字序列結尾的字"
"串陣列進行排序時,這可能會導致意外的行為。請看下面的例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort()\n"
"print(strings) # 輸出 [string1, string10, string11, string2]\n"
"[/gdscript]\n"
"[csharp]\n"
"var strings = new Godot.Collections.Array { \"string1\", \"string2\", "
"\"string10\", \"string11\" };\n"
"strings.Sort();\n"
"GD.Print(strings); // 輸出 [string1, string10, string11, string2]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要執行自然順序排序,可以使用 [method sort_custom] 和 [method String."
"naturalnocasecmp_to],如下所示:\n"
"[codeblock]\n"
"var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
"strings.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)\n"
"print(strings) # 輸出 [string1, string2, string10, string11]\n"
"[/codeblock]"
msgid ""
"Sorts the array using a custom method. The custom method receives two "
"arguments (a pair of elements from the array) and must return either "
"[code]true[/code] or [code]false[/code]. For two elements [code]a[/code] and "
"[code]b[/code], if the given method returns [code]true[/code], element "
"[code]b[/code] will be after element [code]a[/code] in the array.\n"
"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
"considered equal may have their order changed when using [method "
"sort_custom].\n"
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
"expects a deterministic result. Randomizing the return value will result in "
"unexpected behavior.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func sort_ascending(a, b):\n"
" if a[0] < b[0]:\n"
" return true\n"
" return false\n"
"\n"
"func _ready():\n"
" var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
" my_items.sort_custom(sort_ascending)\n"
" print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
"\n"
" # Descending, lambda version.\n"
" my_items.sort_custom(func(a, b): return a[0] > b[0])\n"
" print(my_items) # Prints [[9, Rice], [5, Potato], [4, Tomato]].\n"
"[/gdscript]\n"
"[csharp]\n"
"// There is no custom sort support for Godot.Collections.Array\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"使用自訂的方法對陣列進行排序。自訂方法接受兩個參數(陣列中的一對元素),並且必"
"須返回 [code]true[/code] 或者 [code]false[/code]。對於兩個元素 [code]a[/code] "
"和 [code]b[/code],如果給定的方法返回 [code]true[/code],陣列中的元素 "
"[code]b[/code] 將排在元素 [code]a[/code] 之後。\n"
"[b]注意:[/b]排序所使用的演算法並不[url=https://zh.wikipedia.org/wiki/"
"%E6%8E%92%E5%BA%8F%E7%AE%97%E6%B3%95#%E7%A9%A9%E5%AE%9A%E6%80%A7]穩定[/url]。"
"也就是說,使用 [method sort_custom] 時相等的值之間的順序可能會改變。\n"
"[b]注意:[/b]你不能隨機化返回值,因為堆排序演算法期望確定的結果。隨機化返回值"
"將導致意外行為。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func sort_ascending(a, b):\n"
" if a[0] < b[0]:\n"
" return true\n"
" return false\n"
"\n"
"func _ready():\n"
" var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
" my_items.sort_custom(sort_ascending)\n"
" print(my_items) # 輸出 [[4, Tomato], [5, Potato], [9, Rice]].\n"
"\n"
" # Descending, lambda version.\n"
" my_items.sort_custom(func(a, b): return a[0] > b[0])\n"
" print(my_items) # 輸出 [[9, Rice], [5, Potato], [4, Tomato]].\n"
"[/gdscript]\n"
"[csharp]\n"
"// Godot.Collections.Array 不支援自訂排序\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Compares the left operand [Array] against the [param right] [Array]. Returns "
"[code]true[/code] if the sizes or contents of the arrays are [i]not[/i] "
"equal, [code]false[/code] otherwise."
msgstr ""
"將左運算元 [Array] 與右運算元 [param right] [Array] 進行比較。如果大小或內容"
"[i]不相等[/i],則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"Concatenates two [Array]s together, with the [param right] [Array] being "
"added to the end of the [Array] specified in the left operand. For example, "
"[code][1, 2] + [3, 4][/code] results in [code][1, 2, 3, 4][/code]."
msgstr ""
"連接兩個 [Array],右運算元 [param right] [Array] 加到左運算元指定的 [Array] 的"
"末尾。例如,[code][1, 2] + [3, 4][/code] 的結果是 [code][1, 2, 3, 4][/code]。"
msgid ""
"Performs a comparison for each index between the left operand [Array] and the "
"[param right] [Array], considering the highest common index of both arrays "
"for this comparison: Returns [code]true[/code] on the first occurrence of an "
"element that is less, or [code]false[/code] if the element is greater. Note "
"that depending on the type of data stored, this function may be recursive. If "
"all elements are equal, it compares the length of both arrays and returns "
"[code]false[/code] if the left operand [Array] has fewer elements, otherwise "
"it returns [code]true[/code]."
msgstr ""
"對左運算元 [Array] 和右運算元 [param right] [Array] 之間的各個索引進行比較,考"
"慮兩個陣列的最高公共索引:遇到第一個不同的元素時,如果該元素較小則返回 "
"[code]true[/code],如果該元素較大則返回 [code]false[/code]。請注意,部分型別的"
"儲存資料可能導致本函式的遞迴呼叫。如果所有元素都相等,則比較兩個陣列的長度,如"
"果左運算元 [Array] 元素較少則返回 [code]false[/code],否則返回 [code]true[/"
"code]。"
msgid ""
"Performs a comparison for each index between the left operand [Array] and the "
"[param right] [Array], considering the highest common index of both arrays "
"for this comparison: Returns [code]true[/code] on the first occurrence of an "
"element that is less, or [code]false[/code] if the element is greater. Note "
"that depending on the type of data stored, this function may be recursive. If "
"all elements are equal, it compares the length of both arrays and returns "
"[code]true[/code] if the left operand [Array] has the same number of elements "
"or fewer, otherwise it returns [code]false[/code]."
msgstr ""
"對左運算元 [Array] 和右運算元 [param right] [Array] 之間的各個索引進行比較,考"
"慮兩個陣列的最高公共索引:遇到第一個不同的元素時,如果該元素較小則返回 "
"[code]true[/code],如果該元素較大則返回 [code]false[/code]。請注意,部分型別的"
"儲存資料可能導致本函式的遞迴呼叫。如果所有元素都相等,則比較兩個陣列的長度,如"
"果左運算元 [Array] 元素數量相等或較少則返回 [code]true[/code],否則返回 "
"[code]false[/code]。"
msgid ""
"Compares the left operand [Array] against the [param right] [Array]. Returns "
"[code]true[/code] if the sizes and contents of the arrays are equal, "
"[code]false[/code] otherwise."
msgstr ""
"將左運算元 [Array] 與 [param right] [Array] 進行比較。如果陣列的大小和內容相"
"等,則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"Performs a comparison for each index between the left operand [Array] and the "
"[param right] [Array], considering the highest common index of both arrays "
"for this comparison: Returns [code]true[/code] on the first occurrence of an "
"element that is greater, or [code]false[/code] if the element is less. Note "
"that depending on the type of data stored, this function may be recursive. If "
"all elements are equal, it compares the length of both arrays and returns "
"[code]true[/code] if the [param right] [Array] has more elements, otherwise "
"it returns [code]false[/code]."
msgstr ""
"對左運算元 [Array] 和右運算元 [param right] [Array] 之間的各個索引進行比較,考"
"慮兩個陣列的最高公共索引:遇到第一個不同的元素時,如果該元素較大則返回 "
"[code]true[/code],如果該元素較小則返回 [code]false[/code]。請注意,部分型別的"
"儲存資料可能導致本函式的遞迴呼叫。如果所有元素都相等,則比較兩個陣列的長度,如"
"果左運算元 [Array] 元素較多則返回 [code]true[/code],否則返回 [code]false[/"
"code]。"
msgid ""
"Performs a comparison for each index between the left operand [Array] and the "
"[param right] [Array], considering the highest common index of both arrays "
"for this comparison: Returns [code]true[/code] on the first occurrence of an "
"element that is greater, or [code]false[/code] if the element is less. Note "
"that depending on the type of data stored, this function may be recursive. If "
"all elements are equal, it compares the length of both arrays and returns "
"[code]true[/code] if the [param right] [Array] has more or the same number of "
"elements, otherwise it returns [code]false[/code]."
msgstr ""
"對左運算元 [Array] 和右運算元 [param right] [Array] 之間的各個索引進行比較,考"
"慮兩個陣列的最高公共索引:遇到第一個不同的元素時,如果該元素較大則返回 "
"[code]true[/code],如果該元素較小則返回 [code]false[/code]。請注意,部分型別的"
"儲存資料可能導致本函式的遞迴呼叫。如果所有元素都相等,則比較兩個陣列的長度,如"
"果左運算元 [Array] 元素數量相等或較多則返回 [code]true[/code],否則返回 "
"[code]false[/code]。"
msgid ""
"Returns a reference to the element of type [Variant] at the specified "
"location. Arrays start at index 0. [param index] can be a zero or positive "
"value to start from the beginning, or a negative value to start from the end. "
"Out-of-bounds array access causes a run-time error, which will result in an "
"error being printed and the project execution pausing if run from the editor."
msgstr ""
"該函式返回指定位置的 [Variant] 型別元素的引用。陣列從索引0開始。 [param "
"index] 可以是一個從頭開始的零或正值,也可以是一個從末尾開始的負值。存取越界的"
"陣列會導致執行階段錯誤,這將導致在編輯器中運作時列印錯誤並暫停專案執行。"
msgid ""
"[Mesh] type that provides utility for constructing a surface from arrays."
msgstr "[Mesh] 網格型別,提供了用於從陣列建構表面的工具。"
msgid ""
"The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as "
"arrays.\n"
"The most basic example is the creation of a single triangle:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var vertices = PackedVector3Array()\n"
"vertices.push_back(Vector3(0, 1, 0))\n"
"vertices.push_back(Vector3(1, 0, 0))\n"
"vertices.push_back(Vector3(0, 0, 1))\n"
"\n"
"# Initialize the ArrayMesh.\n"
"var arr_mesh = ArrayMesh.new()\n"
"var arrays = []\n"
"arrays.resize(Mesh.ARRAY_MAX)\n"
"arrays[Mesh.ARRAY_VERTEX] = vertices\n"
"\n"
"# Create the Mesh.\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
"var m = MeshInstance3D.new()\n"
"m.mesh = arr_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var vertices = new Vector3[]\n"
"{\n"
" new Vector3(0, 1, 0),\n"
" new Vector3(1, 0, 0),\n"
" new Vector3(0, 0, 1),\n"
"};\n"
"\n"
"// Initialize the ArrayMesh.\n"
"var arrMesh = new ArrayMesh();\n"
"var arrays = new Godot.Collections.Array();\n"
"arrays.Resize((int)Mesh.ArrayType.Max);\n"
"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n"
"\n"
"// Create the Mesh.\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n"
"var m = new MeshInstance3D();\n"
"m.Mesh = arrMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n"
"See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
"[ArrayMesh] 是用來建構 [Mesh] 的,其屬性指定為陣列。\n"
"最基本的例子是建立單個三角形:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var vertices = PackedVector3Array()\n"
"vertices.push_back(Vector3(0, 1, 0))\n"
"vertices.push_back(Vector3(1, 0, 0))\n"
"vertices.push_back(Vector3(0, 0, 1))\n"
"\n"
"# 初始化 ArrayMesh。\n"
"var arr_mesh = ArrayMesh.new()\n"
"var arrays = []\n"
"arrays.resize(Mesh.ARRAY_MAX)\n"
"arrays[Mesh.ARRAY_VERTEX] = vertices\n"
"\n"
"# 建立 Mesh。\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
"var m = MeshInstance3D.new()\n"
"m.mesh = arr_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var vertices = new Vector3[]\n"
"{\n"
" new Vector3(0, 1, 0),\n"
" new Vector3(1, 0, 0),\n"
" new Vector3(0, 0, 1),\n"
"};\n"
"\n"
"// 初始化 ArrayMesh。\n"
"var arrMesh = new ArrayMesh();\n"
"var arrays = new Godot.Collections.Array();\n"
"arrays.Resize((int)Mesh.ArrayType.Max);\n"
"arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n"
"\n"
"// 建立 Mesh。\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);\n"
"var m = new MeshInstance3D();\n"
"m.Mesh = arrMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"這個 [MeshInstance3D] 就可以新增到要顯示的 [SceneTree] 中了。\n"
"程式幾何體生成請參閱 [ImmediateMesh]、[MeshDataTool]、[SurfaceTool]。\n"
"[b]注意:[/b]Godot 對三角形圖元模式的正面使用順時針[url=https://learnopengl-"
"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]環繞順序[/url]。"
msgid "Procedural geometry using the ArrayMesh"
msgstr "使用 ArrayMesh 的程式化幾何體"
msgid ""
"Adds name for a blend shape that will be added with [method "
"add_surface_from_arrays]. Must be called before surface is added."
msgstr ""
"為混合形狀新增名稱,該形狀將用 [method add_surface_from_arrays] 新增。必須在新"
"增面之前呼叫。"
msgid ""
"Creates a new surface. [method Mesh.get_surface_count] will become the "
"[code]surf_idx[/code] for this new surface.\n"
"Surfaces are created to be rendered using a [param primitive], which may be "
"any of the values defined in [enum Mesh.PrimitiveType].\n"
"The [param arrays] argument is an array of arrays. Each of the [constant Mesh."
"ARRAY_MAX] elements contains an array with some of the mesh data for this "
"surface as described by the corresponding member of [enum Mesh.ArrayType] or "
"[code]null[/code] if it is not used by the surface. For example, "
"[code]arrays[0][/code] is the array of vertices. That first vertex sub-array "
"is always required; the others are optional. Adding an index array puts this "
"surface into \"index mode\" where the vertex and other arrays become the "
"sources of data and the index array defines the vertex order. All sub-arrays "
"must have the same length as the vertex array (or be an exact multiple of the "
"vertex array's length, when multiple elements of a sub-array correspond to a "
"single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is "
"used.\n"
"The [param blend_shapes] argument is an array of vertex data for each blend "
"shape. Each element is an array of the same structure as [param arrays], but "
"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL], and [constant "
"Mesh.ARRAY_TANGENT] are set if and only if they are set in [param arrays] and "
"all other entries are [code]null[/code].\n"
"The [param lods] argument is a dictionary with [float] keys and "
"[PackedInt32Array] values. Each entry in the dictionary represents a LOD "
"level of the surface, where the value is the [constant Mesh.ARRAY_INDEX] "
"array to use for the LOD level and the key is roughly proportional to the "
"distance at which the LOD stats being used. I.e., increasing the key of a LOD "
"also increases the distance that the objects has to be from the camera before "
"the LOD is used.\n"
"The [param flags] argument is the bitwise or of, as required: One value of "
"[enum Mesh.ArrayCustomFormat] left shifted by "
"[code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code] for each custom channel in use, "
"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE], [constant Mesh."
"ARRAY_FLAG_USE_8_BONE_WEIGHTS], or [constant Mesh."
"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY].\n"
"[b]Note:[/b] When using indices, it is recommended to only use points, lines, "
"or triangles."
msgstr ""
"建立一個新的表面。[method Mesh.get_surface_count] 將成為這個新表面的 "
"[code]surf_idx[/code]。\n"
"建立表面以使用 [param primitive] 進行渲染,它可以是 [enum Mesh.PrimitiveType] "
"中定義的任何值。\n"
"[param arrays] 參數是陣列的陣列。每個 [constant Mesh.ARRAY_MAX] 元素都包含一個"
"陣列,其中包含此表面的一些網格資料,如 [enum Mesh.ArrayType] 的相應成員所描述"
"的一樣;如果它未被使用,則為 [code]null[/code]。例如,[code]arrays[0][/code] "
"是頂點陣列。始終需要第一個頂點子陣列;其他的是可選的。新增索引陣列會將此表面置"
"於“索引模式”,其中頂點和其他陣列成為資料來源,索引陣列定義頂點順序。所有子陣列"
"的長度必須與頂點陣列的長度相同(或者是頂點陣列長度的精確倍數,當子數組的多個元"
"素對應於單個頂點時);或者為空,如果使用了 [constant Mesh.ARRAY_INDEX ] 則除"
"外。\n"
"[param blend_shapes] 參數是每個混合形狀的頂點資料陣列。 每個元素都是與 [param "
"arrays] 具有相同結構的陣列,但是 [constant Mesh.ARRAY_VERTEX]、[constant Mesh."
"ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TANGENT] 這些條目,當且僅當在 [param "
"arrays] 被設定且所有其他條目都是 [code]null[/code] 時,會被設置。\n"
"[param lods] 參數是一個帶有 [float] 鍵和 [PackedInt32Array] 值的字典。字典中的"
"每個條目代表了表面的一個 LOD 級別,其中值是用於 LOD 級別的 [constant Mesh."
"ARRAY_INDEX] 陣列,鍵大致與使用 LOD 統計資訊的距離成正比。即,增加 LOD 的關鍵"
"點也會增加在使用 LOD 之前物件必須與相機的距離。\n"
"[param flags] 參數是根據需要按位元或的:[enum Mesh.ArrayCustomFormat] 的一個值"
"左移 [code]ARRAY_FORMAT_CUSTOMn_SHIFT[/code],用於每個正在使用的自訂通道,"
"[constant Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE]、[constant Mesh."
"ARRAY_FLAG_USE_8_BONE_WEIGHTS]、或 [constant Mesh."
"ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY]。\n"
"[b]注意:[/b]使用索引時,建議只使用點、線或三角形。"
msgid "Removes all blend shapes from this [ArrayMesh]."
msgstr "移除此 [ArrayMesh] 的所有混合形狀。"
msgid "Removes all surfaces from this [ArrayMesh]."
msgstr "移除此 [ArrayMesh] 的所有表面。"
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
msgstr "返回 [ArrayMesh] 持有的混合形狀的數量。"
msgid "Returns the name of the blend shape at this index."
msgstr "返回此索引處的混合形狀的名稱。"
msgid ""
"Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping."
msgstr "在 [ArrayMesh] 上執行 UV 展開,為光照貼圖準備該網格。"
msgid "Regenerates tangents for each of the [ArrayMesh]'s surfaces."
msgstr "為每個 [ArrayMesh] 的表面重新生成切線。"
msgid "Sets the name of the blend shape at this index."
msgstr "在此索引處設定混合形狀的名稱。"
msgid ""
"Returns the index of the first surface with this name held within this "
"[ArrayMesh]. If none are found, -1 is returned."
msgstr ""
"返回此 [ArrayMesh] 中帶有此名稱的第一個曲面的索引。如果沒有找到,則返回 -1。"
msgid ""
"Returns the length in indices of the index array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
"返回所請求的面中索引陣列的索引長度(參見 [method add_surface_from_arrays])。"
msgid ""
"Returns the length in vertices of the vertex array in the requested surface "
"(see [method add_surface_from_arrays])."
msgstr ""
"返回所請求曲面中頂點陣列的頂點長度(見 [method add_surface_from_arrays])。"
msgid ""
"Returns the format mask of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr "返回所請求表面的格式遮罩(見 [method add_surface_from_arrays])。"
msgid "Gets the name assigned to this surface."
msgstr "獲取分配給此表面的名稱。"
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface_from_arrays])."
msgstr "返回所請求曲面的圖元型別(見 [method add_surface_from_arrays])。"
msgid "Sets a name for a given surface."
msgstr "設定給定曲面的名稱。"
msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
msgstr "將混合形狀模式設定為 [enum Mesh.BlendShapeMode] 之一。"
msgid ""
"Overrides the [AABB] with one defined by user for use with frustum culling. "
"Especially useful to avoid unexpected culling when using a shader to offset "
"vertices."
msgstr ""
"用使用者定義的用於使用視錐剔除的一種替代 [AABB]。在使用著色器偏移頂點時,避免"
"非預期的剔除特別有用。"
msgid ""
"An optional mesh which is used for rendering shadows and can be used for the "
"depth prepass. Can be used to increase performance of shadow rendering by "
"using a mesh that only contains vertex position data (without normals, UVs, "
"colors, etc.)."
msgstr ""
"用於渲染陰影並可用於深度預通道的可選網格。可用於通過使用僅包含頂點位置資料(不"
"含法線、UV、顏色等的網格來提高陰影渲染的性能。"
msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "用於與 [OccluderInstance3D] 中的遮擋剔除一起使用的 3D 多邊形形狀。"
msgid ""
"[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by "
"the engine's occlusion culling system. This is analogous to [ArrayMesh], but "
"for occluders.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[ArrayOccluder3D] 儲存一個任意的 3D 多邊形形狀,可供引擎的遮擋剔除系統使用。這"
"類似於 [ArrayMesh],但適用於遮擋物。\n"
"有關設定遮擋剔除的說明,請參閱 [OccluderInstance3D] 的文件。"
msgid "Occlusion culling"
msgstr "遮擋剔除"
msgid ""
"Sets [member indices] and [member vertices], while updating the final "
"occluder only once after both values are set."
msgstr ""
"設定 [member indices] 和 [member vertices],同時會在兩個值都被設定後僅更新一次"
"最終遮擋物。"
msgid ""
"The occluder's index position. Indices determine which points from the "
"[member vertices] array should be drawn, and in which order.\n"
"[b]Note:[/b] The occluder is always updated after setting this value. If "
"creating occluders procedurally, consider using [method set_arrays] instead "
"to avoid updating the occluder twice when it's created."
msgstr ""
"該遮擋物的索引位置。索引確定 [member vertices] 陣列中的哪些點應被繪製,以及以"
"哪種順序繪製。\n"
"[b]注意:[/b]該遮擋物總是在設定這個值後更新。如果程式化建立遮擋物,請考慮改用 "
"[method set_arrays] 來避免在建立時更新遮擋物兩次。"
msgid ""
"The occluder's vertex positions in local 3D coordinates.\n"
"[b]Note:[/b] The occluder is always updated after setting this value. If "
"creating occluders procedurally, consider using [method set_arrays] instead "
"to avoid updating the occluder twice when it's created."
msgstr ""
"該遮擋物在局部 3D 座標中的頂點位置。\n"
"[b]注意:[/b]該遮擋物總是在設定這個值後更新。如果程式化建立遮擋物,請考慮改用 "
"[method set_arrays] 來避免在建立時更新遮擋物兩次。"
msgid "A container that preserves the proportions of its child controls."
msgstr "保留子控制項長寬比的容器。"
msgid ""
"A container type that arranges its child controls in a way that preserves "
"their proportions automatically when the container is resized. Useful when a "
"container has a dynamic size and the child nodes must adjust their sizes "
"accordingly without losing their aspect ratios."
msgstr ""
"一種容器型別,它以一種在調整容器大小時自動保持其比例的方式排列其子控制項。當容"
"器具有動態大小,並且子節點必須相應地調整其大小而不丟失其長寬比時很有用。"
msgid "Using Containers"
msgstr "使用容器"
msgid "Specifies the horizontal relative position of child controls."
msgstr "指定子控制項的水平相對位置。"
msgid "Specifies the vertical relative position of child controls."
msgstr "指定子控制項的垂直相對位置。"
msgid ""
"The aspect ratio to enforce on child controls. This is the width divided by "
"the height. The ratio depends on the [member stretch_mode]."
msgstr ""
"對子控制項強制實施的長寬比。這是寬度除以高度。這個比例取決於 [member "
"stretch_mode]。"
msgid "The stretch mode used to align child controls."
msgstr "用來對齊子控制項的拉伸模式。"
msgid ""
"The height of child controls is automatically adjusted based on the width of "
"the container."
msgstr "子控制項的高度會根據容器的寬度自動調整。"
msgid ""
"The width of child controls is automatically adjusted based on the height of "
"the container."
msgstr "子控制項的寬度會根據容器的高度自動調整。"
msgid ""
"The bounding rectangle of child controls is automatically adjusted to fit "
"inside the container while keeping the aspect ratio."
msgstr "子控制項的邊界矩形會自動調整以適應容器,同時保持長寬比。"
msgid ""
"The width and height of child controls is automatically adjusted to make "
"their bounding rectangle cover the entire area of the container while keeping "
"the aspect ratio.\n"
"When the bounding rectangle of child controls exceed the container's size and "
"[member Control.clip_contents] is enabled, this allows to show only the "
"container's area restricted by its own bounding rectangle."
msgstr ""
"子控制項的寬度和高度被自動調整,以使其邊框覆蓋容器的整個區域,同時保持長寬"
"比。\n"
"當子控制項的邊界矩形超過容器的大小,並且 [member Control.clip_contents] 被啟用"
"時,這允許僅顯示受其自身邊界矩形限制的容器區域。"
msgid "Aligns child controls with the beginning (left or top) of the container."
msgstr "將子控制項與容器的開頭對齊(左側或頂部)。"
msgid "Aligns child controls with the center of the container."
msgstr "使子控制項與容器的中心對齊。"
msgid "Aligns child controls with the end (right or bottom) of the container."
msgstr "將子控制項與容器的末端對齊(右側或底部)。"
msgid ""
"An implementation of A* for finding the shortest path between two vertices on "
"a connected graph in 2D space."
msgstr "A* 的一種實作,用於搜尋 2D 空間中連通圖上兩個頂點之間的最短路徑。"
msgid ""
"An implementation of the A* algorithm, used to find the shortest path between "
"two vertices on a connected graph in 2D space.\n"
"See [AStar3D] for a more thorough explanation on how to use this class. "
"[AStar2D] is a wrapper for [AStar3D] that enforces 2D coordinates."
msgstr ""
"A* 演算法的一種實作,用於在 2D 空間中的連通圖上找到兩個頂點之間的最短路徑。\n"
"有關如何使用該類的更詳盡的解釋,請參閱 [AStar3D]。[AStar2D] 是 [AStar3D] 的包"
"裝器,它強制執行 2D 座標。"
msgid ""
"Called when computing the cost between two connected points.\n"
"Note that this function is hidden in the default [AStar2D] class."
msgstr ""
"計算兩個連接點之間的成本時呼叫。\n"
"注意這個函式隱藏在預設的 [AStar2D] 類中。"
msgid ""
"Called when estimating the cost between a point and the path's ending point.\n"
"Note that this function is hidden in the default [AStar2D] class."
msgstr ""
"估計一個點和路徑終點之間的成本時呼叫。\n"
"注意這個函式隱藏在預設的 [AStar2D] 類中。"
msgid ""
"Adds a new point at the given position with the given identifier. The [param "
"id] must be 0 or larger, and the [param weight_scale] must be 0.0 or "
"greater.\n"
"The [param weight_scale] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
"the algorithm prefers points with lower [param weight_scale]s to form a "
"path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
"weight_scale 4 and id 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with "
"weight_scale 4 and id 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If there already exists a point for the given [param id], its position and "
"weight scale are updated to the given values."
msgstr ""
"在具有給定識別字的給定位置新增一個新點。[param id] 必須為 0 或更大,[param "
"weight_scale] 必須為 0.0 或更大。\n"
"在確定從相鄰點到此點的一段路程的總成本時,[param weight_scale] 要乘以 [method "
"_compute_cost] 的結果。因此,在其他條件相同的情況下,演算法優先選擇 [param "
"weight_scale] 較低的點來形成路徑。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 0), 4) # 新增點 (1, 0)、權重為 4、ID 為 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 0), 4); // 新增點 (1, 0)、權重為 4、ID 為 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果已經存在一個給定 [param id] 的點,則它的位置和權重縮放將被更新為給定值。"
msgid ""
"Returns whether there is a connection/segment between the given points. If "
"[param bidirectional] is [code]false[/code], returns whether movement from "
"[param id] to [param to_id] is possible through this segment."
msgstr ""
"返回兩個給定點之間是否存在連接/線段。如果 [param bidirectional] 為 "
"[code]false[/code],則返回是否可以通過此段從 [param id] 移動到 [param to_id]。"
msgid "Clears all the points and segments."
msgstr "清除所有點和線段。"
msgid ""
"Creates a segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"allowed, not the reverse direction.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 1))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 1));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在給定的點之間建立一個線段。如果 [param bidirectional] 為 [code]false[/code]"
"則只允許從 [param id] 到 [param to_id] 的移動,而不允許反向移動。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(1, 1))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(1, 1));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Deletes the segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"prevented, and a unidirectional segment possibly remains."
msgstr ""
"刪除給定點之間的線段。如果 [param bidirectional] 為 [code]false[/code],則僅阻"
"止從 [param id] 到 [param to_id] 的移動,並且可能會保留一個單向線段。"
msgid "Returns the next available point ID with no point associated to it."
msgstr "返回下一個沒有關聯點的可用點 ID。"
msgid ""
"Returns the ID of the closest point to [param to_position], optionally taking "
"disabled points into account. Returns [code]-1[/code] if there are no points "
"in the points pool.\n"
"[b]Note:[/b] If several points are the closest to [param to_position], the "
"one with the smallest ID will be returned, ensuring a deterministic result."
msgstr ""
"返回距離 [param to_position] 最近的點的 ID可以選擇將禁用的點考慮在內。如果點"
"池中沒有點,則返回 [code]-1[/code]。\n"
"[b]注意:[/b]如果有多個點距離 [param to_position] 最近,則返回 ID 最小的那個"
"點,以保證結果的確定性。"
msgid ""
"Returns the closest position to [param to_position] that resides inside a "
"segment between two connected points.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, "
"3)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // "
"Returns (0, 3)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
"返回最接近 [param to_position] 的位置,該位置位於兩個連接點之間的線段內。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 5))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # 返回 (0, 3)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 5));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // 返回 "
"(0, 3)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"結果位於從 [code]y = 0[/code] 到 [code]y = 5[/code] 的線段中。它是線段中距給定"
"點最近的位置。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
"返回一個陣列,其中包含構成由 AStar2D 在給定點之間找到的路徑的點的 ID。陣列從路"
"徑的起點到終點進行排序。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1), 1) # 預設權重為 1\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1), 1); // 預設權重為 1\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果將第2個點的權重更改為 3則結果將改為 [code][1, 4, 3][/code],因為現在即使"
"距離更長,通過第 4 點也比通過第 2 點“更容易”。"
msgid ""
"Returns the capacity of the structure backing the points, useful in "
"conjunction with [method reserve_space]."
msgstr ""
"該函式返回支援點的資料結構的容量,可以與 [method reserve_space] 方法一起使用。"
msgid ""
"Returns an array with the IDs of the points that form the connection with the "
"given point.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1))\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1));\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一個陣列,其中包含與給定點形成連接的點的 ID。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar2D.new()\n"
"astar.add_point(1, Vector2(0, 0))\n"
"astar.add_point(2, Vector2(0, 1))\n"
"astar.add_point(3, Vector2(1, 1))\n"
"astar.add_point(4, Vector2(2, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar2D();\n"
"astar.AddPoint(1, new Vector2(0, 0));\n"
"astar.AddPoint(2, new Vector2(0, 1));\n"
"astar.AddPoint(3, new Vector2(1, 1));\n"
"astar.AddPoint(4, new Vector2(2, 0));\n"
"\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns the number of points currently in the points pool."
msgstr "返回點池中目前的點數。"
msgid "Returns an array of all point IDs."
msgstr "返回所有點 ID 的陣列。"
msgid ""
"Returns an array with the points that are in the path found by AStar2D "
"between the given points. The array is ordered from the starting point to the "
"ending point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PackedVector2Array] and will print an error message."
msgstr ""
"返回一個陣列,其中包含 AStar2D 在給定點之間找到的路徑中的點。陣列從路徑的起點"
"到終點進行排序。\n"
"[b]注意:[/b]該方法不是執行緒安全的。如果從 [Thread] 呼叫,它將返回一個空的 "
"[PackedVector2Array] 並列印一條錯誤消息。"
msgid "Returns the position of the point associated with the given [param id]."
msgstr "返回與給定 [param id] 相關聯的點的位置。"
msgid ""
"Returns the weight scale of the point associated with the given [param id]."
msgstr "返回與給定 [param id] 關聯的點的權重比例。"
msgid "Returns whether a point associated with the given [param id] exists."
msgstr "返回與給定 [param id] 相關聯的點是否存在。"
msgid ""
"Returns whether a point is disabled or not for pathfinding. By default, all "
"points are enabled."
msgstr "返回用於尋路時點是否被禁用。預設情況下,所有點均被啟用。"
msgid ""
"Removes the point associated with the given [param id] from the points pool."
msgstr "從點池中移除與給定 [param id] 關聯的點。"
msgid ""
"Reserves space internally for [param num_nodes] points, useful if you're "
"adding a known large number of points at once, such as points on a grid. New "
"capacity must be greater or equals to old capacity."
msgstr ""
"在內部為 [param num_nodes] 個點保留空間,如果你想要一次性新增大量的點且數量已"
"知,例如網格,那麼就會很有用。新容量必須大於或等於舊容量。"
msgid ""
"Disables or enables the specified point for pathfinding. Useful for making a "
"temporary obstacle."
msgstr "用於尋路時禁用或啟用指定的點。適用於製作臨時障礙物。"
msgid "Sets the [param position] for the point with the given [param id]."
msgstr "為具有給定 [param id] 的點設定位置 [param position]。"
msgid ""
"Sets the [param weight_scale] for the point with the given [param id]. The "
"[param weight_scale] is multiplied by the result of [method _compute_cost] "
"when determining the overall cost of traveling across a segment from a "
"neighboring point to this point."
msgstr ""
"為給定的 [param id] 的點設定 [param weight_scale]。在確定從鄰接點到這個點的一"
"段路程的總成本時,[param weight_scale] 要乘以 [method _compute_cost] 的結果。"
msgid ""
"An implementation of A* for finding the shortest path between two vertices on "
"a connected graph in 3D space."
msgstr "A* 的一種實作,用於尋找 3D 空間中連接圖中的兩個頂點之間的最短路徑。"
msgid ""
"Adds a new point at the given position with the given identifier. The [param "
"id] must be 0 or larger, and the [param weight_scale] must be 0.0 or "
"greater.\n"
"The [param weight_scale] is multiplied by the result of [method "
"_compute_cost] when determining the overall cost of traveling across a "
"segment from a neighboring point to this point. Thus, all else being equal, "
"the algorithm prefers points with lower [param weight_scale]s to form a "
"path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
"weight_scale 4 and id 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 0, 0), 4); // Adds the point (1, 0, 0) with "
"weight_scale 4 and id 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If there already exists a point for the given [param id], its position and "
"weight scale are updated to the given values."
msgstr ""
"在給定的位置新增一個新的點,並使用給定的識別字。[param id] 必須大於等於 0"
"[param weight_scale] 必須大於等於 0.0。\n"
"在確定從鄰點到此點的一段路程的總成本時,[param weight_scale] 要乘以 [method "
"_compute_cost] 的結果。因此,在其他條件相同的情況下,演算法優先選擇 [param "
"weight_scale] 較低的點來形成路徑。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 0, 0), 4) # 新增點 (1, 0, 0),其 weight_scale "
"為 4 且 id 為 1\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 0, 0), 4); // 新增點 (1, 0, 0),其 "
"weight_scale 為 4 且 id 為 1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果對於給定的 [param id] 已經存在一個點,它的位置和權重將被更新為給定的值。"
msgid ""
"Returns whether the two given points are directly connected by a segment. If "
"[param bidirectional] is [code]false[/code], returns whether movement from "
"[param id] to [param to_id] is possible through this segment."
msgstr ""
"返回兩個給定點是否通過線段直接連接。如果 [param bidirectional] 為 "
"[code]false[/code],則返回是否可以通過該線段從 [param id] 移動到 [param "
"to_id]。"
msgid ""
"Creates a segment between the given points. If [param bidirectional] is "
"[code]false[/code], only movement from [param id] to [param to_id] is "
"allowed, not the reverse direction.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 1, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 1, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在給定的點之間建立一條線段。如果 [param bidirectional] 為 [code]false[/code]"
"則只允許從 [param id] 到 [param to_id] 的移動,而不允許反向移動。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(1, 1, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2, false)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(1, 1, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the closest position to [param to_position] that resides inside a "
"segment between two connected points.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns "
"(0, 3, 0)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // "
"Returns (0, 3, 0)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
"5[/code]. It's the closest position in the segment to the given point."
msgstr ""
"返回位於兩個連接點之間的線段中離 [param to_position] 最近的位置。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 5, 0))\n"
"astar.connect_points(1, 2)\n"
"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # 返回 (0, "
"3, 0)\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 5, 0));\n"
"astar.ConnectPoints(1, 2);\n"
"Vector3 res = astar.GetClosestPositionInSegment(new Vector3(3, 3, 0)); // 返"
"回 (0, 3, 0)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"結果是在從 [code]y = 0[/code] 到 [code]y = 5[/code] 的線段中。它是線段中距離給"
"定點最近的位置。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar3D between the given points. The array is ordered from the starting "
"point to the ending point of the path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you change the 2nd point's weight to 3, then the result will be [code][1, "
"4, 3][/code] instead, because now even though the distance is longer, it's "
"\"easier\" to get through point 4 than through point 2."
msgstr ""
"返回一個陣列,其中包含構成 AStar3D 在給定點之間找到的路徑中的點的 ID。陣列從路"
"徑的起點到終點排序。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0), 1) # 預設權重為 1\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, false)\n"
"astar.connect_points(2, 3, false)\n"
"astar.connect_points(4, 3, false)\n"
"astar.connect_points(1, 4, false)\n"
"\n"
"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0), 1); // 預設權重為 1\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, false);\n"
"astar.ConnectPoints(2, 3, false);\n"
"astar.ConnectPoints(4, 3, false);\n"
"astar.ConnectPoints(1, 4, false);\n"
"int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3]\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果將第2個點的權重更改為 3則結果將改為 [code][1, 4, 3][/code],因為現在即使"
"距離更長,但通過第 4 點也比通過第 2 點“更容易”。"
msgid ""
"Returns an array with the IDs of the points that form the connection with the "
"given point.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0))\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0));\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一個陣列,其中包含與給定點形成連接的點的 ID。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar = AStar3D.new()\n"
"astar.add_point(1, Vector3(0, 0, 0))\n"
"astar.add_point(2, Vector3(0, 1, 0))\n"
"astar.add_point(3, Vector3(1, 1, 0))\n"
"astar.add_point(4, Vector3(2, 0, 0))\n"
"\n"
"astar.connect_points(1, 2, true)\n"
"astar.connect_points(1, 3, true)\n"
"\n"
"var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n"
"[/gdscript]\n"
"[csharp]\n"
"var astar = new AStar3D();\n"
"astar.AddPoint(1, new Vector3(0, 0, 0));\n"
"astar.AddPoint(2, new Vector3(0, 1, 0));\n"
"astar.AddPoint(3, new Vector3(1, 1, 0));\n"
"astar.AddPoint(4, new Vector3(2, 0, 0));\n"
"astar.ConnectPoints(1, 2, true);\n"
"astar.ConnectPoints(1, 3, true);\n"
"\n"
"int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns an array with the points that are in the path found by AStar3D "
"between the given points. The array is ordered from the starting point to the "
"ending point of the path.\n"
"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
"will return an empty [PackedVector3Array] and will print an error message."
msgstr ""
"返回一個陣列,其中包含 AStar3D 在給定點之間找到的路徑中的點。陣列從路徑的起點"
"到終點進行排序。\n"
"[b]注意:[/b]這種方法不是執行緒安全的。如果從 [Thread] 呼叫,它將返回一個空的 "
"[PackedVector3Array],並列印一條錯誤消息。"
msgid ""
"Reserves space internally for [param num_nodes] points. Useful if you're "
"adding a known large number of points at once, such as points on a grid. New "
"capacity must be greater or equals to old capacity."
msgstr ""
"該函式為 [param num_nodes] 個點內部預留空間。如果一次新增了大量已知數量的點,"
"例如網格上的點,則此函式很有用。新的容量必須大於或等於舊的容量。"
msgid ""
"An implementation of A* for finding the shortest path between two points on a "
"partial 2D grid."
msgstr "A* 的一種實作,用於尋找疏鬆 2D 網格中兩點之間的最短路徑。"
msgid ""
"[AStarGrid2D] is a variant of [AStar2D] that is specialized for partial 2D "
"grids. It is simpler to use because it doesn't require you to manually create "
"points and connect them together. This class also supports multiple types of "
"heuristics, modes for diagonal movement, and a jumping mode to speed up "
"calculations.\n"
"To use [AStarGrid2D], you only need to set the [member region] of the grid, "
"optionally set the [member cell_size], and then call the [method update] "
"method:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar_grid = AStarGrid2D.new()\n"
"astar_grid.region = Rect2i(0, 0, 32, 32)\n"
"astar_grid.cell_size = Vector2(16, 16)\n"
"astar_grid.update()\n"
"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, "
"0), (1, 1), (2, 2), (3, 3), (3, 4)\n"
"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # prints (0, "
"0), (16, 16), (32, 32), (48, 48), (48, 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"AStarGrid2D astarGrid = new AStarGrid2D();\n"
"astarGrid.Region = new Rect2I(0, 0, 32, 32);\n"
"astarGrid.CellSize = new Vector2I(16, 16);\n"
"astarGrid.Update();\n"
"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // prints "
"(0, 0), (1, 1), (2, 2), (3, 3), (3, 4)\n"
"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // "
"prints (0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To remove a point from the pathfinding grid, it must be set as \"solid\" with "
"[method set_point_solid]."
msgstr ""
"[AStarGrid2D] 是 [AStar2D] 的變種,針對疏鬆 2D 網格進行了優化。因為不需要手動"
"建立點並進行連接,所以用起來更加簡單。這個類還支援使用不同的啟發方法、斜向移動"
"模式、跳躍模式,從而加速運算。\n"
"要使用 [AStarGrid2D],你只需要設定網格的 [member region][member cell_size] "
"可以不設定,最後呼叫 [method update] 方法即可:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var astar_grid = AStarGrid2D.new()\n"
"astar_grid.region = Rect2i(0, 0, 32, 32)\n"
"astar_grid.cell_size = Vector2(16, 16)\n"
"astar_grid.update()\n"
"print(astar_grid.get_id_path(Vector2i(0, 0), Vector2i(3, 4))) # 輸出 (0, 0), "
"(1, 1), (2, 2), (3, 3), (3, 4)\n"
"print(astar_grid.get_point_path(Vector2i(0, 0), Vector2i(3, 4))) # 輸出 (0, "
"0), (16, 16), (32, 32), (48, 48), (48, 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"AStarGrid2D astarGrid = new AStarGrid2D();\n"
"astarGrid.Size = new Vector2I(32, 32);\n"
"astarGrid.CellSize = new Vector2I(16, 16);\n"
"astarGrid.Update();\n"
"GD.Print(astarGrid.GetIdPath(Vector2I.Zero, new Vector2I(3, 4))); // 輸出 (0, "
"0), (1, 1), (2, 2), (3, 3), (3, 4)\n"
"GD.Print(astarGrid.GetPointPath(Vector2I.Zero, new Vector2I(3, 4))); // 輸出 "
"(0, 0), (16, 16), (32, 32), (48, 48), (48, 64)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要從尋路網格中移除某個點,必須使用 [method set_point_solid] 將其設定為“實心”。"
msgid ""
"Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/"
"code]."
msgstr "清空網格並將 [member region] 設定為 [code]Rect2i(0, 0, 0, 0)[/code]。"
msgid ""
"Fills the given [param region] on the grid with the specified value for the "
"solid flag.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"禁用或啟用指定的尋路點。用於製造障礙物。預設情況下,啟用所有點。\n"
"[b]注意:[/b]呼叫該函式後不需要呼叫 [method update]。"
msgid ""
"Fills the given [param region] on the grid with the specified value for the "
"weight scale.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"禁用或啟用指定的尋路點。用於製造障礙物。預設情況下,啟用所有點。\n"
"[b]注意:[/b]呼叫該函式後不需要呼叫 [method update]。"
msgid ""
"Returns an array with the IDs of the points that form the path found by "
"AStar2D between the given points. The array is ordered from the starting "
"point to the ending point of the path."
msgstr ""
"返回一個陣列,其中包含形成 AStar2D 在給定點之間找到的路徑的點的 ID。該陣列從路"
"徑的起點到終點排序。"
msgid ""
"Indicates that the grid parameters were changed and [method update] needs to "
"be called."
msgstr "表示網格參數發生改變,需要呼叫 [method update]。"
msgid ""
"Returns [code]true[/code] if a point is disabled for pathfinding. By default, "
"all points are enabled."
msgstr ""
"如果尋路時會禁用某個點,則返回 [code]true[/code]。預設情況下,所有點均處於啟用"
"狀態。"
msgid ""
"Disables or enables the specified point for pathfinding. Useful for making an "
"obstacle. By default, all points are enabled.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"禁用或啟用指定的尋路點。用於製造障礙物。預設情況下,啟用所有點。\n"
"[b]注意:[/b]呼叫該函式後不需要呼叫 [method update]。"
msgid ""
"Sets the [param weight_scale] for the point with the given [param id]. The "
"[param weight_scale] is multiplied by the result of [method _compute_cost] "
"when determining the overall cost of traveling across a segment from a "
"neighboring point to this point.\n"
"[b]Note:[/b] Calling [method update] is not needed after the call of this "
"function."
msgstr ""
"為具有給定 [param id] 的點設定 [param weight_scale]。在確定從相鄰點到該點穿越"
"路段的總成本時,[param weight_scale] 要乘以 [method _compute_cost] 的結果。\n"
"[b]注意:[/b]呼叫該函式後不需要呼叫 [method update]。"
msgid ""
"Updates the internal state of the grid according to the parameters to prepare "
"it to search the path. Needs to be called if parameters like [member region], "
"[member cell_size] or [member offset] are changed. [method is_dirty] will "
"return [code]true[/code] if this is the case and this needs to be called.\n"
"[b]Note:[/b] All point data (solidity and weight scale) will be cleared."
msgstr ""
"根據參數更新網格的內部狀態,以準備搜索路徑。如果更改了 [member region]、"
"[member cell_size] 或 [member offset] 等參數就需要呼叫它。如果是這種情況,則 "
"[method is_dirty] 將返回 [code]true[/code],需要呼叫此方法。\n"
"[b]注意:[/b]會清空所有點的資料(堅固以及權重比例)。"
msgid ""
"The size of the point cell which will be applied to calculate the resulting "
"point position returned by [method get_point_path]. If changed, [method "
"update] needs to be called before finding the next path."
msgstr ""
"要用於計算由 [method get_point_path] 返回的結果點位置的點單元的大小。如果更改"
"了這個值,在搜尋下一個路徑之前需要呼叫 [method update]。"
msgid ""
"The default [enum Heuristic] which will be used to calculate the cost between "
"two points if [method _compute_cost] was not overridden."
msgstr ""
"預設 [enum Heuristic],用於在沒有覆蓋 [method _compute_cost] 時計算兩點之間的"
"消耗。"
msgid ""
"The default [enum Heuristic] which will be used to calculate the cost between "
"the point and the end point if [method _estimate_cost] was not overridden."
msgstr ""
"預設 [enum Heuristic],用於在沒有覆蓋 [method _estimate_cost] 時計算該點和終點"
"之間的消耗。"
msgid ""
"A specific [enum DiagonalMode] mode which will force the path to avoid or "
"accept the specified diagonals."
msgstr "特定的 [enum DiagonalMode],會強制路徑避免或接受特定的對角線。"
msgid ""
"Enables or disables jumping to skip up the intermediate points and speeds up "
"the searching algorithm.\n"
"[b]Note:[/b] Currently, toggling it on disables the consideration of weight "
"scaling in pathfinding."
msgstr ""
"啟用或禁用跳躍,以跳過中間點並加快搜索演算法的速度。\n"
"[b]注意:[/b]目前,打開它會在尋路過程中忽略權重縮放。"
msgid ""
"The offset of the grid which will be applied to calculate the resulting point "
"position returned by [method get_point_path]. If changed, [method update] "
"needs to be called before finding the next path."
msgstr ""
"柵格的偏移量,將被套用以計算 [method get_point_path] 返回的結果點的位置。如果"
"發生變化,需要在搜尋下一條路徑之前呼叫 [method update]。"
msgid ""
"The region of grid cells available for pathfinding. If changed, [method "
"update] needs to be called before finding the next path."
msgstr ""
"柵格上用來尋路的區域。如果發生變化,需要在搜尋下一條路徑之前呼叫 [method "
"update]。"
msgid ""
"The size of the grid (number of cells of size [member cell_size] on each "
"axis). If changed, [method update] needs to be called before finding the next "
"path.\n"
"[i]Deprecated.[/i] Use [member region] instead."
msgstr ""
"柵格的大小(每個軸上大小為 [member cell_size] 的儲存格數)。如果發生變化,需要"
"在搜尋下一條路徑之前呼叫 [method update]。\n"
"[i]已放棄使用。[/i]請使用 [member region] 替代。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Euclidean_distance]Euclidean "
"heuristic[/url] to be used for the pathfinding using the following formula:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = sqrt(dx * dx + dy * dy)\n"
"[/codeblock]\n"
"[b]Note:[/b] This is also the internal heuristic used in [AStar3D] and "
"[AStar2D] by default (with the inclusion of possible z-axis coordinate)."
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E6%AC%A7%E5%87%A0%E9%87%8C%E5%BE%97%E8%B7%9D%E7%A6%BB]歐幾裡德啟發式演算法[/"
"url]將被用於尋路,使用的公式如下:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = sqrt(dx * dx + dy * dy)\n"
"[/codeblock]\n"
"[b]注意:[/b]這也是 [AStar3D] 和 [AStar2D] 預設使用的內部啟發式演算法(包括可"
"能的 z 軸座標)。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Taxicab_geometry]Manhattan heuristic[/"
"url] to be used for the pathfinding using the following formula:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = dx + dy\n"
"[/codeblock]\n"
"[b]Note:[/b] This heuristic is intended to be used with 4-side orthogonal "
"movements, provided by setting the [member diagonal_mode] to [constant "
"DIAGONAL_MODE_NEVER]."
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E6%9B%BC%E5%93%88%E9%A0%93%E8%B7%9D%E9%9B%A2]曼哈頓啟發式演算法[/url]將被用於"
"尋路,使用的公式如下:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = dx + dy\n"
"[/codeblock]\n"
"[b]注意:[/b]該啟發式演算法旨在與 4 邊正交運動一起使用4 邊正交運動可通過將 "
"[member diagonal_mode] 設定為 [constant DIAGONAL_MODE_NEVER] 來提供。"
msgid ""
"The Octile heuristic to be used for the pathfinding using the following "
"formula:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"f = sqrt(2) - 1\n"
"result = (dx < dy) ? f * dx + dy : f * dy + dx;\n"
"[/codeblock]"
msgstr ""
"Octile 啟發式演算法將被用於尋路,使用的公式如下:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"f = sqrt(2) - 1\n"
"result = (dx < dy) ? f * dx + dy : f * dy + dx;\n"
"[/codeblock]"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Chebyshev_distance]Chebyshev "
"heuristic[/url] to be used for the pathfinding using the following formula:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = max(dx, dy)\n"
"[/codeblock]"
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E5%88%87%E6%AF%94%E9%9B%AA%E5%A4%AB%E8%B7%9D%E7%A6%BB]切比雪夫啟發式演算法[/"
"url]將被用於尋路,使用的公式如下:\n"
"[codeblock]\n"
"dx = abs(to_id.x - from_id.x)\n"
"dy = abs(to_id.y - from_id.y)\n"
"result = max(dx, dy)\n"
"[/codeblock]"
msgid "Represents the size of the [enum Heuristic] enum."
msgstr "代表 [enum Heuristic] 列舉的大小。"
msgid ""
"The pathfinding algorithm will ignore solid neighbors around the target cell "
"and allow passing using diagonals."
msgstr "該尋路演算法將忽略目標儲存格周圍的實體鄰居,並允許沿對角線通過。"
msgid ""
"The pathfinding algorithm will ignore all diagonals and the way will be "
"always orthogonal."
msgstr "該尋路演算法將忽略所有對角線,並且路徑始終是正交的。"
msgid ""
"The pathfinding algorithm will avoid using diagonals if at least two "
"obstacles have been placed around the neighboring cells of the specific path "
"segment."
msgstr ""
"如果在特定路徑段的相鄰儲存格周圍放置了至少兩個障礙物,則該尋路演算法將避免使用"
"對角線。"
msgid ""
"The pathfinding algorithm will avoid using diagonals if any obstacle has been "
"placed around the neighboring cells of the specific path segment."
msgstr ""
"如果在特定路徑段的相鄰儲存格周圍放置了任意障礙物,則該尋路演算法將避免使用對角"
"線。"
msgid "Represents the size of the [enum DiagonalMode] enum."
msgstr "代表 [enum DiagonalMode] 列舉的大小。"
msgid "A texture that crops out part of another Texture2D."
msgstr "裁剪其他 Texture2D 的紋理。"
msgid ""
"[Texture2D] resource that draws only part of its [member atlas] texture, as "
"defined by the [member region]. An additional [member margin] can also be "
"set, which is useful for small adjustments.\n"
"Multiple [AtlasTexture] resources can be cropped from the same [member "
"atlas]. Packing many smaller textures into a singular large texture helps to "
"optimize video memory costs and render calls.\n"
"[b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may "
"not tile properly in nodes such as [TextureRect], when inside other "
"[AtlasTexture] resources."
msgstr ""
"[Texture2D] 資源,只繪製其 [member atlas] 紋理中的由 [member region] 所定義的"
"那部分。還可以設定一個額外的 [member margin],這對於小的調整很有用。\n"
"可以從同一個[member atlas]中裁剪出多個 [AtlasTexture] 資源。將許多較小的紋理打"
"包成一個單一的大紋理有助於優化影片記憶體成本和渲染呼叫。\n"
"[b]注意:[/b][AtlasTexture] 不能在 [AnimatedTexture] 中使用,並且當在其他 "
"[AtlasTexture] 資源內時,可能無法在 [TextureRect] 等節點中正確平鋪。"
msgid ""
"The texture that contains the atlas. Can be any type inheriting from "
"[Texture2D], including another [AtlasTexture]."
msgstr ""
"包含該合集的紋理。可以是任何繼承自 [Texture2D] 的型別,包括其他 "
"[AtlasTexture]。"
msgid ""
"If [code]true[/code], the area outside of the [member region] is clipped to "
"avoid bleeding of the surrounding texture pixels."
msgstr ""
"如果為 [code]true[/code],則 [member region] 之外的區域將被裁剪以避免周圍紋理"
"圖元的滲色。"
msgid ""
"The margin around the [member region]. Useful for small adjustments. If the "
"[member Rect2.size] of this property (\"w\" and \"h\" in the editor) is set, "
"the drawn texture is resized to fit within the margin."
msgstr ""
"圍繞 [member region] 的邊距。對小的調整很有用。如果設定了該屬性(編輯器中"
"的“w”和“h”的 [member Rect2.size],則繪製的紋理將被調整大小以適合該邊距。"
msgid "The region used to draw the [member atlas]."
msgstr "用於繪製 [member atlas] 的區域。"
msgid "Stores information about the audio buses."
msgstr "儲存有關音訊匯流排的資訊。"
msgid ""
"Stores position, muting, solo, bypass, effects, effect position, volume, and "
"the connections between buses. See [AudioServer] for usage."
msgstr ""
"儲存位置、靜音、獨奏、旁通、效果、效果位置、音量以及匯流排之間的連接。使用方法"
"見 [AudioServer] 。"
msgid "Audio effect for audio."
msgstr "用於音訊的音訊效果。"
msgid ""
"Base resource for audio bus. Applies an audio effect on the bus that the "
"resource is applied on."
msgstr "音訊匯流排的基礎資源。在該資源所套用的匯流排上套用音訊效果。"
msgid "Audio Mic Record Demo"
msgstr "音訊麥克風錄音演示"
msgid "Adds an amplifying audio effect to an audio bus."
msgstr "向音訊匯流排新增一個放大的音訊效果。"
msgid "Increases or decreases the volume being routed through the audio bus."
msgstr "增加或減少通過音訊匯流排傳送的音量。"
msgid "Audio buses"
msgstr "音訊匯流排"
msgid ""
"Amount of amplification in decibels. Positive values make the sound louder, "
"negative values make it quieter. Value can range from -80 to 24."
msgstr ""
"以分貝為單位的放大量。正值使聲音更響亮,負值使聲音更安靜。數值範圍從 -80 到 "
"24。"
msgid "Adds a band limit filter to the audio bus."
msgstr "為音訊匯流排新增一個帶限濾波器。"
msgid ""
"Limits the frequencies in a range around the [member AudioEffectFilter."
"cutoff_hz] and allows frequencies outside of this range to pass."
msgstr ""
"限制 [member AudioEffectFilter.cutoff_hz] 周圍範圍內的頻率,允許這個範圍外的頻"
"率通過。"
msgid "Adds a band pass filter to the audio bus."
msgstr "為音訊匯流排新增一個帶通濾波器。"
msgid ""
"Attenuates the frequencies inside of a range around the [member "
"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
msgstr ""
"衰減 [member AudioEffectFilter.cutoff_hz] 周圍範圍內的頻率,並切斷這個頻段之外"
"的頻率。"
msgid "Captures audio from an audio bus in real-time."
msgstr "從音訊匯流排上即時捕捉音訊。"
msgid ""
"AudioEffectCapture is an AudioEffect which copies all audio frames from the "
"attached audio effect bus into its internal ring buffer.\n"
"Application code should consume these audio frames from this ring buffer "
"using [method get_buffer] and process it as needed, for example to capture "
"data from an [AudioStreamMicrophone], implement application-defined effects, "
"or to transmit audio over the network. When capturing audio data from a "
"microphone, the format of the samples will be stereo 32-bit floating point "
"PCM.\n"
"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
"AudioEffectCapture 是一種 AudioEffect可將所有音訊影格從附加的音訊效果匯流排"
"複製到其內部的環形緩衝區中。\n"
"套用程式碼應使用 [method get_buffer] 從該環形緩衝區中消耗這些音訊影格,並根據"
"需要對其進行處理,例如從 [AudioStreamMicrophone] 捕獲資料,實作套用程式定義的"
"效果,或通過網路傳輸音訊。從麥克風捕獲音訊資料時,樣本格式將為身歷聲 32 位浮"
"點 PCM。\n"
"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必須為 "
"[code]true[/code] 音訊輸入才能正常工作。另請參閱該設定的說明,瞭解與許可權和操"
"作系統隱私設定相關的注意事項。"
msgid ""
"Returns [code]true[/code] if at least [param frames] audio frames are "
"available to read in the internal ring buffer."
msgstr ""
"如果內部環形緩衝區中至少有 [param frames] 個音訊影格可供讀取,則返回 "
"[code]true[/code]。"
msgid "Clears the internal ring buffer."
msgstr "清除內部環形緩衝區。"
msgid ""
"Gets the next [param frames] audio samples from the internal ring buffer.\n"
"Returns a [PackedVector2Array] containing exactly [param frames] audio "
"samples if available, or an empty [PackedVector2Array] if insufficient data "
"was available."
msgstr ""
"從內部環形緩衝區獲取後續 [param frames] 個音訊樣本。\n"
"如果足夠的話,則返回一個恰好包含 [param frames] 個音訊樣本的 "
"[PackedVector2Array];如果可用資料不足,則返回一個空的 [PackedVector2Array]。"
msgid "Returns the total size of the internal ring buffer in frames."
msgstr "返回內部環形緩衝區的總大小,以影格為單位。"
msgid ""
"Returns the number of audio frames discarded from the audio bus due to full "
"buffer."
msgstr "返回由於緩衝區滿而從音訊匯流排上丟棄的音訊影格的數量。"
msgid ""
"Returns the number of frames available to read using [method get_buffer]."
msgstr "返回可使用 [method get_buffer] 讀取的影格數。"
msgid "Returns the number of audio frames inserted from the audio bus."
msgstr "返回從音訊匯流排插入的音訊影格的數量。"
msgid ""
"Length of the internal ring buffer, in seconds. Setting the buffer length "
"will have no effect if already initialized."
msgstr ""
"內部環形緩衝區的長度,單位為秒。如果已經初始化,設定緩衝區長度將沒有效果。"
msgid "Adds a chorus audio effect."
msgstr "新增合唱音訊效果。"
msgid ""
"Adds a chorus audio effect. The effect applies a filter with voices to "
"duplicate the audio source and manipulate it through the filter."
msgstr "新增一個合唱音訊效果。該效果複製音訊源,並套用聲音濾波器進行操作。"
msgid "The effect's raw signal."
msgstr "效果的原始訊號。"
msgid "The voice's cutoff frequency."
msgstr "聲音的截止頻率。"
msgid "The voice's signal delay."
msgstr "聲音的訊號延遲。"
msgid "The voice filter's depth."
msgstr "聲音篩檢程式的深度。"
msgid "The voice's volume."
msgstr "聲音的音量。"
msgid "The voice's pan level."
msgstr "聲音的聲像級別。"
msgid "The voice's filter rate."
msgstr "聲音篩選比率。"
msgid "The number of voices in the effect."
msgstr "該效果中的聲音數量。"
msgid "The effect's processed signal."
msgstr "效果的處理訊號。"
msgid ""
"Adds a compressor audio effect to an audio bus.\n"
"Reduces sounds that exceed a certain threshold level, smooths out the "
"dynamics and increases the overall volume."
msgstr ""
"為音訊匯流排新增壓縮音訊效果。\n"
"減少超過一定閾值水平的聲音,平滑動態,增加整體音量。"
msgid ""
"Dynamic range compressor reduces the level of the sound when the amplitude "
"goes over a certain threshold in Decibels. One of the main uses of a "
"compressor is to increase the dynamic range by clipping as little as possible "
"(when sound goes over 0dB).\n"
"Compressor has many uses in the mix:\n"
"- In the Master bus to compress the whole output (although an "
"[AudioEffectLimiter] is probably better).\n"
"- In voice channels to ensure they sound as balanced as possible.\n"
"- Sidechained. This can reduce the sound level sidechained with another audio "
"bus for threshold detection. This technique is common in video game mixing to "
"the level of music and SFX while voices are being heard.\n"
"- Accentuates transients by using a wider attack, making effects sound more "
"punchy."
msgstr ""
"動態範圍壓縮器在振幅超過一定的閾值(以分貝為單位)時,降低聲音的電平。壓縮器的"
"主要用途之一是通過盡可能少的削波(當聲音超過 0dB 時)來增加動態範圍。\n"
"壓縮器在混音中的用途很多。\n"
"- 在主匯流排上壓縮整個輸出(雖然 [AudioEffectLimiter] 可能更好些)。\n"
"- 在聲音通道中,以確保它們聽起來盡可能的平衡。\n"
"- 側鏈。這可以降低與另一條音訊匯流排側鏈的聲音級別,以進行閾值偵測。這種技術在"
"影片遊戲混音中很常見以音樂和SFX的級別從而聲音被聽到。\n"
"- 通過使用更寬的沖攻來突出瞬態,使效果聽起來更有衝擊力。"
msgid ""
"Compressor's reaction time when the signal exceeds the threshold, in "
"microseconds. Value can range from 20 to 2000."
msgstr ""
"當訊號超過閾值時,壓縮器的反應時間,以微秒為單位。數值範圍從 20 到 2000。"
msgid "Gain applied to the output signal."
msgstr "套用於輸出訊號的增益。"
msgid ""
"Balance between original signal and effect signal. Value can range from 0 "
"(totally dry) to 1 (totally wet)."
msgstr ""
"原始訊號和效果訊號之間的平衡。數值範圍從 0完全乾燥到 1完全浸潤。"
msgid ""
"Amount of compression applied to the audio once it passes the threshold "
"level. The higher the ratio, the more the loud parts of the audio will be "
"compressed. Value can range from 1 to 48."
msgstr ""
"音訊通過閾值級別後,套用於音訊的壓縮量。比率越高,音訊的大聲部分將被壓縮。數值"
"範圍從 1 到 48。"
msgid ""
"Compressor's delay time to stop reducing the signal after the signal level "
"falls below the threshold, in milliseconds. Value can range from 20 to 2000."
msgstr ""
"壓縮器在訊號電平低於閾值後,停止降低訊號的延遲時間,以毫秒為單位。取值範圍為 "
"20 到 2000。"
msgid "Reduce the sound level using another audio bus for threshold detection."
msgstr "使用另一條音訊匯流排進行閾值偵測,降低聲音級別。"
msgid ""
"The level above which compression is applied to the audio. Value can range "
"from -60 to 0."
msgstr "超過該電平,壓縮將套用於音訊。值的範圍可以從 -60 到 0。"
msgid ""
"Adds a delay audio effect to an audio bus. Plays input signal back after a "
"period of time.\n"
"Two tap delay and feedback options."
msgstr ""
"為音訊匯流排新增延遲音訊效果。在一段時間後重播輸入訊號。\n"
"兩個節拍延遲和回饋選項。"
msgid ""
"Plays input signal back after a period of time. The delayed signal may be "
"played back multiple times to create the sound of a repeating, decaying echo. "
"Delay effects range from a subtle echo effect to a pronounced blending of "
"previous sounds with new sounds."
msgstr ""
"在一段時間後重播輸入訊號。延遲的訊號可以多次重播,以產生重複、衰減的回聲。延遲"
"效果的範圍是從微弱回聲效果到明顯的以前聲音和新聲音的混合。"
msgid ""
"Output percent of original sound. At 0, only delayed sounds are output. Value "
"can range from 0 to 1."
msgstr "原始聲音的輸出百分比。為 0 時,只輸出延遲的聲音。取值範圍為 0 到 1。"
msgid "If [code]true[/code], feedback is enabled."
msgstr "如果為 [code]true[/code],則啟用回饋。"
msgid "Feedback delay time in milliseconds."
msgstr "回饋延遲時間,單位為毫秒。"
msgid "Sound level for feedback."
msgstr "回饋的聲級。"
msgid ""
"Low-pass filter for feedback, in Hz. Frequencies below this value are "
"filtered out of the source signal."
msgstr "回饋的低通濾波器,單位為 Hz。低於此值的頻率會被源訊號篩選掉。"
msgid "If [code]true[/code], the first tap will be enabled."
msgstr "如果為 [code]true[/code],將啟用第一拍。"
msgid "First tap delay time in milliseconds."
msgstr "第一拍延遲時間,單位為毫秒。"
msgid "Sound level for the first tap."
msgstr "第一拍的聲級。"
msgid ""
"Pan position for the first tap. Value can range from -1 (fully left) to 1 "
"(fully right)."
msgstr "第一拍的聲像位置。取值範圍為 -1完全向左到 1完全向右。"
msgid "If [code]true[/code], the second tap will be enabled."
msgstr "如果為 [code]true[/code],將啟用第二拍。"
msgid "Second tap delay time in milliseconds."
msgstr "第二拍的延遲時間,單位為毫秒。"
msgid "Sound level for the second tap."
msgstr "第二拍的聲級。"
msgid ""
"Pan position for the second tap. Value can range from -1 (fully left) to 1 "
"(fully right)."
msgstr "第二拍的聲像位置。取值範圍為 -1完全向左到 1完全向右。"
msgid ""
"Adds a distortion audio effect to an Audio bus.\n"
"Modifies the sound to make it distorted."
msgstr ""
"為音訊匯流排新增失真音訊效果。\n"
"修改聲音,使其失真。"
msgid ""
"Different types are available: clip, tan, lo-fi (bit crushing), overdrive, or "
"waveshape.\n"
"By distorting the waveform the frequency content changes, which will often "
"make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound "
"coming from some saturated device or speaker very efficiently."
msgstr ""
"可以使用不同的型別:削波、正切、低保真(位破碎)、超載、波形。\n"
"通過扭曲波形,頻率內容會發生變化,這通常會使聲音“清脆”或“粗糙”。對於遊戲,它可"
"以非常有效地類比來自某些飽和裝置或揚聲器的聲音。"
msgid "Distortion power. Value can range from 0 to 1."
msgstr "失真度。值的範圍可在 0 到 1 之間。"
msgid ""
"High-pass filter, in Hz. Frequencies higher than this value will not be "
"affected by the distortion. Value can range from 1 to 20000."
msgstr ""
"高通濾波器,單位為 Hz。高於此值的頻率不會受到失真的影響。該值的範圍為 1 至 "
"20000。"
msgid "Distortion type."
msgstr "失真型別。"
msgid ""
"Increases or decreases the volume after the effect, in decibels. Value can "
"range from -80 to 24."
msgstr "在效果後增加或減少的音量,單位為分貝。取值範圍從 -80 到 24。"
msgid ""
"Increases or decreases the volume before the effect, in decibels. Value can "
"range from -60 to 60."
msgstr "在效果前增加或減少的音量,單位為分貝。取值範圍從 -60 到 60。"
msgid ""
"Digital distortion effect which cuts off peaks at the top and bottom of the "
"waveform."
msgstr "數位失真效果,可以切斷波形頂部和底部的峰值。"
msgid ""
"Low-resolution digital distortion effect (bit depth reduction). You can use "
"it to emulate the sound of early digital audio devices."
msgstr ""
"低解析度的數字失真效果(位元深度減少)。可以使用它來類比早期數位音訊裝置的聲"
"音。"
msgid ""
"Emulates the warm distortion produced by a field effect transistor, which is "
"commonly used in solid-state musical instrument amplifiers. The [member "
"drive] property has no effect in this mode."
msgstr ""
"模擬通常用於固態樂器放大器的場效應電晶體產生的暖失真。[member drive] 屬性在該"
"模式下無效。"
msgid ""
"Waveshaper distortions are used mainly by electronic musicians to achieve an "
"extra-abrasive sound."
msgstr "波形變形失真主要是電子音樂人為了獲得格外粗糙的聲音而使用的。"
msgid ""
"Base class for audio equalizers. Gives you control over frequencies.\n"
"Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] or "
"[AudioEffectEQ21] don't fit your needs."
msgstr ""
"音訊等化器的基底類別。讓你可以控制頻率。\n"
"如果 [AudioEffectEQ6]、[AudioEffectEQ10] 或 [AudioEffectEQ21] 不符合你的需求,"
"請用它來建立自訂等化器。"
msgid ""
"AudioEffectEQ gives you control over frequencies. Use it to compensate for "
"existing deficiencies in audio. AudioEffectEQs are useful on the Master bus "
"to completely master a mix and give it more character. They are also useful "
"when a game is run on a mobile device, to adjust the mix to that kind of "
"speakers (it can be added but disabled when headphones are plugged)."
msgstr ""
"AudioEffectEQ 可用於頻率控制。用它來彌補音訊中不足之處。AudioEffectEQ 在 "
"Master 匯流排上很有用,可以完全掌控一個混音,並賦予它更多的功能。當遊戲在移動"
"設備上運作時,它們也很有用,可以根據那種揚聲器來調整混音(可以被新增,但在插入"
"耳機時禁用)。"
msgid "Returns the number of bands of the equalizer."
msgstr "返回等化器的頻段數。"
msgid "Returns the band's gain at the specified index, in dB."
msgstr "返回指定索引處的波段增益,單位為 dB。"
msgid "Sets band's gain at the specified index, in dB."
msgstr "設定指定索引處的波段增益,單位為 dB。"
msgid ""
"Adds a 10-band equalizer audio effect to an Audio bus. Gives you control over "
"frequencies from 31 Hz to 16000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"為音訊匯流排新增 10 段等化器音訊效果。讓你控制 31Hz 到 16000Hz 的頻率。\n"
"每個頻率可以在 -60/+24 dB 之間進行調變。"
msgid ""
"Frequency bands:\n"
"Band 1: 31 Hz\n"
"Band 2: 62 Hz\n"
"Band 3: 125 Hz\n"
"Band 4: 250 Hz\n"
"Band 5: 500 Hz\n"
"Band 6: 1000 Hz\n"
"Band 7: 2000 Hz\n"
"Band 8: 4000 Hz\n"
"Band 9: 8000 Hz\n"
"Band 10: 16000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
msgstr ""
"頻段:\n"
"頻段 131 Hz\n"
"頻段 262 Hz\n"
"頻段 3125 Hz\n"
"頻段 4250 Hz\n"
"頻段 5500 Hz\n"
"頻段 61000 Hz\n"
"頻段 72000 Hz\n"
"頻段 84000 Hz\n"
"頻段 98000 Hz\n"
"頻段 1016000 Hz\n"
"另請參閱 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。"
msgid ""
"Adds a 21-band equalizer audio effect to an Audio bus. Gives you control over "
"frequencies from 22 Hz to 22000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"向音訊匯流排新增一個 21 頻段等化器音訊效果。可以控制從 22 Hz 到 22000 Hz 的頻"
"率。\n"
"每個頻率都可以在 -60/+24 dB 之間進行調變。"
msgid ""
"Frequency bands:\n"
"Band 1: 22 Hz\n"
"Band 2: 32 Hz\n"
"Band 3: 44 Hz\n"
"Band 4: 63 Hz\n"
"Band 5: 90 Hz\n"
"Band 6: 125 Hz\n"
"Band 7: 175 Hz\n"
"Band 8: 250 Hz\n"
"Band 9: 350 Hz\n"
"Band 10: 500 Hz\n"
"Band 11: 700 Hz\n"
"Band 12: 1000 Hz\n"
"Band 13: 1400 Hz\n"
"Band 14: 2000 Hz\n"
"Band 15: 2800 Hz\n"
"Band 16: 4000 Hz\n"
"Band 17: 5600 Hz\n"
"Band 18: 8000 Hz\n"
"Band 19: 11000 Hz\n"
"Band 20: 16000 Hz\n"
"Band 21: 22000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
msgstr ""
"頻段:\n"
"頻段 122 Hz\n"
"頻段 232 Hz\n"
"頻段 344 Hz\n"
"頻段 463 Hz\n"
"頻段 590 Hz\n"
"頻段 6125 Hz\n"
"頻段 7175 Hz\n"
"頻段 8250 Hz\n"
"頻段 9350 Hz\n"
"頻段 10500 Hz\n"
"頻段 11700 Hz\n"
"頻段 121000 Hz\n"
"頻段 131400 Hz\n"
"頻段 142000 Hz\n"
"頻段 152800 Hz\n"
"頻段 164000 Hz\n"
"頻段 175600 Hz\n"
"頻段 188000 Hz\n"
"頻段 1911000 Hz\n"
"頻段 2016000 Hz\n"
"頻段 2122000 Hz\n"
"另請參閱 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。"
msgid ""
"Adds a 6-band equalizer audio effect to an audio bus. Gives you control over "
"frequencies from 32 Hz to 10000 Hz.\n"
"Each frequency can be modulated between -60/+24 dB."
msgstr ""
"向音訊匯流排新增一個 6 頻段等化器音訊效果。可以控制從 32 Hz 到 10000 Hz 的頻"
"率。\n"
"每個頻率都可以在 -60/+24 dB 之間進行調變。"
msgid ""
"Frequency bands:\n"
"Band 1: 32 Hz\n"
"Band 2: 100 Hz\n"
"Band 3: 320 Hz\n"
"Band 4: 1000 Hz\n"
"Band 5: 3200 Hz\n"
"Band 6: 10000 Hz\n"
"See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
msgstr ""
"頻段:\n"
"頻段 132 Hz\n"
"頻段 2100 Hz\n"
"頻段 3320 Hz\n"
"頻段 41000 Hz\n"
"頻段 53200 Hz\n"
"頻段 610000 Hz\n"
"另請參閱 [AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]。"
msgid "Adds a filter to the audio bus."
msgstr "為音訊匯流排新增一個濾波器。"
msgid "Allows frequencies other than the [member cutoff_hz] to pass."
msgstr "允許通過 [member cutoff_hz] 以外的頻率。"
msgid "Threshold frequency for the filter, in Hz."
msgstr "濾波器的閾值頻率,單位為 Hz。"
msgid "Gain amount of the frequencies after the filter."
msgstr "濾波後頻率的增益量。"
msgid "Amount of boost in the frequency range near the cutoff frequency."
msgstr "在截斷頻率附近的頻率範圍內的提升量。"
msgid "Adds a high-pass filter to the audio bus."
msgstr "向音訊匯流排新增一個高通濾波器。"
msgid ""
"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
"allows higher frequencies to pass."
msgstr ""
"削減比 [member AudioEffectFilter.cutoff_hz] 更低的頻率,允許更高的頻率通過。"
msgid "Adds a high-shelf filter to the audio bus."
msgstr "向音訊匯流排新增一個高架濾波器。"
msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
msgstr "降低所有高於 [member AudioEffectFilter.cutoff_hz] 的頻率。"
msgid "Adds a soft-clip limiter audio effect to an Audio bus."
msgstr "為音訊匯流排新增一個軟剪輯限制器音訊效果。"
msgid ""
"A limiter is similar to a compressor, but it's less flexible and designed to "
"disallow sound going over a given dB threshold. Adding one in the Master bus "
"is always recommended to reduce the effects of clipping.\n"
"Soft clipping starts to reduce the peaks a little below the threshold level "
"and progressively increases its effect as the input level increases such that "
"the threshold is never exceeded."
msgstr ""
"限制器類似於壓縮器,但靈活性較差,並且設計為不允許聲音超過給定的 dB 閾值。始終"
"建議在主匯流排中新增一個以減少削波的影響。\n"
"軟削波開始將峰值降低到略低於閾值水平,並隨著輸入水平的增加而逐漸增強其效果,從"
"而永不超過閾值。"
msgid ""
"The waveform's maximum allowed value, in decibels. Value can range from -20 "
"to -0.1."
msgstr "波形的最大允許值,單位是分貝。數值範圍從 -20 到 -0.1。"
msgid ""
"Applies a gain to the limited waves, in decibels. Value can range from 0 to 6."
msgstr "將增益套用於被限制的波,以分貝為單位。取值範圍是 0 到 6。"
msgid ""
"Threshold from which the limiter begins to be active, in decibels. Value can "
"range from -30 to 0."
msgstr "限制器開始生效的閾值,以分貝為單位。值的範圍可以從 -30 到 0。"
msgid "Adds a low-pass filter to the audio bus."
msgstr "向音訊匯流排新增一個低通濾波器。"
msgid ""
"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
"allows lower frequencies to pass."
msgstr ""
"削減比 [member AudioEffectFilter.cutoff_hz] 更低的頻率,允許更高的頻率通過。"
msgid "Adds a low-shelf filter to the audio bus."
msgstr "向音訊匯流排新增一個低架濾波器。"
msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
msgstr "降低 [member AudioEffectFilter.cutoff_hz] 以下的所有頻率。"
msgid "Adds a notch filter to the Audio bus."
msgstr "在音訊匯流排上新增一個陷波濾波器。"
msgid ""
"Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
"cutoff_hz] and cuts frequencies outside of this range."
msgstr ""
"衰減 [member AudioEffectFilter.cutoff_hz] 周圍窄帶的頻率,並切斷這個範圍以外的"
"頻率。"
msgid "Adds a panner audio effect to an audio bus. Pans sound left or right."
msgstr "向音訊匯流排新增一個聲像器音訊效果。向左或向右聲像移動聲音。"
msgid ""
"Determines how much of an audio signal is sent to the left and right buses."
msgstr "決定向左右匯流排發送的音訊訊號量。"
msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
msgstr "聲像位置。值的範圍可以從 -1完全左到1完全右。"
msgid ""
"Adds a phaser audio effect to an audio bus.\n"
"Combines the original signal with a copy that is slightly out of phase with "
"the original."
msgstr ""
"向音訊匯流排新增一個移相器音訊效果。\n"
"將原始訊號和與原始訊號稍有相位偏差的副本組合在一起。"
msgid ""
"Combines phase-shifted signals with the original signal. The movement of the "
"phase-shifted signals is controlled using a low-frequency oscillator."
msgstr "將相移訊號與原始訊號相結合。使用低頻振盪器控制相移訊號的移動。"
msgid ""
"Governs how high the filter frequencies sweep. Low value will primarily "
"affect bass frequencies. High value can sweep high into the treble. Value can "
"range from 0.1 to 4."
msgstr ""
"控制濾波器頻率掃描的高度。較低的值將主要影響低音頻率。高值可以推高高音。值的範"
"圍可以從 0.1 到 4。"
msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
msgstr "修改後聲音的輸出百分比。數值範圍從 0.1 到 0.9。"
msgid ""
"Determines the maximum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
msgstr "決定受 LFO 調變影響的最大頻率,單位為 Hz。數值範圍為 10-10000。"
msgid ""
"Determines the minimum frequency affected by the LFO modulations, in Hz. "
"Value can range from 10 to 10000."
msgstr "決定受 LFO 調變影響的最小頻率,單位為 Hz。數值範圍為 10-10000。"
msgid ""
"Adjusts the rate in Hz at which the effect sweeps up and down across the "
"frequency range."
msgstr "以 Hz 為單位調整效果在整個頻率範圍內上下掃描的速度。"
msgid ""
"Adds a pitch-shifting audio effect to an audio bus.\n"
"Raises or lowers the pitch of original sound."
msgstr ""
"為音訊匯流排新增音高變換的音訊效果。\n"
"升高或降低原始聲音的音高。"
msgid ""
"Allows modulation of pitch independently of tempo. All frequencies can be "
"increased/decreased with minimal effect on transients."
msgstr "允許獨立於速度調變音高。所有頻率都可以增加或減少,而對瞬態的影響最小。"
msgid ""
"The size of the [url=https://en.wikipedia.org/wiki/"
"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
"smooth out the effect over time, but have greater latency. The effects of "
"this higher latency are especially noticeable on sounds that have sudden "
"amplitude changes."
msgstr ""
"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅裡葉變換[/url]"
"緩衝區的大小。較高的數值可以使效果隨時間平滑,但有較大的延遲。這種較高的延遲對"
"有突然幅度變化的聲音的影響特別明顯。"
msgid ""
"The oversampling factor to use. Higher values result in better quality, but "
"are more demanding on the CPU and may cause audio cracking if the CPU can't "
"keep up."
msgstr ""
"要使用的過取樣係數。更高的值會帶來更好的品質,但對 CPU 的要求更高,如果 CPU 跟"
"不上,可能會導致音訊破裂。"
msgid ""
"The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
"sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
"(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
"the initial pitch)."
msgstr ""
"要使用的音高縮放。[code]1.0[/code] 是預設的音高,聲音會按原樣播放。[member "
"pitch_scale] 的範圍從 [code]0.0[/code](無限低的音高,聽不見)到 [code]16[/"
"code](比初始音高要高 16 倍)。"
msgid ""
"Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
"but least stable over time."
msgstr ""
"使用 256 個樣本的緩衝器進行快速傅裡葉變換。最低延遲,但隨著時間的推移最不穩"
"定。"
msgid ""
"Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
"less stable over time."
msgstr ""
"使用 512 個樣本的緩衝器進行快速傅裡葉變換。低延遲,但隨著時間的推移不太穩定。"
msgid ""
"Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
"compromise between latency and stability over time."
msgstr ""
"使用 1024 個樣本的緩衝器進行快速傅裡葉變換。這是延遲和隨著時間的推移的穩定性之"
"間的折衷。"
msgid ""
"Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
"but stable over time."
msgstr ""
"使用 2048 個樣本的緩衝器進行快速傅裡葉變換。高延遲,但隨著時間的推移穩定。"
msgid ""
"Use a buffer of 4096 samples for the Fast Fourier transform. Highest latency, "
"but most stable over time."
msgstr ""
"使用 4096 個樣本的緩衝器進行快速傅裡葉變換。延遲最高,但隨著時間的推移最穩定。"
msgid "Represents the size of the [enum FFTSize] enum."
msgstr "代表 [enum FFTSize] 列舉的大小。"
msgid "Audio effect used for recording the sound from an audio bus."
msgstr "用於錄製來自音訊匯流排的聲音的音訊效果。"
msgid ""
"Allows the user to record the sound from an audio bus. This can include all "
"audio output by Godot when used on the \"Master\" audio bus.\n"
"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n"
"It sets and gets the format in which the audio file will be recorded (8-bit, "
"16-bit, or compressed). It checks whether or not the recording is active, and "
"if it is, records the sound. It then returns the recorded sample."
msgstr ""
"允許使用者錄製來自音訊匯流排的聲音。在“Master”音訊匯流排上使用時會包含所有 "
"Godot 輸出的音訊。\n"
"可以用於錄製麥克風(使用 [AudioStreamMicrophone])。\n"
"它設定和獲取記錄音訊檔的格式8位16位或壓縮。它檢查錄音是否處於活動狀態"
"如果是,則記錄聲音。然後返回記錄的樣本。"
msgid "Recording with microphone"
msgstr "使用麥克風錄音"
msgid "Returns the recorded sample."
msgstr "返回錄音的樣本。"
msgid "Returns whether the recording is active or not."
msgstr "返回錄音是否處於啟動狀態。"
msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
"如果為 [code]true[/code],將錄製聲音。請注意,重新開始錄音將移除先前錄音的樣"
"本。"
msgid ""
"Specifies the format in which the sample will be recorded. See [enum "
"AudioStreamWAV.Format] for available formats."
msgstr ""
"指定樣本將被記錄的格式。有關可用格式,請參閱 [enum AudioStreamWAV.Format]。"
msgid "Adds a reverberation audio effect to an Audio bus."
msgstr "向音訊匯流排新增一個混響音訊效果。"
msgid ""
"Simulates the sound of acoustic environments such as rooms, concert halls, "
"caverns, or an open spaces."
msgstr "模擬房間、音樂廳、洞穴或開放空間等聲學環境的聲音。"
msgid ""
"Defines how reflective the imaginary room's walls are. Value can range from 0 "
"to 1."
msgstr "定義虛擬房間牆壁的反射程度。值的範圍是 0 到 1。"
msgid ""
"Output percent of original sound. At 0, only modified sound is outputted. "
"Value can range from 0 to 1."
msgstr "原始聲音的輸出百分比。為 0 時,只輸出修改後的聲音。取值範圍是 0 到 1。"
msgid ""
"High-pass filter passes signals with a frequency higher than a certain cutoff "
"frequency and attenuates signals with frequencies lower than the cutoff "
"frequency. Value can range from 0 to 1."
msgstr ""
"高通濾波器通過頻率高於某一截止頻率的訊號,衰減頻率低於截止頻率的訊號。數值範圍"
"為 0 到 1。"
msgid "Output percent of predelay. Value can range from 0 to 1."
msgstr "預延遲的輸出百分比。數值範圍為 0 到 1。"
msgid ""
"Time between the original signal and the early reflections of the reverb "
"signal, in milliseconds."
msgstr "原始訊號與混響訊號早期反射之間的時間,以毫秒為單位。"
msgid ""
"Dimensions of simulated room. Bigger means more echoes. Value can range from "
"0 to 1."
msgstr "模擬房間的尺寸。越大表示回聲越多。值的範圍可以從 0 到 1。"
msgid ""
"Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
"Value can range from 0 to 1."
msgstr "擴大或縮小混響尾音的身歷聲圖像。1 表示完全擴大。值的範圍是 0 到 1。"
msgid ""
"Output percent of modified sound. At 0, only original sound is outputted. "
"Value can range from 0 to 1."
msgstr "修改後聲音的輸出百分比。為 0 時,只輸出原始聲音。取值範圍是 0 到 1。"
msgid "Audio effect that can be used for real-time audio visualizations."
msgstr "可用於即時音訊視覺化的音訊效果。"
msgid ""
"This audio effect does not affect sound output, but can be used for real-time "
"audio visualizations.\n"
"See also [AudioStreamGenerator] for procedurally generating sounds."
msgstr ""
"這種音訊效果不影響聲音輸出,但可以用於即時音訊視覺化。\n"
"使用程式生成聲音請參閱 [AudioStreamGenerator]。"
msgid "Audio Spectrum Demo"
msgstr "音頻頻譜演示"
msgid "Godot 3.2 will get new audio features"
msgstr "Godot 3.2 將獲得新的音訊功能"
msgid ""
"The length of the buffer to keep (in seconds). Higher values keep data around "
"for longer, but require more memory."
msgstr ""
"要保留的緩衝區長度(以秒為單位)。較高的值將資料保存的時間更長,但需要更多的記"
"憶體。"
msgid ""
"The size of the [url=https://en.wikipedia.org/wiki/"
"Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
"smooth out the spectrum analysis over time, but have greater latency. The "
"effects of this higher latency are especially noticeable with sudden "
"amplitude changes."
msgstr ""
"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅裡葉變換[/url]"
"緩衝區的大小。較高的值可以使頻譜分析隨時間的推移而平滑,但有較大的延遲。這種較"
"高延遲的影響在突然的振幅變化中特別明顯。"
msgid "Use the average value as magnitude."
msgstr "用平均值作為幅度。"
msgid "Use the maximum value as magnitude."
msgstr "用最大值作為幅度。"
msgid ""
"An audio effect that can be used to adjust the intensity of stereo panning."
msgstr "一種可用於調整身歷聲聲像強度的音訊效果。"
msgid ""
"Values greater than 1.0 increase intensity of any panning on audio passing "
"through this effect, whereas values less than 1.0 will decrease the panning "
"intensity. A value of 0.0 will downmix audio to mono."
msgstr ""
"大於 1.0 的值會增加通過該效果的音訊的任何聲像強度,而小於 1.0 的值會降低聲像強"
"度。值為 0.0 會將音訊縮混為單聲道。"
msgid "Overrides the location sounds are heard from."
msgstr "覆蓋聽到聲音的位置。"
msgid ""
"Once added to the scene tree and enabled using [method make_current], this "
"node will override the location sounds are heard from. Only one "
"[AudioListener2D] can be current. Using [method make_current] will disable "
"the previous [AudioListener2D].\n"
"If there is no active [AudioListener2D] in the current [Viewport], center of "
"the screen will be used as a hearing point for the audio. [AudioListener2D] "
"needs to be inside [SceneTree] to function."
msgstr ""
"一旦被新增到場景樹並使用 [method make_current] 啟用,此節點將覆蓋聽到聲音的位"
"置。只有一個 [AudioListener2D] 可以是目前的。使用 [method make_current] 將禁用"
"之前的 [AudioListener2D]。\n"
"如果目前 [Viewport] 中沒有活動的 [AudioListener2D],則螢幕中心將用作音訊的聆聽"
"點。[AudioListener2D] 需要在 [SceneTree] 內才能起作用。"
msgid ""
"Disables the [AudioListener2D]. If it's not set as current, this method will "
"have no effect."
msgstr "禁用 [AudioListener2D]。如果未設定為目前,則此方法無效。"
msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active."
msgstr "如果該 [AudioListener2D] 目前處於啟動狀態,則返回 [code]true[/code]。"
msgid ""
"Makes the [AudioListener2D] active, setting it as the hearing point for the "
"sounds. If there is already another active [AudioListener2D], it will be "
"disabled.\n"
"This method will have no effect if the [AudioListener2D] is not added to "
"[SceneTree]."
msgstr ""
"啟動該 [AudioListener2D],將其設定為聲音的聆聽點。如果已經有另一個啟動的 "
"[AudioListener2D],它將被禁用。\n"
"如果 [AudioListener2D] 未新增到 [SceneTree],則該方法無效。"
msgid ""
"Once added to the scene tree and enabled using [method make_current], this "
"node will override the location sounds are heard from. This can be used to "
"listen from a location different from the [Camera3D]."
msgstr ""
"一旦新增到場景樹並使用 [method make_current] 啟用,該節點將覆蓋聽到聲音的位"
"置。這可用於從與 [Camera3D] 不同的位置聆聽。"
msgid "Disables the listener to use the current camera's listener instead."
msgstr "禁用該監聽器,用目前相機的監聽器代替。"
msgid "Returns the listener's global orthonormalized [Transform3D]."
msgstr "返回該監聽器的全域正交正規化 [Transform3D]。"
msgid ""
"Returns [code]true[/code] if the listener was made current using [method "
"make_current], [code]false[/code] otherwise.\n"
"[b]Note:[/b] There may be more than one AudioListener3D marked as \"current\" "
"in the scene tree, but only the one that was made current last will be used."
msgstr ""
"如果使用 [method make_current] 將監聽器設為目前,則返回 [code]true[/code],否"
"則返回 [code]false[/code]。\n"
"[b]注意:[/b]場景樹中標記為“目前”的 AudioListener3D 可能不止一個,但只會使用最"
"後被設定為目前的那個。"
msgid "Enables the listener. This will override the current camera's listener."
msgstr "啟用該監聽器。將覆蓋目前相機的監聽器。"
msgid "Server interface for low-level audio access."
msgstr "低級音訊存取的伺服器介面。"
msgid ""
"[AudioServer] is a low-level server interface for audio access. It is in "
"charge of creating sample data (playable audio) as well as its playback via a "
"voice interface."
msgstr ""
"[AudioServer] 是用於音訊存取的底層伺服器介面。它負責建立樣本資料(可播放的音"
"頻)以及通過語音介面進行播放。"
msgid "Audio Device Changer Demo"
msgstr "音訊裝置切換演示"
msgid "Adds a bus at [param at_position]."
msgstr "在 [param at_position] 處新增一條匯流排。"
msgid ""
"Adds an [AudioEffect] effect to the bus [param bus_idx] at [param "
"at_position]."
msgstr ""
"為在 [param at_position] 處索引為 [param bus_idx] 的匯流排新增 [AudioEffect] "
"效果。"
msgid "Generates an [AudioBusLayout] using the available buses and effects."
msgstr "使用可用的匯流排和效果來生成 [AudioBusLayout]。"
msgid "Returns the number of channels of the bus at index [param bus_idx]."
msgstr "返回索引為 [param bus_idx] 的匯流排的通道數。"
msgid ""
"Returns the [AudioEffect] at position [param effect_idx] in bus [param "
"bus_idx]."
msgstr ""
"返回索引為 [param bus_idx] 的匯流排中位於 [param effect_idx] 的 "
"[AudioEffect]。"
msgid "Returns the number of effects on the bus at [param bus_idx]."
msgstr "返回索引為 [param bus_idx] 的匯流排上的效果數。"
msgid ""
"Returns the [AudioEffectInstance] assigned to the given bus and effect "
"indices (and optionally channel)."
msgstr ""
"返回分配給給定匯流排和效果索引(以及可選的通道)的[AudioEffectInstance]。"
msgid ""
"Returns the index of the bus with the name [param bus_name]. Returns "
"[code]-1[/code] if no bus with the specified name exist."
msgstr ""
"返回名稱為 [param bus_name] 的匯流排的索引。如果不存在指定名稱的匯流排,則返"
"回 [code]-1[/code]。"
msgid "Returns the name of the bus with the index [param bus_idx]."
msgstr "返回索引為 [param bus_idx] 的匯流排的名稱。"
msgid ""
"Returns the peak volume of the left speaker at bus index [param bus_idx] and "
"channel index [param channel]."
msgstr ""
"返回匯流排索引為 [param bus_idx] 且通道索引為 [param channel] 處的左揚聲器的峰"
"值音量。"
msgid ""
"Returns the peak volume of the right speaker at bus index [param bus_idx] and "
"channel index [param channel]."
msgstr ""
"返回匯流排索引為 [param bus_idx] 且通道索引為 [param channel] 處的右揚聲器的峰"
"值音量。"
msgid ""
"Returns the name of the bus that the bus at index [param bus_idx] sends to."
msgstr "返回索引為 [param bus_idx] 的匯流排的發送目標匯流排的名稱。"
msgid "Returns the volume of the bus at index [param bus_idx] in dB."
msgstr "返回索引為 [param bus_idx] 的匯流排的音量,單位為 dB。"
msgid ""
"Returns the names of all audio input devices detected on the system.\n"
"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
"返回系統中偵測到的所有聲音輸入裝置的名稱。\n"
"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必須為 "
"[code]true[/code] 音訊輸入才能正常工作。另請參閱該設定的說明,瞭解與許可權和操"
"作系統隱私設定相關的注意事項。"
msgid "Returns the sample rate at the output of the [AudioServer]."
msgstr "返回 [AudioServer] 輸出的取樣速率。"
msgid "Returns the names of all audio output devices detected on the system."
msgstr "返回系統中偵測到的所有音訊輸出裝置的名稱。"
msgid ""
"Returns the audio driver's effective output latency. This is based on [member "
"ProjectSettings.audio/driver/output_latency], but the exact returned value "
"will differ depending on the operating system and audio driver.\n"
"[b]Note:[/b] This can be expensive; it is not recommended to call [method "
"get_output_latency] every frame."
msgstr ""
"傳回音訊驅動程式的有效輸出延遲。這是基於[member ProjectSettings.audio/driver/"
"output_latency],但確切的傳回值將根據作業系統和音訊驅動程式的不同而有所不"
"同。\n"
"[b]注意:[/b]這可能很昂貴;不建議每影格呼叫[method get_output_latency]。"
msgid "Returns the speaker configuration."
msgstr "返回揚聲器的配置。"
msgid "Returns the relative time since the last mix occurred."
msgstr "返回自上次混合以來的相對時間。"
msgid "Returns the relative time until the next mix occurs."
msgstr "返回下一次混合之前的相對時間。"
msgid ""
"If [code]true[/code], the bus at index [param bus_idx] is bypassing effects."
msgstr "如果為 [code]true[/code],則索引為 [param bus_idx] 的匯流排會繞過效果。"
msgid ""
"If [code]true[/code], the effect at index [param effect_idx] on the bus at "
"index [param bus_idx] is enabled."
msgstr ""
"如果為 [code]true[/code],則索引為 [param bus_idx] 的匯流排上啟用了索引為 "
"[param effect_idx] 的效果。"
msgid "If [code]true[/code], the bus at index [param bus_idx] is muted."
msgstr "如果為 [code]true[/code],則索引為 [param bus_idx] 的匯流排已靜音。"
msgid "If [code]true[/code], the bus at index [param bus_idx] is in solo mode."
msgstr ""
"如果為 [code]true[/code],則索引為 [param bus_idx] 的匯流排處於獨奏模式。"
msgid ""
"Locks the audio driver's main loop.\n"
"[b]Note:[/b] Remember to unlock it afterwards."
msgstr ""
"鎖定音訊驅動程式的主迴圈。\n"
"[b]注意:[/b]之後記得解鎖。"
msgid "Moves the bus from index [param index] to index [param to_index]."
msgstr "將匯流排從索引 [param index] 移動到索引 [param to_index]。"
msgid "Removes the bus at index [param index]."
msgstr "移除索引 [param index] 處的匯流排。"
msgid ""
"Removes the effect at index [param effect_idx] from the bus at index [param "
"bus_idx]."
msgstr "將索引 [param effect_idx] 的效果從索引 [param bus_idx] 的匯流排上移除。"
msgid "Overwrites the currently used [AudioBusLayout]."
msgstr "覆蓋目前使用的 [AudioBusLayout]。"
msgid "Sets the name of the bus at index [param bus_idx] to [param name]."
msgstr "將索引為 [param bus_idx] 的匯流排的名稱設為 [param name]。"
msgid ""
"Connects the output of the bus at [param bus_idx] to the bus named [param "
"send]."
msgstr ""
"將索引為 [param bus_idx] 處的匯流排輸出連接到名為 [param send] 的匯流排。"
msgid ""
"Sets the volume of the bus at index [param bus_idx] to [param volume_db]."
msgstr "將索引為 [param bus_idx] 的匯流排的音量設為 [param volume_db]。"
msgid "Swaps the position of two effects in bus [param bus_idx]."
msgstr "在索引為 [param bus_idx] 的匯流排中交換兩個效果的位置。"
msgid ""
"Unlocks the audio driver's main loop. (After locking it, you should always "
"unlock it.)"
msgstr "解鎖音訊驅動程式的主迴圈。(鎖定後,你始終需要手動解鎖它。)"
msgid "Number of available audio buses."
msgstr "可用音訊匯流排的數量。"
msgid ""
"Name of the current device for audio input (see [method "
"get_input_device_list]). On systems with multiple audio inputs (such as "
"analog, USB and HDMI audio), this can be used to select the audio input "
"device. The value [code]\"Default\"[/code] will record audio on the system-"
"wide default audio input. If an invalid device name is set, the value will be "
"reverted back to [code]\"Default\"[/code].\n"
"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
"目前聲音輸入裝置的名稱(見 [method get_input_device_list])。在具有多個音訊輸"
"入例如模擬、USB、HDMI 音訊)的系統中,可用於選擇聲音輸入裝置。為 "
"[code]\"Default\"[/code] 時會從系統預設的音訊輸入錄製音訊。如果設定了無效的設"
"備名稱,該值會被恢復為 [code]\"Default\"[/code]。\n"
"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必須為 "
"[code]true[/code] 音訊輸入才能正常工作。另請參閱該設定項的描述,瞭解許可權和操"
"作系統隱私設定相關的說明。"
msgid ""
"Name of the current device for audio output (see [method "
"get_output_device_list]). On systems with multiple audio outputs (such as "
"analog, USB and HDMI audio), this can be used to select the audio output "
"device. The value [code]\"Default\"[/code] will play audio on the system-wide "
"default audio output. If an invalid device name is set, the value will be "
"reverted back to [code]\"Default\"[/code]."
msgstr ""
"目前音訊輸出裝置的名稱(見 [method get_output_device_list])。在具有多個音訊輸"
"出例如模擬、USB、HDMI 音訊)的系統中,可用於選擇音訊輸出裝置。為 "
"[code]\"Default\"[/code] 時會從系統預設的音訊輸出播放音訊。如果設定了無效的設"
"備名稱,該值會被恢復為 [code]\"Default\"[/code]。"
msgid ""
"Scales the rate at which audio is played (i.e. setting it to [code]0.5[/code] "
"will make the audio be played at half its speed)."
msgstr ""
"音訊播放的縮放速率(即將其設定為 [code]0.5[/code] 將使音訊以其一半的速度播"
"放)。"
msgid "Emitted when an audio bus is added, deleted, or moved."
msgstr "發生選單項的新增、修改、刪除時發出。"
msgid ""
"Emitted when the audio bus at [param bus_index] is renamed from [param "
"old_name] to [param new_name]."
msgstr "當 [Animation] 的鍵從 [param name] 更改為 [param to_name] 時發出。"
msgid "Two or fewer speakers were detected."
msgstr "偵測到兩個或更少的揚聲器。"
msgid "A 3.1 channel surround setup was detected."
msgstr "偵測到 3.1 聲道環繞聲設定。"
msgid "A 5.1 channel surround setup was detected."
msgstr "偵測到 5.1 聲道環繞聲設定。"
msgid "A 7.1 channel surround setup was detected."
msgstr "偵測到 7.1 聲道環繞聲設定。"
msgid "Base class for audio streams."
msgstr "音訊流的基底類別。"
msgid ""
"Base class for audio streams. Audio streams are used for sound effects and "
"music playback, and support WAV (via [AudioStreamWAV]) and Ogg (via "
"[AudioStreamOggVorbis]) file formats."
msgstr ""
"音訊流的基底類別。音訊流用於播放音效和音樂,支援 WAV通過 [AudioStreamWAV]"
"和 Ogg通過 [AudioStreamOggVorbis])檔案格式。"
msgid "Audio streams"
msgstr "音訊流"
msgid "Audio Generator Demo"
msgstr "音訊生成器演示"
msgid "Returns the length of the audio stream in seconds."
msgstr "返回音訊流的長度,單位為秒。"
msgid ""
"Returns an AudioStreamPlayback. Useful for when you want to extend [method "
"_instantiate_playback] but call [method instantiate_playback] from an "
"internally held AudioStream subresource. An example of this can be found in "
"the source files for [code]AudioStreamRandomPitch::instantiate_playback[/"
"code]."
msgstr ""
"返回一個 AudioStreamPlayback。當想要擴充 [method _instantiate_playback],但從"
"一個內部持有的 AudioStream 子資源呼叫 [method instantiate_playback] 時很有用。"
"在 [code]AudioStreamRandomPitch::instantiate_playback[/code] 的原始檔案中可以"
"找到這方面的範例。"
msgid ""
"Returns true if this audio stream only supports monophonic playback, or false "
"if the audio stream supports polyphony."
msgstr ""
"如果該音訊流僅支援單聲道播放,則返回 true如果音訊流支援複調則返回 false。"
msgid "An audio stream with utilities for procedural sound generation."
msgstr "提供程式式聲音生成工具的音訊流。"
msgid ""
"The length of the buffer to generate (in seconds). Lower values result in "
"less latency, but require the script to generate audio data faster, resulting "
"in increased CPU usage and more risk for audio cracking if the CPU can't keep "
"up."
msgstr ""
"要生成的緩衝區的長度,以秒為單位。較低的值會帶來更少的延遲,但需要腳本更快地生"
"成音訊資料,從而導致 CPU 使用率增加,如果 CPU 跟不上,則音訊破裂的風險更大。"
msgid ""
"The sample rate to use (in Hz). Higher values are more demanding for the CPU "
"to generate, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"generating lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"使用的取樣速率單位Hz。更高的值對 CPU 要求更高,但會帶來更好的品質。\n"
"在遊戲中,常用的取樣速率有 [code]11025[/code]、[code]16000[/code]、"
"[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/"
"code]。\n"
"根據[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈"
"奎斯特–香農取樣定理[/url],當超過 40000 赫茲時,人類的聽覺沒有品質上的差別(因"
"為大多數人最多只能聽到 ~20000 赫茲,往往更少)。如果你要生成語音等音高較低的聲"
"音,則可以使用 [code]32000[/code] 或 [code]22050[/code] 等較低的取樣率,不會降"
"低品質。"
msgid "Plays back audio generated using [AudioStreamGenerator]."
msgstr "播放使用 [AudioStreamGenerator] 生成的音訊。"
msgid ""
"This class is meant to be used with [AudioStreamGenerator] to play back the "
"generated audio in real-time."
msgstr "此類旨在與 [AudioStreamGenerator] 一起使用以即時播放生成的音訊。"
msgid ""
"Returns [code]true[/code] if a buffer of the size [param amount] can be "
"pushed to the audio sample data buffer without overflowing it, [code]false[/"
"code] otherwise."
msgstr ""
"如果可以將大小為 [param amount] 的緩衝區推送到音訊取樣資料緩衝區而不會使其溢"
"出,則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid "Clears the audio sample data buffer."
msgstr "清除音訊樣本資料緩衝區。"
msgid ""
"Returns the number of frames that can be pushed to the audio sample data "
"buffer without overflowing it. If the result is [code]0[/code], the buffer is "
"full."
msgstr ""
"返回能夠推送到音訊取樣資料緩衝區而不使其溢出的影格數。如果結果為 [code]0[/"
"code],則緩衝區已滿。"
msgid ""
"Pushes several audio data frames to the buffer. This is usually more "
"efficient than [method push_frame] in C# and compiled languages via "
"GDExtension, but [method push_buffer] may be [i]less[/i] efficient in "
"GDScript."
msgstr ""
"將多個音訊資料影格推送到緩衝區。這通常比 C# 中的以及通過 GDExtension 編譯的語"
"言中的 [method push_frame] 效率更高,但在 GDScript 中的 [method push_buffer] "
"的效率可能[i]更低[/i]。"
msgid ""
"Pushes a single audio data frame to the buffer. This is usually less "
"efficient than [method push_buffer] in C# and compiled languages via "
"GDExtension, but [method push_frame] may be [i]more[/i] efficient in GDScript."
msgstr ""
"將單個音訊資料影格推送到緩衝區。這通常比 C# 中的以及通過 GDExtension 編譯的語"
"言中的 [method push_buffer] 效率更低,但在 GDScript 中的 [method push_frame] "
"的效率可能[i]更高[/i]。"
msgid "Plays real-time audio input data."
msgstr "播放即時音訊輸入資料。"
msgid ""
"When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
"plays back microphone input in real-time. This can be used in conjunction "
"with [AudioEffectCapture] to process the data or save it.\n"
"[b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be "
"[code]true[/code] for audio input to work. See also that setting's "
"description for caveats related to permissions and operating system privacy "
"settings."
msgstr ""
"當直接在 [AudioStreamPlayer] 節點中使用時,[AudioStreamMicrophone] 會即時播放"
"麥克風的輸入。這可以配合 [AudioEffectCapture] 使用,以處理資料或保存資料。\n"
"[b]注意:[/b][member ProjectSettings.audio/driver/enable_input] 必須為 "
"[code]true[/code] 音訊輸入才能正常工作。另請參閱該設定的說明,瞭解與許可權和操"
"作系統隱私設定相關的注意事項。"
msgid "MP3 audio stream driver."
msgstr "MP3 音訊流驅動程式。"
msgid ""
"MP3 audio stream driver. See [member data] if you want to load an MP3 file at "
"run-time."
msgstr "MP3 音訊流驅動程式。如果要在運作時載入 MP3 檔,請參閱 [member data]。"
msgid ""
"Contains the audio data in bytes.\n"
"You can load a file without having to import it beforehand using the code "
"snippet below. Keep in mind that this snippet loads the whole file into "
"memory and may not be ideal for huge files (hundreds of megabytes or more).\n"
"[codeblocks]\n"
"[gdscript]\n"
"func load_mp3(path):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var sound = AudioStreamMP3.new()\n"
" sound.data = file.get_buffer(file.get_length())\n"
" return sound\n"
"[/gdscript]\n"
"[csharp]\n"
"public AudioStreamMP3 LoadMP3(string path)\n"
"{\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" var sound = new AudioStreamMP3();\n"
" sound.Data = file.GetBuffer(file.GetLength());\n"
" return sound;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"包含以位元組為單位的音訊資料。\n"
"你可以使用下面的程式碼片段,載入檔而無需事先匯入它。請記住,此程式碼片段將整個"
"文件載入到記憶體中,對於大檔(數百百萬位元組或更多)可能並不理想。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func load_mp3(path):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var sound = AudioStreamMP3.new()\n"
" sound.data = file.get_buffer(file.get_length())\n"
" return sound\n"
"[/gdscript]\n"
"[csharp]\n"
"public AudioStreamMP3 LoadMP3(string path)\n"
"{\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" var sound = new AudioStreamMP3();\n"
" sound.Data = file.GetBuffer(file.GetLength());\n"
" return sound;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]true[/code], the stream will automatically loop when it reaches the "
"end."
msgstr "如果為 [code]true[/code],當流到達末尾時將自動迴圈。"
msgid "Time in seconds at which the stream starts after being looped."
msgstr "迴圈時,流開始的時間,單位為秒。"
msgid "A class representing an Ogg Vorbis audio stream."
msgstr "表示面向相機的正方形網格的類。"
msgid ""
"The AudioStreamOggVorbis class is a specialized [AudioStream] for handling "
"Ogg Vorbis file formats. It offers functionality for loading and playing back "
"Ogg Vorbis files, as well as managing looping and other playback properties. "
"This class is part of the audio stream system, which also supports WAV files "
"through the [AudioStreamWAV] class."
msgstr ""
"AudioStreamOggVorbis 類別是用於處理 Ogg Vorbis 檔案格式的專用 [AudioStream]。"
"它提供載入和播放 Ogg Vorbis 檔案的功能,以及管理循環和其他播放屬性。該類別是音"
"訊串流系統的一部分,它還透過 [AudioStreamWAV] 類別支援 WAV 檔案。"
msgid ""
"Creates a new AudioStreamOggVorbis instance from the given buffer. The buffer "
"must contain Ogg Vorbis data."
msgstr ""
"從給定緩衝區建立一個新的AudioStreamOggVorbis 實例。緩衝區必須包含Ogg Vorbis 資"
"料。"
msgid ""
"Creates a new AudioStreamOggVorbis instance from the given file path. The "
"file must be in Ogg Vorbis format."
msgstr ""
"從給定檔案路徑建立新的 AudioStreamOggVorbis 實例。該檔案必須採用 Ogg Vorbis 格"
"式。"
msgid ""
"If [code]true[/code], the audio will play again from the specified [member "
"loop_offset] once it is done playing. Useful for ambient sounds and "
"background music."
msgstr ""
"如果[code]true[/code],音訊播放完畢後將從指定的[member loop_offset]再次播放。"
"對於環境聲音和背景音樂很有用。 ,“ “,““,“錯誤的”,”,”,”,”"
msgid "Contains the raw Ogg data for this stream."
msgstr "包含用於這個流的原始 Ogg 資料。"
msgid "Meta class for playing back audio."
msgstr "播放音訊的元類。"
msgid ""
"Can play, loop, pause a scroll through audio. See [AudioStream] and "
"[AudioStreamOggVorbis] for usage."
msgstr ""
"可以播放、迴圈播放、暫停滾動播放音訊。有關用法,請參閱 [AudioStream] 和 "
"[AudioStreamOggVorbis]。"
msgid "Playback instance for [AudioStreamPolyphonic]."
msgstr "[AudioStreamPolyphonic] 的播放實例。"
msgid ""
"Playback instance for [AudioStreamPolyphonic]. After setting the "
"[code]stream[/code] property of [AudioStreamPlayer], [AudioStreamPlayer2D], "
"or [AudioStreamPlayer3D], the playback instance can be obtained by calling "
"[method AudioStreamPlayer.get_stream_playback], [method AudioStreamPlayer2D."
"get_stream_playback] or [method AudioStreamPlayer3D.get_stream_playback] "
"methods."
msgstr ""
"[AudioStreamPolyphonic] 的播放實例。設定 [AudioStreamPlayer]、"
"[AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 的 [code]stream[/code] 屬性後,"
"可以通過呼叫 [method AudioStreamPlayer.get_stream_playback]、[method "
"AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D."
"get_stream_playback] 方法獲取播放實例。"
msgid ""
"Return true whether the stream associated with an integer ID is still "
"playing. Check [method play_stream] for information on when this ID becomes "
"invalid."
msgstr ""
"與整數 ID 關聯的流仍在播放時返回 true。請檢查 [method play_stream] 以獲取有關"
"此 ID 何時失效的資訊。"
msgid ""
"Play an [AudioStream] at a given offset, volume and pitch scale. Playback "
"starts immediately.\n"
"The return value is a unique integer ID that is associated to this playback "
"stream and which can be used to control it.\n"
"This ID becomes invalid when the stream ends (if it does not loop), when the "
"[AudioStreamPlaybackPolyphonic] is stopped, or when [method stop_stream] is "
"called.\n"
"This function returns [constant INVALID_ID] if the amount of streams "
"currently playing equals [member AudioStreamPolyphonic.polyphony]. If you "
"need a higher amount of maximum polyphony, raise this value."
msgstr ""
"以給定的偏移量、音量和音高播放 [AudioStream]。播放立即開始。\n"
"返回值是與該播放流關聯的唯一整數 ID可用於控制該播放流。\n"
"當流結束(不迴圈)、[AudioStreamPlaybackPolyphonic] 停止或 [method "
"stop_stream] 被呼叫時,該 ID 將失效。\n"
"如果目前播放的流的數量等於 [member AudioStreamPolyphonic.polyphony],則該函式"
"將返回 [constant INVALID_ID]。如果需要更大的最大複音數,請提高該值。"
msgid ""
"Change the stream pitch scale. The [param stream] argument is an integer ID "
"returned by [method play_stream]."
msgstr ""
"改變流的音階。[param stream] 參數是一個由 [method play_stream] 返回的整數 ID。"
msgid ""
"Change the stream volume (in db). The [param stream] argument is an integer "
"ID returned by [method play_stream]."
msgstr ""
"改變流的音量單位db。[param stream] 參數是一個由 [method play_stream] 返"
"回的整數 ID。"
msgid ""
"Stop a stream. The [param stream] argument is an integer ID returned by "
"[method play_stream], which becomes invalid after calling this function."
msgstr ""
"停止某個流。[param stream] 參數是由 [method play_stream] 返回的整數 ID在調用"
"這個函式後失效。"
msgid ""
"Returned by [method play_stream] in case it could not allocate a stream for "
"playback."
msgstr "無法為播放分配一個流時由 [method play_stream] 返回。"
msgid "Plays back audio non-positionally."
msgstr "播放音訊,不考慮所處位置。"
msgid ""
"Plays an audio stream non-positionally.\n"
"To play audio positionally, use [AudioStreamPlayer2D] or "
"[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
msgstr ""
"以非位置方式支援播放音訊流。\n"
"要在位置上播放音訊,請使用 [AudioStreamPlayer2D] 或 [AudioStreamPlayer3D] 而不"
"是 [AudioStreamPlayer]。"
msgid "Returns the position in the [AudioStream] in seconds."
msgstr "返回 [AudioStream] 中的位置,單位為秒。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer]."
msgstr "返回與此 [AudioStreamPlayer] 關聯的 [AudioStreamPlayback] 對象。"
msgid ""
"Returns whether the [AudioStreamPlayer] can return the [AudioStreamPlayback] "
"object or not."
msgstr "返回該 [AudioStreamPlayer] 是否能夠返回 [AudioStreamPlayback] 物件。"
msgid "Plays the audio from the given [param from_position], in seconds."
msgstr "從給定的位置 [param from_position] 播放音訊,以秒為單位。"
msgid "Sets the position from which audio will be played, in seconds."
msgstr "設定音訊的播放位置,以秒為單位。"
msgid "Stops the audio."
msgstr "停止音訊。"
msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr "如果為 [code]true[/code],在新增到場景樹時將播放音訊。"
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
"這個音訊在哪個匯流排上播放。\n"
"[b]注意:[/b]設定這個屬性時,請記住它並不會對給定的名稱是否與現有匯流排配對進"
"行校驗。這是因為音訊匯流排佈局可以在設定這個屬性後再載入。如果這個給定的名稱在"
"運行時無法解析,就會退回到 [code]\"Master\"[/code]。"
msgid ""
"The maximum number of sounds this node can play at the same time. Playing "
"additional sounds after this value is reached will cut off the oldest sounds."
msgstr ""
"該節點可以同時播放的最大聲音數。達到此值後,播放額外的聲音將切斷最舊的聲音。"
msgid ""
"If the audio configuration has more than two speakers, this sets the target "
"channels. See [enum MixTarget] constants."
msgstr ""
"如果音訊配置有兩個以上的揚聲器,則設定目標通道。見 [enum MixTarget] 常數。"
msgid ""
"The pitch and the tempo of the audio, as a multiplier of the audio sample's "
"sample rate."
msgstr "音訊的音高和節奏,作為音訊樣本的取樣速率的倍數。"
msgid "If [code]true[/code], audio is playing."
msgstr "如果為 [code]true[/code],則播放音訊。"
msgid "The [AudioStream] object to be played."
msgstr "要播放的 [AudioStream] 對象。"
msgid ""
"If [code]true[/code], the playback is paused. You can resume it by setting "
"[member stream_paused] to [code]false[/code]."
msgstr ""
"如果為 [code]true[/code],則播放會暫停。你可以通過將 [member stream_paused] 設"
"定為 [code]false[/code]來恢復它。"
msgid "Volume of sound, in dB."
msgstr "音量,單位為 dB。"
msgid "Emitted when the audio stops playing."
msgstr "當音訊停止播放時發出。"
msgid "The audio will be played only on the first channel."
msgstr "音訊將只在第一個聲道中播放。"
msgid "The audio will be played on all surround channels."
msgstr "音訊將在所有環繞聲聲道中播放。"
msgid ""
"The audio will be played on the second channel, which is usually the center."
msgstr "音訊將在第二個聲道中播放,通常位於中央。"
msgid "Plays positional sound in 2D space."
msgstr "在 2D 空間中播放與位置相關的聲音。"
msgid ""
"Plays audio that is attenuated with distance to the listener.\n"
"By default, audio is heard from the screen center. This can be changed by "
"adding an [AudioListener2D] node to the scene and enabling it by calling "
"[method AudioListener2D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
"播放隨與監聽者的距離增大而衰減的音訊。\n"
"預設情況下,音訊是從螢幕中心收聽的。要修改這個位置,可以在場景中新增一個 "
"[AudioListener2D] 節點,並通過呼叫 [method AudioListener2D.make_current] 將其"
"啟用。\n"
"另請參閱 [AudioStreamPlayer] 以非定位的方式播放聲音。\n"
"[b]注意:[/b]隱藏 [AudioStreamPlayer2D] 節點並不能禁用其音訊輸出。要暫時禁用 "
"[AudioStreamPlayer2D] 的音訊輸出,請將 [member volume_db] 設定為非常低的值,"
"如 [code]-100[/code](人的聽覺聽不到)。"
msgid "Returns the position in the [AudioStream]."
msgstr "返回 [AudioStream] 中的位置。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer2D]."
msgstr "返回與該 [AudioStreamPlayer2D] 相關聯的 [AudioStreamPlayback] 對象。"
msgid ""
"Queues the audio to play on the next physics frame, from the given position "
"[param from_position], in seconds."
msgstr ""
"將要播放的音訊入隊,將在下一物理影格從給定的位置 [param from_position] 開始播"
"放,單位為秒。"
msgid ""
"Determines which [Area2D] layers affect the sound for reverb and audio bus "
"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
"certain audio bus. An example of how you might use this is making a \"water\" "
"area so that sounds played in the water are redirected through an audio bus "
"to make them sound like they are being played underwater."
msgstr ""
"決定對混響及音訊匯流排效果有影響的 [Area2D] 層。可使用區域對 [AudioStream] 進"
"行重定向,使其在特定的音訊匯流排中播放。一個例子是可以用來製作“水域”,將水中播"
"放的聲音重定向至單獨的音訊匯流排,讓聲音聽起來像是在水下播放。"
msgid "The volume is attenuated over distance with this as an exponent."
msgstr "以該屬性為指數,將音量隨著距離的增加而衰減。"
msgid "Maximum distance from which audio is still hearable."
msgstr "音訊仍可聽到的最大距離。"
msgid ""
"Scales the panning strength for this node by multiplying the base [member "
"ProjectSettings.audio/general/2d_panning_strength] with this factor. Higher "
"values will pan audio from left to right more dramatically than lower values."
msgstr ""
"通過將基礎 [member ProjectSettings.audio/general/2d_panning_strength] 乘以該因"
"數,來縮放該節點的聲像強度。與較低的值相比,較高的值將從左到右更顯著地聲像移動"
"音訊。"
msgid ""
"If [code]true[/code], audio is playing or is queued to be played (see [method "
"play])."
msgstr ""
"如果為 [code]true[/code],則音訊正在播放,或者已加入播放佇列(見 [method "
"play])。"
msgid "Base volume before attenuation."
msgstr "衰減前的基礎音量。"
msgid "Plays positional sound in 3D space."
msgstr "在 3D 空間中播放與位置相關的聲音。"
msgid ""
"Plays audio with positional sound effects, based on the relative position of "
"the audio listener. Positional effects include distance attenuation, "
"directionality, and the Doppler effect. For greater realism, a low-pass "
"filter is applied to distant sounds. This can be disabled by setting [member "
"attenuation_filter_cutoff_hz] to [code]20500[/code].\n"
"By default, audio is heard from the camera position. This can be changed by "
"adding an [AudioListener3D] node to the scene and enabling it by calling "
"[method AudioListener3D.make_current] on it.\n"
"See also [AudioStreamPlayer] to play a sound non-positionally.\n"
"[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio "
"output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set "
"[member volume_db] to a very low value like [code]-100[/code] (which isn't "
"audible to human hearing)."
msgstr ""
"根據音訊收聽者的相對位置播放具有位置音效的音訊。位置效應包括距離衰減、方向性、"
"和多普勒效應。為了更逼真,低通濾波器會自動套用於遠處的聲音。這可以通過將 "
"[member attenuation_filter_cutoff_hz] 設定為 [code]20500[/code] 來禁用。\n"
"預設情況下,音訊是從相機的位置聽到的,這可以通過在場景中新增一個 "
"[AudioListener3D] 節點,並通過對其呼叫 [method AudioListener3D.make_current] "
"來啟用該節點來改變。\n"
"參閱 [AudioStreamPlayer] 來播放非位置的聲音。\n"
"[b]注意:[/b]隱藏一個 [AudioStreamPlayer3D] 節點並不能禁用其音訊輸出。要暫時禁"
"用 [AudioStreamPlayer3D] 的音訊輸出,請將 [member volume_db] 設定為一個非常低"
"的值,如 [code]-100[/code](人的聽覺聽不到)。"
msgid ""
"Returns the [AudioStreamPlayback] object associated with this "
"[AudioStreamPlayer3D]."
msgstr "返回與這個 [AudioStreamPlayer3D] 相關聯的 [AudioStreamPlayback] 對象。"
msgid ""
"Determines which [Area3D] layers affect the sound for reverb and audio bus "
"effects. Areas can be used to redirect [AudioStream]s so that they play in a "
"certain audio bus. An example of how you might use this is making a \"water\" "
"area so that sounds played in the water are redirected through an audio bus "
"to make them sound like they are being played underwater."
msgstr ""
"確定哪些 [Area3D] 層影響混響和音訊匯流排效果的聲音。區域可用於重定向 "
"[AudioStream],以便它們在特定音訊匯流排中播放。可以如何使用它的一個範例是製作"
"一個“水”區域,以便在水中播放的聲音通過音訊匯流排重定向,使它們聽起來像是在水下"
"播放的。"
msgid ""
"The cutoff frequency of the attenuation low-pass filter, in Hz. A sound above "
"this frequency is attenuated more than a sound below this frequency. To "
"disable this effect, set this to [code]20500[/code] as this frequency is "
"above the human hearing limit."
msgstr ""
"衰減低通濾波器的截止頻率,單位為 Hz。高於該頻率的聲音比低於此頻率的聲音衰減得"
"更多。要禁用該效果,請將其設定為 [code]20500[/code],因為該頻率高於人類聽力極"
"限。"
msgid "Amount how much the filter affects the loudness, in decibels."
msgstr "濾波器對響度的影響程度,以分貝為單位。"
msgid ""
"Decides if audio should get quieter with distance linearly, quadratically, "
"logarithmically, or not be affected by distance, effectively disabling "
"attenuation."
msgstr ""
"決定音訊是否應該隨著距離,以線性、二次、對數的方式變得更安靜,或者不受距離影"
"響,有效地禁用衰減。"
msgid ""
"If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
"to scene tree."
msgstr ""
"如果為 [code]true[/code],則在將 AudioStreamPlayer3D 節點新增到場景樹時播放音"
"頻。"
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
"播放音訊的匯流排。\n"
"[b]注意:[/b]設定這個屬性時,請記住它並不會對給定的名稱是否與現有匯流排配對進"
"行校驗。這是因為音訊匯流排佈局可以在設定這個屬性後再載入。如果這個給定的名稱在"
"運行時無法解析,就會退回到 [code]\"Master\"[/code]。"
msgid "Decides in which step the Doppler effect should be calculated."
msgstr "決定應該在哪個步驟計算多普勒效應。"
msgid "The angle in which the audio reaches a listener unattenuated."
msgstr "音訊到達聽者而不衰減的角度。"
msgid ""
"If [code]true[/code], the audio should be attenuated according to the "
"direction of the sound."
msgstr "如果為 [code]true[/code],則音訊應該根據聲音的方向衰減。"
msgid ""
"Attenuation factor used if listener is outside of [member "
"emission_angle_degrees] and [member emission_angle_enabled] is set, in "
"decibels."
msgstr ""
"聽者在 [member emission_angle_degrees] 之外且 [member emission_angle_enabled] "
"被設定時使用的衰減係數,單位是分貝。"
msgid "Sets the absolute maximum of the sound level, in decibels."
msgstr "設定聲級的絕對最大值,以分貝為單位。"
msgid ""
"The distance past which the sound can no longer be heard at all. Only has an "
"effect if set to a value greater than [code]0.0[/code]. [member max_distance] "
"works in tandem with [member unit_size]. However, unlike [member unit_size] "
"whose behavior depends on the [member attenuation_model], [member "
"max_distance] always works in a linear fashion. This can be used to prevent "
"the [AudioStreamPlayer3D] from requiring audio mixing when the listener is "
"far away, which saves CPU resources."
msgstr ""
"完全聽不到聲音的距離。僅當設定為大於 [code]0.0[/code] 的值時才有效。[member "
"max_distance] 與 [member unit_size] 協同工作。但是,與 [member unit_size] 的行"
"為取決於 [member attenuation_model] 不同,[member max_distance] 始終以線性方式"
"工作。這可用於防止 [AudioStreamPlayer3D] 在聽者較遠時需要混音,從而節省 CPU 資"
"源。"
msgid ""
"Scales the panning strength for this node by multiplying the base [member "
"ProjectSettings.audio/general/3d_panning_strength] with this factor. Higher "
"values will pan audio from left to right more dramatically than lower values."
msgstr ""
"通過將基礎 [member ProjectSettings.audio/general/3d_panning_strength] 乘以該因"
"數,來縮放該節點的聲像強度。與較低的值相比,較高的值將從左到右更顯著地聲像移動"
"音訊。"
msgid "The [AudioStream] resource to be played."
msgstr "要播放的 [AudioStream] 資源。"
msgid ""
"The factor for the attenuation effect. Higher values make the sound audible "
"over a larger distance."
msgstr "衰減效果的係數。更高的值使聲音在更遠的距離可以聽到。"
msgid "The base sound level before attenuation, in decibels."
msgstr "不受衰減影響的基礎聲級,單位為分貝。"
msgid "Attenuation of loudness according to linear distance."
msgstr "根據距離對響度進行線性衰減。"
msgid "Attenuation of loudness according to squared distance."
msgstr "根據距離對響度進行平方衰減。"
msgid "Attenuation of loudness according to logarithmic distance."
msgstr "根據距離對響度進行對數衰減。"
msgid ""
"No attenuation of loudness according to distance. The sound will still be "
"heard positionally, unlike an [AudioStreamPlayer]. [constant "
"ATTENUATION_DISABLED] can be combined with a [member max_distance] value "
"greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
"sphere of a defined size."
msgstr ""
"不根據距離衰減響度。與 [AudioStreamPlayer] 不同,聲音仍會在位置上被聽到。"
"[constant ATTENUATION_DISABLED] 可以與大於 [code]0.0[/code] 的 [member "
"max_distance] 值結合使用,以實作線性衰減,限制在定義的球體大小。"
msgid "Disables doppler tracking."
msgstr "禁用多普勒追蹤。"
msgid ""
"Executes doppler tracking during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"在過程影格期間執行多普勒追蹤(請參閱 [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])。"
msgid ""
"Executes doppler tracking during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
msgstr ""
"在物理影格期間執行多普勒追蹤(請參閱 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。"
msgid ""
"AudioStream that lets the user play custom streams at any time from code, "
"simultaneously using a single player."
msgstr ""
"音訊流 AudioStream允許使用者從程式碼中隨時播放自訂流可以使用單個播放機同時"
"播放。"
msgid ""
"AudioStream that lets the user play custom streams at any time from code, "
"simultaneously using a single player.\n"
"Playback control is done via the [AudioStreamPlaybackPolyphonic] instance set "
"inside the player, which can be obtained via [method AudioStreamPlayer."
"get_stream_playback], [method AudioStreamPlayer2D.get_stream_playback] or "
"[method AudioStreamPlayer3D.get_stream_playback] methods. Obtaining the "
"playback instance is only valid after the [code]stream[/code] property is set "
"as an [AudioStreamPolyphonic] in those players."
msgstr ""
"AudioStream 允許使用者隨時通過程式碼,同時使用單個播放機播放自訂流。\n"
"播放控制是通過播放機內部設定的 [AudioStreamPlaybackPolyphonic] 實例完成的,可"
"以通過 [method AudioStreamPlayer.get_stream_playback]、[method "
"AudioStreamPlayer2D.get_stream_playback] 或 [method AudioStreamPlayer3D."
"get_stream_playback] 方法獲取該實例。只有在這些播放機中將 [code]stream[/code] "
"屬性設定為 [AudioStreamPolyphonic] 後,才能獲取該播放實例。"
msgid "Maximum amount of simultaneous streams that can be played."
msgstr "可以同時播放的流的最大數量。"
msgid "Wraps a pool of audio streams with pitch and volume shifting."
msgstr "用音高和音量偏移,包裝一個音訊流池。"
msgid ""
"Picks a random AudioStream from the pool, depending on the playback mode, and "
"applies random pitch shifting and volume shifting during playback."
msgstr ""
"根據播放模式,從池中隨機選擇一個 AudioStream並在播放期間套用隨機音高偏移和音"
"量偏移。"
msgid ""
"Insert a stream at the specified index. If the index is less than zero, the "
"insertion occurs at the end of the underlying pool."
msgstr "在指定索引處插入一個流。如果索引小於零,則插入發生在底層池的末尾。"
msgid "Returns the stream at the specified index."
msgstr "返回指定索引處的流。"
msgid ""
"Returns the probability weight associated with the stream at the given index."
msgstr "返回與給定索引處的流關聯的概率權重。"
msgid "Move a stream from one index to another."
msgstr "將流從一個索引移動到另一個索引。"
msgid "Remove the stream at the specified index."
msgstr "移除指定索引處的流。"
msgid "Set the AudioStream at the specified index."
msgstr "設定指定索引處的 AudioStream。"
msgid ""
"Set the probability weight of the stream at the specified index. The higher "
"this value, the more likely that the randomizer will choose this stream "
"during random playback modes."
msgstr ""
"設定流在指定索引處的概率權重。該值越高,隨機化器在隨機播放模式下選擇該流的可能"
"性就越大。"
msgid ""
"Controls how this AudioStreamRandomizer picks which AudioStream to play next."
msgstr "控制該 AudioStreamRandomizer 如何選擇下一個要播放的 AudioStream。"
msgid ""
"The intensity of random pitch variation. A value of 1 means no variation."
msgstr "隨機音高變化的強度。值為 1 表示沒有變化。"
msgid ""
"The intensity of random volume variation. A value of 0 means no variation."
msgstr "隨機音量變化的強度。值為 0 表示沒有變化。"
msgid "The number of streams in the stream pool."
msgstr "流池中流的數量。"
msgid ""
"Pick a stream at random according to the probability weights chosen for each "
"stream, but avoid playing the same stream twice in a row whenever possible. "
"If only 1 sound is present in the pool, the same sound will always play, "
"effectively allowing repeats to occur."
msgstr ""
"根據為每個流選擇的概率權重隨機挑選一個流,但盡可能避免連續兩次播放同一個流。如"
"果池中只有 1 個聲音,則將始終播放同一個聲音,從而有效地允許重複發生。"
msgid ""
"Pick a stream at random according to the probability weights chosen for each "
"stream. If only 1 sound is present in the pool, the same sound will always "
"play."
msgstr ""
"根據為每個流選擇的概率權重隨機挑選一個流。如果池中只有 1 個聲音,則將始終播放"
"同一個聲音。"
msgid ""
"Play streams in the order they appear in the stream pool. If only 1 sound is "
"present in the pool, the same sound will always play."
msgstr ""
"按照流池中出現的順序播放流。如果池中只有 1 個聲音,則將始終播放同一個聲音。"
msgid "Stores audio data loaded from WAV files."
msgstr "儲存從 WAV 檔載入的音訊資料。"
msgid ""
"AudioStreamWAV stores sound samples loaded from WAV files. To play the stored "
"sound, use an [AudioStreamPlayer] (for non-positional audio) or "
"[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The sound "
"can be looped.\n"
"This class can also be used to store dynamically-generated PCM audio data. "
"See also [AudioStreamGenerator] for procedural audio generation."
msgstr ""
"AudioStreamWAV 儲存從 WAV 檔載入的聲音樣本。要播放儲存的聲音,請使用 "
"[AudioStreamPlayer](用於非空間定位音訊)或 [AudioStreamPlayer2D]/"
"[AudioStreamPlayer3D](用於空間定位音訊)。聲音可以迴圈播放。\n"
"這個類還可用於儲存動態生成的 PCM 音訊資料。另請參閱 [AudioStreamGenerator] 以"
"瞭解程式化音訊生成。"
msgid ""
"Saves the AudioStreamWAV as a WAV file to [param path]. Samples with IMA "
"ADPCM format can't be saved.\n"
"[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
"[param path] if it is missing."
msgstr ""
"將 AudioStreamWAV 作為 WAV 檔保存到 [param path]。無法保存 IMA ADPCM 格式的樣"
"本。\n"
"[b]注意:[/b]如果缺少 [code].wav[/code] 副檔名,則會自動將其追加到 [param "
"path]。"
msgid ""
"Contains the audio data in bytes.\n"
"[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned PCM8 "
"to signed PCM8, subtract 128 from each byte."
msgstr ""
"包含以位元組為單位的音訊資料。\n"
"[b]注意:[/b]此屬性需要有符號的 PCM8 資料。要將無符號的 PCM8 轉換為有符號的 "
"PCM8需要從每個位元組中減去 128。"
msgid "Audio format. See [enum Format] constants for values."
msgstr "音訊格式。取值見 [enum Format] 常數。"
msgid ""
"The loop start point (in number of samples, relative to the beginning of the "
"sample). This information will be imported automatically from the WAV file if "
"present."
msgstr ""
"迴圈起始點(相對於樣本開始的樣本數)。如果 WAV 檔中存在此資訊,則將自動導入。"
msgid ""
"The loop end point (in number of samples, relative to the beginning of the "
"sample). This information will be imported automatically from the WAV file if "
"present."
msgstr ""
"迴圈結束點(相對於樣本開始的樣本數)。如果 WAV 檔中存在此資訊,則將自動導入。"
msgid ""
"The loop mode. This information will be imported automatically from the WAV "
"file if present. See [enum LoopMode] constants for values."
msgstr ""
"迴圈模式。如果 WAV 檔中存在此資訊,則將自動匯入。取值請參閱 [enum LoopMode] 常"
"數。"
msgid ""
"The sample rate for mixing this audio. Higher values require more storage "
"space, but result in better quality.\n"
"In games, common sample rates in use are [code]11025[/code], [code]16000[/"
"code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
"[code]48000[/code].\n"
"According to the [url=https://en.wikipedia.org/wiki/"
"Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
"url], there is no quality difference to human hearing when going past 40,000 "
"Hz (since most humans can only hear up to ~20,000 Hz, often less). If you are "
"using lower-pitched sounds such as voices, lower sample rates such as "
"[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
"quality."
msgstr ""
"混合這個音訊的取樣速率。更高的數值需要更多的儲存空間,但會帶來更好的品質。\n"
"在遊戲中,常用的取樣速率有 [code]11025[/code]、[code]16000[/code]、"
"[code]22050[/code]、[code]32000[/code]、[code]44100[/code]、[code]48000[/"
"code]。\n"
"根據[url=https://zh.wikipedia.org/wiki/%E9%87%87%E6%A0%B7%E5%AE%9A%E7%90%86]奈"
"奎斯特–香農取樣定理[/url],當超過 40000 赫茲時,人類的聽覺沒有品質上的差別(因"
"為大多數人只能聽到 ~20000 赫茲,往往更少)。如果你要使用語音等音高較低的聲音,"
"則可以使用 [code]32000[/code] 或 [code]22050[/code] 等較低的取樣速率,不會降低"
"品質。"
msgid "If [code]true[/code], audio is stereo."
msgstr "如果為 [code]true[/code],則音訊為身歷聲。"
msgid "8-bit audio codec."
msgstr "8 位音訊轉碼器。"
msgid "16-bit audio codec."
msgstr "16 位音訊轉碼器。"
msgid "Audio is compressed using IMA ADPCM."
msgstr "音訊使用 IMA ADPCM 進行壓縮。"
msgid "Audio does not loop."
msgstr "音訊不迴圈。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing forward only."
msgstr ""
"音訊在 [member loop_begin] 和 [member loop_end] 之間迴圈資料,僅向前播放。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing back and forth."
msgstr ""
"音訊在 [member loop_begin] 和 [member loop_end] 之間迴圈資料,來回播放。"
msgid ""
"Audio loops the data between [member loop_begin] and [member loop_end], "
"playing backward only."
msgstr ""
"音訊在 [member loop_begin] 和 [member loop_end] 之間迴圈資料,僅向後播放。"
msgid ""
"A node that copies a region of the screen to a buffer for access in shader "
"code."
msgstr "這種節點能夠將螢幕中的某個區域複製到緩衝中,方便從著色器程式碼中存取。"
msgid ""
"Node for back-buffering the currently-displayed screen. The region defined in "
"the [BackBufferCopy] node is buffered with the content of the screen it "
"covers, or the entire screen according to the [member copy_mode]. It can be "
"accessed in shader scripts using the screen texture (i.e. a uniform sampler "
"with [code]hint_screen_texture[/code]).\n"
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
"anchors and margins won't apply to child [Control]-derived nodes. This can be "
"problematic when resizing the window. To avoid this, add [Control]-derived "
"nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of adding them "
"as children."
msgstr ""
"用於後臺緩衝目前顯示幕幕的節點。會根據 [member copy_mode] 對 [BackBufferCopy] "
"節點中定義的區域所覆蓋的螢幕內容或整個螢幕進行緩衝。可以在著色器腳本中使用屏幕"
"紋理來存取(即帶有 [code]hint_screen_texture[/code] 的 uniform 取樣器)。\n"
"[b]注意:[/b]由於該節點繼承自 [Node2D](而非 [Control]),因此錨點和邊距不適用"
"於子 [Control] 衍生節點。這在調整視窗大小時可能會出現問題。為避免這種情況,請"
"將 [Control] 衍生節點新增為 [BackBufferCopy] 節點的[i]同級[/i]節點,而不是將它"
"們新增為子節點。"
msgid "Buffer mode. See [enum CopyMode] constants."
msgstr "緩衝區模式。見 [enum CopyMode] 常數。"
msgid ""
"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
"[constant COPY_MODE_RECT]."
msgstr ""
"該 [BackBufferCopy] 所覆蓋的區域。只有當 [member copy_mode] 為 [constant "
"COPY_MODE_RECT] 時才使用。"
msgid ""
"Disables the buffering mode. This means the [BackBufferCopy] node will "
"directly use the portion of screen it covers."
msgstr ""
"禁用緩衝模式。這意味著該 [BackBufferCopy] 節點將直接使用它所覆蓋的螢幕部分。"
msgid "[BackBufferCopy] buffers a rectangular region."
msgstr "[BackBufferCopy] 緩衝一個矩形區域。"
msgid "[BackBufferCopy] buffers the entire screen."
msgstr "[BackBufferCopy] 緩衝整個螢幕。"
msgid "Abstract base class for GUI buttons."
msgstr "GUI 按鈕的抽象基底類別。"
msgid ""
"[BaseButton] is an abstract base class for GUI buttons. It doesn't display "
"anything by itself."
msgstr "[BaseButton] 是 GUI 按鈕的抽象基底類別。本身不顯示任何東西。"
msgid ""
"Called when the button is pressed. If you need to know the button's pressed "
"state (and [member toggle_mode] is active), use [method _toggled] instead."
msgstr ""
"當按鈕被按下時呼叫。如果你需要知道按鈕被按下的狀態(並且 [member toggle_mode] "
"is active]是活動狀態),請使用[method _toggled]代替。"
msgid ""
"Called when the button is toggled (only if [member toggle_mode] is active)."
msgstr "當按鈕被切換時呼叫(僅當 [member toggle_mode] 處於活動狀態時)。"
msgid ""
"Returns the visual state used to draw the button. This is useful mainly when "
"implementing your own draw code by either overriding _draw() or connecting to "
"\"draw\" signal. The visual state of the button is defined by the [enum "
"DrawMode] enum."
msgstr ""
"返回用於繪製按鈕的視覺狀態。主要可以通過覆蓋 _draw() 或連接到“draw”訊號來實作"
"你自己的繪製程式碼。按鈕的視覺狀態由 [enum DrawMode] 列舉定義。"
msgid ""
"Returns [code]true[/code] if the mouse has entered the button and has not "
"left it yet."
msgstr "如果滑鼠已進入按鈕,且尚未離開,則返回 [code]true[/code]。"
msgid ""
"Changes the [member button_pressed] state of the button, without emitting "
"[signal toggled]. Use when you just want to change the state of the button "
"without sending the pressed event (e.g. when initializing scene). Only works "
"if [member toggle_mode] is [code]true[/code].\n"
"[b]Note:[/b] This method doesn't unpress other buttons in [member "
"button_group]."
msgstr ""
"更改按鈕的 [member button_pressed] 狀態,而不發出 [signal toggled]。當只想更改"
"按鈕的狀態而不發送按下的事件時使用(例如,在初始化場景時)。僅當 [member "
"toggle_mode] 為 [code]true[/code] 時才有效。\n"
"[b]注意:[/b]該方法不會取消按下 [member button_group] 中的其他按鈕。"
msgid ""
"Determines when the button is considered clicked, one of the [enum "
"ActionMode] constants."
msgstr "確定按鈕何時被認為被點擊,是 [enum ActionMode] 常數之一。"
msgid ""
"The [ButtonGroup] associated with the button. Not to be confused with node "
"groups.\n"
"[b]Note:[/b] The button will be configured as a radio button if a "
"[ButtonGroup] is assigned to it."
msgstr ""
"與按鈕關聯的 [ButtonGroup]。不要與節點組混淆。\n"
"[b]注意:[/b]如果按鈕被分配了 [ButtonGroup],則它將被配置為選項按鈕。"
msgid ""
"Binary mask to choose which mouse buttons this button will respond to.\n"
"To allow both left-click and right-click, use [code]MOUSE_BUTTON_MASK_LEFT | "
"MOUSE_BUTTON_MASK_RIGHT[/code]."
msgstr ""
"二進位遮罩,用於選擇該按鈕將回應哪些滑鼠按鈕。\n"
"要同時允許左鍵按一下和按右鍵,請使用 [code]MOUSE_BUTTON_MASK_LEFT | "
"MOUSE_BUTTON_MASK_RIGHT[/code]。"
msgid ""
"If [code]true[/code], the button's state is pressed. Means the button is "
"pressed down or toggled (if [member toggle_mode] is active). Only works if "
"[member toggle_mode] is [code]true[/code].\n"
"[b]Note:[/b] Setting [member button_pressed] will result in [signal toggled] "
"to be emitted. If you want to change the pressed state without emitting that "
"signal, use [method set_pressed_no_signal]."
msgstr ""
"如果為 [code]true[/code],則該按鈕的狀態為被按下。表示按鈕被按下或被切換(如"
"果 [member toggle_mode] 處於活動狀態)。僅當 [member toggle_mode] 為 "
"[code]true[/code] 時才有效。\n"
"[b]注意:[/b]設定 [member button_pressed] 將導致 [signal toggled] 被發出。如果"
"想在不發出該訊號的情況下更改按下狀態,請使用 [method set_pressed_no_signal]。"
msgid ""
"If [code]true[/code], the button is in disabled state and can't be clicked or "
"toggled."
msgstr "如果為 [code]true[/code],則該按鈕處於禁用狀態,無法點擊或切換。"
msgid ""
"If [code]true[/code], the button stays pressed when moving the cursor outside "
"the button while pressing it.\n"
"[b]Note:[/b] This property only affects the button's visual appearance. "
"Signals will be emitted at the same moment regardless of this property's "
"value."
msgstr ""
"如果為 [code]true[/code],當按下按鈕時將游標移到按鈕外時,按鈕會保持按下狀"
"態。\n"
"[b]注意:[/b]該屬性只影響按鈕的視覺表現。無論該屬性的值是多少,訊號都會在同一"
"時刻發出。"
msgid "[Shortcut] associated to the button."
msgstr "與該按鈕關聯的 [Shortcut]。"
msgid ""
"If [code]true[/code], the button will highlight for a short amount of time "
"when its shortcut is activated. If [code]false[/code] and [member "
"toggle_mode] is [code]false[/code], the shortcut will activate without any "
"visual feedback."
msgstr ""
"如果為 [code]true[/code] ,則當其快捷方式被啟動時,該按鈕將高亮一小段時間。如"
"果為 [code]false[/code] 且 [member toggle_mode] 為 [code]false[/code],則該快"
"捷方式將在沒有任何視覺回饋的情況下啟動。"
msgid ""
"If [code]true[/code], the button will add information about its shortcut in "
"the tooltip."
msgstr "如果為 [code]true[/code],按鈕將在工具提示中新增其快捷方式的資訊。"
msgid ""
"If [code]true[/code], the button is in toggle mode. Makes the button flip "
"state between pressed and unpressed each time its area is clicked."
msgstr ""
"如果為 [code]true[/code],則按鈕處於切換模式。使按鈕在每次點擊其區域時,在按下"
"和未按下之間轉換狀態。"
msgid "Emitted when the button starts being held down."
msgstr "當按鈕開始被按下時發出。"
msgid "Emitted when the button stops being held down."
msgstr "當按鈕停止按下時發出。"
msgid ""
"Emitted when the button is toggled or pressed. This is on [signal "
"button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] "
"and on [signal button_up] otherwise.\n"
"If you need to know the button's pressed state (and [member toggle_mode] is "
"active), use [signal toggled] instead."
msgstr ""
"當按鈕被切換或按下時發出。如果 [member action_mode] 為 [constant "
"ACTION_MODE_BUTTON_PRESS],則在 [signal button_down] 時發出,否則當 [signal "
"button_up] 時發出。\n"
"如果需要知道按鈕的按下狀態(並且 [member toggle_mode] 處於活動狀態),請改用 "
"[signal toggled]。"
msgid ""
"Emitted when the button was just toggled between pressed and normal states "
"(only if [member toggle_mode] is active). The new state is contained in the "
"[param toggled_on] argument."
msgstr ""
"當按鈕剛剛在按下和正常狀態之間切換時發出(僅當 [member toggle_mode] 處於活動狀"
"態時)。新狀態包含在 [param button_pressed] 參數中。"
msgid ""
"The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
"buttons."
msgstr "按鈕的正常狀態(即未按下、未懸停、未切換和啟用)。"
msgid "The state of buttons are pressed."
msgstr "按鈕被按下的狀態。"
msgid "The state of buttons are hovered."
msgstr "按鈕的狀態為懸停。"
msgid "The state of buttons are disabled."
msgstr "按鈕的狀態為禁用。"
msgid "The state of buttons are both hovered and pressed."
msgstr "按鈕的狀態既是懸停的,也是按下的。"
msgid "Require just a press to consider the button clicked."
msgstr "只需要按一下就可以認為按鈕被點擊了。"
msgid ""
"Require a press and a subsequent release before considering the button "
"clicked."
msgstr "要求按下後再釋放,才算點擊了按鈕。"
msgid "Abstract base class for defining the 3D rendering properties of meshes."
msgstr "用於為 UI 元素定義風格化方框的抽象基底類別。"
msgid ""
"This class serves as a default material with a wide variety of rendering "
"features and properties without the need to write shader code. See the "
"tutorial below for details."
msgstr ""
"這提供了一個預設的材質,具有多種渲染功能和屬性,無需編寫著色器程式碼。詳情請看"
"下面的教學。"
msgid "Standard Material 3D and ORM Material 3D"
msgstr "標準 3D 材質與 ORM 3D 材質"
msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
msgstr "如果指定的 [enum Feature] 被啟用,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] "
"enumerator for options."
msgstr ""
"如果指定的旗標被啟用,返回 [code]true[/code]。選項見 [enum Flags] 列舉值。"
msgid ""
"Returns the [Texture2D] associated with the specified [enum TextureParam]."
msgstr "返回與指定 [enum TextureParam] 關聯的 [Texture2D]。"
msgid ""
"If [code]true[/code], enables the specified [enum Feature]. Many features "
"that are available in [BaseMaterial3D]s need to be enabled before use. This "
"way the cost for using the feature is only incurred when specified. Features "
"can also be enabled by setting the corresponding member to [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則啟用指定的 [enum Feature]。[BaseMaterial3D] 中的許"
"多功能都需要在使用前啟用。這樣,僅在指定時才會產生使用該功能的成本。也可以通過"
"將相應的成員設定為 [code]true[/code] 來啟用功能。"
msgid ""
"If [code]true[/code], enables the specified flag. Flags are optional behavior "
"that can be turned on and off. Only one flag can be enabled at a time with "
"this function, the flag enumerators cannot be bit-masked together to enable "
"or disable multiple flags at once. Flags can also be enabled by setting the "
"corresponding member to [code]true[/code]. See [enum Flags] enumerator for "
"options."
msgstr ""
"如果為 [code]true[/code],則啟用指定的旗標。旗標是可以打開和關閉的可選行為。使"
"用該函式一次只能啟用一個旗標,不能將旗標列舉值像位元遮罩一樣進行合併,一次啟用"
"或禁用多個旗標。也可以通過將相應成員設定為 [code]true[/code] 來啟用旗標。選項"
"見 [enum Flags] 列舉值。"
msgid ""
"Sets the texture for the slot specified by [param param]. See [enum "
"TextureParam] for available slots."
msgstr ""
"設定由 [param param] 指定的插槽的紋理。有關可用插槽,請參閱 [enum "
"TextureParam]。"
msgid ""
"The material's base color.\n"
"[b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member "
"detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] "
"modulate the detail texture. This can be used to color partial areas of a "
"material by not specifying an albedo texture and using a transparent [member "
"detail_albedo] texture instead."
msgstr ""
"材質的基礎顏色。\n"
"[b]注意:[/b]如果 [member detail_enabled] 為 [code]true[/code] 並且指定了 "
"[member detail_albedo] 紋理,則 [member albedo_color] [i]不會[/i]調變細節紋"
"理。可用於通過不指定反照率紋理並使用透明 [member detail_albedo] 紋理,來為材質"
"的部分區域著色。"
msgid ""
"Texture to multiply by [member albedo_color]. Used for basic texturing of "
"objects.\n"
"If the texture appears unexpectedly too dark or too bright, check [member "
"albedo_texture_force_srgb]."
msgstr ""
"要乘以 [member albedo_color] 的紋理。用於物件的基本紋理。\n"
"如果紋理意外地顯得太暗或太亮,請檢查 [member albedo_texture_force_srgb]。"
msgid ""
"If [code]true[/code], forces a conversion of the [member albedo_texture] from "
"sRGB color space to linear color space. See also [member "
"vertex_color_is_srgb].\n"
"This should only be enabled when needed (typically when using a "
"[ViewportTexture] as [member albedo_texture]). If [member "
"albedo_texture_force_srgb] is [code]true[/code] when it shouldn't be, the "
"texture will appear to be too dark. If [member albedo_texture_force_srgb] is "
"[code]false[/code] when it shouldn't be, the texture will appear to be too "
"bright."
msgstr ""
"如果為 [code]true[/code],則強制將 [member albedo_texture] 從 sRGB 顏色空間轉"
"換為線性顏色空間。另見 [member vertex_color_is_srgb]。\n"
"該屬性應該只在需要時啟用(通常在使用 [ViewportTexture] 作為 [member "
"albedo_texture] 時)。如果 [member albedo_texture_force_srgb] 在不應該的情況下"
"為 [code]true[/code],則紋理會顯得太暗。如果 [member "
"albedo_texture_force_srgb] 在不應該的情況下為 [code]false[/code],則紋理會顯得"
"太亮。"
msgid ""
"Enables multichannel signed distance field rendering shader. Use [member "
"msdf_pixel_range] and [member msdf_outline_size] to configure MSDF parameters."
msgstr ""
"啟用多通道有符號距離場渲染著色器。使用 [member msdf_pixel_range] 和 [member "
"msdf_outline_size] 配置 MSDF 參數。"
msgid "Threshold at which antialiasing will be applied on the alpha channel."
msgstr "將在 Alpha 通道上套用抗鋸齒的閾值。"
msgid "The type of alpha antialiasing to apply. See [enum AlphaAntiAliasing]."
msgstr "要套用的 Alpha 抗鋸齒型別。見 [enum AlphaAntiAliasing]。"
msgid ""
"The hashing scale for Alpha Hash. Recommended values between [code]0[/code] "
"and [code]2[/code]."
msgstr "Alpha Hash 的雜湊比例。推薦 [code]0[/code] 和 [code]2[/code] 之間的值。"
msgid ""
"Threshold at which the alpha scissor will discard values. Higher values will "
"result in more pixels being discarded. If the material becomes too opaque at "
"a distance, try increasing [member alpha_scissor_threshold]. If the material "
"disappears at a distance, try decreasing [member alpha_scissor_threshold]."
msgstr ""
"Alpha 剪刀將丟棄值的閾值。較高的值將導致更多圖元被丟棄。如果材質在遠處變得太不"
"透明,請嘗試增加 [member alpha_scissor_threshold]。如果材質在遠處消失,請嘗試"
"降低 [member alpha_scissor_threshold]。"
msgid ""
"The strength of the anisotropy effect. This is multiplied by [member "
"anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
"texture contains an alpha channel."
msgstr ""
"各向異性效果的強度。如果 [member anisotropy_flowmap] 是一張帶有 Alpha 通道的紋"
"理,那麼這個值會與其 Alpha 通道相乘。"
msgid ""
"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of "
"the specular blob and aligns it to tangent space. This is useful for brushed "
"aluminium and hair reflections.\n"
"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh "
"does not contain tangents, the anisotropy effect will appear broken.\n"
"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
"texture filtering, which can be enabled by setting [member texture_filter] to "
"[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC]."
msgstr ""
"如果為 [code]true[/code],則啟用各向異性。各向異性會改變鏡面反射斑點的形狀並將"
"其與切線空間對齊。可用於拉絲鋁材和毛髮反射。\n"
"[b]注意:[/b]各向異性需要網格切線才能正常工作。如果網格中不包含切線,則各向異"
"性效果會顯得破碎。\n"
"[b]注意:[/b]材質的各向異性不應與各向異性紋理篩選相混淆,後者可以通過將 "
"[member texture_filter] 設定為 [constant "
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 來啟用。"
msgid ""
"Texture that offsets the tangent map for anisotropy calculations and "
"optionally controls the anisotropy effect (if an alpha channel is present). "
"The flowmap texture is expected to be a derivative map, with the red channel "
"representing distortion on the X axis and green channel representing "
"distortion on the Y axis. Values below 0.5 will result in negative "
"distortion, whereas values above 0.5 will result in positive distortion.\n"
"If present, the texture's alpha channel will be used to multiply the strength "
"of the [member anisotropy] effect. Fully opaque pixels will keep the "
"anisotropy effect's original strength while fully transparent pixels will "
"disable the anisotropy effect entirely. The flowmap texture's blue channel is "
"ignored."
msgstr ""
"用於對切線圖進行偏移的紋理,用於各向異性的計算,(如果存在 Alpha 通道)還可以"
"控制各向異性的效果。Flowmap 方向圖紋理應該是一張衍生圖,紅色通道表示 X 軸上的"
"變形、綠色通道表示 Y 軸上的變形。小於 0.5 的值會朝負方向進行變形,而大於 0.5 "
"的值則朝正方向變形。\n"
"紋理的 Alpha 通道如果存在,則會用於與 [member anisotropy] 效果的強度相乘。完全"
"不透明的圖元會保持原始強度,而完全透明的圖元則會完全禁用各向異性效果。方向圖紋"
"理的藍色通道會被忽略。"
msgid ""
"If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens "
"areas based on the [member ao_texture]."
msgstr ""
"如果為 [code]true[/code],啟用環境遮擋。環境遮擋根據 [member ao_texture] 使區"
"域變暗。"
msgid ""
"Amount that ambient occlusion affects lighting from lights. If [code]0[/"
"code], ambient occlusion only affects ambient light. If [code]1[/code], "
"ambient occlusion affects lights just as much as it affects ambient light. "
"This can be used to impact the strength of the ambient occlusion effect, but "
"typically looks unrealistic."
msgstr ""
"環境遮擋對燈光照明的影響程度。如果 [code]0[/code],環境遮擋只影響環境光。如果 "
"[code]1[/code],環境遮擋對燈光的影響和對環境光的影響一樣大。這可以用來影響環境"
"遮擋效果的強度,但通常看起來不真實。"
msgid ""
"If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
"[member ao_texture]."
msgstr ""
"如果為 [code]true[/code],請使用 [code]UV2[/code] 座標從 [member ao_texture] "
"中搜尋。"
msgid ""
"Texture that defines the amount of ambient occlusion for a given point on the "
"object."
msgstr "定義物體上給定點的環境遮擋量的紋理。"
msgid ""
"Specifies the channel of the [member ao_texture] in which the ambient "
"occlusion information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored metallic in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
"指定 [member ao_texture] 的通道,其中儲存環境遮擋資訊。可以用來在一個紋理中存"
"儲多個效果的資訊。例如,如果你將金屬效果儲存在 R 通道中,將粗糙度儲存在 B 通道"
"中,將環境遮擋儲存在 G 通道中,就可以減少你使用的紋理數量。"
msgid ""
"The color used by the backlight effect. Represents the light passing through "
"an object."
msgstr "背光效果使用的顏色。表示穿過物體的光。"
msgid ""
"If [code]true[/code], the backlight effect is enabled. See also [member "
"subsurf_scatter_transmittance_enabled]."
msgstr ""
"如果為 [code]true[/code],則啟用背光效果。另請參閱 [member "
"subsurf_scatter_transmittance_enabled]。"
msgid ""
"Texture used to control the backlight effect per-pixel. Added to [member "
"backlight]."
msgstr "用於控制每圖元背光效果的紋理。與 [member backlight] 相加。"
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise, the scale is lost when billboarding. Only applies when [member "
"billboard_mode] is not [constant BILLBOARD_DISABLED]."
msgstr ""
"如果為 [code]true[/code],則著色器將保持為網格設定的縮放。否則,在做公告板時會"
"丟失縮放。僅在 [member billboard_mode] 不為 [constant BILLBOARD_DISABLED] 時適"
"用。"
msgid ""
"Controls how the object faces the camera. See [enum BillboardMode].\n"
"[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
"vector of the camera is not horizontal when the screen is attached to your "
"head instead of on the table. See [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url] for details."
msgstr ""
"控制該物件如何面對相機。見 [enum BillboardMode]。\n"
"[b]注意:[/b]公告板模式不適合 VR因為當螢幕貼在你的頭上而不是在桌子上時相機"
"的左右向量不是水平的。詳見 [url=https://github.com/godotengine/godot/"
"issues/41567]GitHub issue #41567[/url]。"
msgid ""
"The material's blend mode.\n"
"[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
"transparent pipeline. See [enum BlendMode]."
msgstr ""
"材質的混合模式。\n"
"[b]注意:[/b]除 [code]Mix[/code] 以外的值會強制物件進入透明管道。見 [enum "
"BlendMode]。"
msgid ""
"Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks "
"the same as disabling the clearcoat effect."
msgstr "設定清漆效果的強度。設定為 [code]0[/code] 看起來與禁用清漆效果相同。"
msgid ""
"If [code]true[/code], clearcoat rendering is enabled. Adds a secondary "
"transparent pass to the lighting calculation resulting in an added specular "
"blob. This makes materials appear as if they have a clear layer on them that "
"can be either glossy or rough.\n"
"[b]Note:[/b] Clearcoat rendering is not visible if the material's [member "
"shading_mode] is [constant SHADING_MODE_UNSHADED]."
msgstr ""
"如果為 [code]true[/code],則啟用清漆渲染。將輔助透明通道新增到照明計算中,從而"
"產生一個新增的鏡面反射斑點。這使得材質看起來好像它們表面上有一層透明層,該透明"
"層可以是有光澤的也可以是粗糙的。\n"
"[b]注意:[/b]如果材質的 [member shading_mode] 為 [constant "
"SHADING_MODE_UNSHADED],則清漆渲染不可見。"
msgid ""
"Sets the roughness of the clearcoat pass. A higher value results in a rougher "
"clearcoat while a lower value results in a smoother clearcoat."
msgstr ""
"設定清漆通道的粗糙度。較高的值會產生較粗糙的清漆,而較低的值會產生更光滑的清"
"漆。"
msgid ""
"Texture that defines the strength of the clearcoat effect and the glossiness "
"of the clearcoat. Strength is specified in the red channel while glossiness "
"is specified in the green channel."
msgstr ""
"定義清漆效果的強度和清漆的光澤度的紋理。強度在紅色通道中指定,光澤度在綠色通道"
"中指定。"
msgid ""
"Determines which side of the triangle to cull depending on whether the "
"triangle faces towards or away from the camera. See [enum CullMode]."
msgstr ""
"根據三角形是朝向還是背離相機,來確定要剔除三角形的哪一側。請參閱 [enum "
"CullMode]。"
msgid ""
"Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
"also [member transparency]."
msgstr ""
"確定深度渲染發生的時間。參見 [enum DepthDrawMode]。另見 [member "
"transparency]。"
msgid ""
"Texture that specifies the color of the detail overlay. [member "
"detail_albedo]'s alpha channel is used as a mask, even when the material is "
"opaque. To use a dedicated texture as a mask, see [member detail_mask].\n"
"[b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member "
"albedo_color]."
msgstr ""
"用於指定細節覆蓋層顏色的紋理。[member detail_albedo] 的 alpha 通道會被用作遮"
"罩,即使該材質不透明。要將專用紋理用作遮罩,請參閱 [member detail_mask]。\n"
"[b]注意:[/b][member detail_albedo] [i]不會[/i]被 [member albedo_color] 調制。"
msgid ""
"Specifies how the [member detail_albedo] should blend with the current "
"[code]ALBEDO[/code]. See [enum BlendMode] for options."
msgstr ""
"指定 [member detail_albedo] 應如何與目前 [code]ALBEDO[/code] 混合。參閱 [enum "
"BlendMode] 選項。"
msgid ""
"If [code]true[/code], enables the detail overlay. Detail is a second texture "
"that gets mixed over the surface of the object based on [member detail_mask] "
"and [member detail_albedo]'s alpha channel. This can be used to add variation "
"to objects, or to blend between two different albedo/normal textures."
msgstr ""
"如果為 [code]true[/code],啟用細節疊加。細節是基於 [member detail_mask] 和 "
"[member detail_albedo] 的 Alpha 通道,在對象表面上混合的第二個紋理。這可用於為"
"物件新增變化,或混合兩種不同的反照率/法線紋理。"
msgid ""
"Texture used to specify how the detail textures get blended with the base "
"textures. [member detail_mask] can be used together with [member "
"detail_albedo]'s alpha channel (if any)."
msgstr ""
"紋理用於指定細節紋理如何與基礎紋理混合。[member detail_mask] 可以與 [member "
"detail_albedo] 的 Alpha 通道(如果有)一起使用。"
msgid ""
"Texture that specifies the per-pixel normal of the detail overlay. The "
"[member detail_normal] texture only uses the red and green channels; the blue "
"and alpha channels are ignored. The normal read from [member detail_normal] "
"is oriented around the surface normal provided by the [Mesh].\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines."
msgstr ""
"用於指定細節覆蓋層逐圖元法線的紋理。[member detail_normal] 紋理只使用紅色和綠"
"色通道;會忽略藍色和 alpha 通道。從 [member detail_normal] 讀取的法線是圍繞 "
"[Mesh] 所提供的表面法線的進行朝向的。\n"
"[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的"
"法線貼圖坐標系見[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]這個頁面[/url]。"
msgid ""
"Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
"layer. See [enum DetailUV] for options."
msgstr ""
"指定細節層是使用 [code]UV[/code] 還是 [code]UV2[/code]。選項請參閱 [enum "
"DetailUV]。"
msgid "The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
msgstr "用於漫反射光散射的演算法。見 [enum DiffuseMode]。"
msgid "If [code]true[/code], the object receives no ambient light."
msgstr "如果為 [code]true[/code],則物件不接收環境光。"
msgid ""
"If [code]true[/code], the object will not be affected by fog (neither "
"volumetric nor depth fog). This is useful for unshaded or transparent "
"materials (e.g. particles), which without this setting will be affected even "
"if fully transparent."
msgstr ""
"如果[code]true[/code],物件將不會受到霧的影響(無論是體積霧或深度霧)。這對於"
"無陰影或透明材質(例如粒子)很有用,如果沒有此設定,即使完全透明也會受到影響。"
msgid ""
"If [code]true[/code], the object receives no shadow that would otherwise be "
"cast onto it."
msgstr "如果為 [code]true[/code],則物件不會收到投射到其上的陰影。"
msgid ""
"Specifies which type of fade to use. Can be any of the [enum "
"DistanceFadeMode]s."
msgstr "指定要使用的淡入淡出型別。可以是任何一個 [enum DistanceFadeMode]。"
msgid "The emitted light's color. See [member emission_enabled]."
msgstr "發出的光的顏色。見 [member emission_enabled]。"
msgid ""
"If [code]true[/code], the body emits light. Emitting light makes the object "
"appear brighter. The object can also cast light on other objects if a "
"[VoxelGI], SDFGI, or [LightmapGI] is used and this object is used in baked "
"lighting."
msgstr ""
"如果為 [code]true[/code],則實體會發光。發光會使物體看起來更亮。如果使用 "
"[VoxelGI]、SDFGI、或 [LightmapGI],並且該物件用於烘焙光照,則該物件還可以將光"
"投射到其他物件上。"
msgid "Multiplier for emitted light. See [member emission_enabled]."
msgstr "發出的光的乘數。請參閱 [member emission_enabled]。"
msgid ""
"Luminance of emitted light, measured in nits (candela per square meter). Only "
"available when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled. The default is roughly equivalent to an "
"indoor lightbulb."
msgstr ""
"發出的光的亮度,單位是尼特(坎德拉/平方米)。僅在啟用 [member ProjectSettings."
"rendering/lights_and_shadows/use_physical_light_units] 時可用。預設值大致相當"
"於一個室內燈泡。"
msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
msgstr "使用 [code]UV2[/code] 從 [member emission_texture] 中讀取。"
msgid ""
"Sets how [member emission] interacts with [member emission_texture]. Can "
"either add or multiply. See [enum EmissionOperator] for options."
msgstr ""
"設定 [member emission] 與 [member emission_texture] 的對話模式。可以是加法或乘"
"法。可選值見 [enum EmissionOperator] 。"
msgid "Texture that specifies how much surface emits light at a given point."
msgstr "紋理,指定某點的表面發光的程度。"
msgid ""
"If [code]true[/code], the object is rendered at the same size regardless of "
"distance."
msgstr "如果為 [code]true[/code],則無論距離遠近,物件都以相同的大小渲染。"
msgid ""
"If [code]true[/code], enables the vertex grow setting. This can be used to "
"create mesh-based outlines using a second material pass and its [member "
"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n"
"[b]Note:[/b] Vertex growth cannot create new vertices, which means that "
"visible gaps may occur in sharp corners. This can be alleviated by designing "
"the mesh to use smooth normals exclusively using [url=https://wiki.polycount."
"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D "
"authoring software. In this case, grow will be able to join every outline "
"together, just like in the original mesh."
msgstr ""
"如果為 [code]true[/code],則啟用頂點增長設定。可用於建立基於網格的輪廓,請在第"
"二個材質階段中使用,並將 [member cull_mode] 設定為 [constant CULL_FRONT]。另"
"見 [member grow_amount]。\n"
"[b]注意:[/b]頂點增長無法新建頂點,這意味著銳角可能會造成可見的缺口。緩解方法"
"是在設計網格時就只用平滑的法線,在 3D 創作軟體中使用 [url=https://wiki."
"polycount.com/wiki/Face_weighted_normals]面加權法線[/url]。這樣增長就能夠將所"
"有輪廓連接到一起,和原始網格一致。"
msgid ""
"Grows object vertices in the direction of their normals. Only effective if "
"[member grow] is [code]true[/code]."
msgstr ""
"將對象的頂點沿著對應的法線方向生長。僅在 [member grow] 為 [code]true[/code] 時"
"有效。"
msgid ""
"If [code]true[/code], uses parallax occlusion mapping to represent depth in "
"the material instead of simple offset mapping (see [member "
"heightmap_enabled]). This results in a more convincing depth effect, but is "
"much more expensive on the GPU. Only enable this on materials where it makes "
"a significant visual difference."
msgstr ""
"如果為 [code]true[/code],則使用視差遮擋貼圖來表示材質中的深度,而不是簡單的偏"
"移貼圖(參見 [member heightmap_enabled])。這會產生更令人信服的深度效果,但在 "
"GPU 上的成本要高得多。僅在具有顯著視覺差異的材質上啟用該功能。"
msgid ""
"If [code]true[/code], height mapping is enabled (also called \"parallax "
"mapping\" or \"depth mapping\"). See also [member normal_enabled]. Height "
"mapping is a demanding feature on the GPU, so it should only be used on "
"materials where it makes a significant visual difference.\n"
"[b]Note:[/b] Height mapping is not supported if triplanar mapping is used on "
"the same material. The value of [member heightmap_enabled] will be ignored if "
"[member uv1_triplanar] is enabled."
msgstr ""
"如果為 [code]true[/code],則啟用高度對應(也稱為“視差對應”或“深度對應”)。另"
"見 [member normal_enabled]。高度對應是 GPU 上的一項要求很高的功能,因此它只能"
"用於具有顯著視覺差異的材質。\n"
"[b]注意:[/b]如果在同一材質上使用三平面貼圖,則不支援高度圖。如果 [member "
"uv1_triplanar] 被啟用,則 [member heightmap_enabled] 的值將被忽略。"
msgid ""
"If [code]true[/code], flips the mesh's binormal vectors when interpreting the "
"height map. If the heightmap effect looks strange when the camera moves (even "
"with a reasonable [member heightmap_scale]), try setting this to [code]true[/"
"code]."
msgstr ""
"如果為 [code]true[/code],則在解釋高度圖時翻轉網格的副法線向量。如果相機移動時"
"高度圖效果看起來很奇怪(即使使用合理的 [member heightmap_scale]),請嘗試將該"
"屬性設定為 [code]true[/code]。"
msgid ""
"If [code]true[/code], flips the mesh's tangent vectors when interpreting the "
"height map. If the heightmap effect looks strange when the camera moves (even "
"with a reasonable [member heightmap_scale]), try setting this to [code]true[/"
"code]."
msgstr ""
"如果為 [code]true[/code],則在解釋高度圖時翻轉網格的切線向量。如果相機移動時高"
"度圖效果看起來很奇怪(即使使用合理的 [member heightmap_scale]),請嘗試將該屬"
"性設定為 [code]true[/code]。"
msgid ""
"If [code]true[/code], interprets the height map texture as a depth map, with "
"brighter values appearing to be \"lower\" in altitude compared to darker "
"values.\n"
"This can be enabled for compatibility with some materials authored for Godot "
"3.x. This is not necessary if the Invert import option was used to invert the "
"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should "
"remain [code]false[/code]."
msgstr ""
"如果為 [code]true[/code],則將高度圖紋理解釋為深度圖,與較暗的值相比,較亮的值"
"在高度上顯得“更低”。\n"
"可以啟用該功能以與為 Godot 3.x 編寫的某些材質相容。如果在 Godot 3.x 中使用反轉"
"匯入選項來反轉深度圖,則不需要這樣做,在這種情況下,[member "
"heightmap_flip_texture] 應該保持為 [code]false[/code]。"
msgid ""
"The number of layers to use for parallax occlusion mapping when the camera is "
"up close to the material. Higher values result in a more convincing depth "
"effect, especially in materials that have steep height changes. Higher values "
"have a significant cost on the GPU, so it should only be increased on "
"materials where it makes a significant visual difference.\n"
"[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is "
"[code]true[/code]."
msgstr ""
"當相機靠近材質時用於視差遮擋貼圖的層數。較高的值會產生更令人信服的深度效果,尤"
"其是在具有陡峭高度變化的材質中。較高的值會顯著地增加 GPU 的成本,因此只能在會"
"產生顯著視覺差異的材質上增加它。\n"
"[b]注意:[/b]僅當 [member heightmap_deep_parallax] 為 [code]true[/code] 時有"
"效。"
msgid ""
"The number of layers to use for parallax occlusion mapping when the camera is "
"far away from the material. Higher values result in a more convincing depth "
"effect, especially in materials that have steep height changes. Higher values "
"have a significant cost on the GPU, so it should only be increased on "
"materials where it makes a significant visual difference.\n"
"[b]Note:[/b] Only effective if [member heightmap_deep_parallax] is "
"[code]true[/code]."
msgstr ""
"當相機遠離材質時用於視差遮擋貼圖的層數。較高的值會產生更令人信服的深度效果,尤"
"其是在具有陡峭高度變化的材質中。較高的值會顯著地增加 GPU 的成本,因此只能在會"
"產生顯著視覺差異的材質上增加它。\n"
"[b]注意:[/b]僅當 [member heightmap_deep_parallax] 為 [code]true[/code] 時有"
"效。"
msgid ""
"The heightmap scale to use for the parallax effect (see [member "
"heightmap_enabled]). The default value is tuned so that the highest point "
"(value = 255) appears to be 5 cm higher than the lowest point (value = 0). "
"Higher values result in a deeper appearance, but may result in artifacts "
"appearing when looking at the material from oblique angles, especially when "
"the camera moves. Negative values can be used to invert the parallax effect, "
"but this is different from inverting the texture using [member "
"heightmap_flip_texture] as the material will also appear to be \"closer\" to "
"the camera. In most cases, [member heightmap_scale] should be kept to a "
"positive value.\n"
"[b]Note:[/b] If the height map effect looks strange regardless of this value, "
"try adjusting [member heightmap_flip_binormal] and [member "
"heightmap_flip_tangent]. See also [member heightmap_texture] for "
"recommendations on authoring heightmap textures, as the way the heightmap "
"texture is authored affects how [member heightmap_scale] behaves."
msgstr ""
"用於視差效果的高度圖縮放(參見 [member heightmap_enabled])。調整預設值,使最"
"高點(值 = 255看起來比最低點值 = 0高 5 釐米。較高的值會導致更深的外觀,"
"但可能會導致從傾斜角度查看材質時出現偽影,尤其是在相機移動時。負值可用於反轉視"
"差效果,但這與使用 [member heightmap_flip_texture] 反轉紋理不同,因為材質也會"
"看起來“更接近”相機。在大多數情況下,[member heightmap_scale] 應保持為正值。\n"
"[b]注意:[/b]如果忽略這個值後高度圖效果看起來很奇怪,請嘗試調整 [member "
"heightmap_flip_binormal] 和 [member heightmap_flip_tangent]。另請參閱 [member "
"heightmap_texture] 以獲取有關創作高度圖紋理的建議,因為創作高度圖紋理的方式會"
"影響 [member heightmap_scale] 的行為方式。"
msgid ""
"The texture to use as a height map. See also [member heightmap_enabled].\n"
"For best results, the texture should be normalized (with [member "
"heightmap_scale] reduced to compensate). In [url=https://gimp.org]GIMP[/url], "
"this can be done using [b]Colors > Auto > Equalize[/b]. If the texture only "
"uses a small part of its available range, the parallax effect may look "
"strange, especially when the camera moves.\n"
"[b]Note:[/b] To reduce memory usage and improve loading times, you may be "
"able to use a lower-resolution heightmap texture as most heightmaps are only "
"comprised of low-frequency data."
msgstr ""
"用作高度圖的紋理。另見 [member heightmap_enabled]。\n"
"為獲得最佳效果,應將紋理正規化(減少 [member heightmap_scale] 以進行補償)。"
"在 [url=https://gimp.org]GIMP[/url] 中,這可以使用[b]顏色Colors > 自動"
"Auto > 均衡Equalize[/b]來完成。如果紋理只使用其可用範圍的一小部分,則"
"視差效果可能看起來很奇怪,尤其是當相機移動時。\n"
"[b]注意:[/b]為了減少記憶體使用和縮短載入時間,可以使用解析度較低的高度圖紋"
"理,因為大多數高度圖僅包含低頻資料。"
msgid ""
"A high value makes the material appear more like a metal. Non-metals use "
"their albedo as the diffuse color and add diffuse to the specular reflection. "
"With non-metals, the reflection appears on top of the albedo color. Metals "
"use their albedo as a multiplier to the specular reflection and set the "
"diffuse color to black resulting in a tinted reflection. Materials work "
"better when fully metal or fully non-metal, values between [code]0[/code] and "
"[code]1[/code] should only be used for blending between metal and non-metal "
"sections. To alter the amount of reflection use [member roughness]."
msgstr ""
"高值使材質看起來更像金屬。非金屬使用其反射率作為漫射色,並在鏡面反射上新增漫"
"射。對於非金屬,反射出現在反照率顏色之上。金屬使用其反射率作為鏡面反射的倍數,"
"並將漫射色設定為黑色,從而產生有色反射。材質在全金屬或全非金屬時效果更好,介"
"於 [code]0[/code] 和 [code]1[/code] 之間的值只能用於金屬和非金屬部分之間的混"
"合。要改變反射量,請使用[member roughness]。"
msgid ""
"Adjusts the strength of specular reflections. Specular reflections are "
"composed of scene reflections and the specular lobe which is the bright spot "
"that is reflected from light sources. When set to [code]0.0[/code], no "
"specular reflections will be visible. This differs from the [constant "
"SPECULAR_DISABLED] [enum SpecularMode] as [constant SPECULAR_DISABLED] only "
"applies to the specular lobe from the light source.\n"
"[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it "
"should be left at [code]0.5[/code] in most cases. See also [member roughness]."
msgstr ""
"調整鏡面反射的強度。鏡面反射由場景反射和鏡面波瓣組成,鏡面波瓣是從光源反射的亮"
"點。當設定為 [code]0.0[/code] 時,鏡面反射將不可見。這與 [constant "
"SPECULAR_DISABLED] [enum SpecularMode] 不同,因為 [constant "
"SPECULAR_DISABLED] 僅適用於來自光源的鏡面反射波瓣。\n"
"[b]注意:[/b]與 [member metallic] 不同,這不是節能的,所以在大多數情況下應將其"
"保留在 [code]0.5[/code]。另見 [member roughness]。"
msgid ""
"Texture used to specify metallic for an object. This is multiplied by [member "
"metallic]."
msgstr "用於指定物件的金屬質感。這個值會與 [member metallic] 相乘。"
msgid ""
"Specifies the channel of the [member metallic_texture] in which the metallic "
"information is stored. This is useful when you store the information for "
"multiple effects in a single texture. For example if you stored metallic in "
"the red channel, roughness in the blue, and ambient occlusion in the green "
"you could reduce the number of textures you use."
msgstr ""
"指定儲存金屬度資訊的 [member metallic_texture] 的通道。當將多個效果的資訊儲存"
"在單個紋理中時,這很有用。例如,如果在紅色通道中儲存金屬度,在藍色通道中儲存粗"
"糙度,在綠色通道中儲存環境遮擋,則可以減少使用的紋理數量。"
msgid "The width of the shape outline."
msgstr "形狀輪廓的寬度。"
msgid ""
"The width of the range around the shape between the minimum and maximum "
"representable signed distance."
msgstr "圍繞最小和最大可表示有符號距離之間的形狀的範圍的寬度。"
msgid ""
"If [code]true[/code], depth testing is disabled and the object will be drawn "
"in render order."
msgstr "如果為 [code]true[/code],深度測試被禁用,物件將按渲染順序繪製。"
msgid ""
"If [code]true[/code], normal mapping is enabled. This has a slight "
"performance cost, especially on mobile GPUs."
msgstr ""
"如果為 [code]true[/code],則啟用法線對應。略微影響性能,尤其在移動 GPU 上。"
msgid "The strength of the normal map's effect."
msgstr "法線貼圖的效果強度。"
msgid ""
"Texture used to specify the normal at a given pixel. The [member "
"normal_texture] only uses the red and green channels; the blue and alpha "
"channels are ignored. The normal read from [member normal_texture] is "
"oriented around the surface normal provided by the [Mesh].\n"
"[b]Note:[/b] The mesh must have both normals and tangents defined in its "
"vertex data. Otherwise, the normal map won't render correctly and will only "
"appear to darken the whole surface. If creating geometry with [SurfaceTool], "
"you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
"generate_tangents] to automatically generate normals and tangents "
"respectively.\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines.\n"
"[b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member "
"detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To "
"display a normal map [i]above[/i] the [member detail_albedo] texture, use "
"[member detail_normal] instead."
msgstr ""
"用於指定給定圖元的法線的紋理。[member normal_texture] 只使用紅色和綠色通道;會"
"忽略藍色和 alpha 通道。從 [member normal_texture] 讀取的法線是圍繞 [Mesh] 所提"
"供的表面法線的進行朝向的。\n"
"[b]注意:[/b]該網格必須在其頂點資料中同時定義法線和切線。否則法線貼圖將無法正"
"確渲染,只會使整個表面變暗。如果使用 [SurfaceTool] 建立幾何體,可以使用 "
"[method SurfaceTool.generate_normals] 和 [method SurfaceTool."
"generate_tangents] 分別自動生成法線和切線。\n"
"[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的"
"法線貼圖坐標系見[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]這個頁面[/url]。\n"
"[b]注意:[/b]如果 [member detail_enabled] 為 [code]true[/code],則 [member "
"detail_albedo] 紋理將在 [member normal_texture] [i]下方[/i]繪製。要在 [member "
"detail_albedo] 紋理[i]之上[/i]顯示法線貼圖,請改用 [member detail_normal]。"
msgid ""
"The Occlusion/Roughness/Metallic texture to use. This is a more efficient "
"replacement of [member ao_texture], [member roughness_texture] and [member "
"metallic_texture] in [ORMMaterial3D]. Ambient occlusion is stored in the red "
"channel. Roughness map is stored in the green channel. Metallic map is stored "
"in the blue channel. The alpha channel is ignored."
msgstr ""
"要使用的遮擋/粗糙度/金屬紋理。這是對 [ORMMaterial3D] 中 [member ao_texture]、"
"[member roughness_texture]、和 [member metallic_texture] 的更有效替代。環境遮"
"擋被儲存在紅色通道中。粗糙度貼圖被儲存在綠色通道中。金屬度貼圖被儲存在藍色通道"
"中。Alpha 通道將被忽略。"
msgid ""
"The number of horizontal frames in the particle sprite sheet. Only enabled "
"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]."
msgstr ""
"粒子精靈表中的水平影格數。僅在使用 [constant BILLBOARD_PARTICLES] 時啟用。見 "
"[member billboard_mode]。"
msgid ""
"If [code]true[/code], particle animations are looped. Only enabled when using "
"[constant BILLBOARD_PARTICLES]. See [member billboard_mode]."
msgstr ""
"如果為 [code]true[/code],則迴圈粒子動畫。僅在使用 [constant "
"BILLBOARD_PARTICLES] 時啟用。見 [member billboard_mode]。"
msgid ""
"The number of vertical frames in the particle sprite sheet. Only enabled when "
"using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]."
msgstr ""
"粒子精靈表中的垂直影格數。僅在使用 [constant BILLBOARD_PARTICLES] 時啟用。見 "
"[member billboard_mode]。"
msgid "The point size in pixels. See [member use_point_size]."
msgstr "點大小,單位為圖元。見 [member use_point_size]。"
msgid ""
"Distance over which the fade effect takes place. The larger the distance the "
"longer it takes for an object to fade."
msgstr "漸變效果發生的距離。距離越大,物體褪色的時間越長。"
msgid ""
"If [code]true[/code], the proximity fade effect is enabled. The proximity "
"fade effect fades out each pixel based on its distance to another object."
msgstr ""
"如果為 [code]true[/code],則啟用接近淡出效果。鄰近淡出效果會根據每個圖元與另一"
"個物件的距離淡出。"
msgid ""
"If [code]true[/code], the refraction effect is enabled. Distorts transparency "
"based on light from behind the object."
msgstr ""
"如果為 [code]true[/code],則啟用折射效果。根據來自物件後面的光線來扭曲透明度。"
msgid "The strength of the refraction effect."
msgstr "折射效果的強度。"
msgid ""
"Texture that controls the strength of the refraction per-pixel. Multiplied by "
"[member refraction_scale]."
msgstr "控制每個圖元折射強度的紋理。會與 [member refraction_scale] 相乘。"
msgid ""
"Specifies the channel of the [member refraction_texture] in which the "
"refraction information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored refraction in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
"指定儲存折射資訊的 [member refraction_texture] 的通道。當將多個效果的資訊儲存"
"在單個紋理中時,這很有用。例如,如果在紅色通道中儲存折射,在藍色通道中儲存粗糙"
"度,在綠色通道中儲存環境遮擋,則可以減少使用的紋理數量。"
msgid "Sets the strength of the rim lighting effect."
msgstr "設定邊緣照明效果的強度。"
msgid ""
"If [code]true[/code], rim effect is enabled. Rim lighting increases the "
"brightness at glancing angles on an object.\n"
"[b]Note:[/b] Rim lighting is not visible if the material's [member "
"shading_mode] is [constant SHADING_MODE_UNSHADED]."
msgstr ""
"如果為 [code]true[/code],則啟用邊緣效果。邊緣照明會增加物體上掠射角度的亮"
"度。\n"
"[b]注意:[/b]如果材質的 [member shading_mode] 為 [constant "
"SHADING_MODE_UNSHADED],則邊緣照明不可見。"
msgid ""
"Texture used to set the strength of the rim lighting effect per-pixel. "
"Multiplied by [member rim]."
msgstr "紋理用於設定每個圖元的邊緣光照效果的強度。會與 [member rim] 相乘。"
msgid ""
"The amount of to blend light and albedo color when rendering rim effect. If "
"[code]0[/code] the light color is used, while [code]1[/code] means albedo "
"color is used. An intermediate value generally works best."
msgstr ""
"渲染邊緣效果時,混合光照色和反射色的數量。如果 [code]0[/code] 表示使用光色,"
"[code]1[/code] 表示使用反照色。一般來說,中間值的效果最好。"
msgid ""
"Surface reflection. A value of [code]0[/code] represents a perfect mirror "
"while a value of [code]1[/code] completely blurs the reflection. See also "
"[member metallic]."
msgstr ""
"表面反射。[code]0[/code] 值表示一面完美的鏡像,而 [code]1[/code] 值則完全模糊"
"了反射。另請參閱 [member metallic]。"
msgid ""
"Texture used to control the roughness per-pixel. Multiplied by [member "
"roughness]."
msgstr "用於控制每個圖元粗糙度的紋理。會與 [member roughness] 相乘。"
msgid ""
"Specifies the channel of the [member roughness_texture] in which the "
"roughness information is stored. This is useful when you store the "
"information for multiple effects in a single texture. For example if you "
"stored metallic in the red channel, roughness in the blue, and ambient "
"occlusion in the green you could reduce the number of textures you use."
msgstr ""
"指定儲存粗糙度資訊的[member roughness_texture]的通道。當將多個效果的資訊儲存在"
"單個紋理中時,這很有用。例如,如果在紅色通道中儲存金屬度,在藍色通道中儲存粗糙"
"度,在綠色通道中儲存環境遮擋,則可以減少使用的紋理數量。"
msgid ""
"Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-"
"vertex lighting is faster, making it the best choice for mobile applications, "
"however it looks considerably worse than per-pixel. Unshaded rendering is the "
"fastest, but disables all interactions with lights.\n"
"[b]Note:[/b] Setting the shading mode vertex shading currently has no effect, "
"as vertex shading is not implemented yet."
msgstr ""
"設定是否發生著色,逐圖元、逐頂點或無陰影。逐頂點時照明速度更快,使其成為移動套"
"用程式的最佳選擇,但它看起來比逐圖元時差很多。無陰影渲染是最快的,但會禁用與燈"
"光的所有互動。\n"
"[b]注意:[/b]設定著色模式為頂點著色時目前沒有效果,因為頂點著色還沒有實作。"
msgid ""
"If [code]true[/code], enables the \"shadow to opacity\" render mode where "
"lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
"areas are transparent. Useful for overlaying shadows onto a camera feed in AR."
msgstr ""
"如果為 [code]true[/code],啟用“陰影到不透明度”的渲染模式,在該模式下,光照會修"
"改 Alpha使陰影區域不透明非陰影區域透明。對於在 AR 中把陰影疊加到相機畫面上"
"很有用。"
msgid ""
"The method for rendering the specular blob. See [enum SpecularMode].\n"
"[b]Note:[/b] [member specular_mode] only applies to the specular blob. It "
"does not affect specular reflections from the sky, screen-space reflections, "
"[VoxelGI], SDFGI or [ReflectionProbe]s. To disable reflections from these "
"sources as well, set [member metallic_specular] to [code]0.0[/code] instead."
msgstr ""
"渲染鏡面反射斑點的方法。請參閱 [enum SpecularMode]。\n"
"[b]注意:[/b][member specular_mode] 僅適用於鏡面反射斑點。它不影響來自天空的鏡"
"面反射、螢幕空間反射、[VoxelGI]、SDFGI 或 [ReflectionProbe]。要同時禁用來自這"
"些源的反射,請將 [member metallic_specular] 設定為 [code]0.0[/code]。"
msgid ""
"If [code]true[/code], subsurface scattering is enabled. Emulates light that "
"penetrates an object's surface, is scattered, and then emerges. Subsurface "
"scattering quality is controlled by [member ProjectSettings.rendering/"
"environment/subsurface_scattering/subsurface_scattering_quality]."
msgstr ""
"如果為 [code]true[/code],則啟用次表面散射。類比光線穿透物體表面,被散射,然後"
"出現。次表面散射品質由 [member ProjectSettings.rendering/environment/"
"subsurface_scattering/subsurface_scattering_quality] 控制。"
msgid ""
"If [code]true[/code], subsurface scattering will use a special mode optimized "
"for the color and density of human skin, such as boosting the intensity of "
"the red channel in subsurface scattering."
msgstr ""
"如果為 [code]true[/code],則次表面散射將使用針對人類皮膚的顏色和密度進行優化的"
"特殊模式,例如提升次表面散射中紅色通道的強度。"
msgid ""
"The strength of the subsurface scattering effect. The depth of the effect is "
"also controlled by [member ProjectSettings.rendering/environment/"
"subsurface_scattering/subsurface_scattering_scale], which is set globally."
msgstr ""
"次表面散射效果的強度。效果的深度也受到全域的 [member ProjectSettings."
"rendering/environment/subsurface_scattering/subsurface_scattering_scale] 的控"
"制。"
msgid ""
"Texture used to control the subsurface scattering strength. Stored in the red "
"texture channel. Multiplied by [member subsurf_scatter_strength]."
msgstr ""
"用於控制次表面散射強度的紋理。儲存在紅色紋理通道中。會與 [member "
"subsurf_scatter_strength] 相乘。"
msgid "The intensity of the subsurface scattering transmittance effect."
msgstr "次表面散射透射率效果的強度。"
msgid ""
"The color to multiply the subsurface scattering transmittance effect with. "
"Ignored if [member subsurf_scatter_skin_mode] is [code]true[/code]."
msgstr ""
"與次表面散射透射率效果相乘的顏色。[member subsurf_scatter_skin_mode] 為 "
"[code]true[/code] 時忽略。"
msgid "The depth of the subsurface scattering transmittance effect."
msgstr "次表面散射透射率效果的深度。"
msgid ""
"If [code]true[/code], enables subsurface scattering transmittance. Only "
"effective if [member subsurf_scatter_enabled] is [code]true[/code]. See also "
"[member backlight_enabled]."
msgstr ""
"如果為 [code]true[/code],則啟用次表面散射透射率。僅當 [member "
"subsurf_scatter_enabled] 為 [code]true[/code] 時有效。另請參見 [member "
"backlight_enabled]。"
msgid ""
"The texture to use for multiplying the intensity of the subsurface scattering "
"transmitteance intensity. See also [member subsurf_scatter_texture]. Ignored "
"if [member subsurf_scatter_skin_mode] is [code]true[/code]."
msgstr ""
"用於乘以次表面散射透射率強度的紋理。另請參見 [member "
"subsurf_scatter_texture]。[member subsurf_scatter_skin_mode] 為 [code]true[/"
"code] 時忽略。"
msgid ""
"Filter flags for the texture. See [enum TextureFilter] for options.\n"
"[b]Note:[/b] [member heightmap_texture] is always sampled with linear "
"filtering, even if nearest-neighbor filtering is selected here. This is to "
"ensure the heightmap effect looks as intended. If you need sharper height "
"transitions between pixels, resize the heightmap texture in an image editor "
"with nearest-neighbor filtering."
msgstr ""
"紋理的篩選旗標。有關選項,請參閱 [enum TextureFilter]。\n"
"[b]注意:[/b]即便這裡選擇了最近鄰篩選,[member heightmap_texture] 也始終使用線"
"性篩選取樣。這是為了確保高度圖效果看起來符合預期。如果需要圖元之間的高度過渡更"
"加清晰,請在圖像編輯器中使用最近鄰篩選調整高度圖紋理的大小。"
msgid "Repeat flags for the texture. See [enum TextureFilter] for options."
msgstr "紋理的重複旗標。可選項見 [enum TextureFilter]。"
msgid ""
"The material's transparency mode. Some transparency modes will disable shadow "
"casting. Any transparency mode other than [constant TRANSPARENCY_DISABLED] "
"has a greater performance impact compared to opaque rendering. See also "
"[member blend_mode]."
msgstr ""
"該材質的透明模式。一些透明模式將禁用陰影投射。除了 [constant "
"TRANSPARENCY_DISABLED] 以外的任何透明模式都會對性能產生較大的影響。另見 "
"[member blend_mode]。"
msgid ""
"If [code]true[/code], enables parts of the shader required for "
"[GPUParticles3D] trails to function. This also requires using a mesh with "
"appropriate skinning, such as [RibbonTrailMesh] or [TubeTrailMesh]. Enabling "
"this feature outside of materials used in [GPUParticles3D] meshes will break "
"material rendering."
msgstr ""
"如果為 [code]true[/code],則啟用 [GPUParticles3D] 尾跡所需的部分著色器以發揮作"
"用。這也需要使用具有適當蒙皮的網格,例如 [RibbonTrailMesh] 或 "
"[TubeTrailMesh]。在 [GPUParticles3D] 網格中使用的材質之外啟用該功能將破壞材質"
"渲染。"
msgid ""
"If [code]true[/code], render point size can be changed.\n"
"[b]Note:[/b] This is only effective for objects whose geometry is point-based "
"rather than triangle-based. See also [member point_size]."
msgstr ""
"如果為 [code]true[/code],可以改變渲染點大小。\n"
"[b]注意:[/b]這僅對幾何形狀基於點而非基於三角形的物件有效。另見 [member "
"point_size]。"
msgid ""
"How much to offset the [code]UV[/code] coordinates. This amount will be added "
"to [code]UV[/code] in the vertex function. This can be used to offset a "
"texture. The Z component is used when [member uv1_triplanar] is enabled, but "
"it is not used anywhere else."
msgstr ""
"[code]UV[/code] 座標的偏移量。這個量將被新增到頂點函式中的 [code]UV[/code] "
"中。可以用來偏移紋理。Z 分量在啟用 [member uv1_triplanar] 時使用,在其他任何地"
"方都不會被使用。"
msgid ""
"How much to scale the [code]UV[/code] coordinates. This is multiplied by "
"[code]UV[/code] in the vertex function. The Z component is used when [member "
"uv1_triplanar] is enabled, but it is not used anywhere else."
msgstr ""
"[code]UV[/code] 座標的縮放值。將與頂點函式中的 [code]UV[/code] 相乘。Z 分量在"
"啟用 [member uv1_triplanar] 時使用,在其他任何地方都不會被使用。"
msgid ""
"If [code]true[/code], instead of using [code]UV[/code] textures will use a "
"triplanar texture lookup to determine how to apply textures. Triplanar uses "
"the orientation of the object's surface to blend between texture coordinates. "
"It reads from the source texture 3 times, once for each axis and then blends "
"between the results based on how closely the pixel aligns with each axis. "
"This is often used for natural features to get a realistic blend of "
"materials. Because triplanar texturing requires many more texture reads per-"
"pixel it is much slower than normal UV texturing. Additionally, because it is "
"blending the texture between the three axes, it is unsuitable when you are "
"trying to achieve crisp texturing."
msgstr ""
"如果為 [code]true[/code],紋理將不使用 [code]UV[/code],而是使用三平面紋理查找"
"來確定如何套用紋理。三平面紋理使用物件表面的方向來混合紋理座標之間。它從源紋理"
"中讀取3次每個軸一次然後根據圖元與每個軸的緊密程度在結果之間進行混合。這通"
"常用於自然特徵,以獲得真實的材質混合。由於三平面紋理處理每一個圖元需要更多的紋"
"理讀取所以它比普通的UV紋理處理要慢得多。此外由於它是在三個軸之間混合紋理"
"所以當你試圖實作清晰的紋理時,它是不合適的。"
msgid ""
"A lower number blends the texture more softly while a higher number blends "
"the texture more sharply.\n"
"[b]Note:[/b] [member uv1_triplanar_sharpness] is clamped between [code]0.0[/"
"code] and [code]150.0[/code] (inclusive) as values outside that range can "
"look broken depending on the mesh."
msgstr ""
"數位越小使紋理混合得越柔和,數位越大使紋理混合得越銳利。\n"
"[b]注意:[/b][member uv1_triplanar_sharpness] 被鉗制在 [code]0.0[/code] 和 "
"[code]150.0[/code](包括)之間,因為超出該範圍的值可能看起來會破損,具體取決於"
"網格。"
msgid ""
"If [code]true[/code], triplanar mapping for [code]UV[/code] is calculated in "
"world space rather than object local space. See also [member uv1_triplanar]."
msgstr ""
"如果為 [code]true[/code],則 [code]UV[/code] 的三平面對應是在世界空間而不是對"
"象局部空間中計算的。另見 [member uv1_triplanar]。"
msgid ""
"How much to offset the [code]UV2[/code] coordinates. This amount will be "
"added to [code]UV2[/code] in the vertex function. This can be used to offset "
"a texture. The Z component is used when [member uv2_triplanar] is enabled, "
"but it is not used anywhere else."
msgstr ""
"[code]UV2[/code] 座標的偏移量。在頂點函式中這個量將被加到 [code]UV2[/code] "
"中。這可以用來偏移紋理。Z 分量僅在啟用 [member uv2_triplanar] 時使用,在其他任"
"何地方不會被使用。"
msgid ""
"How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
"[code]UV2[/code] in the vertex function. The Z component is used when [member "
"uv2_triplanar] is enabled, but it is not used anywhere else."
msgstr ""
"[code]UV2[/code] 座標的縮放比例。在頂點函式中該屬性乘以 [code]UV2[/code]。Z 分"
"量僅在啟用 [member uv2_triplanar] 時使用,在其他任何地方不會被使用。"
msgid ""
"If [code]true[/code], instead of using [code]UV2[/code] textures will use a "
"triplanar texture lookup to determine how to apply textures. Triplanar uses "
"the orientation of the object's surface to blend between texture coordinates. "
"It reads from the source texture 3 times, once for each axis and then blends "
"between the results based on how closely the pixel aligns with each axis. "
"This is often used for natural features to get a realistic blend of "
"materials. Because triplanar texturing requires many more texture reads per-"
"pixel it is much slower than normal UV texturing. Additionally, because it is "
"blending the texture between the three axes, it is unsuitable when you are "
"trying to achieve crisp texturing."
msgstr ""
"如果為 [code]true[/code],紋理將不使用 [code]UV[/code],而是使用三平面紋理查找"
"來確定如何套用紋理。三平面紋理使用物件表面的方向來混合紋理座標之間。它從源紋理"
"中讀取 3 次,每個軸一次,然後根據圖元與每個軸的緊密程度在結果之間進行混合。這"
"通常用於自然特徵,以獲得真實的材質混合。由於三平面紋理處理每一個圖元需要更多的"
"紋理讀取,所以它比普通的 UV 紋理處理要慢得多。此外,由於它是在三個軸之間混合紋"
"理,所以當你試圖實作清晰的紋理時,它是不合適的。"
msgid ""
"A lower number blends the texture more softly while a higher number blends "
"the texture more sharply.\n"
"[b]Note:[/b] [member uv2_triplanar_sharpness] is clamped between [code]0.0[/"
"code] and [code]150.0[/code] (inclusive) as values outside that range can "
"look broken depending on the mesh."
msgstr ""
"數位越小使紋理混合得越柔和,數位越大使紋理混合得越銳利。\n"
"[b]注意:[/b][member uv2_triplanar_sharpness] 被鉗制在 [code]0.0[/code] 和 "
"[code]150.0[/code](包括)之間,因為超出該範圍的值可能看起來會破損,具體取決於"
"網格。"
msgid ""
"If [code]true[/code], triplanar mapping for [code]UV2[/code] is calculated in "
"world space rather than object local space. See also [member uv2_triplanar]."
msgstr ""
"如果為 [code]true[/code],則 [code]UV2[/code] 的三平面對應是在世界空間而不是物"
"件局部空間中計算的。另見 [member uv2_triplanar]。"
msgid ""
"If [code]true[/code], vertex colors are considered to be stored in sRGB color "
"space and are converted to linear color space during rendering. If "
"[code]false[/code], vertex colors are considered to be stored in linear color "
"space and are rendered as-is. See also [member albedo_texture_force_srgb].\n"
"[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering "
"methods, not Compatibility."
msgstr ""
"如果為 [code]true[/code],則頂點顏色被認為使用 sRGB 顏色空間儲存,並在渲染期間"
"被轉換為線性顏色空間。如果為 [code]false[/code],則頂點顏色被認為使用線性顏色"
"空間儲存並按原樣渲染。另見 [member albedo_texture_force_srgb]。\n"
"[b]注意:[/b]僅在使用 Forward+ 和移動渲染方式時有效,不支援相容模式。"
msgid "If [code]true[/code], the vertex color is used as albedo color."
msgstr "如果為 [code]true[/code],則使用頂點顏色作為反射率顏色。"
msgid "Texture specifying per-pixel color."
msgstr "指定每個圖元顏色的紋理。"
msgid "Texture specifying per-pixel metallic value."
msgstr "指定每個圖元金屬度值的紋理。"
msgid "Texture specifying per-pixel roughness value."
msgstr "指定每個圖元粗糙度值的紋理。"
msgid "Texture specifying per-pixel emission color."
msgstr "指定每個圖元自發光顏色的紋理。"
msgid "Texture specifying per-pixel normal vector."
msgstr "指定每個圖元法向量的紋理。"
msgid "Texture specifying per-pixel rim value."
msgstr "指定每個圖元邊緣值的紋理。"
msgid "Texture specifying per-pixel clearcoat value."
msgstr "指定每個圖元清漆值的紋理。"
msgid ""
"Texture specifying per-pixel flowmap direction for use with [member "
"anisotropy]."
msgstr "指定每個圖元流圖方向的紋理,用於 [member anisotropy]。"
msgid "Texture specifying per-pixel ambient occlusion value."
msgstr "指定每個圖元環境光遮蔽的紋理。"
msgid "Texture specifying per-pixel height."
msgstr "指定每個圖元高度的紋理。"
msgid "Texture specifying per-pixel subsurface scattering."
msgstr "指定每個圖元次表面散射的紋理。"
msgid "Texture specifying per-pixel transmittance for subsurface scattering."
msgstr "指定每個圖元用於次表面散射的透射率的紋理。"
msgid "Texture specifying per-pixel backlight color."
msgstr "指定每個圖元背光顏色的紋理。"
msgid "Texture specifying per-pixel refraction strength."
msgstr "指定每個圖元折射強度的紋理。"
msgid "Texture specifying per-pixel detail mask blending value."
msgstr "指定每個圖元細節蒙版混合值的紋理。"
msgid "Texture specifying per-pixel detail color."
msgstr "指定每個圖元細節顏色的紋理。"
msgid "Texture specifying per-pixel detail normal."
msgstr "指定每個圖元細節法線的紋理。"
msgid "Texture holding ambient occlusion, roughness, and metallic."
msgstr "保存環境光遮蔽、粗糙度和金屬度資訊的紋理。"
msgid "Represents the size of the [enum TextureParam] enum."
msgstr "代表 [enum TextureParam] 列舉的大小。"
msgid ""
"The texture filter reads from the nearest pixel only. The simplest and "
"fastest method of filtering, but the texture will look pixelized."
msgstr ""
"紋理篩檢程式僅讀取最鄰近的圖元。最簡單快速的篩選方法,但紋理看起來會圖元化。"
msgid ""
"The texture filter blends between the nearest 4 pixels. Use this when you "
"want to avoid a pixelated style, but do not want mipmaps."
msgstr ""
"紋理篩檢程式在最鄰近的 4 個圖元之間混合。如果你想要避免圖元化風格,但又不想使"
"用 mipmap那麼請使用這個選項。"
msgid ""
"The texture filter reads from the nearest pixel in the nearest mipmap. The "
"fastest way to read from textures with mipmaps."
msgstr ""
"紋理篩檢程式讀取最鄰近的 mipmap 中的最鄰近的圖元。帶有 mipmap 的紋理的最快讀取"
"方法。"
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps. Use this for most cases as mipmaps are important to smooth "
"out pixels that are far from the camera."
msgstr ""
"紋理篩檢程式在最鄰近的 4 個圖元和最鄰近的 2 個 mipmap 之間混合。請在大多數情況"
"下使用,因為 mipmap 對於平滑遠離相機的圖元很重要。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
"textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"紋理篩檢程式讀取最鄰近的圖元,但會根據表面和相機視圖之間的夾角選擇 mipmap。可"
"以減少幾乎與相機成一直線的表面的不自然情況。各向異性篩選級別可以通過調整 "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 來改變。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"紋理篩檢程式在最鄰近的 4 個圖元之間進行混合,並會根據表面和相機視圖之間的夾角"
"選擇 mipmap。可以減少幾乎與相機成一直線的表面的不自然情況。這是篩選選項中最慢"
"的一個,但可以得到最高品質的紋理。各向異性篩選級別可以通過調整 [member "
"ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 來改變。"
msgid "Represents the size of the [enum TextureFilter] enum."
msgstr "代表 [enum TextureFilter] 列舉的大小。"
msgid "Use [code]UV[/code] with the detail texture."
msgstr "使用 [code]UV[/code] 與細節紋理。"
msgid "Use [code]UV2[/code] with the detail texture."
msgstr "使用 [code]UV2[/code] 與細節紋理。"
msgid "The material will not use transparency. This is the fastest to render."
msgstr "該材質將不使用透明度。渲染最快。"
msgid ""
"The material will use the texture's alpha values for transparency. This is "
"the slowest to render, and disables shadow casting."
msgstr "該材質將使用紋理的 Alpha 值作為透明度。渲染最慢,且會禁用陰影投射。"
msgid ""
"The material will cut off all values below a threshold, the rest will remain "
"opaque. The opaque portions will be rendered in the depth prepass. This is "
"faster to render than alpha blending, but slower than opaque rendering. This "
"also supports casting shadows."
msgstr ""
"該材質會將所有低於閾值的值截斷,其餘部分將保持不透明。不透明部分將在深度預通道"
"中渲染。這比 Alpha 混合的渲染速度更快,但比不透明渲染慢。支援投射陰影。"
msgid ""
"The material will cut off all values below a spatially-deterministic "
"threshold, the rest will remain opaque. This is faster to render than alpha "
"blending, but slower than opaque rendering. This also supports casting "
"shadows. Alpha hashing is suited for hair rendering."
msgstr ""
"該材質會將所有低於空間確定性閾值的值截斷,其餘部分將保持不透明。這比 Alpha 混"
"合的渲染速度更快但比不透明渲染慢。支援投射陰影。Alpha 雜湊適合毛髮渲染。"
msgid ""
"The material will use the texture's alpha value for transparency, but will "
"discard fragments with an alpha of less than 0.99 during the depth prepass "
"and fragments with an alpha less than 0.1 during the shadow pass. This also "
"supports casting shadows."
msgstr ""
"該材質將使用紋理的 Alpha 值作為透明度,但會在深度預通道階段丟棄 Alpha 小於 "
"0.99 的片段,並在陰影通道期間丟棄 Alpha 小於 0.1 的片段。支援投射陰影。"
msgid "Represents the size of the [enum Transparency] enum."
msgstr "代表 [enum Transparency] 列舉的大小。"
msgid ""
"The object will not receive shadows. This is the fastest to render, but it "
"disables all interactions with lights."
msgstr "該物件不會接受陰影。渲染速度最快,但會禁用與燈光的所有互動。"
msgid ""
"The object will be shaded per pixel. Useful for realistic shading effects."
msgstr "物件將逐圖元進行著色。對於逼真的陰影效果很有用。"
msgid ""
"The object will be shaded per vertex. Useful when you want cheaper shaders "
"and do not care about visual quality. Not implemented yet (this mode will act "
"like [constant SHADING_MODE_PER_PIXEL])."
msgstr ""
"對象將逐頂點進行著色。當想要更便宜的著色器並且不關心視覺品質時很有用。尚未實現"
"(該模式的行為類似於 [constant SHADING_MODE_PER_PIXEL])。"
msgid "Represents the size of the [enum ShadingMode] enum."
msgstr "代表 [enum ShadingMode] 列舉的大小。"
msgid "Constant for setting [member emission_enabled]."
msgstr "用於設定 [member emission_enabled] 的常數。"
msgid "Constant for setting [member normal_enabled]."
msgstr "用於設定 [member normal_enabled] 的常數。"
msgid "Constant for setting [member rim_enabled]."
msgstr "用於設定 [member rim_enabled] 的常數。"
msgid "Constant for setting [member clearcoat_enabled]."
msgstr "用於設定 [member clearcoat_enabled] 的常數。"
msgid "Constant for setting [member anisotropy_enabled]."
msgstr "用於設定 [member anisotropy_enabled] 的常數。"
msgid "Constant for setting [member ao_enabled]."
msgstr "用於設定 [member ao_enabled] 的常數。"
msgid "Constant for setting [member heightmap_enabled]."
msgstr "用於設定 [member heightmap_enabled] 的常數。"
msgid "Constant for setting [member subsurf_scatter_enabled]."
msgstr "用於設定 [member subsurf_scatter_enabled] 的常數。"
msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]."
msgstr "用於設定 [member subsurf_scatter_transmittance_enabled] 的常數。"
msgid "Constant for setting [member backlight_enabled]."
msgstr "用於設定 [member backlight_enabled] 的常數。"
msgid "Constant for setting [member refraction_enabled]."
msgstr "用於設定 [member refraction_enabled] 的常數。"
msgid "Constant for setting [member detail_enabled]."
msgstr "用於設定 [member detail_enabled] 的常數。"
msgid "Represents the size of the [enum Feature] enum."
msgstr "代表 [enum Feature] 列舉的大小。"
msgid ""
"Default blend mode. The color of the object is blended over the background "
"based on the object's alpha value."
msgstr "預設的混合模式。根據物件的 Alpha 值,將物件的顏色混合到背景上。"
msgid "The color of the object is added to the background."
msgstr "物件的顏色被加到背景中。"
msgid "The color of the object is subtracted from the background."
msgstr "從背景中減去物件的顏色。"
msgid "The color of the object is multiplied by the background."
msgstr "物件的顏色與背景相乘。"
msgid "Disables Alpha AntiAliasing for the material."
msgstr "禁用該材質的 Alpha 抗鋸齒。"
msgid ""
"Enables AlphaToCoverage. Alpha values in the material are passed to the "
"AntiAliasing sample mask."
msgstr ""
"啟用 AlphaToCoverage。材質中的 Alpha 值會被傳遞到 AntiAliasing 取樣遮罩。"
msgid ""
"Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/"
"code]. Alpha values in the material are passed to the AntiAliasing sample "
"mask."
msgstr ""
"啟用 AlphaToCoverage 並將所有非零的 alpha 值強制設為 [code]1[/code]。材質中的 "
"Alpha 值會被傳遞到 AntiAliasing 取樣遮罩。"
msgid ""
"Default depth draw mode. Depth is drawn only for opaque objects during the "
"opaque prepass (if any) and during the opaque pass."
msgstr ""
"預設的深度繪製模式。在不透明預通道(如果有)和不透明通道期間,僅為不透明物件繪"
"製深度。"
msgid ""
"Objects will write to depth during the opaque and the transparent passes. "
"Transparent objects that are close to the camera may obscure other "
"transparent objects behind them.\n"
"[b]Note:[/b] This does not influence whether transparent objects are included "
"in the depth prepass or not. For that, see [enum Transparency]."
msgstr ""
"在不透明和透明通道期間,物件將寫入深度。靠近相機的透明物體可能會遮擋它們後面的"
"其他透明物體。\n"
"[b]注意:[/b]這不影響透明物件是否包含在深度預通道中。為此,請參閱 [enum "
"Transparency]。"
msgid ""
"Objects will not write their depth to the depth buffer, even during the depth "
"prepass (if enabled)."
msgstr ""
"物件不會將其深度寫入深度緩衝區,即使在深度預通道期間(如果啟用)也是如此。"
msgid ""
"Default cull mode. The back of the object is culled when not visible. Back "
"face triangles will be culled when facing the camera. This results in only "
"the front side of triangles being drawn. For closed-surface meshes, this "
"means that only the exterior of the mesh will be visible."
msgstr ""
"預設剔除模式。物件的背面在不可見時被剔除。面對相機時,背面三角形將被剔除。這導"
"致僅繪製三角形的正面。對於封閉表面網格,這意味著只有網格的外部可見。"
msgid ""
"Front face triangles will be culled when facing the camera. This results in "
"only the back side of triangles being drawn. For closed-surface meshes, this "
"means that the interior of the mesh will be drawn instead of the exterior."
msgstr ""
"面對相機時,正面三角形將被剔除。這導致僅繪製三角形的背面。對於封閉表面網格,這"
"意味著將繪製網格的內部而不是外部。"
msgid ""
"No face culling is performed; both the front face and back face will be "
"visible."
msgstr "不執行面剔除;正反面均可見。"
msgid ""
"Disables the depth test, so this object is drawn on top of all others drawn "
"before it. This puts the object in the transparent draw pass where it is "
"sorted based on distance to camera. Objects drawn after it in the draw order "
"may cover it. This also disables writing to depth."
msgstr ""
"禁用深度測試,所以這個物件將被繪製到在它之前繪製的所有其他物件之上。這會將對象"
"置於透明繪製通道中,並根據到相機的距離對其進行排序。按照繪製順序在它之後繪制的"
"物件可能會覆蓋它。會禁用深度寫入。"
msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
msgstr "將 [code]ALBEDO[/code] 設定為網格中指定的每頂點顏色。"
msgid ""
"Vertex colors are considered to be stored in sRGB color space and are "
"converted to linear color space during rendering. See also [member "
"vertex_color_is_srgb].\n"
"[b]Note:[/b] Only effective when using the Forward+ and Mobile rendering "
"methods."
msgstr ""
"頂點顏色被認為使用 sRGB 顏色空間儲存,並在渲染期間轉換為線性顏色空間。另見 "
"[member vertex_color_is_srgb]。\n"
"[b]注意:[/b]僅在使用 Forward+ 和移動渲染方式時有效。"
msgid ""
"Uses point size to alter the size of primitive points. Also changes the "
"albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
"code]."
msgstr ""
"使用點大小來改變圖元點的大小。同時改變反射率紋理搜尋,使用 [code]POINT_COORD[/"
"code] 而不是 [code]UV[/code]。"
msgid ""
"Object is scaled by depth so that it always appears the same size on screen."
msgstr "按深度縮放物件,使其在螢幕上顯示的大小始終相同。"
msgid ""
"Shader will keep the scale set for the mesh. Otherwise the scale is lost when "
"billboarding. Only applies when [member billboard_mode] is [constant "
"BILLBOARD_ENABLED]."
msgstr ""
"著色器將保持網格的縮放設定。否則,在用作公告板時會丟失縮放。僅在 [member "
"billboard_mode] 為 [constant BILLBOARD_ENABLED] 時適用。"
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV[/code]."
msgstr "對所有通常會使用 [code]UV[/code] 的紋理搜尋使用三平面紋理搜尋。"
msgid ""
"Use triplanar texture lookup for all texture lookups that would normally use "
"[code]UV2[/code]."
msgstr "對所有通常會使用 [code]UV2[/code] 的紋理搜尋使用三平面紋理搜尋。"
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
msgstr "使用 [code]UV2[/code] 座標從 [member ao_texture] 中搜尋。"
msgid ""
"Use [code]UV2[/code] coordinates to look up from the [member "
"emission_texture]."
msgstr "使用 [code]UV2[/code] 座標從 [member emission_texture] 中搜尋。"
msgid ""
"Forces the shader to convert albedo from sRGB space to linear space. See also "
"[member albedo_texture_force_srgb]."
msgstr ""
"強制著色器將反照率從 sRGB 空間轉換為線性空間。另見 [member "
"albedo_texture_force_srgb]。"
msgid "Disables receiving shadows from other objects."
msgstr "禁用從其他物件接收陰影。"
msgid "Disables receiving ambient light."
msgstr "禁用接收環境光。"
msgid "Enables the shadow to opacity feature."
msgstr "啟用陰影到不透明度功能。"
msgid ""
"Enables the texture to repeat when UV coordinates are outside the 0-1 range. "
"If using one of the linear filtering modes, this can result in artifacts at "
"the edges of a texture when the sampler filters across the edges of the "
"texture."
msgstr ""
"當 UV 座標超出 0-1 範圍時,使紋理能夠重複。如果使用其中一種線性篩選模式,則當"
"取樣器篩選紋理邊緣時,這可能會導致紋理邊緣出現偽影。"
msgid ""
"Invert values read from a depth texture to convert them to height values "
"(heightmap)."
msgstr "反轉從深度紋理讀取的值以將它們轉換為高度值(高度圖)。"
msgid ""
"Enables the skin mode for subsurface scattering which is used to improve the "
"look of subsurface scattering when used for human skin."
msgstr ""
"啟用用於次表面散射的皮膚模式,該模式用於改善被用於人體皮膚時的次表面散射的外"
"觀。"
msgid ""
"Enables parts of the shader required for [GPUParticles3D] trails to function. "
"This also requires using a mesh with appropriate skinning, such as "
"[RibbonTrailMesh] or [TubeTrailMesh]. Enabling this feature outside of "
"materials used in [GPUParticles3D] meshes will break material rendering."
msgstr ""
"啟用使 [GPUParticles3D] 尾跡生效所需的部分著色器。這也需要使用具有適當蒙皮的網"
"格,例如 [RibbonTrailMesh] 或 [TubeTrailMesh]。在 [GPUParticles3D] 網格中使用"
"的材質之外啟用該功能將破壞材質的渲染。"
msgid "Enables multichannel signed distance field rendering shader."
msgstr "啟用多通道有符號距離場渲染著色器。"
msgid "Disables receiving depth-based or volumetric fog."
msgstr "禁用從其他物件接收陰影。"
msgid "Represents the size of the [enum Flags] enum."
msgstr "代表 [enum Flags] 列舉的大小。"
msgid "Default diffuse scattering algorithm."
msgstr "預設的漫反射散射演算法。"
msgid "Diffuse scattering ignores roughness."
msgstr "漫散射忽略了粗糙度。"
msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
msgstr "當粗糙度增加時,將 Lambert 延伸到 90 度以上。"
msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
msgstr "使用硬切口進行照明,平滑度受粗糙度影響。"
msgid "Default specular blob."
msgstr "預設鏡面反射斑點。"
msgid "Toon blob which changes size based on roughness."
msgstr "基於粗糙度更改大小的 Toon 斑點。"
msgid ""
"No specular blob. This is slightly faster to render than other specular modes."
msgstr "沒有鏡面反射斑點。這比其他鏡面反射模式渲染速度稍快。"
msgid "Billboard mode is disabled."
msgstr "公告板模式已禁用。"
msgid "The object's Z axis will always face the camera."
msgstr "物件的 Z 軸將始終面向相機。"
msgid "The object's X axis will always face the camera."
msgstr "物件的 X 軸將始終面向相機。"
msgid "Used to read from the red channel of a texture."
msgstr "用來讀取紋理的紅色通道。"
msgid "Used to read from the green channel of a texture."
msgstr "用來讀取紋理的綠色通道。"
msgid "Used to read from the blue channel of a texture."
msgstr "用來讀取紋理的藍色通道。"
msgid "Used to read from the alpha channel of a texture."
msgstr "用來讀取紋理的 Alpha 通道。"
msgid ""
"Used to read from the linear (non-perceptual) average of the red, green and "
"blue channels of a texture."
msgstr "用於讀取紋理的紅色、綠色和藍色通道的線性(非感知)平均值。"
msgid "Adds the emission color to the color from the emission texture."
msgstr "將自發光顏色加到自發光紋理的顏色上。"
msgid "Multiplies the emission color by the color from the emission texture."
msgstr "將自發光顏色乘以自發光紋理的顏色。"
msgid "Do not use distance fade."
msgstr "不使用距離淡化。"
msgid ""
"Smoothly fades the object out based on each pixel's distance from the camera "
"using the alpha channel."
msgstr "根據每個圖元與相機的距離,使用 Alpha 通道平滑地淡出物件。"
msgid ""
"Smoothly fades the object out based on each pixel's distance from the camera "
"using a dithering approach. Dithering discards pixels based on a set pattern "
"to smoothly fade without enabling transparency. On certain hardware, this can "
"be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
msgstr ""
"根據每個圖元與相機的距離,使用一種抖動方法平滑地淡出物件。抖動會根據設定的模式"
"丟棄圖元,在不啟用透明的情況下平滑淡化。在某些硬體上,該選項可能比 [constant "
"DISTANCE_FADE_PIXEL_ALPHA] 更快。"
msgid ""
"Smoothly fades the object out based on the object's distance from the camera "
"using a dithering approach. Dithering discards pixels based on a set pattern "
"to smoothly fade without enabling transparency. On certain hardware, this can "
"be faster than [constant DISTANCE_FADE_PIXEL_ALPHA] and [constant "
"DISTANCE_FADE_PIXEL_DITHER]."
msgstr ""
"根據物件與相機的距離,使用一種抖動方法平滑淡出物件。抖動根據設定的模式丟棄像"
"素,在不啟用透明的情況下平滑淡化。在某些硬體上,該選項可能比 [constant "
"DISTANCE_FADE_PIXEL_ALPHA] 和 [constant DISTANCE_FADE_PIXEL_DITHER] 更快。"
msgid "A 3×3 matrix for representing 3D rotation and scale."
msgstr "用於表示 3D 旋轉和縮放的 3×3 矩陣。"
msgid ""
"A 3×3 matrix used for representing 3D rotation and scale. Usually used as an "
"orthogonal basis for a [Transform3D].\n"
"Contains 3 vector fields X, Y and Z as its columns, which are typically "
"interpreted as the local basis vectors of a transformation. For such use, it "
"is composed of a scaling and a rotation matrix, in that order (M = R.S).\n"
"Basis can also be accessed as an array of 3D vectors. These vectors are "
"usually orthogonal to each other, but are not necessarily normalized (due to "
"scaling).\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用於表示 3D 旋轉和縮放的 3×3 矩陣。通常用作 [Transform3D] 的正交基。\n"
"包含 3 個向量欄位 X、Y 和 Z 作為其列,它們通常被解釋為變換的局部基向量。對於這"
"種用途,它由縮放和旋轉矩陣組成,順序為 (M = R.S)。\n"
"基也可以作為 3D 向量的陣列存取。這些向量通常彼此正交,但(由於縮放)不一定是正"
"規化的。\n"
"更多資訊請閱讀文件文章《矩陣與變換》。"
msgid "Matrices and transforms"
msgstr "矩陣與變換"
msgid "Using 3D transforms"
msgstr "使用 3D 變換"
msgid "Matrix Transform Demo"
msgstr "矩陣變換演示"
msgid "2.5D Demo"
msgstr "2.5D 演示"
msgid "Constructs a default-initialized [Basis] set to [constant IDENTITY]."
msgstr "建構預設初始化為 [constant IDENTITY] 的 [Basis] 。"
msgid "Constructs a [Basis] as a copy of the given [Basis]."
msgstr "建構給定 [Basis] 的副本。"
msgid ""
"Constructs a pure rotation basis matrix, rotated around the given [param "
"axis] by [param angle] (in radians). The axis must be a normalized vector."
msgstr ""
"建構純旋轉的基矩陣,圍繞給定的軸 [param axis] 旋轉 [param angle](單位為弧"
"度)。該軸必須是正規化向量。"
msgid "Constructs a pure rotation basis matrix from the given quaternion."
msgstr "根據給定的四元數建構純旋轉的基矩陣。"
msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
msgstr "從 3 個軸向量(矩陣列)建構一個基矩陣。"
msgid ""
"Returns the determinant of the basis matrix. If the basis is uniformly "
"scaled, its determinant is the square of the scale.\n"
"A negative determinant means the basis has a negative scale. A zero "
"determinant means the basis isn't invertible, and is usually considered "
"invalid."
msgstr ""
"返回基矩陣的行列式。如果基是均勻縮放的,它的行列式是縮放的平方。\n"
"負的行列式意味著基的縮放是負的。負的行列式意味著基不可逆,通常被認為無效。"
msgid ""
"Constructs a pure rotation Basis matrix from Euler angles in the specified "
"Euler rotation order. By default, use YXZ order (most common). See the [enum "
"EulerOrder] enum for possible values."
msgstr ""
"按照指定的歐拉旋轉順序,從歐拉角中建構一個純旋轉的 Basis 矩陣。預設情況下,使"
"用 YXZ 順序(最常用)。參見列舉 [enum EulerOrder] 的可能值。"
msgid ""
"Constructs a pure scale basis matrix with no rotation or shearing. The scale "
"values are set as the diagonal of the matrix, and the other parts of the "
"matrix are zero."
msgstr ""
"建構一個沒有旋轉或剪切的純縮放基礎矩陣。scale 值被設定為矩陣的對角線,矩陣的其"
"他部分為零。"
msgid ""
"Returns the basis's rotation in the form of Euler angles. The Euler order "
"depends on the [param order] parameter, by default it uses the YXZ "
"convention: when decomposing, first Z, then X, and Y last. The returned "
"vector contains the rotation angles in the format (X angle, Y angle, Z "
"angle).\n"
"Consider using the [method get_rotation_quaternion] method instead, which "
"returns a [Quaternion] quaternion instead of Euler angles."
msgstr ""
"以歐拉角的形式返回基的旋轉。歐拉順序取決於 [param order] 參數,預設使用 YXZ 慣"
"例:分解時,先 Z、再 X、最後 Y。返回的向量包含格式為X 角、Y 角、Z 角)的旋轉"
"角。\n"
"可考慮改用 [method get_rotation_quaternion] 方法,將返回 [Quaternion] 四元數而"
"不是歐拉角。"
msgid ""
"Returns the basis's rotation in the form of a quaternion. See [method "
"get_euler] if you need Euler angles, but keep in mind quaternions should "
"generally be preferred to Euler angles."
msgstr ""
"以四元數的形式返回基的旋轉。如果你需要歐拉角,請參閱 [method get_euler] 方法,"
"但通常首選四元數而不是歐拉角。"
msgid ""
"Assuming that the matrix is the combination of a rotation and scaling, return "
"the absolute value of scaling factors along each axis."
msgstr "假設矩陣是旋轉和縮放的組合,返回沿各軸縮放係數的絕對值。"
msgid "Returns the inverse of the matrix."
msgstr "返回矩陣的逆值。"
msgid ""
"Returns [code]true[/code] if the basis is conformal, meaning it preserves "
"angles and distance ratios, and may only be composed of rotation and uniform "
"scale. Returns [code]false[/code] if the basis has non-uniform scale or shear/"
"skew. This can be used to validate if the basis is non-distorted, which is "
"important for physics and other use cases."
msgstr ""
"如果基礎是共形的,則傳回[code]true[/code],這表示它保留角度和距離比率,並且只"
"能由旋轉和均勻比例組成。返回[code]false [/code] 基礎是否具有不均勻的尺度或剪"
"切/傾斜。這可用於驗證基礎是否不扭曲,這對於物理和其他用例很重要。"
msgid ""
"Returns [code]true[/code] if this basis and [param b] are approximately "
"equal, by calling [method @GlobalScope.is_equal_approx] on all vector "
"components."
msgstr ""
"如果該基和 [param b] 近似相等,則返回 [code]true[/code],判斷方法是在每個向量"
"分量上呼叫 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this basis is finite, by calling [method "
"@GlobalScope.is_finite] on all vector components."
msgstr ""
"如果該基是有限的,則返回 [code]true[/code],判斷方法是在每個向量分量上呼叫 "
"[method @GlobalScope.is_finite]。"
msgid ""
"Creates a Basis with a rotation such that the forward axis (-Z) points "
"towards the [param target] position.\n"
"The up axis (+Y) points as close to the [param up] vector as possible while "
"staying perpendicular to the forward axis. The resulting Basis is "
"orthonormalized. The [param target] and [param up] vectors cannot be zero, "
"and cannot be parallel to each other.\n"
"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is "
"treated as forward (implies +X is left) and points toward the [param target] "
"position. By default, the -Z axis (camera forward) is treated as forward "
"(implies +X is right)."
msgstr ""
"建立旋轉 Basis向前的軸-Z指向 [param target] 的位置。\n"
"向上的軸(+Y在保持與向前的軸垂直的前提下盡可能接近 [param up] 向量。最終"
"的 Basis 是標準正交基。 [param target] 和 [param up] 向量不能為零,不能互相平"
"行。\n"
"如果 [param use_model_front] 為 [code]true[/code],則會將 +Z 軸(素材正面)作"
"為向前的軸(此時 +X 為左),指向 [param target] 的位置。預設情況下會將 -Z 軸"
"(相機前方)作為向前的軸(此時 +X 為右)。"
msgid ""
"Returns the orthonormalized version of the matrix (useful to call from time "
"to time to avoid rounding error for orthogonal matrices). This performs a "
"Gram-Schmidt orthonormalization on the basis of the matrix."
msgstr ""
"返回矩陣的正交正規化版本(對於正交矩陣來說,偶爾呼叫以避免四捨五入錯誤是有用"
"的)。這將在矩陣的基上執行 Gram-Schmidt 正交化。"
msgid ""
"Introduce an additional rotation around the given axis by [param angle] (in "
"radians). The axis must be a normalized vector."
msgstr ""
"圍繞給定軸線引入一個額外的旋轉 [param angle](單位為弧度)。該軸必須是一個歸一"
"化的向量。"
msgid ""
"Introduce an additional scaling specified by the given 3D scaling factor."
msgstr "引入一個由給定的 3D 縮放因數指定的附加縮放。"
msgid ""
"Assuming that the matrix is a proper rotation matrix, slerp performs a "
"spherical-linear interpolation with another rotation matrix."
msgstr ""
"假設該矩陣是一個合適的旋轉矩陣slerp 與另一個旋轉矩陣進行球面直線插值。"
msgid "Transposed dot product with the X axis of the matrix."
msgstr "與矩陣 X 軸的轉置點積。"
msgid "Transposed dot product with the Y axis of the matrix."
msgstr "與矩陣 Y 軸的轉置點積。"
msgid "Transposed dot product with the Z axis of the matrix."
msgstr "與矩陣 Z 軸的轉置點積。"
msgid "Returns the transposed version of the matrix."
msgstr "返回矩陣的轉置版本。"
msgid ""
"The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
"code]."
msgstr "基矩陣的 X 向量(第 0 列)。相當於陣列索引 [code]0[/code]。"
msgid ""
"The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
"code]."
msgstr "基矩陣的 Y 向量(第 1 列)。相當於陣列索引 [code]1[/code]。"
msgid ""
"The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
"code]."
msgstr "基矩陣的 Z 向量(第 2 列)。相當於陣列索引 [code]2[/code]。"
msgid ""
"The basis that will flip something along the X axis when used in a "
"transformation."
msgstr "在變換中使用時,會沿 X 軸翻轉某物的基。"
msgid ""
"The basis that will flip something along the Y axis when used in a "
"transformation."
msgstr "在變換中使用時,會沿 Y 軸翻轉某物的基。"
msgid ""
"The basis that will flip something along the Z axis when used in a "
"transformation."
msgstr "在變換中使用時,會沿 Z 軸翻轉某物的基。"
msgid ""
"Returns [code]true[/code] if the [Basis] matrices are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 [Basis] 矩陣不相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Composes these two basis matrices by multiplying them together. This has the "
"effect of transforming the second basis (the child) by the first basis (the "
"parent)."
msgstr ""
"通過將這兩個 basis 矩陣相乘來組合它們。這具有使用第一個 basis父項變換第二"
"個 basis子項的效果。"
msgid "Transforms (multiplies) the [Vector3] by the given [Basis] matrix."
msgstr "使用給定的 [Basis] 矩陣變換(乘)該 [Vector3]。"
msgid ""
"This operator multiplies all components of the [Basis], which scales it "
"uniformly."
msgstr "該運算子會對 [Basis] 的所有分量進行乘操作,達到均勻縮放的效果。"
msgid ""
"Returns [code]true[/code] if the [Basis] matrices are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果 [Basis] 矩陣完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Access basis components using their index. [code]b[0][/code] is equivalent to "
"[code]b.x[/code], [code]b[1][/code] is equivalent to [code]b.y[/code], and "
"[code]b[2][/code] is equivalent to [code]b.z[/code]."
msgstr ""
"使用索引存取基的分量。[code]b[0][/code] 相當於 [code]b.x[/code]、[code]b[1][/"
"code] 相當於 [code]b.y[/code]、[code]b[2][/code] 相當於 [code]b.z[/code]。"
msgid "Boolean matrix."
msgstr "布林矩陣。"
msgid ""
"A two-dimensional array of boolean values, can be used to efficiently store a "
"binary matrix (every matrix element takes only one bit) and query the values "
"using natural cartesian coordinates."
msgstr ""
"布林值二維陣列,可以用來高效儲存二進位矩陣(每個矩陣元素只占一個比特位),並使"
"用自然的笛卡爾座標查詢數值。"
msgid ""
"Returns an image of the same size as the bitmap and with a [enum Image."
"Format] of type [constant Image.FORMAT_L8]. [code]true[/code] bits of the "
"bitmap are being converted into white pixels, and [code]false[/code] bits "
"into black."
msgstr ""
"返回與該點陣圖大小相同且具有 [constant Image.FORMAT_L8] 型別的 [enum Image."
"Format] 的圖像。該點陣圖中的 [code]true[/code] 位元被轉換為白色圖元,"
"[code]false[/code] 位元被轉換為黑色圖元。"
msgid ""
"Creates a bitmap with the specified size, filled with [code]false[/code]."
msgstr "建立一個指定尺寸的點陣圖,用 [code]false[/code] 填充。"
msgid ""
"Creates a bitmap that matches the given image dimensions, every element of "
"the bitmap is set to [code]false[/code] if the alpha value of the image at "
"that position is equal to [param threshold] or less, and [code]true[/code] in "
"other case."
msgstr ""
"建立一個配對給定圖像大小的點陣圖,如果該點陣圖的 Alpha 值等於或小於 [param "
"threshold],則點陣圖的每個元素都被設定為 [code]false[/code];否則被設定為 "
"[code]true[/code]。"
msgid "Returns bitmap's value at the specified position."
msgstr "返回點陣圖在指定位置的值。"
msgid "Returns bitmap's dimensions."
msgstr "返回點陣圖的尺寸。"
msgid "Returns the number of bitmap elements that are set to [code]true[/code]."
msgstr "返回設定為 [code]true[/code] 的點陣圖元素的數量。"
msgid ""
"Applies morphological dilation or erosion to the bitmap. If [param pixels] is "
"positive, dilation is applied to the bitmap. If [param pixels] is negative, "
"erosion is applied to the bitmap. [param rect] defines the area where the "
"morphological operation is applied. Pixels located outside the [param rect] "
"are unaffected by [method grow_mask]."
msgstr ""
"對點陣圖進行形態學膨脹或腐蝕操作。如果 [param pixels] 為正,則對點陣圖執行膨"
"脹。如果 [param pixels] 為負,則對點陣圖執行腐蝕。[param rect] 定義進行形態學"
"操作的區域。位於 [param rect]] 之外的圖元不會被 [method grow_mask] 影響。"
msgid ""
"Creates an [Array] of polygons covering a rectangular portion of the bitmap. "
"It uses a marching squares algorithm, followed by Ramer-Douglas-Peucker (RDP) "
"reduction of the number of vertices. Each polygon is described as a "
"[PackedVector2Array] of its vertices.\n"
"To get polygons covering the whole bitmap, pass:\n"
"[codeblock]\n"
"Rect2(Vector2(), get_size())\n"
"[/codeblock]\n"
"[param epsilon] is passed to RDP to control how accurately the polygons cover "
"the bitmap: a lower [param epsilon] corresponds to more points in the "
"polygons."
msgstr ""
"建立一個多邊形 [Array],以覆蓋點陣圖的矩形部分。它使用行進方塊演算法,然後使"
"用 Ramer-Douglas-PeuckerRDP減少頂點數。每個多邊形都被描述為其頂點的 "
"[PackedVector2Array]。\n"
"要獲取覆蓋整個點陣圖的多邊形,請傳遞:\n"
"[codeblock]\n"
"Rect2(Vector2(), get_size())\n"
"[/codeblock]\n"
"[param epsilon] 被傳遞給 RDP以控制多邊形覆蓋點陣圖的準確程度[param "
"epsilon] 越低,對應的多邊形中的點越多。"
msgid "Resizes the image to [param new_size]."
msgstr "將該圖像的大小修改為 [param new_size]。"
msgid ""
"Sets the bitmap's element at the specified position, to the specified value."
msgstr "將點陣圖中指定位置的元素設定為指定值。"
msgid "Sets a rectangular portion of the bitmap to the specified value."
msgstr "將點陣圖的矩形部分設定為指定值。"
msgid "A joint used with [Skeleton2D] to control and animate other nodes."
msgstr "與 [Skeleton2D] 一起使用的關節,能夠控制並動畫其他節點。"
msgid ""
"A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and "
"animate other [Node2D] nodes.\n"
"You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with "
"the [Polygon2D] UV editor.\n"
"Each bone has a [member rest] transform that you can reset to with [method "
"apply_rest]. These rest poses are relative to the bone's parent.\n"
"If in the editor, you can set the rest pose of an entire skeleton using a "
"menu option, from the code, you need to iterate over the bones to set their "
"individual rest poses."
msgstr ""
"[Bone2D] 層級結構可以綁定到 [Skeleton2D] 上,控制並動畫其他 [Node2D] 節點。\n"
"你可以使用 [Bone2D] 和 [Skeleton2D] 節點對使用 [Polygon2D] UV 編輯器建立的 2D "
"網格進行動畫。\n"
"每個骨骼都有一個 [member rest] 變換,你可以用 [method apply_rest] 來重設到這個"
"變換。這些放鬆姿勢是相對於骨骼的父節點而言的。\n"
"如果在編輯器中,你可以使用功能表選項設定整個骨架的放鬆姿勢,從程式碼中,你需要"
"遍曆骨骼來設定它們各自的放鬆姿勢。"
msgid "Stores the node's current transforms in [member rest]."
msgstr "將節點目前的變換儲存在 [member rest] 中。"
msgid ""
"Returns whether this [Bone2D] is going to autocalculate its length and bone "
"angle using its first [Bone2D] child node, if one exists. If there are no "
"[Bone2D] children, then it cannot autocalculate these values and will print a "
"warning."
msgstr ""
"如果該 [Bone2D] 存在骨骼子節點,則返回是否要使用第一個 [Bone2D] 子節點自動計算"
"其長度和骨骼角度。如果沒有 [Bone2D] 子節點,則無法自動計算這些值,會列印一條警"
"告。"
msgid ""
"Returns the angle of the bone in the [Bone2D].\n"
"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle "
"is the rotation of the bone shown by the gizmo, which is unaffected by the "
"[Bone2D]'s [member Node2D.transform]."
msgstr ""
"返回 [Bone2D] 中骨骼的角度。\n"
"[b]注意:[/b]這與 [Bone2D] 的旋轉不同。骨骼角度是小工具顯示的骨骼旋轉,不受 "
"[Bone2D] 的 [member Node2D.transform] 的影響。"
msgid ""
"Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
msgstr "返回節點在整個骨架中的索引號。見 [Skeleton2D]。"
msgid "Returns the length of the bone in the [Bone2D] node."
msgstr "返回 [Bone2D] 節點中骨骼的長度。"
msgid ""
"When set to [code]true[/code], the [Bone2D] node will attempt to "
"automatically calculate the bone angle and length using the first child "
"[Bone2D] node, if one exists. If none exist, the [Bone2D] cannot "
"automatically calculate these values and will print a warning."
msgstr ""
"當設定為 [code]true[/code] 時,該 [Bone2D] 節點將嘗試使用第一個子 [Bone2D] 節"
"點(如果存在)自動計算骨骼角度和長度。如果不存在子節點,[Bone2D] 將無法自動計"
"算這些值,並將輸出一條警告。"
msgid ""
"Sets the bone angle for the [Bone2D]. This is typically set to the rotation "
"from the [Bone2D] to a child [Bone2D] node.\n"
"[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle "
"is the rotation of the bone shown by the gizmo, which is unaffected by the "
"[Bone2D]'s [member Node2D.transform]."
msgstr ""
"設定 [Bone2D] 節點的骨骼角度。這通常設定為從 [Bone2D] 節點到子 [Bone2D] 節點的"
"旋轉。\n"
"[b]注意:[/b]這與 [Bone2D] 的旋轉不同。骨骼角度是 [Bone2D] 小工具顯示的骨骼旋"
"轉,不受 [Bone2D] 的 [member Node2D.transform] 的影響。"
msgid "Sets the length of the bone in the [Bone2D]."
msgstr "設定該 [Bone2D] 中骨骼的長度。"
msgid ""
"Rest transform of the bone. You can reset the node's transforms to this value "
"using [method apply_rest]."
msgstr ""
"骨骼的放鬆變換。你可以使用 [method apply_rest] 將節點的變換重設為這個值。"
msgid ""
"А node that dynamically copies or overrides the 3D transform of a bone in its "
"parent [Skeleton3D]."
msgstr "對父級 [Skeleton3D] 中某個骨骼的 3D 變換進行複製或覆蓋的節點。"
msgid ""
"This node selects a bone in a [Skeleton3D] and attaches to it. This means "
"that the [BoneAttachment3D] node will either dynamically copy or override the "
"3D transform of the selected bone."
msgstr ""
"這個節點能夠選中 [Skeleton3D] 中的某個骨骼並附加到這個骨骼上。這樣 "
"[BoneAttachment3D] 節點就能夠動態複製或覆蓋所選骨骼的 3D 變換。"
msgid ""
"Returns the [NodePath] to the external [Skeleton3D] node, if one has been set."
msgstr "返回到外部 [Skeleton3D] 節點的 [NodePath](如果已設定)。"
msgid ""
"Returns whether the BoneAttachment3D node is using an external [Skeleton3D] "
"rather than attempting to use its parent node as the [Skeleton3D]."
msgstr ""
"返回該 BoneAttachment3D 節點是否正在使用外部 [Skeleton3D],而不是嘗試將其父節"
"點用作 [Skeleton3D]。"
msgid ""
"A function that is called automatically when the [Skeleton3D] the "
"BoneAttachment3D node is using has a bone that has changed its pose. This "
"function is where the BoneAttachment3D node updates its position so it is "
"correctly bound when it is [i]not[/i] set to override the bone pose."
msgstr ""
"當該 BoneAttachment3D 節點正在使用的 [Skeleton3D] 中有骨骼已改變其姿勢時,自動"
"呼叫的函式。該函式是 BoneAttachment3D 節點更新其位置的地方,以便在[i]未[/i]設"
"定為覆蓋骨骼姿勢時正確綁定。"
msgid ""
"Sets the [NodePath] to the external skeleton that the BoneAttachment3D node "
"should use. See [method set_use_external_skeleton] to enable the external "
"[Skeleton3D] node."
msgstr ""
"設定該 BoneAttachment3D 節點到其應使用的外部骨架的 [NodePath]。請參閱 [method "
"set_use_external_skeleton] 以啟用外部 [Skeleton3D] 節點。"
msgid ""
"Sets whether the BoneAttachment3D node will use an external [Skeleton3D] node "
"rather than attempting to use its parent node as the [Skeleton3D]. When set "
"to [code]true[/code], the BoneAttachment3D node will use the external "
"[Skeleton3D] node set in [method set_external_skeleton]."
msgstr ""
"設定該 BoneAttachment3D 節點是否將使用外部 [Skeleton3D] 節點,而不是嘗試使用其"
"父節點作為 [Skeleton3D]。當設定為 [code]true[/code] 時BoneAttachment3D 節點"
"將使用 [method set_external_skeleton] 中設定的外部 [Skeleton3D] 節點。"
msgid "The index of the attached bone."
msgstr "所附著骨骼的索引。"
msgid "The name of the attached bone."
msgstr "所附著骨骼的名稱。"
msgid ""
"Whether the BoneAttachment3D node will override the bone pose of the bone it "
"is attached to. When set to [code]true[/code], the BoneAttachment3D node can "
"change the pose of the bone. When set to [code]false[/code], the "
"BoneAttachment3D will always be set to the bone's transform."
msgstr ""
"BoneAttachment3D 節點是否將覆蓋它所附著到的骨骼的骨骼姿勢。當設定為 "
"[code]true[/code] 時BoneAttachment3D 節點可以改變骨骼的姿勢。當設定為 "
"[code]false[/code] 時BoneAttachment3D 將始終被設定為骨骼的變換。"
msgid ""
"Describes a mapping of bone names for retargeting [Skeleton3D] into common "
"names defined by a [SkeletonProfile]."
msgstr ""
"描述骨骼名稱的對應,用於將 [Skeleton3D] 重定向至 [SkeletonProfile] 中定義的通"
"用名稱。"
msgid ""
"This class contains a dictionary that uses a list of bone names in "
"[SkeletonProfile] as key names.\n"
"By assigning the actual [Skeleton3D] bone name as the key value, it maps the "
"[Skeleton3D] to the [SkeletonProfile]."
msgstr ""
"這個類中有一個字典,使用 [SkeletonProfile] 中的骨骼名稱作為鍵名。\n"
"將實際的 [Skeleton3D] 骨骼名稱賦為鍵值後,就會將 [Skeleton3D] 對應到 "
"[SkeletonProfile]。"
msgid "Retargeting 3D Skeletons"
msgstr "重定向 3D 骨架"
msgid ""
"Returns a profile bone name having [param skeleton_bone_name]. If not found, "
"an empty [StringName] will be returned.\n"
"In the retargeting process, the returned bone name is the bone name of the "
"target skeleton."
msgstr ""
"返回具有 [param skeleton_bone_name] 的輪廓骨骼名稱。如果沒有找到,將返回一個空"
"的 [StringName]。\n"
"在重定向過程中,返回的骨骼名稱是目標骨架的骨骼名稱。"
msgid ""
"Returns a skeleton bone name is mapped to [param profile_bone_name].\n"
"In the retargeting process, the returned bone name is the bone name of the "
"source skeleton."
msgstr ""
"返回與配置中的某個骨骼名稱 [param profile_bone_name] 對應的骨架中的骨骼名"
"稱。\n"
"在重定向過程中,設定的骨骼名稱是源骨架中骨骼的名稱。"
msgid ""
"Maps a skeleton bone name to [param profile_bone_name].\n"
"In the retargeting process, the setting bone name is the bone name of the "
"source skeleton."
msgstr ""
"將骨架中的某個骨骼名稱對應到配置中的骨骼名稱 [param profile_bone_name]。\n"
"在重定向過程中,設定的骨骼名稱是源骨架中骨骼的名稱。"
msgid ""
"A [SkeletonProfile] of the mapping target. Key names in the [BoneMap] are "
"synchronized with it."
msgstr "對應目標的 [SkeletonProfile]。[BoneMap] 中的鍵名與此同步。"
msgid ""
"This signal is emitted when change the key value in the [BoneMap]. This is "
"used to validate mapping and to update [BoneMap] editor."
msgstr ""
"[BoneMap] 中的鍵值發生改變時發出此訊號。用於驗證對應和更新 [BoneMap] 編輯器。"
msgid ""
"This signal is emitted when change the value in profile or change the "
"reference of profile. This is used to update key names in the [BoneMap] and "
"to redraw the [BoneMap] editor."
msgstr ""
"配置中的值發生改變或配置的引用發生改變時發出此訊號。用於更新 [BoneMap] 中的鍵"
"名、重繪 [BoneMap] 編輯器。"
msgid "A built-in boolean type."
msgstr "內建布林型別。"
msgid ""
"The [bool] is a built-in [Variant] type that may only store one of two "
"values: [code]true[/code] or [code]false[/code]. You can imagine it as a "
"switch that can be either turned on or off, or as a binary digit that can "
"either be 1 or 0.\n"
"Booleans can be directly used in [code]if[/code], and other conditional "
"statements:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var can_shoot = true\n"
"if can_shoot:\n"
" launch_bullet()\n"
"[/gdscript]\n"
"[csharp]\n"
"bool canShoot = true;\n"
"if (canShoot)\n"
"{\n"
" LaunchBullet();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"All comparison operators return booleans ([code]==[/code], [code]>[/code], "
"[code]<=[/code], etc.). As such, it is not necessary to compare booleans "
"themselves. You do not need to add [code]== true[/code] or [code]== false[/"
"code].\n"
"Booleans can be combined with the logical operators [code]and[/code], "
"[code]or[/code], [code]not[/code] to create complex conditions:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if bullets > 0 and not is_reloading():\n"
" launch_bullet()\n"
"\n"
"if bullets == 0 or is_reloading():\n"
" play_clack_sound()\n"
"[/gdscript]\n"
"[csharp]\n"
"if (bullets > 0 && !IsReloading())\n"
"{\n"
" LaunchBullet();\n"
"}\n"
"\n"
"if (bullets == 0 || IsReloading())\n"
"{\n"
" PlayClackSound();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In modern programming languages, logical operators are evaluated "
"in order. All remaining conditions are skipped if their result would have no "
"effect on the final value. This concept is known as [url=https://en.wikipedia."
"org/wiki/Short-circuit_evaluation]short-circuit evaluation[/url] and can be "
"useful to avoid evaluating expensive conditions in some performance-critical "
"cases.\n"
"[b]Note:[/b] By convention, built-in methods and properties that return "
"booleans are usually defined as yes-no questions, single adjectives, or "
"similar ([method String.is_empty], [method Node.can_process], [member "
"Camera2D.enabled], etc.)."
msgstr ""
"[bool] 是內建 [Variant] 型別,只能儲存兩個值之一:[code]true[/code] 或 "
"[code]false[/code]你可以把它想像成一個可以打開或關閉的開關或者是一個可以是1"
"或0的二進制數字。\n"
"布林值可以直接用在[code]if[/code]和其他條件敘述:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var can_shoot = true\n"
"if can_shoot:\n"
" launch_bullet()\n"
"[/gdscript]\n"
"[csharp]\n"
"bool canShoot = true;\n"
"if (canShoot)\n"
"{\n"
" LaunchBullet();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]所有比較運算子都傳回布林值([code]==[/code]、[code]>[/code]、"
"[code]<=[/code] 等) 。因此,沒有必要比較布林值本身。您不需要新增 [code]== "
"true[/code] 或 [code]== false[/code]。\n"
"布林值可以與邏輯運算子 [code]and[/code]、[code]or[/code]、[code]not[/code] 組"
"合來建立複雜的條件:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if bullets > 0 and not is_reloading():\n"
" launch_bullet()\n"
"\n"
"if bullets == 0 or is_reloading():\n"
" play_clack_sound()\n"
"[/gdscript]\n"
"[csharp]\n"
"if (bullets > 0 && !IsReloading())\n"
"{\n"
" LaunchBullet();\n"
"}\n"
"\n"
"if (bullets == 0 || IsReloading())\n"
"{\n"
" PlayClackSound();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b] 在現代程式語言中,邏輯運算子依序求值。如果剩餘條件的結果對最終值"
"沒有影響,則將跳過所有剩餘條件。這個概念被稱為[url=https://en.wikipedia.org/"
"wiki/Short-Circuit_evaluation]短路評估[/url],可用於避免在某些性能關鍵的情況下"
"評估昂貴的條件。\n"
"[b]注意:[/b] 依照慣例,傳回布林值的內建方法和屬性通常定義為是非問題、單一形容"
"詞或類似的([method String.is_empty]、[method Node.can_process]、 [member "
"Camera2D. enabled]等)。"
msgid "Constructs a [bool] set to [code]false[/code]."
msgstr "建構設為 [code]0[/code] 的 [int]。"
msgid "Constructs a [bool] as a copy of the given [bool]."
msgstr "建構給定 [bool] 的副本。"
msgid ""
"Cast a [float] value to a boolean value. Returns [code]false[/code] if [param "
"from] is equal to [code]0.0[/code] (including [code]-0.0[/code]), and "
"[code]true[/code] for all other values (including [constant @GDScript.INF] "
"and [constant @GDScript.NAN])."
msgstr ""
"將 [float] 值轉換為布林值。如果傳入 [code]0.0[/code],本方法將返回 "
"[code]false[/code],傳入其他值則返回 [code]true[/code]。"
msgid ""
"Cast an [int] value to a boolean value. Returns [code]false[/code] if [param "
"from] is equal to [code]0[/code], and [code]true[/code] for all other values."
msgstr ""
"將 [int] 值轉換為布林值。如果傳入 [code]0[/code],本方法將返回 [code]false[/"
"code],傳入其他值則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the two booleans are not equal. That is, one is "
"[code]true[/code] and the other is [code]false[/code]. This operation can be "
"seen as a logical XOR."
msgstr ""
"如果兩個布林值不同,即一個是 [code]true[/code],另一個是 [code]false[/code]"
"則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left operand is [code]false[/code] and the "
"right operand is [code]true[/code]."
msgstr ""
"如果左運算元為 [code]false[/code] 且右運算元為 [code]true[/code],則返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the two booleans are equal. That is, both are "
"[code]true[/code] or both are [code]false[/code]. This operation can be seen "
"as a logical EQ or XNOR."
msgstr ""
"如果兩個布林值相等,即都為 [code]true[/code] 或都為 [code]false[/code],則返"
"回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left operand is [code]true[/code] and the "
"right operand is [code]false[/code]."
msgstr ""
"如果左運算元為 [code]true[/code] 且右運算元為 [code]false[/code],則返回 "
"[code]true[/code]。"
msgid "A container that arranges its child controls horizontally or vertically."
msgstr "將子控制項橫向或縱向排列的容器。"
msgid ""
"A container that arranges its child controls horizontally or vertically, "
"rearranging them automatically when their minimum size changes."
msgstr ""
"將子控制項橫向或縱向排列的容器,會在這些控制項的最小尺寸發生改變時自動重排。"
msgid ""
"Adds a [Control] node to the box as a spacer. If [param begin] is [code]true[/"
"code], it will insert the [Control] node in front of all other children."
msgstr ""
"新增 [Control] 節點作為間隔。如果 [param begin] 為 [code]true[/code],則會將"
"該 [Control] 節點新增到所有其他節點之前。"
msgid ""
"The alignment of the container's children (must be one of [constant "
"ALIGNMENT_BEGIN], [constant ALIGNMENT_CENTER], or [constant ALIGNMENT_END])."
msgstr ""
"該容器子節點的對齊方式(必須是 [constant ALIGNMENT_BEGIN]、[constant "
"ALIGNMENT_CENTER]、[constant ALIGNMENT_END] 之一)。"
msgid ""
"If [code]true[/code], the [BoxContainer] will arrange its children "
"vertically, rather than horizontally.\n"
"Can't be changed when using [HBoxContainer] and [VBoxContainer]."
msgstr ""
"如果為 [code]true[/code],則該 [BoxContainer] 會將子節點垂直排列,否則會水平排"
"列。\n"
"使用 [HBoxContainer] 和 [VBoxContainer] 時無法改變。"
msgid ""
"The child controls will be arranged at the beginning of the container, i.e. "
"top if orientation is vertical, left if orientation is horizontal (right for "
"RTL layout)."
msgstr ""
"子控制項會被排列在該容器的開頭,如果是垂直朝向則為頂部,如果是水平朝向則為左側"
"RTL 佈局時為右側)。"
msgid "The child controls will be centered in the container."
msgstr "子控制項會在該容器裡居中。"
msgid ""
"The child controls will be arranged at the end of the container, i.e. bottom "
"if orientation is vertical, right if orientation is horizontal (left for RTL "
"layout)."
msgstr ""
"子控制項會被排列在該容器的末尾,如果是垂直朝向則為底部,如果是水平朝向則為右側"
"RTL 佈局時為左側)。"
msgid "The space between the [BoxContainer]'s elements, in pixels."
msgstr "[BoxContainer] 元素之間的距離,單位為圖元。"
msgid "Generate an axis-aligned box [PrimitiveMesh]."
msgstr "生成軸對齊盒 [PrimitiveMesh]。"
msgid ""
"Generate an axis-aligned box [PrimitiveMesh].\n"
"The box's UV layout is arranged in a 3×2 layout that allows texturing each "
"face individually. To apply the same texture on all faces, change the "
"material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent "
"to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n"
"[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you may "
"stumble upon UV jittering issues depending on the camera angle. To solve "
"this, increase [member subdivide_depth], [member subdivide_height] and "
"[member subdivide_width] until you no longer notice UV jittering."
msgstr ""
"生成軸對齊盒 [PrimitiveMesh]。\n"
"這個盒子的 UV 佈局是以 3×2 的方式排列的,允許單獨對每個面進行貼圖。要在所有的"
"面上套用相同的紋理,請將材質的 UV 屬性改為 [code]Vector3(3, 2, 1)[/code]。這樣"
"做等價於在頂點著色器中新增 [code]UV *= vec2(3.0, 2.0)[/code]。\n"
"[b]注意:[/b]當使用很大且有紋理的 [BoxMesh] 時(例如作為地板),你可能會發現 "
"UV 偶爾抖動的問題,這取決於相機的角度。要解決此問題,請增加 [member "
"subdivide_depth]、[member subdivide_height] 和 [member subdivide_width],直到"
"你不再注意到 UV 抖動。"
msgid "The box's width, height and depth."
msgstr "該盒子的寬度、高度和深度。"
msgid "Number of extra edge loops inserted along the Z axis."
msgstr "沿 Z 軸插入的額外邊緣環的數量。"
msgid "Number of extra edge loops inserted along the Y axis."
msgstr "沿 Y 軸插入的額外邊緣環的數量。"
msgid "Number of extra edge loops inserted along the X axis."
msgstr "沿 X 軸插入的額外邊緣環的數量。"
msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "與 [OccluderInstance3D] 中的遮擋剔除一起使用的長方體形狀。"
msgid ""
"[BoxOccluder3D] stores a cuboid shape that can be used by the engine's "
"occlusion culling system.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[BoxOccluder3D] 儲存一個長方體形狀,可供引擎的遮擋剔除系統使用。\n"
"有關設定遮擋剔除的說明,請參閱 [OccluderInstance3D] 的文件。"
msgid "The box's size in 3D units."
msgstr "以 3D 單位表示的盒子大小。"
msgid "A 3D box shape used for physics collision."
msgstr "用於物理碰撞的 3D 盒形資源。"
msgid ""
"A 3D box shape, intended for use in physics. Usually used to provide a shape "
"for a [CollisionShape3D].\n"
"[b]Performance:[/b] [BoxShape3D] is fast to check collisions against. It is "
"faster than [CapsuleShape3D] and [CylinderShape3D], but slower than "
"[SphereShape3D]."
msgstr ""
"3D 盒子形狀,旨在用於物理學。通常用於為 [CollisionShape3D] 提供形狀。\n"
"[b]性能:[/b][BoxShape3D] 可以快速偵測碰撞,比 [CapsuleShape3D] 和 "
"[CylinderShape3D] 快,但比 [SphereShape3D] 慢。"
msgid "3D Kinematic Character Demo"
msgstr "3D 動力學角色演示"
msgid "A themed button that can contain text and an icon."
msgstr "按鈕,支援主題,能夠包含文字和圖示。"
msgid ""
"[Button] is the standard themed button. It can contain text and an icon, and "
"it will display them according to the current [Theme].\n"
"[b]Example of creating a button and assigning an action when pressed by code:"
"[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" button.text = \"Click me\"\n"
" button.pressed.connect(self._button_pressed)\n"
" add_child(button)\n"
"\n"
"func _button_pressed():\n"
" print(\"Hello world!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" button.Text = \"Click me\";\n"
" button.Pressed += ButtonPressed;\n"
" AddChild(button);\n"
"}\n"
"\n"
"private void ButtonPressed()\n"
"{\n"
" GD.Print(\"Hello world!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node.\n"
"[b]Note:[/b] Buttons do not interpret touch input and therefore don't support "
"multitouch, since mouse emulation can only press one button at a given time. "
"Use [TouchScreenButton] for buttons that trigger gameplay movement or actions."
msgstr ""
"[Button] 是標準的主題按鈕,可以包含文字和圖示,顯示樣式會根據目前的 [Theme] 改"
"變。\n"
"[b]範例:通過程式碼建立按鈕並指定在按下時的動作[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var button = Button.new()\n"
" button.text = \"Click me\"\n"
" button.pressed.connect(self._button_pressed)\n"
" add_child(button)\n"
"\n"
"func _button_pressed():\n"
" print(\"Hello world!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var button = new Button();\n"
" button.Text = \"Click me\";\n"
" button.Pressed += ButtonPressed;\n"
" AddChild(button);\n"
"}\n"
"\n"
"private void ButtonPressed()\n"
"{\n"
" GD.Print(\"Hello world!\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另請參閱 [BaseButton],其中包含與此節點相關聯的通用屬性和方法。\n"
"[b]注意:[/b]按鈕不處理觸摸輸入,因此不支援多點觸控,因為類比滑鼠在給定時間只"
"能按下一個按鈕。請用 [TouchScreenButton] 製作觸發遊戲移動或動作的按鈕。"
msgid "OS Test Demo"
msgstr "作業系統測試演示"
msgid ""
"Text alignment policy for the button's text, use one of the [enum "
"HorizontalAlignment] constants."
msgstr "按鈕文字的文字對齊策略,使用 [enum HorizontalAlignment] 常數之一。"
msgid ""
"When this property is enabled, text that is too large to fit the button is "
"clipped, when disabled the Button will always be wide enough to hold the text."
msgstr ""
"當此屬性被啟用時,過大而無法容納按鈕的文字會被剪掉,當被禁用時,按鈕將始終有足"
"夠的寬度來容納文字。"
msgid ""
"When enabled, the button's icon will expand/shrink to fit the button's size "
"while keeping its aspect. See also [theme_item icon_max_width]."
msgstr ""
"啟用後,將在保持按鈕圖示長寬比的前提下對該圖示進行擴充/收縮,從而適應按鈕的大"
"小。另見 [theme_item icon_max_width]。"
msgid "Flat buttons don't display decoration."
msgstr "平面按鈕不顯示裝飾。"
msgid ""
"Button's icon, if text is present the icon will be placed before the text.\n"
"To edit margin and spacing of the icon, use [theme_item h_separation] theme "
"property and [code]content_margin_*[/code] properties of the used "
"[StyleBox]es."
msgstr ""
"按鈕的圖示,如果文字存在,則圖示將被放置在文字之前。\n"
"要編輯圖示的邊距和間距,請使用 [theme_item h_separation] 主題屬性,和所用 "
"[StyleBox] 的 [code]content_margin_*[/code] 屬性。"
msgid ""
"Specifies if the icon should be aligned horizontally to the left, right, or "
"center of a button. Uses the same [enum HorizontalAlignment] constants as the "
"text alignment. If centered horizontally and vertically, text will draw on "
"top of the icon."
msgstr ""
"指定圖示在按鈕上水平對齊的方式應該為左對齊、右對齊還是居中對齊。請使用與文字對"
"齊相同的 [enum HorizontalAlignment] 常數。如果水平居中並且垂直居中,則文字將被"
"繪製在圖示之上。"
msgid ""
"Language code used for line-breaking and text shaping algorithms, if left "
"empty current locale is used instead."
msgstr "語言程式碼,用於斷行和文字塑形演算法,如果留空則使用目前區域設定。"
msgid "The button's text that will be displayed inside the button's area."
msgstr "該按鈕的文字,將顯示在按鈕的區域內。"
msgid "Base text writing direction."
msgstr "基礎文字書寫方向。"
msgid ""
"Sets the clipping behavior when the text exceeds the node's bounding "
"rectangle. See [enum TextServer.OverrunBehavior] for a description of all "
"modes."
msgstr ""
"設定文字超出節點的邊界矩形時的裁剪行為。有關所有模式的描述,請參閱 [enum "
"TextServer.OverrunBehavior]。"
msgid ""
"Specifies if the icon should be aligned vertically to the top, bottom, or "
"center of a button. Uses the same [enum VerticalAlignment] constants as the "
"text alignment. If centered horizontally and vertically, text will draw on "
"top of the icon."
msgstr ""
"指定圖示在按鈕上垂直對齊的方式應該為頂端對齊、底部對齊還是居中對齊。請使用與文"
"字對齊相同的 [enum VerticalAlignment] 常數。如果水平居中並且垂直居中,則文本將"
"被繪製在圖示之上。"
msgid "Default text [Color] of the [Button]."
msgstr "該 [Button] 的預設文字 [Color]。"
msgid "Text [Color] used when the [Button] is disabled."
msgstr "該 [Button] 處於禁用狀態時,使用的文字 [Color]。"
msgid ""
"Text [Color] used when the [Button] is focused. Only replaces the normal text "
"color of the button. Disabled, hovered, and pressed states take precedence "
"over this color."
msgstr ""
"該 [Button] 處於聚焦狀態時,使用的文字 [Color]。只替換該按鈕的正常文字顏色。禁"
"用、懸停、按下狀態優先於這個顏色。"
msgid "Text [Color] used when the [Button] is being hovered."
msgstr "該 [Button] 處於懸停狀態時,使用的文字 [Color]。"
msgid "Text [Color] used when the [Button] is being hovered and pressed."
msgstr "該 [Button] 處於懸停並按下狀態時,使用的文字 [Color]。"
msgid "The tint of text outline of the [Button]."
msgstr "該 [Button] 的文字輪廓的色調。"
msgid "Text [Color] used when the [Button] is being pressed."
msgstr "該 [Button] 處於按下狀態時,使用的文字 [Color] 。"
msgid "Icon modulate [Color] used when the [Button] is disabled."
msgstr "該 [Button] 處於禁用狀態時,使用的圖示調變 [Color]。"
msgid ""
"Icon modulate [Color] used when the [Button] is focused. Only replaces the "
"normal modulate color of the button. Disabled, hovered, and pressed states "
"take precedence over this color."
msgstr ""
"該 [Button] 處於聚焦狀態時,使用的圖示調變 [Color]。僅替換該按鈕的正常調變顏"
"色。禁用、懸停和按下狀態優先於這個顏色。"
msgid "Icon modulate [Color] used when the [Button] is being hovered."
msgstr "該 [Button] 處於懸停狀態時,使用的圖示調變[Color]。"
msgid ""
"Icon modulate [Color] used when the [Button] is being hovered and pressed."
msgstr "該 [Button] 處於懸停並按下按下狀態時,使用的圖示調變 [Color]。"
msgid "Default icon modulate [Color] of the [Button]."
msgstr "該 [Button] 的預設圖示調變 [Color]。"
msgid "Icon modulate [Color] used when the [Button] is being pressed."
msgstr "該 [Button] 處於按下狀態時,使用的圖示調變 [Color]。"
msgid ""
"The horizontal space between [Button]'s icon and text. Negative values will "
"be treated as [code]0[/code] when used."
msgstr ""
"[Button] 的圖示和文字之間的水平間距。使用時會將負值當作 [code]0[/code]。"
msgid ""
"The maximum allowed width of the [Button]'s icon. This limit is applied on "
"top of the default size of the icon, or its expanded size if [member "
"expand_icon] is [code]true[/code]. The height is adjusted according to the "
"icon's ratio."
msgstr ""
"[Button] 圖示的最大允許寬度。如果 [member expand_icon] 為 [code]true[/code]"
"則該限制適用於圖示的預設大小或擴充大小。高度將根據圖示的比例進行調整。"
msgid ""
"The size of the text outline.\n"
"[b]Note:[/b] If using a font with [member FontFile."
"multichannel_signed_distance_field] enabled, its [member FontFile."
"msdf_pixel_range] must be set to at least [i]twice[/i] the value of "
"[theme_item outline_size] for outline rendering to look correct. Otherwise, "
"the outline may appear to be cut off earlier than intended."
msgstr ""
"文字輪廓的大小。\n"
"[b]注意:[/b]如果使用啟用了 [member FontFile."
"multichannel_signed_distance_field] 的字形,其 [member FontFile."
"msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓"
"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。"
msgid "[Font] of the [Button]'s text."
msgstr "該 [Button] 文字的 [Font]。"
msgid "Font size of the [Button]'s text."
msgstr "該 [Button] 文字的字形大小。"
msgid "[StyleBox] used when the [Button] is disabled."
msgstr "該 [Button] 處於禁用狀態時使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is disabled (for right-to-left layouts)."
msgstr "該 [OptionButton] 處於禁用狀態時使用的 [StyleBox](用於從右至左佈局)。"
msgid "[StyleBox] used when the [Button] is being hovered."
msgstr "該 [Button] 處於懸停狀態時使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is being hovered (for right-to-left "
"layouts)."
msgstr "該 [OptionButton] 處於懸停狀態時使用的 [StyleBox](用於從右至左佈局)。"
msgid ""
"[StyleBox] used when the [Button] is being pressed and hovered at the same "
"time."
msgstr "該 [Button] 處於按下狀態時使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is being pressed and hovered at the same "
"time (for right-to-left layouts)."
msgstr "該 [OptionButton] 處於按下狀態時使用的 [StyleBox](用於從右至左佈局)。"
msgid "Default [StyleBox] for the [Button]."
msgstr "該 [Button] 的預設 [StyleBox]。"
msgid "Default [StyleBox] for the [Button] (for right-to-left layouts)."
msgstr "該 [OptionButton] 的預設 [StyleBox](用於從右至左佈局)。"
msgid "[StyleBox] used when the [Button] is being pressed."
msgstr "該 [Button] 處於按下狀態時使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the [Button] is being pressed (for right-to-left "
"layouts)."
msgstr "該 [OptionButton] 處於按下狀態時使用的 [StyleBox](用於從右至左佈局)。"
msgid ""
"A group of buttons that doesn't allow more than one button to be pressed at a "
"time."
msgstr "不允許同時按下多個按鈕的按鈕的一個群組。"
msgid ""
"A group of [BaseButton]-derived buttons. The buttons in a [ButtonGroup] are "
"treated like radio buttons: No more than one button can be pressed at a time. "
"Some types of buttons (such as [CheckBox]) may have a special appearance in "
"this state.\n"
"Every member of a [ButtonGroup] should have [member BaseButton.toggle_mode] "
"set to [code]true[/code]."
msgstr ""
"[BaseButton] 衍生按鈕的群組。[ButtonGroup] 中的按鈕被視為選項按鈕:同一時間最"
"多只能按下一個按鈕。某些型別的按鈕(例如 [CheckBox])在該狀態下可能會有特殊的"
"外觀。\n"
"[ButtonGroup] 的每個成員都應該將 [member BaseButton.toggle_mode] 設定為 "
"[code]true[/code]。"
msgid ""
"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
"[member BaseButton.button_group])."
msgstr ""
"返回元素型別為 [Button] 的 [Array],這些 [Button] 將其作為 [ButtonGroup](見 "
"[member BaseButton.button_group])。"
msgid "Returns the current pressed button."
msgstr "返回目前按下的按鈕。"
msgid ""
"If [code]true[/code], it is possible to unpress all buttons in this "
"[ButtonGroup]."
msgstr "如果為 [code]true[/code],則可以取消按下該 [ButtonGroup] 中的所有按鈕。"
msgid "Emitted when one of the buttons of the group is pressed."
msgstr "當該組中的某個按鈕被按下時發出。"
msgid "A built-in type representing a method or a standalone function."
msgstr "代表一個方法或一個獨立函式的內建型別。"
msgid ""
"[Callable] is a built-in [Variant] type that represents a function. It can "
"either be a method within an [Object] instance, or a standalone function not "
"related to any object, like a lambda function. Like all [Variant] types, it "
"can be stored in variables and passed to other functions. It is most commonly "
"used for signal callbacks.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func print_args(arg1, arg2, arg3 = \"\"):\n"
" prints(arg1, arg2, arg3)\n"
"\n"
"func test():\n"
" var callable = Callable(self, \"print_args\")\n"
" callable.call(\"hello\", \"world\") # Prints \"hello world \".\n"
" callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 Node(node."
"gd)::print_args\".\n"
" callable.call(\"invalid\") # Invalid call, should have at least 2 "
"arguments.\n"
"[/gdscript]\n"
"[csharp]\n"
"// Default parameter values are not supported.\n"
"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n"
"{\n"
" GD.PrintS(arg1, arg2, arg3);\n"
"}\n"
"\n"
"public void Test()\n"
"{\n"
" // Invalid calls fail silently.\n"
" Callable callable = new Callable(this, MethodName.PrintArgs);\n"
" callable.Call(\"hello\", \"world\"); // Default parameter values are not "
"supported, should have 3 arguments.\n"
" callable.Call(Vector2.Up, 42, callable); // Prints \"(0, -1) 42 Node(Node."
"cs)::PrintArgs\".\n"
" callable.Call(\"invalid\"); // Invalid call, should have 3 arguments.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In GDScript, it's possible to create lambda functions within a method. Lambda "
"functions are custom callables that are not associated with an [Object] "
"instance. Optionally, lambda functions can also be named. The name will be "
"displayed in the debugger, or when calling [method get_method].\n"
"[codeblock]\n"
"func _init():\n"
" var my_lambda = func (message):\n"
" print(message)\n"
"\n"
" # Prints Hello everyone!\n"
" my_lambda.call(\"Hello everyone!\")\n"
"\n"
" # Prints \"Attack!\", when the button_pressed signal is emitted.\n"
" button_pressed.connect(func(): print(\"Attack!\"))\n"
"[/codeblock]\n"
"[b]Note:[/b] Methods of native types such as [Signal], [Array], or "
"[Dictionary] are not of type [Callable] in order to avoid unnecessary "
"overhead. If you need to pass those methods as [Callable], use a lambda "
"function as a wrapper.\n"
"[codeblock]\n"
"func _init():\n"
" var my_dictionary = { \"hello\": \"world\" }\n"
"\n"
" # This will not work, `clear` is not a callable.\n"
" create_tween().tween_callback(my_dictionary.clear)\n"
"\n"
" # This will work, as lambdas are custom callables.\n"
" create_tween().tween_callback(func(): my_dictionary.clear())\n"
"[/codeblock]"
msgstr ""
"可呼叫體 [Callable] 是內建的 [Variant] 型別,代表某個函式。可以是 [Object] 實"
"例中的某個方法,也可以是與物件無關的獨立函式,比如 lambda 函式。和所有 "
"[Variant] 型別一樣可以保存在變數裡,傳遞給其他函式。最常用於訊號回呼函式。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func print_args(arg1, arg2, arg3 = \"\"):\n"
" prints(arg1, arg2, arg3)\n"
"\n"
"func test():\n"
" var callable = Callable(self, \"print_args\")\n"
" callable.call(\"hello\", \"world\") # 輸出 \"hello world \".\n"
" callable.call(Vector2.UP, 42, callable) # 輸出 \"(0, -1) 42 Node(node."
"gd)::print_args\".\n"
" callable.call(\"invalid\") # 無效呼叫,應當至少有 2 個參數。\n"
"[/gdscript]\n"
"[csharp]\n"
"// 不支援參數預設值。\n"
"public void PrintArgs(Variant arg1, Variant arg2, Variant arg3 = default)\n"
"{\n"
" GD.PrintS(arg1, arg2, arg3);\n"
"}\n"
"\n"
"public void Test()\n"
"{\n"
" // Invalid calls fail silently.\n"
" Callable callable = new Callable(this, MethodName.PrintArgs);\n"
" callable.Call(\"hello\", \"world\"); // 不支援參數預設值,應當有 3 個參"
"數。\n"
" callable.Call(Vector2.Up, 42, callable); // 輸出 \"(0, -1) 42 Node(Node."
"cs)::PrintArgs\".\n"
" callable.Call(\"invalid\"); // 無效呼叫,應當有 3 個參數。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"GDScript 中可以在方法裡建立 lambda 函式。Lambda 函式是自訂的可呼叫體,不與 "
"[Object] 實例關聯。也可以為 Lambda 函式命名。該名稱會顯示在除錯器中,也會在 "
"[method get_method] 中使用。\n"
"[codeblock]\n"
"func _init():\n"
" var my_lambda = func (message):\n"
" print(message)\n"
"\n"
" # 輸出 大家好呀!\n"
" my_lambda.call(\"大家好呀!\")\n"
"\n"
" # 發出 button_pressed 訊號時輸出 \"全軍出擊!\"。\n"
" button_pressed.connect(func(): print(\"全軍出擊!\"))\n"
"[/codeblock]\n"
"[b]注意:[/b][Signal]、[Array]、[Dictionary] 等原生型別的方法不是 [Callable] "
"型別,這是為了避免不必要的開銷。如果你需要將這些方法作為 [Callable] 傳遞,請使"
"用 Lambda 函式進行封裝。\n"
"[codeblock]\n"
"func _init():\n"
" var my_dictionary = { \"hello\": \"world\" }\n"
"\n"
" # 不可行,因為`clear` 不是可呼叫體。\n"
" create_tween().tween_callback(my_dictionary.clear)\n"
"\n"
" # 可行,因為 Lambda 是自訂可呼叫體。\n"
" create_tween().tween_callback(func(): my_dictionary.clear())\n"
"[/codeblock]"
msgid "Constructs an empty [Callable], with no object nor method bound."
msgstr "建構空的 [Callable],沒有綁定物件和方法。"
msgid "Constructs a [Callable] as a copy of the given [Callable]."
msgstr "建構給定 [Callable] 的副本。"
msgid ""
"Creates a new [Callable] for the method named [param method] in the specified "
"[param object]."
msgstr ""
"建立新的 [Callable],使用指定物件 [param object] 中名為 [param method] 的方"
"法。"
msgid ""
"Returns a copy of this [Callable] with one or more arguments bound. When "
"called, the bound arguments are passed [i]after[/i] the arguments supplied by "
"[method call]. See also [method unbind].\n"
"[b]Note:[/b] When this method is chained with other similar methods, the "
"order in which the argument list is modified is read from right to left."
msgstr ""
"返回該 [Callable] 的副本,綁定其中的一個或多個參數。呼叫時,被綁定的參數在提供"
"給 [method call] 的參數[i]之後[/i]傳遞。另見 [method unbind]。\n"
"[b]注意:[/b]這個方法與其他類似方法鏈式呼叫時,參數列表的修改順序是從右至左"
"的。"
msgid ""
"Returns a copy of this [Callable] with one or more arguments bound, reading "
"them from an array. When called, the bound arguments are passed [i]after[/i] "
"the arguments supplied by [method call]. See also [method unbind].\n"
"[b]Note:[/b] When this method is chained with other similar methods, the "
"order in which the argument list is modified is read from right to left."
msgstr ""
"返回該 [Callable] 的副本,綁定其中的一個或多個參數,參數從陣列中讀取。呼叫時,"
"被綁定的參數在提供給 [method call] 的參數[i]之後[/i]傳遞。另見 [method "
"unbind]。\n"
"[b]注意:[/b]這個方法與其他類似方法鏈式呼叫時,參數列表的修改順序是從右至左"
"的。"
msgid ""
"Calls the method represented by this [Callable]. Arguments can be passed and "
"should match the method's signature."
msgstr ""
"呼叫該 [Callable] 所代表的方法。可以傳遞參數,必須與該方法的簽章相配對。"
msgid ""
"Calls the method represented by this [Callable] in deferred mode, i.e. at the "
"end of the current frame. Arguments can be passed and should match the "
"method's signature.\n"
"[codeblock]\n"
"func _ready():\n"
" grab_focus.call_deferred()\n"
"[/codeblock]\n"
"See also [method Object.call_deferred]."
msgstr ""
"使用延遲模式呼叫該 [Callable] 所代表的方法,即在目前影格的末尾呼叫。可以傳遞參"
"數,必須與該方法的簽章相配對。\n"
"[codeblock]\n"
"func _ready():\n"
" grab_focus.call_deferred()\n"
"[/codeblock]\n"
"另見 [method Object.call_deferred]。"
msgid ""
"Calls the method represented by this [Callable]. Unlike [method call], this "
"method expects all arguments to be contained inside the [param arguments] "
"[Array]."
msgstr ""
"呼叫該 [Callable] 所代表的方法。與 [method call] 不同,這個方法需要所有參數都"
"放在 [param arguments] [Array] 之中。"
msgid ""
"Return the bound arguments (as long as [method get_bound_arguments_count] is "
"greater than zero), or empty (if [method get_bound_arguments_count] is less "
"than or equal to zero)."
msgstr ""
"返回綁定的參數(只要 [method get_bound_arguments_count] 大於零)或者空陣列(如"
"果 [method get_bound_arguments_count] 小於等於零)。"
msgid ""
"Returns the total amount of arguments bound (or unbound) via successive "
"[method bind] or [method unbind] calls. If the amount of arguments unbound is "
"greater than the ones bound, this function returns a value less than zero."
msgstr ""
"返回通過成功呼叫 [method bind] 或 [method unbind] 綁定(或解綁)參數的總數。如"
"果解綁參數的總數比綁定參數大,則這個函式的返回值小於零。"
msgid ""
"Returns the name of the method represented by this [Callable]. If the "
"callable is a GDScript lambda function, returns the function's name or "
"[code]\"<anonymous lambda>\"[/code]."
msgstr ""
"返回該 [Callable] 所代表的方法的名稱。如果該可呼叫體是 lambda 函式,則返回該函"
"式的名稱。"
msgid "Returns the object on which this [Callable] is called."
msgstr "返回該 [Callable] 所呼叫的物件。"
msgid ""
"Returns the ID of this [Callable]'s object (see [method Object."
"get_instance_id])."
msgstr "返回該 [Callable] 中對象的 ID見 [method Object.get_instance_id])。"
msgid ""
"Returns the 32-bit hash value of this [Callable]'s object.\n"
"[b]Note:[/b] [Callable]s with equal content will always produce identical "
"hash values. However, the reverse is not true. Returning identical hash "
"values does [i]not[/i] imply the callables are equal, because different "
"callables can have identical hash values due to hash collisions. The engine "
"uses a 32-bit hash algorithm for [method hash]."
msgstr ""
"返回該 [Callable] 對象的 32 位元雜湊值。\n"
"[b]注意:[/b]內容相同的 [Callable] 雜湊值始終相同。反之則不然,返回的雜湊值相"
"同[i]並不[/i]意味著可呼叫體相等,因為不同的可呼叫體可能由於雜湊衝突而具有相同"
"的雜湊值。引擎在 [method hash] 中使用 32 位雜湊演算法。"
msgid ""
"Returns [code]true[/code] if this [Callable] is a custom callable. Custom "
"callables are created from [method bind] or [method unbind]. In GDScript, "
"lambda functions are also custom callables."
msgstr ""
"如果該 [Callable] 為自訂可呼叫體,則返回 [code]true[/code]。自訂可呼叫體是由 "
"[method bind] 或 [method unbind] 建立的。在 GDScript 中lambda 函式也是自訂可"
"呼叫體。"
msgid ""
"Returns [code]true[/code] if this [Callable] has no target to call the method "
"on."
msgstr "如果該 [Callable] 沒有呼叫方法的目標,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [Callable] is a standard callable. This "
"method is the opposite of [method is_custom]. Returns [code]false[/code] if "
"this callable is a lambda function."
msgstr ""
"如果該 [Callable] 為標準可呼叫體,則返回 [code]true[/code]。這個方法與 "
"[method is_custom] 相對。如果該可呼叫體為 lambda 函式,則返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if the callable's object exists and has a valid "
"method name assigned, or is a custom callable."
msgstr ""
"如果該可呼叫體的物件存在,且分配了有效的方法名,或者為自訂可呼叫體,則返回 "
"[code]true[/code]。"
msgid ""
"Perform an RPC (Remote Procedure Call) on all connected peers. This is used "
"for multiplayer and is normally not available, unless the function being "
"called has been marked as [i]RPC[/i] (using [annotation @GDScript.@rpc] or "
"[method Node.rpc_config]). Calling this method on unsupported functions will "
"result in an error. See [method Node.rpc]."
msgstr ""
"在所有已連接的對等體上執行 RPCRemote Procedure Call遠端程式呼叫。用於多"
"人遊戲,一般不可用,除非所呼叫的函式有 [i]RPC[/i] 標記(使用 [annotation "
"@GDScript.@rpc] 或 [method Node.rpc_config])。在不支援的方法上呼叫該方法會導"
"致出錯。見 [method Node.rpc]。"
msgid ""
"Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer "
"documentation for reference). This is used for multiplayer and is normally "
"not available unless the function being called has been marked as [i]RPC[/i] "
"(using [annotation @GDScript.@rpc] or [method Node.rpc_config]). Calling this "
"method on unsupported functions will result in an error. See [method Node."
"rpc_id]."
msgstr ""
"在指定的對等體 ID請參閱多人遊戲文件上執行 RPCRemote Procedure Call遠程"
"程式呼叫)。用於多人遊戲,一般不可用,除非所呼叫的函式有 [i]RPC[/i] 標記(使"
"用 [annotation @GDScript.@rpc] 或 [method Node.rpc_config])。在不支援的方法上"
"呼叫該方法會導致出錯。見 [method Node.rpc_id]。"
msgid ""
"Returns a copy of this [Callable] with a number of arguments unbound. In "
"other words, when the new callable is called the last few arguments supplied "
"by the user are ignored, according to [param argcount]. The remaining "
"arguments are passed to the callable. This allows to use the original "
"callable in a context that attempts to pass more arguments than this callable "
"can handle, e.g. a signal with a fixed number of arguments. See also [method "
"bind].\n"
"[b]Note:[/b] When this method is chained with other similar methods, the "
"order in which the argument list is modified is read from right to left.\n"
"[codeblock]\n"
"func _ready():\n"
" foo.unbind(1).call(1, 2) # Calls foo(1).\n"
" foo.bind(3, 4).unbind(1).call(1, 2) # Calls foo(1, 3, 4), note that it "
"does not change the arguments from bind.\n"
"[/codeblock]"
msgstr ""
"返回這個 [Callable] 的副本,解綁了一些參數。換句話說,呼叫新的可呼叫體時,用戶"
"提供的最後幾個參數會被忽略,忽略幾個由 [param argcount] 決定。剩餘的參數會被傳"
"遞給該可呼叫體。這樣傳入的參數就能夠比原本可呼叫體所能處理的參數要多,例如帶有"
"固定數量參數的訊號。另見 [method bind]。\n"
"[b]注意:[/b]這個方法與其他類似方法鏈式呼叫時,參數列表的修改順序是從右至左"
"的。\n"
"[codeblock]\n"
"func _ready():\n"
" foo.unbind(1).call(1, 2) # 呼叫 foo(1).\n"
" foo.bind(3, 4).unbind(1).call(1, 2) # 呼叫 foo(1, 3, 4),注意改動的不是 "
"bind 中的參數。\n"
"[/codeblock]"
msgid "Returns [code]true[/code] if both [Callable]s invoke different targets."
msgstr "如果兩個 [Callable] 呼叫的目標不同,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both [Callable]s invoke the same custom target."
msgstr "如果兩個 [Callable] 呼叫的自訂目標相同,則返回 [code]true[/code]。"
msgid "Calls the specified method after optional delay."
msgstr "在可選的延遲之後呼叫指定的方法。"
msgid ""
"[CallbackTweener] is used to call a method in a tweening sequence. See "
"[method Tween.tween_callback] for more usage information.\n"
"The tweener will finish automatically if the callback's target object is "
"freed.\n"
"[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create "
"[CallbackTweener]. Any [CallbackTweener] created manually will not function "
"correctly."
msgstr ""
"[CallbackTweener] 可用於在補間序列中呼叫方法。更多用法資訊請參閱 [method "
"Tween.tween_callback]。\n"
"[b]注意:[/b]建立 [CallbackTweener] 的唯一正確方法是 [method Tween."
"tween_callback]。任何手動建立的 [CallbackTweener] 都無法正常工作。"
msgid ""
"Makes the callback call delayed by given time in seconds.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
"after 2 seconds\n"
"[/codeblock]"
msgstr ""
"讓該回呼函式延遲給定的時間,單位為秒。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback(queue_free).set_delay(2) # 會在 2 秒後呼叫 queue_free()\n"
"[/codeblock]"
msgid "Camera node for 2D scenes."
msgstr "2D 場景的相機節點。"
msgid ""
"Camera node for 2D scenes. It forces the screen (current layer) to scroll "
"following this node. This makes it easier (and faster) to program scrollable "
"scenes than manually changing the position of [CanvasItem]-based nodes.\n"
"Cameras register themselves in the nearest [Viewport] node (when ascending "
"the tree). Only one camera can be active per viewport. If no viewport is "
"available ascending the tree, the camera will register in the global "
"viewport.\n"
"This node is intended to be a simple helper to get things going quickly, but "
"more functionality may be desired to change how the camera works. To make "
"your own custom camera node, inherit it from [Node2D] and change the "
"transform of the canvas by setting [member Viewport.canvas_transform] in "
"[Viewport] (you can obtain the current [Viewport] by using [method Node."
"get_viewport]).\n"
"Note that the [Camera2D] node's [code]position[/code] doesn't represent the "
"actual position of the screen, which may differ due to applied smoothing or "
"limits. You can use [method get_screen_center_position] to get the real "
"position."
msgstr ""
"用於 2D 場景的相機節點。它強制螢幕(目前層)跟隨該節點滾動。與手動改變基於 "
"[CanvasItem] 節點的座標相比,這使得對可滾動場景進行程式設計更加容易和快捷。\n"
"相機會在最近的 [Viewport](在上層樹時)節點中註冊自己。每個視口只能啟動一個相"
"機。如果樹上沒有可用的視口,相機將在全域視口中註冊。\n"
"這個節點旨在成為簡單的輔助工具,讓事情便捷,但可能需要更多的功能來改變相機的工"
"作方式。要製作自訂相機節點,則從 [Node2D] 繼承,並通過設定 [Viewport] 中的 "
"[member Viewport.canvas_transform] 來改變畫布的變換(你可以通過使用 [method "
"Node.get_viewport] 獲得目前的 [Viewport])。\n"
"請注意,[Camera2D] 節點的 [code]position[/code] 並不代表螢幕的實際位置,這可能"
"會因套用的平滑或限制而有所不同。可以使用 [method get_screen_center_position] "
"獲取真實位置。"
msgid "2D Isometric Demo"
msgstr "2D 等軸演示"
msgid "2D HDR Demo"
msgstr "2D HDR 演示"
msgid "Aligns the camera to the tracked node."
msgstr "將相機與追蹤的節點對齊。"
msgid "Forces the camera to update scroll immediately."
msgstr "強制相機立即更新滾動。"
msgid ""
"Returns the specified [enum Side]'s margin. See also [member "
"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and "
"[member drag_right_margin]."
msgstr ""
"返回指定邊 [enum Side] 的邊距。另見 [member drag_bottom_margin]、[member "
"drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。"
msgid ""
"Returns the camera limit for the specified [enum Side]. See also [member "
"limit_bottom], [member limit_top], [member limit_left], and [member "
"limit_right]."
msgstr ""
"返回指定邊 [enum Side] 的相機極限。另見 [member limit_bottom]、[member "
"limit_top]、[member limit_left] 和 [member limit_right]。"
msgid ""
"Returns the center of the screen from this camera's point of view, in global "
"coordinates.\n"
"[b]Note:[/b] The exact targeted position of the camera may be different. See "
"[method get_target_position]."
msgstr ""
"返回該 [Camera2D] 視角下的螢幕中心位置,使用全域座標。\n"
"[b]注意:[/b]相機實際的目標位置可能與此不同。見 [method get_target_position]。"
msgid ""
"Returns this camera's target position, in global coordinates.\n"
"[b]Note:[/b] The returned value is not the same as [member Node2D."
"global_position], as it is affected by the drag properties. It is also not "
"the same as the current position if [member position_smoothing_enabled] is "
"[code]true[/code] (see [method get_screen_center_position])."
msgstr ""
"返回該相機的目標位置,使用全域座標。\n"
"[b]注意:[/b]返回值與 [member Node2D.global_position] 不同,因為會受到拖動屬性"
"的影響。如果 [member position_smoothing_enabled] 為 [code]true[/code] ,也不等"
"同於目前位置(見 [method get_screen_center_position])。"
msgid ""
"Returns [code]true[/code] if this [Camera2D] is the active camera (see "
"[method Viewport.get_camera_2d])."
msgstr ""
"如果該 [Camera2D] 為活動相機,則返回 [code]true[/code](見 [method Viewport."
"get_camera_2d])。"
msgid ""
"Forces this [Camera2D] to become the current active one. [member enabled] "
"must be [code]true[/code]."
msgstr ""
"強制該 [Camera2D] 成為目前的活動相機。[member enabled] 必須為 [code]true[/"
"code]。"
msgid ""
"Sets the camera's position immediately to its current smoothing destination.\n"
"This method has no effect if [member position_smoothing_enabled] is "
"[code]false[/code]."
msgstr ""
"將相機的位置立即設定為其目前平滑的目標位置。\n"
"當 [member position_smoothing_enabled] 為 [code]false[/code] 時,本方法無效。"
msgid ""
"Sets the specified [enum Side]'s margin. See also [member "
"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and "
"[member drag_right_margin]."
msgstr ""
"設定指定邊 [enum Side] 的邊距。另見 [member drag_bottom_margin]、[member "
"drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。"
msgid ""
"Sets the camera limit for the specified [enum Side]. See also [member "
"limit_bottom], [member limit_top], [member limit_left], and [member "
"limit_right]."
msgstr ""
"設定指定邊 [enum Side] 的相機極限。另見 [member limit_bottom]、[member "
"limit_top]、[member limit_left] 和 [member limit_right]。"
msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
msgstr "Camera2D 的錨點。見 [enum AnchorMode] 常數。"
msgid ""
"The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
"or not a [Viewport], uses the default viewport instead."
msgstr ""
"連接到 [Camera2D] 的自訂 [Viewport] 節點。如果為 [code]null[/code] 或者不是 "
"[Viewport],則使用預設的視口。"
msgid ""
"Bottom margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the bottom edge of the screen."
msgstr ""
"拖動相機所需的下邊距。值為 [code]1[/code] 時,相機僅在到達螢幕底部邊緣時移動。"
msgid ""
"If [code]true[/code], the camera only moves when reaching the horizontal "
"(left and right) drag margins. If [code]false[/code], the camera moves "
"horizontally regardless of margins."
msgstr ""
"如果為 [code]true[/code],相機僅在到達水平(左或右)拖動邊距時移動。如果為 "
"[code]false[/code],則相機水平移動時不考慮邊距。"
msgid ""
"The relative horizontal drag offset of the camera between the right "
"([code]-1[/code]) and left ([code]1[/code]) drag margins.\n"
"[b]Note:[/b] Used to set the initial horizontal drag offset; determine the "
"current offset; or force the current offset. It's not automatically updated "
"when [member drag_horizontal_enabled] is [code]true[/code] or the drag "
"margins are changed."
msgstr ""
"相機在右側([code]-1[/code])和左側([code]1[/code])拖動邊距之間的相對水平拖"
"動偏移量。\n"
"[b]注意:[/b]用於設定初始水平拖動偏移量;確定目前偏移量;或強制目前偏移量。當 "
"[member drag_horizontal_enabled] 為 [code]true[/code] 或更改拖動邊距時,它不會"
"自動更新。"
msgid ""
"Left margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the left edge of the screen."
msgstr ""
"拖動相機所需的左邊距。值為 [code]1[/code] 時,相機僅在到達螢幕左側邊緣時移動。"
msgid ""
"Right margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the right edge of the screen."
msgstr ""
"拖動相機所需的右邊距。值為 [code]1[/code] 時,相機僅在到達螢幕右側邊緣時移動。"
msgid ""
"Top margin needed to drag the camera. A value of [code]1[/code] makes the "
"camera move only when reaching the top edge of the screen."
msgstr ""
"拖動相機所需的上邊距。值為 [code]1[/code] 時,相機僅在到達螢幕頂部邊緣時移動。"
msgid ""
"If [code]true[/code], the camera only moves when reaching the vertical (top "
"and bottom) drag margins. If [code]false[/code], the camera moves vertically "
"regardless of the drag margins."
msgstr ""
"如果為 [code]true[/code],相機僅在達到垂直(頂部及底部)拖動邊距時才移動。如果"
"為 [code]false[/code],相機會垂直移動而不管邊距。"
msgid ""
"The relative vertical drag offset of the camera between the bottom ([code]-1[/"
"code]) and top ([code]1[/code]) drag margins.\n"
"[b]Note:[/b] Used to set the initial vertical drag offset; determine the "
"current offset; or force the current offset. It's not automatically updated "
"when [member drag_vertical_enabled] is [code]true[/code] or the drag margins "
"are changed."
msgstr ""
"相機在底部([code]-1[/code])和頂部([code]1[/code])拖動邊距之間的相對垂直拖"
"動偏移量。\n"
"[b]注意:[/b]用於設定初始垂直拖動偏移量;確定目前偏移量;或強制目前偏移量。當 "
"[member drag_vertical_enabled] 為 [code]true[/code] 或更改拖動邊距時,它不會自"
"動更新。"
msgid ""
"If [code]true[/code], draws the camera's drag margin rectangle in the editor."
msgstr "如果為 [code]true[/code],在編輯器中繪製相機的拖動邊距矩形。"
msgid "If [code]true[/code], draws the camera's limits rectangle in the editor."
msgstr "如果為 [code]true[/code],在編輯器中繪製相機的極限矩形。"
msgid "If [code]true[/code], draws the camera's screen rectangle in the editor."
msgstr "如果為 [code]true[/code],在編輯器中繪製相機的畫面矩形。"
msgid ""
"Controls whether the camera can be active or not. If [code]true[/code], the "
"[Camera2D] will become the main camera when it enters the scene tree and "
"there is no active camera currently (see [method Viewport.get_camera_2d]).\n"
"When the camera is currently active and [member enabled] is set to "
"[code]false[/code], the next enabled [Camera2D] in the scene tree will become "
"active."
msgstr ""
"控制該相機是否可以啟動。如果為 [code]true[/code],當該 [Camera2D] 進入場景樹並"
"且目前沒有活動的相機時,它將成為主相機(參見 [method Viewport."
"get_camera_2d])。\n"
"當該相機目前處於活動狀態且 [member enabled] 被設定為 [code]false[/code] 時,則"
"場景樹中下一個啟用的 [Camera2D] 將變為活動狀態。"
msgid ""
"If [code]true[/code], the camera's rendered view is not affected by its "
"[member Node2D.rotation] and [member Node2D.global_rotation]."
msgstr ""
"如果為 [code]true[/code] ,相機的渲染視圖不會受到其 [member Node2D.rotation] "
"和 [member Node2D.global_rotation] 的影響。"
msgid ""
"Bottom scroll limit in pixels. The camera stops moving when reaching this "
"value, but [member offset] can push the view past the limit."
msgstr ""
"底部滾動極限,單位為圖元。相機會在抵達該值時停止移動,但是 [member offset] 可"
"以把視圖推過該極限。"
msgid ""
"Left scroll limit in pixels. The camera stops moving when reaching this "
"value, but [member offset] can push the view past the limit."
msgstr ""
"左側滾動極限,單位為圖元。相機會在抵達該值時停止移動,但是 [member offset] 可"
"以把視圖推過該極限。"
msgid ""
"Right scroll limit in pixels. The camera stops moving when reaching this "
"value, but [member offset] can push the view past the limit."
msgstr ""
"右側滾動極限,單位為圖元。相機會在抵達該值時停止移動,但是 [member offset] 可"
"以把視圖推過該極限。"
msgid ""
"If [code]true[/code], the camera smoothly stops when reaches its limits.\n"
"This property has no effect if [member position_smoothing_enabled] is "
"[code]false[/code].\n"
"[b]Note:[/b] To immediately update the camera's position to be within limits "
"without smoothing, even with this setting enabled, invoke [method "
"reset_smoothing]."
msgstr ""
"如果為 [code]true[/code],相機會在達到極限時平滑地停止。\n"
"如果 [member position_smoothing_enabled] 為 [code]false[/code],則該屬性無"
"效。\n"
"[b]注意:[/b]要立即將相機的位置更新到限制範圍內而不進行平滑,即使啟用了該設"
"置,也要呼叫 [method reset_smoothing]。"
msgid ""
"Top scroll limit in pixels. The camera stops moving when reaching this value, "
"but [member offset] can push the view past the limit."
msgstr ""
"頂部滾動極限,單位為圖元。相機會在抵達該值時停止移動,但是 [member offset] 可"
"以把視圖推過該極限。"
msgid ""
"The camera's relative offset. Useful for looking around or camera shake "
"animations. The offsetted camera can go past the limits defined in [member "
"limit_top], [member limit_bottom], [member limit_left] and [member "
"limit_right]."
msgstr ""
"相機的相對偏移量。用於環顧四周或相機抖動動畫。偏移後的相機可以超過 [member "
"limit_top]、[member limit_bottom]、[member limit_left] 和 [member "
"limit_right] 中定義的限制。"
msgid ""
"If [code]true[/code], the camera's view smoothly moves towards its target "
"position at [member position_smoothing_speed]."
msgstr ""
"如果為 [code]true[/code],相機的視圖會以 [member position_smoothing_speed] 的"
"速度,平滑地移向其目標位置。"
msgid ""
"Speed in pixels per second of the camera's smoothing effect when [member "
"position_smoothing_enabled] is [code]true[/code]."
msgstr ""
"當 [member position_smoothing_enabled] 為 [code]true[/code] 時,相機平滑效果的"
"速度,單位為每秒圖元。"
msgid "The camera's process callback. See [enum Camera2DProcessCallback]."
msgstr "該相機的處理回呼函式。見 [enum Camera2DProcessCallback]。"
msgid ""
"If [code]true[/code], the camera's view smoothly rotates, via asymptotic "
"smoothing, to align with its target rotation at [member "
"rotation_smoothing_speed].\n"
"[b]Note:[/b] This property has no effect if [member ignore_rotation] is "
"[code]true[/code]."
msgstr ""
"如果為 [code]true[/code],相機的視圖會通過漸近平滑的方式平滑地旋轉,以 "
"[member rotation_smoothing_speed] 的速度與其目標旋轉對齊。\n"
"[b]注意:[/b]如果 [member ignore_rotation] 為 [code]true[/code],則該屬性無"
"效。"
msgid ""
"The angular, asymptotic speed of the camera's rotation smoothing effect when "
"[member rotation_smoothing_enabled] is [code]true[/code]."
msgstr ""
"當 [member rotation_smoothing_enabled] 為 [code]true[/code] 時,相機旋轉平滑效"
"果的角度漸近速度。"
msgid ""
"The camera's zoom. A zoom of [code]Vector(2, 2)[/code] doubles the size seen "
"in the viewport. A zoom of [code]Vector(0.5, 0.5)[/code] halves the size seen "
"in the viewport.\n"
"[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Camera2D] "
"zoom into account. This means that zooming in/out will cause bitmap fonts and "
"rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated unless the "
"font is part of a [CanvasLayer] that makes it ignore camera zoom. To ensure "
"text remains crisp regardless of zoom, you can enable MSDF font rendering by "
"enabling [member ProjectSettings.gui/theme/"
"default_font_multichannel_signed_distance_field] (applies to the default "
"project font only), or enabling [b]Multichannel Signed Distance Field[/b] in "
"the import options of a DynamicFont for custom fonts. On system fonts, "
"[member SystemFont.multichannel_signed_distance_field] can be enabled in the "
"inspector."
msgstr ""
"相機的縮放。 設定為 [code]Vector(2, 2)[/code] 的縮放值會使通過視口看到的尺寸翻"
"倍。設定為 [code]Vector(0.5, 0.5)[/code]的縮放值會使會使通過視口看到的尺寸減"
"半。\n"
"[b]注意:[/b][member FontFile.oversampling] [i]不會[/i]考慮 [Camera2D] 的縮放"
"值。這意味著放大/縮小將導致點陣字型和光柵化(非 MSDF動態字形看起來模糊或像素"
"化,除非字形是[CanvasLayer]的一部分從而使其忽略相機縮放。為了確保文字無論如何"
"縮放都保持清晰,你可以通過啟用 [member ProjectSettings.gui/theme/"
"default_font_multichannel_signed_distance_field] (僅適用於預設專案字形)來啟"
"用 MSDF 字形渲染,或在自訂字形的動態字形匯入選項中啟用[b]多通道帶符號距離場[/"
"b]。對於系統字形,可以在屬性面板中啟用 [member SystemFont."
"multichannel_signed_distance_field] 。"
msgid ""
"The camera's position is fixed so that the top-left corner is always at the "
"origin."
msgstr "相機的位置是固定的,所以左上角總是在原點。"
msgid ""
"The camera's position takes into account vertical/horizontal offsets and the "
"screen size."
msgstr "相機的位置要考慮垂直/水平偏移和螢幕尺寸。"
msgid ""
"The camera updates during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
msgstr ""
"相機在物理影格期間更新(見 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。"
msgid ""
"The camera updates during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"相機在程序影格期間更新(見 [constant Node.NOTIFICATION_INTERNAL_PROCESS])。"
msgid "Camera node, displays from a point of view."
msgstr "相機節點,會從某個角度進行顯示。"
msgid ""
"[Camera3D] is a special node that displays what is visible from its current "
"location. Cameras register themselves in the nearest [Viewport] node (when "
"ascending the tree). Only one camera can be active per viewport. If no "
"viewport is available ascending the tree, the camera will register in the "
"global viewport. In other words, a camera just provides 3D display "
"capabilities to a [Viewport], and, without one, a scene registered in that "
"[Viewport] (or higher viewports) can't be displayed."
msgstr ""
"[Camera3D] 是一個特殊節點,用於顯示從其目前位置可見的內容。相機在最近的 "
"[Viewport] 節點中註冊自己(當樹上行)。每個視口中只能有一個啟動的相機。如果在"
"樹上沒有可用的視口,相機將在全域視口中註冊。換句話說,相機只是用來為 "
"[Viewport] 提供 3D 顯示能力的,如果沒有,則在該 [Viewport](或更高層視口)中註"
"冊的場景無法顯示。"
msgid ""
"If this is the current camera, remove it from being current. If [param "
"enable_next] is [code]true[/code], request to make the next camera current, "
"if any."
msgstr ""
"如果這是目前相機,則將其從目前相機中移除。如果 [param enable_next] 為 "
"[code]true[/code],則請求使下一個相機(如果有)成為目前相機。"
msgid ""
"Returns the projection matrix that this camera uses to render to its "
"associated viewport. The camera must be part of the scene tree to function."
msgstr ""
"返回該相機用於渲染至關聯視口的投影矩陣。相機必須是場景樹的一部分才能正常工作。"
msgid "Returns the camera's RID from the [RenderingServer]."
msgstr "從 [RenderingServer] 返回該相機的 RID。"
msgid ""
"Returns the transform of the camera plus the vertical ([member v_offset]) and "
"horizontal ([member h_offset]) offsets; and any other adjustments made to the "
"position and orientation of the camera by subclassed cameras such as "
"[XRCamera3D]."
msgstr ""
"返回該相機的變換,該變換會加上垂直([member v_offset])和水平([member "
"h_offset])偏移;以及 [XRCamera3D] 等子類別相機對相機位置和方向所做的任何其他"
"調整。"
msgid ""
"Returns whether or not the specified layer of the [member cull_mask] is "
"enabled, given a [param layer_number] between 1 and 20."
msgstr ""
"返回是否啟用了 [member cull_mask] 的指定層,該層由一個介於 1 和 20 之間的給定 "
"[param layer_number] 指定。"
msgid ""
"Returns the camera's frustum planes in world space units as an array of "
"[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
"be confused with [member frustum_offset]."
msgstr ""
"以世界空間單位將相機的視錐平面作為 [Plane] 陣列按以下順序返回near、far、"
"left、top、right、bottom。不要與 [member frustum_offset] 混淆。"
msgid ""
"Returns the RID of a pyramid shape encompassing the camera's view frustum, "
"ignoring the camera's near plane. The tip of the pyramid represents the "
"position of the camera."
msgstr ""
"返回包含該相機視錐的錐體形狀的 RID忽略相機的近處平面。錐體的尖端代表該相機的"
"位置。"
msgid ""
"Returns [code]true[/code] if the given position is behind the camera (the "
"blue part of the linked diagram). [url=https://raw.githubusercontent.com/"
"godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this "
"diagram[/url] for an overview of position query methods.\n"
"[b]Note:[/b] A position which returns [code]false[/code] may still be outside "
"the camera's field of view."
msgstr ""
"如果給定位置在相機後面(連結圖的藍色部分),則返回 [code]true[/code]。"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"camera3d_position_frustum.png]查看此圖[/url]以瞭解位置查詢方法的概述。\n"
"[b]注意:[/b]返回 [code]false[/code] 的位置可能仍然在相機的視野之外。"
msgid ""
"Returns [code]true[/code] if the given position is inside the camera's "
"frustum (the green part of the linked diagram). [url=https://raw."
"githubusercontent.com/godotengine/godot-docs/master/img/"
"camera3d_position_frustum.png]See this diagram[/url] for an overview of "
"position query methods."
msgstr ""
"如果給定位置在相機的視錐內(位於連結圖中的綠色部分),則返回 [code]true[/"
"code]。[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"camera3d_position_frustum.png]查看此圖[/url]以瞭解位置查詢方法的概述。"
msgid ""
"Makes this camera the current camera for the [Viewport] (see class "
"description). If the camera node is outside the scene tree, it will attempt "
"to become current once it's added."
msgstr ""
"使此相機成為 [Viewport] 的目前相機(見類的說明)。如果相機節點在場景樹之外,一"
"旦新增,它將嘗試成為目前相機。"
msgid ""
"Returns a normal vector from the screen point location directed along the "
"camera. Orthogonal cameras are normalized. Perspective cameras account for "
"perspective, screen width/height, etc."
msgstr ""
"返回從螢幕點位置沿相機方向的法向量。正交相機會被正規化。透視相機考慮到透視、螢"
"幕寬度/高度等因素。"
msgid ""
"Returns the 3D point in world space that maps to the given 2D coordinate in "
"the [Viewport] rectangle on a plane that is the given [param z_depth] "
"distance into the scene away from the camera."
msgstr ""
"返回世界空間中的 3D 點,該點對應到平面上 [Viewport] 矩形中的給定 2D 座標,該平"
"面是距相機到場景的給定 [param z_depth] 距離。"
msgid ""
"Returns a normal vector in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
"返回世界空間中的法線向量,即通過逆相機投影將點投影到 [Viewport] 矩形上的結果。"
"這對於以(原點,法線)的形式投射光線,以進行物件相交或拾取很有用。"
msgid ""
"Returns a 3D position in world space, that is the result of projecting a "
"point on the [Viewport] rectangle by the inverse camera projection. This is "
"useful for casting rays in the form of (origin, normal) for object "
"intersection or picking."
msgstr ""
"返回世界空間中的 3D 位置,即通過逆相機投影將點投影到 [Viewport] 矩形上的結果。"
"這對於以(原點,法線)的形式投射光線,以進行物件相交或拾取很有用。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member cull_mask], given a [param layer_number] between 1 and 20."
msgstr ""
"基於 [param value],啟用或禁用 [member cull_mask] 中的指定層,該層由一個介於 "
"1 和 20 之間的給定 [param layer_number] 指定。"
msgid ""
"Sets the camera projection to frustum mode (see [constant "
"PROJECTION_FRUSTUM]), by specifying a [param size], an [param offset], and "
"the [param z_near] and [param z_far] clip planes in world space units. See "
"also [member frustum_offset]."
msgstr ""
"通過指定的以世界空間單位為單位的 [param size]、[param offset]、以及 [param "
"z_near] 和 [param z_far] 裁剪平面,將相機投影設定為視錐模式(見 [constant "
"PROJECTION_FRUSTUM])。另見 [member frustum_offset]。"
msgid ""
"Sets the camera projection to orthogonal mode (see [constant "
"PROJECTION_ORTHOGONAL]), by specifying a [param size], and the [param z_near] "
"and [param z_far] clip planes in world space units. (As a hint, 2D games "
"often use this projection, with values specified in pixels.)"
msgstr ""
"通過指定的以世界空間單位為單位的 [param size]、以及 [param z_near] 和 [param "
"z_far] 裁剪平面,將相機投影設定為正交模式(參見 [constant "
"PROJECTION_ORTHOGONAL]作為提示2D 遊戲經常使用這種投影,其值以圖元為單"
"位指定。)"
msgid ""
"Sets the camera projection to perspective mode (see [constant "
"PROJECTION_PERSPECTIVE]), by specifying a [param fov] (field of view) angle "
"in degrees, and the [param z_near] and [param z_far] clip planes in world "
"space units."
msgstr ""
"通過指定的以度為單位的 [param fov](視野)角度,以及以世界空間單位為單位的 "
"[param z_near] 和 [param z_far] 裁剪平面,將相機投影設定為透視模式(參見 "
"[constant PROJECTION_PERSPECTIVE])。"
msgid ""
"Returns the 2D coordinate in the [Viewport] rectangle that maps to the given "
"3D point in world space.\n"
"[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use "
"[method is_position_behind] to prevent them from appearing if the 3D point is "
"behind the camera:\n"
"[codeblock]\n"
"# This code block is part of a script that inherits from Node3D.\n"
"# `control` is a reference to a node inheriting from Control.\n"
"control.visible = not get_viewport().get_camera_3d()."
"is_position_behind(global_transform.origin)\n"
"control.position = get_viewport().get_camera_3d()."
"unproject_position(global_transform.origin)\n"
"[/codeblock]"
msgstr ""
"返回對應到世界空間中給定 3D 點的 [Viewport] 矩形中的 2D 座標。\n"
"[b]注意:[/b]當使用它在 3D 視口上定位 GUI 元素時,如果 3D 點在相機後面,請使"
"用 [method is_position_behind] 來防止它們出現:\n"
"[codeblock]\n"
"# 該程式碼塊是從 Node3D 繼承的腳本的一部分。\n"
"# `control` 是對從 Control 繼承的節點的引用。\n"
"control.visible = not get_viewport().get_camera_3d()."
"is_position_behind(global_transform.origin)\n"
"control.position = get_viewport().get_camera_3d()."
"unproject_position(global_transform.origin)\n"
"[/codeblock]"
msgid "The [CameraAttributes] to use for this camera."
msgstr "該相機所使用的 [CameraAttributes]。"
msgid ""
"The culling mask that describes which [member VisualInstance3D.layers] are "
"rendered by this camera. By default, all 20 user-visible layers are "
"rendered.\n"
"[b]Note:[/b] Since the [member cull_mask] allows for 32 layers to be stored "
"in total, there are an additional 12 layers that are only used internally by "
"the engine and aren't exposed in the editor. Setting [member cull_mask] using "
"a script allows you to toggle those reserved layers, which can be useful for "
"editor plugins.\n"
"To adjust [member cull_mask] more easily using a script, use [method "
"get_cull_mask_value] and [method set_cull_mask_value].\n"
"[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers "
"into account to determine what contributes to global illumination. If this is "
"an issue, set [member GeometryInstance3D.gi_mode] to [constant "
"GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D."
"light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude "
"them from global illumination."
msgstr ""
"剔除遮罩,描述該相機渲染了哪些 [member VisualInstance3D.layers]。預設情況下,"
"20 個使用者可見層全都被渲染。\n"
"[b]注意:[/b]由於 [member cull_mask] 允許總共儲存 32 個層,因此另外 12 個層僅"
"供引擎內部使用,不會在編輯器中公開。使用腳本設定 [member cull_mask] 允許你切換"
"那些保留層,這對編輯器外掛程式很有用。\n"
"要使用腳本更輕鬆地調整 [member cull_mask],請使用 [method "
"get_cull_mask_value] 和 [method set_cull_mask_value]。\n"
"[b]注意:[/b][VoxelGI]、SDFGI 和 [LightmapGI] 將始終考慮所有層以確定對全域光照"
"有貢獻的內容。如果這是一個問題,請將網格的 [member GeometryInstance3D."
"gi_mode] 設定為 [constant GeometryInstance3D.GI_MODE_DISABLED],並將燈光的 "
"[member Light3D.light_bake_mode] 設定為 [constant Light3D.BAKE_DISABLED],以將"
"它們從全域光照中排除。"
msgid ""
"If [code]true[/code], the ancestor [Viewport] is currently using this "
"camera.\n"
"If multiple cameras are in the scene, one will always be made current. For "
"example, if two [Camera3D] nodes are present in the scene and only one is "
"current, setting one camera's [member current] to [code]false[/code] will "
"cause the other camera to be made current."
msgstr ""
"如果為 [code]true[/code],則祖級 [Viewport] 正在使用這個相機。\n"
"如果場景中有多個相機,總會有一個被設為目前相機。例如,假設場景中存在兩個 "
"[Camera3D] 節點並且只有一個為目前相機,那麼如果把某一個相機的 [member "
"current] 設為 [code]false[/code] 就會導致另一個相機被設為目前相機。"
msgid ""
"If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the "
"[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for "
"objects changed in particular [code]_process[/code] methods. See [enum "
"DopplerTracking] for possible values."
msgstr ""
"如果不是 [constant DOPPLER_TRACKING_DISABLED],此相機將為在 [code]_process[/"
"code] 中變化的物件類比[url=https://zh.wikipedia.org/wiki/"
"%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效應[/url]。可能的值見 "
"[enum DopplerTracking]。"
msgid "The [Environment] to use for this camera."
msgstr "此相機要使用的 [Environment]。"
msgid ""
"The distance to the far culling boundary for this camera relative to its "
"local Z axis. Higher values allow the camera to see further away, while "
"decreasing [member far] can improve performance if it results in objects "
"being partially or fully culled."
msgstr ""
"該相機相對於其局部 Z 軸到遠剔除邊界的距離。較高的值允許相機看得更遠,而減少 "
"[member far] 如果會導致物件被部分或完全剔除,則可以提高性能。"
msgid ""
"The camera's frustum offset. This can be changed from the default to create "
"\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
"shearing[/url].\n"
"[b]Note:[/b] Only effective if [member projection] is [constant "
"PROJECTION_FRUSTUM]."
msgstr ""
"相機的視錐偏移。可以更改預設值,以建立如 [url=https://zdoom.org/wiki/Y-"
"shearing]Y-shearing[/url] 一樣的“傾斜的視錐”效果。\n"
"[b]注意:[/b]僅在 [member projection] 為 [constant PROJECTION_FRUSTUM] 時有"
"效。"
msgid "The horizontal (X) offset of the camera viewport."
msgstr "相機視口的水平X偏移量。"
msgid ""
"The axis to lock during [member fov]/[member size] adjustments. Can be either "
"[constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
msgstr ""
"在 [member fov]/[member size] 調整時要鎖定的軸。可以是 [constant KEEP_WIDTH] "
"或 [constant KEEP_HEIGHT]。"
msgid ""
"The distance to the near culling boundary for this camera relative to its "
"local Z axis. Lower values allow the camera to see objects more up close to "
"its origin, at the cost of lower precision across the [i]entire[/i] range. "
"Values lower than the default can lead to increased Z-fighting."
msgstr ""
"該相機相對於其局部 Z 軸到近剔除邊界的距離。較低的值允許相機看到更靠近其原點的"
"物件,但代價是[i]整個[/i]範圍內的精度較低。低於預設值的值會導致 Z 衝突增加。"
msgid ""
"The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, "
"objects' Z distance from the camera's local space scales their perceived size."
msgstr ""
"相機的投影模式。在 [constant PROJECTION_PERSPECTIVE] 模式下,物體與相機局部空"
"間的Z距離會影響其感知的大小。"
msgid ""
"The camera's size in meters measured as the diameter of the width or height, "
"depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
"modes."
msgstr ""
"該相機的大小,單位為米,描述的是完整的寬度或者高度,取決於 [member "
"keep_aspect]。僅適用於正交和視錐模式。"
msgid "The vertical (Y) offset of the camera viewport."
msgstr "相機視口的垂直Y偏移量。"
msgid ""
"Perspective projection. Objects on the screen becomes smaller when they are "
"far away."
msgstr "透視投影。物體距離相機螢幕越遠顯示就越小。"
msgid ""
"Orthogonal projection, also known as orthographic projection. Objects remain "
"the same size on the screen no matter how far away they are."
msgstr "正交投影,又稱正交投影。物體無論距離多遠,在螢幕上都保持相同的大小。"
msgid ""
"Frustum projection. This mode allows adjusting [member frustum_offset] to "
"create \"tilted frustum\" effects."
msgstr ""
"視錐投影。通過該模式可以調整 [member frustum_offset] 來建立“傾斜的視錐”效果。"
msgid ""
"Preserves the horizontal aspect ratio; also known as Vert- scaling. This is "
"usually the best option for projects running in portrait mode, as taller "
"aspect ratios will benefit from a wider vertical FOV."
msgstr ""
"保留水平長寬比,也稱為 Vert- 縮放。這通常是在縱向模式下運作的專案的最佳選擇,"
"因為較高的縱橫比將從更寬的垂直視場中受益。"
msgid ""
"Preserves the vertical aspect ratio; also known as Hor+ scaling. This is "
"usually the best option for projects running in landscape mode, as wider "
"aspect ratios will automatically benefit from a wider horizontal FOV."
msgstr ""
"保留垂直長寬比,也稱為 Hor+ 縮放。這通常是在橫向模式下運作的專案的最佳選擇,因"
"為較寬的縱橫比會自動從較寬的水平視場中受益。"
msgid ""
"Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] simulation (default)."
msgstr ""
"禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效應[/url]模擬(預"
"設)。"
msgid ""
"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] by tracking positions of objects that are changed in [code]_process[/"
"code]. Changes in the relative velocity of this camera compared to those "
"objects affect how audio is perceived (changing the audio's [member "
"AudioStreamPlayer3D.pitch_scale])."
msgstr ""
"通過追蹤在 [code]_process[/code] 中改變的物體位置來類比[url=https://zh."
"wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效應[/"
"url]。與這些物體相比,該相機的相對速度的變化會影響音訊的感知方式(改變音訊的 "
"[member AudioStreamPlayer3D.pitch_scale])。"
msgid ""
"Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
"url] by tracking positions of objects that are changed in "
"[code]_physics_process[/code]. Changes in the relative velocity of this "
"camera compared to those objects affect how audio is perceived (changing the "
"audio's [member AudioStreamPlayer3D.pitch_scale])."
msgstr ""
"通過追蹤在 [code]_process[/code] 中改變的物體位置來類比[url=https://zh."
"wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效應[/"
"url]。與這些物體相比,該相機的相對速度的變化會影響音訊的感知方式(改變音訊的 "
"[member AudioStreamPlayer3D.pitch_scale])。"
msgid "Parent class for camera settings."
msgstr "相機設定的父類。"
msgid ""
"Controls camera-specific attributes such as depth of field and exposure "
"override.\n"
"When used in a [WorldEnvironment] it provides default settings for exposure, "
"auto-exposure, and depth of field that will be used by all cameras without "
"their own [CameraAttributes], including the editor camera. When used in a "
"[Camera3D] it will override any [CameraAttributes] set in the "
"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure "
"settings will be used.\n"
"See also [Environment] for general 3D environment settings.\n"
"This is a pure virtual class that is inherited by [CameraAttributesPhysical] "
"and [CameraAttributesPractical]."
msgstr ""
"控制相機的特定屬性,如景深和曝光覆蓋。\n"
"當在 [WorldEnvironment] 中使用時,它提供了曝光、自動曝光、以及景深的預設設置,"
"這些設定將由所有沒有自己的 [CameraAttributes] 的相機使用,包括編輯器相機。當"
"在 [Camera3D] 中使用時,它將覆蓋 [WorldEnvironment] 中設定的任何 "
"[CameraAttributes]。當在 [VoxelGI] 或 [LightmapGI] 中使用時,將只會使用曝光設"
"置。\n"
"另請參閱 [Environment] 瞭解一般的 3D 環境設定。\n"
"這是一個由 [CameraAttributesPhysical] 和 [CameraAttributesPractical] 繼承的純"
"虛類。"
msgid ""
"If [code]true[/code], enables the tonemapping auto exposure mode of the scene "
"renderer. If [code]true[/code], the renderer will automatically determine the "
"exposure setting to adapt to the scene's illumination and the observed light."
msgstr ""
"如果為 [code]true[/code],啟用場景渲染器的色調對應自動曝光模式。如果為 "
"[code]true[/code],渲染器將自動確定曝光設定,以適應場景的照明和觀察到的光線。"
msgid ""
"The scale of the auto exposure effect. Affects the intensity of auto exposure."
msgstr "自動曝光效果的比例。影響自動曝光的強度。"
msgid ""
"The speed of the auto exposure effect. Affects the time needed for the camera "
"to perform auto exposure."
msgstr "自動曝光效果的速度。影響相機執行自動曝光所需的時間。"
msgid ""
"Multiplier for the exposure amount. A higher value results in a brighter "
"image."
msgstr "曝光量的乘數。較高的值會產生較亮的圖像。"
msgid ""
"Sensitivity of camera sensors, measured in ISO. A higher sensitivity results "
"in a brighter image. Only available when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is enabled. When [member "
"auto_exposure_enabled] this can be used as a method of exposure compensation, "
"doubling the value will increase the exposure value (measured in EV100) by 1 "
"stop."
msgstr ""
"相機感測器的靈敏度,以 ISO 測量。靈敏度越高,圖像越亮。僅在啟用 [member "
"ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] 時可"
"用。當 [member auto_exposure_enabled] 啟用時,這可以用作曝光補償的方法,將該值"
"加倍將使曝光值(以 EV100 測量)增加 1 檔。"
msgid "Physically-based camera settings."
msgstr "基於物理的相機設定。"
msgid ""
"[CameraAttributesPhysical] is used to set rendering settings based on a "
"physically-based camera's settings. It is responsible for exposure, auto-"
"exposure, and depth of field.\n"
"When used in a [WorldEnvironment] it provides default settings for exposure, "
"auto-exposure, and depth of field that will be used by all cameras without "
"their own [CameraAttributes], including the editor camera. When used in a "
"[Camera3D] it will override any [CameraAttributes] set in the "
"[WorldEnvironment] and will override the [Camera3D]s [member Camera3D.far], "
"[member Camera3D.near], [member Camera3D.fov], and [member Camera3D."
"keep_aspect] properties. When used in [VoxelGI] or [LightmapGI], only the "
"exposure settings will be used.\n"
"The default settings are intended for use in an outdoor environment, tips for "
"settings for use in an indoor environment can be found in each setting's "
"documentation.\n"
"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility."
msgstr ""
"[CameraAttributesPhysical] 用於根據基於物理的相機的設定來設定渲染設定。它負責"
"曝光、自動曝光、以及景深。\n"
"當在 [WorldEnvironment] 中使用時,它提供了曝光、自動曝光、以及景深的預設設置,"
"這些設定將由所有沒有自己的 [CameraAttributes] 的相機使用,包括編輯器相機。當"
"在 [Camera3D] 中使用時,它將覆蓋 [WorldEnvironment] 中設定的任何 "
"[CameraAttributes],並將覆蓋 [Camera3D] 的 [member Camera3D.far]、[member "
"Camera3D.near]、[member Camera3D.fov]、以及 [member Camera3D.keep_aspect] 屬"
"性。當在 [VoxelGI] 或 [LightmapGI] 中使用時,將只會使用曝光設定。\n"
"預設設定適用於室外環境,可在每個設定的文件中找到有關在室內環境中使用的設定的提"
"示。\n"
"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。"
msgid "Physical light and camera units"
msgstr "物理燈光與相機單位"
msgid ""
"Returns the vertical field of view that corresponds to the [member "
"frustum_focal_length]. This value is calculated internally whenever [member "
"frustum_focal_length] is changed."
msgstr ""
"返回對應於 [member frustum_focal_length] 的垂直視野。每當 [member "
"frustum_focal_length] 發生變化時,該值都會在內部計算。"
msgid ""
"The maximum luminance (in EV100) used when calculating auto exposure. When "
"calculating scene average luminance, color values will be clamped to at least "
"this value. This limits the auto-exposure from exposing below a certain "
"brightness, resulting in a cut off point where the scene will remain bright."
msgstr ""
"計算自動曝光時使用的最大亮度單位EV100。在計算場景平均亮度時顏色值將至"
"少被鉗制在這個值上。這限制了自動曝光在低於一定的亮度進行曝光時,導致場景將保持"
"明亮的一個截止點。"
msgid ""
"The minimum luminance luminance (in EV100) used when calculating auto "
"exposure. When calculating scene average luminance, color values will be "
"clamped to at least this value. This limits the auto-exposure from exposing "
"above a certain brightness, resulting in a cut off point where the scene will "
"remain dark."
msgstr ""
"計算自動曝光時使用的最小亮度單位EV100。在計算場景平均亮度時顏色值將至"
"少被鉗制在這個值上。這限制了自動曝光在超過一定的亮度進行曝光時,導致場景將保持"
"黑暗的一個截止點。"
msgid ""
"Size of the aperture of the camera, measured in f-stops. An f-stop is a "
"unitless ratio between the focal length of the camera and the diameter of the "
"aperture. A high aperture setting will result in a smaller aperture which "
"leads to a dimmer image and sharper focus. A low aperture results in a wide "
"aperture which lets in more light resulting in a brighter, less-focused "
"image. Default is appropriate for outdoors at daytime (i.e. for use with a "
"default [DirectionalLight3D]), for indoor lighting, a value between 2 and 4 "
"is more appropriate.\n"
"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled."
msgstr ""
"相機光圈的大小,以 f 檔為單位進行測量。f 檔是相機焦距與光圈直徑之間的一個無單"
"位比率。高光圈設定將產生一個更小的光圈,從而導致更暗的圖像和更清晰的焦點。低光"
"圈會產生一個大光圈,讓更多的光線進入,從而產生一個更亮、更不聚焦的圖像。默認值"
"適用於白天的室外(即與預設 [DirectionalLight3D] 一起使用對於室內照明2 "
"到 4 之間的值更合適。\n"
"僅在啟用 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 時可用。"
msgid ""
"Time for shutter to open and close, measured in seconds. A higher value will "
"let in more light leading to a brighter image, while a lower amount will let "
"in less light leading to a darker image.\n"
"Only available when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled."
msgstr ""
"快門打開和關閉的時間,單位:秒。較高的值將使更多的光線進入,從而使圖像更亮;而"
"較低的值將使更少的光線進入,從而使圖像更暗。\n"
"僅在啟用 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 時可用。"
msgid ""
"Override value for [member Camera3D.far]. Used internally when calculating "
"depth of field. When attached to a [Camera3D] as its [member Camera3D."
"attributes], it will override the [member Camera3D.far] property."
msgstr ""
"覆蓋 [member Camera3D.far] 的值。在內部計算景深時使用。當被附加到 [Camera3D] "
"作為其 [member Camera3D.attributes] 時,它將覆蓋 [member Camera3D.fov] 屬性。"
msgid ""
"Distance between camera lens and camera aperture, measured in millimeters. "
"Controls field of view and depth of field. A larger focal length will result "
"in a smaller field of view and a narrower depth of field meaning fewer "
"objects will be in focus. A smaller focal length will result in a wider field "
"of view and a larger depth of field meaning more objects will be in focus. "
"When attached to a [Camera3D] as its [member Camera3D.attributes], it will "
"override the [member Camera3D.fov] property and the [member Camera3D."
"keep_aspect] property."
msgstr ""
"相機鏡頭和相機光圈之間的距離,單位:毫米。控制視野和景深。較大的焦距會導致較小"
"的視野和較窄的景深,這意味著更少的對象將在焦點中。較小的焦距會導致更寬的視野和"
"更大的景深,這意味著更多的物體將在焦點中。當被附加到 [Camera3D] 作為其 "
"[member Camera3D.attributes] 時,它將覆蓋 [member Camera3D.fov] 屬性和 "
"[member Camera3D.keep_aspect] 屬性。"
msgid ""
"Distance from camera of object that will be in focus, measured in meters. "
"Internally this will be clamped to be at least 1 millimeter larger than "
"[member frustum_focal_length]."
msgstr ""
"將在焦點中的物體與相機的距離,以米為單位進行測量。在內部,這將被鉗制為至少比 "
"[member frustum_focal_length] 大 1 毫米。"
msgid ""
"Override value for [member Camera3D.near]. Used internally when calculating "
"depth of field. When attached to a [Camera3D] as its [member Camera3D."
"attributes], it will override the [member Camera3D.near] property."
msgstr ""
"覆蓋 [member Camera3D.near] 的值。在內部計算景深時使用。當被附加到 [Camera3D] "
"作為其 [member Camera3D.attributes] 時,它將覆蓋 [member Camera3D.near] 屬性。"
msgid "Camera settings in an easy to use format."
msgstr "相機設定,格式比較易用。"
msgid ""
"Controls camera-specific attributes such as auto-exposure, depth of field, "
"and exposure override.\n"
"When used in a [WorldEnvironment] it provides default settings for exposure, "
"auto-exposure, and depth of field that will be used by all cameras without "
"their own [CameraAttributes], including the editor camera. When used in a "
"[Camera3D] it will override any [CameraAttributes] set in the "
"[WorldEnvironment]. When used in [VoxelGI] or [LightmapGI], only the exposure "
"settings will be used."
msgstr ""
"控制相機的特定屬性,如自動曝光、景深、以及曝光覆蓋。\n"
"當在 [WorldEnvironment] 中使用時,它提供了曝光、自動曝光、以及景深的預設設置,"
"這些設定將由所有沒有自己的 [CameraAttributes] 的相機使用,包括編輯器相機。當"
"在 [Camera3D] 中使用時,它將覆蓋 [WorldEnvironment] 中設定的任何 "
"[CameraAttributes]。當在 [VoxelGI] 或 [LightmapGI] 中使用時,只會使用曝光設"
"置。"
msgid ""
"The maximum sensitivity (in ISO) used when calculating auto exposure. When "
"calculating scene average luminance, color values will be clamped to at least "
"this value. This limits the auto-exposure from exposing below a certain "
"brightness, resulting in a cut off point where the scene will remain bright."
msgstr ""
"計算自動曝光時使用的最大感光度單位ISO。在計算場景平均亮度時顏色值將至"
"少被鉗制在這個值上。這限制了自動曝光在低於一定的亮度進行曝光時,導致場景將保持"
"明亮的一個截止點。"
msgid ""
"The minimum sensitivity (in ISO) used when calculating auto exposure. When "
"calculating scene average luminance, color values will be clamped to at least "
"this value. This limits the auto-exposure from exposing above a certain "
"brightness, resulting in a cut off point where the scene will remain dark."
msgstr ""
"計算自動曝光時使用的最小感光度單位ISO。在計算場景平均亮度時顏色值將至"
"少被鉗制在這個值上。這限制了自動曝光在超過一定的亮度進行曝光時,導致場景將保持"
"黑暗的一個截止點。"
msgid ""
"Sets the maximum amount of blur. When using physically-based blur amounts, "
"will instead act as a multiplier. High values lead to an increased amount of "
"bluriness, but can be much more expensive to calculate. It is best to keep "
"this as low as possible for a given art style."
msgstr ""
"設定最大模糊量。當使用基於物理的模糊量時,將改為充當一個乘數。高值會導致模糊度"
"增加,但計算起來會更昂貴。對於一個給定的藝術風格,最好將該值保持得盡可能低。"
msgid ""
"Objects further from the [Camera3D] by this amount will be blurred by the "
"depth of field effect. Measured in meters."
msgstr ""
"距離該 [Camera3D] 比該值遠的對象將因景深效果而變得模糊。以米為單位進行測量。"
msgid ""
"Enables depth of field blur for objects further than [member "
"dof_blur_far_distance]. Strength of blur is controlled by [member "
"dof_blur_amount] and modulated by [member dof_blur_far_transition].\n"
"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility."
msgstr ""
"為比 [member dof_blur_far_distance] 更遠的對象啟用景深模糊。模糊強度由 "
"[member dof_blur_amount] 控制並由 [member dof_blur_far_transition] 調變。\n"
"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。"
msgid ""
"When positive, distance over which (starting from [member "
"dof_blur_far_distance]) blur effect will scale from 0 to [member "
"dof_blur_amount]. When negative, uses physically-based scaling so depth of "
"field effect will scale from 0 at [member dof_blur_far_distance] and will "
"increase in a physically accurate way as objects get further from the "
"[Camera3D]."
msgstr ""
"當為正數時,距離超過該值(從 [member dof_blur_far_distance] 開始)時,模糊效果"
"將從 0 縮放到 [member dof_blur_amount]。當為負數時,使用基於物理的縮放,因此景"
"深效果將在 [member dof_blur_far_distance] 處從 0 開始縮放,並且隨著物件遠離該 "
"[Camera3D],將以物理上準確的方式增加該效果。"
msgid ""
"Objects closer from the [Camera3D] by this amount will be blurred by the "
"depth of field effect. Measured in meters."
msgstr ""
"距離該 [Camera3D] 比該值近的對象將因景深效果而變得模糊。以米為單位進行測量。"
msgid ""
"Enables depth of field blur for objects closer than [member "
"dof_blur_near_distance]. Strength of blur is controlled by [member "
"dof_blur_amount] and modulated by [member dof_blur_near_transition].\n"
"[b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility."
msgstr ""
"為比 [member dof_blur_near_distance] 更近的對象啟用景深模糊。模糊強度由 "
"[member dof_blur_amount] 控制並由 [member dof_blur_near_transition] 調變。\n"
"[b]注意:[/b]景深模糊只支援 Forward+ 和移動渲染方式,不支援相容模式。"
msgid ""
"When positive, distance over which blur effect will scale from 0 to [member "
"dof_blur_amount], ending at [member dof_blur_near_distance]. When negative, "
"uses physically-based scaling so depth of field effect will scale from 0 at "
"[member dof_blur_near_distance] and will increase in a physically accurate "
"way as objects get closer to the [Camera3D]."
msgstr ""
"當為正數時,距離超過該值且截止到 [member dof_blur_near_distance] 時,模糊效果"
"將從 0 縮放到 [member dof_blur_amount]。當為負數時,使用基於物理的縮放,因此景"
"深效果將在 [member dof_blur_near_distance] 處從 0 開始縮放,並且隨著物件靠近"
"該 [Camera3D],將以物理上準確的方式增加該效果。"
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device."
msgstr "通過相機源,你可以存取連接到裝置的單個物理相機。"
msgid ""
"A camera feed gives you access to a single physical camera attached to your "
"device. When enabled, Godot will start capturing frames from the camera which "
"can then be used. See also [CameraServer].\n"
"[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
"textures and need to be combined in a shader. Godot does this automatically "
"for you if you set the environment to show the camera image in the background."
msgstr ""
"通過相機源你可以存取連接到裝置的單個物理相機。啟用後Godot 將開始從相機捕獲"
"影格,然後使用。另請參閱 [CameraServer]。\n"
"[b]注意:[/b]很多相機會返回 YCbCr 圖像,這些圖像被分成兩個紋理,需要在著色器中"
"組合。如果你將環境設定為在背景中顯示相機圖像Godot 會自動為將執行此操作。"
msgid "Returns feed image data type."
msgstr "返回源圖像的資料型別。"
msgid "Returns the unique ID for this feed."
msgstr "返回該源的唯一ID。"
msgid "Returns the camera's name."
msgstr "返回相機的名稱。"
msgid "Returns the position of camera on the device."
msgstr "返回裝置上的相機位置。"
msgid "If [code]true[/code], the feed is active."
msgstr "如果為 [code]true[/code],則源是啟動的。"
msgid "The transform applied to the camera's image."
msgstr "套用於相機圖像的變換。"
msgid "No image set for the feed."
msgstr "沒有為該源設定圖像。"
msgid "Feed supplies RGB images."
msgstr "源提供 RGB 圖像。"
msgid "Feed supplies YCbCr images that need to be converted to RGB."
msgstr "源提供的 YCbCr 圖像需要轉換成 RGB 圖像。"
msgid ""
"Feed supplies separate Y and CbCr images that need to be combined and "
"converted to RGB."
msgstr "源提供單獨的 Y 和 CbCr 圖像,需要合併並轉換為 RGB。"
msgid "Unspecified position."
msgstr "未指定座標。"
msgid "Camera is mounted at the front of the device."
msgstr "相機安裝在了裝置前部。"
msgid "Camera is mounted at the back of the device."
msgstr "相機安裝在了裝置後部。"
msgid "Server keeping track of different cameras accessible in Godot."
msgstr "追蹤 Godot 中可存取的不同攝像頭的伺服器。"
msgid ""
"The [CameraServer] keeps track of different cameras accessible in Godot. "
"These are external cameras such as webcams or the cameras on your phone.\n"
"It is notably used to provide AR modules with a video feed from the camera.\n"
"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
"other platforms, no [CameraFeed]s will be available."
msgstr ""
"[CameraServer] 記錄了 Godot 中可存取的不同相機。此處的相機指外部相機,例如網路"
"攝像頭或手機上的攝像頭。\n"
"主要用於為 AR 模組提供來自相機的影片源。\n"
"[b]注意:[/b]這個類目前只在 macOS 和 iOS 上實作。在其他平臺上沒有可用的 "
"[CameraFeed]。"
msgid "Adds the camera [param feed] to the camera server."
msgstr "將相機源 [param feed] 新增到相機伺服器中。"
msgid "Returns an array of [CameraFeed]s."
msgstr "返回一個 [CameraFeed] 陣列。"
msgid ""
"Returns the [CameraFeed] corresponding to the camera with the given [param "
"index]."
msgstr "返回與給定索引 [param index] 的相機對應的 [CameraFeed]。"
msgid "Returns the number of [CameraFeed]s registered."
msgstr "返回註冊的 [CameraFeed] 的數量。"
msgid "Removes the specified camera [param feed]."
msgstr "移除指定的相機源 [param feed]。"
msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
msgstr "當新增 [CameraFeed] 時發出(例如插入網路攝像頭時)。"
msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
msgstr "當移除 [CameraFeed] 時發出(例如拔掉網路攝像頭時)。"
msgid "The RGBA camera image."
msgstr "RGBA 相機圖像。"
msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 相機圖像。"
msgid "The Y component camera image."
msgstr "Y 分量相機圖像。"
msgid "The CbCr component camera image."
msgstr "CbCr 分量相機圖像。"
msgid "Texture provided by a [CameraFeed]."
msgstr "由 [CameraFeed] 提供的紋理。"
msgid ""
"This texture gives access to the camera texture provided by a [CameraFeed].\n"
"[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in a "
"shader."
msgstr ""
"該紋理可以存取 [CameraFeed] 提供的相機紋理。\n"
"[b]注意:[/b]許多相機提供的都是 YCbCr 圖像,需要在著色器中進行轉換。"
msgid "The ID of the [CameraFeed] for which we want to display the image."
msgstr "我們要顯示圖像的 [CameraFeed] 的 ID。"
msgid ""
"Convenience property that gives access to the active property of the "
"[CameraFeed]."
msgstr "給予存取 [CameraFeed] 的活動屬性的便利屬性。"
msgid ""
"Which image within the [CameraFeed] we want access to, important if the "
"camera image is split in a Y and CbCr component."
msgstr ""
"我們要存取 [CameraFeed] 中的哪個圖像,如果相機圖像被分割成 Y 和 CbCr 分量,這"
"一點很重要。"
msgid "Merges several 2D nodes into a single draw operation."
msgstr "將若干 2D 節點合併至單次繪製操作。"
msgid ""
"Child [CanvasItem] nodes of a [CanvasGroup] are drawn as a single object. It "
"allows to e.g. draw overlapping translucent 2D nodes without blending (set "
"[member CanvasItem.self_modulate] property of [CanvasGroup] to achieve this "
"effect).\n"
"[b]Note:[/b] The [CanvasGroup] uses a custom shader to read from the "
"backbuffer to draw its children. Assigning a [Material] to the [CanvasGroup] "
"overrides the builtin shader. To duplicate the behavior of the builtin shader "
"in a custom [Shader] use the following:\n"
"[codeblock]\n"
"shader_type canvas_item;\n"
"render_mode unshaded;\n"
"\n"
"uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, "
"filter_nearest;\n"
"\n"
"void fragment() {\n"
" vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n"
"\n"
" if (c.a > 0.0001) {\n"
" c.rgb /= c.a;\n"
" }\n"
"\n"
" COLOR *= c;\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] Since [CanvasGroup] and [member CanvasItem.clip_children] both "
"utilize the backbuffer, children of a [CanvasGroup] who have their [member "
"CanvasItem.clip_children] set to anything other than [constant CanvasItem."
"CLIP_CHILDREN_DISABLED] will not function correctly."
msgstr ""
"[CanvasGroup] 的所有子 [CanvasItem] 節點會作為一個單獨的物件繪製。它允許在不混"
"合的情況下繪製重疊的半透明 2D 節點(設定 [CanvasGroup] 的 [member CanvasItem."
"self_modulate] 屬性來實作這一效果)。\n"
"[b]注意:[/b][CanvasGroup] 使用一個自訂著色器從背景緩衝區讀取以繪製其子節點。"
"為 [CanvasGroup] 指定一個 [Material] 會覆蓋內建著色器。要在自訂 [Shader] 中複"
"製內建著色器的行為,請使用以下方法:\n"
"[codeblock]\n"
"shader_type canvas_item;\n"
"render_mode unshaded;\n"
"\n"
"uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, "
"filter_nearest;\n"
"\n"
"void fragment() {\n"
" vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);\n"
"\n"
" if (c.a > 0.0001) {\n"
" c.rgb /= c.a;\n"
" }\n"
"\n"
" COLOR *= c;\n"
"}\n"
"[/codeblock]\n"
"[b]注意:[/b]由於 [CanvasGroup] 和 [member CanvasItem.clip_children] 都使用後"
"台緩衝區,因此 [CanvasGroup] 的子級如果將其 [member CanvasItem.clip_children] "
"設定為 [constant CanvasItem.CLIP_CHILDREN_DISABLED] 以外的其他值將無法正常工"
"作。"
msgid ""
"Sets the size of the margin used to expand the clearing rect of this "
"[CanvasGroup]. This expands the area of the backbuffer that will be used by "
"the [CanvasGroup]. A smaller margin will reduce the area of the backbuffer "
"used which can increase performance, however if [member use_mipmaps] is "
"enabled, a small margin may result in mipmap errors at the edge of the "
"[CanvasGroup]. Accordingly, this should be left as small as possible, but "
"should be increased if artifacts appear along the edges of the canvas group."
msgstr ""
"設定用於擴充該 [CanvasGroup] 清除矩形的邊距大小。會對該 [CanvasGroup] 所使用的"
"後臺緩衝的區域進行擴充。邊距較小時可以減少後臺緩衝的區域大小,從而提升性能,但"
"如果啟用了 [member use_mipmaps],較小的邊距可能在該 [CanvasGroup] 邊緣造成 "
"mipmap 錯誤。因此,這個值應該儘量調小,但是如果畫布組的邊緣出現問題,就應該將"
"其調大。"
msgid ""
"Sets the size of a margin used to expand the drawable rect of this "
"[CanvasGroup]. The size of the [CanvasGroup] is determined by fitting a rect "
"around its children then expanding that rect by [member fit_margin]. This "
"increases both the backbuffer area used and the area covered by the "
"[CanvasGroup] both of which can reduce performance. This should be kept as "
"small as possible and should only be expanded when an increased size is "
"needed (e.g. for custom shader effects)."
msgstr ""
"設定用於擴充該 [CanvasGroup] 繪圖矩形的邊距大小。確定該 [CanvasGroup] 大小的方"
"法是:首先框定子節點的矩形區域,然後將該矩形按照 [member fit_margin] 進行擴"
"展。會增大該 [CanvasGroup] 所使用的後臺緩衝的區域,也會增大該 [CanvasGroup] 所"
"覆蓋的面積,兩者都會降低性能。這個值應該儘量調小,僅在需要時調大(例如自定義著"
"色器效果)。"
msgid ""
"If [code]true[/code], calculates mipmaps for the backbuffer before drawing "
"the [CanvasGroup] so that mipmaps can be used in a custom [ShaderMaterial] "
"attached to the [CanvasGroup]. Generating mipmaps has a performance cost so "
"this should not be enabled unless required."
msgstr ""
"如果為 [code]true[/code],則會在繪製該 [CanvasGroup] 之前為其後臺緩衝計算 "
"mipmap附加到該 [CanvasGroup] 的自訂 [ShaderMaterial] 就可以使用 mipmap。"
"Mipmap 的生成會造成性能消耗,所以應在必要時才啟用。"
msgid "Abstract base class for everything in 2D space."
msgstr "2D 空間中所有物件的抽象基底類別。"
msgid ""
"Abstract base class for everything in 2D space. Canvas items are laid out in "
"a tree; children inherit and extend their parent's transform. [CanvasItem] is "
"extended by [Control] for GUI-related nodes, and by [Node2D] for 2D game "
"objects.\n"
"Any [CanvasItem] can draw. For this, [method queue_redraw] is called by the "
"engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
"request a redraw. Because of this, canvas items don't need to be redrawn on "
"every frame, improving the performance significantly. Several functions for "
"drawing on the [CanvasItem] are provided (see [code]draw_*[/code] functions). "
"However, they can only be used inside [method _draw], its corresponding "
"[method Object._notification] or methods connected to the [signal draw] "
"signal.\n"
"Canvas items are drawn in tree order on their canvas layer. By default, "
"children are on top of their parents, so a root [CanvasItem] will be drawn "
"behind everything. This behavior can be changed on a per-item basis.\n"
"A [CanvasItem] can be hidden, which will also hide its children. By adjusting "
"various other properties of a [CanvasItem], you can also modulate its color "
"(via [member modulate] or [member self_modulate]), change its Z-index, blend "
"mode, and more."
msgstr ""
"2D 空間中所有物件的抽象基底類別。畫布專案Canvas Item以樹狀排列子節點繼承"
"並擴充其父節點的變換。[CanvasItem] 由 [Control] 擴充為 GUI 相關的節點,由 "
"[Node2D] 擴充為 2D 遊戲物件。\n"
"任何 [CanvasItem] 都可以進行繪圖。繪圖時,引擎會呼叫 [method queue_redraw],然"
"後節點就會在空閒時接收到請求重繪的 [constant NOTIFICATION_DRAW]。因此畫布項目"
"不需要每一影格都重繪,顯著提升了性能。這個類還提供了幾個用於在 [CanvasItem] 上"
"繪圖的函式(見 [code]draw_*[/code] 函式)。不過這些函式都只能在 [method "
"_draw] 及其對應的 [method Object._notification] 或連接到 [signal draw] 的方法"
"內使用。\n"
"畫布專案是按樹狀順序繪製的。預設情況下,子專案位於父專案的上方,因此根 "
"[CanvasItem] 將被畫在所有專案的後面。這種行為可以針對單個畫布專案進行更改。\n"
"[CanvasItem] 可以隱藏,隱藏時也會隱藏其子專案。通過調整畫布專案的各種其它屬"
"性,你還可以調變它的顏色(通過 [member modulate] 或 [member self_modulate])、"
"更改 Z 索引、混合模式等。"
msgid "Viewport and canvas transforms"
msgstr "Viewport 和畫布變換"
msgid "Custom drawing in 2D"
msgstr "2D 中的自訂繪圖"
msgid ""
"Called when [CanvasItem] has been requested to redraw (after [method "
"queue_redraw] is called, either manually or by the engine).\n"
"Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
"Object._notification]."
msgstr ""
"當 [CanvasItem] 被請求重繪時呼叫(手動呼叫或者引擎呼叫 [method queue_redraw] "
"之後)。\n"
"對應於 [method Object._notification] 中的 [constant NOTIFICATION_DRAW] 通知。"
msgid ""
"Subsequent drawing commands will be ignored unless they fall within the "
"specified animation slice. This is a faster way to implement animations that "
"loop on background rather than redrawing constantly."
msgstr ""
"後續的繪製命令將被忽略,除非它們位於指定的動畫切片內。這是實作在背景上迴圈而不"
"是不斷重繪的動畫的更快方法。"
msgid "Draws a string first character using a custom font."
msgstr "使用自訂字形繪製字串的第一個字元。"
msgid "Draws a string first character outline using a custom font."
msgstr "使用自訂字形繪製字串中第一個字元的輪廓。"
msgid ""
"Draws a colored, filled circle. See also [method draw_arc], [method "
"draw_polyline] and [method draw_polygon]."
msgstr ""
"繪製彩色的實心圓。另見 [method draw_arc]、[method draw_polyline] 和 [method "
"draw_polygon]。"
msgid ""
"Draws a colored polygon of any number of points, convex or concave. Unlike "
"[method draw_polygon], a single color must be specified for the whole polygon."
msgstr ""
"繪製一個由任意數量的點組成的彩色多邊形,凸形或凹形。與 [method draw_polygon] "
"不同,必須為整個多邊形指定一個單一顏色。"
msgid ""
"Draws a dashed line from a 2D point to another, with a given color and width. "
"See also [method draw_multiline] and [method draw_polyline].\n"
"If [param width] is negative, then a two-point primitives will be drawn "
"instead of a four-point ones. This means that when the CanvasItem is scaled, "
"the line parts will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code]."
msgstr ""
"使用給定的顏色和寬度,從一個 2D 點到另一個點繪製一條虛線。另見 [method "
"draw_multiline] 和 [method draw_polyline]。\n"
"如果 [param width] 為負,則將繪製一個兩點圖元而不是一個四點圖元。這意味著當縮"
"放 CanvasItem 時,線條部分將保持細長。如果不需要此行為,請傳遞一個正的 [param "
"width],如 [code]1.0[/code]。"
msgid ""
"After submitting all animations slices via [method draw_animation_slice], "
"this function can be used to revert drawing to its default state (all "
"subsequent drawing commands will be visible). If you don't care about this "
"particular use case, usage of this function after submitting the slices is "
"not required."
msgstr ""
"通過 [method draw_animation_slice] 提交所有動畫切片後,該函式可以被用來將繪製"
"恢復到其預設狀態(所有後續繪製命令都將可見)。如果不關心這個特定用例,則不需要"
"在提交切片後使用該函式。"
msgid ""
"Draws a textured rectangle region of the font texture with LCD subpixel anti-"
"aliasing at a given position, optionally modulated by a color.\n"
"Texture is drawn using the following blend operation, blend mode of the "
"[CanvasItemMaterial] is ignored:\n"
"[codeblock]\n"
"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * "
"modulate.a);\n"
"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * "
"modulate.a);\n"
"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * "
"modulate.a);\n"
"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n"
"[/codeblock]"
msgstr ""
"在給定的位置繪製一個帶有 LCD 子圖元抗鋸齒的字形紋理的矩形區域,可以選擇用一種"
"顏色來調變。\n"
"紋理是通過以下混合操作繪製的,[CanvasItemMaterial] 的混合模式被忽略:\n"
"[codeblock]\n"
"dst.r = texture.r * modulate.r * modulate.a + dst.r * (1.0 - texture.r * "
"modulate.a);\n"
"dst.g = texture.g * modulate.g * modulate.a + dst.g * (1.0 - texture.g * "
"modulate.a);\n"
"dst.b = texture.b * modulate.b * modulate.a + dst.b * (1.0 - texture.b * "
"modulate.a);\n"
"dst.a = modulate.a + dst.a * (1.0 - modulate.a);\n"
"[/codeblock]"
msgid ""
"Draws a line from a 2D point to another, with a given color and width. It can "
"be optionally antialiased. See also [method draw_multiline] and [method "
"draw_polyline].\n"
"If [param width] is negative, then a two-point primitive will be drawn "
"instead of a four-point one. This means that when the CanvasItem is scaled, "
"the line will remain thin. If this behavior is not desired, then pass a "
"positive [param width] like [code]1.0[/code]."
msgstr ""
"使用給定的顏色和寬度,從一個 2D 點到另一個點繪製一條直線。它可以選擇抗鋸齒。另"
"請參閱 [method draw_multiline] 和 [method draw_polyline]。\n"
"如果 [param width] 為負,則將繪製一個兩點圖元而不是一個四點圖元。這意味著當縮"
"放 CanvasItem 時,線條將保持細長。如果不需要此行為,請傳遞一個正的 [param "
"width],如 [code]1.0[/code]。"
msgid ""
"Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
"related documentation."
msgstr ""
"使用所提供的紋理以 2D 方式繪製一個 [Mesh]。相關文件請參閱 [MeshInstance2D]。"
msgid ""
"Draws a textured rectangle region of the multi-channel signed distance field "
"texture at a given position, optionally modulated by a color. See [member "
"FontFile.multichannel_signed_distance_field] for more information and caveats "
"about MSDF font rendering.\n"
"If [param outline] is positive, each alpha channel value of pixel in region "
"is set to maximum value of true distance in the [param outline] radius.\n"
"Value of the [param pixel_range] should the same that was used during "
"distance field texture generation."
msgstr ""
"在給定位置,繪製一條多通道有符號距離場紋理的紋理矩形區域,可以選擇用一種顏色來"
"調變。有關 MSDF 字形渲染的更多資訊和注意事項,請參閱 [member FontFile."
"multichannel_signed_distance_field]。\n"
"如果 [param outline] 為正,則區域中圖元的每個 Alpha 通道值都被設定為 [param "
"outline] 半徑內真實距離的最大值。\n"
"[param pixel_range] 的值應該與距離場紋理生成期間使用的值相同。"
msgid ""
"Draws multiple disconnected lines with a uniform [param width] and [param "
"color]. Each line is defined by two consecutive points from [param points] "
"array, i.e. i-th segment consists of [code]points[2 * i][/code], "
"[code]points[2 * i + 1][/code] endpoints. When drawing large amounts of "
"lines, this is faster than using individual [method draw_line] calls. To draw "
"interconnected lines, use [method draw_polyline] instead.\n"
"If [param width] is negative, then two-point primitives will be drawn instead "
"of a four-point ones. This means that when the CanvasItem is scaled, the "
"lines will remain thin. If this behavior is not desired, then pass a positive "
"[param width] like [code]1.0[/code]."
msgstr ""
"使用一致的寬度 [param width] 和顏色 [param color] 繪製多條斷開的線段。[param "
"points] 陣列中相鄰的兩個點定義一條線段,即第 i 條線段由端點 [code]points[2 * "
"i][/code] 和 [code]points[2 * i + 1][/code] 組成。繪製大量線段時,這種方法比使"
"用 [method draw_line] 一條條畫要快。要繪製相連的線段,請改用 [method "
"draw_polyline]。\n"
"如果 [param width] 為負數,則會繪製由兩個點組成的圖元,不使用四個點組成的圖"
"元。此時如果 CanvasItem 發生縮放,則線段仍然會很細。如果不想要這樣的行為,請傳"
"入 [code]1.0[/code] 等正數 [param width]。"
msgid ""
"Draws multiple disconnected lines with a uniform [param width] and segment-by-"
"segment coloring. Each segment is defined by two consecutive points from "
"[param points] array and a corresponding color from [param colors] array, i."
"e. i-th segment consists of [code]points[2 * i][/code], [code]points[2 * i + "
"1][/code] endpoints and has [code]colors[i][/code] color. When drawing large "
"amounts of lines, this is faster than using individual [method draw_line] "
"calls. To draw interconnected lines, use [method draw_polyline_colors] "
"instead.\n"
"If [param width] is negative, then two-point primitives will be drawn instead "
"of a four-point ones. This means that when the CanvasItem is scaled, the "
"lines will remain thin. If this behavior is not desired, then pass a positive "
"[param width] like [code]1.0[/code]."
msgstr ""
"使用一致的寬度 [param width] 分段顏色繪製多條斷開的線段。[param points] 陣列中"
"相鄰的兩個點定義一條線段,即第 i 條線段由端點 [code]points[2 * i][/code] 和 "
"[code]points[2 * i + 1][/code] 組成,使用的顏色為 [code]colors[i][/code]。繪製"
"大量線段時,這種方法比使用 [method draw_line] 一條條畫要快。要繪製相連的線段,"
"請改用 [method draw_polyline_colors]。\n"
"如果 [param width] 為負數,則會繪製由兩個點組成的圖元,不使用四個點組成的圖"
"元。此時如果 CanvasItem 發生縮放,則線段仍然會很細。如果不想要這樣的行為,請傳"
"入 [code]1.0[/code] 等正數 [param width]。"
msgid ""
"Breaks [param text] into lines and draws it using the specified [param font] "
"at the [param pos] (top-left corner). The text will have its color multiplied "
"by [param modulate]. If [param width] is greater than or equal to 0, the text "
"will be clipped if it exceeds the specified width."
msgstr ""
"將 [param text] 分成幾行,並在 [param pos](左上角)處使用指定的 [param font] "
"繪製文字。該文字的顏色將乘以 [param modulate]。如果 [param width] 大於等於 0"
"則當該文字超過指定寬度時將被裁剪。"
msgid ""
"Breaks [param text] to the lines and draws text outline using the specified "
"[param font] at the [param pos] (top-left corner). The text will have its "
"color multiplied by [param modulate]. If [param width] is greater than or "
"equal to 0, the text will be clipped if it exceeds the specified width."
msgstr ""
"將 [param text] 分成幾行,並在 [param pos](左上角)處使用指定的 [param font] "
"繪製文字輪廓。該文字的顏色將乘以 [param modulate]。如果 [param width] 大於等"
"於 0則當該文字超過指定寬度時將被裁剪。"
msgid ""
"Draws a [MultiMesh] in 2D with the provided texture. See "
"[MultiMeshInstance2D] for related documentation."
msgstr ""
"用所提供的紋理以 2D 方式繪製一個 [MultiMesh]。相關文件請參考 "
"[MultiMeshInstance2D]。"
msgid ""
"Draws a solid polygon of any number of points, convex or concave. Unlike "
"[method draw_colored_polygon], each point's color can be changed "
"individually. See also [method draw_polyline] and [method "
"draw_polyline_colors]. If you need more flexibility (such as being able to "
"use bones), use [method RenderingServer.canvas_item_add_triangle_array] "
"instead."
msgstr ""
"繪製一個由任意數量的點構成的實心多邊形,凸形或凹形。與 [method "
"draw_colored_polygon] 不同,每個點的顏色都可以單獨改變。另見 [method "
"draw_polyline] 和 [method draw_polyline_colors]。如果你需要更大的自由度(例如"
"能夠使用骨骼),請改用 [method RenderingServer."
"canvas_item_add_triangle_array]。"
msgid ""
"Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
"for a triangle, and 4 points for a quad. If 0 points or more than 4 points "
"are specified, nothing will be drawn and an error message will be printed. "
"See also [method draw_line], [method draw_polyline], [method draw_polygon], "
"and [method draw_rect]."
msgstr ""
"繪製自訂圖元。1 個點的是個點2 個點的是線段3 個點的是三角形4 個點的是四邊"
"形。如果沒有指定點或者指定了超過 4 個點,則不會繪製任何東西,只會輸出錯誤消"
"息。另請參閱 [method draw_line]、[method draw_polyline]、[method "
"draw_polygon]、[method draw_rect]。"
msgid ""
"Draws a rectangle. If [param filled] is [code]true[/code], the rectangle will "
"be filled with the [param color] specified. If [param filled] is [code]false[/"
"code], the rectangle will be drawn as a stroke with the [param color] and "
"[param width] specified. See also [method draw_texture_rect].\n"
"If [param width] is negative, then two-point primitives will be drawn instead "
"of a four-point ones. This means that when the CanvasItem is scaled, the "
"lines will remain thin. If this behavior is not desired, then pass a positive "
"[param width] like [code]1.0[/code].\n"
"[b]Note:[/b] [param width] is only effective if [param filled] is "
"[code]false[/code].\n"
"[b]Note:[/b] Unfilled rectangles drawn with a negative [param width] may not "
"display perfectly. For example, corners may be missing or brighter due to "
"overlapping lines (for a translucent [param color])."
msgstr ""
"繪製一個矩形。如果 [param filled] 為 [code]true[/code],則矩形將使用指定的 "
"[param color] 填充。如果 [param filled] 為 [code]false[/code],則矩形將被繪製"
"為具有指定的 [param color] 和 [param width] 的筆劃。另見 [method "
"draw_texture_rect]。\n"
"如果 [param width] 為負,則將繪製一個兩點圖元而不是一個四點圖元。這意味著當縮"
"放 CanvasItem 時,線條將保持細長。如果不需要此行為,請傳遞一個正的 [param "
"width],如 [code]1.0[/code]。\n"
"[b]注意:[/b][param width] 只有在 [param filled] 為 [code]false[/code] 時才有"
"效。\n"
"[b]注意:[/b]使用負 [param width] 繪製的未填充矩形可能不會完美顯示。例如,由於"
"線條的重疊,角可能會缺失或變亮(對於半透明的 [param color])。"
msgid ""
"Sets a custom transform for drawing via components. Anything drawn afterwards "
"will be transformed by this.\n"
"[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [param "
"scale] into account. This means that scaling up/down will cause bitmap fonts "
"and rasterized (non-MSDF) dynamic fonts to appear blurry or pixelated. To "
"ensure text remains crisp regardless of scale, you can enable MSDF font "
"rendering by enabling [member ProjectSettings.gui/theme/"
"default_font_multichannel_signed_distance_field] (applies to the default "
"project font only), or enabling [b]Multichannel Signed Distance Field[/b] in "
"the import options of a DynamicFont for custom fonts. On system fonts, "
"[member SystemFont.multichannel_signed_distance_field] can be enabled in the "
"inspector."
msgstr ""
"使用分量設定用於繪圖的自訂變換。後續的繪製都會使用這個變換。\n"
"[b]注意:[/b][member FontFile.oversampling] [i]不會[/i]考慮 [param scale]。這"
"意味著將點陣字型及柵格化(非 MSDF動態字形放大/縮小會產生模糊或圖元化的結果。"
"要讓文字無論如何縮放都保持清晰,可以啟用 MSDF 字形渲染,方法是啟用 [member "
"ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](僅"
"套用於預設專案字形),或者啟用自訂 DynamicFont 的[b]多通道帶符號距離場[/b]匯入"
"選項。對於系統字形,可以在屬性面板中啟用 [member SystemFont."
"multichannel_signed_distance_field]。"
msgid ""
"Sets a custom transform for drawing via matrix. Anything drawn afterwards "
"will be transformed by this."
msgstr "設定通過矩陣繪製時的自訂變換。此後繪製的任何東西都將被它變換。"
msgid ""
"Draws [param text] using the specified [param font] at the [param pos] "
"(bottom-left corner using the baseline of the font). The text will have its "
"color multiplied by [param modulate]. If [param width] is greater than or "
"equal to 0, the text will be clipped if it exceeds the specified width.\n"
"[b]Example using the default project font:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# If using this method in a script that redraws constantly, move the\n"
"# `default_font` declaration to a member variable assigned in `_ready()`\n"
"# so the Control is only created once.\n"
"var default_font = ThemeDB.fallback_font\n"
"var default_font_size = ThemeDB.fallback_font_size\n"
"draw_string(default_font, Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n"
"[/gdscript]\n"
"[csharp]\n"
"// If using this method in a script that redraws constantly, move the\n"
"// `default_font` declaration to a member variable assigned in `_Ready()`\n"
"// so the Control is only created once.\n"
"Font defaultFont = ThemeDB.FallbackFont;\n"
"int defaultFontSize = ThemeDB.FallbackFontSize;\n"
"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [method Font.draw_string]."
msgstr ""
"使用指定的 [param font] 在 [param pos](使用的字形的基線的左下角)處繪製 "
"[param text]。該文字的顏色將乘以 [param modulate]。如果 [param width] 大於等"
"於 0則文字超過指定寬度將被裁剪。\n"
"[b]使用專案預設字形的例子:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 如果在不斷重繪的腳本中使用此方法,\n"
"# 則將 `default_font` 宣告移動到在 `_ready()` 中賦值的成員變數中\n"
"# 這樣 Control 只建立一次。\n"
"var default_font = ThemeDB.fallback_font\n"
"var default_font_size = ThemeDB.fallback_font_size\n"
"draw_string(default_font, Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, default_font_size)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 如果在不斷重繪的腳本中使用此方法,\n"
"// 則將 `default_font` 宣告移動到在 `_ready()` 中賦值的成員變數中\n"
"// 這樣 Control 只建立一次。\n"
"Font defaultFont = ThemeDB.FallbackFont;\n"
"int defaultFontSize = ThemeDB.FallbackFontSize;\n"
"DrawString(defaultFont, new Vector2(64, 64), \"Hello world\", "
"HORIZONTAL_ALIGNMENT_LEFT, -1, defaultFontSize);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另請參閱 [method Font.draw_string]。"
msgid ""
"Draws [param text] outline using the specified [param font] at the [param "
"pos] (bottom-left corner using the baseline of the font). The text will have "
"its color multiplied by [param modulate]. If [param width] is greater than or "
"equal to 0, the text will be clipped if it exceeds the specified width."
msgstr ""
"在 [param pos](左下角使用字形的基線)處使用指定的 [param font] 繪製 [param "
"text] 輪廓。該文字的顏色將乘以 [param modulate]。如果 [param width] 大於等於 "
"0則當文字超過指定寬度時將被裁剪。"
msgid "Draws a styled rectangle."
msgstr "繪製一個樣式矩形。"
msgid "Draws a texture at a given position."
msgstr "在給定的位置繪製紋理。"
msgid ""
"Draws a textured rectangle at a given position, optionally modulated by a "
"color. If [param transpose] is [code]true[/code], the texture will have its X "
"and Y coordinates swapped. See also [method draw_rect] and [method "
"draw_texture_rect_region]."
msgstr ""
"在給定位置繪製一個帶紋理的矩形,可以選擇用顏色調變。如果 [param transpose] 為 "
"[code]true[/code],則紋理將交換其 X 和 Y 座標。另見 [method draw_rect] 和 "
"[method draw_texture_rect_region]。"
msgid ""
"Draws a textured rectangle from a texture's region (specified by [param "
"src_rect]) at a given position, optionally modulated by a color. If [param "
"transpose] is [code]true[/code], the texture will have its X and Y "
"coordinates swapped. See also [method draw_texture_rect]."
msgstr ""
"在給定的位置繪製具有紋理的矩形,可以指定所使用的紋理區域(由 [param src_rect] "
"指定),可選擇用顏色調變。如果 [param transpose] 為 [code]true[/code],則紋理"
"將交換其 X 和 Y 座標。另見 [method draw_texture_rect]。"
msgid ""
"Forces the transform to update. Transform changes in physics are not instant "
"for performance reasons. Transforms are accumulated and then set. Use this if "
"you need an up-to-date transform when doing physics operations."
msgstr ""
"強制更新變換。由於性能原因,物理中的變換改變不是即時的。變換是在累積後再設置。"
"如果你在進行物理操作時需要最新的變換,請使用此功能。"
msgid "Returns the [RID] of the [World2D] canvas where this item is in."
msgstr "返回此專案所在的 [World2D] 畫布的 [RID]。"
msgid "Returns the canvas item RID used by [RenderingServer] for this item."
msgstr "返回 [RenderingServer] 對該專案使用的畫布專案 RID。"
msgid ""
"Returns the transform from the coordinate system of the canvas, this item is "
"in, to the [Viewport]s coordinate system."
msgstr "返回從該專案所在的畫布坐標系到 [Viewport] 坐標系的變換。"
msgid ""
"Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
"in using the coordinate system of the [CanvasLayer].\n"
"[b]Note:[/b] For screen-space coordinates (e.g. when using a non-embedded "
"[Popup]), you can use [method DisplayServer.mouse_get_position]."
msgstr ""
"返回該 [CanvasItem] 所在的 [CanvasLayer] 中滑鼠的位置,使用該 [CanvasLayer] 的"
"坐標系。\n"
"[b]注意:[/b]要得到螢幕空間的座標(例如使用非嵌入式 [Popup] 時),你可以使用 "
"[method DisplayServer.mouse_get_position]。"
msgid ""
"Returns the global transform matrix of this item, i.e. the combined transform "
"up to the topmost [CanvasItem] node. The topmost item is a [CanvasItem] that "
"either has no parent, has non-[CanvasItem] parent or it has [member "
"top_level] enabled."
msgstr ""
"返回該專案的全域變換矩陣,即到最頂層的 [CanvasItem] 節點的綜合變換。最頂層的專"
"案是一個 [CanvasItem],它要麼沒有父級,要麼有非 [CanvasItem] 父級,或者要麼它"
"啟用了 [member top_level]。"
msgid ""
"Returns the transform from the local coordinate system of this [CanvasItem] "
"to the [Viewport]s coordinate system."
msgstr "返回從該 [CanvasItem] 的局部坐標系到 [Viewport] 坐標系的變換。"
msgid ""
"Returns the mouse's position in this [CanvasItem] using the local coordinate "
"system of this [CanvasItem]."
msgstr "返回該 [CanvasItem] 中滑鼠的位置,使用該 [CanvasItem] 的局部坐標系。"
msgid ""
"Returns the transform of this [CanvasItem] in global screen coordinates (i.e. "
"taking window position into account). Mostly useful for editor plugins.\n"
"Equals to [method get_global_transform] if the window is embedded (see "
"[member Viewport.gui_embed_subwindows])."
msgstr ""
"返回該 [CanvasItem] 在全域螢幕座標中的變換(即考慮視窗位置)。主要用於編輯器外"
"掛程式。\n"
"如果視窗是嵌入的,則等於 [method get_global_transform](參見 [member Viewport."
"gui_embed_subwindows])。"
msgid "Returns the transform matrix of this item."
msgstr "返回此專案的變換矩陣。"
msgid "Returns the viewport's boundaries as a [Rect2]."
msgstr "以 [Rect2] 形式返回視口的邊界。"
msgid ""
"Returns the transform from the coordinate system of the canvas, this item is "
"in, to the [Viewport]s embedders coordinate system."
msgstr "返回從該專案所在的畫布坐標系到 [Viewport] 嵌入坐標系的變換。"
msgid "Returns an individual bit on the rendering visibility layer."
msgstr "返回渲染可見層上的某個比特位。"
msgid "Returns the [World2D] where this item is in."
msgstr "返回此物品所在的 [World2D]。"
msgid ""
"Hide the [CanvasItem] if it's currently visible. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"如果該 [CanvasItem] 目前是可見的,則將其隱藏。相當於將 [member visible] 設為 "
"[code]false[/code]。"
msgid ""
"Returns [code]true[/code] if local transform notifications are communicated "
"to children."
msgstr "如果將局部變換通知傳達給子級,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if global transform notifications are communicated "
"to children."
msgstr "如果將全域變換通知傳達給子級,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its ancestors are also "
"visible. If any ancestor is hidden, this node will not be visible in the "
"scene tree, and is consequently not drawn (see [method _draw])."
msgstr ""
"如果該節點位於 [SceneTree] 中,並且其 [member visible] 屬性為 [code]true[/"
"code],並且其所有上層節點也均可見,則返回 [code]true[/code]。如果任何上層節點"
"被隱藏,則該節點在場景樹中將不可見,因此也不會進行繪製(見 [method _draw])。"
msgid "Assigns [param screen_point] as this node's new local transform."
msgstr "將 [param screen_point] 指定為該節點的新局部變換。"
msgid ""
"Transformations issued by [param event]'s inputs are applied in local space "
"instead of global space."
msgstr "[param event] 的輸入發出的變換將在局部空間而不是全域空間中套用。"
msgid ""
"Moves this node to display on top of its siblings.\n"
"Internally, the node is moved to the bottom of parent's children list. The "
"method has no effect on nodes without a parent."
msgstr ""
"移動該節點以顯示在其同級節點之上。\n"
"在內部,該節點被移動到父節點的子節點列表的底部。該方法對沒有父節點的節點沒有影"
"響。"
msgid ""
"Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
"visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
"This only occurs [b]once[/b] per frame, even if this method has been called "
"multiple times."
msgstr ""
"將該 [CanvasItem] 加入重繪佇列。空閒時,如果 [CanvasItem] 可見,則會發送 "
"[constant NOTIFICATION_DRAW] 並呼叫 [method _draw]。即便多次呼叫這個方法,每影"
"格也都只會發生[b]一次[/b]繪製。"
msgid ""
"If [param enable] is [code]true[/code], this node will receive [constant "
"NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform changes."
msgstr ""
"如果 [param enable] 為 [code]true[/code],則該節點將在其局部變換發生改變時收"
"到 [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。"
msgid ""
"If [param enable] is [code]true[/code], this node will receive [constant "
"NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
msgstr ""
"如果 [param enable] 為 [code]true[/code],那麼這個節點會在其全域變換發生改變時"
"接收到 [constant NOTIFICATION_TRANSFORM_CHANGED]。"
msgid ""
"Set/clear individual bits on the rendering visibility layer. This simplifies "
"editing this [CanvasItem]'s visibility layer."
msgstr ""
"設定或清除渲染可見層上的單個位。這簡化了對該 [CanvasItem] 的可見層的編輯。"
msgid ""
"Show the [CanvasItem] if it's currently hidden. This is equivalent to setting "
"[member visible] to [code]true[/code]. For controls that inherit [Popup], the "
"correct way to make them visible is to call one of the multiple [code]popup*()"
"[/code] functions instead."
msgstr ""
"如果該 [CanvasItem] 目前是隱藏的,則將其顯示。相當於將 [member visible] 設為 "
"[code]true[/code]。對於繼承自 [Popup] 的控制項,讓它們可見的正確做法是換成呼叫"
"各種 [code]popup*()[/code] 函式的其中之一。"
msgid ""
"Allows the current node to clip children nodes, essentially acting as a mask."
msgstr "允許目前節點裁剪子節點,本質上是充當遮罩。"
msgid ""
"The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
msgstr "該 [CanvasItem] 的渲染層,用於回應 [Light2D] 節點。"
msgid "The material applied to this [CanvasItem]."
msgstr "套用於這個 [CanvasItem] 的材質。"
msgid ""
"The color applied to this [CanvasItem]. This property does affect child "
"[CanvasItem]s, unlike [member self_modulate] which only affects the node "
"itself."
msgstr ""
"套用於這個 [CanvasItem] 的顏色。這個屬性會影響子級 [CanvasItem],與只會影響節"
"點自身的 [member self_modulate] 不同。"
msgid ""
"The color applied to this [CanvasItem]. This property does [b]not[/b] affect "
"child [CanvasItem]s, unlike [member modulate] which affects both the node "
"itself and its children.\n"
"[b]Note:[/b] Internal children (e.g. sliders in [ColorPicker] or tab bar in "
"[TabContainer]) are also not affected by this property (see "
"[code]include_internal[/code] parameter of [method Node.get_child] and other "
"similar methods)."
msgstr ""
"套用於這個 [CanvasItem] 的顏色。這個屬性[b]不會[/b]影響子級 [CanvasItem],與會"
"同時影響節點自身和子級的 [member modulate] 不同。\n"
"[b]注意:[/b]內部子節點(例如 [ColorPicker] 中的滑動條、[TabContainer] 中的選"
"項卡欄)也不受這個屬性的影響(見 [method Node.get_child] 等類似方法的 "
"[code]include_internal[/code] 參數)。"
msgid "If [code]true[/code], the object draws behind its parent."
msgstr "如果為 [code]true[/code],則對象在其父物件後面繪製。"
msgid "The texture filtering mode to use on this [CanvasItem]."
msgstr "在該 [CanvasItem] 上使用的紋理篩選模式。"
msgid "The texture repeating mode to use on this [CanvasItem]."
msgstr "在該 [CanvasItem] 上使用的紋理重複模式。"
msgid ""
"If [code]true[/code], this [CanvasItem] will [i]not[/i] inherit its transform "
"from parent [CanvasItem]s. Its draw order will also be changed to make it "
"draw on top of other [CanvasItem]s that do not have [member top_level] set to "
"[code]true[/code]. The [CanvasItem] will effectively act as if it was placed "
"as a child of a bare [Node]."
msgstr ""
"如果為 [code]true[/code],則該 [CanvasItem] [i]不會[/i]繼承父級 [CanvasItem] "
"的變換。它的繪製順序也會發生改變,會在其他沒有將 [member top_level] 設定為 "
"[code]true[/code] 的 [CanvasItem] 之上繪製。效果和把該 [CanvasItem] 作為裸 "
"[Node] 的子級一樣。"
msgid ""
"If [code]true[/code], the parent [CanvasItem]'s [member material] property is "
"used as this one's material."
msgstr ""
"如果為 [code]true[/code],則將父級 [CanvasItem] 的 [member material] 屬性用作"
"此項的材質。"
msgid ""
"The rendering layer in which this [CanvasItem] is rendered by [Viewport] "
"nodes. A [Viewport] will render a [CanvasItem] if it and all its parents "
"share a layer with the [Viewport]'s canvas cull mask."
msgstr ""
"[Viewport] 節點渲染該 [CanvasItem] 時所使用的渲染層。只有 [CanvasItem] 及其所"
"有父級均與 [Viewport] 的畫布剔除遮罩有交集,該 [Viewport] 才會渲染此 "
"[CanvasItem]。"
msgid ""
"If [code]true[/code], this [CanvasItem] is drawn. The node is only visible if "
"all of its ancestors are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code]).\n"
"[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
"visible is to call one of the multiple [code]popup*()[/code] functions "
"instead."
msgstr ""
"如果為 [code]true[/code],這個 [CanvasItem] 被繪製。只有當它的所有父節點也可見"
"時,該節點才是可見的(換句話說,[method is_visible_in_tree] 必須返回 "
"[code]true[/code])。\n"
"[b]注意:[/b]對於繼承了 [Popup] 的控制項,使其可見的正確方法是呼叫多個 "
"[code]popup*()[/code] 函式之一。"
msgid ""
"If [code]true[/code], child nodes with the lowest Y position are drawn before "
"those with a higher Y position. If [code]false[/code], Y-sorting is disabled. "
"Y-sorting only affects children that inherit from [CanvasItem].\n"
"You can nest nodes with Y-sorting. Child Y-sorted nodes are sorted in the "
"same space as the parent Y-sort. This feature allows you to organize a scene "
"better or divide it into multiple ones without changing your scene tree."
msgstr ""
"如果為 [code]true[/code],則會在繪製 Y 位置最低的子節點之後再繪製 Y 位置較高的"
"子節點。如果為 [code]false[/code],則禁用 Y 排序。Y 排序僅影響繼承自 "
"[CanvasItem] 的子節點。\n"
"可以將 Y 排序的節點進行巢狀。子級 Y 排序的節點,會與父級在同一空間中進行 Y 排"
"序。此功能可以讓你在不更改場景樹的情況下,更好地組織場景,或者將場景分為多個場"
"景。"
msgid ""
"If [code]true[/code], the node's Z index is relative to its parent's Z index. "
"If this node's Z index is 2 and its parent's effective Z index is 3, then "
"this node's effective Z index will be 2 + 3 = 5."
msgstr ""
"如果為 [code]true[/code],節點的 Z 索引是相對於它的父節點的 Z 索引而言的。如果"
"這個節點的 Z 索引是 2它的父節點的實際 Z 索引是 3那麼這個節點的實際 Z 索引"
"將是 2 + 3 = 5。"
msgid ""
"Z index. Controls the order in which the nodes render. A node with a higher Z "
"index will display in front of others. Must be between [constant "
"RenderingServer.CANVAS_ITEM_Z_MIN] and [constant RenderingServer."
"CANVAS_ITEM_Z_MAX] (inclusive).\n"
"[b]Note:[/b] Changing the Z index of a [Control] only affects the drawing "
"order, not the order in which input events are handled. This can be useful to "
"implement certain UI animations, e.g. a menu where hovered items are scaled "
"and should overlap others."
msgstr ""
"Z 索引。控制節點的渲染順序。具有較高 Z 索引的節點將顯示在其他節點的前面。必須"
"在 [constant RenderingServer.CANVAS_ITEM_Z_MIN] 和 [constant RenderingServer."
"CANVAS_ITEM_Z_MAX]之間(包含)。\n"
"[b]注意:[/b]改變 [Control] 的 Z 索引只影響繪圖順序,不影響處理輸入事件的順"
"序。可用於實作某些 UI 動畫,例如對處於懸停狀態的功能表專案進行縮放,此時會與其"
"他內容重疊。"
msgid ""
"Emitted when the [CanvasItem] must redraw, [i]after[/i] the related [constant "
"NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] is called.\n"
"[b]Note:[/b] Deferred connections do not allow drawing through the "
"[code]draw_*[/code] methods."
msgstr ""
"當該 [CanvasItem] 必須重繪時發出,發生在相關的 [constant NOTIFICATION_DRAW] 通"
"知[i]之後[/i],呼叫 [method _draw] [i]之前[/i]。\n"
"[b]注意:[/b]延遲連接無法使用 [code]draw_*[/code] 方法進行繪製。"
msgid "Emitted when becoming hidden."
msgstr "當隱藏時發出。"
msgid ""
"Emitted when the item's [Rect2] boundaries (position or size) have changed, "
"or when an action is taking place that may have impacted these boundaries (e."
"g. changing [member Sprite2D.texture])."
msgstr ""
"當 CanvasItem 的 [Rect2] 邊界(位置或大小)發生變化時,或者當發生可能影響這些"
"邊界的操作(例如,更改 [member Sprite2D.texture])時發出。"
msgid "Emitted when the visibility (hidden/visible) changes."
msgstr "當可見性(隱藏/可見)更改時發出。"
msgid ""
"The [CanvasItem]'s global transform has changed. This notification is only "
"received if enabled by [method set_notify_transform]."
msgstr ""
"該 [CanvasItem] 的全域變換已更改。只有在通過 [method set_notify_transform] 啟"
"用時,才會收到這個通知。"
msgid ""
"The [CanvasItem]'s local transform has changed. This notification is only "
"received if enabled by [method set_notify_local_transform]."
msgstr ""
"該 [CanvasItem] 的局部變換已更改。只有在通過 [method "
"set_notify_local_transform] 啟用時,才會收到這個通知。"
msgid "The [CanvasItem] is requested to draw (see [method _draw])."
msgstr "要求繪製該 [CanvasItem](見 [method _draw])。"
msgid "The [CanvasItem]'s visibility has changed."
msgstr "該 [CanvasItem] 的可見性已更改。"
msgid "The [CanvasItem] has entered the canvas."
msgstr "該 [CanvasItem] 已進入畫布。"
msgid "The [CanvasItem] has exited the canvas."
msgstr "該 [CanvasItem] 已退出畫布。"
msgid "The [CanvasItem]'s active [World2D] changed."
msgstr "該 [CanvasItem] 的活動 [World2D] 已更改。"
msgid "The [CanvasItem] will inherit the filter from its parent."
msgstr "該 [CanvasItem] 將從其父級繼承篩檢程式。"
msgid ""
"The texture filter reads from the nearest pixel only. The simplest and "
"fastest method of filtering. Useful for pixel art."
msgstr "紋理篩檢程式僅讀取最鄰近的圖元。最簡單、最快的篩選方法。可用於圖元畫。"
msgid ""
"The texture filter blends between the nearest four pixels. Use this for most "
"cases where you want to avoid a pixelated style."
msgstr ""
"紋理篩檢程式在最鄰近的四個圖元之間混合。如果想要避免圖元化樣式,大多數情況下請"
"使用此選項。"
msgid ""
"The texture filter reads from the nearest pixel in the nearest mipmap. This "
"is the fastest way to read from textures with mipmaps."
msgstr ""
"紋理篩檢程式讀取最鄰近的 mipmap 中的最鄰近圖元。這是使用 mipmap 從紋理中讀取的"
"最快方法。"
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at "
"a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to smooth "
"out pixels that are smaller than on-screen pixels."
msgstr ""
"紋理篩檢程式在最鄰近的 4 個圖元和最鄰近的 2 個 mipmap 之間混合。請用於可能以低"
"縮放率查看的非圖元畫紋理(例如由 [Camera2D] 縮放造成),因為 mipmap 對於平滑小"
"於螢幕圖元的圖元很重要。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
"textures/default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate."
msgstr ""
"紋理篩檢程式讀取最鄰近的圖元,但會根據表面和相機視圖之間的角度選擇 mipmap。可"
"以減少幾乎與相機成一直線的表面的偽影。各向異性篩選級別可以通過調整 [member "
"ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 來改變。\n"
"[b]注意:[/b]這個紋理篩檢程式很少用於 2D 專案。[constant "
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 通常更合適。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate."
msgstr ""
"紋理篩檢程式在最鄰近的 4 個圖元之間進行混合,並會根據表面和相機視圖之間的角度"
"選擇 mipmap。可以減少幾乎與相機成一直線的表面的偽影。這是最慢的篩選選項但可"
"以得到最高品質的紋理。各向異性篩選級別可以通過調整 [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level] 來改變。\n"
"[b]注意:[/b]這個紋理篩檢程式很少用於 2D 專案。[constant "
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] 通常更合適。"
msgid "Texture will not repeat."
msgstr "紋理不會重複。"
msgid "Texture will repeat normally."
msgstr "紋理將正常重複。"
msgid ""
"Texture will repeat in a 2x2 tiled mode, where elements at even positions are "
"mirrored."
msgstr "紋理將以 2x2 平鋪模式重複,其中偶數位置的元素會被鏡像。"
msgid "Represents the size of the [enum TextureRepeat] enum."
msgstr "代表 [enum TextureRepeat] 列舉的大小。"
msgid "Child draws over parent and is not clipped."
msgstr "子級繪製在父級之上,不會被裁剪。"
msgid ""
"Parent is used for the purposes of clipping only. Child is clipped to the "
"parent's visible area, parent is not drawn."
msgstr "父級僅用於裁剪目的。子級被裁剪到父級的可見區域,不繪製父級。"
msgid ""
"Parent is used for clipping child, but parent is also drawn underneath child "
"as normal before clipping child to its visible area."
msgstr ""
"父級用於裁剪子級,但在將子級剪裁到其可見區域之前,父級也像往常一樣繪製在子級下"
"方。"
msgid "Represents the size of the [enum ClipChildrenMode] enum."
msgstr "代表 [enum ClipChildrenMode] 列舉的大小。"
msgid "A material for [CanvasItem]s."
msgstr "[CanvasItem]的材質。"
msgid ""
"[CanvasItemMaterial]s provide a means of modifying the textures associated "
"with a CanvasItem. They specialize in describing blend and lighting behaviors "
"for textures. Use a [ShaderMaterial] to more fully customize a material's "
"interactions with a [CanvasItem]."
msgstr ""
"[CanvasItemMaterial]提供了一種修改與CanvasItem相關聯的紋理的方法。他們專注於描"
"述紋理的混合和照明行為。使用[ShaderMaterial]可以更全面地自訂材質與[CanvasItem]"
"的互動。"
msgid ""
"The manner in which a material's rendering is applied to underlying textures."
msgstr "將材質的渲染套用於基礎紋理的方式。"
msgid "The manner in which material reacts to lighting."
msgstr "材質對照明的反應方式。"
msgid ""
"The number of columns in the spritesheet assigned as [Texture2D] for a "
"[GPUParticles2D] or [CPUParticles2D].\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"[GPUParticles2D] 或 [CPUParticles2D] 指定給 [Texture2D] 的精靈表中擁有的列"
"數。\n"
"[b]注意:[/b]該屬性只有在 [member particles_animation] 為 [code]true[/code] "
"時,才會在編輯器中被使用和可見。"
msgid ""
"If [code]true[/code], the particles animation will loop.\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],粒子動畫將迴圈播放。\n"
"[b]注意:[/b]該屬性只有在 [member particles_animation]為 [code]true[/code] "
"時,才會在編輯器中被使用和可見。"
msgid ""
"The number of rows in the spritesheet assigned as [Texture2D] for a "
"[GPUParticles2D] or [CPUParticles2D].\n"
"[b]Note:[/b] This property is only used and visible in the editor if [member "
"particles_animation] is [code]true[/code]."
msgstr ""
"[GPUParticles2D] 或 [CPUParticles2D] 指定給 [Texture2D] 的精靈表中擁有的行"
"數。\n"
"[b]注意:[/b]該屬性只有在 [member particles_animation] 為 [code]true[/code] "
"時,才會在編輯器中被使用和可見。"
msgid ""
"If [code]true[/code], enable spritesheet-based animation features when "
"assigned to [GPUParticles2D] and [CPUParticles2D] nodes. The [member "
"ParticleProcessMaterial.anim_speed_max] or [member CPUParticles2D."
"anim_speed_max] should also be set to a positive value for the animation to "
"play.\n"
"This property (and other [code]particles_anim_*[/code] properties that depend "
"on it) has no effect on other types of nodes."
msgstr ""
"如果 [code]true[/code] ,在分配給 [GPUParticles2D] 和 [CPUParticles2D] 節點"
"時,啟用基於精靈表的動畫功能。[member ParticleProcessMaterial.anim_speed_max] "
"或 [member CPUParticles2D.anim_speed_max] 也應該設定為正值,才能播放動畫。\n"
"這個屬性(以及其他依賴它的 [code]particles_anim_*[/code] 屬性)對其他型別的節"
"點沒有影響。"
msgid ""
"Mix blending mode. Colors are assumed to be independent of the alpha "
"(opacity) value."
msgstr "混合混合模式。假設顏色與 Alpha 值(不透明度)無關。"
msgid "Additive blending mode."
msgstr "新增混合模式。"
msgid "Subtractive blending mode."
msgstr "減去混合模式。"
msgid "Multiplicative blending mode."
msgstr "正片疊底混合模式。"
msgid ""
"Mix blending mode. Colors are assumed to be premultiplied by the alpha "
"(opacity) value."
msgstr "混合混合模式。假定顏色已預先乘以 Alpha 值(不透明度)。"
msgid ""
"Render the material using both light and non-light sensitive material "
"properties."
msgstr "使用光敏和非光敏材料屬性渲染材質。"
msgid "Render the material as if there were no light."
msgstr "將材質渲染成沒有光的樣子。"
msgid "Render the material as if there were only light."
msgstr "將材質渲染成只有光的樣子。"
msgid "A node used for independent rendering of objects within a 2D scene."
msgstr "用於 2D 場景中的物件的獨立渲染的節點。"
msgid ""
"[CanvasItem]-derived nodes that are direct or indirect children of a "
"[CanvasLayer] will be drawn in that layer. The layer is a numeric index that "
"defines the draw order. The default 2D scene renders with index [code]0[/"
"code], so a [CanvasLayer] with index [code]-1[/code] will be drawn below, and "
"a [CanvasLayer] with index [code]1[/code] will be drawn above. This order "
"will hold regardless of the [member CanvasItem.z_index] of the nodes within "
"each layer.\n"
"[CanvasLayer]s can be hidden and they can also optionally follow the "
"viewport. This makes them useful for HUDs like health bar overlays (on layers "
"[code]1[/code] and higher) or backgrounds (on layers [code]-1[/code] and "
"lower).\n"
"[b]Note:[/b] Embedded [Window]s are placed on layer [code]1024[/code]. "
"[CanvasItem]s on layers [code]1025[/code] and higher appear in front of "
"embedded windows.\n"
"[b]Note:[/b] Each [CanvasLayer] is drawn on one specific [Viewport] and "
"cannot be shared between multiple [Viewport]s, see [member custom_viewport]. "
"When using multiple [Viewport]s, for example in a split-screen game, you need "
"create an individual [CanvasLayer] for each [Viewport] you want it to be "
"drawn on."
msgstr ""
"[CanvasLayer] 的直接或間接子節點中,衍生自 [CanvasItem] 的節點會在該圖層中進行"
"繪製。圖層是定義繪製順序的數位索引。預設 2D 場景使用的索引為 [code]0[/code]"
"因此索引為 [code]-1[/code] 的 [CanvasLayer] 會在下方繪製,而索引為 [code]1[/"
"code] 的 [CanvasLayer] 會在上方繪製。無論節點在圖層中的 [member CanvasItem."
"z_index] 是多少,這一順序都成立。\n"
"[CanvasLayer] 可以隱藏,也可以跟隨視口。因此常用於血條等 HUD位於 [code]1[/"
"code] 或更高的圖層上)和背景(位於 [code]-1[/code] 或更低的圖層上)。\n"
"[b]注意:[/b]嵌入式 [Window] 位於 [code]1024[/code] 圖層。位於 [code]1025[/"
"code] 或更高圖層的 [CanvasItem] 會顯示在嵌入式視窗之上。\n"
"[b]注意:[/b]每個 [CanvasLayer] 都是在一個特定的 [Viewport] 中繪製的,不能在多"
"個 [Viewport] 之間共用,見 [member custom_viewport]。使用多個 [Viewport] 時,"
"例如分屏遊戲中,你需要為每個想要繪製的 [Viewport] 建立一個單獨的 "
"[CanvasLayer]。"
msgid "Canvas layers"
msgstr "畫布層"
msgid "Returns the RID of the canvas used by this layer."
msgstr "返回此層使用的畫布的 RID。"
msgid ""
"Returns the transform from the [CanvasLayer]s coordinate system to the "
"[Viewport]s coordinate system."
msgstr "返回從 [CanvasLayer] 坐標系到 [Viewport] 坐標系的變換。"
msgid ""
"Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]false[/code]."
msgstr ""
"隱藏該 [CanvasLayer] 下的所有 [CanvasItem]。相當於將 [member visible] 設為 "
"[code]false[/code]。"
msgid ""
"Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
"setting [member visible] to [code]true[/code]."
msgstr ""
"顯示該 [CanvasLayer] 下的所有 [CanvasItem]。相當於將 [member visible] 設為 "
"[code]true[/code]。"
msgid ""
"The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
"code], uses the default viewport instead."
msgstr ""
"分配給該 [CanvasLayer] 的自訂 [Viewport] 節點。如果為 [code]null[/code],則使"
"用預設的視口。"
msgid ""
"If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
"move when camera moves instead of being anchored in a fixed position on the "
"screen.\n"
"Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
"effect."
msgstr ""
"啟用時,該 [CanvasLayer] 會使用視口的變換,所以它會隨相機移動,而不是保持在屏"
"幕上的某個固定位置。\n"
"與 [member follow_viewport_scale] 配合可以實作偽 3D 效果。"
msgid ""
"Scales the layer when using [member follow_viewport_enabled]. Layers moving "
"into the foreground should have increasing scales, while layers moving into "
"the background should have decreasing scales."
msgstr ""
"使用 [member follow_viewport_enabled] 時縮放圖層。移入到前景的圖層應具有增加的"
"縮放,而移入到背景的圖層應具有減小的縮放。"
msgid ""
"Layer index for draw order. Lower values are drawn behind higher values.\n"
"[b]Note:[/b] If multiple CanvasLayers have the same layer index, [CanvasItem] "
"children of one CanvasLayer are drawn behind the [CanvasItem] children of the "
"other CanvasLayer. Which CanvasLayer is drawn in front is non-deterministic."
msgstr ""
"繪製順序的圖層索引。較低的值繪製在較高的值後面。\n"
"[b]注意:[/b] 如果多個 CanvasLayer 具有相同的圖層索引,則一個 CanvasLayer 的 "
"[CanvasItem] 子級將繪製在另一 CanvasLayer 的 [CanvasItem] 子級後面。哪一個"
"CanvasLayer繪製在前面是不確定的。"
msgid "The layer's base offset."
msgstr "圖層的基本偏移量。"
msgid "The layer's rotation in radians."
msgstr "圖層的旋轉弧度。"
msgid "The layer's scale."
msgstr "圖層的縮放。"
msgid "The layer's transform."
msgstr "圖層的變換。"
msgid ""
"If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be "
"hidden.\n"
"Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
"propagated to underlying layers."
msgstr ""
"為 [code]false[/code] 時,該 [CanvasLayer] 下的所有 [CanvasItem] 都會被隱"
"藏。\n"
"與 [member CanvasItem.visible] 不同,[CanvasLayer] 的顯示與否不會傳播到其內部"
"的層。"
msgid "Emitted when visibility of the layer is changed. See [member visible]."
msgstr "當該層的可見性發生變化時觸發。請參閱 [member visible]。"
msgid "A node that applies a color tint to a canvas."
msgstr "將一種色調套用於一張畫布的節點。"
msgid ""
"[CanvasModulate] applies a color tint to all nodes on a canvas. Only one can "
"be used to tint a canvas, but [CanvasLayer]s can be used to render things "
"independently."
msgstr ""
"[CanvasModulate] 將一種色調套用於一張畫布上的所有節點。一張畫布只有一個可用於"
"為畫布著色,但 [CanvasLayer] 可用於獨立渲染事物。"
msgid "The tint color to apply."
msgstr "要套用的色調顏色。"
msgid "Texture with optional normal and specular maps for use in 2D rendering."
msgstr "用於 2D 渲染的紋理,帶有可選的法線和鏡面貼圖。"
msgid ""
"[CanvasTexture] is an alternative to [ImageTexture] for 2D rendering. It "
"allows using normal maps and specular maps in any node that inherits from "
"[CanvasItem]. [CanvasTexture] also allows overriding the texture's filter and "
"repeat mode independently of the node's properties (or the project "
"settings).\n"
"[b]Note:[/b] [CanvasTexture] cannot be used in 3D rendering. For physically-"
"based materials in 3D, use [BaseMaterial3D] instead."
msgstr ""
"[CanvasTexture] 是用於 2D 渲染的 [ImageTexture] 的替代品。它允許在任何繼承自 "
"[CanvasItem] 的節點中使用法線貼圖和鏡面貼圖。[CanvasTexture] 還允許獨立於節點"
"的屬性(或專案設定)覆蓋紋理的篩選模式和重複模式。\n"
"[b]注意:[/b][CanvasTexture] 不能用於 3D 渲染。對於 3D 中基於物理的材質,請使"
"用 [BaseMaterial3D] 來代替。"
msgid "2D Lights and Shadows"
msgstr "2D 燈光和陰影"
msgid ""
"The diffuse (color) texture to use. This is the main texture you want to set "
"in most cases."
msgstr "要使用的漫反射(顏色)紋理。這是你在大多數情況下要設定的主要紋理。"
msgid ""
"The normal map texture to use. Only has a visible effect if [Light2D]s are "
"affecting this [CanvasTexture].\n"
"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
"See [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a "
"comparison of normal map coordinates expected by popular engines."
msgstr ""
"要使用的法線貼圖紋理。僅在有 [Light2D] 影響該 [CanvasTexture] 時才有可見的效"
"果。\n"
"[b]注意:[/b]Godot 期望法線貼圖使用 X+、Y+、Z+ 坐標系。比較流行的引擎所期望的"
"法線貼圖坐標系見[url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details#Common_Swizzle_Coordinates]這個頁面[/url]。"
msgid ""
"The multiplier for specular reflection colors. The [Light2D]'s color is also "
"taken into account when determining the reflection color. Only has a visible "
"effect if [Light2D]s are affecting this [CanvasTexture]."
msgstr ""
"鏡面反射顏色的乘數。在確定反射顏色時,[Light2D] 的顏色也會被考慮在內。只有在 "
"[Light2D] 影響到這個 [CanvasTexture] 時才有可見的效果。"
msgid ""
"The specular exponent for [Light2D] specular reflections. Higher values "
"result in a more glossy/\"wet\" look, with reflections becoming more "
"localized and less visible overall. The default value of [code]1.0[/code] "
"disables specular reflections entirely. Only has a visible effect if "
"[Light2D]s are affecting this [CanvasTexture]."
msgstr ""
"用於 [Light2D] 鏡面反射的鏡面指數。更高的值會產生更有光澤或更加“濕潤”的外觀,"
"反射變得更局部,且整體上不太明顯。預設值為 [code]1.0[/code] ,將完全禁用鏡面反"
"射。只有在 [Light2D] 影響到這個 [CanvasTexture] 時才會有可見的效果。"
msgid ""
"The specular map to use for [Light2D] specular reflections. This should be a "
"grayscale or colored texture, with brighter areas resulting in a higher "
"[member specular_shininess] value. Using a colored [member specular_texture] "
"allows controlling specular shininess on a per-channel basis. Only has a "
"visible effect if [Light2D]s are affecting this [CanvasTexture]."
msgstr ""
"用於 [Light2D] 鏡面反射的鏡面貼圖。這應該是一個灰度或彩色紋理,更亮的區域會產"
"生更高的 [member specular_shininess] 值。使用彩色 [member specular_texture] 允"
"許在每個通道的基礎上控制鏡面反射光澤度。僅當 [Light2D] 影響該 [CanvasTexture] "
"時才有可見的效果。"
msgid "The texture filtering mode to use when drawing this [CanvasTexture]."
msgstr "繪製該 [CanvasTexture] 時所使用的紋理篩選模式。"
msgid "The texture repeat mode to use when drawing this [CanvasTexture]."
msgstr "繪製該 [CanvasTexture] 時所使用的紋理重複模式。"
msgid "Class representing a capsule-shaped [PrimitiveMesh]."
msgstr "表示膠囊狀 [PrimitiveMesh] 的類。"
msgid "Total height of the capsule mesh (including the hemispherical ends)."
msgstr "膠囊網格的總高度(包括半球形末端)。"
msgid "Number of radial segments on the capsule mesh."
msgstr "膠囊網格上的徑向線段數。"
msgid "Radius of the capsule mesh."
msgstr "膠囊網格的半徑。"
msgid "Number of rings along the height of the capsule."
msgstr "沿膠囊高度的環數。"
msgid "A 2D capsule shape used for physics collision."
msgstr "用於物理碰撞的 2D 膠囊形狀。"
msgid ""
"A 2D capsule shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape2D].\n"
"[b]Performance:[/b] [CapsuleShape2D] is fast to check collisions against, but "
"it is slower than [RectangleShape2D] and [CircleShape2D]."
msgstr ""
"2D 膠囊形狀,旨在用於物理學。通常用於為 [CollisionShape2D] 提供形狀。\n"
"[b]性能:[/b][CapsuleShape2D] 可以快速檢查碰撞,但比 [RectangleShape2D] 和 "
"[CircleShape2D] 慢。"
msgid "The capsule's height."
msgstr "膠囊體的高度。"
msgid "The capsule's radius."
msgstr "膠囊體的半徑。"
msgid "A 3D capsule shape used for physics collision."
msgstr "用於物理碰撞的 3D 膠囊形狀。"
msgid ""
"A 3D capsule shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D].\n"
"[b]Performance:[/b] [CapsuleShape3D] is fast to check collisions against. It "
"is faster than [CylinderShape3D], but slower than [SphereShape3D] and "
"[BoxShape3D]."
msgstr ""
"3D 膠囊形狀,旨在用於物理學。通常用於為 [CollisionShape3D] 提供形狀。\n"
"[b]性能:[/b][CapsuleShape3D] 可以快速檢查碰撞。比 [CylinderShape3D] 快,但比 "
"[SphereShape3D] 和 [BoxShape3D] 慢。"
msgid "A container that keeps child controls in its center."
msgstr "將子控制項保持在其中心的容器。"
msgid ""
"[CenterContainer] is a container that keeps all of its child controls in its "
"center at their minimum size."
msgstr ""
"[CenterContainer] 是一種容器,它將其所有子控制項以最小尺寸保持在其中心。"
msgid ""
"If [code]true[/code], centers children relative to the [CenterContainer]'s "
"top left corner."
msgstr ""
"如果為 [code]true[/code],會將子節點相對於 [CenterContainer] 的左上角居中。"
msgid "A 2D physics body specialized for characters moved by script."
msgstr "專門用於通過腳本移動的角色的 2D 物理物體。"
msgid ""
"[CharacterBody2D] is a specialized class for physics bodies that are meant to "
"be user-controlled. They are not affected by physics at all, but they affect "
"other physics bodies in their path. They are mainly used to provide high-"
"level API to move objects with wall and slope detection ([method "
"move_and_slide] method) in addition to the general collision detection "
"provided by [method PhysicsBody2D.move_and_collide]. This makes it useful for "
"highly configurable physics bodies that must move in specific ways and "
"collide with the world, as is often the case with user-controlled "
"characters.\n"
"For game objects that don't require complex movement or collision detection, "
"such as moving platforms, [AnimatableBody2D] is simpler to configure."
msgstr ""
"[CharacterBody2D] 是針對使用者控制的物理體的特化類。它們不會受到物理的影響,但"
"會影響路徑上的其他物理體。除了由 [method PhysicsBody2D.move_and_collide] 提供"
"的常見的碰撞偵測之外,它們主要用於提供移動對象的高階 API能夠偵測牆壁和斜坡"
"[method move_and_slide] 方法)。因此適用於需要高度可配置的物理體,因為通常是"
"使用者控制的角色,所以必須按照特定的方式移動、與世界發生碰撞。\n"
"如果是移動平臺等不需要複雜移動和碰撞偵測的遊戲物件,[AnimatableBody2D] 更方便"
"配置。"
msgid "Kinematic character (2D)"
msgstr "運動學角色2D"
msgid "Using CharacterBody2D"
msgstr "使用 CharacterBody2D"
msgid "2D Kinematic Character Demo"
msgstr "2D 運動學角色演示"
msgid ""
"Allows to manually apply a snap to the floor regardless of the body's "
"velocity. This function does nothing when [method is_on_floor] returns "
"[code]true[/code]."
msgstr ""
"允許手動套用向地板的吸附,無論該物體的速度多大。[method is_on_floor] 返回 "
"[code]true[/code] 時這個函式什麼都不做。"
msgid ""
"Returns the surface normal of the floor at the last collision point. Only "
"valid after calling [method move_and_slide] and when [method is_on_floor] "
"returns [code]true[/code]."
msgstr ""
"返回最近一次碰撞點的地面法線。只有在呼叫了 [method move_and_slide] 並且 "
"[method is_on_floor] 返回值為 [code]true[/code] 時才有效。"
msgid ""
"Returns the last motion applied to the [CharacterBody2D] during the last call "
"to [method move_and_slide]. The movement can be split into multiple motions "
"when sliding occurs, and this method return the last one, which is useful to "
"retrieve the current direction of the movement."
msgstr ""
"返回最近一次呼叫 [method move_and_slide] 時施加給該 [CharacterBody2D] 的最後一"
"次運動。如果發生了滑動,則該移動可以拆分為多次運動,此方法返回的是最後一次,可"
"用於獲取目前的移動方向。"
msgid ""
"Returns a [KinematicCollision2D], which contains information about the latest "
"collision that occurred during the last call to [method move_and_slide]."
msgstr ""
"返回 [KinematicCollision2D],包含最近一次呼叫 [method move_and_slide] 時發生的"
"最後一次運動的相關資訊。"
msgid ""
"Returns the linear velocity of the platform at the last collision point. Only "
"valid after calling [method move_and_slide]."
msgstr ""
"返回位於最近一次碰撞點的平臺線速度。僅在呼叫 [method move_and_slide] 後有效。"
msgid ""
"Returns the travel (position delta) that occurred during the last call to "
"[method move_and_slide]."
msgstr "返回最近一次呼叫 [method move_and_slide] 所產生的運動(位置差異量)。"
msgid ""
"Returns the current real velocity since the last call to [method "
"move_and_slide]. For example, when you climb a slope, you will move "
"diagonally even though the velocity is horizontal. This method returns the "
"diagonal movement, as opposed to [member velocity] which returns the "
"requested velocity."
msgstr ""
"返回最近一次呼叫 [method move_and_slide] 之後的目前真實速度。例如,即便速度為"
"水平方向,爬坡時你也會斜向移動。此方法返回的就是那個斜向移動,與返回請求速度"
"的 [member velocity] 相對。"
msgid ""
"Returns a [KinematicCollision2D], which contains information about a "
"collision that occurred during the last call to [method move_and_slide]. "
"Since the body can collide several times in a single call to [method "
"move_and_slide], you must specify the index of the collision in the range 0 "
"to ([method get_slide_collision_count] - 1).\n"
"[b]Example usage:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in get_slide_collision_count():\n"
" var collision = get_slide_collision(i)\n"
" print(\"Collided with: \", collision.get_collider().name)\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < GetSlideCollisionCount(); i++)\n"
"{\n"
" KinematicCollision2D collision = GetSlideCollision(i);\n"
" GD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回 [KinematicCollision2D],包含最近一次呼叫 [method move_and_slide] 時發生的"
"碰撞信息。因為單次呼叫 [method move_and_slide] 可能發生多次碰撞,所以你必須指"
"定碰撞索引,範圍為 0 到 ([method get_slide_collision_count] - 1)。\n"
"[b]用法範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in get_slide_collision_count():\n"
"var collision = get_slide_collision(i)\n"
"print(\"碰到了:\", collision.get_collider().name)\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < GetSlideCollisionCount(); i++)\n"
"{\n"
" KinematicCollision2D collision = GetSlideCollision(i);\n"
" GD.Print(\"碰到了:\", (collision.GetCollider() as Node).Name);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the number of times the body collided and changed direction during "
"the last call to [method move_and_slide]."
msgstr ""
"返回最近一次呼叫 [method move_and_slide] 時,該物體發生碰撞並改變方向的次數。"
msgid ""
"Returns the surface normal of the wall at the last collision point. Only "
"valid after calling [method move_and_slide] and when [method is_on_wall] "
"returns [code]true[/code]."
msgstr ""
"返回最近一次碰撞點的牆面法線。只有在呼叫了 [method move_and_slide] 並且 "
"[method is_on_wall] 返回值為 [code]true[/code] 時才有效。"
msgid ""
"Returns [code]true[/code] if the body collided with the ceiling on the last "
"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The "
"[member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"ceiling\" or not."
msgstr ""
"如果最近一次呼叫 [method move_and_slide] 時,該物體和天花板發生了碰撞,則返回 "
"[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“天花板”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided only with the ceiling on the "
"last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. "
"The [member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"ceiling\" or not."
msgstr ""
"如果最近一次呼叫 [method move_and_slide] 時,該物體僅和天花板發生了碰撞,則返"
"回 [code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“天花板”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided with the floor on the last "
"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The "
"[member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"floor\" or not."
msgstr ""
"如果最近一次呼叫 [method move_and_slide] 時,該物體和地板發生了碰撞,則返回 "
"[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“地板”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided only with the floor on the "
"last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. "
"The [member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"floor\" or not."
msgstr ""
"如果最近一次呼叫 [method move_and_slide] 時,該物體僅和地板發生了碰撞,則返回 "
"[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“地板”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided with a wall on the last call "
"of [method move_and_slide]. Otherwise, returns [code]false[/code]. The "
"[member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"wall\" or not."
msgstr ""
"如果最近一次呼叫 [method move_and_slide] 時,該物體和牆壁發生了碰撞,則返回 "
"[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“牆壁”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Returns [code]true[/code] if the body collided only with a wall on the last "
"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The "
"[member up_direction] and [member floor_max_angle] are used to determine "
"whether a surface is \"wall\" or not."
msgstr ""
"如果最近一次呼叫 [method move_and_slide] 時,該物體僅和牆壁發生了碰撞,則返回 "
"[code]true[/code]。否則返回 [code]false[/code]。決定表面是否為“牆壁”的是 "
"[member up_direction] 和 [member floor_max_angle]。"
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body (by default only on floor) rather than "
"stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], "
"it will also be affected by the motion of the other body. You can use this to "
"make moving and rotating platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for detailed information "
"about collisions that occurred, use [method get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"The general behavior and available properties change according to the [member "
"motion_mode].\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"根據 [member velocity] 移動該物體。該物體如果與其他物體發生碰撞,則會沿著對方"
"滑動(預設只在地板上滑動),不會立即停止移動。如果對方是 [CharacterBody2D] 或 "
"[RigidBody2D],還會受到對方運動的影響。可以用於製作移動、旋轉的平臺,也可用於"
"推動其他節點。\n"
"發生滑動碰撞時會改變 [member velocity]。要獲取最後一次碰撞,請呼叫 [method "
"get_last_slide_collision],要獲取碰撞的更多資訊,請使用 [method "
"get_slide_collision]。\n"
"該物體接觸到移動平臺時,平臺的速度會自動加入到該物體的運動中。平臺運動所造成的"
"碰撞始終為所有滑動碰撞中的第一個。\n"
"通用行為和可用屬性會根據 [member motion_mode] 發生改變。\n"
"如果該物體發生了碰撞,則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"If [code]true[/code], the body will be able to move on the floor only. This "
"option avoids to be able to walk on walls, it will however allow to slide "
"down along them."
msgstr ""
"如果為 [code]true[/code],則該物體將只能在地板上移動。此選項能夠避免在牆壁上行"
"走,但允許沿牆壁向下滑動。"
msgid ""
"If [code]false[/code] (by default), the body will move faster on downward "
"slopes and slower on upward slopes.\n"
"If [code]true[/code], the body will always move at the same speed on the "
"ground no matter the slope. Note that you need to use [member "
"floor_snap_length] to stick along a downward slope at constant speed."
msgstr ""
"如果為 [code]false[/code](預設),則該物體在下坡時會移動得更快,在上坡時會移"
"動得更慢。\n"
"如果為 [code]true[/code],則無論坡度如何,該物體在地面上都會以相同的速度移動。"
"請注意,你需要使用 [member floor_snap_length] 以恒定速度粘著至向下的斜坡。"
msgid ""
"Maximum angle (in radians) where a slope is still considered a floor (or a "
"ceiling), rather than a wall, when calling [method move_and_slide]. The "
"default value equals 45 degrees."
msgstr ""
"呼叫 [method move_and_slide] 時,斜坡仍被視為地板(或天花板)而不是牆壁的最大"
"角度(單位為弧度)。預設值等於 45 度。"
msgid ""
"Sets a snapping distance. When set to a value different from [code]0.0[/"
"code], the body is kept attached to slopes when calling [method "
"move_and_slide]. The snapping vector is determined by the given distance "
"along the opposite direction of the [member up_direction].\n"
"As long as the snapping vector is in contact with the ground and the body "
"moves against [member up_direction], the body will remain attached to the "
"surface. Snapping is not applied if the body moves along [member "
"up_direction], meaning it contains vertical rising velocity, so it will be "
"able to detach from the ground when jumping or when the body is pushed up by "
"something. If you want to apply a snap without taking into account the "
"velocity, use [method apply_floor_snap]."
msgstr ""
"設定吸附距離。設為非 [code]0.0[/code] 值時,該物體在呼叫 [method "
"move_and_slide] 時會保持附著到斜坡上。吸附向量會根據給定的距離和 [member "
"up_direction] 反方向決定。\n"
"只要吸附向量與地面有接觸,該物體就會逆 [member up_direction] 移動,保持附著到"
"表面。如果該物體是沿著 [member up_direction] 移動的,則不會套用吸附,這樣跳躍"
"時或者被其他物體推動時就能夠不再附著地面。如果想要在套用吸附時無視速度,請使"
"用 [method apply_floor_snap]。"
msgid ""
"If [code]true[/code], the body will not slide on slopes when calling [method "
"move_and_slide] when the body is standing still.\n"
"If [code]false[/code], the body will slide on floor's slopes when [member "
"velocity] applies a downward force."
msgstr ""
"如果為 [code]true[/code],則該物體靜止時,呼叫 [method move_and_slide] 不會讓"
"它在斜坡上發生滑動。\n"
"如果為 [code]false[/code],則 [member velocity] 施加向下的力時,該物體會在地板"
"的斜坡上發生滑動。"
msgid ""
"Maximum number of times the body can change direction before it stops when "
"calling [method move_and_slide]."
msgstr ""
"呼叫 [method move_and_slide] 時,該物體在停止之前可以改變方向的最大次數。"
msgid ""
"Sets the motion mode which defines the behavior of [method move_and_slide]. "
"See [enum MotionMode] constants for available modes."
msgstr ""
"設定運動模式,定義 [method move_and_slide] 的行為。可用的模式見 [enum "
"MotionMode] 常數。"
msgid ""
"Collision layers that will be included for detecting floor bodies that will "
"act as moving platforms to be followed by the [CharacterBody2D]. By default, "
"all floor bodies are detected and propagate their velocity."
msgstr ""
"用於偵測地板物體的碰撞層,該地板物體會被用作 [CharacterBody2D] 所要跟隨的移動"
"平臺。預設情況下會偵測所有地板物體並傳播其速度。"
msgid ""
"Sets the behavior to apply when you leave a moving platform. By default, to "
"be physically accurate, when you leave the last platform velocity is applied. "
"See [enum PlatformOnLeave] constants for available behavior."
msgstr ""
"設定離開移動平臺時要套用的行為。為了達到物理準確,預設會套用你離開時最後的平台"
"速度。可用的行為見 [enum PlatformOnLeave] 常數。"
msgid ""
"Collision layers that will be included for detecting wall bodies that will "
"act as moving platforms to be followed by the [CharacterBody2D]. By default, "
"all wall bodies are ignored."
msgstr ""
"用於偵測牆壁物體的碰撞層,該牆壁物體會被用作 [CharacterBody2D] 所要跟隨的移動"
"平臺。預設情況下會忽略所有牆壁物體。"
msgid ""
"Extra margin used for collision recovery when calling [method "
"move_and_slide].\n"
"If the body is at least this close to another body, it will consider them to "
"be colliding and will be pushed away before performing the actual motion.\n"
"A higher value means it's more flexible for detecting collision, which helps "
"with consistently detecting walls and floors.\n"
"A lower value forces the collision algorithm to use more exact detection, so "
"it can be used in cases that specifically require precision, e.g at very low "
"scale to avoid visible jittering, or for stability with a stack of character "
"bodies."
msgstr ""
"額外邊距,用於在呼叫 [method move_and_slide] 時進行碰撞恢復。\n"
"如果該物體與另一個物體至少有這麼近,就會認為它們正在碰撞,並在執行實際運動前推"
"開。\n"
"值較高時,對碰撞的偵測會更加靈活,有助於持續偵測牆壁和地板。\n"
"值較低時,會強制碰撞演算法進行更精確的偵測,因此可以在特別需要精度的情況下使"
"用,例如在非常低的縮放下避免可見的抖動,或者為了讓一堆角色物體的達到穩定。"
msgid ""
"If [code]true[/code], during a jump against the ceiling, the body will slide, "
"if [code]false[/code] it will be stopped and will fall vertically."
msgstr ""
"如果為 [code]true[/code],則該物體在跳到天花板時會滑動;如果為 [code]false[/"
"code],則會停止並垂直下落。"
msgid ""
"Current velocity vector in pixels per second, used and modified during calls "
"to [method move_and_slide]."
msgstr ""
"目前速度向量,單位為圖元每秒,呼叫 [method move_and_slide] 期間會進行使用並修"
"改。"
msgid ""
"Minimum angle (in radians) where the body is allowed to slide when it "
"encounters a slope. The default value equals 15 degrees. This property only "
"affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING]."
msgstr ""
"該物體遇到斜坡時,允許滑動的最小角度(單位為弧度)。預設值等於 15 度。僅在 "
"[member motion_mode] 為 [constant MOTION_MODE_FLOATING] 時,該屬性才會影響運"
"動。"
msgid ""
"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
"body motion will react to slopes (acceleration/slowdown). This mode is "
"suitable for sided games like platformers."
msgstr ""
"請在牆壁、天花板、地板等概念有意義時套用。在該模式下,物體運動會對斜坡作出反應"
"(加減速)。該模式適合平臺跳躍等側視角遊戲。"
msgid ""
"Apply when there is no notion of floor or ceiling. All collisions will be "
"reported as [code]on_wall[/code]. In this mode, when you slide, the speed "
"will always be constant. This mode is suitable for top-down games."
msgstr ""
"請在沒有地板和天花板等概念時套用。所有碰撞都會作為 [code]on_wall[/code](撞"
"牆)彙報。在該模式下,滑動時的速度恒定。該模式適合俯視角遊戲。"
msgid ""
"Add the last platform velocity to the [member velocity] when you leave a "
"moving platform."
msgstr "離開移動平臺時,將最後的平臺速度新增到 [member velocity] 中。"
msgid ""
"Add the last platform velocity to the [member velocity] when you leave a "
"moving platform, but any downward motion is ignored. It's useful to keep full "
"jump height even when the platform is moving down."
msgstr ""
"離開移動平臺時,將最後的平臺速度新增到 [member velocity] 中,但是忽略向下的運"
"動。如果想要在平臺向下移動時保持完整的跳躍高度,就非常有用。"
msgid "Do nothing when leaving a platform."
msgstr "離開平臺時什麼也不做。"
msgid "A 3D physics body specialized for characters moved by script."
msgstr "專門用於通過腳本移動的角色的 3D 物理物體。"
msgid ""
"[CharacterBody3D] is a specialized class for physics bodies that are meant to "
"be user-controlled. They are not affected by physics at all, but they affect "
"other physics bodies in their path. They are mainly used to provide high-"
"level API to move objects with wall and slope detection ([method "
"move_and_slide] method) in addition to the general collision detection "
"provided by [method PhysicsBody3D.move_and_collide]. This makes it useful for "
"highly configurable physics bodies that must move in specific ways and "
"collide with the world, as is often the case with user-controlled "
"characters.\n"
"For game objects that don't require complex movement or collision detection, "
"such as moving platforms, [AnimatableBody3D] is simpler to configure."
msgstr ""
"[CharacterBody3D] 是針對使用者控制的物理體的特化類。它們不會受到物理的影響,但"
"會影響路徑上的其他物理體。除了由 [method PhysicsBody3D.move_and_collide] 提供"
"的常見的碰撞偵測之外,它們主要用於提供移動對象的高階 API能夠偵測牆壁和斜坡"
"[method move_and_slide] 方法)。因此適用於需要高度可配置的物理體,因為通常是"
"使用者控制的角色,所以必須按照特定的方式移動、與世界發生碰撞。\n"
"如果是移動平臺等不需要複雜移動和碰撞偵測的遊戲物件,[AnimatableBody3D] 更方便"
"配置。"
msgid ""
"Returns the last motion applied to the [CharacterBody3D] during the last call "
"to [method move_and_slide]. The movement can be split into multiple motions "
"when sliding occurs, and this method return the last one, which is useful to "
"retrieve the current direction of the movement."
msgstr ""
"返回最近一次呼叫 [method move_and_slide] 時施加給該 [CharacterBody3D] 的最後一"
"次運動。如果發生了滑動,則該移動可以拆分為多次運動,此方法返回的是最後一次,可"
"用於獲取目前的移動方向。"
msgid ""
"Returns a [KinematicCollision3D], which contains information about the latest "
"collision that occurred during the last call to [method move_and_slide]."
msgstr ""
"返回 [KinematicCollision3D],包含最近一次呼叫 [method move_and_slide] 時發生的"
"最後一次運動的相關資訊。"
msgid ""
"Returns the angular velocity of the platform at the last collision point. "
"Only valid after calling [method move_and_slide]."
msgstr ""
"返回位於最近一次碰撞點的平臺角速度。僅在呼叫 [method move_and_slide] 後有效。"
msgid ""
"Returns a [KinematicCollision3D], which contains information about a "
"collision that occurred during the last call to [method move_and_slide]. "
"Since the body can collide several times in a single call to [method "
"move_and_slide], you must specify the index of the collision in the range 0 "
"to ([method get_slide_collision_count] - 1)."
msgstr ""
"返回 [KinematicCollision3D],包含最近一次呼叫 [method move_and_slide] 時發生的"
"碰撞信息。因為單次呼叫 [method move_and_slide] 可能發生多次碰撞,所以你必須指"
"定碰撞索引,範圍為 0 到 ([method get_slide_collision_count] - 1)。"
msgid ""
"Moves the body based on [member velocity]. If the body collides with another, "
"it will slide along the other body rather than stop immediately. If the other "
"body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the "
"motion of the other body. You can use this to make moving and rotating "
"platforms, or to make nodes push other nodes.\n"
"Modifies [member velocity] if a slide collision occurred. To get the latest "
"collision call [method get_last_slide_collision], for more detailed "
"information about collisions that occurred, use [method "
"get_slide_collision].\n"
"When the body touches a moving platform, the platform's velocity is "
"automatically added to the body motion. If a collision occurs due to the "
"platform's motion, it will always be first in the slide collisions.\n"
"Returns [code]true[/code] if the body collided, otherwise, returns "
"[code]false[/code]."
msgstr ""
"根據 [member velocity] 移動該物體。該物體如果與其他物體發生碰撞,則會沿著對方"
"滑動,不會立即停止移動。如果對方是 [CharacterBody3D] 或 [RigidBody3D],還會受"
"到對方運動的影響。可以用於製作移動、旋轉的平臺,也可用於推動其他節點。\n"
"發生滑動碰撞時會改變 [member velocity]。要獲取最後一次碰撞,請呼叫 [method "
"get_last_slide_collision],要獲取碰撞的更多資訊,請使用 [method "
"get_slide_collision]。\n"
"該物體接觸到移動平臺時,平臺的速度會自動加入到該物體的運動中。平臺運動所造成的"
"碰撞始終為所有滑動碰撞中的第一個。\n"
"如果該物體發生了碰撞,則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"Collision layers that will be included for detecting floor bodies that will "
"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
"all floor bodies are detected and propagate their velocity."
msgstr ""
"用於偵測地板物體的碰撞層,該地板物體會被用作 [CharacterBody3D] 所要跟隨的移動"
"平臺。預設情況下會偵測所有地板物體並傳播其速度。"
msgid ""
"Collision layers that will be included for detecting wall bodies that will "
"act as moving platforms to be followed by the [CharacterBody3D]. By default, "
"all wall bodies are ignored."
msgstr ""
"用於偵測牆壁物體的碰撞層,該牆壁物體會被用作 [CharacterBody3D] 所要跟隨的移動"
"平臺。預設情況下會忽略所有牆壁物體。"
msgid ""
"Current velocity vector (typically meters per second), used and modified "
"during calls to [method move_and_slide]."
msgstr ""
"目前速度向量(通常為米每秒),呼叫 [method move_and_slide] 期間會進行使用並修"
"改。"
msgid ""
"Minimum angle (in radians) where the body is allowed to slide when it "
"encounters a slope. The default value equals 15 degrees. When [member "
"motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if "
"[member floor_block_on_wall] is [code]true[/code]."
msgstr ""
"該物體遇到斜坡時,允許滑動的最小角度(單位為弧度)。預設值等於 15 度。當 "
"[member motion_mode] 為 [constant MOTION_MODE_GROUNDED] 時,只有 [member "
"floor_block_on_wall] 為 [code]true[/code] 才會影響運動。"
msgid ""
"Apply when notions of walls, ceiling and floor are relevant. In this mode the "
"body motion will react to slopes (acceleration/slowdown). This mode is "
"suitable for grounded games like platformers."
msgstr ""
"請在牆壁、天花板、地板等概念有意義時套用。在該模式下,物體運動會對斜坡作出反應"
"(加減速)。該模式適合平臺跳躍等地面遊戲。"
msgid ""
"Apply when there is no notion of floor or ceiling. All collisions will be "
"reported as [code]on_wall[/code]. In this mode, when you slide, the speed "
"will always be constant. This mode is suitable for games without ground like "
"space games."
msgstr ""
"請在沒有地板和天花板等概念時套用。所有碰撞都會作為 [code]on_wall[/code](撞"
"牆)彙報。在該模式下,滑動時的速度恒定。該模式適合太空遊戲等沒有地面的遊戲。"
msgid ""
"Controls how an individual character will be displayed in a [RichTextEffect]."
msgstr "控制單個字元在 [RichTextEffect] 中的顯示方式。"
msgid ""
"By setting various properties on this object, you can control how individual "
"characters will be displayed in a [RichTextEffect]."
msgstr ""
"通過在此物件上設定各種屬性,可以控制單個字元在 [RichTextEffect] 中的顯示方式。"
msgid "BBCode in RichTextLabel"
msgstr "RichTextLabel 中的 BBCode"
msgid "RichTextEffect test project (third-party)"
msgstr "RichTextEffect 測試專案(協力廠商)"
msgid "The color the character will be drawn with."
msgstr "繪製字元所用的顏色。"
msgid ""
"The time elapsed since the [RichTextLabel] was added to the scene tree (in "
"seconds). Time stops when the [RichTextLabel] is paused (see [member Node."
"process_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
"[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
msgstr ""
"自 [RichTextLabel] 被新增到場景樹以來經過的時間(單位:秒)。時間在 "
"[RichTextLabel] 暫停時停止(參見 [member Node.process_mode])。在 "
"[RichTextLabel] 中的文字改變時重設。\n"
"[b]注意:[/b]當 [RichTextLabel] 被隱藏時,時間仍在流逝。"
msgid ""
"Contains the arguments passed in the opening BBCode tag. By default, "
"arguments are strings; if their contents match a type such as [bool], [int] "
"or [float], they will be converted automatically. Color codes in the form "
"[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque "
"[Color]. String arguments may not contain spaces, even if they're quoted. If "
"present, quotes will also be present in the final string.\n"
"For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 "
"color=#ffffff][/code] will map to the following [Dictionary]:\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
"[/codeblock]"
msgstr ""
"包含在開頭的 BBCode 標記中傳遞的參數。預設情況下,參數是字串。如果它們的內容"
"與 [bool]、[int]、[float] 之類的型別配對,它們將被自動轉換。格式為 "
"[code]#rrggbb[/code] 或 [code]#rgb[/code] 的顏色程式碼將轉換為不透明的 "
"[Color]。字串參數即使使用引號也不能包含空格。如果存在,引號也將出現在最終字符"
"串中。\n"
"例如,開頭的 BBCode 標籤 [code][example foo = hello bar = true baz = 42 color "
"=ffffff][/code] 將對應到以下 [Dictionary]\n"
"[codeblock]\n"
"{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
"1)}\n"
"[/codeblock]"
msgid "Font resource used to render glyph."
msgstr "用於渲染字形的字形資源。"
msgid ""
"Number of glyphs in the grapheme cluster. This value is set in the first "
"glyph of a cluster. Setting this property won't affect drawing."
msgstr ""
"字素簇中的字形數量。該值在簇的第一個字形中設定。設定此屬性不會影響繪製。"
msgid ""
"Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this "
"property won't affect drawing."
msgstr ""
"字形旗標。詳情見 [enum TextServer.GraphemeFlag]。設定此屬性不會影響繪製。"
msgid "Font specific glyph index."
msgstr "字形特定字形的索引。"
msgid "The position offset the character will be drawn with (in pixels)."
msgstr "繪製字元的位置偏移量(單位:圖元)。"
msgid ""
"If [code]true[/code], FX transform is called for outline drawing. Setting "
"this property won't affect drawing."
msgstr ""
"如果為 [code]為true[/code],則呼叫 FX 變換進行輪廓繪製。設定該屬性不會影響繪"
"制。"
msgid ""
"Absolute character range in the string, corresponding to the glyph. Setting "
"this property won't affect drawing."
msgstr "該字串中的絕對字元範圍,對應於字形。設定該屬性不會影響繪製。"
msgid ""
"The character offset of the glyph, relative to the current [RichTextEffect] "
"custom block. Setting this property won't affect drawing."
msgstr ""
"該字形的字元偏移量,相對於目前 [RichTextEffect] 自訂塊。設定該屬性不會影響繪"
"製。"
msgid ""
"The current transform of the current glyph. It can be overridden (for "
"example, by driving the position and rotation from a curve). You can also "
"alter the existing value to apply transforms on top of other effects."
msgstr ""
"目前字形的目前變換。它可以被覆寫(例如,透過從曲線驅動位置和旋轉)。您還可以更"
"改現有值以在頂部應用變換其他影響。"
msgid ""
"If [code]true[/code], the character will be drawn. If [code]false[/code], the "
"character will be hidden. Characters around hidden characters will reflow to "
"take the space of hidden characters. If this is not desired, set their "
"[member color] to [code]Color(1, 1, 1, 0)[/code] instead."
msgstr ""
"如果為 [code]true[/code],將繪製字元。如果為 [code]false[/code],則隱藏字元。"
"隱藏字元周圍的字元將回流以佔用隱藏字元的空間。如果不希望這樣做,可以將它們的 "
"[member color] 設定為[code]Color(1, 1, 1, 0)[/code]。"
msgid "A button that represents a binary choice."
msgstr "代表二元選項的按鈕。"
msgid ""
"[CheckBox] allows the user to choose one of only two possible options. It's "
"similar to [CheckButton] in functionality, but it has a different appearance. "
"To follow established UX patterns, it's recommended to use [CheckBox] when "
"toggling it has [b]no[/b] immediate effect on something. For example, it "
"could be used when toggling it will only do something once a confirmation "
"button is pressed.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node.\n"
"When [member BaseButton.button_group] specifies a [ButtonGroup], [CheckBox] "
"changes its appearance to that of a radio button and uses the various "
"[code]radio_*[/code] theme properties."
msgstr ""
"[CheckBox] 允許使用者在僅有的兩個可能的選項中選擇一個。它在功能上類似於 "
"[CheckButton],但外觀不同。為了遵循既定的 UX 模式,建議在切換而[b]不會[/b]立即"
"對某些內容產生影響時使用 [CheckBox]。例如,切換後只會在按下確認按鈕後才執行某"
"些操作時,就可以使用它。\n"
"另見 [BaseButton],其中包含與該節點相關的通用屬性和方法。\n"
"當 [member BaseButton.button_group] 指定 [ButtonGroup] 時,[CheckBox] 的外觀將"
"變為選項按鈕,並使用各種 [code]radio_*[/code] 主題屬性。"
msgid "The vertical offset used when rendering the check icons (in pixels)."
msgstr "渲染勾選圖示時使用的垂直偏移量(單位:圖元)。"
msgid "The check icon to display when the [CheckBox] is checked."
msgstr "勾選圖示,該 [CheckBox] 被勾選時顯示。"
msgid ""
"The check icon to display when the [CheckBox] is checked and is disabled."
msgstr "勾選圖示,該 [CheckBox] 被勾選且被禁用時顯示。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio button "
"and is checked."
msgstr "勾選圖示,該 [CheckBox] 被配置為選項按鈕、被勾選時顯示。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio "
"button, is disabled, and is unchecked."
msgstr "勾選圖示,該 [CheckBox] 被配置為選項按鈕、被禁用且未勾選時顯示。"
msgid ""
"The check icon to display when the [CheckBox] is configured as a radio button "
"and is unchecked."
msgstr "勾選圖示,該 [CheckBox] 被配置為選項按鈕、未勾選時顯示。"
msgid "The check icon to display when the [CheckBox] is unchecked."
msgstr "勾選圖示,該 [CheckBox] 未勾選時顯示。"
msgid ""
"The check icon to display when the [CheckBox] is unchecked and is disabled."
msgstr "勾選圖示,該 [CheckBox] 未勾選且被禁用時顯示。"
msgid ""
"[CheckButton] is a toggle button displayed as a check field. It's similar to "
"[CheckBox] in functionality, but it has a different appearance. To follow "
"established UX patterns, it's recommended to use [CheckButton] when toggling "
"it has an [b]immediate[/b] effect on something. For example, it can be used "
"when pressing it shows or hides advanced settings, without asking the user to "
"confirm this action.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"[CheckButton] 是一種顯示為勾選欄位的切換按鈕。它在功能上類似於 [CheckBox],但"
"外觀不同。為了遵循既定的 UX 模式,建議在切換後會[b]立即[/b]生效時使用 "
"[CheckButton]。例如,如果切換後立即啟用/禁用設定而無需使用者按下確認按鈕時,就"
"可以使用它。\n"
"另見 [BaseButton],其中包含與該節點相關的通用屬性和方法。"
msgid "The vertical offset used when rendering the toggle icons (in pixels)."
msgstr "渲染切換圖示時使用的垂直偏移量(單位:圖元)。"
msgid ""
"The icon to display when the [CheckButton] is checked (for left-to-right "
"layouts)."
msgstr "切換圖示,該 [CheckButton] 被勾選時顯示(用於從左至右佈局)。"
msgid ""
"The icon to display when the [CheckButton] is checked and disabled (for left-"
"to-right layouts)."
msgstr "切換圖示,該 [CheckButton] 被勾選且被禁用時顯示(用於從左至右佈局)。"
msgid ""
"The icon to display when the [CheckButton] is checked and disabled (for right-"
"to-left layouts)."
msgstr "切換圖示,該 [CheckButton] 被勾選且被禁用時顯示(用於從右至左佈局)。"
msgid ""
"The icon to display when the [CheckButton] is checked (for right-to-left "
"layouts)."
msgstr "切換圖示,該 [CheckButton] 被勾選時顯示(用於從右至左佈局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked (for left-to-right "
"layouts)."
msgstr "切換圖示,該 [CheckButton] 未勾選時顯示(用於從左至右佈局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked and disabled (for "
"left-to-right layouts)."
msgstr "切換圖示,該 [CheckButton] 未勾選且被禁用時顯示(用於從左至右佈局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked and disabled (for "
"right-to-left layouts)."
msgstr "切換圖示,該 [CheckButton] 未勾選且被禁用時顯示(用於從右至左佈局)。"
msgid ""
"The icon to display when the [CheckButton] is unchecked (for right-to-left "
"layouts)."
msgstr "切換圖示,該 [CheckButton] 未勾選時顯示(用於從右至左佈局)。"
msgid "A 2D circle shape used for physics collision."
msgstr "2D 圓形,旨在用於物理學。"
msgid ""
"A 2D circle shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape2D].\n"
"[b]Performance:[/b] [CircleShape2D] is fast to check collisions against. It "
"is faster than [RectangleShape2D] and [CapsuleShape2D]."
msgstr ""
"2D 圓形,旨在用於物理學。通常用於為 [CollisionShape2D] 提供形狀。\n"
"[b]性能:[/b][CircleShape2D] 可以快速偵測碰撞。比 [RectangleShape2D] 和 "
"[CapsuleShape2D] 快。"
msgid "The circle's radius."
msgstr "圓的半徑。"
msgid "A class information repository."
msgstr "類資訊的儲存庫。"
msgid "Provides access to metadata stored for every available class."
msgstr "提供對為每個可用類儲存的中繼資料的存取。"
msgid ""
"Returns [code]true[/code] if objects can be instantiated from the specified "
"[param class], otherwise returns [code]false[/code]."
msgstr ""
"如果可以從指定的 [param class] 產生實體物件,則返回 [code]true[/code],否則返"
"回 [code]false[/code]。"
msgid "Returns whether the specified [param class] is available or not."
msgstr "返回指定的類 [param class] 是否可用。"
msgid ""
"Returns an array with all the keys in [param enum] of [param class] or its "
"ancestry."
msgstr ""
"返回一個陣列,其中包含 [param class] 或其祖先的 [param enum] 中的所有鍵。"
msgid "Returns an array with all the enums of [param class] or its ancestry."
msgstr "返回一個陣列,其中包含 [param class] 或其祖先的所有列舉。"
msgid ""
"Returns the value of the integer constant [param name] of [param class] or "
"its ancestry. Always returns 0 when the constant could not be found."
msgstr ""
"返回 [param class] 或其父級的整數常數值 [param name]。如果找不到該常數,則總是"
"返回0。"
msgid ""
"Returns which enum the integer constant [param name] of [param class] or its "
"ancestry belongs to."
msgstr "返回 [param class] 或其祖先的整數常數 [param name] 所屬的列舉。"
msgid ""
"Returns an array with the names all the integer constants of [param class] or "
"its ancestry."
msgstr "返回包含 [param class] 或其父級全部整數常數的名稱陣列。"
msgid ""
"Returns an array with all the methods of [param class] or its ancestry if "
"[param no_inheritance] is [code]false[/code]. Every element of the array is a "
"[Dictionary] with the following keys: [code]args[/code], [code]default_args[/"
"code], [code]flags[/code], [code]id[/code], [code]name[/code], [code]return: "
"(class_name, hint, hint_string, name, type, usage)[/code].\n"
"[b]Note:[/b] In exported release builds the debug info is not available, so "
"the returned dictionaries will contain only method names."
msgstr ""
"如果 [param no_inheritance] 為 [code]false[/code],則返回包含 [param class] 或"
"其祖先的所有方法的陣列。陣列的每個元素都是一個 [Dictionary],包含以下鍵:"
"[code]args[/code]、[code]default_args[/code]、[code]flags[/code]、[code]id[/"
"code]、[code]name[/code]、[code]return: (class_name, hint, hint_string, name, "
"type, usage)[/code]。\n"
"[b]注意:[/b]在匯出的發行版本中,除錯資訊不可用,因此返回的字典將僅包含方法名"
"稱。"
msgid "Returns the value of [param property] of [param object] or its ancestry."
msgstr "返回 [param object] 或其父級 [param property] 的屬性值。"
msgid ""
"Returns an array with all the properties of [param class] or its ancestry if "
"[param no_inheritance] is [code]false[/code]."
msgstr ""
"如果 [param no_inheritance] 為 [code]false[/code],則返回包含 [param class] 或"
"其祖先的所有屬性的陣列。"
msgid ""
"Returns the [param signal] data of [param class] or its ancestry. The "
"returned value is a [Dictionary] with the following keys: [code]args[/code], "
"[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/"
"code], [code]return: (class_name, hint, hint_string, name, type, usage)[/"
"code]."
msgstr ""
"返回 [param class] 或其祖先的 [param signal] 資料。返回值是具有以下鍵的 "
"[Dictionary][code]args[/code]、[code]default_args[/code]、[code]flags[/"
"code]、[code]id[/code]、[code]name[/code]、[code]return: (class_name, hint, "
"hint_string, name, type, usage)[/code]。"
msgid ""
"Returns an array with all the signals of [param class] or its ancestry if "
"[param no_inheritance] is [code]false[/code]. Every element of the array is a "
"[Dictionary] as described in [method class_get_signal]."
msgstr ""
"如果 [param no_inheritance] 為 [code]false[/code],則返回包含 [param class] 或"
"其祖先的所有訊號的陣列。陣列的每個元素都是一個如 [method class_get_signal] 中"
"所述的 [Dictionary]。"
msgid ""
"Returns whether [param class] or its ancestry has an enum called [param name] "
"or not."
msgstr "返回類 [param class] 或其祖類是否有名為 [param name] 的列舉。"
msgid ""
"Returns whether [param class] or its ancestry has an integer constant called "
"[param name] or not."
msgstr "返回類 [param class] 或其祖類是否有名為 [param name] 的整數常數。"
msgid ""
"Returns whether [param class] (or its ancestry if [param no_inheritance] is "
"[code]false[/code]) has a method called [param method] or not."
msgstr ""
"返回類 [param class] 是否有名為 [param method] 的方法(如果 [param "
"no_inheritance] 為 [code]false[/code] 則還會檢查其祖類)。"
msgid ""
"Returns whether [param class] or its ancestry has a signal called [param "
"signal] or not."
msgstr "返回類 [param class] 或其祖類是否有名為 [param signal] 的訊號。"
msgid "Sets [param property] value of [param object] to [param value]."
msgstr "將物件 [param object] 的 [param property] 屬性值設定為 [param value]。"
msgid "Returns the names of all the classes available."
msgstr "返回所有可用類的名稱。"
msgid ""
"Returns the names of all the classes that directly or indirectly inherit from "
"[param class]."
msgstr "返回所有直接或間接繼承自 [param class] 的類的名稱。"
msgid "Returns the parent class of [param class]."
msgstr "返回 [param class] 的父類。"
msgid "Creates an instance of [param class]."
msgstr "建立 [param class] 的實例。"
msgid "Returns whether this [param class] is enabled or not."
msgstr "返回這個 [param class] 是否已啟用。"
msgid "Returns whether [param inherits] is an ancestor of [param class] or not."
msgstr "返回 [param inherits] 是否為 [param class] 的祖先。"
msgid "A multiline text editor designed for editing code."
msgstr "多行文字編輯器,針對編輯程式碼而設計。"
msgid ""
"CodeEdit is a specialized [TextEdit] designed for editing plain text code "
"files. It has many features commonly found in code editors such as line "
"numbers, line folding, code completion, indent management, and string/comment "
"management.\n"
"[b]Note:[/b] Regardless of locale, [CodeEdit] will by default always use left-"
"to-right text direction to correctly display source code."
msgstr ""
"CodeEdit 是一種專門用於編輯純文字程式碼檔的 [TextEdit]。它包含了許多程式碼編輯"
"器中的常見功能,如行號、折行、程式碼補全、縮進管理以及字串/注釋管理。\n"
"[b]注意:[/b]無論使用什麼區域設定,[CodeEdit] 預設總是使用從左至右的文字方向來"
"正確顯示原始程式碼。"
msgid ""
"Override this method to define how the selected entry should be inserted. If "
"[param replace] is true, any existing text should be replaced."
msgstr ""
"覆蓋此方法以定義所選條目應如何插入。如果 [param replace] 為真,任何現有的文字"
"都應該被替換。"
msgid ""
"Override this method to define what items in [param candidates] should be "
"displayed.\n"
"Both [param candidates] and the return is a [Array] of [Dictionary], see "
"[method get_code_completion_option] for [Dictionary] content."
msgstr ""
"覆蓋此方法以確定應該顯示 [param candidates] 中的哪些項。\n"
"參數 [param candidates] 和返回值都是一個 [Array] 的 [Dictionary],而 "
"[Dictionary] 的鍵值,詳見 [method get_code_completion_option]。"
msgid ""
"Override this method to define what happens when the user requests code "
"completion. If [param force] is true, any checks should be bypassed."
msgstr ""
"覆蓋此方法以定義當使用者請求程式碼完成時發生的情況。如果 [param force] 為真,"
"會繞過任何檢查。"
msgid ""
"Adds a brace pair.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique."
msgstr ""
"新增一對括弧。\n"
"開始和結束鍵都必須是符號。只有開始鍵必須是唯一的。"
msgid ""
"Submits an item to the queue of potential candidates for the autocomplete "
"menu. Call [method update_code_completion_options] to update the list.\n"
"[param location] indicates location of the option relative to the location of "
"the code completion query. See [enum CodeEdit.CodeCompletionLocation] for how "
"to set this value.\n"
"[b]Note:[/b] This list will replace all current candidates."
msgstr ""
"向自動補全功能表的潛在候選佇列提交條目。請呼叫 [method "
"update_code_completion_options] 來更新列表。\n"
"[param location] 指示的是該選項相對於程式碼補全請求位置的位置。這個值如何設定"
"見 [enum CodeEdit.CodeCompletionLocation]。\n"
"[b]注意:[/b]這個列表將替換所有目前候選。"
msgid ""
"Adds a comment delimiter.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique.\n"
"[param line_only] denotes if the region should continue until the end of the "
"line or carry over on to the next line. If the end key is blank this is "
"automatically set to [code]true[/code]."
msgstr ""
"新增注釋分隔符號。\n"
"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n"
"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束鍵"
"為空,則自動設定為[code]true[/code]。"
msgid ""
"Adds a string delimiter.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique.\n"
"[param line_only] denotes if the region should continue until the end of the "
"line or carry over on to the next line. If the end key is blank this is "
"automatically set to [code]true[/code]."
msgstr ""
"新增字串分隔符號。\n"
"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n"
"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束鍵"
"為空,則自動設定為[code]true[/code]。"
msgid ""
"Returns if the given line is foldable, that is, it has indented lines right "
"below it or a comment / string block."
msgstr "返回給定的行是否可折疊,也就是說,它的正下方有縮進的行或注釋 / 字串塊。"
msgid "Cancels the autocomplete menu."
msgstr "取消自動補全功能表。"
msgid "Clears all bookmarked lines."
msgstr "清除所有書簽行。"
msgid "Clears all breakpointed lines."
msgstr "清除所有中斷點行。"
msgid "Removes all comment delimiters."
msgstr "移除所有注釋分隔符號。"
msgid "Clears all executed lines."
msgstr "清除所有已執行的行。"
msgid "Removes all string delimiters."
msgstr "移除所有字串分隔符號。"
msgid ""
"Converts the indents of lines between [param from_line] and [param to_line] "
"to tabs or spaces as set by [member indent_use_spaces].\n"
"Values of [code]-1[/code] convert the entire text."
msgstr ""
"將 [param from_line] 和 [param to_line] 之間的行縮進,轉換為 [member "
"indent_use_spaces] 設定的定位字元或空格。\n"
"值均為 [code]-1[/code] 將轉換整個文字。"
msgid ""
"Creates a new code region with the selection. At least one single line "
"comment delimiter have to be defined (see [method add_comment_delimiter]).\n"
"A code region is a part of code that is highlighted when folded and can help "
"organize your script.\n"
"Code region start and end tags can be customized (see [method "
"set_code_region_tags]).\n"
"Code regions are delimited using start and end tags (respectively "
"[code]region[/code] and [code]endregion[/code] by default) preceded by one "
"line comment delimiter. (eg. [code]#region[/code] and [code]#endregion[/code])"
msgstr ""
"使用選擇建立一個新的程式碼區域。至少必須定義一個單行註解分隔符號(請參閱"
"[method add_comment_delimiter])。\n"
"程式碼區域是程式碼的一部分,在折疊時會被反白顯示,可以幫助組織腳本。\n"
"程式碼區域的開始和結束標記可以自訂(請參閱[method set_code_region_tags])。\n"
"程式碼區域使用開始和結束標記(預設分別為 [code]region[/code] 和 "
"[code]endregion[/code])進行分隔,前面有一行註解分隔符號。 (例如 "
"[code]#region[/code] 和 [code]#endregion[/code]"
msgid ""
"Perform an indent as if the user activated the \"ui_text_indent\" action."
msgstr "執行一個縮進就像使用者觸發了“ui_text_indent”動作一樣。"
msgid ""
"Duplicates all lines currently selected with any caret. Duplicates the entire "
"line beneath the current one no matter where the caret is within the line."
msgstr ""
"複製所有目前使用任何脫字符號選擇的行。無論脫字符號位於行內的何處,複製目前行下"
"方的整行。"
msgid ""
"Folds all lines that are possible to be folded (see [method can_fold_line])."
msgstr "折疊所有可能被折疊的行(參見 [method can_fold_line])。"
msgid "Folds the given line, if possible (see [method can_fold_line])."
msgstr "如果可能,折疊給定的行(參見 [method can_fold_line])。"
msgid "Gets the matching auto brace close key for [param open_key]."
msgstr "獲取 [param open_key] 相配對的括弧自動閉合鍵。"
msgid "Gets all bookmarked lines."
msgstr "獲取所有書簽行。"
msgid "Gets all breakpointed lines."
msgstr "獲取所有中斷點行。"
msgid ""
"Gets the completion option at [param index]. The return [Dictionary] has the "
"following key-values:\n"
"[code]kind[/code]: [enum CodeCompletionKind]\n"
"[code]display_text[/code]: Text that is shown on the autocomplete menu.\n"
"[code]insert_text[/code]: Text that is to be inserted when this item is "
"selected.\n"
"[code]font_color[/code]: Color of the text on the autocomplete menu.\n"
"[code]icon[/code]: Icon to draw on the autocomplete menu.\n"
"[code]default_value[/code]: Value of the symbol."
msgstr ""
"獲取在 [param index] 處的補全選項。返回的 [Dictionary] 有以下鍵值。\n"
"[code]kind[/code][enum CodeCompletionKind]\n"
"[code]display_text[/code] :在自動補全功能表上顯示的文字。\n"
"[code]insert_text[/code] :當選中這個選項時要插入的文字。\n"
"[code]font_color[/code]:自動補全功能表上文字的顏色。\n"
"[code]icon[/code] :在自動補全功能表上繪製的圖示。\n"
"[code]default_value[/code]:符號的值。"
msgid ""
"Gets all completion options, see [method get_code_completion_option] for "
"return content."
msgstr "獲取所有補全選項,返回值見 [method get_code_completion_option]。"
msgid "Gets the index of the current selected completion option."
msgstr "獲取目前已選定補全項的索引。"
msgid "Returns the code region end tag (without comment delimiter)."
msgstr "返回該地區的導覽層。"
msgid "Returns the code region start tag (without comment delimiter)."
msgstr "返回選區的原始起始列。"
msgid "Gets the end key for a string or comment region index."
msgstr "獲取字串或注釋塊索引的結束鍵。"
msgid ""
"If [param line] [param column] is in a string or comment, returns the end "
"position of the region. If not or no end could be found, both [Vector2] "
"values will be [code]-1[/code]."
msgstr ""
"如果 [param line] [param column] 是在一個字串或注釋中,則返回該區域的結束位元"
"置。如果不在或未找到結束位置,則 [Vector2] 的兩個值都將是 [code]-1[/code] 。"
msgid "Gets the start key for a string or comment region index."
msgstr "獲取字串或注釋塊索引的開始鍵。"
msgid ""
"If [param line] [param column] is in a string or comment, returns the start "
"position of the region. If not or no start could be found, both [Vector2] "
"values will be [code]-1[/code]."
msgstr ""
"如果 [param line] [param column] 是在一個字串或注釋中,則返回該區域的起始位元"
"置。如果不在或未找到開始位置,則 [Vector2] 的兩個值都將是 [code]-1[/code] 。"
msgid "Gets all executing lines."
msgstr "獲取所有正在執行的行。"
msgid "Returns all lines that are current folded."
msgstr "返回目前折疊的所有行。"
msgid ""
"Returns the full text with char [code]0xFFFF[/code] at the caret location."
msgstr "返回在插入符號位置帶有 [code]0xFFFF[/code] 字元的全文。"
msgid ""
"Returns the full text with char [code]0xFFFF[/code] at the cursor location."
msgstr "返回在游標位置處帶有 [code]0xFFFF[/code] 字元的全文。"
msgid ""
"Returns the full text with char [code]0xFFFF[/code] at the specified location."
msgstr "返回在插入符號位置帶有 [code]0xFFFF[/code] 字元的全文。"
msgid "Returns [code]true[/code] if close key [param close_key] exists."
msgstr "如果關閉鍵 [param close_key] 存在,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if open key [param open_key] exists."
msgstr "如果打開鍵 [param open_key] 存在,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if comment [param start_key] exists."
msgstr "如果注釋的 [param start_key] 存在,返回 [code]true[/code] 。"
msgid "Returns [code]true[/code] if string [param start_key] exists."
msgstr "如果字串的 [param start_key] 存在,返回 [code]true[/code] 。"
msgid ""
"Indents selected lines, or in the case of no selection the caret line by one."
msgstr "縮進選定的行,或者在沒有選擇的情況下,將游標行縮進一個。"
msgid ""
"Returns delimiter index if [param line] [param column] is in a comment. If "
"[param column] is not provided, will return delimiter index if the entire "
"[param line] is a comment. Otherwise [code]-1[/code]."
msgstr ""
"如果 [param line] [param column] 在一條注釋中,則返回分隔符號索引。如果沒有提"
"供 [param column],且整個 [param line] 是一條注釋,則將返回分隔符號索引。否則"
"返回 [code]-1[/code]。"
msgid ""
"Returns the delimiter index if [param line] [param column] is in a string. If "
"[param column] is not provided, will return the delimiter index if the entire "
"[param line] is a string. Otherwise [code]-1[/code]."
msgstr ""
"如果 [param line] [param column] 在一條字串中,則返回分隔符號索引。如果沒有提"
"供 [param column],且整個 [param line] 是一個字串,則將返回分隔符號索引。否則"
"返回 [code]-1[/code]。"
msgid "Returns whether the line at the specified index is bookmarked or not."
msgstr "返回指定索引處的行是否新增了書簽。"
msgid "Returns whether the line at the specified index is breakpointed or not."
msgstr "返回指定索引處的行是否有中斷點。"
msgid "Returns whether the line at the specified index is a code region end."
msgstr "返回指定索引處的行是否折疊。"
msgid "Returns whether the line at the specified index is a code region start."
msgstr "返回指定索引處的行是否折疊。"
msgid ""
"Returns whether the line at the specified index is marked as executing or not."
msgstr "返回指定索引處的行是否標記為正在執行。"
msgid "Returns whether the line at the specified index is folded or not."
msgstr "返回指定索引處的行是否折疊。"
msgid "Removes the comment delimiter with [param start_key]."
msgstr "移除帶有 [param start_key] 的注釋分隔符號。"
msgid "Removes the string delimiter with [param start_key]."
msgstr "移除帶有 [param start_key] 的字串分隔符號。"
msgid ""
"Emits [signal code_completion_requested], if [param force] is true will "
"bypass all checks. Otherwise will check that the caret is in a word or in "
"front of a prefix. Will ignore the request if all current options are of type "
"file path, node path or signal."
msgstr ""
"發出 [signal code_completion_requested],如果 [param force] 為真將繞過所有檢"
"查。否則,將檢查游標是否在一個詞中或在一個前綴的前面。如果目前所有選項都是文件"
"路徑、節點路徑或訊號型別,將忽略該請求。"
msgid "Sets the current selected completion option."
msgstr "設定目前選定的補全選項。"
msgid "Sets the code hint text. Pass an empty string to clear."
msgstr "設定程式碼提示文字。傳遞一個空字串來清除。"
msgid "Sets if the code hint should draw below the text."
msgstr "設定程式碼提示是否應繪製在文字下方。"
msgid "Sets the code region start and end tags (without comment delimiter)."
msgstr "設定程式碼區域開始和結束標記(無註解分隔符號)。"
msgid "Sets the line as bookmarked."
msgstr "將該行設定為書簽。"
msgid "Sets the line as breakpointed."
msgstr "將該行設定為中斷點。"
msgid "Sets the line as executing."
msgstr "將該行設定為正在執行。"
msgid "Sets the symbol emitted by [signal symbol_validate] as a valid lookup."
msgstr "將 [signal symbol_validate] 發出的符號設定為有效搜尋。"
msgid "Toggle the folding of the code block at the given line."
msgstr "在給定行切換程式碼塊的折疊。"
msgid "Unfolds all lines, folded or not."
msgstr "展開所有行,無論是否被折疊。"
msgid "Unfolds all lines that were previously folded."
msgstr "展開之前被折疊的所有行。"
msgid ""
"Unindents selected lines, or in the case of no selection the caret line by "
"one. Same as performing \"ui_text_unindent\" action."
msgstr ""
"解除所選行的縮進,或者在沒有選擇的情況下,將游標行縮進一個。與觸"
"發“ui_text_unindent ”動作相同。"
msgid ""
"Submits all completion options added with [method "
"add_code_completion_option]. Will try to force the autocomplete menu to "
"popup, if [param force] is [code]true[/code].\n"
"[b]Note:[/b] This will replace all current candidates."
msgstr ""
"提交所有用 [method add_code_completion_option] 新增的補全選項。如果 [param "
"force] 是 [code]true[/code],將嘗試強制彈出自動補全功能表 。\n"
"[b]注意:[/b]這將取代所有目前的候補選項。"
msgid "Sets whether brace pairs should be autocompleted."
msgstr "設定括弧對是否應自動補全。"
msgid "Highlight mismatching brace pairs."
msgstr "高亮不配對的括弧對。"
msgid "Sets the brace pairs to be autocompleted."
msgstr "將括弧對設定為自動補全。"
msgid "Sets whether code completion is allowed."
msgstr "設定是否允許程式碼補全。"
msgid "Sets prefixes that will trigger code completion."
msgstr "設定將觸發程式碼補全的前綴。"
msgid ""
"Sets the comment delimiters. All existing comment delimiters will be removed."
msgstr "設定注釋分隔符號。將刪除所有的現有注釋分隔符號。"
msgid ""
"Sets the string delimiters. All existing string delimiters will be removed."
msgstr "設定字串分隔符號。將刪除所有的現有字串分隔符號。"
msgid ""
"Sets if bookmarked should be drawn in the gutter. This gutter is shared with "
"breakpoints and executing lines."
msgstr "設定是否應在邊欄中繪製書簽。該邊欄與中斷點和執行行共用。"
msgid ""
"Sets if breakpoints should be drawn in the gutter. This gutter is shared with "
"bookmarks and executing lines."
msgstr "設定是否應在邊欄中繪製中斷點。該邊欄與書簽和執行行共用。"
msgid ""
"Sets if executing lines should be marked in the gutter. This gutter is shared "
"with breakpoints and bookmarks lines."
msgstr "設定是否應在邊欄中繪製執行行。該邊欄與中斷點和書簽共用。"
msgid "Sets if foldable lines icons should be drawn in the gutter."
msgstr "設定是否應在裝訂線中繪製可折疊行圖示。"
msgid "Sets if line numbers should be drawn in the gutter."
msgstr "設定是否應在裝訂線中繪製行號。"
msgid "Sets if line numbers drawn in the gutter are zero padded."
msgstr "設定在裝訂線中繪製的行號是否填充零。"
msgid ""
"Sets whether automatic indent are enabled, this will add an extra indent if a "
"prefix or brace is found."
msgstr "設定是否啟用自動縮進,如果找到前綴或括弧,這將新增額外的縮進。"
msgid "Prefixes to trigger an automatic indent."
msgstr "觸發自動縮進的前綴。"
msgid "Use spaces instead of tabs for indentation."
msgstr "使用空格代替定位字元進行縮進。"
msgid "Sets whether line folding is allowed."
msgstr "設定是否允許折疊行。"
msgid ""
"Draws vertical lines at the provided columns. The first entry is considered a "
"main hard guideline and is draw more prominently."
msgstr ""
"在提供的列上繪製垂直線。第一個條目被認為是主要的硬輔助線,並且被繪製得更顯眼。"
msgid ""
"Set when a validated word from [signal symbol_validate] is clicked, the "
"[signal symbol_lookup] should be emitted."
msgstr ""
"設定當來自 [signal symbol_validate] 的驗證詞被點擊時,應發出 [signal "
"symbol_lookup]。"
msgid ""
"Emitted when a breakpoint is added or removed from a line. If the line is "
"moved via backspace a removed is emitted at the old line."
msgstr ""
"在行中新增或移除中斷點時觸發。如果該行通過倒退鍵移動,則在舊行處觸發一個移除的"
"訊號。"
msgid "Emitted when the user requests code completion."
msgstr "當使用者請求程式碼補全時觸發。"
msgid "Emitted when the user has clicked on a valid symbol."
msgstr "使用者點擊有效符號時發出。"
msgid ""
"Emitted when the user hovers over a symbol. The symbol should be validated "
"and responded to, by calling [method set_symbol_lookup_word_as_valid]."
msgstr ""
"使用者將滑鼠懸停在符號上時發出。應該通過呼叫 [method "
"set_symbol_lookup_word_as_valid] 對該符號進行驗證和回應。"
msgid "Marks the option as a class."
msgstr "將該選項標記為類。"
msgid "Marks the option as a function."
msgstr "將該選項標記為函式。"
msgid "Marks the option as a Godot signal."
msgstr "將該選項標記為 Godot 訊號。"
msgid "Marks the option as a variable."
msgstr "將該選項標記為變數。"
msgid "Marks the option as a member."
msgstr "將該選項標記為成員。"
msgid "Marks the option as an enum entry."
msgstr "將該選項標記為列舉條目。"
msgid "Marks the option as a constant."
msgstr "將該選項標記為常數。"
msgid "Marks the option as a Godot node path."
msgstr "將該選項標記為 Godot 節點路徑。"
msgid "Marks the option as a file path."
msgstr "將該選項標記為檔路徑。"
msgid "Marks the option as unclassified or plain text."
msgstr "將該選項標記為未分類或純文字。"
msgid ""
"The option is local to the location of the code completion query - e.g. a "
"local variable. Subsequent value of location represent options from the outer "
"class, the exact value represent how far they are (in terms of inner classes)."
msgstr ""
"該選項是相對於程式碼補全查詢位置的 - 例如區域變數。位置的後續值表示選項來自外"
"部類,確切的值表示它們的距離(就內部類而言)。"
msgid ""
"The option is from the containing class or a parent class, relative to the "
"location of the code completion query. Perform a bitwise OR with the class "
"depth (e.g. 0 for the local class, 1 for the parent, 2 for the grandparent, "
"etc) to store the depth of an option in the class or a parent class."
msgstr ""
"該選項來自於所在的類或父類,相對於程式碼補全查詢的位置。請使用類的深度進行按"
"位 OR運算例如 0 表示目前類1 表示父類2 表示父類的父類等),從而在目"
"前類或父類中儲存選項的深度。"
msgid ""
"The option is from user code which is not local and not in a derived class (e."
"g. Autoload Singletons)."
msgstr "該選項來自使用者程式碼,不是局部,也不是衍生類(例如自動載入單例)。"
msgid ""
"The option is from other engine code, not covered by the other enum constants "
"- e.g. built-in classes."
msgstr "該選項來自其他引擎程式碼,未被其他列舉常數覆蓋 - 例如內建類。"
msgid "[Color] of the bookmark icon for bookmarked lines."
msgstr "書簽圖示的 [Color],用於標記了書簽的行。"
msgid "[Color] of the text to highlight mismatched braces."
msgstr "用於高亮不配對括弧文字的 [Color]。"
msgid "[Color] of the breakpoint icon for bookmarked lines."
msgstr "書簽行的中斷點圖示的 [Color]。"
msgid "[Color] for all icons related to line folding."
msgstr "所有與折疊行相關的圖示的 [Color]。"
msgid "Sets the background [Color] for the code completion popup."
msgstr "設定程式碼補全快顯視窗的背景色 [Color]。"
msgid ""
"Background highlight [Color] for matching text in code completion options."
msgstr "用於配對程式碼補全選項中的文字的背景高亮的 [Color]。"
msgid "[Color] of the scrollbar in the code completion popup."
msgstr "程式碼補全快顯視窗中捲軸的 [Color]。"
msgid "[Color] of the scrollbar in the code completion popup when hovered."
msgstr "程式碼補全快顯視窗中捲軸在懸停狀態的 [Color]。"
msgid ""
"Background highlight [Color] for the current selected option item in the code "
"completion popup."
msgstr "程式碼補全快顯視窗中,目前選定選項的背景高亮的 [Color]。"
msgid "[Color] of the executing icon for executing lines."
msgstr "執行行執行圖示的 [Color]。"
msgid "[Color] of background line highlight for folded code region."
msgstr "折疊程式碼區域的背景線所反白的[Color]。"
msgid ""
"[Color] of the main line length guideline, secondary guidelines will have 50% "
"alpha applied."
msgstr "主行長度輔助線的 [Color],次要輔助線將套用 50% 的 Alpha。"
msgid "Sets the [Color] of line numbers."
msgstr "設定行號的顏色 [Color]。"
msgid ""
"Max number of options to display in the code completion popup at any one time."
msgstr "同時在程式碼補全快顯視窗中顯示的最大選項數。"
msgid "Width of the scrollbar in the code completion popup."
msgstr "程式碼補全快顯視窗中捲軸的寬度。"
msgid ""
"Sets a custom [Texture2D] to draw in the bookmark gutter for bookmarked lines."
msgstr "設定書簽行的自訂 [Texture2D],會在書簽欄中繪製。"
msgid ""
"Sets a custom [Texture2D] to draw in the breakpoint gutter for breakpointed "
"lines."
msgstr "設定中斷點行的自訂 [Texture2D],會在中斷點欄中繪製。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a line can "
"be folded."
msgstr "設定可折疊行的自訂 [Texture2D],會在折疊行欄中繪製。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a code "
"region can be folded."
msgstr "設定可折疊行的自訂 [Texture2D],會在折疊行欄中繪製。"
msgid "Icon to draw in the executing gutter for executing lines."
msgstr "執行行的圖示,會在執行欄中繪製。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a line is "
"folded and can be unfolded."
msgstr ""
"當行被折疊且可以展開時,設定要在行折疊裝訂線中繪製的一個自訂 [Texture2D]。"
msgid ""
"Sets a custom [Texture2D] to draw in the line folding gutter when a code "
"region is folded and can be unfolded."
msgstr ""
"當行被折疊且可以展開時,設定要在行折疊裝訂線中繪製的一個自訂 [Texture2D]。"
msgid "Sets a custom [Texture2D] to draw at the end of a folded line."
msgstr "設定要繪製在折疊行末尾的一個自訂 [Texture2D]。"
msgid "[StyleBox] for the code completion popup."
msgstr "用於程式碼補全彈窗的 [StyleBox]。"
msgid "A syntax highlighter intended for code."
msgstr "用於程式碼的語法高亮器。"
msgid ""
"By adjusting various properties of this resource, you can change the colors "
"of strings, comments, numbers, and other text patterns inside a [TextEdit] "
"control."
msgstr ""
"通過調整該資源的各種屬性,可以更改 [TextEdit] 控制項內的字串、注釋、數位、和其"
"他文字圖案的顏色。"
msgid ""
"Adds a color region such as comments or strings.\n"
"Both the start and end keys must be symbols. Only the start key has to be "
"unique.\n"
"[param line_only] denotes if the region should continue until the end of the "
"line or carry over on to the next line. If the end key is blank this is "
"automatically set to [code]true[/code]."
msgstr ""
"新增顏色區域,類似注釋和字串。\n"
"開始鍵和結束鍵都必須是符號。只有開始鍵必須是唯一的。\n"
"[param line_only] 表示該區域應該持續到該行的末尾,還是延續到下一行。如果結束鍵"
"為空,則自動設定為[code]true[/code]。"
msgid ""
"Sets the color for a keyword.\n"
"The keyword cannot contain any symbols except '_'."
msgstr ""
"設定關鍵字的顏色。\n"
"關鍵字不能包含除“_”之外的任何符號。"
msgid ""
"Sets the color for a member keyword.\n"
"The member keyword cannot contain any symbols except '_'.\n"
"It will not be highlighted if preceded by a '.'."
msgstr ""
"設定成員關鍵字的顏色。\n"
"成員關鍵字不能包含除“_”之外的任何符號。\n"
"如果前面有“.”,則不會高亮顯示。"
msgid "Removes all color regions."
msgstr "移除所有顏色區域。"
msgid "Removes all keywords."
msgstr "移除所有關鍵字。"
msgid "Removes all member keywords."
msgstr "移除所有成員關鍵字。"
msgid "Returns the color for a keyword."
msgstr "返回某個關鍵字的顏色。"
msgid "Returns the color for a member keyword."
msgstr "返回某個成員關鍵字的顏色。"
msgid ""
"Returns [code]true[/code] if the start key exists, else [code]false[/code]."
msgstr "如果開始鍵存在則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the keyword exists, else [code]false[/code]."
msgstr "如果關鍵字存在則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the member keyword exists, else [code]false[/"
"code]."
msgstr ""
"如果成員關鍵字存在則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid "Removes the color region that uses that start key."
msgstr "移除使用該開始鍵的顏色區域。"
msgid "Removes the keyword."
msgstr "移除關鍵字。"
msgid "Removes the member keyword."
msgstr "移除成員關鍵字。"
msgid ""
"Sets the color regions. All existing regions will be removed. The "
"[Dictionary] key is the region start and end key, separated by a space. The "
"value is the region color."
msgstr ""
"設定顏色區域。現有區域都將被移除。[Dictionary] 的鍵為該區域的開始鍵和結束鍵,"
"用空格隔開。對應的值為區域的顏色。"
msgid ""
"Sets color for functions. A function is a non-keyword string followed by a "
"'('."
msgstr "設定函式的顏色。函式是後跟“(”的非關鍵字字串。"
msgid ""
"Sets the keyword colors. All existing keywords will be removed. The "
"[Dictionary] key is the keyword. The value is the keyword color."
msgstr ""
"設定關鍵字的顏色。現有關鍵字都將被移除。[Dictionary] 的鍵為關鍵字。對應的值為"
"關鍵字的顏色。"
msgid ""
"Sets the member keyword colors. All existing member keyword will be removed. "
"The [Dictionary] key is the member keyword. The value is the member keyword "
"color."
msgstr ""
"設定成員關鍵字的顏色。現有成員關鍵字都將被移除。[Dictionary] 的鍵為成員關鍵"
"字。對應的值為成員關鍵字的顏色。"
msgid ""
"Sets color for member variables. A member variable is non-keyword, non-"
"function string proceeded with a '.'."
msgstr "設定成員變數的顏色。成員變數是以“.”開頭的非關鍵字、非函式字串。"
msgid "Sets the color for numbers."
msgstr "設定數字的顏色。"
msgid "Sets the color for symbols."
msgstr "設定符號的顏色。"
msgid "Abstract base class for 2D physics objects."
msgstr "2D 物理物件的抽象基底類別。"
msgid ""
"Abstract base class for 2D physics objects. [CollisionObject2D] can hold any "
"number of [Shape2D]s for collision. Each shape must be assigned to a [i]shape "
"owner[/i]. Shape owners are not nodes and do not appear in the editor, but "
"are accessible through code using the [code]shape_owner_*[/code] methods.\n"
"[b]Note:[/b] Only collisions between objects within the same canvas "
"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
"collisions between objects in different canvases is undefined."
msgstr ""
"2D 物理物件的抽象基底類別。[CollisionObject2D] 能夠容納任意數量的 [Shape2D] 用"
"作碰撞形狀。每個形狀必須分配給一個[i]形狀所有者[/i]。形狀所有者不是節點,也不"
"會出現在編輯器中,但可以通過程式碼使用 [code]shape_owner_*[/code] 方法存取。\n"
"[b]注意:[/b]僅支援相同畫布中不同物件的碰撞([Viewport] 畫布或 "
"[CanvasLayer])。不同畫布中的物件之間的碰撞行為是未定義的。"
msgid ""
"Called when the mouse pointer enters any of this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject2D] won't cause this function to be called."
msgstr ""
"當滑鼠指標進入該實體的任何形狀時呼叫。要求 [member input_pickable] 為 "
"[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。請注意,在單"
"個 [CollisionObject2D] 中的不同形狀之間移動,不會導致該函式被呼叫。"
msgid ""
"Called when the mouse pointer exits all this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject2D] won't cause this function to be called."
msgstr ""
"當滑鼠指標退出該實體的所有形狀時呼叫。要求 [member input_pickable] 為 "
"[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。請注意,在單"
"個 [CollisionObject2D] 中的不同形狀之間移動,不會導致該函式被呼叫。"
msgid ""
"Called when the mouse pointer enters any of this object's shapes or moves "
"from one shape to another. [param shape_idx] is the child index of the newly "
"entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] "
"and at least one [member collision_layer] bit to be called."
msgstr ""
"當滑鼠指標進入該實體的任何形狀或從一個形狀移動到另一個形狀時呼叫。[param "
"shape_idx] 是新進入的 [Shape2D] 的子索引。要求 [member input_pickable] 為 "
"[code]true[/code] 並且要至少設定一個 [member collision_layer] 位。"
msgid ""
"Called when the mouse pointer exits any of this object's shapes. [param "
"shape_idx] is the child index of the exited [Shape2D]. Requires [member "
"input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be called."
msgstr ""
"當滑鼠指標離開該實體的任何形狀時呼叫。[param shape_idx] 是退出的 [Shape2D] 的"
"子索引。要求 [member input_pickable] 為 [code]true[/code] 並且至少要設定一個 "
"[member collision_layer] 位。"
msgid ""
"Creates a new shape owner for the given object. Returns [code]owner_id[/code] "
"of the new owner for future reference."
msgstr ""
"為給定物件建立一個新的形狀所有者。返回 [code]owner_id[/code]的新所有者,供將來"
"引用。"
msgid ""
"Returns whether or not the specified layer of the [member collision_layer] is "
"enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回 [member collision_layer] 中是否啟用了指定的層,給定的 [param "
"layer_number] 應在 1 和 32 之間。"
msgid ""
"Returns whether or not the specified layer of the [member collision_mask] is "
"enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回 [member collision_mask] 中是否啟用了指定的層,給定的 [param "
"layer_number] 應在 1 和 32 之間。"
msgid "Returns the object's [RID]."
msgstr "返回對象的 [RID]。"
msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [param owner_id]."
msgstr ""
"返回由給定 [param owner_id] 標識的形狀所有者的 "
"[code]one_way_collision_margin[/code]。"
msgid ""
"Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
"ids in other methods that take [code]owner_id[/code] as an argument."
msgstr ""
"返回一個 [code]owner_id[/code] 識別字的 [Array]。你可以在其他使用 "
"[code]owner_id[/code] 作為參數的方法中使用這些 ID。"
msgid "If [code]true[/code], the shape owner and its shapes are disabled."
msgstr "如果為 [code]true[/code],則禁用形狀所有者及其形狀。"
msgid ""
"Returns [code]true[/code] if collisions for the shape owner originating from "
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
"返回 [code]true[/code],如果源於這個 [CollisionObject2D] 的形狀所有者的碰撞不"
"會被報告給 [CollisionObject2D]。"
msgid "Removes the given shape owner."
msgstr "移除給定形狀的所有者。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member collision_layer], given a [param layer_number] between 1 and 32."
msgstr ""
"根據 [param value],啟用或禁用 [member collision_layer] 中指定的層,給定的 "
"[param layer_number] 應在 1 和 32 之間。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member collision_mask], given a [param layer_number] between 1 and 32."
msgstr ""
"根據 [param value],啟用或禁用 [member collision_mask] 中指定的層,給定的 "
"[param layer_number] 應在 1 和 32 之間。"
msgid "Returns the [code]owner_id[/code] of the given shape."
msgstr "返回指定形狀的 [code]owner_id[/code]。"
msgid "Adds a [Shape2D] to the shape owner."
msgstr "給形狀所有者新增一個 [Shape2D]。"
msgid "Removes all shapes from the shape owner."
msgstr "移除形狀所有者的所有形狀。"
msgid "Returns the parent object of the given shape owner."
msgstr "返回給定形狀所有者的父物件。"
msgid "Returns the [Shape2D] with the given ID from the given shape owner."
msgstr "從給定形狀所有者返回具有給定 ID 的 [Shape2D]。"
msgid "Returns the number of shapes the given shape owner contains."
msgstr "返回給定形狀所有者包含的形狀數量。"
msgid ""
"Returns the child index of the [Shape2D] with the given ID from the given "
"shape owner."
msgstr "從給定形狀所有者返回具有給定 ID 的 [Shape2D] 的子索引。"
msgid "Returns the shape owner's [Transform2D]."
msgstr "返回形狀所有者的 [Transform2D]。"
msgid "Removes a shape from the given shape owner."
msgstr "從給定的形狀所有者中移除一個形狀。"
msgid "If [code]true[/code], disables the given shape owner."
msgstr "如果為 [code]true[/code],則禁用給定的形狀所有者。"
msgid ""
"If [param enable] is [code]true[/code], collisions for the shape owner "
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
"如果 [param enable] 為 [code]true[/code],則源自該 [CollisionObject2D] 的形狀"
"所有者的碰撞將不會被報告為與 [CollisionObject2D] 發生碰撞。"
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [param owner_id] to [param margin] pixels."
msgstr ""
"將由給定 [param owner_id] 標識的形狀所有者的 [code]one_way_collision_margin[/"
"code] 設定為 [param margin] 圖元。"
msgid "Sets the [Transform2D] of the given shape owner."
msgstr "設定給定形狀所有者的 [Transform2D]。"
msgid ""
"The physics layers this CollisionObject2D is in. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"此 CollisionObject2D 所在的實體層。碰撞物件可以存在於 32 個不同層中的一個或多"
"個中。另見 [member collision_mask]。\n"
"[b]注意:[/b]只有當物件 B 在物件 A 掃描的任何層中時,物件 A 才能偵測到與物件 "
"B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。"
msgid ""
"The physics layers this CollisionObject2D scans. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"此 CollisionObject2D 掃描的實體層。碰撞物件可以掃描 32 個不同層中的一個或多"
"個。另見 [member collision_layer]。\n"
"[b]注意:[/b]只有當物件 B 在物件 A 掃描的任何層中時,物件 A 才能偵測到與物件 "
"B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。"
msgid ""
"The priority used to solve colliding when occurring penetration. The higher "
"the priority is, the lower the penetration into the object will be. This can "
"for example be used to prevent the player from breaking through the "
"boundaries of a level."
msgstr ""
"發生穿透時用於解決碰撞的優先順序。優先順序越高,對物體的穿透度就越低。例如,可"
"以用來防止玩家突破關卡的邊界。"
msgid ""
"Defines the behavior in physics when [member Node.process_mode] is set to "
"[constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more "
"details about the different modes."
msgstr ""
"當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] "
"時,定義物理行為。有關不同模式的更多詳細資訊,請參閱 [enum DisableMode]。"
msgid ""
"If [code]true[/code], this object is pickable. A pickable object can detect "
"the mouse pointer entering/leaving, and if the mouse is inside it, report "
"input events. Requires at least one [member collision_layer] bit to be set."
msgstr ""
"如果為 [code]true[/code],則該對象是可拾取的。可拾取的物件可以偵測滑鼠指標的進"
"入/離開,滑鼠位於其中時,就會報告輸入事件。要求至少設定一個 [member "
"collision_layer] 位。"
msgid ""
"Emitted when an input event occurs. Requires [member input_pickable] to be "
"[code]true[/code] and at least one [member collision_layer] bit to be set. "
"See [method _input_event] for details."
msgstr ""
"當輸入事件發生時發出。要求 [member input_pickable] 為 [code]true[/code] 並且至"
"少設定了一個 [member collision_layer] 位。詳見 [method _input_event]。"
msgid ""
"Emitted when the mouse pointer enters any of this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject2D] won't cause this signal to be emitted.\n"
"[b]Note:[/b] Due to the lack of continuous collision detection, this signal "
"may not be emitted in the expected order if the mouse moves fast enough and "
"the [CollisionObject2D]'s area is small. This signal may also not be emitted "
"if another [CollisionObject2D] is overlapping the [CollisionObject2D] in "
"question."
msgstr ""
"當滑鼠指標進入該物件的任何形狀時發出。要求 [member input_pickable] 為 "
"[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。請注意,在單"
"個 [CollisionObject2D] 中的不同形狀之間移動,不會導致發出該訊號。\n"
"[b]注意:[/b]由於缺少連續的碰撞偵測,如果滑鼠移動得足夠快並且 "
"[CollisionObject2D] 的區域很小,則該訊號可能不會按預期的順序發出。如果另一個 "
"[CollisionObject2D] 與所討論的 [CollisionObject2D] 重疊,則也可能不會發出該信"
"號。"
msgid ""
"Emitted when the mouse pointer exits all this object's shapes. Requires "
"[member input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject2D] won't cause this signal to be emitted.\n"
"[b]Note:[/b] Due to the lack of continuous collision detection, this signal "
"may not be emitted in the expected order if the mouse moves fast enough and "
"the [CollisionObject2D]'s area is small. This signal may also not be emitted "
"if another [CollisionObject2D] is overlapping the [CollisionObject2D] in "
"question."
msgstr ""
"當滑鼠指標離開該物件的所有形狀時發出。要求 [member input_pickable] 為 "
"[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。請注意,在單"
"個 [CollisionObject2D] 中的不同形狀之間移動,不會導致發出該訊號。\n"
"[b]注意:[/b]由於缺少連續的碰撞偵測,如果滑鼠移動得足夠快並且 "
"[CollisionObject2D] 的區域很小,則該訊號可能不會按預期的順序發出。如果另一個 "
"[CollisionObject2D] 與所討論的 [CollisionObject2D] 重疊,則也可能不會發出該信"
"號。"
msgid ""
"Emitted when the mouse pointer enters any of this object's shapes or moves "
"from one shape to another. [param shape_idx] is the child index of the newly "
"entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] "
"and at least one [member collision_layer] bit to be set."
msgstr ""
"當滑鼠指標進入該實體的任何形狀或從一種形狀移動到另一種形狀時發出。[param "
"shape_idx] 是新進入的 [Shape2D] 的子索引。要求 [member input_pickable] 為 "
"[code]true[/code] 並且至少設定一個 [member collision_layer] 位。"
msgid ""
"Emitted when the mouse pointer exits any of this object's shapes. [param "
"shape_idx] is the child index of the exited [Shape2D]. Requires [member "
"input_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set."
msgstr ""
"當滑鼠指標離開該實體的任何形狀時發出。[param shape_idx] 是退出的 [Shape2D] 的"
"子索引。要求 [member input_pickable] 為 [code]true[/code] 並且至少設定一個 "
"[member collision_layer] 位。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [CollisionObject2D].\n"
"Automatically re-added to the physics simulation when the [Node] is processed "
"again."
msgstr ""
"當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] "
"時,從物理模擬中移除,停止與此 [CollisionObject2D] 的所有物理互動。\n"
"當該 [Node] 再次被處理時,會自動重新加入到物理模擬中。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. "
"[PhysicsBody2D] can't be affected by forces or other bodies while static.\n"
"Automatically set [PhysicsBody2D] back to its original mode when the [Node] "
"is processed again."
msgstr ""
"當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] "
"時,使物體進入靜態模式。不影響 [Area2D]。處於靜態模式的 [PhysicsBody2D] 不會受"
"到力和其他物體的影響。\n"
"當該 [Node] 再次被處理時,會自動將 [PhysicsBody2D] 設定回其原始模式。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], do not affect the physics simulation."
msgstr ""
"當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] "
"時,不影響物理模擬。"
msgid "Abstract base class for 3D physics objects."
msgstr "3D 物理物件的抽象基底類別。"
msgid ""
"Abstract base class for 3D physics objects. [CollisionObject3D] can hold any "
"number of [Shape3D]s for collision. Each shape must be assigned to a [i]shape "
"owner[/i]. Shape owners are not nodes and do not appear in the editor, but "
"are accessible through code using the [code]shape_owner_*[/code] methods.\n"
"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as "
"expected. It is advised to keep its scale the same on all axes and adjust its "
"collision shape(s) instead."
msgstr ""
"3D 物理物件的抽象基底類別。[CollisionObject3D] 能夠容納任意數量的 [Shape3D] 用"
"作碰撞形狀。每個形狀必須分配給一個[i]形狀所有者[/i]。形狀所有者不是節點,也不"
"會出現在編輯器中,但可以通過程式碼使用 [code]shape_owner_*[/code] 方法存取。\n"
"[b]警告:[/b]如果使用非均勻縮放,則該節點可能無法按預期工作。建議讓所有軸上的"
"縮放保持一致,可以用對碰撞形狀的調整來代替非均勻縮放。"
msgid ""
"Receives unhandled [InputEvent]s. [param position] is the location in world "
"space of the mouse pointer on the surface of the shape with index [param "
"shape_idx] and [param normal] is the normal vector of the surface at that "
"point. Connect to the [signal input_event] signal to easily pick up these "
"events.\n"
"[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be "
"[code]true[/code] and at least one [member collision_layer] bit to be set."
msgstr ""
"接收未處理的 [InputEvent]。[param position] 是滑鼠指標在索引為 [param "
"shape_idx] 的形狀表面上的世界空間位置,[param normal] 是該點表面的法向量。連接"
"到 [signal input_event] 訊號即可輕鬆獲取這些事件。\n"
"[b]注意:[/b][method _input_event] 要求 [member input_ray_pickable] 為 "
"[code]true[/code],並且至少要設定一個 [member collision_layer] 位。"
msgid ""
"Called when the mouse pointer enters any of this object's shapes. Requires "
"[member input_ray_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject3D] won't cause this function to be called."
msgstr ""
"當滑鼠指標進入該實體的任何形狀時呼叫。要求 [member input_ray_pickable] 為 "
"[code]true[/code] 並且至少設定一個 [member collision_layer] 位。請注意,在單"
"個 [CollisionObject3D] 中的不同形狀之間移動,不會導致該函式被呼叫。"
msgid ""
"Called when the mouse pointer exits all this object's shapes. Requires "
"[member input_ray_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set. Note that moving between different shapes "
"within a single [CollisionObject3D] won't cause this function to be called."
msgstr ""
"當滑鼠指標離開該實體的所有形狀時呼叫。要求 [member input_ray_pickable] 為 "
"[code]true[/code] 並且至少設定一個 [member collision_layer] 位。請注意,在單"
"個 [CollisionObject3D] 中的不同形狀之間移動,不會導致該函式被呼叫。"
msgid "Adds a [Shape3D] to the shape owner."
msgstr "向形狀擁有者新增 [Shape3D]。"
msgid "Returns the [Shape3D] with the given ID from the given shape owner."
msgstr "返回形狀所有者中具有給定 ID 的 [Shape3D]。"
msgid ""
"Returns the child index of the [Shape3D] with the given ID from the given "
"shape owner."
msgstr "返回形狀所有者中具有給定 ID 的 [Shape3D] 的子索引。"
msgid "Returns the shape owner's [Transform3D]."
msgstr "返回形狀所有者的 [Transform3D]。"
msgid "Sets the [Transform3D] of the given shape owner."
msgstr "設定給定形狀所有者的 [Transform3D]。"
msgid ""
"The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can "
"exist in one or more of 32 different layers. See also [member "
"collision_mask].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"該 CollisionObject3D [b]所在的[/b]實體層。碰撞物件可以存在於 32 個不同層中的一"
"層或多層。另見 [member collision_mask]。\n"
"[b]注意:[/b]只有當物件 B 位於物件 A 掃描的任何層中時,物件 A 才能偵測到與對"
"象 B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層和遮罩》[/url]。"
msgid ""
"The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can "
"scan one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"該 CollisionObject3D [b]掃描的[/b]實體層。碰撞物件可以掃描 32 個不同層中的一層"
"或多層。另見 [member collision_layer]。\n"
"[b]注意:[/b]只有當物件 B 位於物件 A 掃描的任何層中時,物件 A 才能偵測到與對"
"象 B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層和遮罩》[/url]。"
msgid ""
"If [code]true[/code], the [CollisionObject3D] will continue to receive input "
"events as the mouse is dragged across its shapes."
msgstr ""
"如果為 [code]true[/code],則當滑鼠拖過其形狀時,[CollisionObject3D] 將繼續接收"
"輸入事件。"
msgid ""
"Emitted when the object receives an unhandled [InputEvent]. [param position] "
"is the location in world space of the mouse pointer on the surface of the "
"shape with index [param shape_idx] and [param normal] is the normal vector of "
"the surface at that point."
msgstr ""
"當物件收到未處理的 [InputEvent] 時發出。[param position] 是滑鼠指標在索引為 "
"[param shape_idx] 的形狀表面上的世界空間位置,[param normal] 是表面在該點的法"
"向量。"
msgid ""
"Emitted when the mouse pointer enters any of this object's shapes. Requires "
"[member input_ray_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set.\n"
"[b]Note:[/b] Due to the lack of continuous collision detection, this signal "
"may not be emitted in the expected order if the mouse moves fast enough and "
"the [CollisionObject3D]'s area is small. This signal may also not be emitted "
"if another [CollisionObject3D] is overlapping the [CollisionObject3D] in "
"question."
msgstr ""
"當滑鼠指標進入該物件的任何形狀時發出。要求 [member input_ray_pickable] 為 "
"[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。\n"
"[b]注意:[/b]由於缺少連續的碰撞偵測,如果滑鼠移動得足夠快並且 "
"[CollisionObject3D] 的區域很小,則該訊號可能不會按預期的順序發出。如果另一個 "
"[CollisionObject3D] 與所討論的 [CollisionObject3D] 重疊,則也可能不會發出該信"
"號。"
msgid ""
"Emitted when the mouse pointer exits all this object's shapes. Requires "
"[member input_ray_pickable] to be [code]true[/code] and at least one [member "
"collision_layer] bit to be set.\n"
"[b]Note:[/b] Due to the lack of continuous collision detection, this signal "
"may not be emitted in the expected order if the mouse moves fast enough and "
"the [CollisionObject3D]'s area is small. This signal may also not be emitted "
"if another [CollisionObject3D] is overlapping the [CollisionObject3D] in "
"question."
msgstr ""
"當滑鼠指標離開該物件的所有形狀時發出。要求 [member input_ray_pickable] 為 "
"[code]true[/code] 並且至少設定了一個 [member collision_layer] 位。\n"
"[b]注意:[/b]由於缺少連續的碰撞偵測,如果滑鼠移動得足夠快並且 "
"[CollisionObject3D] 的區域很小,則該訊號可能不會按預期的順序發出。如果另一個 "
"[CollisionObject3D] 與所討論的 [CollisionObject3D] 重疊,則也可能不會發出該信"
"號。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [CollisionObject3D].\n"
"Automatically re-added to the physics simulation when the [Node] is processed "
"again."
msgstr ""
"當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] "
"時,從物理模擬中移除,停止與此 [CollisionObject3D] 的所有物理互動。\n"
"當該 [Node] 再次被處理時,會自動重新加入到物理模擬中。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. "
"[PhysicsBody3D] can't be affected by forces or other bodies while static.\n"
"Automatically set [PhysicsBody3D] back to its original mode when the [Node] "
"is processed again."
msgstr ""
"當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] "
"時,使實體靜態化。不影響 [Area3D]。[PhysicsBody3D] 在靜態時不會受到力或其他實"
"體的影響。\n"
"當該 [Node] 再次被處理時,自動將 [PhysicsBody3D] 設定回其原始模式。"
msgid "A node that provides a polygon shape to a [CollisionObject2D] parent."
msgstr "向 [CollisionObject2D] 父級提供多邊形形狀的節點。"
msgid ""
"A node that provides a thickened polygon shape (a prism) to a "
"[CollisionObject2D] parent and allows to edit it. The polygon can be concave "
"or convex. This can give a detection shape to an [Area2D] or turn "
"[PhysicsBody2D] into a solid object.\n"
"[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not "
"behave as expected. Make sure to keep its scale the same on all axes and "
"adjust its shape resource instead."
msgstr ""
"向 [CollisionObject2D] 父級提供加厚多邊形形狀(角柱體)的節點,能夠為這個形狀"
"提供編輯的方法。該多邊形可以是凹多邊形,也可以是凸多邊形。能夠為 [Area2D] 提供"
"偵測形狀,也能夠將 [PhysicsBody2D] 變為實體。\n"
"[b]警告:[/b]非均勻縮放的 [CollisionObject2D] 應該無法按預期工作。請確保它在所"
"有軸上的縮放是一致的,可以用對形狀資源的調整來代替非均勻縮放。"
msgid "Collision build mode. Use one of the [enum BuildMode] constants."
msgstr "碰撞建構模式。使用 [enum BuildMode] 常數之一。"
msgid "If [code]true[/code], no collisions will be detected."
msgstr "如果為 [code]true[/code],則不會偵測到碰撞。"
msgid ""
"If [code]true[/code], only edges that face up, relative to "
"[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
"[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
"child of an [Area2D] node."
msgstr ""
"如果為 [code]true[/code],則只有面朝上的邊緣才會與其他物件發生碰撞,方向是相對"
"於 [CollisionPolygon2D] 的旋轉而言的。\n"
"[b]注意:[/b]如果這個 [CollisionPolygon2D] 是 [Area2D] 節點的子節點,則這個屬"
"性無效。"
msgid ""
"The margin used for one-way collision (in pixels). Higher values will make "
"the shape thicker, and work better for colliders that enter the polygon at a "
"high velocity."
msgstr ""
"用於單向碰撞的邊距(以圖元為單位)。較高的值將使形狀更厚,並且對於以高速進入多"
"邊形的對撞機來說效果更好。"
msgid ""
"The polygon's list of vertices. Each point will be connected to the next, and "
"the final point will be connected to the first.\n"
"[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], "
"not a reference."
msgstr ""
"該多邊形的頂點列表。每個點都與下一個點相連,最後一個點與第一個點相連。\n"
"[b]警告:[/b]返回值是 [PackedVector2Array] 的副本,不是引用。"
msgid ""
"Collisions will include the polygon and its contained area. In this mode the "
"node has the same effect as several [ConvexPolygonShape2D] nodes, one for "
"each convex shape in the convex decomposition of the polygon (but without the "
"overhead of multiple nodes)."
msgstr ""
"碰撞包含多邊形及其內部區域。在這個模式下,該節點的效果與使用若干 "
"[ConvexPolygonShape2D] 節點相同,其中的每個節點都包含該多邊形凸分解後的凸形狀"
"(但不會有使用多個節點的負擔)。"
msgid ""
"Collisions will only include the polygon edges. In this mode the node has the "
"same effect as a single [ConcavePolygonShape2D] made of segments, with the "
"restriction that each segment (after the first one) starts where the previous "
"one ends, and the last one ends where the first one starts (forming a closed "
"but hollow polygon)."
msgstr ""
"碰撞經包含多邊形的邊緣。在這個模式下,該節點的效果與單個由若干線段組成的 "
"[ConcavePolygonShape2D] 相同,其中(第一條以後的)每條線段都從上一條的終點開"
"始,最後一條線段在第一條的起點結束(構成閉合但中空的多邊形)。"
msgid ""
"A node that provides a thickened polygon shape (a prism) to a "
"[CollisionObject3D] parent."
msgstr "向 [CollisionObject3D] 父級提供加厚多邊形形狀(角柱體)的節點。"
msgid ""
"A node that provides a thickened polygon shape (a prism) to a "
"[CollisionObject3D] parent and allows to edit it. The polygon can be concave "
"or convex. This can give a detection shape to an [Area3D] or turn "
"[PhysicsBody3D] into a solid object.\n"
"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not "
"behave as expected. Make sure to keep its scale the same on all axes and "
"adjust its shape resource instead."
msgstr ""
"向 [CollisionObject3D] 父級提供加厚多邊形形狀(角柱體)的節點,能夠為這個形狀"
"提供編輯的方法。該多邊形可以是凹多邊形,也可以是凸多邊形。能夠為 [Area3D] 提供"
"偵測形狀,也能夠將 [PhysicsBody3D] 變為實體。\n"
"[b]警告:[/b]非均勻縮放的 [CollisionShape3D] 應該無法按預期工作。請確保它在所"
"有軸上的縮放是一致的,可以用對形狀資源的調整來代替非均勻縮放。"
msgid ""
"Length that the resulting collision extends in either direction perpendicular "
"to its 2D polygon."
msgstr "產生的碰撞沿著與 2D 多邊形垂直的任意方向深入的長度。"
msgid "If [code]true[/code], no collision will be produced."
msgstr "如果為 [code]true[/code],將不會產生碰撞。"
msgid ""
"The collision margin for the generated [Shape3D]. See [member Shape3D.margin] "
"for more details."
msgstr "生成的 [Shape3D] 的碰撞邊距。詳情見 [member Shape3D.margin]。"
msgid "A node that provides a [Shape2D] to a [CollisionObject2D] parent."
msgstr "向 [CollisionObject2D] 父級提供 [Shape2D] 的節點。"
msgid ""
"A node that provides a [Shape2D] to a [CollisionObject2D] parent and allows "
"to edit it. This can give a detection shape to an [Area2D] or turn a "
"[PhysicsBody2D] into a solid object."
msgstr ""
"向 [CollisionObject2D] 父級提供 [Shape2D] 並允許對其進行編輯的節點。這可以為 "
"[Area2D] 提供偵測形狀或將 [PhysicsBody2D] 轉變為實體物件。"
msgid "Physics introduction"
msgstr "物理介紹"
msgid ""
"The collision shape debug color.\n"
"[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/"
"collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented "
"here is a placeholder, and not the actual default debug color."
msgstr ""
"碰撞形狀的除錯顏色。\n"
"[b]注意:[/b]預設值為 [member ProjectSettings.debug/shapes/collision/"
"shape_color]。這裡記錄的 [code]Color(0, 0, 0, 1)[/code] 值是預留位置,不是實際"
"的預設除錯顏色。"
msgid ""
"A disabled collision shape has no effect in the world. This property should "
"be changed with [method Object.set_deferred]."
msgstr ""
"禁用的碰撞形狀在世界中沒有影響。這個屬性應該用 [method Object.set_deferred] 改"
"變。"
msgid ""
"Sets whether this collision shape should only detect collision on one side "
"(top or bottom).\n"
"[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
"child of an [Area2D] node."
msgstr ""
"設定此碰撞形狀是否僅應偵測到一側(頂部或底部)的碰撞。\n"
"[b]注意:[/b]如果這個 [CollisionShape2D] 是 [Area2D] 節點的子節點,則這個屬性"
"無效。"
msgid ""
"The margin used for one-way collision (in pixels). Higher values will make "
"the shape thicker, and work better for colliders that enter the shape at a "
"high velocity."
msgstr ""
"用於單向碰撞的邊距(以圖元為單位)。較高的值將使形狀更厚,並且對於高速進入形狀"
"的對撞機來說效果更好。"
msgid "The actual shape owned by this collision shape."
msgstr "該碰撞形狀擁有的實際形狀。"
msgid "A node that provides a [Shape3D] to a [CollisionObject3D] parent."
msgstr "向 [CollisionObject3D] 父級提供 [Shape3D] 的節點。"
msgid ""
"A node that provides a [Shape3D] to a [CollisionObject3D] parent and allows "
"to edit it. This can give a detection shape to an [Area3D] or turn a "
"[PhysicsBody3D] into a solid object.\n"
"[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not "
"behave as expected. Make sure to keep its scale the same on all axes and "
"adjust its [member shape] resource instead."
msgstr ""
"向 [CollisionObject3D] 父級提供 [Shape3D] 並能夠對其進行編輯的節點。可以為 "
"[Area3D] 提供偵測形狀,也可以將 [PhysicsBody3D] 變為實體物件。\n"
"[b]警告:[/b]非均勻縮放的 [CollisionShape3D] 可能無法按預期運作。請保持在所有"
"軸上使用相同的縮放,需要時可以更改其 [member shape] 資源代替。"
msgid ""
"Sets the collision shape's shape to the addition of all its convexed "
"[MeshInstance3D] siblings geometry."
msgstr "將碰撞形狀的形狀設定為其所有凸面 [MeshInstance3D] 兄弟幾何體的相加。"
msgid "[i]Obsoleted.[/i] Use [signal Resource.changed] instead."
msgstr "[i]已廢棄。[/i] 請改用[signal Resource.changed]。"
msgid "A disabled collision shape has no effect in the world."
msgstr "禁用的碰撞形狀對世界沒有任何影響。"
msgid "A color represented in RGBA format."
msgstr "以 RGBA 格式表示的顏色。"
msgid ""
"A color represented in RGBA format by a red ([member r]), green ([member g]), "
"blue ([member b]), and alpha ([member a]) component. Each component is a 16-"
"bit floating-point value, usually ranging from [code]0.0[/code] to [code]1.0[/"
"code]. Some properties (such as [member CanvasItem.modulate]) may support "
"values greater than [code]1.0[/code], for overbright or HDR (High Dynamic "
"Range) colors.\n"
"Colors can be created in various ways: By the various [Color] constructors, "
"by static methods such as [method from_hsv], and by using a name from the set "
"of standardized colors based on [url=https://en.wikipedia.org/wiki/"
"X11_color_names]X11 color names[/url] with the addition of [constant "
"TRANSPARENT]. GDScript also provides [method @GDScript.Color8], which uses "
"integers from [code]0[/code] to [code]255[/code] and doesn't support "
"overbright colors.\n"
"[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/"
"code] if it is equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). "
"Otherwise, a Color will always evaluate to [code]true[/code].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"color_constants.png]Color constants cheatsheet[/url]"
msgstr ""
"由紅([member r])、綠([member g])、藍([member b])和 alpha[member a])分"
"量表示的 RGBA 格式的顏色。每個分量都是一個 16 位浮點值,通常介於 [code]0.0[/"
"code] 到 [code]1.0[/code] 之間。某些屬性(例如 [member CanvasItem.modulate]"
"可能支援大於 [code]1.0[/code] 的值,用於表示過亮或 HDRHigh Dynamic Range高"
"動態範圍)顏色。\n"
"建立顏色的方法有很多:可以使用 [Color] 的各種建構子,[method from_hsv] 等靜態"
"方法,以及使用基於 [url=https://en.wikipedia.org/wiki/X11_color_names]X11 顏色"
"名稱[/url]的標準化顏色集外加 [constant TRANSPARENT]。GDScript 還提供了 "
"[method @GDScript.Color8],使用的是 [code]0[/code] 到 [code]255[/code] 之間的"
"整數,但不支援過亮的顏色。\n"
"[b]注意:[/b]在布林本文中,等於 [code]Color(0, 0, 0, 1)[/code](不透明的黑色)"
"的 Color 將被評估為 [code]false[/code]。否則Color 將始終被評估為 "
"[code]true[/code]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"color_constants.png]Color 常數速查表[/url]"
msgid "2D GD Paint Demo"
msgstr "2D GD 畫圖演示"
msgid "Tween Demo"
msgstr "Tween 演示"
msgid "GUI Drag And Drop Demo"
msgstr "GUI 拖放演示"
msgid ""
"Constructs a default [Color] from opaque black. This is the same as [constant "
"BLACK].\n"
"[b]Note:[/b] in C#, constructs an empty color with all of its components set "
"to [code]0.0[/code] (transparent black)."
msgstr ""
"用不透明的黑色建構預設的 [Color],與 [constant BLACK] 相同。\n"
"[b]注意:[/b]在 C# 中建構的空顏色,其所有分量都為 [code]0.0[/code](透明黑)。"
msgid ""
"Constructs a [Color] from the existing color, with [member a] set to the "
"given [param alpha] value.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(Color.RED, 0.2) # 20% opaque red.\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"從現有的顏色建構 [Color][member a] 設定為給定的 [param alpha] 值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(Color.RED, 0.2) # 20% 不透明紅色。\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(Colors.Red, 0.2f); // 20% 不透明紅色。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Constructs a [Color] as a copy of the given [Color]."
msgstr "建構給定 [Color] 的副本。"
msgid ""
"Constructs a [Color] either from an HTML color code or from a standardized "
"color name. The supported color names are the same as the constants."
msgstr ""
"從 HTML 顏色程式碼或標準化的顏色名稱中建構 [Color]。支援的顏色名稱與常數名相"
"同。"
msgid ""
"Constructs a [Color] either from an HTML color code or from a standardized "
"color name, with [param alpha] on the range of 0.0 to 1.0. The supported "
"color names are the same as the constants."
msgstr ""
"從 HTML 顏色程式碼或標準化的顏色名稱中建構 [Color][param alpha] 的範圍為 "
"0.0 到 1.0。支援的顏色名稱與常數名相同。"
msgid ""
"Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member "
"a] is set to 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, "
"178, 255)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"從通常介於 0.0 和 1.0 之間的 RGB 值建構一個 [Color]。[member a] 被設定為 "
"1.0。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7) # 類似於 `Color8(51, 255, 178, 255)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f); // 類似於 `Color.Color8(51, 255, "
"178, 255)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, "
"204)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to `Color."
"Color8(51, 255, 178, 255, 204)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"從通常介於 0.0 和 1.0 之間的 RGBA 值建構一個 [Color]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(0.2, 1.0, 0.7, 0.8) # 類似於 `Color8(51, 255, 178, 204)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // 類似於 `Color.Color8(51, "
"255, 178, 255, 204)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color resulting from overlaying this color over the given "
"color. In a painting program, you can imagine it as the [param over] color "
"painted over this color (including alpha).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n"
"var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n"
"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
"[/gdscript]\n"
"[csharp]\n"
"var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // Green with alpha of 50%\n"
"var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // Red with alpha of 50%\n"
"Color blendedColor = bg.Blend(fg); // Brown with alpha of 75%\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回將該顏色混合到給定顏色上所產生的新顏色。在繪畫程式中,你可以將其想像為在該"
"顏色(包括 alpha上繪製的 [param over] 顏色。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var bg = Color(0.0, 1.0, 0.0, 0.5) # 50% 不透明的綠色\n"
"var fg = Color(1.0, 0.0, 0.0, 0.5) # 50% 不透明的紅色\n"
"var blended_color = bg.blend(fg) # 75% 不透明的棕色\n"
"[/gdscript]\n"
"[csharp]\n"
"var bg = new Color(0.0f, 1.0f, 0.0f, 0.5f); // 50% 不透明的綠色\n"
"var fg = new Color(1.0f, 0.0f, 0.0f, 0.5f); // 50% 不透明的紅色\n"
"Color blendedColor = bg.Blend(fg); // 75% 不透明的棕色\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color with all components clamped between the components of "
"[param min] and [param max], by running [method @GlobalScope.clamp] on each "
"component."
msgstr ""
"通過在每個分量上運作 [method @GlobalScope.clamp],返回一種新顏色,其中所有分量"
"都被鉗制在 [param min] 和 [param max] 的分量之間。"
msgid ""
"Returns a new color resulting from making this color darker by the specified "
"[param amount] (ratio from 0.0 to 1.0). See also [method lightened].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color darkgreen = green.Darkened(0.2f); // 20% darker than regular green\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回通過指定 [param amount](從 0.0 到 1.0 的比率)使該顏色變暗而產生的新顏"
"色。另見 [method lightened]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var darkgreen = green.darkened(0.2) # 比普通的綠色深 20%\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color darkgreen = green.Darkened(0.2f); // 比普通的綠色深 20%\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Constructs a color from an [url=https://en.wikipedia.org/wiki/HSL_and_HSV]HSV "
"profile[/url]. The hue ([param h]), saturation ([param s]), and value ([param "
"v]) are typically between 0.0 and 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"根據 [url=https://zh.wikipedia.org/wiki/"
"HSL%E5%92%8CHSV%E8%89%B2%E5%BD%A9%E7%A9%BA%E9%97%B4]HSV 配置[/url]建構顏色。色"
"相([param h])、飽和度([param s])和值([param v])通常在 0.0 和 1.0 之"
"間。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = Color.FromHsv(0.58f, 0.5f, 0.79f, 0.8f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Constructs a color from an [url=https://bottosson.github.io/posts/"
"colorpicker/]OK HSL profile[/url]. The hue ([param h]), saturation ([param "
"s]), and lightness ([param l]) are typically between 0.0 and 1.0.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"根據 [url=https://bottosson.github.io/posts/colorpicker/]OK HSL 配置[/url]構建"
"顏色。色相([param h])、飽和度([param s])和亮度([param l])通常在 0.0 和 "
"1.0 之間。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color.from_ok_hsl(0.58, 0.5, 0.79, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = Color.FromOkHsl(0.58f, 0.5f, 0.79f, 0.8f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Decodes a [Color] from a RGBE9995 format integer. See [constant Image."
"FORMAT_RGBE9995]."
msgstr ""
"從 RGBE9995 格式的整數解碼 [Color]。見 [constant Image.FORMAT_RGBE9995]。"
msgid ""
"Creates a [Color] from the given string, which can be either an HTML color "
"code or a named color (case-insensitive). Returns [param default] if the "
"color cannot be inferred from the string."
msgstr ""
"從給定的字串建立 [Color],該字串可以是 HTML 顏色程式碼,也可以是顏色名稱(不區"
"分大小寫)。如果無法從字串中推斷出顏色,則返回 [param default]。"
msgid ""
"Returns the light intensity of the color, as a value between 0.0 and 1.0 "
"(inclusive). This is useful when determining light or dark color. Colors with "
"a luminance smaller than 0.5 can be generally considered dark.\n"
"[b]Note:[/b] [method get_luminance] relies on the color being in the linear "
"color space to return an accurate relative luminance value. If the color is "
"in the sRGB color space, use [method srgb_to_linear] to convert it to the "
"linear color space first."
msgstr ""
"將顏色的光照強度返回為一個介於 0.0 和 1.0(包含)之間的值。這在確定淺色或深色"
"時很有用。亮度小於 0.5 的顏色通常可以認為是深色。\n"
"[b]注意:[/b][method get_luminance] 依賴於線性色彩空間中的顏色,以返回準確的相"
"對亮度值。如果顏色在 sRGB 色彩空間,請先使用 [method srgb_to_linear] 將其轉換"
"為線性色彩空間。"
msgid ""
"Returns the [Color] associated with the provided [param hex] integer in 32-"
"bit RGBA format (8 bits per channel).\n"
"In GDScript and C#, the [int] is best visualized with hexadecimal notation "
"([code]\"0x\"[/code] prefix, making it [code]\"0xRRGGBBAA\"[/code]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color.hex(0xff0000ff)\n"
"var dark_cyan = Color.hex(0x008b8bff)\n"
"var my_color = Color.hex(0xbbefd2a4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(0xff0000ff);\n"
"var dark_cyan = new Color(0x008b8bff);\n"
"var my_color = new Color(0xbbefd2a4);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回與提供的整數 [param hex] 相關聯的 [Color],使用 32 位 RGBA 格式(每通道 8 "
"位)。\n"
"在 GDScript 和 C# 中,展示該 [int] 的最好方法是十六進位標記法(使用 "
"[code]\"0x\"[/code] 前綴,得到 [code]\"0xRRGGBBAA\"[/code])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color.hex(0xff0000ff)\n"
"var dark_cyan = Color.hex(0x008b8bff)\n"
"var my_color = Color.hex(0xbbefd2a4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(0xff0000ff);\n"
"var dark_cyan = new Color(0x008b8bff);\n"
"var my_color = new Color(0xbbefd2a4);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the [Color] associated with the provided [param hex] integer in 64-"
"bit RGBA format (16 bits per channel).\n"
"In GDScript and C#, the [int] is best visualized with hexadecimal notation "
"([code]\"0x\"[/code] prefix, making it [code]\"0xRRRRGGGGBBBBAAAA\"[/code])."
msgstr ""
"返回與提供的整數 [param hex] 相關聯的 [Color],使用 64 位 RGBA 格式(每通道 8 "
"位)。\n"
"在 GDScript 和 C# 中,展示該 [int] 的最好方法是十六進位標記法(使用 "
"[code]\"0x\"[/code] 前綴,得到 [code]\"0xRRRRGGGGBBBBAAAA\"[/code])。"
msgid ""
"Returns a new color from [param rgba], an HTML hexadecimal color string. "
"[param rgba] is not case-sensitive, and may be prefixed by a hash sign "
"([code]#[/code]).\n"
"[param rgba] must be a valid three-digit or six-digit hexadecimal color "
"string, and may contain an alpha channel value. If [param rgba] does not "
"contain an alpha channel value, an alpha channel value of 1.0 is applied. If "
"[param rgba] is invalid, returns an empty color.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var blue = Color.html(\"#0000ff\") # blue is Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.html(\"#0F0\") # green is Color(0.0, 1.0, 0.0, 1.0)\n"
"var col = Color.html(\"663399cc\") # col is Color(0.4, 0.2, 0.6, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var blue = Color.FromHtml(\"#0000ff\"); // blue is Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.FromHtml(\"#0F0\"); // green is Color(0.0, 1.0, 0.0, "
"1.0)\n"
"var col = Color.FromHtml(\"663399cc\"); // col is Color(0.4, 0.2, 0.6, 0.8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"從 HTML 十六進位顏色字串 [param rgba] 返回一個新顏色。[param rgba] 不區分大小"
"寫,可以使用雜湊符號([code]#[/code])作為前綴。\n"
"[param rgba] 必須是有效的三位或六位元十六進位顏色字串,並且可以包含 alpha 通道"
"值。如果 [param rgba] 不包含 alpha 通道值,則套用 alpha 通道值 1.0。如果 "
"[param rgba] 無效,則返回一個空顏色。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var blue = Color.html(\"#0000ff\") # blue 為 Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.html(\"#0F0\") # green 為 Color(0.0, 1.0, 0.0, 1.0)\n"
"var col = Color.html(\"663399cc\") # col 為 Color(0.4, 0.2, 0.6, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var blue = Color.FromHtml(\"#0000ff\"); // blue 為 Color(0.0, 0.0, 1.0, 1.0)\n"
"var green = Color.FromHtml(\"#0F0\"); // green 為 Color(0.0, 1.0, 0.0, "
"1.0)\n"
"var col = Color.FromHtml(\"663399cc\"); // col 為 Color(0.4, 0.2, 0.6, 0.8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if [param color] is a valid HTML hexadecimal color "
"string. The string must be a hexadecimal value (case-insensitive) of either "
"3, 4, 6 or 8 digits, and may be prefixed by a hash sign ([code]#[/code]). "
"This method is identical to [method String.is_valid_html_color].\n"
"[codeblocks]\n"
"[gdscript]\n"
"Color.html_is_valid(\"#55aaFF\") # Returns true\n"
"Color.html_is_valid(\"#55AAFF20\") # Returns true\n"
"Color.html_is_valid(\"55AAFF\") # Returns true\n"
"Color.html_is_valid(\"#F2C\") # Returns true\n"
"\n"
"Color.html_is_valid(\"#AABBC\") # Returns false\n"
"Color.html_is_valid(\"#55aaFF5\") # Returns false\n"
"[/gdscript]\n"
"[csharp]\n"
"Color.HtmlIsValid(\"#55AAFF\"); // Returns true\n"
"Color.HtmlIsValid(\"#55AAFF20\"); // Returns true\n"
"Color.HtmlIsValid(\"55AAFF\"); // Returns true\n"
"Color.HtmlIsValid(\"#F2C\"); // Returns true\n"
"\n"
"Color.HtmlIsValid(\"#AABBC\"); // Returns false\n"
"Color.HtmlIsValid(\"#55aaFF5\"); // Returns false\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"如果 [param color] 是一個有效的 HTML 十六進位顏色字串,則返回 [code]true[/"
"code]。該字串必須是一個由 3、4、6 或 8 位元數位組成的十六進位值(不區分大小"
"寫),並且可以以井號 ([code]#[/code]) 作為前綴。該方法與 [method String."
"is_valid_html_color] 相同。\n"
"[codeblocks]\n"
"[gdscript]\n"
"Color.html_is_valid(\"#55aaFF\") # 返回 true\n"
"Color.html_is_valid(\"#55AAFF20\") # 返回 true\n"
"Color.html_is_valid(\"55AAFF\") # 返回 true\n"
"Color.html_is_valid(\"#F2C\") # 返回 true\n"
"\n"
"Color.html_is_valid(\"#AABBC) # 返回 false\n"
"Color.html_is_valid(\"#55aaFF5\") # 返回 false\n"
"[/gdscript]\n"
"[csharp]\n"
"Color.HtmlIsValid(\"#55AAFF\"); // 返回 true\n"
"Color.HtmlIsValid(\"#55AAFF20\"); // 返回 true\n"
"Color.HtmlIsValid(\"55AAFF\"); // 返回 true\n"
"Color.HtmlIsValid(\"#F2C\"); // 返回 true\n"
"\n"
"Color.HtmlIsValid(\"#AABBC\"); // 返回 false\n"
"Color.HtmlIsValid(\"#55aaFF5\"); // 返回 false\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color with its [member r], [member g], and [member b] components "
"inverted ([code](1 - r, 1 - g, 1 - b, a)[/code]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var black = Color.WHITE.inverted()\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var inverted_color = color.inverted() # Equivalent to `Color(0.7, 0.6, 0.1)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var black = Colors.White.Inverted();\n"
"var color = new Color(0.3f, 0.4f, 0.9f);\n"
"Color invertedColor = color.Inverted(); // Equivalent to `new Color(0.7f, "
"0.6f, 0.1f)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回將 [member r]、[member g]、[member b] 分量翻轉後的顏色([code](1 - r, 1 - "
"g, 1 - b, a)[/code])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var black = Color.WHITE.inverted()\n"
"var color = Color(0.3, 0.4, 0.9)\n"
"var inverted_color = color.inverted() # 等價於 `Color(0.7, 0.6, 0.1)`\n"
"[/gdscript]\n"
"[csharp]\n"
"var black = Colors.White.Inverted();\n"
"var color = new Color(0.3f, 0.4f, 0.9f);\n"
"Color invertedColor = color.Inverted(); // 等價於 `new Color(0.7f, 0.6f, "
"0.1f)`\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if this color and [param to] are approximately "
"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果該顏色和 [param to] 近似相等,則返回 [code]true[/code],判斷近似相等的方法"
"是通過在每個分量上運作 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns the linear interpolation between this color's components and [param "
"to]'s components. The interpolation factor [param weight] should be between "
"0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(1.0, 0.0, 0.0)\n"
"var aqua = Color(0.0, 1.0, 0.8)\n"
"\n"
"red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n"
"red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n"
"red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(1.0f, 0.0f, 0.0f);\n"
"var aqua = new Color(0.0f, 1.0f, 0.8f);\n"
"\n"
"red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n"
"red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n"
"red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回將該顏色的分量和 [param to] 的分量進行線性插值的結果。插值係數 [param "
"weight] 應該在 0.0 和 1.0 之間(閉區間)。另請參閱 [method @GlobalScope."
"lerp]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var red = Color(1.0, 0.0, 0.0)\n"
"var aqua = Color(0.0, 1.0, 0.8)\n"
"\n"
"red.lerp(aqua, 0.2) # 返回 Color(0.8, 0.2, 0.16)\n"
"red.lerp(aqua, 0.5) # 返回 Color(0.5, 0.5, 0.4)\n"
"red.lerp(aqua, 1.0) # 返回 Color(0.0, 1.0, 0.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var red = new Color(1.0f, 0.0f, 0.0f);\n"
"var aqua = new Color(0.0f, 1.0f, 0.8f);\n"
"\n"
"red.Lerp(aqua, 0.2f); // 返回 Color(0.8f, 0.2f, 0.16f)\n"
"red.Lerp(aqua, 0.5f); // 返回 Color(0.5f, 0.5f, 0.4f)\n"
"red.Lerp(aqua, 1.0f); // 返回 Color(0.0f, 1.0f, 0.8f)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a new color resulting from making this color lighter by the specified "
"[param amount], which should be a ratio from 0.0 to 1.0. See also [method "
"darkened].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var light_green = green.lightened(0.2) # 20% lighter than regular green\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color lightGreen = green.Lightened(0.2f); // 20% lighter than regular green\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回通過指定 [param amount](從 0.0 到 1.0 的比率)使該顏色變亮而產生的新顏"
"色。另見 [method darkened]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var green = Color(0.0, 1.0, 0.0)\n"
"var light_green = green.lightened(0.2) # 比普通的綠色要淡 20%\n"
"[/gdscript]\n"
"[csharp]\n"
"var green = new Color(0.0f, 1.0f, 0.0f);\n"
"Color lightGreen = green.Lightened(0.2f); // 比普通的綠色要淡 20%\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to the [url=https://en.wikipedia.org/wiki/"
"SRGB]sRGB[/url] color space. This method assumes the original color is in the "
"linear color space. See also [method srgb_to_linear] which performs the "
"opposite operation."
msgstr ""
"返回轉換到 [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] 色彩空間的顏色。"
"該方法假定原始顏色位於線性色彩空間中。另請參閱執行相反操作的 [method "
"srgb_to_linear]。"
msgid ""
"Returns the color converted to the linear color space. This method assumes "
"the original color already is in the sRGB color space. See also [method "
"linear_to_srgb] which performs the opposite operation."
msgstr ""
"返回轉換到線性色彩空間的顏色。該方法假定原始顏色已經在 sRGB 色彩空間中。另請參"
"見執行相反操作的 [method linear_to_srgb]。"
msgid ""
"Returns the color converted to a 32-bit integer in ABGR format (each "
"component is 8 bits). ABGR is the reversed version of the default RGBA "
"format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr32()) # Prints 4281565439\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr32()); // Prints 4281565439\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回轉換為 ABGR 格式(每個分量為 8 位)的 32 位元整數的顏色。ABGR 是預設 RGBA "
"格式的反轉版本。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr32()) # 輸出 4281565439\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr32()); // 輸出 4281565439\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in ABGR format (each "
"component is 16 bits). ABGR is the reversed version of the default RGBA "
"format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr64()) # Prints -225178692812801\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr64()); // Prints -225178692812801\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回轉換為 ABGR 格式(每個分量為 16 位)的 64 位元整數的顏色。ABGR 是預設 "
"RGBA 格式的反轉版本。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_abgr64()) # 輸出 -225178692812801\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToAbgr64()); // 輸出 -225178692812801\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 32-bit integer in ARGB format (each "
"component is 8 bits). ARGB is more compatible with DirectX.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb32()) # Prints 4294934323\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb32()); // Prints 4294934323\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回轉換為 ARGB 格式(每個分量為 8 位)的 32 位元整數的顏色。ARGB 與 DirectX "
"更相容。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb32()) # 輸出 4294934323\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb32()); // 輸出 4294934323\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in ARGB format (each "
"component is 16 bits). ARGB is more compatible with DirectX.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb64()) # Prints -2147470541\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb64()); // Prints -2147470541\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回轉換為 ARGB 格式(每個分量為 16 位)的 64 位元整數的顏色。ARGB 與 DirectX "
"更相容。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_argb64()) # 輸出 -2147470541\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1.0f, 0.5f, 0.2f);\n"
"GD.Print(color.ToArgb64()); // 輸出 -2147470541\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to an HTML hexadecimal color [String] in RGBA "
"format, without the hash ([code]#[/code]) prefix.\n"
"Setting [param with_alpha] to [code]false[/code], excludes alpha from the "
"hexadecimal string, using RGB format instead of RGBA format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var white = Color(1, 1, 1, 0.5)\n"
"var with_alpha = white.to_html() # Returns \"ffffff7f\"\n"
"var without_alpha = white.to_html(false) # Returns \"ffffff\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var white = new Color(1, 1, 1, 0.5f);\n"
"string withAlpha = white.ToHtml(); // Returns \"ffffff7f\"\n"
"string withoutAlpha = white.ToHtml(false); // Returns \"ffffff\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回將該顏色轉換為 RGBA 格式的 HTML 十六進位顏色 [String],不帶([code]#[/"
"code])前綴。\n"
"將 [param with_alpha] 設定為 [code]false[/code],會從十六進位字串中排除 "
"alpha使用 RGB 格式而不是 RGBA 格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var white = Color(1, 1, 1, 0.5)\n"
"var with_alpha = white.to_html() # 返回 \"ffffff7f\"\n"
"var without_alpha = white.to_html(false) # 返回 \"ffffff\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var white = new Color(1, 1, 1, 0.5f);\n"
"string withAlpha = white.ToHtml(); // 返回 \"ffffff7f\"\n"
"string withoutAlpha = white.ToHtml(false); // 返回 \"ffffff\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 32-bit integer in RGBA format (each "
"component is 8 bits). RGBA is Godot's default format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba32()) # Prints 4286526463\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba32()); // Prints 4286526463\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回轉換為 RGBA 格式(每個分量為 8 位)的 32 位元整數的顏色。RGBA 是 Godot 的"
"默認格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba32()) # 輸出 4286526463\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba32()); // 輸出 4286526463\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the color converted to a 64-bit integer in RGBA format (each "
"component is 16 bits). RGBA is Godot's default format.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba64()) # Prints -140736629309441\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba64()); // Prints -140736629309441\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回轉換為 RGBA 格式(每個分量為 16 位)的 64 位元整數的顏色。RGBA 是 Godot 的"
"預設格式。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var color = Color(1, 0.5, 0.2)\n"
"print(color.to_rgba64()) # 輸出 -140736629309441\n"
"[/gdscript]\n"
"[csharp]\n"
"var color = new Color(1, 0.5f, 0.2f);\n"
"GD.Print(color.ToRgba64()); // 輸出 -140736629309441\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The color's alpha component, typically on the range of 0 to 1. A value of 0 "
"means that the color is fully transparent. A value of 1 means that the color "
"is fully opaque."
msgstr ""
"顏色的 Alpha 分量,一般在 0 到 1 的範圍內。0 表示該顏色完全透明。1 表示該顏色"
"完全不透明。"
msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1."
msgstr "對 [member a] 的封裝,使用 0 到 255 的範圍而不是 0 到 1。"
msgid "The color's blue component, typically on the range of 0 to 1."
msgstr "顏色的藍色分量,一般在 0 到 1 的範圍內。"
msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1."
msgstr "對 [member b] 的封裝,使用 0 到 255 的範圍而不是 0 到 1。"
msgid "The color's green component, typically on the range of 0 to 1."
msgstr "顏色的綠色分量,一般在 0 到 1 的範圍內。"
msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1."
msgstr "對 [member g] 的封裝,使用 0 到 255 的範圍而不是 0 到 1。"
msgid "The HSV hue of this color, on the range 0 to 1."
msgstr "這個顏色的 HSV 色相,範圍是 0 到 1。"
msgid "The color's red component, typically on the range of 0 to 1."
msgstr "顏色的紅色分量,通常在 0 到 1 的範圍內。"
msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1."
msgstr "對 [member r] 的封裝,使用 0 到 255 的範圍而不是 0 到 1。"
msgid "The HSV saturation of this color, on the range 0 to 1."
msgstr "這個顏色的 HSV 飽和度,範圍為 0 到 1。"
msgid "The HSV value (brightness) of this color, on the range 0 to 1."
msgstr "這個顏色的 HSV 值(亮度),範圍為 0 至 1。"
msgid "Alice blue color."
msgstr "愛麗絲藍。"
msgid "Antique white color."
msgstr "古董白。"
msgid "Aqua color."
msgstr "水色。"
msgid "Aquamarine color."
msgstr "海藍色。"
msgid "Azure color."
msgstr "天藍色。"
msgid "Beige color."
msgstr "米黃色。"
msgid "Bisque color."
msgstr "橘黃色。"
msgid "Black color. In GDScript, this is the default value of any color."
msgstr "黑色。在 GDScript 中,這是所有顏色的預設值。"
msgid "Blanched almond color."
msgstr "杏仁白色。"
msgid "Blue color."
msgstr "藍色。"
msgid "Blue violet color."
msgstr "藍紫色的顏色。"
msgid "Brown color."
msgstr "棕色。"
msgid "Burlywood color."
msgstr "硬木色。"
msgid "Cadet blue color."
msgstr "軍服藍。"
msgid "Chartreuse color."
msgstr "黃褐色。"
msgid "Chocolate color."
msgstr "巧克力色。"
msgid "Coral color."
msgstr "珊瑚色。"
msgid "Cornflower blue color."
msgstr "矢車菊藍色。"
msgid "Cornsilk color."
msgstr "玉米須色。"
msgid "Crimson color."
msgstr "緋紅的顏色。"
msgid "Cyan color."
msgstr "青色。"
msgid "Dark blue color."
msgstr "深藍色。"
msgid "Dark cyan color."
msgstr "深青色。"
msgid "Dark goldenrod color."
msgstr "深色菊科植物的顏色。"
msgid "Dark gray color."
msgstr "深灰色。"
msgid "Dark green color."
msgstr "深綠色。"
msgid "Dark khaki color."
msgstr "深卡其色。"
msgid "Dark magenta color."
msgstr "深洋紅色。"
msgid "Dark olive green color."
msgstr "深橄欖綠色。"
msgid "Dark orange color."
msgstr "深橙色。"
msgid "Dark orchid color."
msgstr "深色的蘭花色。"
msgid "Dark red color."
msgstr "深紅色。"
msgid "Dark salmon color."
msgstr "深鮭魚色。"
msgid "Dark sea green color."
msgstr "深海綠色。"
msgid "Dark slate blue color."
msgstr "深板藍的顏色。"
msgid "Dark slate gray color."
msgstr "暗石板灰色。"
msgid "Dark turquoise color."
msgstr "深綠松石色。"
msgid "Dark violet color."
msgstr "深紫羅蘭色。"
msgid "Deep pink color."
msgstr "深粉色。"
msgid "Deep sky blue color."
msgstr "深邃的天藍色。"
msgid "Dim gray color."
msgstr "暗灰色。"
msgid "Dodger blue color."
msgstr "道奇藍色。"
msgid "Firebrick color."
msgstr "耐火磚紅色。"
msgid "Floral white color."
msgstr "花白色。"
msgid "Forest green color."
msgstr "森林綠色。"
msgid "Fuchsia color."
msgstr "洋紅色。"
msgid "Gainsboro color."
msgstr "庚斯伯勒灰色。"
msgid "Ghost white color."
msgstr "幽靈白顏色。"
msgid "Gold color."
msgstr "金色。"
msgid "Goldenrod color."
msgstr "金菊色。"
msgid "Gray color."
msgstr "灰色。"
msgid "Green color."
msgstr "綠色。"
msgid "Green yellow color."
msgstr "綠黃色。"
msgid "Honeydew color."
msgstr "蜜露色。"
msgid "Hot pink color."
msgstr "亮粉色。"
msgid "Indian red color."
msgstr "印度紅色。"
msgid "Indigo color."
msgstr "靛青色。"
msgid "Ivory color."
msgstr "象牙色。"
msgid "Khaki color."
msgstr "卡其色。"
msgid "Lavender color."
msgstr "薰衣草色。"
msgid "Lavender blush color."
msgstr "薰衣草紫紅色。"
msgid "Lawn green color."
msgstr "草坪綠色。"
msgid "Lemon chiffon color."
msgstr "檸檬雪紡色。"
msgid "Light blue color."
msgstr "淺藍色。"
msgid "Light coral color."
msgstr "淺珊瑚色。"
msgid "Light cyan color."
msgstr "淡青色。"
msgid "Light goldenrod color."
msgstr "亮金菊黃色。"
msgid "Light gray color."
msgstr "淺灰色。"
msgid "Light green color."
msgstr "淺綠色。"
msgid "Light pink color."
msgstr "淺粉色。"
msgid "Light salmon color."
msgstr "淺鮭魚色。"
msgid "Light sea green color."
msgstr "淺海綠色。"
msgid "Light sky blue color."
msgstr "淺天藍色。"
msgid "Light slate gray color."
msgstr "淺板岩灰色。"
msgid "Light steel blue color."
msgstr "淺鋼藍色。"
msgid "Light yellow color."
msgstr "淺黃色。"
msgid "Lime color."
msgstr "青檸色。"
msgid "Lime green color."
msgstr "石灰綠色。"
msgid "Linen color."
msgstr "亞麻色。"
msgid "Magenta color."
msgstr "洋紅色。"
msgid "Maroon color."
msgstr "栗色。"
msgid "Medium aquamarine color."
msgstr "中等海藍寶石色。"
msgid "Medium blue color."
msgstr "中藍色。"
msgid "Medium orchid color."
msgstr "中等蘭色。"
msgid "Medium purple color."
msgstr "中等紫色。"
msgid "Medium sea green color."
msgstr "中海綠色。"
msgid "Medium slate blue color."
msgstr "中等板岩藍色。"
msgid "Medium spring green color."
msgstr "中等春天綠色。"
msgid "Medium turquoise color."
msgstr "中等綠松石色。"
msgid "Medium violet red color."
msgstr "中等紫紅色。"
msgid "Midnight blue color."
msgstr "午夜藍色。"
msgid "Mint cream color."
msgstr "薄荷奶油色。"
msgid "Misty rose color."
msgstr "朦朧的玫瑰色。"
msgid "Moccasin color."
msgstr "鹿皮鞋顏色。"
msgid "Navajo white color."
msgstr "納瓦白。"
msgid "Navy blue color."
msgstr "藏青色。"
msgid "Old lace color."
msgstr "舊蕾絲色。"
msgid "Olive color."
msgstr "橄欖色。"
msgid "Olive drab color."
msgstr "暗淡橄欖色。"
msgid "Orange color."
msgstr "橙色。"
msgid "Orange red color."
msgstr "橘紅色。"
msgid "Orchid color."
msgstr "蘭花色。"
msgid "Pale goldenrod color."
msgstr "淡金色。"
msgid "Pale green color."
msgstr "淡綠色。"
msgid "Pale turquoise color."
msgstr "淡綠松石色。"
msgid "Pale violet red color."
msgstr "淡紫紅色。"
msgid "Papaya whip color."
msgstr "木瓜鞭色。"
msgid "Peach puff color."
msgstr "桃花粉。"
msgid "Peru color."
msgstr "秘魯色。"
msgid "Pink color."
msgstr "粉紅色。"
msgid "Plum color."
msgstr "梅花色。"
msgid "Powder blue color."
msgstr "淺藍色。"
msgid "Purple color."
msgstr "紫色。"
msgid "Rebecca purple color."
msgstr "麗蓓嘉紫色。"
msgid "Red color."
msgstr "紅色。"
msgid "Rosy brown color."
msgstr "玫瑰棕。"
msgid "Royal blue color."
msgstr "寶藍色。"
msgid "Saddle brown color."
msgstr "鞍棕色。"
msgid "Salmon color."
msgstr "鮭魚色。"
msgid "Sandy brown color."
msgstr "沙褐色。"
msgid "Sea green color."
msgstr "海綠色。"
msgid "Seashell color."
msgstr "貝殼色。"
msgid "Sienna color."
msgstr "西恩娜色。"
msgid "Silver color."
msgstr "銀色。"
msgid "Sky blue color."
msgstr "天藍色。"
msgid "Slate blue color."
msgstr "石板藍色。"
msgid "Slate gray color."
msgstr "石板灰。"
msgid "Snow color."
msgstr "雪白。"
msgid "Spring green color."
msgstr "春綠。"
msgid "Steel blue color."
msgstr "鋼藍色。"
msgid "Tan color."
msgstr "棕褐色。"
msgid "Teal color."
msgstr "青色。"
msgid "Thistle color."
msgstr "薊色。"
msgid "Tomato color."
msgstr "番茄色。"
msgid "Transparent color (white with zero alpha)."
msgstr "透明色Alpha 為零的白色)。"
msgid "Turquoise color."
msgstr "松石綠。"
msgid "Violet color."
msgstr "紫羅蘭色。"
msgid "Web gray color."
msgstr "網格灰。"
msgid "Web green color."
msgstr "網路綠。"
msgid "Web maroon color."
msgstr "網路栗。"
msgid "Web purple color."
msgstr "網路紫。"
msgid "Wheat color."
msgstr "小麥色。"
msgid "White color."
msgstr "白色。"
msgid "White smoke color."
msgstr "白煙色。"
msgid "Yellow color."
msgstr "黃色。"
msgid "Yellow green color."
msgstr "黃綠色。"
msgid ""
"Returns [code]true[/code] if the colors are not exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果顏色不完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Multiplies each component of the [Color] by the components of the given "
"[Color]."
msgstr "將該 [Color] 的每個分量乘以給定 [Color] 的對應分量。"
msgid "Multiplies each component of the [Color] by the given [float]."
msgstr "將該 [Color] 的每個分量乘以給定的 [float]。"
msgid "Multiplies each component of the [Color] by the given [int]."
msgstr "將該 [Color] 的每個分量乘以給定的 [int]。"
msgid ""
"Adds each component of the [Color] with the components of the given [Color]."
msgstr "將該 [Color] 的每個分量加上給定 [Color] 的對應分量。"
msgid ""
"Subtracts each component of the [Color] by the components of the given "
"[Color]."
msgstr "將該 [Color] 的每個分量減去給定 [Color] 的對應分量。"
msgid ""
"Divides each component of the [Color] by the components of the given [Color]."
msgstr "將該 [Color] 的每個分量除以給定 [Color] 的每個分量。"
msgid "Divides each component of the [Color] by the given [float]."
msgstr "將該 [Color] 的每個分量除以給定的 [float]。"
msgid "Divides each component of the [Color] by the given [int]."
msgstr "將該 [Color] 的每個分量除以給定的 [int]。"
msgid ""
"Returns [code]true[/code] if the colors are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果顏色完全相同,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點精度誤差,請考慮改用更可靠的 [method is_equal_approx]。"
msgid ""
"Access color components using their index. [code][0][/code] is equivalent to "
"[member r], [code][1][/code] is equivalent to [member g], [code][2][/code] is "
"equivalent to [member b], and [code][3][/code] is equivalent to [member a]."
msgstr ""
"使用索引存取顏色分量。[code][0][/code] 相當於 [member r][code][1][/code] 相"
"當於 [member g][code][2][/code] 相當於 [member b][code][3][/code] 相當於 "
"[member a]."
msgid ""
"Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/"
"code] does nothing, but sometimes it can make your code more readable."
msgstr ""
"返回與 [code]+[/code] 不存在時相同的值。單目 [code]+[/code] 沒有作用,但有時可"
"以使你的程式碼更具可讀性。"
msgid ""
"Inverts the given color. This is equivalent to [code]Color.WHITE - c[/code] "
"or [code]Color(1 - c.r, 1 - c.g, 1 - c.b, 1 - c.a)[/code]. Unlike with "
"[method inverted], the [member a] component is inverted, too."
msgstr ""
"反轉給定的顏色。這相當於 [code]Color.WHITE - c[/code] 或 [code]Color(1 - c.r, "
"1 - c.g, 1 - c.b, 1 - c.a)[/code]。與 [method inverted] 不同,[member a] 分量"
"也將被反轉。"
msgid "A widget that provides an interface for selecting or modifying a color."
msgstr "提供用於選擇或修改顏色的介面的小工具。"
msgid ""
"A widget that provides an interface for selecting or modifying a color. It "
"can optionally provide functionalities like a color sampler (eyedropper), "
"color modes, and presets.\n"
"[b]Note:[/b] This control is the color picker widget itself. You can use a "
"[ColorPickerButton] instead if you need a button that brings up a "
"[ColorPicker] in a popup."
msgstr ""
"提供用於選擇或修改顏色的介面的小工具。還可以提供取色器(吸管)、顏色模式、預設"
"等功能。\n"
"[b]注意:[/b]這個控制項就是取色器本身。如果你需要一個能夠彈出 [ColorPicker] 窗"
"口的按鈕,可以改用 [ColorPickerButton]。"
msgid ""
"Adds the given color to a list of color presets. The presets are displayed in "
"the color picker and the user will be able to select them.\n"
"[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
msgstr ""
"將給定的顏色新增到顏色預設列表中。預設會顯示在取色器中,可以被使用者選擇。\n"
"[b]注意:[/b]預設列表僅適用於[i]這個[/i]取色器。"
msgid ""
"Adds the given color to a list of color recent presets so that it can be "
"picked later. Recent presets are the colors that were picked recently, a new "
"preset is automatically created and added to recent presets when you pick a "
"new color.\n"
"[b]Note:[/b] The recent presets list is only for [i]this[/i] color picker."
msgstr ""
"將給定的顏色新增到近期顏色預設列表中,以便以後可以選擇它。近期預設是最近選擇的"
"顏色,當選擇新顏色時,會自動建立新的預設並將其新增到近期預設中。\n"
"[b]注意:[/b]近期預設列表僅適用於[i]這個[/i]取色器。"
msgid ""
"Removes the given color from the list of color presets of this color picker."
msgstr "從這個取色器的顏色預設列表中移除給定的顏色。"
msgid ""
"Removes the given color from the list of color recent presets of this color "
"picker."
msgstr "從這個取色器的顏色近期預設列表中移除給定的顏色。"
msgid "Returns the list of colors in the presets of the color picker."
msgstr "返回取色器的預設顏色列表。"
msgid "Returns the list of colors in the recent presets of the color picker."
msgstr "返回取色器的近期預設中的顏色列表。"
msgid ""
"If [code]true[/code], it's possible to add presets under Swatches. If "
"[code]false[/code], the button to add presets is disabled."
msgstr ""
"如果為 [code]true[/code],則可以在色板下新增預設。如果為 [code]false[/code]"
"新增預設的按鈕將被禁用。"
msgid "The currently selected color."
msgstr "目前選擇的顏色。"
msgid "The currently selected color mode. See [enum ColorModeType]."
msgstr "目前選擇的顏色模式。見 [enum ColorModeType]。"
msgid "If [code]true[/code], the color mode buttons are visible."
msgstr "如果為 [code]true[/code],則顏色模式按鈕可見。"
msgid ""
"If [code]true[/code], the color will apply only after the user releases the "
"mouse button, otherwise it will apply immediately even in mouse motion event "
"(which can cause performance issues)."
msgstr ""
"如果為 [code]true[/code],只有在使用者鬆開滑鼠按鈕後才會套用顏色,否則即使在鼠"
"標移動事件中也會立即套用(會造成性能問題)。"
msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
msgstr "如果為 [code]true[/code],則顯示 Alpha 通道滑動條(不透明度)。"
msgid "If [code]true[/code], the hex color code input field is visible."
msgstr "如果為 [code]true[/code],則十六進位顏色程式碼輸入框可見。"
msgid "The shape of the color space view. See [enum PickerShapeType]."
msgstr "色彩空間視圖的形狀。見 [enum PickerShapeType]。"
msgid ""
"If [code]true[/code], the Swatches and Recent Colors presets are visible."
msgstr "如果為 [code]true[/code],則色板和近期顏色預設可見。"
msgid "If [code]true[/code], the color sampler and color preview are visible."
msgstr "如果為 [code]true[/code],則顏色取樣器和顏色預覽可見。"
msgid "If [code]true[/code], the color sliders are visible."
msgstr "如果為 [code]true[/code],則顏色滑桿可見。"
msgid "Emitted when the color is changed."
msgstr "更改顏色時發出。"
msgid "Emitted when a preset is added."
msgstr "新增預設時發出。"
msgid "Emitted when a preset is removed."
msgstr "移除預設時發出。"
msgid "Allows editing the color with Red/Green/Blue sliders."
msgstr "允許使用紅、綠、藍滑桿編輯顏色。"
msgid "Allows editing the color with Hue/Saturation/Value sliders."
msgstr "允許使用色相、飽和度、明度滑桿編輯顏色。"
msgid ""
"Allows the color R, G, B component values to go beyond 1.0, which can be used "
"for certain special operations that require it (like tinting without "
"darkening or rendering sprites in HDR)."
msgstr ""
"允許顏色 R、G、B 分量值超過 1.0,這可用於某些需要它的特殊操作(例如在 HDR 中,"
"著色而不變暗或渲染精靈)。"
msgid ""
"Allows editing the color with Hue/Saturation/Lightness sliders.\n"
"OKHSL is a new color space similar to HSL but that better match perception by "
"leveraging the Oklab color space which is designed to be simple to use, while "
"doing a good job at predicting perceived lightness, chroma and hue.\n"
"[url=https://bottosson.github.io/posts/colorpicker/]Okhsv and Okhsl color "
"spaces[/url]"
msgstr ""
"允許使用色相/飽和度/亮度滑桿編輯顏色。\n"
"OKHSL 是一種類似於 HSL 的新色彩空間,但通過利用設計簡單易用的 Oklab 色彩空間更"
"好地配對感知,同時在預測感知亮度、色度和色調方面做得很好。\n"
"[url=https://bottosson.github.io/posts/colorpicker/]Okhsv 和 Okhsl 色彩空間[/"
"url]"
msgid "HSV Color Model rectangle color space."
msgstr "HSV 色彩模型矩形色彩空間。"
msgid "HSV Color Model rectangle color space with a wheel."
msgstr "HSV 色彩模型矩形色彩空間,帶輪。"
msgid "HSV Color Model circle color space. Use Saturation as a radius."
msgstr "HSV 色彩模型圓形色彩空間。半徑為飽和度。"
msgid "HSL OK Color Model circle color space."
msgstr "HSL OK 色彩模型圓形色彩空間。"
msgid ""
"The color space shape and the shape select button are hidden. Can't be "
"selected from the shapes popup."
msgstr "色彩空間形狀和形狀選擇按鈕被隱藏。不能從形狀快顯視窗中選擇。"
msgid ""
"Overrides the [theme_item Slider.center_grabber] theme property of the "
"sliders."
msgstr "覆蓋滑桿的 [theme_item HSlider.center_grabber] 主題屬性。"
msgid "The width of the hue selection slider."
msgstr "色相選擇滑桿的寬度。"
msgid "The minimum width of the color labels next to sliders."
msgstr "滑桿旁顏色標籤的最小寬度。"
msgid "The margin around the [ColorPicker]."
msgstr "[ColorPicker] 周圍的邊距。"
msgid "The height of the saturation-value selection box."
msgstr "飽和值選擇框的高度。"
msgid "The width of the saturation-value selection box."
msgstr "飽和度選擇框的寬度。"
msgid "The icon for the \"Add Preset\" button."
msgstr "“新增預設”按鈕的圖示。"
msgid "The texture for the arrow grabber."
msgstr "箭頭抓取器的紋理。"
msgid "Custom texture for the hue selection slider on the right."
msgstr "右側的色相選擇滑桿的自訂紋理。"
msgid "Custom texture for the H slider in the OKHSL color mode."
msgstr "OKHSL 顏色模式的 H 滑桿的自訂紋理。"
msgid "The icon for color preset drop down menu when expanded."
msgstr "顏色預設下拉式功能表展開時使用的圖示。"
msgid "The icon for color preset drop down menu when folded."
msgstr "顏色預設下拉式功能表折疊時使用的圖示。"
msgid ""
"The indicator used to signalize that the color value is outside the 0-1 range."
msgstr "該指示器用於指示顏色值在 0-1 範圍之外。"
msgid ""
"The image displayed over the color box/circle (depending on the [member "
"picker_shape]), marking the currently selected color."
msgstr ""
"顯示在色塊/圓(取決於 [member picker_shape])上的圖像,標記目前選擇的顏色。"
msgid ""
"Background panel for the color preview box (visible when the color is "
"translucent)."
msgstr "顏色預覽框的背景面板(顏色為半透明時可見)。"
msgid "The icon for the screen color picker button."
msgstr "螢幕取色器按鈕的圖示。"
msgid "The icon for circular picker shapes."
msgstr "圓形拾取器形狀的圖示。"
msgid "The icon for rectangular picker shapes."
msgstr "矩形拾取器形狀的圖示。"
msgid "The icon for rectangular wheel picker shapes."
msgstr "矩形輪拾取器形狀的圖示。"
msgid "A button that brings up a [ColorPicker] when pressed."
msgstr "點擊後會顯示 [ColorPicker] 的按鈕。"
msgid ""
"Encapsulates a [ColorPicker], making it accessible by pressing a button. "
"Pressing the button will toggle the [ColorPicker]'s visibility.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node.\n"
"[b]Note:[/b] By default, the button may not be wide enough for the color "
"preview swatch to be visible. Make sure to set [member Control."
"custom_minimum_size] to a big enough value to give the button enough space."
msgstr ""
"封裝一個 [ColorPicker],按下按鈕即可存取該控制項。按下按鈕會切換 "
"[ColorPicker] 的可見性。\n"
"另見 [BaseButton],其中包含與該節點關聯的通用屬性和方法。\n"
"[b]注意:[/b]預設情況下,按鈕的寬度可能不足以使顏色預覽色板可見。確保將 "
"[member Control.custom_minimum_size] 設定為足夠大的值,以便為按鈕提供足夠的空"
"間。"
msgid ""
"Returns the [ColorPicker] that this node toggles.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回此節點所切換的 [ColorPicker]。\n"
"[b]警告:[/b]這是一個必需的內部節點,移除和釋放它可能會導致當機。如果你希望隱"
"藏它或其所有子項,請使用其 [member CanvasItem.visible] 屬性。"
msgid ""
"Returns the control's [PopupPanel] which allows you to connect to popup "
"signals. This allows you to handle events when the ColorPicker is shown or "
"hidden.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回該控制項的 [PopupPanel],它允許連接到其彈出訊號。這允許在顯示或隱藏 "
"ColorPicker 時處理事件。\n"
"[b]警告:[/b]這是一個必需的內部節點,移除和釋放它可能會導致當機。如果希望隱藏"
"它或它的任何子項,請使用它們的 [member Window.visible] 屬性。"
msgid ""
"If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
"be visible."
msgstr ""
"如果為 [code]true[/code],則顯示的 [ColorPicker] 中的 Alpha 通道將可見。"
msgid "Emitted when the color changes."
msgstr "顏色改變時發出。"
msgid ""
"Emitted when the [ColorPicker] is created (the button is pressed for the "
"first time)."
msgstr "建立 [ColorPicker] 時(第一次按下按鈕)發出。"
msgid "Emitted when the [ColorPicker] is closed."
msgstr "當 [ColorPicker] 關閉時發出。"
msgid "The background of the color preview rect on the button."
msgstr "顏色預覽的背景將在按鈕上顯示。"
msgid "A control that displays a solid color rectangle."
msgstr "顯示單色矩形的控制項。"
msgid ""
"Displays a rectangle filled with a solid [member color]. If you need to "
"display the border alone, consider using a [Panel] instead."
msgstr ""
"顯示一個用純色 [member color] 填充的矩形。如果你需要單獨顯示邊框,請考慮改用 "
"[Panel]。"
msgid "The fill color of the rectangle."
msgstr "該矩形的填充顏色。"
msgid "An optionally compressed [Cubemap]."
msgstr "可選壓縮的 [Cubemap] 。"
msgid ""
"A cubemap that is loaded from a [code].ccube[/code] file. This file format is "
"internal to Godot; it is created by importing other image formats with the "
"import system. [CompressedCubemap] can use one of 4 compresson methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
"- VRAM Compressed (compressed on the GPU)\n"
"- VRAM Uncompressed (uncompressed on the GPU)\n"
"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The "
"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required "
"storage on disk, but they will not reduce memory usage on the GPU as the "
"texture is sent to the GPU uncompressed.\n"
"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
"textures are faster to load compared to textures using lossless or lossy "
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D.\n"
"See [Cubemap] for a general description of cubemaps."
msgstr ""
"一種從 [code].ccube[/code] 檔載入的立方體貼圖。這種檔案格式是 Godot 內部使用"
"的;它是通過匯入系統匯入其他圖像格式建立的。[CompressedCubemap] 可以使用 4 種"
"壓縮方法中的一種:\n"
"- 無損WebP 或 PNG在 GPU 上不壓縮)\n"
"- 有損WebP在 GPU 上不壓縮)\n"
"- VRAM 壓縮(在 GPU 上壓縮)\n"
"- VRAM 未壓縮(在 GPU 上不壓縮)\n"
"- Basis Universal在 GPU 上壓縮。與 VRAM 壓縮相比,檔更小,但壓縮速度更慢、品"
"質更低)\n"
"只有 [b]VRAM 壓縮[/b]實際上減少了 GPU 上的記憶體使用。[b]無損[/b]和[b]有損[/b]"
"壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋"
"理未經壓縮地被發送到 GPU。\n"
"使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比,"
"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲"
"染,而不是 2D。\n"
"有關立方體貼圖的一般描述,請參閱 [Cubemap]。"
msgid "An optionally compressed [CubemapArray]."
msgstr "立方體貼圖紋理陣列(見 [CubemapArray])。"
msgid ""
"A cubemap array that is loaded from a [code].ccubearray[/code] file. This "
"file format is internal to Godot; it is created by importing other image "
"formats with the import system. [CompressedCubemapArray] can use one of 4 "
"compresson methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
"- VRAM Compressed (compressed on the GPU)\n"
"- VRAM Uncompressed (uncompressed on the GPU)\n"
"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The "
"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required "
"storage on disk, but they will not reduce memory usage on the GPU as the "
"texture is sent to the GPU uncompressed.\n"
"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
"textures are faster to load compared to textures using lossless or lossy "
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D.\n"
"See [CubemapArray] for a general description of cubemap arrays."
msgstr ""
"一種從 [code].ccubearray[/code] 檔載入的立方體貼圖陣列。這種檔案格式是 Godot "
"內部使用的;它是通過匯入系統匯入其他圖像格式建立的。[CompressedCubemapArray] "
"可以使用 4 種壓縮方法中的一種:\n"
"- 無損WebP 或 PNG在 GPU 上不壓縮)\n"
"- 有損WebP在 GPU 上不壓縮)\n"
"- VRAM 壓縮(在 GPU 上壓縮)\n"
"- VRAM 未壓縮(在 GPU 上不壓縮)\n"
"- Basis Universal在 GPU 上壓縮。與 VRAM 壓縮相比,檔更小,但壓縮速度更慢、品"
"質更低)\n"
"只有 [b]VRAM 壓縮[/b]實際上減少了 GPU 上的記憶體使用。[b]無損[/b]和[b]有損[/b]"
"壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋"
"理未經壓縮地被發送到 GPU。\n"
"使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比,"
"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲"
"染,而不是 2D。\n"
"有關立方體貼圖陣列的一般說明,請參閱 [CubemapArray]。"
msgid "Texture with 2 dimensions, optionally compressed."
msgstr "二維紋理,可選擇壓縮。"
msgid ""
"A texture that is loaded from a [code].ctex[/code] file. This file format is "
"internal to Godot; it is created by importing other image formats with the "
"import system. [CompressedTexture2D] can use one of 4 compression methods "
"(including a lack of any compression):\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
"- VRAM Compressed (compressed on the GPU)\n"
"- VRAM Uncompressed (uncompressed on the GPU)\n"
"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The "
"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required "
"storage on disk, but they will not reduce memory usage on the GPU as the "
"texture is sent to the GPU uncompressed.\n"
"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
"textures are faster to load compared to textures using lossless or lossy "
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D."
msgstr ""
"一種從 [code].ctex[/code] 檔載入的紋理。這種檔案格式是 Godot 內部使用的;它是"
"通過匯入系統匯入其他圖像格式建立的。[CompressedTexture2D] 可以使用 4 種壓縮方"
"法中的一種(包括沒有任何壓縮):\n"
"- 無損WebP 或 PNG在 GPU 上不壓縮)\n"
"- 有損WebP在 GPU 上不壓縮)\n"
"- VRAM 壓縮(在 GPU 上壓縮)\n"
"- VRAM 未壓縮(在 GPU 上不壓縮)\n"
"- Basis Universal在 GPU 上壓縮。與 VRAM 壓縮相比,檔更小,但壓縮速度更慢、品"
"質更低)\n"
"只有 [b]VRAM 壓縮[/b]實際上減少了 GPU 上的記憶體使用。[b]無損[/b]和[b]有損[/b]"
"壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋"
"理未經壓縮地被發送到 GPU。\n"
"使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比,"
"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲"
"染,而不是 2D。"
msgid "Loads the texture from the specified [param path]."
msgstr "從指定的路徑 [param path] 載入紋理。"
msgid "The [CompressedTexture2D]'s file path to a [code].ctex[/code] file."
msgstr "該 [CompressedTexture2D] 的檔路徑,指向 [code].ctex[/code] 檔案。"
msgid "Array of 2-dimensional textures, optionally compressed."
msgstr "二維紋理的陣列,可選擇壓縮。"
msgid ""
"A texture array that is loaded from a [code].ctexarray[/code] file. This file "
"format is internal to Godot; it is created by importing other image formats "
"with the import system. [CompressedTexture2DArray] can use one of 4 "
"compresson methods:\n"
"- Lossless (WebP or PNG, uncompressed on the GPU)\n"
"- Lossy (WebP, uncompressed on the GPU)\n"
"- VRAM Compressed (compressed on the GPU)\n"
"- VRAM Uncompressed (uncompressed on the GPU)\n"
"- Basis Universal (compressed on the GPU. Lower file sizes than VRAM "
"Compressed, but slower to compress and lower quality than VRAM Compressed)\n"
"Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The "
"[b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required "
"storage on disk, but they will not reduce memory usage on the GPU as the "
"texture is sent to the GPU uncompressed.\n"
"Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed "
"textures are faster to load compared to textures using lossless or lossy "
"compression. VRAM compression can exhibit noticeable artifacts and is "
"intended to be used for 3D rendering, not 2D.\n"
"See [Texture2DArray] for a general description of texture arrays."
msgstr ""
"一種從 [code].ctexarray[/code] 檔載入的紋理陣列。這種檔案格式是 Godot 內部使用"
"的;它是通過匯入系統匯入其他圖像格式建立的。[CompressedTexture2DArray] 可以使"
"用 4 種壓縮方法中的一種:\n"
"- 無損WebP 或 PNG在 GPU 上不壓縮)\n"
"- 有損WebP在 GPU 上不壓縮)\n"
"- VRAM 壓縮(在 GPU 上壓縮)\n"
"- VRAM 未壓縮(在 GPU 上不壓縮)\n"
"- Basis Universal在 GPU 上壓縮。與 VRAM 壓縮相比,檔更小,但壓縮速度更慢、品"
"質更低)\n"
"只有 [b]VRAM 壓縮[/b]實際上減少了 GPU 上的記憶體使用。[b]無損[/b]和[b]有損[/b]"
"壓縮方法將減少磁片上所需的儲存空間,但它們不會減少 GPU 上的記憶體使用,因為紋"
"理未經壓縮地被發送到 GPU。\n"
"使用 [b]VRAM 壓縮[/b]還可以縮短載入時間,因為與使用無損或失真壓縮的紋理相比,"
"VRAM 壓縮的紋理載入速度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲"
"染,而不是 2D。\n"
"有關紋理陣列的一般描述,請參閱 [Texture2DArray]。"
msgid "Texture with 3 dimensions, optionally compressed."
msgstr "三維紋理,可選擇壓縮。"
msgid ""
"[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. "
"The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. "
"This file format is internal to Godot; it is created by importing other image "
"formats with the import system.\n"
"[CompressedTexture3D] uses VRAM compression, which allows to reduce memory "
"usage on the GPU when rendering the texture. This also improves loading "
"times, as VRAM-compressed textures are faster to load compared to textures "
"using lossless compression. VRAM compression can exhibit noticeable artifacts "
"and is intended to be used for 3D rendering, not 2D.\n"
"See [Texture3D] for a general description of 3D textures."
msgstr ""
"[CompressedTexture3D] 是 [ImageTexture3D] 的 VRAM 壓縮對應物。"
"[CompressedTexture3D] 檔案的檔案副檔名為 [code].ctex3d[/code]。這種檔案格式是 "
"Godot 內部使用的;它是通過匯入系統匯入其他圖像格式建立的。\n"
"[CompressedTexture3D] 使用 VRAM 壓縮,這可以在渲染紋理時減少 GPU 的記憶體使用"
"量。這也縮短了載入時間因為與使用無失真壓縮的紋理相比VRAM 壓縮的紋理載入速"
"度更快。VRAM 壓縮會表現出明顯的偽影,並且它旨在用於 3D 渲染,而不是 2D。\n"
"有關 3D 紋理的一般描述,請參閱 [Texture3D]。"
msgid "The [CompressedTexture3D]'s file path to a [code].ctex3d[/code] file."
msgstr "該 [CompressedTexture3D] 的檔路徑,指向 [code].ctex3d[/code] 檔案。"
msgid "Base class for texture arrays that can optionally be compressed."
msgstr "可壓縮紋理陣列的基底類別。"
msgid ""
"Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot "
"be used directly, but contains all the functions necessary for accessing the "
"derived resource types. See also [TextureLayered]."
msgstr ""
"[CompressedTexture2DArray] 和 [CompressedTexture3D] 的基底類別。不能直接使用,"
"但包含了存取衍生資源型別所需的所有函式。另見 [TextureLayered]。"
msgid "Loads the texture at [param path]."
msgstr "載入位於 [param path] 的紋理。"
msgid "The path the texture should be loaded from."
msgstr "載入紋理所使用的路徑。"
msgid "A 2D polyline shape used for physics collision."
msgstr "用於物理碰撞的 2D 多線段形狀。"
msgid ""
"The array of points that make up the [ConcavePolygonShape2D]'s line segments. "
"The array (of length divisible by two) is naturally divided into pairs (one "
"pair for each segment); each pair consists of the starting point of a segment "
"and the endpoint of a segment."
msgstr ""
"頂點陣列,構成 [ConcavePolygonShape2D] 的線段。該(長度能被二整除的)陣列自然"
"兩兩群組(每組代表一條線段);每組都由一條線段的起點和終點構成。"
msgid "A 3D trimesh shape used for physics collision."
msgstr "用於物理碰撞的 3D 三角網格形狀。"
msgid ""
"Returns the faces of the trimesh shape as an array of vertices. The array (of "
"length divisible by three) is naturally divided into triples; each triple of "
"vertices defines a triangle."
msgstr ""
"以頂點陣列的形式返回三角網格形狀中的面。該(長度能被三整除的)陣列自然三三分"
"組;每組中的三個頂點定義一個三角形。"
msgid ""
"Sets the faces of the trimesh shape from an array of vertices. The [param "
"faces] array should be composed of triples such that each triple of vertices "
"defines a triangle."
msgstr ""
"根據頂點陣列設定三角網格形狀的面。[param faces] 陣列應更多由若干三元組構成,每"
"三個頂點定義一個三角形。"
msgid ""
"If set to [code]true[/code], collisions occur on both sides of the concave "
"shape faces. Otherwise they occur only along the face normals."
msgstr ""
"如果設定為 [code]true[/code],則碰撞會發生在凹形面的兩側。否則,它們只會沿著面"
"法線發生。"
msgid ""
"A physics joint that connects two 3D physics bodies in a way that simulates a "
"ball-and-socket joint."
msgstr "以類比球窩關節的方式連接兩個 3D 物理物體的物理關節。"
msgid ""
"A physics joint that connects two 3D physics bodies in a way that simulates a "
"ball-and-socket joint. The twist axis is initiated as the X axis of the "
"[ConeTwistJoint3D]. Once the physics bodies swing, the twist axis is "
"calculated as the middle of the X axes of the joint in the local space of the "
"two physics bodies. Useful for limbs like shoulders and hips, lamps hanging "
"off a ceiling, etc."
msgstr ""
"以類比球窩關節的方式連接兩個 3D 物理物體的物理關節。扭轉軸被初始化為 "
"[ConeTwistJoint3D] 的 X 軸。一旦物理體擺動,扭轉軸將被計算為兩個物理體局部空間"
"中關節的 X 軸的中間值。可用作肩膀、臀部等肢體,也可以用作從天花板蕩下的燈之類"
"的對象。"
msgid "Returns the value of the specified parameter."
msgstr "返回指定參數的值。"
msgid "Sets the value of the specified parameter."
msgstr "設定指定參數的值。"
msgid ""
"The speed with which the swing or twist will take place.\n"
"The higher, the faster."
msgstr ""
"擺動或扭轉的速度。\n"
"越高,速度越快。"
msgid ""
"Defines, how fast the swing- and twist-speed-difference on both sides gets "
"synced."
msgstr "定義兩側的擺動速度和扭轉速度差異同步的速度。"
msgid ""
"The ease with which the joint starts to twist. If it's too low, it takes more "
"force to start twisting the joint."
msgstr "關節開始扭轉的難易程度。如果太低,則需要更多的力才能開始扭轉關節。"
msgid ""
"Swing is rotation from side to side, around the axis perpendicular to the "
"twist axis.\n"
"The swing span defines, how much rotation will not get corrected along the "
"swing axis.\n"
"Could be defined as looseness in the [ConeTwistJoint3D].\n"
"If below 0.05, this behavior is locked."
msgstr ""
"擺動是圍繞垂直於扭轉軸的軸線,從一邊到另一邊的旋轉。\n"
"擺動跨度定義了沿擺動軸旋轉多少不會得到校正。\n"
"可以被定義為 [ConeTwistJoint3D] 中的鬆動。\n"
"如果低於 0.05,該行為將被鎖定。"
msgid ""
"Twist is the rotation around the twist axis, this value defined how far the "
"joint can twist.\n"
"Twist is locked if below 0.05."
msgstr ""
"扭轉是繞扭轉軸的旋轉,此值定義了關節可以扭轉多遠。\n"
"如果低於 0.05,則扭轉被鎖定。"
msgid "Represents the size of the [enum Param] enum."
msgstr "代表 [enum Param] 列舉的大小。"
msgid "Helper class to handle INI-style files."
msgstr "用於處理 INI 樣式檔的輔助類。"
msgid ""
"This helper class can be used to store [Variant] values on the filesystem "
"using INI-style formatting. The stored values are identified by a section and "
"a key:\n"
"[codeblock]\n"
"[section]\n"
"some_key=42\n"
"string_example=\"Hello World3D!\"\n"
"a_vector=Vector3(1, 0, 2)\n"
"[/codeblock]\n"
"The stored data can be saved to or parsed from a file, though ConfigFile "
"objects can also be used directly without accessing the filesystem.\n"
"The following example shows how to create a simple [ConfigFile] and save it "
"on disc:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Create new ConfigFile object.\n"
"var config = ConfigFile.new()\n"
"\n"
"# Store some values.\n"
"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
"config.set_value(\"Player1\", \"best_score\", 10)\n"
"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
"config.set_value(\"Player2\", \"best_score\", 9001)\n"
"\n"
"# Save it to a file (overwrite if already exists).\n"
"config.save(\"user://scores.cfg\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// Create new ConfigFile object.\n"
"var config = new ConfigFile();\n"
"\n"
"// Store some values.\n"
"config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n"
"config.SetValue(\"Player1\", \"best_score\", 10);\n"
"config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n"
"config.SetValue(\"Player2\", \"best_score\", 9001);\n"
"\n"
"// Save it to a file (overwrite if already exists).\n"
"config.Save(\"user://scores.cfg\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This example shows how the above file could be loaded:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var score_data = {}\n"
"var config = ConfigFile.new()\n"
"\n"
"# Load data from a file.\n"
"var err = config.load(\"user://scores.cfg\")\n"
"\n"
"# If the file didn't load, ignore it.\n"
"if err != OK:\n"
" return\n"
"\n"
"# Iterate over all sections.\n"
"for player in config.get_sections():\n"
" # Fetch the data for each section.\n"
" var player_name = config.get_value(player, \"player_name\")\n"
" var player_score = config.get_value(player, \"best_score\")\n"
" score_data[player_name] = player_score\n"
"[/gdscript]\n"
"[csharp]\n"
"var score_data = new Godot.Collections.Dictionary();\n"
"var config = new ConfigFile();\n"
"\n"
"// Load data from a file.\n"
"Error err = config.Load(\"user://scores.cfg\");\n"
"\n"
"// If the file didn't load, ignore it.\n"
"if (err != Error.Ok)\n"
"{\n"
" return;\n"
"}\n"
"\n"
"// Iterate over all sections.\n"
"foreach (String player in config.GetSections())\n"
"{\n"
" // Fetch the data for each section.\n"
" var player_name = (String)config.GetValue(player, \"player_name\");\n"
" var player_score = (int)config.GetValue(player, \"best_score\");\n"
" score_data[player_name] = player_score;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Any operation that mutates the ConfigFile such as [method set_value], [method "
"clear], or [method erase_section], only changes what is loaded in memory. If "
"you want to write the change to a file, you have to save the changes with "
"[method save], [method save_encrypted], or [method save_encrypted_pass].\n"
"Keep in mind that section and property names can't contain spaces. Anything "
"after a space will be ignored on save and on load.\n"
"ConfigFiles can also contain manually written comment lines starting with a "
"semicolon ([code];[/code]). Those lines will be ignored when parsing the "
"file. Note that comments will be lost when saving the ConfigFile. This can "
"still be useful for dedicated server configuration files, which are typically "
"never overwritten without explicit user action.\n"
"[b]Note:[/b] The file extension given to a ConfigFile does not have any "
"impact on its formatting or behavior. By convention, the [code].cfg[/code] "
"extension is used here, but any other extension such as [code].ini[/code] is "
"also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are "
"standardized, Godot's ConfigFile formatting may differ from files written by "
"other programs."
msgstr ""
"該輔助類可用於使用 INI 樣式格式在檔案系統上儲存 [Variant] 值。儲存的值由一個小"
"節和一個鍵標識:\n"
"[codeblock]\n"
"[section]\n"
"some_key=42\n"
"string_example=\"Hello World3D!\"\n"
"a_vector=Vector3(1, 0, 2)\n"
"[/codeblock]\n"
"儲存的資料可以被保存到檔中或從檔中解析出來,儘管 ConfigFile 物件也可以直接使用"
"而無需存取檔案系統。\n"
"以下範例顯示了如何建立一個簡單的 [ConfigFile] 並將其保存在磁片上:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 建立新的 ConfigFile 物件。\n"
"var config = ConfigFile.new()\n"
"\n"
"# 儲存一些值。\n"
"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
"config.set_value(\"Player1\", \"best_score\", 10)\n"
"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
"config.set_value(\"Player2\", \"best_score\", 9001)\n"
"\n"
"# 將其保存到檔中(如果已存在則覆蓋)。\n"
"config.save(\"user://scores.cfg\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// 建立新的 ConfigFile 物件。\n"
"var config = new ConfigFile();\n"
"\n"
"// 儲存一些值。\n"
"config.SetValue(\"Player1\", \"player_name\", \"Steve\");\n"
"config.SetValue(\"Player1\", \"best_score\", 10);\n"
"config.SetValue(\"Player2\", \"player_name\", \"V3geta\");\n"
"config.SetValue(\"Player2\", \"best_score\", 9001);\n"
"\n"
"// 將其保存到檔中(如果已存在則覆蓋)。\n"
"config.Save(\"user://scores.cfg\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"該範例展示了如何載入上面的檔案:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var score_data = {}\n"
"var config = ConfigFile.new()\n"
"\n"
"# 從檔載入資料。\n"
"var err = config.load(\"user://scores.cfg\")\n"
"\n"
"# 如果檔沒有載入,忽略它。\n"
"if err != OK:\n"
" return\n"
"\n"
"# 反覆運算所有小節。\n"
"for player in config.get_sections():\n"
" # 獲取每個小節的資料。\n"
" var player_name = config.get_value(player, \"player_name\")\n"
" var player_score = config.get_value(player, \"best_score\")\n"
" score_data[player_name] = player_score\n"
"[/gdscript]\n"
"[csharp]\n"
"var score_data = new Godot.Collections.Dictionary();\n"
"var config = new ConfigFile();\n"
"\n"
"// 從檔載入資料。\n"
"Error err = config.Load(\"user://scores.cfg\");\n"
"\n"
"// 如果檔沒有載入,忽略它。\n"
"if (err != Error.Ok)\n"
"{\n"
" return;\n"
"}\n"
"\n"
"// 反覆運算所有小節。\n"
"foreach (String player in config.GetSections())\n"
"{\n"
" // 獲取每個小節的資料。\n"
" var player_name = (String)config.GetValue(player, \"player_name\");\n"
" var player_score = (int)config.GetValue(player, \"best_score\");\n"
" score_data[player_name] = player_score;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"任何改變 ConfigFile 的操作,例如 [method set_value]、[method clear]、或 "
"[method erase_section],只會改變載入到記憶體中的內容。如果要將更改寫入檔,則必"
"須使用 [method save]、[method save_encrypted]、或 [method "
"save_encrypted_pass] 保存更改。\n"
"請記住,小節和屬性名稱不能包含空格。保存和載入時將忽略空格後的任何內容。\n"
"ConfigFiles 還可以包含以分號([code];[/code])開頭的手動編寫的注釋行。解析文件"
"時將忽略這些行。請注意,保存 ConfigFile 時注釋將丟失。注釋對於專用伺服器配置檔"
"仍然很有用,如果沒有明確的使用者操作,這些檔通常永遠不會被覆蓋。\n"
"[b]注意:[/b]為 ConfigFile 指定的檔副檔名對其格式或行為沒有任何影響。按照慣"
"例,此處使用 [code].cfg[/code] 副檔名,但 [code].ini[/code] 等任何其他副檔名也"
"有效。由於 [code].cfg[/code] 和 [code].ini[/code] 都不是標準化的格式Godot "
"的 ConfigFile 格式可能與其他程式編寫的檔不同。"
msgid "Removes the entire contents of the config."
msgstr "移除配置的全部內容。"
msgid ""
"Obtain the text version of this config file (the same text that would be "
"written to a file)."
msgstr "獲得該設定檔的文字版本(與寫入檔的文字相同)。"
msgid ""
"Deletes the specified section along with all the key-value pairs inside. "
"Raises an error if the section does not exist."
msgstr "刪除指定小節以及其中的所有鍵值對。如果該小節不存在,則會引發錯誤。"
msgid ""
"Deletes the specified key in a section. Raises an error if either the section "
"or the key do not exist."
msgstr "刪除小節中的指定鍵。如果該小節或鍵不存在,則會引發錯誤。"
msgid ""
"Returns an array of all defined key identifiers in the specified section. "
"Raises an error and returns an empty array if the section does not exist."
msgstr ""
"返回指定小節中所有已定義鍵識別字的陣列。如果該小節不存在,則會引發錯誤並返回一"
"個空陣列。"
msgid "Returns an array of all defined section identifiers."
msgstr "返回所有已定義小節的識別字的陣列。"
msgid ""
"Returns the current value for the specified section and key. If either the "
"section or the key do not exist, the method returns the fallback [param "
"default] value. If [param default] is not specified or set to [code]null[/"
"code], an error is also raised."
msgstr ""
"返回指定小節和鍵的目前值。如果該小節或鍵不存在,則該方法返回後備值 [param "
"default]。如果未指定 [param default] 或將其設定為 [code]null[/code],則會引發"
"一個錯誤。"
msgid "Returns [code]true[/code] if the specified section exists."
msgstr "如果指定的小節存在,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the specified section-key pair exists."
msgstr "如果指定的小節-鍵對存在,則返回 [code]true[/code]。"
msgid ""
"Loads the config file specified as a parameter. The file's contents are "
"parsed and loaded in the [ConfigFile] object which the method was called on.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"載入指定為參數的設定檔。解析檔的內容並將其載入到呼叫該方法的 [ConfigFile] 對象"
"中。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid ""
"Loads the encrypted config file specified as a parameter, using the provided "
"[param key] to decrypt it. The file's contents are parsed and loaded in the "
"[ConfigFile] object which the method was called on.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"載入指定為參數的加密設定檔,使用提供的 [param key] 對其解密。解析檔的內容並將"
"其載入到呼叫該方法的 [ConfigFile] 物件中。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid ""
"Loads the encrypted config file specified as a parameter, using the provided "
"[param password] to decrypt it. The file's contents are parsed and loaded in "
"the [ConfigFile] object which the method was called on.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"載入作為參數的加密設定檔,使用提供的 [param password] 解密。該檔的內容被解析並"
"載入到呼叫該方法的 [ConfigFile] 物件中。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid ""
"Parses the passed string as the contents of a config file. The string is "
"parsed and loaded in the ConfigFile object which the method was called on.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"將傳遞的字串解析為設定檔的內容。該字串被解析並載入到呼叫該方法的 ConfigFile 對"
"象中。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid ""
"Saves the contents of the [ConfigFile] object to the file specified as a "
"parameter. The output file uses an INI-style structure.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"將 [ConfigFile] 物件的內容保存到指定為參數的檔中。輸出檔使用 INI 樣式的結"
"構。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid ""
"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
"specified as a parameter, using the provided [param key] to encrypt it. The "
"output file uses an INI-style structure.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"使用提供的 [param key] 將 [ConfigFile] 物件的內容保存到作為參數指定的 AES-256 "
"加密檔中。輸出檔使用 INI 樣式的結構。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid ""
"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
"specified as a parameter, using the provided [param password] to encrypt it. "
"The output file uses an INI-style structure.\n"
"Returns [constant OK] on success, or one of the other [enum Error] values if "
"the operation failed."
msgstr ""
"將 [ConfigFile] 物件的內容保存到作為參數指定的 AES-256 加密檔中,使用提供的 "
"[param password] 進行加密。輸出檔使用 INI 風格的結構。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid ""
"Assigns a value to the specified key of the specified section. If either the "
"section or the key do not exist, they are created. Passing a [code]null[/"
"code] value deletes the specified key if it exists, and deletes the section "
"if it ends up empty once the key has been removed."
msgstr ""
"為指定小節的指定鍵賦值。如果小節或鍵不存在,則建立它們。如果指定的鍵存在,傳"
"遞 [code]null[/code] 值就會移除指定的鍵,如果鍵被移除後,小節最終是空的,就會"
"移除小節。"
msgid "A dialog used for confirmation of actions."
msgstr "用於確認動作的對話方塊。"
msgid ""
"A dialog used for confirmation of actions. This window is similar to "
"[AcceptDialog], but pressing its Cancel button can have a different outcome "
"from pressing the OK button. The order of the two buttons varies depending on "
"the host OS.\n"
"To get cancel action, you can use:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_cancel_button().pressed.connect(self.canceled)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetCancelButton().Pressed += Canceled;\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"用於確認動作的對話方塊。這個視窗類似於 [AcceptDialog],但按下“取消”按鈕和按"
"下“確定”按鈕的效果是不同的。這兩個按鈕的順序取決於主機作業系統。\n"
"要獲得取消操作,你可以使用:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_cancel_button().pressed.connect(self.canceled)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetCancelButton().Pressed += Canceled;\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the cancel button.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回取消按鈕。\n"
"[b]警告:[/b]這是一個必需的內部節點,移除並釋放它可能會導致當機。如果你希望隱"
"藏它或其任何子項,請使用其 [member CanvasItem.visible] 屬性。"
msgid ""
"The text displayed by the cancel button (see [method get_cancel_button])."
msgstr "取消按鈕顯示的文字(見 [method get_cancel_button])。"
msgid "Base class for all GUI containers."
msgstr "所有 GUI 容器的基底類別。"
msgid ""
"Base class for all GUI containers. A [Container] automatically arranges its "
"child controls in a certain way. This class can be inherited to make custom "
"container types."
msgstr ""
"所有 GUI 容器的基礎節點。[Container] 包含其他控制項,並自動以某種方式排列它"
"們。可以繼承此類來生成自訂的容器類。"
msgid ""
"Implement to return a list of allowed horizontal [enum Control.SizeFlags] for "
"child nodes. This doesn't technically prevent the usages of any other size "
"flags, if your implementation requires that. This only limits the options "
"available to the user in the Inspector dock.\n"
"[b]Note:[/b] Having no size flags is equal to having [constant Control."
"SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed."
msgstr ""
"實作以返回子節點允許的水平 [enum Control.SizeFlags] 列表。這在技術上並不妨礙任"
"何其他大小旗標的使用,如果你的實作需要這樣做。這只會限制屬性面板停靠面板中用戶"
"可用的選項。\n"
"[b]注意:[/b]沒有大小旗標等同於有 [constant Control.SIZE_SHRINK_BEGIN]。因此,"
"該值始終是隱式允許的。"
msgid ""
"Implement to return a list of allowed vertical [enum Control.SizeFlags] for "
"child nodes. This doesn't technically prevent the usages of any other size "
"flags, if your implementation requires that. This only limits the options "
"available to the user in the Inspector dock.\n"
"[b]Note:[/b] Having no size flags is equal to having [constant Control."
"SIZE_SHRINK_BEGIN]. As such, this value is always implicitly allowed."
msgstr ""
"實作以返回子節點允許的垂直 [enum Control.SizeFlags] 列表。這在技術上並不妨礙任"
"何其他大小旗標的使用,如果你的實作需要這樣做。這只會限制屬性面板停靠面板中用戶"
"可用的選項。\n"
"[b]注意:[/b]沒有大小旗標等同於有 [constant Control.SIZE_SHRINK_BEGIN]。因此,"
"該值始終是隱式允許的。"
msgid ""
"Fit a child control in a given rect. This is mainly a helper for creating "
"custom container classes."
msgstr "在給定的矩形中適配子控制項。這主要是用於建立自訂容器類的輔助工具。"
msgid ""
"Queue resort of the contained children. This is called automatically anyway, "
"but can be called upon request."
msgstr "將子節點的重排加入佇列。雖然會被自動呼叫,但也可以在需要時手動呼叫。"
msgid "Emitted when children are going to be sorted."
msgstr "子節點將要被排序時發出。"
msgid "Emitted when sorting the children is needed."
msgstr "需要對子節點進行排序時發出。"
msgid ""
"Notification just before children are going to be sorted, in case there's "
"something to process beforehand."
msgstr "在子節點將要被排序之前通知,以防有事情需要事先處理。"
msgid ""
"Notification for when sorting the children, it must be obeyed immediately."
msgstr "對子節點進行排序時的通知,必須立即服從。"
msgid ""
"Base class for all GUI controls. Adapts its position and size based on its "
"parent control."
msgstr "所有 GUI 控制項的基底類別。根據其父控制項調整其位置和大小。"
msgid ""
"Base class for all UI-related nodes. [Control] features a bounding rectangle "
"that defines its extents, an anchor position relative to its parent control "
"or the current viewport, and offsets relative to the anchor. The offsets "
"update automatically when the node, any of its parents, or the screen size "
"change.\n"
"For more information on Godot's UI system, anchors, offsets, and containers, "
"see the related tutorials in the manual. To build flexible UIs, you'll need a "
"mix of UI elements that inherit from [Control] and [Container] nodes.\n"
"[b]User Interface nodes and input[/b]\n"
"Godot propagates input events via viewports. Each [Viewport] is responsible "
"for propagating [InputEvent]s to their child nodes. As the [member SceneTree."
"root] is a [Window], this already happens automatically for all UI elements "
"in your game.\n"
"Input events are propagated through the [SceneTree] from the root node to all "
"child nodes by calling [method Node._input]. For UI elements specifically, it "
"makes more sense to override the virtual method [method _gui_input], which "
"filters out unrelated input events, such as by checking z-order, [member "
"mouse_filter], focus, or if the event was inside of the control's bounding "
"box.\n"
"Call [method accept_event] so no other node receives the event. Once you "
"accept an input, it becomes handled so [method Node._unhandled_input] will "
"not process it.\n"
"Only one [Control] node can be in focus. Only the node in focus will receive "
"events. To get the focus, call [method grab_focus]. [Control] nodes lose "
"focus when another node grabs it, or if you hide the node in focus.\n"
"Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a "
"[Control] node to ignore mouse or touch events. You'll need it if you place "
"an icon on top of a button.\n"
"[Theme] resources change the Control's appearance. If you change the [Theme] "
"on a [Control] node, it affects all of its children. To override some of the "
"theme's parameters, call one of the [code]add_theme_*_override[/code] "
"methods, like [method add_theme_font_override]. You can override the theme "
"with the Inspector.\n"
"[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you "
"can't access their values using [method Object.get] and [method Object.set]. "
"Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/"
"code] methods provided by this class."
msgstr ""
"所有 UI 相關節點的基底類別。[Control] 具有定義其範圍的邊界矩形,相對於父控制項"
"或當前視口的錨點位置,以及相對於錨點的偏移。當節點、任何父節點或螢幕尺寸發生變"
"化時,偏移就會自動更新。\n"
"更多關於 Godot 的 UI 系統、錨點、偏移和容器的資訊,請參閱手冊中的相關教學。要"
"建構靈活的 UI你需要混合使用從 [Control] 和 [Container] 節點繼承的 UI 元"
"素。\n"
"[b]使用者介面節點與輸入[/b]\n"
"Godot 使用視口來傳播輸入事件。視口負責將 [InputEvent] 傳播給它的子節點。因為 "
"[member SceneTree.root] 是 [Window],所以遊戲中的所有 UI 元素都會自動進行傳"
"播。\n"
"輸入事件通過呼叫 [method Node._input] 在 [SceneTree] 中傳播,從根節點傳播到所"
"有子節點。對 UI 元素而言,覆蓋的最好是 [method _gui_input],可以篩選掉無關的輸"
"入事件,例如它會對 Z 順序、[member mouse_filter]、焦點、事件是否在該控制項的邊"
"界框內等條件進行檢查。\n"
"請呼叫 [method accept_event],這樣其他節點就不會收到該事件。輸入被接受後,就會"
"被標記為已處理,[method Node._unhandled_input] 不會對它進行處理。\n"
"只能有一個 [Control] 節點處於焦點。只有處於焦點的節點才會接收到事件。要獲得焦"
"點,請呼叫 [method grab_focus]。導致 [Control] 節點失去焦點的情況有:其他節點"
"獲得了焦點、隱藏了聚焦節點。\n"
"將 [member mouse_filter] 設定為 [constant MOUSE_FILTER_IGNORE] 可以讓 "
"[Control] 節點忽略滑鼠或觸摸事件。如果你在按鈕上放了一個圖示,就會需要用到。\n"
"[Theme] 資源會更改控制項的外觀。如果你更改了 [Control] 節點上的 [Theme],則會"
"影響其所有子節點。要覆蓋某些主題的參數,請呼叫 [code]add_theme_*_override[/"
"code] 方法,例如 [method add_theme_font_override]。你可以使用屬性面板覆蓋主"
"題。\n"
"[b]注意:[/b]主題項[i]不是[/i] [Object] 的屬性。這意味著你無法使用 [method "
"Object.get] 和 [method Object.set] 存取它們的值。請改用這個類的 "
"[code]get_theme_*[/code] 和 [code]add_theme_*_override[/code] 方法。"
msgid "GUI documentation index"
msgstr "GUI 文件索引"
msgid "Control node gallery"
msgstr "控制項節點一覽"
msgid "Multiple resolutions"
msgstr "多解析度"
msgid "All GUI Demos"
msgstr "所有 GUI 演示"
msgid ""
"Godot calls this method to test if [param data] from a control's [method "
"_get_drag_data] can be dropped at [param at_position]. [param at_position] is "
"local to this control.\n"
"This method should only be used to test the data. Process the data in [method "
"_drop_data].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" # Check position if it is relevant to you\n"
" # Otherwise, just check data\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" // Check position if it is relevant to you\n"
" // Otherwise, just check data\n"
" return data.VariantType == Variant.Type.Dictionary && data."
"AsGodotDictionary().ContainsKey(\"expected\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 呼叫這個方法來檢查是否能夠將來自某個控制項 [method _get_drag_data] 方法"
"的 [param data] 拖放到 [param at_position]。[param at_position] 使用的是這個控"
"制項的局部坐標系。\n"
"這個方法應該只用於檢查資料。請在 [method _drop_data] 中處理資料。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" # 如果和位置相關就檢查 position\n"
" # 否則只檢查 data 即可\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" // 如果和位置相關就檢查 position\n"
" // 否則只檢查 data 即可\n"
" return data.VariantType == Variant.Type.Dictionary && data."
"AsGodotDictionary().ContainsKey(\"expected\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Godot calls this method to pass you the [param data] from a control's [method "
"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if "
"[param data] is allowed to drop at [param at_position] where [param "
"at_position] is local to this control.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
"\n"
"func _drop_data(position, data):\n"
" var color = data[\"color\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" return data.VariantType == Variant.Type.Dictionary && dict."
"AsGodotDictionary().ContainsKey(\"color\");\n"
"}\n"
"\n"
"public override void _DropData(Vector2 atPosition, Variant data)\n"
"{\n"
" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 呼叫這個方法把 [param data] 傳給你,這是從某個控制項的 [method "
"_get_drag_data] 獲得的結果。Godot 首先會呼叫 [method _can_drop_data] 來檢查是"
"否允許把 [param data] 拖放到 [param at_position],這裡的 [param at_position] "
"使用的是這個控制項的局部坐標系。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _can_drop_data(position, data):\n"
" return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
"\n"
"func _drop_data(position, data):\n"
" var color = data[\"color\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _CanDropData(Vector2 atPosition, Variant data)\n"
"{\n"
" return data.VariantType == Variant.Type.Dictionary && dict."
"AsGodotDictionary().ContainsKey(\"color\");\n"
"}\n"
"\n"
"public override void _DropData(Vector2 atPosition, Variant data)\n"
"{\n"
" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Godot calls this method to get data that can be dragged and dropped onto "
"controls that expect drop data. Returns [code]null[/code] if there is no data "
"to drag. Controls that want to receive drop data should implement [method "
"_can_drop_data] and [method _drop_data]. [param at_position] is local to this "
"control. Drag may be forced with [method force_drag].\n"
"A preview that will follow the mouse that should represent the data can be "
"set with [method set_drag_preview]. A good time to set the preview is in this "
"method.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_drag_data(position):\n"
" var mydata = make_data() # This is your custom method generating the drag "
"data.\n"
" set_drag_preview(make_preview(mydata)) # This is your custom method "
"generating the preview of the drag data.\n"
" return mydata\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" var myData = MakeData(); // This is your custom method generating the "
"drag data.\n"
" SetDragPreview(MakePreview(myData)); // This is your custom method "
"generating the preview of the drag data.\n"
" return myData;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Godot 呼叫該方法來獲取可以拖放到期望放置資料的控制項上的資料。如果沒有要拖動的"
"資料,則返回 [code]null[/code]。想要接收拖放資料的控制項應該實作 [method "
"_can_drop_data] 和 [method _drop_data]。[param at_position] 是該控制項的局部位"
"元置。可以使用 [method force_drag] 強制拖動。\n"
"可以使用 [method set_drag_preview] 設定跟隨滑鼠顯示資料的預覽。設定預覽的好時"
"機就是在這個方法中。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_drag_data(position):\n"
" var mydata = make_data() # This is your custom method generating the drag "
"data.\n"
" set_drag_preview(make_preview(mydata)) # 這是你生成拖動資料預覽的自訂方"
"法。\n"
" return mydata\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" var myData = MakeData(); // This is your custom method generating the "
"drag data.\n"
" SetDragPreview(MakePreview(myData)); // 這是你生成拖動資料預覽的自訂方"
"法。\n"
" return myData;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Virtual method to be implemented by the user. Returns the minimum size for "
"this control. Alternative to [member custom_minimum_size] for controlling "
"minimum size via code. The actual minimum size will be the max value of these "
"two (in each axis separately).\n"
"If not overridden, defaults to [constant Vector2.ZERO].\n"
"[b]Note:[/b] This method will not be called when the script is attached to a "
"[Control] node that already overrides its minimum size (e.g. [Label], "
"[Button], [PanelContainer] etc.). It can only be used with most basic GUI "
"nodes, like [Control], [Container], [Panel] etc."
msgstr ""
"由使用者實作的虛方法。返回此控制項的最小大小。替代 [member "
"custom_minimum_size],以用於通過程式碼控制最小尺寸。實際的最小尺寸將是這兩者的"
"最大值(分別在每個軸上)。\n"
"如果未覆蓋,則預設為 [constant Vector2.ZERO]。\n"
"[b]注意:[/b]當腳本被附加到已經覆蓋其最小大小的 [Control] 節點(例如 [Label]、"
"[Button]、[PanelContainer] 等)時,該方法將不會被呼叫。它只能用於最基本的 GUI "
"節點,如 [Control]、[Container]、[Panel] 等。"
msgid ""
"Virtual method to be implemented by the user. Returns the tooltip text for "
"the position [param at_position] in control's local coordinates, which will "
"typically appear when the cursor is resting over this control. See [method "
"get_tooltip].\n"
"[b]Note:[/b] If this method returns an empty [String], no tooltip is "
"displayed."
msgstr ""
"使用者實作的虛方法。返回位於控制項局部坐標系中 [param at_position] 位置的工具"
"提示文字,工具提示一般會在滑鼠停留在該控制項上時顯示。見 [method "
"get_tooltip]。\n"
"[b]注意:[/b]如果返回的是空 [String],則不會顯示工具提示。"
msgid ""
"Virtual method to be implemented by the user. Use this method to process and "
"accept inputs on UI elements. See [method accept_event].\n"
"[b]Example usage for clicking a control:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _gui_input(event):\n"
" if event is InputEventMouseButton:\n"
" if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n"
" print(\"I've been clicked D:\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _GuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton mb)\n"
" {\n"
" if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n"
" {\n"
" GD.Print(\"I've been clicked D:\");\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The event won't trigger if:\n"
"* clicking outside the control (see [method _has_point]);\n"
"* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
"* control is obstructed by another [Control] on top of it, which doesn't have "
"[member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
"* control's parent has [member mouse_filter] set to [constant "
"MOUSE_FILTER_STOP] or has accepted the event;\n"
"* it happens outside the parent's rectangle and the parent has either [member "
"clip_contents] enabled.\n"
"[b]Note:[/b] Event position is relative to the control origin."
msgstr ""
"由使用者實作的虛方法。使用此方法處理和接受 UI 元素上的輸入。請參閱 [method "
"accept_event]。\n"
"[b]點擊控制項的用法範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _gui_input(event):\n"
" if event is InputEventMouseButton:\n"
" if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:\n"
" print(\"我已被點擊 D:\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _GuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton mb)\n"
" {\n"
" if (mb.ButtonIndex == MouseButton.Left && mb.Pressed)\n"
" {\n"
" GD.Print(\"我已被點擊 D:\");\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果出現以下情況,則不會觸發該事件:\n"
"* 在控制項外點擊(參閱[method _has_point]\n"
"* 控制項將 [member mouse_filter] 設定為 [constant MOUSE_FILTER_IGNORE]\n"
"* 控制項被其上的另一個 [Control] 阻擋,該控制項沒有將 [member mouse_filter] 設"
"定為 [constant MOUSE_FILTER_IGNORE]\n"
"* 控制項的父級已將 [member mouse_filter] 設定為 [constant MOUSE_FILTER_STOP] "
"或已接受該事件;\n"
"* 它發生在父級的矩形之外,並且父級已啟用 [member clip_contents]。\n"
"[b]注意:[/b]事件位置相對於該控制項原點。"
msgid ""
"Virtual method to be implemented by the user. Returns whether the given "
"[param point] is inside this control.\n"
"If not overridden, default behavior is checking if the point is within "
"control's Rect.\n"
"[b]Note:[/b] If you want to check if a point is inside the control, you can "
"use [code]Rect2(Vector2.ZERO, size).has_point(point)[/code]."
msgstr ""
"由使用者實作的虛方法。返回給定的 [param point] 是否在該控制項內。\n"
"如果沒有被覆蓋,則預設行為是檢查該點是否在控制項的 Rect 內。\n"
"[b]注意:[/b]如果要檢查一個點是否在該控制項內部,可以使用 [code]Rect2(Vector2."
"ZERO, size).has_point(point)[/code]。"
msgid ""
"Virtual method to be implemented by the user. Returns a [Control] node that "
"should be used as a tooltip instead of the default one. The [param for_text] "
"includes the contents of the [member tooltip_text] property.\n"
"The returned node must be of type [Control] or Control-derived. It can have "
"child nodes of any type. It is freed when the tooltip disappears, so make "
"sure you always provide a new instance (if you want to use a pre-existing "
"node from your scene tree, you can duplicate it and pass the duplicated "
"instance). When [code]null[/code] or a non-Control node is returned, the "
"default tooltip will be used instead.\n"
"The returned node will be added as child to a [PopupPanel], so you should "
"only provide the contents of that panel. That [PopupPanel] can be themed "
"using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] "
"(see [member tooltip_text] for an example).\n"
"[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure "
"it's fully visible, you might want to set its [member custom_minimum_size] to "
"some non-zero value.\n"
"[b]Note:[/b] The node (and any relevant children) should be [member "
"CanvasItem.visible] when returned, otherwise, the viewport that instantiates "
"it will not be able to calculate its minimum size reliably.\n"
"[b]Example of usage with a custom-constructed node:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var label = Label.new()\n"
" label.text = for_text\n"
" return label\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" var label = new Label();\n"
" label.Text = forText;\n"
" return label;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example of usage with a custom scene instance:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n"
" tooltip.get_node(\"Label\").text = for_text\n"
" return tooltip\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" Node tooltip = ResourceLoader.Load<PackedScene>(\"res://"
"some_tooltip_scene.tscn\").Instantiate();\n"
" tooltip.GetNode<Label>(\"Label\").Text = forText;\n"
" return tooltip;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"由使用者實作的虛方法。返回一個 [Control] 節點,該節點取代預設節點以用作工具提"
"示。[param for_text] 包含 [member tooltip_text] 屬性的內容。\n"
"返回的節點必須是 [Control] 型別或 Control 衍生型別。它可以有任何型別的子節點。"
"當工具提示消失時它會被釋放,因此請確保你始終提供一個新實例(如果你想使用場景樹"
"中預先存在的節點,你可以複製它並傳遞複製的實例)。當返回 [code]null[/code] 或"
"非控制節點時,將使用預設的工具提示。\n"
"返回的節點將作為子節點新增到 [PopupPanel],因此你應該只提供該面板的內容。該 "
"[PopupPanel] 可以使用 [method Theme.set_stylebox] 為型別 "
"[code]\"TooltipPanel\"[/code] 設定主題(參見 [member tooltip_text] 範例)。\n"
"[b]注意:[/b]工具提示會被縮小到最小大小。如果你想確保它完全可見,你可能需要將"
"其 [member custom_minimum_size] 設定為非零值。\n"
"[b]注意:[/b]返回時節點(和任何相關的子節點)應該是 [member CanvasItem."
"visible],否則,產生實體它的視口將無法可靠地計算它的最小大小。\n"
"[b]自訂建構節點的用法範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var label = Label.new()\n"
" label.text = for_text\n"
" return label\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" var label = new Label();\n"
" label.Text = forText;\n"
" return label;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]自訂場景實例的使用範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _make_custom_tooltip(for_text):\n"
" var tooltip = preload(\"res://some_tooltip_scene.tscn\").instantiate()\n"
" tooltip.get_node(\"Label\").text = for_text\n"
" return tooltip\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Control _MakeCustomTooltip(string forText)\n"
"{\n"
" Node tooltip = ResourceLoader.Load<PackedScene>(\"res://"
"some_tooltip_scene.tscn\").Instantiate();\n"
" tooltip.GetNode<Label>(\"Label\").Text = forText;\n"
" return tooltip;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"User defined BiDi algorithm override function.\n"
"Returns an [Array] of [Vector3i] text ranges and text base directions, in the "
"left-to-right order. Ranges should cover full source [param text] without "
"overlaps. BiDi algorithm will be used on each range separately."
msgstr ""
"使用者定義的 BiDi 演算法覆蓋函式。\n"
"返回 [Vector3i] 文字範圍和文字基礎方向的 [Array],順序為從左至右。這些範圍應該"
"覆蓋完整的來源文字 [param text]不應該存在重疊。BiDi 演算法會對每個範圍單獨套"
"用。"
msgid ""
"Marks an input event as handled. Once you accept an input event, it stops "
"propagating, even to nodes listening to [method Node._unhandled_input] or "
"[method Node._unhandled_key_input].\n"
"[b]Note:[/b] This does not affect the methods in [Input], only the way events "
"are propagated."
msgstr ""
"將輸入事件標記為已處理。一旦接受輸入事件,傳播就會停止,不會再傳播到正在偵聽 "
"[method Node._unhandled_input] 和 [method Node._unhandled_key_input] 的節"
"點。\n"
"[b]注意:[/b]不會影響 [Input] 中的方法,只會影響事件的傳播。"
msgid ""
"Creates a local override for a theme [Color] with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_color_override].\n"
"See also [method get_theme_color].\n"
"[b]Example of overriding a label's color and resetting it later:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Given the child Label node \"MyLabel\", override its font color with a "
"custom value.\n"
"$MyLabel.add_theme_color_override(\"font_color\", Color(1, 0.5, 0))\n"
"# Reset the font color of the child label.\n"
"$MyLabel.remove_theme_color_override(\"font_color\")\n"
"# Alternatively it can be overridden with the default value from the Label "
"type.\n"
"$MyLabel.add_theme_color_override(\"font_color\", "
"get_theme_color(\"font_color\", \"Label\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"// Given the child Label node \"MyLabel\", override its font color with a "
"custom value.\n"
"GetNode<Label>(\"MyLabel\").AddThemeColorOverride(\"font_color\", new "
"Color(1, 0.5f, 0));\n"
"// Reset the font color of the child label.\n"
"GetNode<Label>(\"MyLabel\").RemoveThemeColorOverride(\"font_color\");\n"
"// Alternatively it can be overridden with the default value from the Label "
"type.\n"
"GetNode<Label>(\"MyLabel\").AddThemeColorOverride(\"font_color\", "
"GetThemeColor(\"font_color\", \"Label\"));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"為名稱為 [param name] 的主題 [Color] 建立本地覆蓋項。為控制項獲取主題專案時,"
"本地覆蓋項始終優先。覆蓋項可以使用 [method remove_theme_color_override] 移"
"除。\n"
"另見 [method get_theme_color]。\n"
"[b]覆蓋標籤顏色並在之後重設的範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 存在名叫“MyLabel”的子 Label 節點,使用自訂的值覆蓋其字形顏色。\n"
"$MyLabel.add_theme_color_override(\"font_color\", Color(1, 0.5, 0))\n"
"# 重設該子標籤的字形顏色。\n"
"$MyLabel.remove_theme_color_override(\"font_color\")\n"
"# 也可以使用 Label 型別的預設值覆蓋。\n"
"$MyLabel.add_theme_color_override(\"font_color\", "
"get_theme_color(\"font_color\", \"Label\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"// 存在名叫“MyLabel”的子 Label 節點,使用自訂的值覆蓋其字形顏色。\n"
"GetNode<Label>(\"MyLabel\").AddThemeColorOverride(\"font_color\", new "
"Color(1, 0.5f, 0));\n"
"// 重設該子標籤的字形顏色。\n"
"GetNode<Label>(\"MyLabel\").RemoveThemeColorOverride(\"font_color\");\n"
"// 也可以使用 Label 型別的預設值覆蓋。\n"
"GetNode<Label>(\"MyLabel\").AddThemeColorOverride(\"font_color\", "
"GetThemeColor(\"font_color\", \"Label\"));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Creates a local override for a theme constant with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_constant_override].\n"
"See also [method get_theme_constant]."
msgstr ""
"為名稱為 [param name] 的主題常數建立本地覆蓋項。為控制項獲取主題專案時,本地覆"
"蓋項始終優先。覆蓋項可以使用 [method remove_theme_constant_override] 移除。\n"
"另見 [method get_theme_constant]。"
msgid ""
"Creates a local override for a theme [Font] with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_font_override].\n"
"See also [method get_theme_font]."
msgstr ""
"為名稱為 [param name] 的主題 [Font] 建立本地覆蓋項。為控制項獲取主題專案時,本"
"地覆蓋項始終優先。覆蓋項可以使用 [method remove_theme_font_override] 移除。\n"
"另見 [method get_theme_font]。"
msgid ""
"Creates a local override for a theme font size with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_font_size_override].\n"
"See also [method get_theme_font_size]."
msgstr ""
"為名稱為 [param name] 的主題字形大小建立本地覆蓋項。為控制項獲取主題專案時,本"
"地覆蓋項始終優先。覆蓋項可以使用 [method remove_theme_font_size_override] 移"
"除。\n"
"另見 [method get_theme_font_size]。"
msgid ""
"Creates a local override for a theme icon with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_icon_override].\n"
"See also [method get_theme_icon]."
msgstr ""
"為名稱為 [param name] 的主題圖示建立本地覆蓋項。為控制項獲取主題專案時,本地覆"
"蓋項始終優先。覆蓋項可以使用 [method remove_theme_icon_override] 移除。\n"
"另見 [method get_theme_icon]。"
msgid ""
"Creates a local override for a theme [StyleBox] with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_stylebox_override].\n"
"See also [method get_theme_stylebox].\n"
"[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# The snippet below assumes the child node MyButton has a StyleBoxFlat "
"assigned.\n"
"# Resources are shared across instances, so we need to duplicate it\n"
"# to avoid modifying the appearance of all other buttons.\n"
"var new_stylebox_normal = $MyButton.get_theme_stylebox(\"normal\")."
"duplicate()\n"
"new_stylebox_normal.border_width_top = 3\n"
"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
"$MyButton.add_theme_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# Remove the stylebox override.\n"
"$MyButton.remove_theme_stylebox_override(\"normal\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// The snippet below assumes the child node MyButton has a StyleBoxFlat "
"assigned.\n"
"// Resources are shared across instances, so we need to duplicate it\n"
"// to avoid modifying the appearance of all other buttons.\n"
"StyleBoxFlat newStyleboxNormal = GetNode<Button>(\"MyButton\")."
"GetThemeStylebox(\"normal\").Duplicate() as StyleBoxFlat;\n"
"newStyleboxNormal.BorderWidthTop = 3;\n"
"newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f);\n"
"GetNode<Button>(\"MyButton\").AddThemeStyleboxOverride(\"normal\", "
"newStyleboxNormal);\n"
"// Remove the stylebox override.\n"
"GetNode<Button>(\"MyButton\").RemoveThemeStyleboxOverride(\"normal\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"為名稱為 [param name] 的主題 [StyleBox] 建立本地覆蓋項。為控制項獲取主題專案"
"時,本地覆蓋項始終優先。覆蓋項可以使用 [method "
"remove_theme_stylebox_override] 移除。\n"
"另見 [method get_theme_stylebox]。\n"
"[b]通過建立副本來修改 StyleBox 屬性的範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 以下程式碼片段要求子節點 MyButton 分配了 StyleBoxFlat。\n"
"# 資源是跨實例共用的,因此我們需要製作其副本\n"
"# 來避免修改其他所有按鈕的外觀。\n"
"var new_stylebox_normal = $MyButton.get_theme_stylebox(\"normal\")."
"duplicate()\n"
"new_stylebox_normal.border_width_top = 3\n"
"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
"$MyButton.add_theme_stylebox_override(\"normal\", new_stylebox_normal)\n"
"# 移除樣式盒覆蓋項。\n"
"$MyButton.remove_theme_stylebox_override(\"normal\")\n"
"[/gdscript]\n"
"[csharp]\n"
"// 以下程式碼片段要求子節點 MyButton 分配了 StyleBoxFlat。\n"
"// 資源是跨實例共用的,因此我們需要製作其副本\n"
"// 來避免修改其他所有按鈕的外觀。\n"
"StyleBoxFlat newStyleboxNormal = GetNode<Button>(\"MyButton\")."
"GetThemeStylebox(\"normal\").Duplicate() as StyleBoxFlat;\n"
"newStyleboxNormal.BorderWidthTop = 3;\n"
"newStyleboxNormal.BorderColor = new Color(0, 1, 0.5f);\n"
"GetNode<Button>(\"MyButton\").AddThemeStyleboxOverride(\"normal\", "
"newStyleboxNormal);\n"
"// 移除樣式盒覆蓋項。\n"
"GetNode<Button>(\"MyButton\").RemoveThemeStyleboxOverride(\"normal\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Prevents [code]*_theme_*_override[/code] methods from emitting [constant "
"NOTIFICATION_THEME_CHANGED] until [method end_bulk_theme_override] is called."
msgstr ""
"防止 [code]*_theme_*_override[/code] 方法發出 [constant "
"NOTIFICATION_THEME_CHANGED],直到 [method end_bulk_theme_override] 被呼叫。"
msgid ""
"Ends a bulk theme override update. See [method begin_bulk_theme_override]."
msgstr "結束批量主題覆蓋更新。見 [method begin_bulk_theme_override]。"
msgid "Finds the next (below in the tree) [Control] that can receive the focus."
msgstr "找到下一個可以接受焦點的 [Control],在樹的下方。"
msgid ""
"Finds the previous (above in the tree) [Control] that can receive the focus."
msgstr "找到上一個可以接受焦點的 [Control],在樹的上方。"
msgid ""
"Finds the next [Control] that can receive the focus on the specified [enum "
"Side].\n"
"[b]Note:[/b] This is different from [method get_focus_neighbor], which "
"returns the path of a specified focus neighbor."
msgstr ""
"找出下一個可以在指定的 [enum Side] 上接收焦點的 [Control]。\n"
"[b]注意:[/b]這與[method get_focus_neighbor] 不同,後者返回指定焦點鄰居的路"
"徑。"
msgid ""
"Forces drag and bypasses [method _get_drag_data] and [method "
"set_drag_preview] by passing [param data] and [param preview]. Drag will "
"start even if the mouse is neither over nor pressed on this control.\n"
"The methods [method _can_drop_data] and [method _drop_data] must be "
"implemented on controls that want to receive drop data."
msgstr ""
"通過傳遞 [param data] 和 [param preview] 強制拖動並繞過 [method "
"_get_drag_data] 和 [method set_drag_preview]。即使滑鼠既沒有在該控制項懸停也沒"
"有在該控制項上按下,拖動都將開始。\n"
"方法 [method _can_drop_data] 和 [method _drop_data] 必須在想要接收拖放資料的控"
"制項上實作。"
msgid ""
"Returns the anchor for the specified [enum Side]. A getter method for [member "
"anchor_bottom], [member anchor_left], [member anchor_right] and [member "
"anchor_top]."
msgstr ""
"返回指定 [enum Side] 的錨點。用於 [member anchor_bottom]、[member "
"anchor_left]、[member anchor_right]、和 [member anchor_top] 的取值方法。"
msgid ""
"Returns [member offset_left] and [member offset_top]. See also [member "
"position]."
msgstr ""
"返回 [member offset_left] 和 [member offset_top]。另請參閱 [member position]。"
msgid ""
"Returns combined minimum size from [member custom_minimum_size] and [method "
"get_minimum_size]."
msgstr ""
"返回 [member custom_minimum_size] 和 [method get_minimum_size] 的組合最小大"
"小。"
msgid ""
"Returns the mouse cursor shape the control displays on mouse hover. See [enum "
"CursorShape]."
msgstr "返回控制項在滑鼠懸停時顯示的滑鼠指標形狀。見 [enum CursorShape]。"
msgid "Returns [member offset_right] and [member offset_bottom]."
msgstr "返回 [member offset_right] 和 [member offset_bottom]。"
msgid ""
"Returns the focus neighbor for the specified [enum Side]. A getter method for "
"[member focus_neighbor_bottom], [member focus_neighbor_left], [member "
"focus_neighbor_right] and [member focus_neighbor_top].\n"
"[b]Note:[/b] To find the next [Control] on the specific [enum Side], even if "
"a neighbor is not assigned, use [method find_valid_focus_neighbor]."
msgstr ""
"返回指定 [enum Side] 的焦點鄰居。用於 [member focus_neighbor_bottom]、[member "
"focus_neighbor_left]、[member focus_neighbor_right]、和 [member "
"focus_neighbor_top] 的取值方法。"
msgid ""
"Returns the position and size of the control relative to the containing "
"canvas. See [member global_position] and [member size].\n"
"[b]Note:[/b] If the node itself or any parent [CanvasItem] between the node "
"and the canvas have a non default rotation or skew, the resulting size is "
"likely not meaningful.\n"
"[b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to "
"[code]true[/code] can lead to rounding inaccuracies between the displayed "
"control and the returned [Rect2]."
msgstr ""
"返回控制項相對於所屬畫布的位置和大小。參見 [member global_position] 和 "
"[member size]。\n"
"[b]注意:[/b]如果節點本身或節點與畫布之間的任何父級 [CanvasItem] 具有非預設旋"
"轉或傾斜,則生成的大小可能沒有意義。\n"
"[b]注意:[/b]將 [member Viewport.gui_snap_controls_to_pixels] 設定為 "
"[code]true[/code] 會導致顯示的控制項和返回的 [Rect2] 之間的四捨五入不準確。"
msgid ""
"Returns the minimum size for this control. See [member custom_minimum_size]."
msgstr "返回該控制項的最小尺寸。見 [member custom_minimum_size]。"
msgid ""
"Returns the offset for the specified [enum Side]. A getter method for [member "
"offset_bottom], [member offset_left], [member offset_right] and [member "
"offset_top]."
msgstr ""
"返回指定 [enum Side] 的偏移。這是 [member offset_bottom]、[member "
"offset_left]、[member offset_right] 和 [member offset_top] 的 getter 方法。"
msgid "Returns the width/height occupied in the parent control."
msgstr "返回父控制項中佔用的寬度/高度。"
msgid "Returns the parent control node."
msgstr "返回父控制節點。"
msgid ""
"Returns the position and size of the control in the coordinate system of the "
"containing node. See [member position], [member scale] and [member size].\n"
"[b]Note:[/b] If [member rotation] is not the default rotation, the resulting "
"size is not meaningful.\n"
"[b]Note:[/b] Setting [member Viewport.gui_snap_controls_to_pixels] to "
"[code]true[/code] can lead to rounding inaccuracies between the displayed "
"control and the returned [Rect2]."
msgstr ""
"返回控制項在包含節點的坐標系中的位置和大小。參見 [member position]、[member "
"scale] 和 [member size]。\n"
"[b]注意:[/b]如果 [member rotation] 不是預設的旋轉,那麼得到的大小是沒有意義"
"的。\n"
"[b]注意:[/b]將 [member Viewport.gui_snap_controls_to_pixels] 設定為 "
"[code]true[/code],會導致顯示的控制項和返回的 [Rect2] 之間的四捨五入不準確。"
msgid ""
"Returns the position of this [Control] in global screen coordinates (i.e. "
"taking window position into account). Mostly useful for editor plugins.\n"
"Equals to [member global_position] if the window is embedded (see [member "
"Viewport.gui_embed_subwindows]).\n"
"[b]Example usage for showing a popup:[/b]\n"
"[codeblock]\n"
"popup_menu.position = get_screen_position() + get_local_mouse_position()\n"
"popup_menu.reset_size()\n"
"popup_menu.popup()\n"
"[/codeblock]"
msgstr ""
"返回該 [Control] 在全域螢幕坐標系中的位置(即考慮視窗的位置)。主要用於編輯器"
"外掛程式。\n"
"如果視窗是嵌入式的,則等於 [member global_position](見 [member Viewport."
"gui_embed_subwindows])。\n"
"[b]顯示彈出框的用法範例:[/b]\n"
"[codeblock]\n"
"popup_menu.position = get_screen_position() + get_local_mouse_position()\n"
"popup_menu.reset_size()\n"
"popup_menu.popup()\n"
"[/codeblock]"
msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that [Theme] "
"has a color item with the specified [param name] and [param theme_type]. If "
"[param theme_type] is omitted the class name of the current control is used "
"as the type, or [member theme_type_variation] if it is defined. If the type "
"is a class name its parent classes are also checked, in order of inheritance. "
"If the type is a variation its base types are checked, in order of "
"dependency, then the control's class name and its parent classes are "
"checked.\n"
"For the current control its local overrides are considered first (see [method "
"add_theme_color_override]), then its assigned [member theme]. After the "
"current control, each parent control and its assigned [member theme] are "
"considered; controls without a [member theme] assigned are skipped. If no "
"matching [Theme] is found in the tree, the custom project [Theme] (see "
"[member ProjectSettings.gui/theme/custom]) and the default [Theme] are used "
"(see [ThemeDB]).\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # Get the font color defined for the current Control's class, if it "
"exists.\n"
" modulate = get_theme_color(\"font_color\")\n"
" # Get the font color defined for the Button class.\n"
" modulate = get_theme_color(\"font_color\", \"Button\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // Get the font color defined for the current Control's class, if it "
"exists.\n"
" Modulate = GetThemeColor(\"font_color\");\n"
" // Get the font color defined for the Button class.\n"
" Modulate = GetThemeColor(\"font_color\", \"Button\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"從樹中第一個配對的 [Theme] 返回 [Color],該 [Theme] 中應存在指定名稱 [param "
"name] 和主題型別 [param theme_type] 的顏色項。如果省略 [param theme_type] 則會"
"使用目前控制項的類別名稱,如果定義了 [member theme_type_variation] 則會優先使"
"用。如果該型別為類別名稱,則還會按照繼承順序檢查父類。如果該型別為變種,則還會"
"按照依賴順序檢查基礎型別,然後再檢查該控制項的類別名稱及其父類。\n"
"會首先考慮目前控制項的本地覆蓋項(見 [method add_theme_color_override]),然後"
"才是其 [member theme]。各個父控制項及其 [member theme] 在目前控制項之後考慮;"
"會跳過沒有 [member theme] 的控制項。如果樹中沒有配對的 [Theme],則會使用自訂專"
"案 [Theme](見 [member ProjectSettings.gui/theme/custom])和預設 [Theme](見 "
"[ThemeDB])。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # 獲取目前 Control 類中定義的字形顏色,前提是存在。\n"
" modulate = get_theme_color(\"font_color\")\n"
" # 獲取 Button 類中定義的字形顏色。\n"
" modulate = get_theme_color(\"font_color\", \"Button\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // 獲取目前 Control 類中定義的字形顏色,前提是存在。\n"
" Modulate = GetThemeColor(\"font_color\");\n"
" // 獲取 Button 類中定義的字形顏色。\n"
" Modulate = GetThemeColor(\"font_color\", \"Button\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a constant from the first matching [Theme] in the tree if that "
"[Theme] has a constant item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 返回常數,該 [Theme] 中應存在指定名稱 [param name] "
"和主題型別 [param theme_type] 的常數項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns the default base scale value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_base_scale] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 返回預設基礎縮放值,該 [Theme] 中應存在有效的 "
"[member Theme.default_base_scale] 值。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns the default font from the first matching [Theme] in the tree if that "
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 返回預設字形,該 [Theme] 中應存在有效的 [member "
"Theme.default_font] 值。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns the default font size value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_font_size] value.\n"
"See [method get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 返回預設字形大小,該 [Theme] 中應存在有效的 "
"[member Theme.default_font_size] 值。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
"has a font item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 返回 [Font],該 [Theme] 中應存在指定名稱 [param "
"name] 和主題型別 [param theme_type] 的字形項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns a font size from the first matching [Theme] in the tree if that "
"[Theme] has a font size item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 返回字形大小,該 [Theme] 中應存在指定名稱 [param "
"name] 和主題型別 [param theme_type] 的字形大小項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
"has an icon item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 返回圖示,該 [Theme] 中應存在指定名稱 [param name] "
"和主題型別 [param theme_type] 的圖示項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
"[Theme] has a stylebox item with the specified [param name] and [param "
"theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 返回 [StyleBox],該 [Theme] 中應存在指定名稱 "
"[param name] 和主題型別 [param theme_type] 的樣式盒項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns the tooltip text for the position [param at_position] in control's "
"local coordinates, which will typically appear when the cursor is resting "
"over this control. By default, it returns [member tooltip_text].\n"
"This method can be overridden to customize its behavior. See [method "
"_get_tooltip].\n"
"[b]Note:[/b] If this method returns an empty [String], no tooltip is "
"displayed."
msgstr ""
"返回位於該控制項局部坐標系中 [param at_position] 位置的工具提示文字,工具提示"
"一般會在滑鼠停留在該控制項上時顯示。預設情況下返回的是 [member "
"tooltip_text]。\n"
"覆蓋這個方法可以自訂行為。見 [method _get_tooltip]。\n"
"[b]注意:[/b]如果返回的是空 [String],則不會顯示工具提示。"
msgid ""
"Creates an [InputEventMouseButton] that attempts to click the control. If the "
"event is received, the control acquires focus.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" grab_click_focus() # When clicking another Control node, this node will "
"be clicked instead.\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Process(double delta)\n"
"{\n"
" GrabClickFocus(); // When clicking another Control node, this node will "
"be clicked instead.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"建立一個嘗試點擊控制項的 [InputEventMouseButton]。如果收到該事件,則該控制項將"
"獲得焦點。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(delta):\n"
" grab_click_focus() # 點擊另一個控制節點時,將改為點擊該節點。\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Process(double delta)\n"
"{\n"
" GrabClickFocus(); // 點擊另一個控制節點時,將改為點擊該節點。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Steal the focus from another control and become the focused control (see "
"[member focus_mode]).\n"
"[b]Note:[/b] Using this method together with [method Callable.call_deferred] "
"makes it more reliable, especially when called inside [method Node._ready]."
msgstr ""
"從別的控制項上竊取焦點,從而成為聚焦的控制項(見 [member focus_mode])。\n"
"[b]注意:[/b]這個方法與 [method Object.call_deferred] 配合使用會更加可靠,尤其"
"是在 [method Node._ready] 中呼叫時。"
msgid ""
"Returns [code]true[/code] if this is the current focused control. See [member "
"focus_mode]."
msgstr ""
"如果這是目前的焦點控制項,則返回 [code]true[/code]。見 [member focus_mode]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a color item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名"
"稱 [param name] 和主題型別 [param theme_type] 的顏色項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Color] "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_color_override]."
msgstr ""
"如果該 [Control] 節點中存在名為指定 [param name] 的主題 [Color] 本地覆蓋項,則"
"返回 [code]true[/code]。\n"
"詳情請參閱 [method add_theme_color_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a constant item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名"
"稱 [param name] 和主題型別 [param theme_type] 的常數項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme constant "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_constant_override]."
msgstr ""
"如果該 [Control] 節點中存在名為指定 [param name] 的主題常數本地覆蓋項,則返回 "
"[code]true[/code]。\n"
"詳情請參閱 [method add_theme_constant_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a font item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名"
"稱 [param name] 和主題型別 [param theme_type] 的字形項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [Font] "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_font_override]."
msgstr ""
"如果該 [Control] 節點中存在名為指定 [param name] 的主題 [Font] 本地覆蓋項,則"
"返回 [code]true[/code]。\n"
"詳情請參閱 [method add_theme_font_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a font size item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名"
"稱 [param name] 和主題型別 [param theme_type] 的字形大小項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme font size "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_font_size_override]."
msgstr ""
"如果該 [Control] 節點中存在名為指定 [param name] 的主題字形大小本地覆蓋項,則"
"返回 [code]true[/code]。\n"
"詳情請參閱 [method add_theme_font_size_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"an icon item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名"
"稱 [param name] 和主題型別 [param theme_type] 的圖示項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme icon with "
"the specified [param name] in this [Control] node.\n"
"See [method add_theme_icon_override]."
msgstr ""
"如果該 [Control] 節點中存在名為指定 [param name] 的主題圖示本地覆蓋項,則返回 "
"[code]true[/code]。\n"
"詳情請參閱 [method add_theme_icon_override]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a stylebox item with the specified [param name] and [param theme_type].\n"
"See [method get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme] 則返回 [code]true[/code],該 [Theme] 中應存在指定名"
"稱 [param name] 和主題型別 [param theme_type] 的樣式盒項。\n"
"詳情請參閱 [method get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a local override for a theme [StyleBox] "
"with the specified [param name] in this [Control] node.\n"
"See [method add_theme_stylebox_override]."
msgstr ""
"如果該 [Control] 節點中存在名為指定 [param name] 的主題 [StyleBox] 本地覆蓋"
"項,則返回 [code]true[/code]。\n"
"詳情請參閱 [method add_theme_stylebox_override]。"
msgid ""
"Returns [code]true[/code] if a drag operation is successful. Alternative to "
"[method Viewport.gui_is_drag_successful].\n"
"Best used with [constant Node.NOTIFICATION_DRAG_END]."
msgstr ""
"如果拖放操作成功則返回 [code]true[/code],是 [method Viewport."
"gui_is_drag_successful] 的替代方案。\n"
"建議與 [constant Node.NOTIFICATION_DRAG_END] 配合使用。"
msgid "Returns [code]true[/code] if layout is right-to-left."
msgstr "如果佈局是從右至左的,則返回 [code]true[/code]。"
msgid "Give up the focus. No other control will be able to receive input."
msgstr "放棄焦點。不會讓其他控制項能夠接收鍵盤輸入。"
msgid ""
"Removes a local override for a theme [Color] with the specified [param name] "
"previously added by [method add_theme_color_override] or via the Inspector "
"dock."
msgstr ""
"移除名為指定 [param name] 的主題 [Color] 本地覆蓋項,該覆蓋項由 [method "
"add_theme_color_override] 或屬性面板面板新增的。"
msgid ""
"Removes a local override for a theme constant with the specified [param name] "
"previously added by [method add_theme_constant_override] or via the Inspector "
"dock."
msgstr ""
"移除名為指定 [param name] 的主題常數本地覆蓋項,該覆蓋項由 [method "
"add_theme_constant_override] 或屬性面板面板新增的。"
msgid ""
"Removes a local override for a theme [Font] with the specified [param name] "
"previously added by [method add_theme_font_override] or via the Inspector "
"dock."
msgstr ""
"移除名為指定 [param name] 的主題 [Font] 本地覆蓋項,該覆蓋項由 [method "
"add_theme_font_override] 或屬性面板面板新增的。"
msgid ""
"Removes a local override for a theme font size with the specified [param "
"name] previously added by [method add_theme_font_size_override] or via the "
"Inspector dock."
msgstr ""
"移除名為指定 [param name] 的主題字形大小本地覆蓋項,該覆蓋項由 [method "
"add_theme_font_size_override] 或屬性面板面板新增的。"
msgid ""
"Removes a local override for a theme icon with the specified [param name] "
"previously added by [method add_theme_icon_override] or via the Inspector "
"dock."
msgstr ""
"移除名為指定 [param name] 的主題圖示本地覆蓋項,該覆蓋項由 [method "
"add_theme_icon_override] 或屬性面板面板新增的。"
msgid ""
"Removes a local override for a theme [StyleBox] with the specified [param "
"name] previously added by [method add_theme_stylebox_override] or via the "
"Inspector dock."
msgstr ""
"移除名為指定 [param name] 的主題 [StyleBox] 本地覆蓋項,該覆蓋項由 [method "
"add_theme_stylebox_override] 或屬性面板面板新增的。"
msgid ""
"Resets the size to [method get_combined_minimum_size]. This is equivalent to "
"calling [code]set_size(Vector2())[/code] (or any size below the minimum)."
msgstr ""
"將大小重設為 [method get_combined_minimum_size]。等價於呼叫 "
"[code]set_size(Vector2())[/code](或任何小於最小值的大小)。"
msgid ""
"Sets the anchor for the specified [enum Side] to [param anchor]. A setter "
"method for [member anchor_bottom], [member anchor_left], [member "
"anchor_right] and [member anchor_top].\n"
"If [param keep_offset] is [code]true[/code], offsets aren't updated after "
"this operation.\n"
"If [param push_opposite_anchor] is [code]true[/code] and the opposite anchor "
"overlaps this anchor, the opposite one will have its value overridden. For "
"example, when setting left anchor to 1 and the right anchor has value of 0.5, "
"the right anchor will also get value of 1. If [param push_opposite_anchor] "
"was [code]false[/code], the left anchor would get value 0.5."
msgstr ""
"將指定 [enum Side] 的錨點設定為 [param anchor]。用於 [member anchor_bottom]、"
"[member anchor_left]、[member anchor_right]、和 [member anchor_top] 的設值函"
"數。\n"
"如果 [param keep_offset] 為 [code]true[/code],則偏移量不會在該操作後更新。\n"
"如果 [param push_opposite_anchor] 為 [code]true[/code],並且相對的錨點與該錨點"
"重疊,則相對的錨點的值將被覆蓋。例如,當將左錨點設定為 1 且右錨點的值為 0.5 "
"時,右錨點的值也將為 1。如果 [param push_opposite_anchor] 為 [code]false[/"
"code],則左錨點的值將為 0.5。"
msgid ""
"Works the same as [method set_anchor], but instead of [code]keep_offset[/"
"code] argument and automatic update of offset, it allows to set the offset "
"yourself (see [method set_offset])."
msgstr ""
"工作原理與 [method set_anchor] 相同,但取代 [code]keep_offset[/code] 參數和自"
"動更新的偏移,它允許你自己設定偏移量(參見 [method set_offset])。"
msgid ""
"Sets both anchor preset and offset preset. See [method set_anchors_preset] "
"and [method set_offsets_preset]."
msgstr ""
"設定錨點預設和偏移預設。參見 [method set_anchors_preset] 和 [method "
"set_offsets_preset]。"
msgid ""
"Sets the anchors to a [param preset] from [enum Control.LayoutPreset] enum. "
"This is the code equivalent to using the Layout menu in the 2D editor.\n"
"If [param keep_offsets] is [code]true[/code], control's position will also be "
"updated."
msgstr ""
"將錨點設定為 [enum Control.LayoutPreset] 列舉中的 [param preset]。這是相當於"
"在 2D 編輯器中使用佈局功能表的程式碼。\n"
"如果 [param keep_offsets] 為 [code]true[/code],則控制項的位置也將被更新。"
msgid ""
"Sets [member offset_left] and [member offset_top] at the same time. "
"Equivalent of changing [member position]."
msgstr ""
"同時設定 [member offset_left] 和 [member offset_top]。相當於改變 [member "
"position]。"
msgid ""
"Forwards the handling of this control's [method _get_drag_data], [method "
"_can_drop_data] and [method _drop_data] virtual functions to delegate "
"callables.\n"
"For each argument, if not empty, the delegate callable is used, otherwise the "
"local (virtual) function is used.\n"
"The function format for each callable should be exactly the same as the "
"virtual functions described above."
msgstr ""
"轉發該控制項的 [method _get_drag_data]、[method _can_drop_data] 和 [method "
"_drop_data] 虛函式的處理,以委派給可呼叫體。\n"
"對於每個參數,如果不為空,則使用委派的可呼叫體,否則使用本地(虛)函式。\n"
"每個可呼叫體的函式格式應該與上面描述的虛函式完全相同。"
msgid ""
"Shows the given control at the mouse pointer. A good time to call this method "
"is in [method _get_drag_data]. The control must not be in the scene tree. You "
"should not free the control, and you should not keep a reference to the "
"control beyond the duration of the drag. It will be deleted automatically "
"after the drag has ended.\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export var color = Color(1, 0, 0, 1)\n"
"\n"
"func _get_drag_data(position):\n"
" # Use a control that is not in the tree\n"
" var cpb = ColorPickerButton.new()\n"
" cpb.color = color\n"
" cpb.size = Vector2(50, 50)\n"
" set_drag_preview(cpb)\n"
" return color\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export]\n"
"private Color _color = new Color(1, 0, 0, 1);\n"
"\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" // Use a control that is not in the tree\n"
" var cpb = new ColorPickerButton();\n"
" cpb.Color = _color;\n"
" cpb.Size = new Vector2(50, 50);\n"
" SetDragPreview(cpb);\n"
" return _color;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在滑鼠指標處顯示給定的控制項。呼叫此方法的好時機是在 [method _get_drag_data] "
"中。控制項不得位於場景樹中。你不應釋放控制項,也不應在拖動持續時間之外保留對控"
"制項的引用。拖拽結束後它會自動刪除。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export var color = Color(1, 0, 0, 1)\n"
"\n"
"func _get_drag_data(position):\n"
" #使用不在樹中的控制項\n"
" var cpb = ColorPickerButton.new()\n"
" cpb.color = color\n"
" cpb.size = Vector2(50, 50)\n"
" set_drag_preview(cpb)\n"
" return color\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export]\n"
"private Color _color = new Color(1, 0, 0, 1);\n"
"\n"
"public override Variant _GetDragData(Vector2 atPosition)\n"
"{\n"
" // 使用不在樹中的控制項\n"
" var cpb = new ColorPickerButton();\n"
" cpb.Color = _color;\n"
" cpb.Size = new Vector2(50, 50);\n"
" SetDragPreview(cpb);\n"
" return _color;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Sets [member offset_right] and [member offset_bottom] at the same time."
msgstr "同時設定 [member offset_right] 和 [member offset_bottom]。"
msgid ""
"Sets the focus neighbor for the specified [enum Side] to the [Control] at "
"[param neighbor] node path. A setter method for [member "
"focus_neighbor_bottom], [member focus_neighbor_left], [member "
"focus_neighbor_right] and [member focus_neighbor_top]."
msgstr ""
"將指定 [enum Side] 的焦點鄰居設定為節點路徑 [param neighbor] 處的 [Control]。"
"這是 [member focus_neighbor_bottom]、[member focus_neighbor_left]、[member "
"focus_neighbor_right] 和 [member focus_neighbor_top] 的 setter 方法。"
msgid ""
"Sets the [member global_position] to given [param position].\n"
"If [param keep_offsets] is [code]true[/code], control's anchors will be "
"updated instead of offsets."
msgstr ""
"將 [member global_position] 設定為給定的 [param position]。\n"
"如果 [param keep_offsets] 為 [code]true[/code],則將更新控制項的錨點而不是偏移"
"量。"
msgid ""
"Sets the offset for the specified [enum Side] to [param offset]. A setter "
"method for [member offset_bottom], [member offset_left], [member "
"offset_right] and [member offset_top]."
msgstr ""
"將指定 [enum Side] 的偏移設定為 [param offset]。用於 [member offset_bottom]、"
"[member offset_left]、[member offset_right]、和 [member offset_top] 的設值方"
"法。"
msgid ""
"Sets the offsets to a [param preset] from [enum Control.LayoutPreset] enum. "
"This is the code equivalent to using the Layout menu in the 2D editor.\n"
"Use parameter [param resize_mode] with constants from [enum Control."
"LayoutPresetMode] to better determine the resulting size of the [Control]. "
"Constant size will be ignored if used with presets that change size, e.g. "
"[constant PRESET_LEFT_WIDE].\n"
"Use parameter [param margin] to determine the gap between the [Control] and "
"the edges."
msgstr ""
"將偏移設定為 [enum Control.LayoutPreset] 列舉中的 [param preset]。這是相當於"
"在 2D 編輯器中使用佈局功能表的程式碼。\n"
"將參數 [param resize_mode] 與 [enum Control.LayoutPresetMode] 中的常數一起使"
"用,以更好地確定 [Control] 的最終大小。如果與更改尺寸大小的預設一起使用,則將"
"忽略常數尺寸大小,例如 [constant PRESET_LEFT_WIDE]。\n"
"使用參數 [param margin] 來確定 [Control] 和邊緣之間的間隙。"
msgid ""
"Sets the [member position] to given [param position].\n"
"If [param keep_offsets] is [code]true[/code], control's anchors will be "
"updated instead of offsets."
msgstr ""
"將 [member position] 設定為給定的 [param position]。\n"
"如果 [param keep_offsets] 為 [code]true[/code],則將更新控制項的錨點而不是偏移"
"量。"
msgid ""
"Sets the size (see [member size]).\n"
"If [param keep_offsets] is [code]true[/code], control's anchors will be "
"updated instead of offsets."
msgstr ""
"設定大小(參見 [member size])。\n"
"如果 [param keep_offsets] 為 [code]true[/code],則將更新控制項的錨點而不是偏移"
"量。"
msgid ""
"Invalidates the size cache in this node and in parent nodes up to top level. "
"Intended to be used with [method get_minimum_size] when the return value is "
"changed. Setting [member custom_minimum_size] directly calls this method "
"automatically."
msgstr ""
"使該節點和直至頂級的父節點中的大小快取無效。旨在當返回值更改時與 [method "
"get_minimum_size] 一起使用。直接設定 [member custom_minimum_size] 將自動呼叫該"
"方法。"
msgid ""
"Moves the mouse cursor to [param position], relative to [member position] of "
"this [Control].\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"將滑鼠游標移動到 [param position],相對於該 [Control] 的 [member position]。\n"
"[b]注意:[/b][method warp_mouse] 僅在 Windows、macOS 和 Linux 上受支援。它在 "
"Android、iOS 和 Web 上沒有效果。"
msgid ""
"Anchors the bottom edge of the node to the origin, the center, or the end of "
"its parent control. It changes how the bottom offset updates when the node "
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
"將節點的底部邊緣錨定到父控制項的原點、中心或末端。會改變該節點發生移動或改變大"
"小時底部偏移量的更新方式。方便起見,你可以使用 [enum Anchor] 常數。"
msgid ""
"Anchors the left edge of the node to the origin, the center or the end of its "
"parent control. It changes how the left offset updates when the node moves or "
"changes size. You can use one of the [enum Anchor] constants for convenience."
msgstr ""
"將節點的左側邊緣錨定到父控制項的原點、中心或末端。會改變該節點發生移動或改變大"
"小時左側偏移量的更新方式。方便起見,你可以使用 [enum Anchor] 常數。"
msgid ""
"Anchors the right edge of the node to the origin, the center or the end of "
"its parent control. It changes how the right offset updates when the node "
"moves or changes size. You can use one of the [enum Anchor] constants for "
"convenience."
msgstr ""
"將節點的右側邊緣錨定到父控制項的原點、中心或末端。會改變該節點發生移動或改變大"
"小時右側偏移量的更新方式。方便起見,你可以使用 [enum Anchor] 常數。"
msgid ""
"Anchors the top edge of the node to the origin, the center or the end of its "
"parent control. It changes how the top offset updates when the node moves or "
"changes size. You can use one of the [enum Anchor] constants for convenience."
msgstr ""
"將節點的頂部邊緣錨定到父控制項的原點、中心或末端。會改變該節點發生移動或改變大"
"小時頂部偏移量的更新方式。方便起見,你可以使用 [enum Anchor] 常數。"
msgid ""
"Toggles if any text should automatically change to its translated version "
"depending on the current locale.\n"
"Also decides if the node's strings should be parsed for POT generation."
msgstr ""
"切換是否所有文字都應該根據目前區域設定自動變為翻譯後的版本。\n"
"還會決定生成 POT 時是否應解析該節點中的字串。"
msgid ""
"Enables whether rendering of [CanvasItem] based children should be clipped to "
"this control's rectangle. If [code]true[/code], parts of a child which would "
"be visibly outside of this control's rectangle will not be rendered and won't "
"receive input."
msgstr ""
"渲染基於 [CanvasItem] 的子節點時,是否應剪裁到該控制項的矩形中。如果為 "
"[code]true[/code],則子節點顯示在該控制項的矩形範圍之外的部分,不會渲染,也不"
"會接收輸入。"
msgid ""
"The minimum size of the node's bounding rectangle. If you set it to a value "
"greater than (0, 0), the node's bounding rectangle will always have at least "
"this size, even if its content is smaller. If it's set to (0, 0), the node "
"sizes automatically to fit its content, be it a texture or child nodes."
msgstr ""
"節點的邊界矩形的最小尺寸。如果你將它設定為大於 (00) 的值,節點的邊界矩形將始"
"終至少有這個大小,即使它的內容更小。如果設定為 (00),節點的大小會自動適應其"
"內容,無論是紋理還是子節點。"
msgid ""
"The focus access mode for the control (None, Click or All). Only one Control "
"can be focused at the same time, and it will receive keyboard, gamepad, and "
"mouse signals."
msgstr ""
"該控制項的焦點存取模式(“無”“按一下”或“全部”)。只能同時聚焦一個控制項,該控制"
"項會收到鍵盤、手柄以及滑鼠的訊號。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the down "
"arrow on the keyboard or down on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_down] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the bottom of this one."
msgstr ""
"告訴 Godot 當使用者按下鍵盤上的下方向鍵或遊戲手柄上的下方向鍵時,預設應該將焦"
"點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/"
"ui_down] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性Godot "
"會將焦點移交給該節點下方距離最近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the left "
"arrow on the keyboard or left on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_left] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the left of this one."
msgstr ""
"告訴 Godot 當使用者按下鍵盤上的左方向鍵或遊戲手柄上的左方向鍵時,預設應該將焦"
"點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/"
"ui_left] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性Godot "
"會將焦點移交給該節點左側距離最近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the right "
"arrow on the keyboard or right on a gamepad by default. You can change the "
"key by editing the [member ProjectSettings.input/ui_right] input action. The "
"node must be a [Control]. If this property is not set, Godot will give focus "
"to the closest [Control] to the right of this one."
msgstr ""
"告訴 Godot 當使用者按下鍵盤上的右方向鍵或遊戲手柄上的右方向鍵時,預設應該將焦"
"點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/"
"ui_right] 來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性Godot "
"會將焦點移交給該節點右側距離最近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses the top "
"arrow on the keyboard or top on a gamepad by default. You can change the key "
"by editing the [member ProjectSettings.input/ui_up] input action. The node "
"must be a [Control]. If this property is not set, Godot will give focus to "
"the closest [Control] to the top of this one."
msgstr ""
"告訴 Godot 當使用者按下鍵盤上的下方向鍵或遊戲手柄上的下方向鍵時,預設應該將焦"
"點移交給哪個節點。你可以通過編輯輸入動作 [member ProjectSettings.input/ui_up] "
"來修改具體的按鍵。該節點必須為 [Control]。如果未設定這個屬性Godot 會將焦點移"
"交給該節點上方距離最近的 [Control]。"
msgid ""
"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/"
"kbd] on a keyboard by default. You can change the key by editing the [member "
"ProjectSettings.input/ui_focus_next] input action.\n"
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
"告訴 Godot 在預設情況下,當使用者按下鍵盤上的 [kbd]Tab[/kbd] 時,應將焦點交給"
"哪個節點。你可以通過編輯 [member ProjectSettings.input/ui_focus_next] 的輸入動"
"作來更改按鍵。\n"
"如果未設定此屬性,則 Godot 會將根據場景樹中的附近節點選擇一個“最佳猜測”。"
msgid ""
"Tells Godot which node it should give focus to if the user presses [kbd]Shift "
"+ Tab[/kbd] on a keyboard by default. You can change the key by editing the "
"[member ProjectSettings.input/ui_focus_prev] input action.\n"
"If this property is not set, Godot will select a \"best guess\" based on "
"surrounding nodes in the scene tree."
msgstr ""
"告訴 Godot 在預設情況下,當使用者按下鍵盤上的 [kbd]Shift + Tab[/kbd] 時,應將"
"焦點交給哪個節點。你可以通過編輯 [member ProjectSettings.input/ui_focus_prev] "
"的輸入動作來更改按鍵。\n"
"如果未設定此屬性,則 Godot 會將根據場景樹中的附近節點選擇一個“最佳猜測”。"
msgid ""
"The node's global position, relative to the world (usually to the "
"[CanvasLayer])."
msgstr "該節點的全域位置,相對於世界(通常為 [CanvasLayer])。"
msgid ""
"Controls the direction on the horizontal axis in which the control should "
"grow if its horizontal minimum size is changed to be greater than its current "
"size, as the control always has to be at least the minimum size."
msgstr ""
"控制水平軸的方向,如果控制項的水平最小尺寸更改為大於其目前尺寸,則控制項應沿水"
"平軸增長,因為控制項始終必須至少為最小尺寸。"
msgid ""
"Controls the direction on the vertical axis in which the control should grow "
"if its vertical minimum size is changed to be greater than its current size, "
"as the control always has to be at least the minimum size."
msgstr ""
"控制控制項在垂直軸上的方向,如果控制項的垂直最小尺寸更改為大於目前尺寸,則控制"
"項應沿該方向增大,因為控制項始終必須至少為最小尺寸。"
msgid ""
"Controls layout direction and text writing direction. Right-to-left layouts "
"are necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"控制佈局方向和文字書寫方向。某些語言需要從右至左的佈局(例如阿拉伯語和希伯來"
"語)。"
msgid ""
"If [code]true[/code], automatically converts code line numbers, list indices, "
"[SpinBox] and [ProgressBar] values from the Western Arabic (0..9) to the "
"numeral systems used in current locale.\n"
"[b]Note:[/b] Numbers within the text are not automatically converted, it can "
"be done manually, using [method TextServer.format_number]."
msgstr ""
"如果為 [code]true[/code],則會自動將程式碼行號、列表索引號、[SpinBox] 和 "
"[ProgressBar] 的值從阿拉伯數字0..9)轉換為目前區域設定所使用的記數系統。\n"
"[b]注意:[/b]不會自動轉換文字中的數位,可以使用 [method TextServer."
"format_number] 手動轉換。"
msgid ""
"The default cursor shape for this control. Useful for Godot plugins and "
"applications or games that use the system's mouse cursors.\n"
"[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
"system."
msgstr ""
"此控制項的預設游標形狀。對於 Godot 外掛程式和使用系統滑鼠游標的套用程式或遊戲"
"很有用。\n"
"[b]注意:[/b]在 Linux 上,形狀可能會有所不同,具體取決於系統的游標主題。"
msgid ""
"Controls whether the control will be able to receive mouse button input "
"events through [method _gui_input] and how these events should be handled. "
"Also controls whether the control can receive the [signal mouse_entered], and "
"[signal mouse_exited] signals. See the constants to learn what each does."
msgstr ""
"控制控制項是否能夠通過 [method _gui_input] 接收滑鼠按鈕輸入事件,以及如何處理"
"這些事件。還控制控制項是否能接收 [signal mouse_entered] 和 [signal "
"mouse_exited] 訊號。參閱常數來瞭解每個常數的作用。"
msgid ""
"When enabled, scroll wheel events processed by [method _gui_input] will be "
"passed to the parent control even if [member mouse_filter] is set to "
"[constant MOUSE_FILTER_STOP]. As it defaults to true, this allows nested "
"scrollable containers to work out of the box.\n"
"You should disable it on the root of your UI if you do not want scroll events "
"to go to the [method Node._unhandled_input] processing."
msgstr ""
"啟用後,即使 [member mouse_filter] 被設定為 [constant MOUSE_FILTER_STOP],由 "
"[method _gui_input] 處理的滾輪事件也會被傳遞給父控制項。由於它預設為“真”,這允"
"許巢狀的可滾動容器可以開箱即用。\n"
"如果不希望滾動事件進入 [method Node._unhandled_input] 處理,則應該在使用者介面"
"的根部禁用它。"
msgid ""
"Distance between the node's bottom edge and its parent control, based on "
"[member anchor_bottom].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"該節點底部邊緣與其父控制項之間的距離,基於 [member anchor_bottom]。\n"
"偏移量通常由一個或多個父 [Container] 節點控制,因此如果你的節點是 [Container] "
"的直接子節點,則不應進行手動修改。移動節點或調整節點大小時,偏移量會自動更新。"
msgid ""
"Distance between the node's left edge and its parent control, based on "
"[member anchor_left].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"該節點左側邊緣與其父控制項之間的距離,基於 [member anchor_left]。\n"
"偏移量通常由一個或多個父 [Container] 節點控制,因此如果你的節點是 [Container] "
"的直接子節點,則不應進行手動修改。移動節點或調整節點大小時,偏移量會自動更新。"
msgid ""
"Distance between the node's right edge and its parent control, based on "
"[member anchor_right].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"該節點右側邊緣與其父控制項之間的距離,基於 [member anchor_right]。\n"
"偏移量通常由一個或多個父 [Container] 節點控制,因此如果你的節點是 [Container] "
"的直接子節點,則不應進行手動修改。移動節點或調整節點大小時,偏移量會自動更新。"
msgid ""
"Distance between the node's top edge and its parent control, based on [member "
"anchor_top].\n"
"Offsets are often controlled by one or multiple parent [Container] nodes, so "
"you should not modify them manually if your node is a direct child of a "
"[Container]. Offsets update automatically when you move or resize the node."
msgstr ""
"該節點頂部邊緣與其父控制項之間的距離,基於 [member anchor_top]。\n"
"偏移量通常由一個或多個父 [Container] 節點控制,因此如果你的節點是 [Container] "
"的直接子節點,則不應進行手動修改。移動節點或調整節點大小時,偏移量會自動更新。"
msgid ""
"By default, the node's pivot is its top-left corner. When you change its "
"[member rotation] or [member scale], it will rotate or scale around this "
"pivot. Set this property to [member size] / 2 to pivot around the Control's "
"center."
msgstr ""
"預設情況下,該節點的軸心位於左上角。更改 [member rotation] 或 [member scale] "
"時,將圍繞該軸心進行旋轉或縮放。如果將該屬性設定為 [member size] / 2則圍繞的"
"是該控制項的中心點。"
msgid ""
"The node's position, relative to its containing node. It corresponds to the "
"rectangle's top-left corner. The property is not affected by [member "
"pivot_offset]."
msgstr ""
"該節點的位置,相對於父節點。對應的是矩形的左上角。該屬性不受 [member "
"pivot_offset] 的影響。"
msgid ""
"The node's rotation around its pivot, in radians. See [member pivot_offset] "
"to change the pivot's position.\n"
"[b]Note:[/b] This property is edited in the inspector in degrees. If you want "
"to use degrees in a script, use [member rotation_degrees]."
msgstr ""
"該節點圍繞其軸心的旋轉,單位為弧度。要更改軸心的位置,請參閱 [member "
"pivot_offset]。\n"
"[b]注意:[/b]該屬性在屬性面板中以度為單位進行編輯。如果要在腳本中使用度數,請"
"使用 [member rotation_degrees]。"
msgid ""
"Helper property to access [member rotation] in degrees instead of radians."
msgstr "輔助屬性,用於按度數存取 [member rotation] 而不是弧度數。"
msgid ""
"The node's scale, relative to its [member size]. Change this property to "
"scale the node around its [member pivot_offset]. The Control's [member "
"tooltip_text] will also scale according to this value.\n"
"[b]Note:[/b] This property is mainly intended to be used for animation "
"purposes. To support multiple resolutions in your project, use an appropriate "
"viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html]documentation[/url] instead of scaling Controls "
"individually.\n"
"[b]Note:[/b] [member FontFile.oversampling] does [i]not[/i] take [Control] "
"[member scale] into account. This means that scaling up/down will cause "
"bitmap fonts and rasterized (non-MSDF) dynamic fonts to appear blurry or "
"pixelated. To ensure text remains crisp regardless of scale, you can enable "
"MSDF font rendering by enabling [member ProjectSettings.gui/theme/"
"default_font_multichannel_signed_distance_field] (applies to the default "
"project font only), or enabling [b]Multichannel Signed Distance Field[/b] in "
"the import options of a DynamicFont for custom fonts. On system fonts, "
"[member SystemFont.multichannel_signed_distance_field] can be enabled in the "
"inspector.\n"
"[b]Note:[/b] If the Control node is a child of a [Container] node, the scale "
"will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. "
"To set the Control's scale when it's instantiated, wait for one frame using "
"[code]await get_tree().process_frame[/code] then set its [member scale] "
"property."
msgstr ""
"節點的縮放,相對於它的 [member size]。更改該屬性以圍繞其 [member "
"pivot_offset] 縮放節點。該 Control 的 [member tooltip_text] 也將根據該值進行縮"
"放。\n"
"[b]注意:[/b]該屬性主要用於動畫用途。要在專案中支援多種解析度,請使用 "
"[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]文件[/url] 中所述"
"的合適的視口拉伸模式,而不是單獨縮放控制項。\n"
"[b]注意:[/b][member FontFile.oversampling] [i]不[/i]考慮 [Control] [member "
"scale]。這意味著放大/縮小會導致點陣字型和光柵化(非 MSDF動態字形顯得模糊或圖"
"元化。為確保無論縮放比例如何,文字都保持清晰,你可以通過啟用 [member "
"ProjectSettings.gui/theme/default_font_multichannel_signed_distance_field](僅"
"適用於預設專案字形);或在自訂字形的 DynamicFont 的匯入選項中,啟用[b]多通道有"
"符號距離場[/b]來啟用 MSDF 字形渲染。對於系統字形,可以在屬性面板中啟用 "
"[member SystemFont.multichannel_signed_distance_field]。\n"
"[b]注意:[/b]如果該 Control 節點是 [Container] 節點的子節點,則場景產生實體"
"時,縮放將重設為 [code]Vector2(1, 1)[/code]。要在產生實體時設定控制項的縮放,"
"請使用 [code]await get_tree().process_frame[/code] 等待一影格,然後再設定其 "
"[member scale] 屬性。"
msgid ""
"The [Node] which must be a parent of the focused [Control] for the shortcut "
"to be activated. If [code]null[/code], the shortcut can be activated when any "
"control is focused (a global shortcut). This allows shortcuts to be accepted "
"only when the user has a certain area of the GUI focused."
msgstr ""
"該 [Node] 必須是被聚焦 [Control] 的父節點,才能啟動快捷方式。如果為 "
"[code]null[/code],則可以在任何控制項獲得焦點時啟動該快捷方式(全域快捷方"
"式)。這允許快捷方式只在使用者聚焦 GUI 的特定區域時才被接受。"
msgid ""
"The size of the node's bounding rectangle, in the node's coordinate system. "
"[Container] nodes update this property automatically."
msgstr ""
"該節點的邊界矩形的大小,使用該節點的坐標系。[Container] 節點會自動更新此屬性。"
msgid ""
"Tells the parent [Container] nodes how they should resize and place the node "
"on the X axis. Use a combination of the [enum SizeFlags] constants to change "
"the flags. See the constants to learn what each does."
msgstr ""
"告訴父 [Container] 節點應如何調整尺寸並將其放置在 X 軸上。請使用 [enum "
"SizeFlags] 常數的組合來更改旗標。查看常數以瞭解每個常數的作用。"
msgid ""
"If the node and at least one of its neighbors uses the [constant SIZE_EXPAND] "
"size flag, the parent [Container] will let it take more or less space "
"depending on this property. If this node has a stretch ratio of 2 and its "
"neighbor a ratio of 1, this node will take two thirds of the available space."
msgstr ""
"如果該節點及其至少一個鄰居節點使用 [constant SIZE_EXPAND] 大小旗標,則父 "
"[Container] 將根據該屬性讓它佔用更多或更少的空間。如果該節點的拉伸比為 2其鄰"
"居節點的拉伸比為 1則該節點將佔用三分之二的可用空間。"
msgid ""
"Tells the parent [Container] nodes how they should resize and place the node "
"on the Y axis. Use a combination of the [enum SizeFlags] constants to change "
"the flags. See the constants to learn what each does."
msgstr ""
"告訴父 [Container] 節點應如何調整尺寸並將其放置在 Y 軸上。請使用 [enum "
"SizeFlags] 常數的組合來更改旗標。查看常數以瞭解每個常數的作用。"
msgid ""
"The [Theme] resource this node and all its [Control] and [Window] children "
"use. If a child node has its own [Theme] resource set, theme items are merged "
"with child's definitions having higher priority.\n"
"[b]Note:[/b] [Window] styles will have no effect unless the window is "
"embedded."
msgstr ""
"該節點及其子 [Control] 和 [Window] 所使用的 [Theme] 資源。如果子節點也設定了 "
"[Theme] 資源,則會合並主題項,子節點的定義優先順序更高。\n"
"[b]注意:[/b]除非 [Window] 為嵌入式,否則視窗樣式無效。"
msgid ""
"The default tooltip text. The tooltip appears when the user's mouse cursor "
"stays idle over this control for a few moments, provided that the [member "
"mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. The time "
"required for the tooltip to appear can be changed with the [member "
"ProjectSettings.gui/timers/tooltip_delay_sec] option. See also [method "
"get_tooltip].\n"
"The tooltip popup will use either a default implementation, or a custom one "
"that you can provide by overriding [method _make_custom_tooltip]. The default "
"tooltip includes a [PopupPanel] and [Label] whose theme properties can be "
"customized using [Theme] methods with the [code]\"TooltipPanel\"[/code] and "
"[code]\"TooltipLabel\"[/code] respectively. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var style_box = StyleBoxFlat.new()\n"
"style_box.set_bg_color(Color(1, 1, 0))\n"
"style_box.set_border_width_all(2)\n"
"# We assume here that the `theme` property has been assigned a custom Theme "
"beforehand.\n"
"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/gdscript]\n"
"[csharp]\n"
"var styleBox = new StyleBoxFlat();\n"
"styleBox.SetBgColor(new Color(1, 1, 0));\n"
"styleBox.SetBorderWidthAll(2);\n"
"// We assume here that the `Theme` property has been assigned a custom Theme "
"beforehand.\n"
"Theme.SetStyleBox(\"panel\", \"TooltipPanel\", styleBox);\n"
"Theme.SetColor(\"font_color\", \"TooltipLabel\", new Color(0, 1, 1));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"預設工具提示文字。如果 [member mouse_filter] 屬性不是 [constant "
"MOUSE_FILTER_IGNORE],則當使用者的滑鼠游標在此控制項上停留片刻時,將出現工具提"
"示。可以使用 [member ProjectSettings.gui/timers/tooltip_delay_sec] 選項更改工"
"具提示出現所需的時間。另見 [method get_tooltip]。\n"
"工具提示快顯視窗將使用預設實作,或者使用通過覆蓋 [method "
"_make_custom_tooltip] 提供的自訂實作。預設工具提示包括一個 [PopupPanel] 和 "
"[Label],其主題屬性可以使用 [Theme] 方法分別對 [code]\"TooltipPanel\"[/code] "
"和 [code]\"TooltipLabel\"[/code] 進行自訂。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var style_box = StyleBoxFlat.new()\n"
"style_box.set_bg_color(Color(1, 1, 0))\n"
"style_box.set_border_width_all(2)\n"
"# 我們在這裡假設`Theme`屬性已經被事先分配了一個自訂的主題。\n"
"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
"[/gdscript]\n"
"[csharp]\n"
"var styleBox = new StyleBoxFlat();\n"
"styleBox.SetBgColor(new Color(1, 1, 0));\n"
"styleBox.SetBorderWidthAll(2);\n"
"// 我們在這裡假設`Theme`屬性已經被事先分配了一個自訂的主題。\n"
"Theme.SetStyleBox(\"panel\", \"TooltipPanel\", styleBox);\n"
"Theme.SetColor(\"font_color\", \"TooltipLabel\", new Color(0, 1, 1));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Emitted when the node gains focus."
msgstr "當該節點獲得焦點時發出。"
msgid "Emitted when the node loses focus."
msgstr "當該節點失去焦點時發出。"
msgid "Emitted when the node receives an [InputEvent]."
msgstr "當節點收到 [InputEvent] 時發出。"
msgid "Emitted when the node's minimum size changes."
msgstr "當節點的最小大小更改時發出。"
msgid "Emitted when the control changes size."
msgstr "當控制項更改大小時發出。"
msgid ""
"Emitted when one of the size flags changes. See [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
"當大小旗標之一更改時發出。見 [member size_flags_horizontal] 和 [member "
"size_flags_vertical]。"
msgid ""
"Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent."
msgstr "發送 [constant NOTIFICATION_THEME_CHANGED] 通知時發出。"
msgid "The node cannot grab focus. Use with [member focus_mode]."
msgstr "該節點無法獲取焦點。在 [member focus_mode] 中使用。"
msgid ""
"The node can only grab focus on mouse clicks. Use with [member focus_mode]."
msgstr "該節點只能通過滑鼠點擊獲取焦點。在 [member focus_mode] 中使用。"
msgid ""
"The node can grab focus on mouse click, using the arrows and the Tab keys on "
"the keyboard, or using the D-pad buttons on a gamepad. Use with [member "
"focus_mode]."
msgstr ""
"該節點可以通過滑鼠按一下、使用鍵盤上的箭頭和 Tab 鍵、或使用遊戲手柄上的方向鍵"
"來獲取焦點。用於 [member focus_mode]。"
msgid "Sent when the node changes size. Use [member size] to get the new size."
msgstr "當節點改變大小時發送。請使用 [member size] 獲取新大小。"
msgid "Sent when the node grabs focus."
msgstr "當節點獲得焦點時發送。"
msgid "Sent when the node loses focus."
msgstr "當節點失去焦點時發送。"
msgid ""
"Sent when the node needs to refresh its theme items. This happens in one of "
"the following cases:\n"
"- The [member theme] property is changed on this node or any of its "
"ancestors.\n"
"- The [member theme_type_variation] property is changed on this node.\n"
"- One of the node's theme property overrides is changed.\n"
"- The node enters the scene tree.\n"
"[b]Note:[/b] As an optimization, this notification won't be sent from changes "
"that occur while this node is outside of the scene tree. Instead, all of the "
"theme item updates can be applied at once when the node enters the scene tree."
msgstr ""
"當節點需要更新其主題專案時發送。這發生在以下情況之一:\n"
"- 在該節點或其任何祖先節點上的 [member theme] 屬性被更改。\n"
"- 該節點上的 [member theme_type_variation] 屬性被更改。\n"
"- 該節點的一個主題屬性覆蓋被更改。\n"
"- 該節點進入場景樹。\n"
"[b]注意:[/b]作為一種優化,當該節點在場景樹之外時,發生的更改不會發送該通知。"
"相反,所有的主題項更新可以在該節點進入場景樹時一次性套用。"
msgid "Sent when control layout direction is changed."
msgstr "當控制項的佈局方向改變時發送。"
msgid ""
"Show the system's arrow mouse cursor when the user hovers the node. Use with "
"[member mouse_default_cursor_shape]."
msgstr ""
"當使用者將節點懸停時,顯示系統的箭頭滑鼠游標。與 [member "
"mouse_default_cursor_shape] 成員一起使用。"
msgid ""
"Show the system's I-beam mouse cursor when the user hovers the node. The I-"
"beam pointer has a shape similar to \"I\". It tells the user they can "
"highlight or insert text."
msgstr ""
"當使用者將節點懸停時,顯示系統的 I 型光束滑鼠游標。工字梁指針的形狀類似於“I”。"
"它告訴使用者他們可以突出顯示或插入文字。"
msgid ""
"Show the system's pointing hand mouse cursor when the user hovers the node."
msgstr "當使用者將節點懸停時,顯示系統的手形滑鼠游標。"
msgid "Show the system's cross mouse cursor when the user hovers the node."
msgstr "當使用者將滑鼠懸停在節點上時,顯示系統的交叉滑鼠游標。"
msgid ""
"Show the system's wait mouse cursor when the user hovers the node. Often an "
"hourglass."
msgstr "當使用者懸停節點時,顯示系統等待的滑鼠游標。通常是一個沙漏。"
msgid ""
"Show the system's busy mouse cursor when the user hovers the node. Often an "
"arrow with a small hourglass."
msgstr "當使用者懸停節點時,顯示系統繁忙的滑鼠游標。通常是箭頭加一個小沙漏。"
msgid ""
"Show the system's drag mouse cursor, often a closed fist or a cross symbol, "
"when the user hovers the node. It tells the user they're currently dragging "
"an item, like a node in the Scene dock."
msgstr ""
"當使用者懸停在節點上時,顯示系統的拖動滑鼠游標,通常是一個閉合的拳頭或十字元"
"號。它告訴使用者他們目前正在拖動一個專案,例如場景面板中的節點。"
msgid ""
"Show the system's drop mouse cursor when the user hovers the node. It can be "
"an open hand. It tells the user they can drop an item they're currently "
"grabbing, like a node in the Scene dock."
msgstr ""
"當使用者懸停節點時,顯示系統的落地滑鼠游標。它可以是一個張開的手。它告訴使用者"
"可以放下一個他們目前正在抓取的物品,比如場景面板中的一個節點。"
msgid ""
"Show the system's forbidden mouse cursor when the user hovers the node. Often "
"a crossed circle."
msgstr "當使用者懸停節點時,顯示系統禁止的滑鼠游標。通常是一個交叉的圓圈。"
msgid ""
"Show the system's vertical resize mouse cursor when the user hovers the node. "
"A double-headed vertical arrow. It tells the user they can resize the window "
"or the panel vertically."
msgstr ""
"當使用者懸停節點時,顯示系統的垂直調整滑鼠游標。一個雙頭的垂直箭頭。它告訴使用"
"者可以垂直調整視窗或面板的大小。"
msgid ""
"Show the system's horizontal resize mouse cursor when the user hovers the "
"node. A double-headed horizontal arrow. It tells the user they can resize the "
"window or the panel horizontally."
msgstr ""
"當使用者懸停節點時,顯示系統的水平調整滑鼠游標。一個雙頭的水平箭頭。它告訴使用"
"者可以水平調整視窗或面板的大小。"
msgid ""
"Show the system's window resize mouse cursor when the user hovers the node. "
"The cursor is a double-headed arrow that goes from the bottom left to the top "
"right. It tells the user they can resize the window or the panel both "
"horizontally and vertically."
msgstr ""
"當使用者將節點懸停時,顯示系統視窗調整大小的滑鼠游標。游標是從左下角到右上角的"
"雙向箭頭。它告訴使用者可以水平和垂直調整視窗或面板的大小。"
msgid ""
"Show the system's window resize mouse cursor when the user hovers the node. "
"The cursor is a double-headed arrow that goes from the top left to the bottom "
"right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user they "
"can resize the window or the panel both horizontally and vertically."
msgstr ""
"當使用者將節點懸停時,顯示系統視窗調整大小的滑鼠游標。游標是一個雙向箭頭,從左"
"上角到右下角,與 [constant CURSOR_BDIAGSIZE] 相反。它告訴使用者可以水平和垂直"
"調整視窗或面板的大小。"
msgid ""
"Show the system's move mouse cursor when the user hovers the node. It shows 2 "
"double-headed arrows at a 90 degree angle. It tells the user they can move a "
"UI element freely."
msgstr ""
"當使用者將節點懸停時,顯示系統的移動滑鼠游標。它以 90 度角顯示 2 個雙向箭頭。"
"它告訴使用者他們可以自由移動 UI 元素。"
msgid ""
"Show the system's vertical split mouse cursor when the user hovers the node. "
"On Windows, it's the same as [constant CURSOR_VSIZE]."
msgstr ""
"當使用者將節點懸停時,顯示系統的垂直拆分滑鼠游標。在 Windows 上與 [constant "
"CURSOR_VSIZE] 相同。"
msgid ""
"Show the system's horizontal split mouse cursor when the user hovers the "
"node. On Windows, it's the same as [constant CURSOR_HSIZE]."
msgstr ""
"當使用者將節點懸停時,顯示系統的水平拆分滑鼠游標。在 Windows 上與 [constant "
"CURSOR_HSIZE] 相同。"
msgid ""
"Show the system's help mouse cursor when the user hovers the node, a question "
"mark."
msgstr "當使用者將節點懸停在一個節點上時,顯示系統的説明滑鼠游標,一個問號。"
msgid ""
"Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的左上角。與 [method set_anchors_preset] 一起"
"使用。"
msgid ""
"Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的右上角。與 [method set_anchors_preset] 一起"
"使用。"
msgid ""
"Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的左下角。與 [method set_anchors_preset] 一起"
"使用。"
msgid ""
"Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
"with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的右下角。與 [method set_anchors_preset] 一起"
"使用。"
msgid ""
"Snap all 4 anchors to the center of the left edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的左邊緣的中點。與 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the center of the top edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的頂邊緣的中點。與 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the center of the right edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的右邊緣的中點。與 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the center of the bottom edge of the parent control's "
"bounds. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的底邊緣的中點。與 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the center of the parent control's bounds. Use with "
"[method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項邊界的中心。與 [method set_anchors_preset] 一起使"
"用。"
msgid ""
"Snap all 4 anchors to the left edge of the parent control. The left offset "
"becomes relative to the left edge and the top offset relative to the top left "
"corner of the node's parent. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項的左邊緣。左偏移量相對於父節點的左邊緣,上偏移量"
"相對於父節點的左上角。與 [method set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the top edge of the parent control. The left offset "
"becomes relative to the top left corner, the top offset relative to the top "
"edge, and the right offset relative to the top right corner of the node's "
"parent. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項的上邊緣。左偏移量相對於父節點的左上角,上偏移量"
"相對於父節點的上邊緣,右偏移相對於父節點的右上角。與 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the right edge of the parent control. The right offset "
"becomes relative to the right edge and the top offset relative to the top "
"right corner of the node's parent. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項的右邊緣。右偏移量相對於父節點的右邊緣,上偏移量"
"相對於父節點的右上角。與 [method set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the bottom edge of the parent control. The left offset "
"becomes relative to the bottom left corner, the bottom offset relative to the "
"bottom edge, and the right offset relative to the bottom right corner of the "
"node's parent. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項的下邊緣。左偏移量相對於父節點的左下角,下偏移量"
"相對於父節點的下邊緣,右偏移相對於父節點的右下角。與 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to a vertical line that cuts the parent control in half. "
"Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到一條垂直線,該垂直線將父控制項切成兩半。與 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to a horizontal line that cuts the parent control in half. "
"Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到一條水平線,該水平線將父控制項切成兩半。與 [method "
"set_anchors_preset] 一起使用。"
msgid ""
"Snap all 4 anchors to the respective corners of the parent control. Set all 4 "
"offsets to 0 after you applied this preset and the [Control] will fit its "
"parent control. Use with [method set_anchors_preset]."
msgstr ""
"將所有 4 個錨點對齊到父控制項對應的角。套用此預設後,會將所有 4 個偏移都設定"
"為 0該 [Control] 將適合其父控制項。與 [method set_anchors_preset] 一起使用。"
msgid "The control will be resized to its minimum size."
msgstr "控制項將被調整為最小尺寸。"
msgid "The control's width will not change."
msgstr "控制項的寬度不會改變。"
msgid "The control's height will not change."
msgstr "控制項的高度不會改變。"
msgid "The control's size will not change."
msgstr "控制項的大小不會改變。"
msgid ""
"Tells the parent [Container] to align the node with its start, either the top "
"or the left edge. It is mutually exclusive with [constant SIZE_FILL] and "
"other shrink size flags, but can be used with [constant SIZE_EXPAND] in some "
"containers. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical].\n"
"[b]Note:[/b] Setting this flag is equal to not having any size flags."
msgstr ""
"告訴父級 [Container] 將該節點與其起點對齊,即頂部或左側。它與 [constant "
"SIZE_FILL] 以及其他收縮大小旗標互斥,但可以在某些容器中與 [constant "
"SIZE_EXPAND] 一起使用。與 [member size_flags_horizontal] 和 [member "
"size_flags_vertical] 一起使用。\n"
"[b]注意:[/b]設定這個旗標相當於沒有任何大小旗標。"
msgid ""
"Tells the parent [Container] to expand the bounds of this node to fill all "
"the available space without pushing any other node. It is mutually exclusive "
"with shrink size flags. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
"告訴父級 [Container] 擴充該節點的邊界以填充所有可用空間,而無需推動任何其他節"
"點。它與收縮大小旗標互斥。與 [member size_flags_horizontal] 和 [member "
"size_flags_vertical] 一起使用。"
msgid ""
"Tells the parent [Container] to let this node take all the available space on "
"the axis you flag. If multiple neighboring nodes are set to expand, they'll "
"share the space based on their stretch ratio. See [member "
"size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
"[member size_flags_vertical]."
msgstr ""
"告訴父級 [Container] 讓該節點佔用你標記的軸上的所有可用空間。如果將多個相鄰節"
"點設定為擴充,它們將根據其拉伸比共用空間。見 [member "
"size_flags_stretch_ratio]。用於 [member size_flags_horizontal] 和 [member "
"size_flags_vertical]。"
msgid ""
"Sets the node's size flags to both fill and expand. See [constant SIZE_FILL] "
"and [constant SIZE_EXPAND] for more information."
msgstr ""
"將該節點的大小旗標設定為填充和擴充。有關詳細資訊,請參閱 [constant SIZE_FILL] "
"和 [constant SIZE_EXPAND]。"
msgid ""
"Tells the parent [Container] to center the node in the available space. It is "
"mutually exclusive with [constant SIZE_FILL] and other shrink size flags, but "
"can be used with [constant SIZE_EXPAND] in some containers. Use with [member "
"size_flags_horizontal] and [member size_flags_vertical]."
msgstr ""
"告訴父級 [Container] 將節點置於可用空間的中心。它與 [constant SIZE_FILL] 以及"
"其他收縮大小旗標互斥,但可以在某些容器中與 [constant SIZE_EXPAND] 一起使用。"
"與 [member size_flags_horizontal] 和 [member size_flags_vertical] 一起使用。"
msgid ""
"Tells the parent [Container] to align the node with its end, either the "
"bottom or the right edge. It is mutually exclusive with [constant SIZE_FILL] "
"and other shrink size flags, but can be used with [constant SIZE_EXPAND] in "
"some containers. Use with [member size_flags_horizontal] and [member "
"size_flags_vertical]."
msgstr ""
"告訴父級 [Container] 將節點與其末端對齊,即底部或右側。它與 [constant "
"SIZE_FILL] 以及其他收縮大小旗標互斥,但可以在某些容器中與 [constant "
"SIZE_EXPAND] 一起使用。與 [member size_flags_horizontal] 和 [member "
"size_flags_vertical] 一起使用。"
msgid ""
"The control will receive mouse movement input events and mouse button input "
"events if clicked on through [method _gui_input]. And the control will "
"receive the [signal mouse_entered] and [signal mouse_exited] signals. These "
"events are automatically marked as handled, and they will not propagate "
"further to other controls. This also results in blocking signals in other "
"controls."
msgstr ""
"被點擊時,控制項將通過 [method _gui_input] 收到滑鼠按鈕輸入事件。控制項能夠接"
"收到 [signal mouse_entered] 和 [signal mouse_exited] 訊號。這些事件將自動被標"
"記為已處理,不會進一步傳播到其他控制項,因此相關的訊號也不會在其他控制項中觸"
"發。"
msgid ""
"The control will receive mouse movement input events and mouse button input "
"events if clicked on through [method _gui_input]. And the control will "
"receive the [signal mouse_entered] and [signal mouse_exited] signals. If this "
"control does not handle the event, the parent control (if any) will be "
"considered, and so on until there is no more parent control to potentially "
"handle it. This also allows signals to fire in other controls. If no control "
"handled it, the event will be passed to [method Node._shortcut_input] for "
"further processing."
msgstr ""
"控制項被點擊時,將通過 [method _gui_input] 收到滑鼠按鈕輸入事件。並且控制項能"
"夠接收到 [signal mouse_entered] 和 [signal mouse_exited] 訊號。如果此控制項未"
"處理事件,則將考慮其父控制項(如果有的話),並依此類推,直到不再有可能處理它的"
"父控制項為止。相關的訊號可以在其他控制項中觸發。如果沒有控制項處理它,事件將被"
"傳遞到 [method Node._unhandled_input] 進一步處理。"
msgid ""
"The control will grow to the left or top to make up if its minimum size is "
"changed to be greater than its current size on the respective axis."
msgstr ""
"如果控制項的最小尺寸更改為大於其相應軸上的目前尺寸,則控制項將向左或頂部增大以"
"進行組合。"
msgid ""
"The control will grow to the right or bottom to make up if its minimum size "
"is changed to be greater than its current size on the respective axis."
msgstr ""
"如果控制項的最小尺寸更改為大於其相應軸上的目前尺寸,則控制項將向右或向下增大以"
"進行補償。"
msgid ""
"The control will grow in both directions equally to make up if its minimum "
"size is changed to be greater than its current size."
msgstr ""
"如果控制項的最小大小更改為大於其目前大小,則控制項將在兩個方向上均等地增長以組"
"成該控制項。"
msgid ""
"Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/"
"code], in the top left. Use it with one of the [code]anchor_*[/code] member "
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
"將 4 個錨點的某一側吸附到節點的 [code]Rect[/code] 的左上角。在 "
"[code]anchor_*[/code] 成員變數中使用,例如 [member anchor_left]。要一次更改全"
"部 4 個錨點,請使用 [method set_anchors_preset]。"
msgid ""
"Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/code], "
"in the bottom right. Use it with one of the [code]anchor_*[/code] member "
"variables, like [member anchor_left]. To change all 4 anchors at once, use "
"[method set_anchors_preset]."
msgstr ""
"將 4 個錨點的某一側吸附到節點的 [code]Rect[/code] 的右下角。在 "
"[code]anchor_*[/code] 成員變數中使用,例如 [member anchor_left]。要一次更改全"
"部 4 個錨點,請使用 [method set_anchors_preset]。"
msgid ""
"Automatic layout direction, determined from the parent control layout "
"direction."
msgstr "自動佈局方向,由父控制項佈局方向決定。"
msgid "Automatic layout direction, determined from the current locale."
msgstr "自動佈局方向,根據目前語言環境確定。"
msgid "Left-to-right layout direction."
msgstr "從左至右的佈局方向。"
msgid "Right-to-left layout direction."
msgstr "從右至左的佈局方向。"
msgid "Text writing direction is the same as layout direction."
msgstr "文字書寫方向與佈局方向相同。"
msgid ""
"Automatic text writing direction, determined from the current locale and text "
"content."
msgstr "自動文字書寫方向,根據目前區域設定和文字內容確定。"
msgid "Left-to-right text writing direction."
msgstr "從左至右的文字書寫方向。"
msgid "Right-to-left text writing direction."
msgstr "從右至左的文字書寫方向。"
msgid "A 2D convex polygon shape used for physics collision."
msgstr "用於物理碰撞的 2D 凸多邊形形狀。"
msgid ""
"A 2D convex polygon shape, intended for use in physics. Used internally in "
"[CollisionPolygon2D] when it's in [constant CollisionPolygon2D.BUILD_SOLIDS] "
"mode.\n"
"[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions "
"from objects that are fully inside it, unlike [ConcavePolygonShape2D] which "
"is hollow. This makes it more suitable for both detection and physics.\n"
"[b]Convex decomposition:[/b] A concave polygon can be split up into several "
"convex polygons. This allows dynamic physics bodies to have complex concave "
"collisions (at a performance cost) and can be achieved by using several "
"[ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in "
"[constant CollisionPolygon2D.BUILD_SOLIDS] mode. To generate a collision "
"polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] "
"menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/"
"b].\n"
"[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions "
"against compared to [ConcavePolygonShape2D], but it is slower than primitive "
"collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use "
"should generally be limited to medium-sized objects that cannot have their "
"collision accurately represented by primitive shapes."
msgstr ""
"2D 凸多邊形形狀,旨在用於物理。[CollisionPolygon2D] 為 [code]BUILD_SOLIDS[/"
"code] 模式時內部會使用這個類。\n"
"[ConvexPolygonShape2D] 是[i]實心[/i]的,與空心的 [ConcavePolygonShape2D] 不"
"同,如果物件完全位於其內部,也能夠偵測到碰撞。因此更適於偵測和物理。\n"
"[b]凸分解:[/b]凹多邊形可以拆分為多個凸多邊形。這樣就能夠讓動態物理體擁有複雜"
"的凹碰撞(以消耗性能為代價),做法是使用多個 [ConvexPolygonShape3D] 節點,或者"
"使用 [code]BUILD_SOLIDS[/code] 模式的 [CollisionPolygon2D] 節點。要根據精靈生"
"成碰撞多邊形,請選中 [Sprite2D] 節點,前往出現在視口上方的 [b]Sprite2D[/b] 功"
"能表,然後選擇[b]建立 Polygon2D 同級[/b]。\n"
"[b]性能:[/b][ConvexPolygonShape2D] 檢查碰撞的速度比 [ConcavePolygonShape2D] "
"要快,但比 [CircleShape2D]、[RectangleShape2D] 等基本碰撞形狀要慢。通常應該僅"
"限於中等大小的物件,在無法使用基本形狀精確表示碰撞時使用。"
msgid ""
"Based on the set of points provided, this assigns the [member points] "
"property using the convex hull algorithm, removing all unneeded points. See "
"[method Geometry2D.convex_hull] for details."
msgstr ""
"根據提供的點集,使用凸包演算法分配 [member points] 屬性,移除所有不必要的點。"
"詳見 [method Geometry2D.convex_hull]。"
msgid ""
"The polygon's list of vertices that form a convex hull. Can be in either "
"clockwise or counterclockwise order.\n"
"[b]Warning:[/b] Only set this property to a list of points that actually form "
"a convex hull. Use [method set_point_cloud] to generate the convex hull of an "
"arbitrary set of points."
msgstr ""
"該多邊形構成凸包的頂點列表。順時針順序或逆時針順序都有可能。\n"
"[b]警告:[/b]請務必將這個屬性設定為能夠形成凸包的頂點列表。可以使用 [method "
"set_point_cloud] 從任意頂點集生成凸包。"
msgid "A 3D convex polyhedron shape used for physics collision."
msgstr "用於物理碰撞的 3D 凸多面體形狀。"
msgid ""
"A 3D convex polyhedron shape, intended for use in physics. Usually used to "
"provide a shape for a [CollisionShape3D].\n"
"[ConvexPolygonShape3D] is [i]solid[/i], which means it detects collisions "
"from objects that are fully inside it, unlike [ConcavePolygonShape3D] which "
"is hollow. This makes it more suitable for both detection and physics.\n"
"[b]Convex decomposition:[/b] A concave polyhedron can be split up into "
"several convex polyhedra. This allows dynamic physics bodies to have complex "
"concave collisions (at a performance cost) and can be achieved by using "
"several [ConvexPolygonShape3D] nodes. To generate a convex decomposition from "
"a mesh, select the [MeshInstance3D] node, go to the [b]Mesh[/b] menu that "
"appears above the viewport, and choose [b]Create Multiple Convex Collision "
"Siblings[/b]. Alternatively, [method MeshInstance3D."
"create_multiple_convex_collisions] can be called in a script to perform this "
"decomposition at run-time.\n"
"[b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions "
"against compared to [ConcavePolygonShape3D], but it is slower than primitive "
"collision shapes such as [SphereShape3D] and [BoxShape3D]. Its use should "
"generally be limited to medium-sized objects that cannot have their collision "
"accurately represented by primitive shapes."
msgstr ""
"3D 凸多面體形狀,旨在用於物理。常用來為 [CollisionShape3D] 提供形狀。\n"
"[ConvexPolygonShape3D] 是[i]實心[/i]的,與空心的 [ConcavePolygonShape3D] 不"
"同,如果物件完全位於其內部,也能夠偵測到碰撞。因此更適於偵測和物理。\n"
"[b]凸分解:[/b]凹多面體可以拆分為多個凸多面體。這樣就能夠讓動態物理體擁有複雜"
"的凹碰撞(以消耗性能為代價),做法是使用多個 [ConvexPolygonShape3D] 節點。要根"
"據網格生成凸分解,請選中 [MeshInstance3D] 節點,前往出現在視口上方的 [b]Mesh[/"
"b] 功能表,然後選擇[b]建立多個凸碰撞同級[/b]。或者也可以在腳本中呼叫 [method "
"MeshInstance3D.create_multiple_convex_collisions],在運作時執行分解。\n"
"[b]性能:[/b][ConvexPolygonShape3D] 檢查碰撞的速度比 [ConcavePolygonShape3D] "
"要快,但比 [SphereShape3D]、[BoxShape3D] 等基本碰撞形狀要慢。通常應該僅限於中"
"等大小的物件,在無法使用基本形狀精確表示碰撞時使用。"
msgid "The list of 3D points forming the convex polygon shape."
msgstr "形成凸多邊形的 3D 點列表。"
msgid "A CPU-based 2D particle emitter."
msgstr "基於 CPU 的 2D 粒子發射器。"
msgid ""
"CPU-based 2D particle node used to create a variety of particle systems and "
"effects.\n"
"See also [GPUParticles2D], which provides the same functionality with "
"hardware acceleration, but may not run on older devices."
msgstr ""
"基於 CPU 的 2D 粒子節點,可用於建立各種粒子系統、粒子效果。\n"
"另見 [GPUParticles2D],利用硬體加速提供了相同的功能,但可能無法在較舊的裝置上"
"運作。"
msgid "Particle systems (2D)"
msgstr "粒子系統2D"
msgid ""
"Sets this node's properties to match a given [GPUParticles2D] node with an "
"assigned [ParticleProcessMaterial]."
msgstr ""
"設定該節點的屬性以配對給定的 [GPUParticles2D] 節點,該給定節點已分配了一個 "
"[ParticleProcessMaterial]。"
msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
msgstr "返回由 [enum Parameter] 指定的參數的 [Curve]。"
msgid "Returns the maximum value range for the given parameter."
msgstr "返回給定參數的最大值範圍。"
msgid "Returns the minimum value range for the given parameter."
msgstr "返回給定參數的最小值範圍。"
msgid ""
"Returns the enabled state of the given flag (see [enum ParticleFlags] for "
"options)."
msgstr "返回給定旗標的啟用狀態(選項見 [enum ParticleFlags])。"
msgid "Restarts the particle emitter."
msgstr "重新啟動粒子發射器。"
msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
msgstr "設定 [enum Parameter] 指定的參數的 [Curve]。"
msgid "Sets the maximum value for the given parameter."
msgstr "設定給定參數的最大值。"
msgid "Sets the minimum value for the given parameter."
msgstr "設定給定參數的最小值。"
msgid ""
"Enables or disables the given flag (see [enum ParticleFlags] for options)."
msgstr "啟用或禁用給定的旗標(選項見 [enum ParticleFlags])。"
msgid "Number of particles emitted in one emission cycle."
msgstr "單個發射週期內發射的粒子數。"
msgid "Each particle's rotation will be animated along this [Curve]."
msgstr "每個粒子的旋轉將沿著這條 [Curve] 進行動畫處理。"
msgid "Maximum initial rotation applied to each particle, in degrees."
msgstr "套用於每個粒子的最大初始旋轉,單位:度。"
msgid "Minimum equivalent of [member angle_max]."
msgstr "[member angle_max] 的對應最小值。"
msgid "Each particle's angular velocity will vary along this [Curve]."
msgstr "每個粒子的角速度將沿著這條 [Curve] 變化。"
msgid ""
"Maximum initial angular velocity (rotation speed) applied to each particle in "
"[i]degrees[/i] per second."
msgstr "套用於每個粒子的最大初始角速度(旋轉速度),單位:[i]度[/i]每秒。"
msgid "Minimum equivalent of [member angular_velocity_max]."
msgstr "[member angular_velocity_max] 的對應最小值。"
msgid "Each particle's animation offset will vary along this [Curve]."
msgstr "每個粒子的動畫偏移將沿著這條 [Curve] 變化。"
msgid ""
"Maximum animation offset that corresponds to frame index in the texture. "
"[code]0[/code] is the first frame, [code]1[/code] is the last one. See "
"[member CanvasItemMaterial.particles_animation]."
msgstr ""
"與紋理中的影格索引相對應的最大動畫偏移量。[code]0[/code] 是第一影格,[code]1[/"
"code] 是最後一影格。參見 [member CanvasItemMaterial.particles_animation]。"
msgid "Minimum equivalent of [member anim_offset_max]."
msgstr "[member anim_offset_max] 的對應最小值。"
msgid "Each particle's animation speed will vary along this [Curve]."
msgstr "每個粒子的動畫速度將沿著這條 [Curve] 變化。"
msgid ""
"Maximum particle animation speed. Animation speed of [code]1[/code] means "
"that the particles will make full [code]0[/code] to [code]1[/code] offset "
"cycle during lifetime, [code]2[/code] means [code]2[/code] cycles etc.\n"
"With animation speed greater than [code]1[/code], remember to enable [member "
"CanvasItemMaterial.particles_anim_loop] property if you want the animation to "
"repeat."
msgstr ""
"最大粒子動畫速度。[code]1[/code] 的動畫速度是指粒子在生命週期內會做完整的 "
"[code]0[/code] 到 [code]1[/code] 的偏移迴圈,[code]2[/code] 則表示 [code]2[/"
"code] 個迴圈,如此等等。\n"
"當動畫速度大於 [code]1[/code] 時,如果希望動畫重複,請記住啟用 [member "
"CanvasItemMaterial.particles_anim_loop] 屬性。"
msgid "Minimum equivalent of [member anim_speed_max]."
msgstr "[member anim_speed_max] 的對應最小值。"
msgid ""
"Each particle's initial color. If [member texture] is defined, it will be "
"multiplied by this color."
msgstr "每個粒子的初始顏色。如果定義了 [member texture],它將乘以該顏色。"
msgid ""
"Each particle's initial color will vary along this [GradientTexture1D] "
"(multiplied with [member color])."
msgstr ""
"每個粒子的初始顏色將沿著這條 [GradientTexture1D](乘以 [member color])而變"
"化。"
msgid ""
"Each particle's color will vary along this [Gradient] (multiplied with "
"[member color])."
msgstr "每個粒子的顏色將沿著這條 [Gradient] 變化(與 [member color] 相乘)。"
msgid "Damping will vary along this [Curve]."
msgstr "阻尼將沿著這條 [Gradient] 變化。"
msgid ""
"The maximum rate at which particles lose velocity. For example value of "
"[code]100[/code] means that the particle will go from [code]100[/code] "
"velocity to [code]0[/code] in [code]1[/code] second."
msgstr ""
"粒子失去速度的最大速率。例如 [code]100[/code] 的值表示粒子將在 [code]1[/code] "
"秒內,速度從 [code]100[/code] 變為 [code]0[/code]。"
msgid "Minimum equivalent of [member damping_max]."
msgstr "[member damping_max] 的對應最小值。"
msgid "Unit vector specifying the particles' emission direction."
msgstr "指定粒子發射方向的單位向量。"
msgid "Particle draw order. Uses [enum DrawOrder] values."
msgstr "粒子繪製順序。使用 [enum DrawOrder] 的值。"
msgid ""
"Sets the [Color]s to modulate particles by when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
"設定使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
"EMISSION_SHAPE_DIRECTED_POINTS] 時對粒子進行調變的 [Color]。"
msgid ""
"Sets the direction the particles will be emitted in when using [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr "設定使用 [constant EMISSION_SHAPE_DIRECTED_POINTS] 時粒子發射的方向。"
msgid ""
"Sets the initial positions to spawn particles when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
msgstr ""
"設定使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
"EMISSION_SHAPE_DIRECTED_POINTS] 時出生粒子的初始位置。"
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_RECTANGLE]."
msgstr ""
"[member emission_shape] 被設定為 [constant EMISSION_SHAPE_RECTANGLE] 時,該矩"
"形的範圍。"
msgid ""
"Particles will be emitted inside this region. See [enum EmissionShape] for "
"possible values."
msgstr "粒子將在此區域內發射。可能的取值見 [enum EmissionShape]。"
msgid ""
"The sphere's radius if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
"[member emission_shape] 被設定為 [constant EMISSION_SHAPE_SPHERE] 時,該球體的"
"半徑。"
msgid ""
"If [code]true[/code], particles are being emitted. [member emitting] can be "
"used to start and stop particles from emitting. However, if [member one_shot] "
"is [code]true[/code] setting [member emitting] to [code]true[/code] will not "
"restart the emission cycle until after all active particles finish "
"processing. You can use the [signal finished] signal to be notified once all "
"active particles finish processing."
msgstr ""
"如果 [code]true[/code],則正在發射粒子。[member emitting] 可用於啟動和停止粒子"
"發射。但是,如果 [member one_shot] 為 [code]true [/code] 將[member emitting] "
"設為[code]true[/code] 直到所有活動粒子完成處理後才會重新啟動發射週期。一旦所有"
"活動粒子都完成,您可以使用[signal finish] 訊號來通知粒子完成處理。"
msgid ""
"How rapidly particles in an emission cycle are emitted. If greater than "
"[code]0[/code], there will be a gap in emissions before the next cycle begins."
msgstr ""
"粒子在單個發射週期中的發射有多急。如果大於 [code]0[/code],則在下一個發射週期"
"開始之前,發射會出現一個間隔。"
msgid ""
"The particle system's frame rate is fixed to a value. For example, changing "
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the simulation of the particle system itself."
msgstr ""
"粒子系統的畫面播放速率被固定為一個值。例如,將值更改為 2 會使粒子以每秒 2 影格"
"的速度渲染。請注意,這並不會降低粒子系統本身的類比速度。"
msgid ""
"If [code]true[/code], results in fractional delta calculation which has a "
"smoother particles display effect."
msgstr ""
"如果為 [code]為true[/code],則使用分數差異量 delta 計算,將具有更平滑的粒子顯"
"示效果。"
msgid "Gravity applied to every particle."
msgstr "套用於每個粒子的重力。"
msgid "Each particle's hue will vary along this [Curve]."
msgstr "每個粒子的色相都會沿著這條 [Curve] 變化。"
msgid ""
"Maximum initial hue variation applied to each particle. It will shift the "
"particle color's hue."
msgstr "套用於每個粒子的最大初始色相變化。會改變粒子顏色的色相。"
msgid "Minimum equivalent of [member hue_variation_max]."
msgstr "[member hue_variation_max] 的對應最小值。"
msgid ""
"Maximum initial velocity magnitude for each particle. Direction comes from "
"[member direction] and [member spread]."
msgstr ""
"每個粒子的最大初始速度大小。方向來自 [member direction] 和 [member spread]。"
msgid "Minimum equivalent of [member initial_velocity_max]."
msgstr "[member initial_velocity_max] 的對應最小值。"
msgid "Amount of time each particle will exist."
msgstr "每個粒子存在的時間。"
msgid "Particle lifetime randomness ratio."
msgstr "粒子壽命隨機率。"
msgid "Each particle's linear acceleration will vary along this [Curve]."
msgstr "每個粒子的線性加速度將沿這條 [Curve] 變化。"
msgid ""
"Maximum linear acceleration applied to each particle in the direction of "
"motion."
msgstr "在運動方向上套用於每個粒子的最大線性加速度。"
msgid "Minimum equivalent of [member linear_accel_max]."
msgstr "[member linear_accel_max] 的對應最小值。"
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space (known "
"as local coordinates). This will cause particles to move and rotate along the "
"[CPUParticles2D] node (and its parents) when it is moved or rotated. If "
"[code]false[/code], particles use global coordinates; they will not move or "
"rotate along the [CPUParticles2D] node (and its parents) when it is moved or "
"rotated."
msgstr ""
"如果為 [code]true[/code],粒子使用父節點的座標空間(稱為局部座標)。這將導致粒"
"子在移動或旋轉時,沿著 [CPUParticles2D] 節點(及其父節點)移動和旋轉。如果為 "
"[code]false[/code],則粒子使用全域座標;當移動或旋轉時,它們不會沿著 "
"[CPUParticles2D] 節點(及其父節點)移動或旋轉。"
msgid ""
"If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
"code] during a cycle, emission will stop at the cycle's end."
msgstr ""
"如果為 [code]true[/code],則只發生一個發射週期。如果在某個週期內設定為 "
"[code]true[/code],則發射將在該週期結束時停止。"
msgid "Each particle's orbital velocity will vary along this [Curve]."
msgstr "每個粒子的軌道速度將沿著這條 [Curve] 變化。"
msgid ""
"Maximum orbital velocity applied to each particle. Makes the particles circle "
"around origin. Specified in number of full rotations around origin per second."
msgstr ""
"套用於每個粒子的最大軌道速度。使粒子圍繞原點旋轉。以每秒圍繞原點的完整旋轉數指"
"定。"
msgid "Minimum equivalent of [member orbit_velocity_max]."
msgstr "[member orbit_velocity_max] 的對應最小值。"
msgid "Align Y axis of particle with the direction of its velocity."
msgstr "將粒子的 Y 軸與其速度方向對齊。"
msgid "Particle system starts as if it had already run for this many seconds."
msgstr "粒子系統啟動時就好像已經運作了這麼多秒一樣。"
msgid "Each particle's radial acceleration will vary along this [Curve]."
msgstr "每個粒子的徑向加速度將沿著這條 [Curve] 變化。"
msgid ""
"Maximum radial acceleration applied to each particle. Makes particle "
"accelerate away from the origin or towards it if negative."
msgstr ""
"套用於每個粒子的最大徑向加速度。使粒子加速遠離原點;或如果為負,則加速靠近原"
"點。"
msgid "Minimum equivalent of [member radial_accel_max]."
msgstr "[member radial_accel_max] 的對應最小值。"
msgid "Emission lifetime randomness ratio."
msgstr "發射壽命隨機率。"
msgid "Each particle's scale will vary along this [Curve]."
msgstr "每個粒子的縮放將沿著這條 [Curve] 變化。"
msgid "Maximum initial scale applied to each particle."
msgstr "套用於每個粒子的最大初始縮放。"
msgid "Minimum equivalent of [member scale_amount_max]."
msgstr "[member scale_amount_max] 的對應最小值。"
msgid ""
"Each particle's horizontal scale will vary along this [Curve].\n"
"[member split_scale] must be enabled."
msgstr ""
"每個粒子的水平縮放都會沿著這條 [Curve] 變化。\n"
"必須啟用 [member split_scale]。"
msgid ""
"Each particle's vertical scale will vary along this [Curve].\n"
"[member split_scale] must be enabled."
msgstr ""
"每個粒子的垂直縮放都會沿著這條 [Curve] 變化。\n"
"必須啟用 [member split_scale]。"
msgid ""
"Particle system's running speed scaling ratio. A value of [code]0[/code] can "
"be used to pause the particles."
msgstr "粒子系統的運作速度的縮放率。[code]0[/code] 值可用於暫停粒子。"
msgid ""
"If [code]true[/code], the scale curve will be split into x and y components. "
"See [member scale_curve_x] and [member scale_curve_y]."
msgstr ""
"如果為 [code]true[/code],縮放曲線將被拆分成 x 和 y 分量。見 [member "
"scale_curve_x] 和 [member scale_curve_y]。"
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees."
msgstr ""
"每個粒子的初始方向範圍,從 [code]+spread[/code] 度到 [code]-spread[/code] 度。"
msgid "Each particle's tangential acceleration will vary along this [Curve]."
msgstr "每個粒子的切向加速度將沿著這條 [Curve] 變化。"
msgid ""
"Maximum tangential acceleration applied to each particle. Tangential "
"acceleration is perpendicular to the particle's velocity giving the particles "
"a swirling motion."
msgstr ""
"套用於每個粒子的最大切向加速度。切向加速度垂直於粒子的速度,從而使粒子產生渦旋"
"運動。"
msgid "Minimum equivalent of [member tangential_accel_max]."
msgstr "[member tangential_accel_max] 的對應最小值。"
msgid "Particle texture. If [code]null[/code], particles will be squares."
msgstr "粒子紋理。如果為 [code]null[/code],則粒子將為正方形。"
msgid ""
"Emitted when all active particles have finished processing. When [member "
"one_shot] is disabled, particles will process continuously, so this is never "
"emitted."
msgstr ""
"所有活動粒子完成處理時發出。當 [member one_shot] 停用時,粒子將連續處理,因此"
"永遠不會發出。"
msgid "Particles are drawn in the order emitted."
msgstr "粒子按發射順序繪製。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set initial velocity properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定初始速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set angular velocity properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定角速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set orbital velocity properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定軌道速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set linear acceleration properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定線性加速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set radial acceleration properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定徑向加速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set tangential acceleration properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定切向加速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set damping properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定阻尼屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set angle properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定角度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set scale properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定縮放屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set hue variation properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定色相變化屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set animation speed properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定動畫速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_curve] to set animation offset properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max]、[method set_param_curve] 一"
"起使用,設定動畫偏移屬性。"
msgid "Represents the size of the [enum Parameter] enum."
msgstr "代表 [enum Parameter] 列舉的大小。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_align_y]."
msgstr ""
"與 [method set_particle_flag] 一起使用,設定 [member particle_flag_align_y]。"
msgid "Present for consistency with 3D particle nodes, not used in 2D."
msgstr "為了與 3D 粒子節點保持一致而存在,在 2D 中不被使用。"
msgid "Represents the size of the [enum ParticleFlags] enum."
msgstr "代表 [enum ParticleFlags] 列舉的大小。"
msgid "All particles will be emitted from a single point."
msgstr "所有粒子將從單個點發射。"
msgid ""
"Particles will be emitted in the volume of a sphere flattened to two "
"dimensions."
msgstr "粒子將在扁平化到二維的球體內發射。"
msgid ""
"Particles will be emitted on the surface of a sphere flattened to two "
"dimensions."
msgstr "粒子將在扁平化到二維的球面上發射。"
msgid "Particles will be emitted in the area of a rectangle."
msgstr "粒子將在矩形區域內發射。"
msgid ""
"Particles will be emitted at a position chosen randomly among [member "
"emission_points]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
"粒子將在 [member emission_points] 中隨機選擇的位置發射。粒子顏色將通過 "
"[member emission_colors] 進行調變。"
msgid ""
"Particles will be emitted at a position chosen randomly among [member "
"emission_points]. Particle velocity and rotation will be set based on [member "
"emission_normals]. Particle color will be modulated by [member "
"emission_colors]."
msgstr ""
"粒子將在 [member emission_points] 中隨機選擇的位置發射。粒子的速度和旋轉將基"
"於 [member emission_normals] 進行設定。粒子顏色將通過 [member "
"emission_colors] 進行調變。"
msgid "Represents the size of the [enum EmissionShape] enum."
msgstr "代表 [enum EmissionShape] 列舉的大小。"
msgid "A CPU-based 3D particle emitter."
msgstr "基於 CPU 的 3D 粒子發射器。"
msgid ""
"CPU-based 3D particle node used to create a variety of particle systems and "
"effects.\n"
"See also [GPUParticles3D], which provides the same functionality with "
"hardware acceleration, but may not run on older devices."
msgstr ""
"基於 CPU 的 3D 粒子節點,可用於建立各種粒子系統、粒子效果。\n"
"另見 [GPUParticles3D],利用硬體加速提供了相同的功能,但可能無法在較舊的裝置上"
"運作。"
msgid "Particle systems (3D)"
msgstr "粒子系統3D"
msgid ""
"Sets this node's properties to match a given [GPUParticles3D] node with an "
"assigned [ParticleProcessMaterial]."
msgstr ""
"設定該節點的屬性以配對給定的 [GPUParticles3D] 節點,該給定節點已分配了一個 "
"[ParticleProcessMaterial]。"
msgid ""
"Returns the enabled state of the given particle flag (see [enum "
"ParticleFlags] for options)."
msgstr "返回給定粒子旗標的啟用狀態(選項見 [enum ParticleFlags])。"
msgid ""
"Enables or disables the given particle flag (see [enum ParticleFlags] for "
"options)."
msgstr "啟用或禁用給定的粒子旗標(選項見 [enum ParticleFlags])。"
msgid "Maximum angle."
msgstr "最大角度。"
msgid "Minimum angle."
msgstr "最小角度。"
msgid ""
"Each particle's angular velocity (rotation speed) will vary along this "
"[Curve] over its lifetime."
msgstr "每個粒子的角速度(旋轉速度)將在其生命週期內沿著這條 [Curve] 變化。"
msgid ""
"Minimum initial angular velocity (rotation speed) applied to each particle in "
"[i]degrees[/i] per second."
msgstr "套用於每個粒子的最小初始角速度(旋轉速度),單位:[i]度[/i]每秒 。"
msgid "Maximum animation offset."
msgstr "最大動畫偏移。"
msgid "Minimum animation offset."
msgstr "最小動畫偏移。"
msgid "Maximum particle animation speed."
msgstr "最大粒子動畫速度。"
msgid "Minimum particle animation speed."
msgstr "最小粒子動畫速度。"
msgid ""
"Each particle's initial color.\n"
"[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To "
"have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function. Otherwise, [member color] will "
"have no visible effect."
msgstr ""
"每個粒子的初始顏色。\n"
"[b]注意:[/b][member color] 乘以粒子網格的頂點顏色。要在 [BaseMaterial3D] 上產"
"生可見效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必須[/i]為 "
"[code]true[/code]。對於 [ShaderMaterial],必須在著色器的 [code]fragment()[/"
"code] 函式中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否則,[member color] 將沒"
"有可見效果。"
msgid ""
"Each particle's initial color will vary along this [GradientTexture1D] "
"(multiplied with [member color]).\n"
"[b]Note:[/b] [member color_initial_ramp] multiplies the particle mesh's "
"vertex colors. To have a visible effect on a [BaseMaterial3D], [member "
"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
"the shader's [code]fragment()[/code] function. Otherwise, [member "
"color_initial_ramp] will have no visible effect."
msgstr ""
"每個粒子的初始顏色將沿著該 [GradientTexture1D](乘以 [member color])而變"
"化。\n"
"[b]注意:[/b][member color_initial_ramp] 乘以粒子網格的頂點顏色。要在 "
"[BaseMaterial3D] 上產生可見效果,[member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]必須[/i]為 [code]true[/code]。對於 "
"[ShaderMaterial],必須在著色器的 [code]fragment()[/code] 函式中插入 "
"[code]ALBEDO *= COLOR.rgb;[/code]。否則,[member color_initial_ramp] 將沒有可"
"見效果。"
msgid ""
"Each particle's color will vary along this [GradientTexture1D] over its "
"lifetime (multiplied with [member color]).\n"
"[b]Note:[/b] [member color_ramp] multiplies the particle mesh's vertex "
"colors. To have a visible effect on a [BaseMaterial3D], [member "
"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
"the shader's [code]fragment()[/code] function. Otherwise, [member color_ramp] "
"will have no visible effect."
msgstr ""
"每個粒子的顏色將在其生命週期內沿該 [GradientTexture1D] 變化(乘以 [member "
"color])。\n"
"[b]注意:[/b][member color_ramp] 乘以粒子網格的頂點顏色。要在 "
"[BaseMaterial3D] 上產生可見效果,[member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]必須[/i]為 [code]true[/code]。對於 "
"[ShaderMaterial],必須在著色器的 [code]fragment()[/code] 函式中插入 "
"[code]ALBEDO *= COLOR.rgb;[/code]。否則,[member color_ramp] 將沒有可見效果。"
msgid "Maximum damping."
msgstr "最大阻尼。"
msgid "Minimum damping."
msgstr "最小阻尼。"
msgid ""
"The rectangle's extents if [member emission_shape] is set to [constant "
"EMISSION_SHAPE_BOX]."
msgstr ""
"[member emission_shape] 被設定為 [constant EMISSION_SHAPE_BOX] 時,該矩形的範"
"圍。"
msgid ""
"Sets the [Color]s to modulate particles by when using [constant "
"EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS].\n"
"[b]Note:[/b] [member emission_colors] multiplies the particle mesh's vertex "
"colors. To have a visible effect on a [BaseMaterial3D], [member "
"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
"the shader's [code]fragment()[/code] function. Otherwise, [member "
"emission_colors] will have no visible effect."
msgstr ""
"設定使用 [constant EMISSION_SHAPE_POINTS] 或 [constant "
"EMISSION_SHAPE_DIRECTED_POINTS] 時對粒子進行調變的 [Color]。\n"
"[b]注意:[/b][member emission_colors] 會與粒子網格的頂點顏色相乘。要在 "
"[BaseMaterial3D] 上產生可見效果,[member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]必須[/i]為 [code]true[/code]。對於 "
"[ShaderMaterial],必須在著色器的 [code]fragment()[/code] 函式中插入 "
"[code]ALBEDO *= COLOR.rgb;[/code]。否則 [member emission_colors] 不會產生可見"
"效果。"
msgid ""
"The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用形為 [constant EMISSION_SHAPE_RING] 的發射器時環的軸。"
msgid ""
"The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用形為 [constant EMISSION_SHAPE_RING] 的發射器時環的高度。"
msgid ""
"The inner radius of the ring when using the emitter [constant "
"EMISSION_SHAPE_RING]."
msgstr "使用形為 [constant EMISSION_SHAPE_RING] 的發射器時環的內半徑。"
msgid ""
"The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
msgstr "使用形為 [constant EMISSION_SHAPE_RING] 的發射器時環的半徑。"
msgid ""
"The sphere's radius if [enum EmissionShape] is set to [constant "
"EMISSION_SHAPE_SPHERE]."
msgstr ""
"[enum EmissionShape] 被設定為 [constant EMISSION_SHAPE_SPHERE]時,該球體的半"
"徑。"
msgid ""
"The particle system's frame rate is fixed to a value. For example, changing "
"the value to 2 will make the particles render at 2 frames per second. Note "
"this does not slow down the particle system itself."
msgstr ""
"粒子系統的畫面播放速率被固定為一個值。例如,將值更改為 2 會使粒子以每秒 2 影格"
"的速度渲染。請注意,這並不會降低粒子系統本身的速度。"
msgid ""
"Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
"particles to X/Z plane."
msgstr ""
"Y/Z 平面中的 [member spread] 數量。值 [code]1[/code] 將粒子限制在 X/Z 平面上。"
msgid "Maximum hue variation."
msgstr "最大色相變化。"
msgid "Minimum hue variation."
msgstr "最小色相變化。"
msgid "Maximum value of the initial velocity."
msgstr "初始速度的最大值。"
msgid "Minimum value of the initial velocity."
msgstr "初始速度的最小值。"
msgid "Maximum linear acceleration."
msgstr "最大線性加速度。"
msgid "Minimum linear acceleration."
msgstr "最小線性加速度。"
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space (known "
"as local coordinates). This will cause particles to move and rotate along the "
"[CPUParticles3D] node (and its parents) when it is moved or rotated. If "
"[code]false[/code], particles use global coordinates; they will not move or "
"rotate along the [CPUParticles3D] node (and its parents) when it is moved or "
"rotated."
msgstr ""
"如果為 [code]true[/code],粒子使用父節點的座標空間(稱為局部座標)。這將導致粒"
"子在移動或旋轉時,沿著 [CPUParticles3D] 節點(及其父節點)移動和旋轉。如果為 "
"[code]false[/code],則粒子使用全域座標;當移動或旋轉時,它們不會沿著 "
"[CPUParticles3D] 節點(及其父節點)移動或旋轉。"
msgid ""
"The [Mesh] used for each particle. If [code]null[/code], particles will be "
"spheres."
msgstr "每個粒子使用的 [Mesh]。如果為 [code]null[/code],則粒子將為球形。"
msgid "Maximum orbit velocity."
msgstr "最大軌道速度。"
msgid "Minimum orbit velocity."
msgstr "最小軌道速度。"
msgid "If [code]true[/code], particles will not move on the Z axis."
msgstr "如果為 [code]true[/code],則粒子將不會在 Z 軸上移動。"
msgid ""
"If [code]true[/code], particles rotate around Y axis by [member angle_min]."
msgstr "如果為 [code]true[/code],則粒子繞 Y 軸旋轉 [member angle_min]。"
msgid "Maximum radial acceleration."
msgstr "最大徑向加速度。"
msgid "Minimum radial acceleration."
msgstr "最小徑向加速度。"
msgid "Maximum scale."
msgstr "最大縮放。"
msgid "Minimum scale."
msgstr "最小縮放。"
msgid "Curve for the scale over life, along the x axis."
msgstr "生命週期內,沿 X 軸的縮放曲線。"
msgid "Curve for the scale over life, along the y axis."
msgstr "生命週期內,沿 Y 軸的縮放曲線。"
msgid "Curve for the scale over life, along the z axis."
msgstr "生命週期內,沿 Z 軸的縮放曲線。"
msgid ""
"If set to [code]true[/code], three different scale curves can be specified, "
"one per scale axis."
msgstr ""
"如果設定為 [code]true[/code],則可以指定三條不同的縮放曲線,每個縮放軸一條。"
msgid ""
"Each particle's initial direction range from [code]+spread[/code] to [code]-"
"spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
msgstr ""
"每個粒子的初始方向範圍為 [code]+spread[/code] 至 [code]-spread[/code] 度。適用"
"於 X/Z 平面和 Y/Z 平面。"
msgid "Maximum tangent acceleration."
msgstr "最大切向加速度。"
msgid "Minimum tangent acceleration."
msgstr "最小切向加速度。"
msgid "Particles are drawn in order of depth."
msgstr "粒子按深度順序繪製。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_rotate_y]."
msgstr ""
"與 [method set_particle_flag] 一起使用,設定 [member particle_flag_rotate_y]。"
msgid ""
"Use with [method set_particle_flag] to set [member particle_flag_disable_z]."
msgstr ""
"與 [method set_particle_flag] 一起使用,設定[member particle_flag_disable_z]。"
msgid "Particles will be emitted in the volume of a sphere."
msgstr "粒子將在球體的體積中發射。"
msgid "Particles will be emitted on the surface of a sphere."
msgstr "粒子將在球體表面發射。"
msgid "Particles will be emitted in the volume of a box."
msgstr "粒子將在盒子的體積中發射。"
msgid "Particles will be emitted in a ring or cylinder."
msgstr "粒子將以環形或圓柱的形式發射出來。"
msgid "Provides access to advanced cryptographic functionalities."
msgstr "提供對高階加密功能的存取。"
msgid ""
"The Crypto class provides access to advanced cryptographic functionalities.\n"
"Currently, this includes asymmetric key encryption/decryption, signing/"
"verification, and generating cryptographically secure random bytes, RSA keys, "
"HMAC digests, and self-signed [X509Certificate]s.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var crypto = Crypto.new()\n"
"var key = CryptoKey.new()\n"
"var cert = X509Certificate.new()\n"
"\n"
"func _ready():\n"
" # Generate new RSA key.\n"
" key = crypto.generate_rsa(4096)\n"
" # Generate new self-signed certificate with the given key.\n"
" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\")\n"
" # Save key and certificate in the user folder.\n"
" key.save(\"user://generated.key\")\n"
" cert.save(\"user://generated.crt\")\n"
" # Encryption\n"
" var data = \"Some data\"\n"
" var encrypted = crypto.encrypt(key, data.to_utf8_buffer())\n"
" # Decryption\n"
" var decrypted = crypto.decrypt(key, encrypted)\n"
" # Signing\n"
" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
"sha256_buffer(), key)\n"
" # Verifying\n"
" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
"sha256_buffer(), signature, key)\n"
" # Checks\n"
" assert(verified)\n"
" assert(data.to_utf8_buffer() == decrypted)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private Crypto _crypto = new Crypto();\n"
" private CryptoKey _key = new CryptoKey();\n"
" private X509Certificate _cert = new X509Certificate();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" // Generate new RSA key.\n"
" _key = _crypto.GenerateRsa(4096);\n"
" // Generate new self-signed certificate with the given key.\n"
" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\");\n"
" // Save key and certificate in the user folder.\n"
" _key.Save(\"user://generated.key\");\n"
" _cert.Save(\"user://generated.crt\");\n"
" // Encryption\n"
" string data = \"Some data\";\n"
" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8Buffer());\n"
" // Decryption\n"
" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n"
" // Signing\n"
" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), _key);\n"
" // Verifying\n"
" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), signature, _key);\n"
" // Checks\n"
" Debug.Assert(verified);\n"
" Debug.Assert(data.ToUtf8Buffer() == decrypted);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"Crypto 類提供對高階加密功能的存取。\n"
"目前,包括非對稱金鑰的加密/解密和簽章/驗證、生成加密安全隨機位元組、RSA 金鑰、"
"HMAC 摘要以及自簽章的 [X509Certificate]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var crypto = Crypto.new()\n"
"var key = CryptoKey.new()\n"
"var cert = X509Certificate.new()\n"
"\n"
"func _ready():\n"
" # 生成新的 RSA 金鑰。\n"
" key = crypto.generate_rsa(4096)\n"
" # 使用給定的金鑰生成新的自簽章憑證。\n"
" cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\")\n"
" # 將金鑰和憑證保存在使用者資料夾中。\n"
" key.save(\"user://generated.key\")\n"
" cert.save(\"user://generated.crt\")\n"
" # 加密\n"
" var data = \"Some data\"\n"
" var encrypted = crypto.encrypt(key, data.to_utf8_buffer())\n"
" # 解密\n"
" var decrypted = crypto.decrypt(key, encrypted)\n"
" # 簽章\n"
" var signature = crypto.sign(HashingContext.HASH_SHA256, data."
"sha256_buffer(), key)\n"
" # 驗證\n"
" var verified = crypto.verify(HashingContext.HASH_SHA256, data."
"sha256_buffer(), signature, key)\n"
" # 校驗\n"
" assert(verified)\n"
" assert(data.to_utf8_buffer() == decrypted)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private Crypto _crypto = new Crypto();\n"
" private CryptoKey _key = new CryptoKey();\n"
" private X509Certificate _cert = new X509Certificate();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" // 生成新的 RSA 金鑰。\n"
" _key = _crypto.GenerateRsa(4096);\n"
" // 使用給定的金鑰生成新的自簽章憑證。\n"
" _cert = _crypto.GenerateSelfSignedCertificate(_key, \"CN=mydomain.com,"
"O=My Game Company,C=IT\");\n"
" // 將金鑰和憑證保存在使用者資料夾中。\n"
" _key.Save(\"user://generated.key\");\n"
" _cert.Save(\"user://generated.crt\");\n"
" // 加密\n"
" string data = \"Some data\";\n"
" byte[] encrypted = _crypto.Encrypt(_key, data.ToUtf8Buffer());\n"
" // 解密\n"
" byte[] decrypted = _crypto.Decrypt(_key, encrypted);\n"
" // 簽章\n"
" byte[] signature = _crypto.Sign(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), _key);\n"
" // 驗證\n"
" bool verified = _crypto.Verify(HashingContext.HashType.Sha256, Data."
"Sha256Buffer(), signature, _key);\n"
" // 校驗\n"
" Debug.Assert(verified);\n"
" Debug.Assert(data.ToUtf8Buffer() == decrypted);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Compares two [PackedByteArray]s for equality without leaking timing "
"information in order to prevent timing attacks.\n"
"See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
"string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
"information."
msgstr ""
"比較兩個 [PackedByteArray] 是否相等,不會洩漏時序資訊,能夠防止時序攻擊。\n"
"詳情見[url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
"string-comparison-with-double-hmac-strategy]這篇博文[/url]。"
msgid ""
"Decrypt the given [param ciphertext] with the provided private [param key].\n"
"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
"size."
msgstr ""
"用提供的私密金鑰 [param key] 解密給定的密文 [param ciphertext]。\n"
"[b]注意:[/b]所接受的密文的最大尺寸受到金鑰大小的限制。"
msgid ""
"Encrypt the given [param plaintext] with the provided public [param key].\n"
"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
"size."
msgstr ""
"用提供的公開金鑰 [param key] 加密給定的明文 [param plaintext]。\n"
"[b]注意:[/b]所接受的明文的最大尺寸受到金鑰大小的限制。"
msgid ""
"Generates a [PackedByteArray] of cryptographically secure random bytes with "
"given [param size]."
msgstr ""
"生成具有給定大小 [param size] 的加密安全隨機位元組的 [PackedByteArray]。"
msgid ""
"Generates an RSA [CryptoKey] that can be used for creating self-signed "
"certificates and passed to [method StreamPeerTLS.accept_stream]."
msgstr ""
"生成可用於建立自簽章憑證並傳遞給 [method StreamPeerTLS.accept_stream] 的 RSA "
"[CryptoKey]。"
msgid ""
"Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
"[param issuer_name]. The certificate validity will be defined by [param "
"not_before] and [param not_after] (first valid date and last valid date). The "
"[param issuer_name] must contain at least \"CN=\" (common name, i.e. the "
"domain name), \"O=\" (organization, i.e. your company name), \"C=\" (country, "
"i.e. 2 lettered ISO-3166 code of the country the organization is based in).\n"
"A small example to generate an RSA key and a X509 self-signed certificate.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var crypto = Crypto.new()\n"
"# Generate 4096 bits RSA key.\n"
"var key = crypto.generate_rsa(4096)\n"
"# Generate self-signed certificate using the given key.\n"
"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
"Game Company,C=IT\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var crypto = new Crypto();\n"
"// Generate 4096 bits RSA key.\n"
"CryptoKey key = crypto.GenerateRsa(4096);\n"
"// Generate self-signed certificate using the given key.\n"
"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "
"\"CN=mydomain.com,O=My Game Company,C=IT\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"根據給定的 [CryptoKey] 和 [param issuer_name] 生成自簽章的 [X509Certificate]。"
"憑證有效性將由 [param not_before] 和 [param not_after](第一個有效日期和最後一"
"個有效日期)定義。[param issuer_name] 必須至少包含“CN=”(通用名稱,即功能變數"
"名稱、“O=”組織即你的公司名稱、“C=”(國家,即 2 個字母的該組織所在的國"
"家/地區的 ISO-3166 程式碼)。\n"
"生成 RSA 金鑰和 X509 自簽章憑證的小範例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var crypto = Crypto.new()\n"
"# 生成 4096 比特 RSA 金鑰。\n"
"var key = crypto.generate_rsa(4096)\n"
"# 使用給定的金鑰生成自簽章憑證。\n"
"var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
"Game Company,C=IT\")\n"
"[/gdscript]\n"
"[csharp]\n"
"var crypto = new Crypto();\n"
"// 生成 4096 比特 RSA 金鑰。\n"
"CryptoKey key = crypto.GenerateRsa(4096);\n"
"// 使用給定的金鑰生成自簽章憑證。\n"
"X509Certificate cert = crypto.GenerateSelfSignedCertificate(key, "
"\"CN=mydomain.com,O=My Game Company,C=IT\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of "
"[param msg] using [param key]. The [param hash_type] parameter is the hashing "
"algorithm that is used for the inner and outer hashes.\n"
"Currently, only [constant HashingContext.HASH_SHA256] and [constant "
"HashingContext.HASH_SHA1] are supported."
msgstr ""
"使用金鑰 [param key] 生成 [param msg] 的 [url=https://zh.wikipedia.org/wiki/"
"HMAC]HMAC[/url] 摘要。[param hash_type] 參數是用於內部和外部雜湊的雜湊算法。\n"
"目前僅支援 [constant HashingContext.HASH_SHA256] 和 [constant HashingContext."
"HASH_SHA1]。"
msgid ""
"Sign a given [param hash] of type [param hash_type] with the provided private "
"[param key]."
msgstr ""
"使用提供的私密金鑰 [param key] 對型別為 [param hash_type] 的給定 [param hash] "
"進行簽章。"
msgid ""
"Verify that a given [param signature] for [param hash] of type [param "
"hash_type] against the provided public [param key]."
msgstr ""
"使用提供的公開金鑰 [param key] 驗證型別為 [param hash_type] 的給定簽章 [param "
"signature]。"
msgid "A cryptographic key (RSA)."
msgstr "加密金鑰RSA。"
msgid ""
"The CryptoKey class represents a cryptographic key. Keys can be loaded and "
"saved like any other [Resource].\n"
"They can be used to generate a self-signed [X509Certificate] via [method "
"Crypto.generate_self_signed_certificate] and as private key in [method "
"StreamPeerTLS.accept_stream] along with the appropriate certificate."
msgstr ""
"CryptoKey 類表示加密金鑰。金鑰可以像其他任何 [Resource] 一樣進行載入和保存。\n"
"金鑰可以通過 [method Crypto.generate_self_signed_certificate] 生成自簽章的 "
"[X509Certificate],並可作為 [method StreamPeerTLS.accept_stream] 中相應的憑證"
"的私密金鑰。"
msgid "SSL certificates"
msgstr "SSL 憑證"
msgid ""
"Returns [code]true[/code] if this CryptoKey only has the public part, and not "
"the private one."
msgstr ""
"如果該 CryptoKey 僅具有公開金鑰部分,沒有私密金鑰部分,則返回 [code]true[/"
"code]。"
msgid ""
"Loads a key from [param path]. If [param public_only] is [code]true[/code], "
"only the public key will be loaded.\n"
"[b]Note:[/b] [param path] should be a \"*.pub\" file if [param public_only] "
"is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
"從路徑 [param path] 載入金鑰。如果 [param public_only] 為 [code]true[/code]"
"將只載入公開金鑰。\n"
"[b]注意:[/b]如果 [param public_only] 為 [code]true[/code],則 [param path] 應"
"該是“*.pub”檔否則是“*.key”檔案。"
msgid ""
"Loads a key from the given [param string_key]. If [param public_only] is "
"[code]true[/code], only the public key will be loaded."
msgstr ""
"從給定的 [param string_key] 載入金鑰。如果 [param public_only] 為 [code]true[/"
"code],則僅會載入公開金鑰。"
msgid ""
"Saves a key to the given [param path]. If [param public_only] is [code]true[/"
"code], only the public key will be saved.\n"
"[b]Note:[/b] [param path] should be a \"*.pub\" file if [param public_only] "
"is [code]true[/code], a \"*.key\" file otherwise."
msgstr ""
"將金鑰保存到給定的路徑 [param path]。如果 [param public_only] 為 [code]true[/"
"code],則只會保存公開金鑰。\n"
"[b]注意:[/b]如果 [param public_only] 為 [code]true[/code],則 [param path] 應"
"該是“*.pub”檔否則是“*.key”檔案。"
msgid ""
"Returns a string containing the key in PEM format. If [param public_only] is "
"[code]true[/code], only the public key will be included."
msgstr ""
"返回包含 PEM 格式的金鑰的字串。如果 [param public_only] 為 [code]true[/code]"
"則僅包含公開金鑰。"
msgid "A CSG Box shape."
msgstr "CSG 盒子形狀。"
msgid ""
"This node allows you to create a box for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"此節點允許你建立與 CSG 系均勻起使用的盒子。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中,"
"移動一個 CSG 節點,也會大量消耗 CPU因此在遊戲過程中應該避免這種情況。"
msgid "Prototyping levels with CSG"
msgstr "使用 CSG 設計關卡原型"
msgid "The material used to render the box."
msgstr "用於渲染盒子的材質。"
msgid "A CSG node that allows you to combine other CSG modifiers."
msgstr "允許你組合其他 CSG 修改器的 CSG 節點。"
msgid ""
"For complex arrangements of shapes, it is sometimes needed to add structure "
"to your CSG nodes. The CSGCombiner3D node allows you to create this "
"structure. The node encapsulates the result of the CSG operations of its "
"children. In this way, it is possible to do operations on one set of shapes "
"that are children of one CSGCombiner3D node, and a set of separate operations "
"on a second set of shapes that are children of a second CSGCombiner3D node, "
"and then do an operation that takes the two end results as its input to "
"create the final shape.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"對於形狀的複雜排列,有時需要向 CSG 節點新增結構。CSGCombiner3D 節點允許建立該"
"結構。節點封裝了其子節點的 CSG 操作的結果。通過這種方式,可以對作為一個 "
"CSGCombiner3D 節點的子節點的一組形狀進行操作,並對作為第二個 CSGCombiner3D 節"
"點的子節點的第二組形狀進行一組單獨的操作,然後執行以下操作: 將兩個最終結果作"
"為輸入來建立最終形狀。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中,"
"移動一個 CSG 節點,也會大量消耗 CPU因此在遊戲過程中應該避免這種情況。"
msgid "A CSG Cylinder shape."
msgstr "CSG 圓柱形狀。"
msgid ""
"This node allows you to create a cylinder (or cone) for use with the CSG "
"system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"此節點允許你建立與 CSG 系均勻起使用的圓柱體(或圓錐體)。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中,"
"移動一個 CSG 節點,也會大量消耗 CPU因此在遊戲過程中應該避免這種情況。"
msgid ""
"If [code]true[/code] a cone is created, the [member radius] will only apply "
"to one side."
msgstr "如果為 [code]true[/code],則建立圓錐,僅在一側套用 [member radius]。"
msgid "The height of the cylinder."
msgstr "圓柱體的高度。"
msgid "The material used to render the cylinder."
msgstr "用於渲染圓柱體的材質。"
msgid "The radius of the cylinder."
msgstr "圓柱體的半徑。"
msgid ""
"The number of sides of the cylinder, the higher this number the more detail "
"there will be in the cylinder."
msgstr "圓柱體的邊數越多,圓柱體的細節越多。"
msgid ""
"If [code]true[/code] the normals of the cylinder are set to give a smooth "
"effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
"will have a flat shaded look."
msgstr ""
"如果為 [code]true[/code],則將圓柱體的法線設定為具有平滑效果,使圓柱體看起來是"
"圓形的。如果為 [code]false[/code],則圓柱體將具有平坦的陰影表現。"
msgid "A CSG Mesh shape that uses a mesh resource."
msgstr "使用網格資源的 CSG 網格形狀。"
msgid ""
"This CSG node allows you to use any mesh resource as a CSG shape, provided it "
"is closed, does not self-intersect, does not contain internal faces and has "
"no edges that connect to more than two faces. See also [CSGPolygon3D] for "
"drawing 2D extruded polygons to be used as CSG nodes.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"此 CSG 節點允許你將任何網格資源用作 CSG 形狀,前提是它是閉合的、不自相交、不包"
"含內部面並且沒有連接到兩個面以上的邊。 另請參閱 [CSGPolygon3D],以繪製 2D 擠出"
"多邊形以用作 CSG 節點。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中,"
"移動一個 CSG 節點,也會大量消耗 CPU因此在遊戲過程中應該避免這種情況。"
msgid "The [Material] used in drawing the CSG shape."
msgstr "用於繪製 CSG 形狀的 [Material]。"
msgid ""
"The [Mesh] resource to use as a CSG shape.\n"
"[b]Note:[/b] When using an [ArrayMesh], all vertex attributes except "
"[constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL] and [constant Mesh."
"ARRAY_TEX_UV] are left unused. Only [constant Mesh.ARRAY_VERTEX] and "
"[constant Mesh.ARRAY_TEX_UV] will be passed to the GPU.\n"
"[constant Mesh.ARRAY_NORMAL] is only used to determine which faces require "
"the use of flat shading. By default, CSGMesh will ignore the mesh's vertex "
"normals, recalculate them for each vertex and use a smooth shader. If a flat "
"shader is required for a face, ensure that all vertex normals of the face are "
"approximately equal."
msgstr ""
"用作 CSG 形狀的 [Mesh] 資源。\n"
"[b]注意:[/b] 使用 [ArrayMesh] 時,除 [constant Mesh.ARRAY_VERTEX]、[constant "
"Mesh.ARRAY_NORMAL] 和 [constant Mesh.ARRAY_TEX_UV] 之外的所有頂點屬性均保持未"
"使用狀態。只有 [constant Mesh.ARRAY_VERTEX] 和 [constant Mesh.ARRAY_TEX_UV] 會"
"傳到 GPU。\n"
"[constant Mesh.ARRAY_NORMAL] 僅用於決定哪些面需要使用平面著色。預設情況下,"
"CSGMesh 將忽略網格的頂點法線,為每個頂點重新計算它們並使用平滑著色器。若面需要"
"平面著色器,請確保面的所有頂點法線近似相等。"
msgid "Extrudes a 2D polygon shape to create a 3D mesh."
msgstr "拉伸 2D 多邊形形狀以建立 3D 網格。"
msgid ""
"An array of 2D points is extruded to quickly and easily create a variety of "
"3D meshes. See also [CSGMesh3D] for using 3D meshes as CSG nodes.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"擠出一組 2D 點,以快速輕鬆地建立各種 3D 網格。另請參閱 [CSGMesh3D],以瞭解將 "
"3D 網格用作 CSG 節點。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中,"
"移動一個 CSG 節點,也會大量消耗 CPU因此在遊戲過程中應該避免這種情況。"
msgid "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
msgstr "當 [member mode] 為 [constant MODE_DEPTH] 時,擠出的深度。"
msgid ""
"Material to use for the resulting mesh. The UV maps the top half of the "
"material to the extruded shape (U along the length of the extrusions and V "
"around the outline of the [member polygon]), the bottom-left quarter to the "
"front end face, and the bottom-right quarter to the back end face."
msgstr ""
"用於生成的網格的材質。UV 將材質的上半部分對應到擠出形狀U 沿著擠出的長度V "
"圍繞 [member polygon] 的輪廓),左下四分之一對應到前端面,右下四分之一對應到後"
"端面。"
msgid "The [member mode] used to extrude the [member polygon]."
msgstr "用於擠出 [member polygon] 的 [member mode] 。"
msgid ""
"When [member mode] is [constant MODE_PATH], by default, the top half of the "
"[member material] is stretched along the entire length of the extruded shape. "
"If [code]false[/code] the top half of the material is repeated every step of "
"the extrusion."
msgstr ""
"當 [member mode] 為[constant MODE_PATH] 時,預設情況下,[member material] 的上"
"半部分會沿著擠出形狀的整個長度被拉伸。如果為 [code]false[/code],擠出的每一步"
"都會重複材質的上半部分。"
msgid ""
"When [member mode] is [constant MODE_PATH], the path interval or ratio of "
"path points to extrusions."
msgstr "當 [member mode] 為 [constant MODE_PATH] 時,路徑間隔或路徑點比例擠出。"
msgid ""
"When [member mode] is [constant MODE_PATH], this will determine if the "
"interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
"subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
msgstr ""
"當 [member mode] 為 [constant MODE_PATH] 時,這將確定間隔是按距離([constant "
"PATH_INTERVAL_DISTANCE])還是細分分數([constant PATH_INTERVAL_SUBDIVIDE])。"
msgid ""
"When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of "
"the path are joined, by adding an extrusion between the last and first points "
"of the path."
msgstr ""
"當 [member mode] 為 [constant MODE_PATH] 時,如果 [code]true[/code] 路徑的兩端"
"會被連接起來,在路徑的最後一個點和第一個點之間新增擠出。"
msgid ""
"When [member mode] is [constant MODE_PATH], if [code]true[/code] the "
"[Transform3D] of the [CSGPolygon3D] is used as the starting point for the "
"extrusions, not the [Transform3D] of the [member path_node]."
msgstr ""
"當 [member mode] 為 [constant MODE_PATH] 時,如果為 [code]true[/code],則該 "
"[CSGPolygon3D] 的 [Transform3D] 將被用作擠出的起點,而非 [member path_node] "
"的 [Transform3D]。"
msgid ""
"When [member mode] is [constant MODE_PATH], the location of the [Path3D] "
"object used to extrude the [member polygon]."
msgstr ""
"當 [member mode] 為 [constant MODE_PATH] 時,用於擠出 [member polygon] 的 "
"[Path3D] 物件的位置。"
msgid ""
"When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
"used to rotate the [member polygon] as it is extruded."
msgstr ""
"當 [member mode] 為 [constant MODE_PATH] 時,[enum PathRotation] 方法用於在擠"
"出時旋轉[member polygon]。"
msgid ""
"When [member mode] is [constant MODE_PATH], extrusions that are less than "
"this angle, will be merged together to reduce polygon count."
msgstr ""
"當 [member mode] 為 [constant MODE_PATH] 時,小於此角度的擠出將合併在一起以減"
"少多邊形數量。"
msgid ""
"When [member mode] is [constant MODE_PATH], this is the distance along the "
"path, in meters, the texture coordinates will tile. When set to 0, texture "
"coordinates will match geometry exactly with no tiling."
msgstr ""
"當 [member mode] 為 [constant MODE_PATH] 時,這是紋理座標沿著路徑的距離,以米"
"為單位,將進行平鋪。當設定為 0 時,紋理座標將與幾何圖形完全配對,沒有平鋪。"
msgid ""
"The point array that defines the 2D polygon that is extruded. This can be a "
"convex or concave polygon with 3 or more points. The polygon must [i]not[/i] "
"have any intersecting edges. Otherwise, triangulation will fail and no mesh "
"will be generated.\n"
"[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
"will be generated."
msgstr ""
"頂點陣列,用於定義要擠出的 2D 多邊形。需要包含 3 個或更多頂點,可以是凸多邊形"
"也可以是凹多邊形。該多邊形中[i]不能[/i]存在相交的邊。否則,三角形化會失敗,不"
"會生成任何網格。\n"
"[b]注意:[/b]如果 [member polygon] 中只定義了 1 個或 2 個頂點,則不會生成網"
"格。"
msgid "If [code]true[/code], applies smooth shading to the extrusions."
msgstr "如果為 [code]true[/code],則對擠出套用平滑著色。"
msgid ""
"When [member mode] is [constant MODE_SPIN], the total number of degrees the "
"[member polygon] is rotated when extruding."
msgstr ""
"當 [member mode] 為 [constant MODE_SPIN][member polygon] 在擠出時旋轉的總度"
"數。"
msgid ""
"When [member mode] is [constant MODE_SPIN], the number of extrusions made."
msgstr "[member mode] 為 [constant MODE_SPIN] 時,擠出的次數。"
msgid "The [member polygon] shape is extruded along the negative Z axis."
msgstr "[member polygon] 形狀沿負 Z 軸擠出。"
msgid "The [member polygon] shape is extruded by rotating it around the Y axis."
msgstr "[member polygon] 形狀通過圍繞 Y 軸旋轉來擠出。"
msgid ""
"The [member polygon] shape is extruded along the [Path3D] specified in "
"[member path_node]."
msgstr "[member polygon] 形狀沿 [member path_node] 中指定的 [Path3D] 擠出。"
msgid ""
"The [member polygon] shape is not rotated.\n"
"[b]Note:[/b] Requires the path Z coordinates to continually decrease to "
"ensure viable shapes."
msgstr ""
"[member polygon] 形狀不會被旋轉。\n"
"[b]注意:[/b]要求路徑的 Z 座標不斷減少,以確保可行的形狀。"
msgid ""
"The [member polygon] shape is rotated along the path, but it is not rotated "
"around the path axis.\n"
"[b]Note:[/b] Requires the path Z coordinates to continually decrease to "
"ensure viable shapes."
msgstr ""
"[member polygon] 形狀沿路徑旋轉,但並不繞路徑軸旋轉。\n"
"[b]注意:[/b]需要路徑的 Z 座標不斷減小,以確保可行的形狀。"
msgid ""
"The [member polygon] shape follows the path and its rotations around the path "
"axis."
msgstr "[member polygon] 多邊形的形狀跟隨路徑及其圍繞路徑軸的旋轉。"
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will determine the distance, in meters, each interval of the path will "
"extrude."
msgstr ""
"當 [member mode] 被設定為 [constant MODE_PATH] 時,[member path_interval] 將決"
"定路徑的每個間隔將被擠出的距離,單位為米。"
msgid ""
"When [member mode] is set to [constant MODE_PATH], [member path_interval] "
"will subdivide the polygons along the path."
msgstr ""
"當 [member mode] 被設定為 [constant MODE_PATH]時,[member path_interval] 將沿"
"著路徑細分多邊形。"
msgid "Base class for CSG primitives."
msgstr "CSG 圖元的基底類別。"
msgid ""
"Parent class for various CSG primitives. It contains code and functionality "
"that is common between them. It cannot be used directly. Instead use one of "
"the various classes that inherit from it.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"各種 CSG 圖元的父類,包含了它們所需的公共程式碼和功能。無法直接使用這個類,請"
"使用繼承它的各種類。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在一個 CSG 節點中移動"
"另一個 CSG 節點也會產生顯著的 CPU 消耗,所以應當在遊戲過程中避免進行類似的操"
"作。"
msgid ""
"If set, the order of the vertices in each triangle are reversed resulting in "
"the backside of the mesh being drawn."
msgstr "如果設定,則每個三角形中頂點的順序會顛倒,從而導致繪製網格的背面。"
msgid "The CSG base class."
msgstr "CSG 基底類別。"
msgid ""
"This is the CSG base class that provides CSG operation support to the various "
"CSG nodes in Godot.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"這是為 Godot 中的各種 CSG 節點提供 CSG 操作支援的 CSG 基底類別。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在一個 CSG 節點中移動"
"另一個 CSG 節點也會產生顯著的 CPU 消耗,所以應當在遊戲過程中避免進行類似的操"
"作。"
msgid ""
"Returns an [Array] with two elements, the first is the [Transform3D] of this "
"node and the second is the root [Mesh] of this node. Only works when this "
"node is the root shape."
msgstr ""
"返回一個包含兩個元素的 [Array],第一個元素是該節點的 [Transform3D],第二個元素"
"是該節點的根 [Mesh]。僅當該節點是根形狀時才有效。"
msgid ""
"Returns [code]true[/code] if this is a root shape and is thus the object that "
"is rendered."
msgstr "如果這是根形狀,因此是渲染的物件,則返回 [code]true[/code]。"
msgid ""
"Calculate tangents for the CSG shape which allows the use of normal maps. "
"This is only applied on the root shape, this setting is ignored on any child."
msgstr ""
"計算允許使用法線貼圖的 CSG 形狀的切線。這僅適用於根部形狀,此設定將在所有子級"
"上均被忽略。"
msgid ""
"The physics layers this area is in.\n"
"Collidable objects can exist in any of 32 different layers. These layers work "
"like a tagging system, and are not visual. A collidable can use these layers "
"to select with which objects it can collide, using the collision_mask "
"property.\n"
"A contact is detected if object A is in any of the layers that object B "
"scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"這個區域所處的實體層。\n"
"可碰撞的物體可以存在於 32 個不同層中的任何一個。這些層的工作就像一個標籤系統,"
"而不是視覺化的。一個可碰撞物體可以使用這些層來選擇它可以與哪些物體碰撞,使用 "
"collision_mask 屬性。\n"
"如果物件 A 在物件 B 所掃描的任何層中,或者物件 B 在物件 A 所掃描的任何層中,就"
"會偵測到接觸。詳情請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。"
msgid ""
"The physics layers this CSG shape scans for collisions. Only effective if "
"[member use_collision] is [code]true[/code]. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"該 CSG 形狀掃描碰撞的實體層。僅當 [member use_collision] 為 [code]true[/code] "
"時有效。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。"
msgid ""
"The priority used to solve colliding when occurring penetration. Only "
"effective if [member use_collision] is [code]true[/code]. The higher the "
"priority is, the lower the penetration into the object will be. This can for "
"example be used to prevent the player from breaking through the boundaries of "
"a level."
msgstr ""
"發生穿透時用於解算碰撞的優先順序。僅當 [member use_collision] 為 [code]true[/"
"code] 時有效。優先順序越高,對對象的穿透力就越低。例如,這可以用來防止玩家突破"
"關卡的邊界。"
msgid ""
"The operation that is performed on this shape. This is ignored for the first "
"CSG child node as the operation is between this node and the previous child "
"of this nodes parent."
msgstr ""
"在此形狀上執行的操作。對於第一個 CSG 子節點,將忽略此操作,因為操作是在此節點"
"與該節點父級的上一個子級之間進行的。"
msgid ""
"Snap makes the mesh vertices snap to a given distance so that the faces of "
"two meshes can be perfectly aligned. A lower value results in greater "
"precision but may be harder to adjust."
msgstr ""
"吸附使網格頂點吸附到給定的距離,以便兩個網格的面可以完美對齊。值越低,精度越"
"高,但也可能更難以調整。"
msgid ""
"Adds a collision shape to the physics engine for our CSG shape. This will "
"always act like a static body. Note that the collision shape is still active "
"even if the CSG shape itself is hidden. See also [member collision_mask] and "
"[member collision_priority]."
msgstr ""
"為我們的 CSG 形狀向物理引擎新增碰撞形狀。這樣行為就始終與靜態物體類似。請注"
"意,即使 CSG 形狀本身被隱藏,碰撞形狀仍處於活動狀態。另見 [member "
"collision_mask] 和 [member collision_priority]。"
msgid "Geometry of both primitives is merged, intersecting geometry is removed."
msgstr "合併兩個圖元的幾何體,移除相交的幾何體。"
msgid "Only intersecting geometry remains, the rest is removed."
msgstr "僅保留相交的幾何,其餘的將被移除。"
msgid ""
"The second shape is subtracted from the first, leaving a dent with its shape."
msgstr "從第一個形狀減去第二個形狀,留下一個帶有其形狀的凹痕。"
msgid "A CSG Sphere shape."
msgstr "CSG 球形形狀。"
msgid ""
"This node allows you to create a sphere for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"該節點允許建立與 CSG 系均勻起使用的球體。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中,"
"移動一個 CSG 節點,也會大量消耗 CPU因此在遊戲過程中應該避免這種情況。"
msgid "The material used to render the sphere."
msgstr "用於渲染球體的材質。"
msgid "Number of vertical slices for the sphere."
msgstr "球體的垂直切片數。"
msgid "Radius of the sphere."
msgstr "球體的半徑。"
msgid "Number of horizontal slices for the sphere."
msgstr "球體的水平切片數。"
msgid ""
"If [code]true[/code] the normals of the sphere are set to give a smooth "
"effect making the sphere seem rounded. If [code]false[/code] the sphere will "
"have a flat shaded look."
msgstr ""
"如果為 [code]true[/code],則將球體的法線設定為具有平滑效果,使球體看起來是圓形"
"的。如果為 [code]false[/code],則球體將具有平坦的陰影表現。"
msgid "A CSG Torus shape."
msgstr "CSG 圓環形狀。"
msgid ""
"This node allows you to create a torus for use with the CSG system.\n"
"[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
"Creating CSG nodes has a significant CPU cost compared to creating a "
"[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
"node also has a significant CPU cost, so it should be avoided during gameplay."
msgstr ""
"該節點允許建立與 CSG 系均勻起使用的環面。\n"
"[b]注意:[/b]CSG 節點旨在用於關卡原型設計。與使用 [PrimitiveMesh] 建立 "
"[MeshInstance3D] 相比,建立 CSG 節點具有顯著的 CPU 成本。在另一個 CSG 節點中,"
"移動一個 CSG 節點,也會大量消耗 CPU因此在遊戲過程中應該避免這種情況。"
msgid "The inner radius of the torus."
msgstr "圓環的內半徑。"
msgid "The material used to render the torus."
msgstr "用於渲染圓環的材質。"
msgid "The outer radius of the torus."
msgstr "圓環的外半徑。"
msgid "The number of edges each ring of the torus is constructed of."
msgstr "建構每個圓環的邊緣的數量。"
msgid "The number of slices the torus is constructed of."
msgstr "構成圓環的切片數。"
msgid ""
"If [code]true[/code] the normals of the torus are set to give a smooth effect "
"making the torus seem rounded. If [code]false[/code] the torus will have a "
"flat shaded look."
msgstr ""
"如果 [code]true[/code] 設定圓環的法線以提供平滑效果,則使圓環看起來是圓形的。"
"如果為 [code]false[/code],則圓環將具有平坦的陰影表現。"
msgid ""
"A script implemented in the C# programming language, saved with the [code]."
"cs[/code] extension (Mono-enabled builds only)."
msgstr ""
"用 C# 程式設計語言實作的腳本,使用 [code].cs[/code] 副檔名保存(僅 Mono 版本中"
"存在)。"
msgid ""
"This class represents a C# script. It is the C# equivalent of the [GDScript] "
"class and is only available in Mono-enabled Godot builds.\n"
"See also [GodotSharp]."
msgstr ""
"這個類表示 C# 腳本,是 [GDScript] 類在 C# 中的對等體,僅在啟用了 Mono 的 "
"Godot 版本中可用。\n"
"另請參閱 [GodotSharp]。"
msgid "C# documentation index"
msgstr "C# 文件索引"
msgid "Returns a new instance of the script."
msgstr "返回該腳本的新實例。"
msgid ""
"Six square textures representing the faces of a cube. Commonly used as a "
"skybox."
msgstr "代表立方體的六個方形紋理。通常用作天空盒。"
msgid ""
"A cubemap is made of 6 textures organized in layers. They are typically used "
"for faking reflections in 3D rendering (see [ReflectionProbe]). It can be "
"used to make an object look as if it's reflecting its surroundings. This "
"usually delivers much better performance than other reflection methods.\n"
"This resource is typically used as a uniform in custom shaders. Few core "
"Godot methods make use of [Cubemap] resources.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets.\n"
"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. "
"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an "
"equirectangular sky map."
msgstr ""
"單個立方體貼圖是由 6 個紋理分層組織的紋理組成的。它們通常用於在 3D 渲染中偽造"
"反射(參見 [ReflectionProbe])。可以用來讓物件看起來像是在反射它的周圍環境。與"
"其他反射方法相比,這通常能提供更好的性能。\n"
"這種資源通常在自訂著色器中用作一個 uniform。很少有 Godot 的核心方法會使用 "
"[Cubemap] 資源。\n"
"要想自己建立這樣的紋理檔,請使用 Godot 編輯器的匯入預設重新匯入你的圖像文"
"件。\n"
"[b]注意:[/b]Godot 不支援在 [PanoramaSkyMaterial] 中使用立方體貼圖。可以使用"
"[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]這個工具[/url]將立方體貼圖轉換為等距柱狀天空貼圖。"
msgid "Creates a placeholder version of this resource ([PlaceholderCubemap])."
msgstr "建立該資源的預留位置版本([PlaceholderCubemap])。"
msgid "An array of [Cubemap]s, stored together and with a single reference."
msgstr "[Cubemap] 陣列,儲存在一起並使用單一參考。"
msgid ""
"[CubemapArray]s are made of an array of [Cubemap]s. Like [Cubemap]s, they are "
"made of multiple textures, the amount of which must be divisible by 6 (one "
"for each face of the cube). The primary benefit of [CubemapArray]s is that "
"they can be accessed in shader code using a single texture reference. In "
"other words, you can pass multiple [Cubemap]s into a shader using a single "
"[CubemapArray].\n"
"Moreover, [Cubemap]s are allocated in adjacent cache regions on the GPU. This "
"makes [CubemapArray]s the most efficient way to store multiple [Cubemap]s.\n"
"Internally, Godot uses [CubemapArray]s for many effects, including the [Sky] "
"if you set [member ProjectSettings.rendering/reflections/sky_reflections/"
"texture_array_reflections] to [code]true[/code].\n"
"To create such a texture file yourself, reimport your image files using the "
"import presets of the File System dock.\n"
"[b]Note:[/b] [CubemapArray] is not supported in the OpenGL 3 rendering "
"backend."
msgstr ""
"[CubemapArray] 由一組 [Cubemap] 組成。因此,它們像 [Cubemap] 一樣是由多個紋理"
"組成的,其紋理的數量必須能被 6 整除(立方體的每個面都有一個圖像)。"
"[CubemapArray] 的主要好處是可以使用單個紋理引用在著色器程式碼中存取它們。換句"
"話說,可以使用單個 [CubemapArray] 將多個 [Cubemap] 傳入著色器。\n"
"通常,與將多個 [Cubemap] 本身儲存在陣列中相比,[CubemapArray] 提供了一種更有效"
"的儲存多個 [Cubemap] 的方法。\n"
"如果將 [member ProjectSettings.rendering/reflections/sky_reflections/"
"texture_array_reflections] 設定為 [code]true[/code]Godot 在內部會將 "
"[CubemapArray] 用於多種效果,包括 [Sky]。\n"
"要想自己建立這樣的紋理檔,請使用 Godot 編輯器的匯入預設重新匯入你的圖像文"
"件。\n"
"[b]注意:[/b][CubemapArray] 在 OpenGL 3 渲染後端中不受支援。"
msgid ""
"Creates a placeholder version of this resource ([PlaceholderCubemapArray])."
msgstr "建立該資源的預留位置版本([PlaceholderCubemapArray])。"
msgid "A mathematical curve."
msgstr "數學曲線。"
msgid ""
"This resource describes a mathematical curve by defining a set of points and "
"tangents at each point. By default, it ranges between [code]0[/code] and "
"[code]1[/code] on the Y axis and positions points relative to the [code]0.5[/"
"code] Y position.\n"
"See also [Gradient] which is designed for color interpolation. See also "
"[Curve2D] and [Curve3D]."
msgstr ""
"可以保存並重新用於其他物件的曲線。預設情況下,它在 Y 軸上的範圍在 [code]0[/"
"code] 到 [code]1[/code] 之間,並且位置點相對於 [code]0.5[/code] Y 位置。\n"
"另請參閱為顏色插值設計的 [Gradient]。另請參閱 [Curve2D] 和 [Curve3D]。"
msgid ""
"Adds a point to the curve. For each side, if the [code]*_mode[/code] is "
"[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) uses "
"the slope of the curve halfway to the adjacent point. Allows custom "
"assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is set "
"to [constant TANGENT_FREE]."
msgstr ""
"在曲線上新增一個點。對於每一側,如果 [code]*_mode[/code] 為 [constant "
"TANGENT_LINEAR],則 [code]*_tangent[/code] 角度(以度為單位)將使用曲線到鄰近"
"點的一半的斜率。如果 [code]*_mode[/code] 設定為 [constant TANGENT_FREE],則允"
"許自訂分配給 [code]*_tangent[/code] 的角度。"
msgid "Recomputes the baked cache of points for the curve."
msgstr "重新計算曲線的烘焙點快取。"
msgid ""
"Removes duplicate points, i.e. points that are less than 0.00001 units "
"(engine epsilon value) away from their neighbor on the curve."
msgstr ""
"移除重複點,即與曲線上相鄰點的距離小於 0.00001 個單位(引擎中的 epsilon 值)的"
"點。"
msgid "Removes all points from the curve."
msgstr "從曲線中移除所有點。"
msgid "Returns the left [enum TangentMode] for the point at [param index]."
msgstr "返回索引為 [param index] 的點的左側切線模式 [enum TangentMode]。"
msgid ""
"Returns the left tangent angle (in degrees) for the point at [param index]."
msgstr "返回索引為 [param index] 的點的左側切線夾角(單位為度)。"
msgid "Returns the curve coordinates for the point at [param index]."
msgstr "返回索引為 [param index] 的點的曲線座標。"
msgid "Returns the right [enum TangentMode] for the point at [param index]."
msgstr "返回索引為 [param index] 的點的右側切線模式 [enum TangentMode]。"
msgid ""
"Returns the right tangent angle (in degrees) for the point at [param index]."
msgstr "返回索引為 [param index] 的點的右側切線夾角(單位為度)。"
msgid "Removes the point at [param index] from the curve."
msgstr "移除曲線中索引為 [param index] 的點。"
msgid ""
"Returns the Y value for the point that would exist at the X position [param "
"offset] along the curve."
msgstr "返回沿曲線的 X 位置 [param offset] 處將存在的點的 Y 值。"
msgid ""
"Returns the Y value for the point that would exist at the X position [param "
"offset] along the curve using the baked cache. Bakes the curve's points if "
"not already baked."
msgstr ""
"使用烘焙的快取返回沿曲線的 X 位置 [param offset] 處將存在的點的 Y 值。烘焙尚未"
"烘焙的曲線的點。"
msgid ""
"Sets the left [enum TangentMode] for the point at [param index] to [param "
"mode]."
msgstr ""
"將索引為 [param index] 的點的左側 [enum TangentMode] 設定為 [param mode]。"
msgid ""
"Sets the left tangent angle for the point at [param index] to [param tangent]."
msgstr "將索引為 [param index] 的點的左側切線角度設定為 [param tangent]。"
msgid "Sets the offset from [code]0.5[/code]."
msgstr "設定相對於 [code]0.5[/code] 的偏移量。"
msgid ""
"Sets the right [enum TangentMode] for the point at [param index] to [param "
"mode]."
msgstr ""
"將索引為 [param index] 的點的右側 [enum TangentMode] 設定為 [param mode]。"
msgid ""
"Sets the right tangent angle for the point at [param index] to [param "
"tangent]."
msgstr "將索引為 [param index] 的點的右側切線角度設定為 [param tangent]。"
msgid "Assigns the vertical position [param y] to the point at [param index]."
msgstr "將索引為 [param index] 的點的垂直位置設定為 [param y]。"
msgid "The number of points to include in the baked (i.e. cached) curve data."
msgstr "烘焙(即快取)曲線資料中包含的點的數量。"
msgid "The maximum value the curve can reach."
msgstr "曲線能達到的最大值。"
msgid "The minimum value the curve can reach."
msgstr "曲線能達到的最小值。"
msgid "The number of points describing the curve."
msgstr "描述該曲線的點的數量。"
msgid "Emitted when [member max_value] or [member min_value] is changed."
msgstr "更改 [member max_value] 或 [member min_value] 時發出。"
msgid "The tangent on this side of the point is user-defined."
msgstr "點這邊的切線是使用者自訂的。"
msgid ""
"The curve calculates the tangent on this side of the point as the slope "
"halfway towards the adjacent point."
msgstr "曲線計算點的這一側的切線,作為向相鄰點的一半的斜率。"
msgid "The total number of available tangent modes."
msgstr "可用切線模式的總數。"
msgid "Describes a Bézier curve in 2D space."
msgstr "描述 2D 空間的貝茲曲線。"
msgid ""
"This class describes a Bézier curve in 2D space. It is mainly used to give a "
"shape to a [Path2D], but can be manually sampled for other purposes.\n"
"It keeps a cache of precalculated points along the curve, to speed up further "
"calculations."
msgstr ""
"該類描述了 2D 空間中的貝茲曲線。它主要用於給 [Path2D] 一個形狀,但也可以手動取"
"樣用於其他目的。\n"
"它保留了沿曲線的預計算點的快取,以加快進一步的計算。"
msgid ""
"Adds a point with the specified [param position] relative to the curve's own "
"position, with control points [param in] and [param out]. Appends the new "
"point at the end of the point list.\n"
"If [param index] is given, the new point is inserted before the existing "
"point identified by index [param index]. Every existing point starting from "
"[param index] is shifted further down the list of points. The index must be "
"greater than or equal to [code]0[/code] and must not exceed the number of "
"existing points in the line. See [member point_count]."
msgstr ""
"新增一個具有相對於曲線自身位置的指定 [param position],且帶有控制點 [param "
"in] 和 [param out] 的點。在點列表的末尾追加該新點。\n"
"如果給定了 [param index],則將新點插入到由索引 [param index] 標識的已有點之"
"前。從 [param index] 開始的每個已有點,都會在點列表中進一步向下移動。索引必須"
"大於或等於 [code]0[/code],並且不得超過線段中已有點的數量。參見 [member "
"point_count]。"
msgid ""
"Returns the total length of the curve, based on the cached points. Given "
"enough density (see [member bake_interval]), it should be approximate enough."
msgstr ""
"根據快取的點,返回曲線的總長度。給予足夠的密度(見 [member bake_interval]"
"它應該是足夠近似的。"
msgid "Returns the cache of points as a [PackedVector2Array]."
msgstr "返回快取的點,形式為 [PackedVector2Array]。"
msgid ""
"Returns the closest offset to [param to_point]. This offset is meant to be "
"used in [method sample_baked].\n"
"[param to_point] must be in this curve's local space."
msgstr ""
"返回最接近 [param to_point] 的偏移量。該偏移量被用於 [method sample_baked]。\n"
"[param to_point] 必須在該曲線的局部空間中。"
msgid ""
"Returns the closest point on baked segments (in curve's local space) to "
"[param to_point].\n"
"[param to_point] must be in this curve's local space."
msgstr ""
"返回已烘焙的線段上最接近 [param to_point] 的點(在曲線的局部空間中)。\n"
"[param to_point] 必須在該曲線的局部空間中。"
msgid ""
"Returns the position of the control point leading to the vertex [param idx]. "
"The returned position is relative to the vertex [param idx]. If the index is "
"out of bounds, the function sends an error to the console, and returns [code]"
"(0, 0)[/code]."
msgstr ""
"返回指向頂點 [param idx] 的控制點的位置。返回的位置是相對於頂點 [param idx] "
"的。如果索引越界,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0)[/code]。"
msgid ""
"Returns the position of the control point leading out of the vertex [param "
"idx]. The returned position is relative to the vertex [param idx]. If the "
"index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0)[/code]."
msgstr ""
"返回離向頂點 [param idx] 的控制點的位置。返回的位置是相對於頂點 [param idx] "
"的。如果索引越界,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0)[/code]。"
msgid ""
"Returns the position of the vertex [param idx]. If the index is out of "
"bounds, the function sends an error to the console, and returns [code](0, 0)[/"
"code]."
msgstr ""
"返回頂點的位置 [param idx]。如果索引越界,則該函式將向控制台發送一個錯誤,並返"
"回 [code](0, 0)[/code]。"
msgid ""
"Deletes the point [param idx] from the curve. Sends an error to the console "
"if [param idx] is out of bounds."
msgstr ""
"從曲線上刪除點 [param idx]。如果 [param idx] 越界,則會向控制台發送錯誤資訊。"
msgid ""
"Returns the position between the vertex [param idx] and the vertex [code]idx "
"+ 1[/code], where [param t] controls if the point is the first vertex "
"([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), or in "
"between. Values of [param t] outside the range ([code]0.0 >= t <=1[/code]) "
"give strange, but predictable results.\n"
"If [param idx] is out of bounds it is truncated to the first or last vertex, "
"and [param t] is ignored. If the curve has no points, the function sends an "
"error to the console, and returns [code](0, 0)[/code]."
msgstr ""
"返回頂點 [param idx] 和頂點 [code]idx + 1[/code] 之間的位置,其中 [param t] 控"
"制該點是否為第一個頂點([code]t = 0.0[/code])、最後一個頂點([code]t = 1.0[/"
"code])、或介於兩者之間。超出範圍([code]0.0 >= t <=1[/code])的 [param t] 的"
"值會給出奇怪但可預測的結果。\n"
"如果 [param idx] 越界,它將被截斷到第一個或最後一個頂點,而 [param t] 將被忽"
"略。如果曲線沒有點,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0)[/"
"code]。"
msgid ""
"Returns a point within the curve at position [param offset], where [param "
"offset] is measured as a pixel distance along the curve.\n"
"To do that, it finds the two cached points where the [param offset] lies "
"between, then interpolates the values. This interpolation is cubic if [param "
"cubic] is set to [code]true[/code], or linear if set to [code]false[/code].\n"
"Cubic interpolation tends to follow the curves better, but linear is faster "
"(and often, precise enough)."
msgstr ""
"返回曲線內位於 [param offset] 位置的一個點,其中 [param offset] 為沿曲線的像素"
"測量距離。\n"
"為此,它會找到 [param offset] 位於其中的兩個快取點,然後對值進行插值。如果 "
"[param cubic] 被設定為 [code]true[/code],則該插值是立方插值;如果被設定為 "
"[code]false[/code],則該插值是線性插值。\n"
"立方插值往往能更好地跟隨曲線,但線性插值速度更快(而且通常足夠精確)。"
msgid ""
"Similar to [method sample_baked], but returns [Transform2D] that includes a "
"rotation along the curve, with [member Transform2D.origin] as the point "
"position, [member Transform2D.x] as the sideways vector, and [member "
"Transform2D.y] as the forward vector. Returns an empty transform if the "
"length of the curve is [code]0[/code].\n"
"[codeblock]\n"
"var baked = curve.sample_baked_with_rotation(offset)\n"
"# This will rotate and position the node with the up direction pointing along "
"the curve.\n"
"position = baked.get_origin()\n"
"rotation = baked.get_rotation()\n"
"# Alternatively, not preserving scale.\n"
"transform = baked * Transform2D.FLIP_Y\n"
"# To match the rotation of PathFollow2D, not preserving scale.\n"
"transform = Transform2D(baked.y, baked.x, baked.origin)\n"
"[/codeblock]"
msgstr ""
"與 [method sample_baked] 類似,但返回的是 [Transform2D],包含沿曲線進行的旋"
"轉,[member Transform2D.origin] 為點的位置,[member Transform2D.x] 為側面向"
"量,[member Transform2D.y] 為前進方向的向量。如果曲線長度為 [code]0[/code] 則"
"返回的是一個空變換。\n"
"[codeblock]\n"
"var baked = curve.sample_baked_with_rotation(offset)\n"
"# 旋轉並放置節點,讓原來的上方向指向曲線的方向。\n"
"position = baked.get_origin()\n"
"rotation = baked.get_rotation()\n"
"# 也可以這樣,但是不保留縮放。\n"
"transform = baked * Transform2D.FLIP_Y\n"
"# 配對 PathFollow2D 的旋轉,但是不保留縮放。\n"
"transform = Transform2D(baked.y, baked.x, baked.origin)\n"
"[/codeblock]"
msgid ""
"Returns the position at the vertex [param fofs]. It calls [method sample] "
"using the integer part of [param fofs] as [code]idx[/code], and its "
"fractional part as [code]t[/code]."
msgstr ""
"返回頂點 [param fofs] 的位置。該函式使用 [param fofs] 的整數部分作為 "
"[code]idx[/code],其小數部分作為 [code]t[/code],呼叫 [method sample]。"
msgid ""
"Sets the position of the control point leading to the vertex [param idx]. If "
"the index is out of bounds, the function sends an error to the console. The "
"position is relative to the vertex."
msgstr ""
"設定通往頂點 [param idx] 的控制點位置。如果索引超出範圍,函式會向控制台發送錯"
"誤信息。位置相對於頂點。"
msgid ""
"Sets the position of the control point leading out of the vertex [param idx]. "
"If the index is out of bounds, the function sends an error to the console. "
"The position is relative to the vertex."
msgstr ""
"設定從頂點 [param idx] 引出的控制點位置。如果索引超出範圍,函式會向控制台發送"
"錯誤資訊。位置相對於頂點。"
msgid ""
"Sets the position for the vertex [param idx]. If the index is out of bounds, "
"the function sends an error to the console."
msgstr ""
"設定頂點 [param idx] 的位置。如果索引超出範圍,函式會向控制台發送錯誤資訊。"
msgid ""
"Returns a list of points along the curve, with a curvature controlled point "
"density. That is, the curvier parts will have more points than the straighter "
"parts.\n"
"This approximation makes straight segments between each point, then "
"subdivides those segments until the resulting shape is similar enough.\n"
"[param max_stages] controls how many subdivisions a curve segment may face "
"before it is considered approximate enough. Each subdivision splits the "
"segment in half, so the default 5 stages may mean up to 32 subdivisions per "
"curve segment. Increase with care!\n"
"[param tolerance_degrees] controls how many degrees the midpoint of a segment "
"may deviate from the real curve, before the segment has to be subdivided."
msgstr ""
"返回沿曲線的點的列表,點的密度由曲率控制。也就是說,彎曲的部分比直的部分有更多"
"的點。\n"
"這種近似會在每個點之間製作直段,然後將這些直段細分,直到得到的形狀足夠相似。\n"
"[param max_stages] 控制曲線段在被認為足夠近似之前可能會面臨多少次細分。每次細"
"分會將曲線段分成兩半,因此預設的 5 個階段可能意味著每個曲線段最多得到 32 個細"
"分。請謹慎增加!\n"
"[param tolerance_degrees] 控制曲線段在其中點偏離真實曲線的多少度會被細分。"
msgid ""
"Returns a list of points along the curve, with almost uniform density. [param "
"max_stages] controls how many subdivisions a curve segment may face before it "
"is considered approximate enough. Each subdivision splits the segment in "
"half, so the default 5 stages may mean up to 32 subdivisions per curve "
"segment. Increase with care!\n"
"[param tolerance_length] controls the maximal distance between two "
"neighboring points, before the segment has to be subdivided."
msgstr ""
"返回沿曲線的點列表,具有幾乎均勻的密度。[param max_stages] 控制曲線段在被認為"
"足夠近似之前可能面臨多少次細分。每次細分將段分成兩半,因此預設的 5 個階段可能"
"意味著每個曲線段最多 32 個細分。請謹慎增加!\n"
"[param tolerance_length] 控制在必須細分線段之前兩個相鄰點之間的最大距離。"
msgid ""
"The distance in pixels between two adjacent cached points. Changing it forces "
"the cache to be recomputed the next time the [method get_baked_points] or "
"[method get_baked_length] function is called. The smaller the distance, the "
"more points in the cache and the more memory it will consume, so use with "
"care."
msgstr ""
"相鄰兩個快取點之間的距離,以圖元為單位。改變它將迫使快取在下次呼叫 [method "
"get_baked_points] 或 [method get_baked_length] 函式時重新計算。距離越小,快取"
"中的點越多,佔用的記憶體也越多,所以使用時要注意。"
msgid "Describes a Bézier curve in 3D space."
msgstr "描述 3D 空間的貝茲爾曲線。"
msgid ""
"This class describes a Bézier curve in 3D space. It is mainly used to give a "
"shape to a [Path3D], but can be manually sampled for other purposes.\n"
"It keeps a cache of precalculated points along the curve, to speed up further "
"calculations."
msgstr ""
"該類描述了 3D 空間中的貝茲曲線。它主要用於給 [Path3D] 提供一個形狀,但也可以手"
"動取樣以用於其他目的。\n"
"它保留沿曲線預先計算的點的快取,以加速進一步的計算。"
msgid "Returns the cache of points as a [PackedVector3Array]."
msgstr "返回快取的點,型別為 [PackedVector3Array]。"
msgid "Returns the cache of tilts as a [PackedFloat32Array]."
msgstr "將傾斜快取返回為一個 [PackedFloat32Array]。"
msgid ""
"Returns the cache of up vectors as a [PackedVector3Array].\n"
"If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
msgstr ""
"將向上向量的快取返回為一個 [PackedVector3Array]。\n"
"如果 [member up_vector_enabled] 為 [code]false[/code],則快取將為空。"
msgid ""
"Returns the closest offset to [param to_point]. This offset is meant to be "
"used in [method sample_baked] or [method sample_baked_up_vector].\n"
"[param to_point] must be in this curve's local space."
msgstr ""
"返回最接近 [param to_point] 的偏移量。該偏移量被用於 [method sample_baked] 或 "
"[method sample_baked_up_vector]。\n"
"[param to_point] 必須在該曲線的局部空間中。"
msgid ""
"Returns the position of the control point leading to the vertex [param idx]. "
"The returned position is relative to the vertex [param idx]. If the index is "
"out of bounds, the function sends an error to the console, and returns [code]"
"(0, 0, 0)[/code]."
msgstr ""
"返回指向頂點 [param idx] 的控制點的位置。返回的位置是相對於頂點 [param idx] "
"的。如果索引越界,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0, 0)[/"
"code]。"
msgid ""
"Returns the position of the control point leading out of the vertex [param "
"idx]. The returned position is relative to the vertex [param idx]. If the "
"index is out of bounds, the function sends an error to the console, and "
"returns [code](0, 0, 0)[/code]."
msgstr ""
"返回離向頂點 [param idx] 的控制點的位置。返回的位置是相對於頂點 [param idx] "
"的。如果索引越界,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0, 0)[/"
"code]。"
msgid ""
"Returns the position of the vertex [param idx]. If the index is out of "
"bounds, the function sends an error to the console, and returns [code](0, 0, "
"0)[/code]."
msgstr ""
"返回頂點 [param idx] 的位置。如果索引越界,則該函式將向控制台發送一個錯誤,並"
"返回 [code](0, 0, 0)[/code]。"
msgid ""
"Returns the tilt angle in radians for the point [param idx]. If the index is "
"out of bounds, the function sends an error to the console, and returns "
"[code]0[/code]."
msgstr ""
"返回點 [param idx] 的傾斜弧度角。如果索引越界,則該函式將向控制台發送一個錯"
"誤,並返回 [code]0[/code]。"
msgid ""
"Returns the position between the vertex [param idx] and the vertex [code]idx "
"+ 1[/code], where [param t] controls if the point is the first vertex "
"([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), or in "
"between. Values of [param t] outside the range ([code]0.0 >= t <=1[/code]) "
"give strange, but predictable results.\n"
"If [param idx] is out of bounds it is truncated to the first or last vertex, "
"and [param t] is ignored. If the curve has no points, the function sends an "
"error to the console, and returns [code](0, 0, 0)[/code]."
msgstr ""
"返回頂點 [param idx] 和頂點 [code]idx + 1[/code] 之間的位置,其中 [param t] 控"
"制該點是否為第一個頂點([code]t = 0.0[/code])、最後一個頂點([code]t = 1.0[/"
"code])、或介於兩者之間。超出範圍([code]0.0 >= t <=1[/code])的 [param t] 的"
"值會給出奇怪但可預測的結果。\n"
"如果 [param idx] 越界,它將被截斷到第一個或最後一個頂點,而 [param t] 將被忽"
"略。如果曲線沒有點,則該函式將向控制台發送一個錯誤,並返回 [code](0, 0, 0)[/"
"code]。"
msgid ""
"Sets the tilt angle in radians for the point [param idx]. If the index is out "
"of bounds, the function sends an error to the console.\n"
"The tilt controls the rotation along the look-at axis an object traveling the "
"path would have. In the case of a curve controlling a [PathFollow3D], this "
"tilt is an offset over the natural tilt the [PathFollow3D] calculates."
msgstr ""
"以弧度為單位,設定點 [param idx] 的傾斜角度。如果索引超出範圍,則該函式將向控"
"制台發送一個錯誤。\n"
"傾斜控制物件沿著路徑行進時,沿著觀察軸的旋轉。在曲線控制 [PathFollow3D] 的情況"
"下,該傾斜是 [PathFollow3D] 計算的自然傾斜的偏移。"
msgid ""
"The distance in meters between two adjacent cached points. Changing it forces "
"the cache to be recomputed the next time the [method get_baked_points] or "
"[method get_baked_length] function is called. The smaller the distance, the "
"more points in the cache and the more memory it will consume, so use with "
"care."
msgstr ""
"相鄰兩個快取點之間的距離,單位為米。改變它將迫使快取在下次呼叫 [method "
"get_baked_points] 或 [method get_baked_length] 函式時重新計算。距離越小,快取"
"中的點越多,佔用的記憶體也越多,所以使用時要注意。"
msgid ""
"If [code]true[/code], the curve will bake up vectors used for orientation. "
"This is used when [member PathFollow3D.rotation_mode] is set to [constant "
"PathFollow3D.ROTATION_ORIENTED]. Changing it forces the cache to be "
"recomputed."
msgstr ""
"如果為 [code]true[/code],則曲線將烘焙用於定向的向量。當 [member PathFollow3D."
"rotation_mode] 被設定為 [constant PathFollow3D.ROTATION_ORIENTED] 時使用。更改"
"它會強制快取被重新計算。"
msgid "A 1D texture where pixel brightness corresponds to points on a curve."
msgstr "一維紋理,其中像素亮度對應於曲線上的點。"
msgid ""
"A 1D texture where pixel brightness corresponds to points on a [Curve] "
"resource, either in grayscale or in red. This visual representation "
"simplifies the task of saving curves as image files.\n"
"If you need to store up to 3 curves within a single texture, use "
"[CurveXYZTexture] instead. See also [GradientTexture1D] and "
"[GradientTexture2D]."
msgstr ""
"渲染提供給它的給定 [Curve]。簡化繪製曲線和/或將它們保存為影像檔的工作。\n"
"如果需要在單個紋理中,儲存最多 3 條曲線,請改用 [CurveXYZTexture]。另見 "
"[GradientTexture1D] 和 [GradientTexture2D]。"
msgid "The [Curve] that is rendered onto the texture."
msgstr "渲染到紋理上的 [Curve]。"
msgid ""
"The format the texture should be generated with. When passing a CurveTexture "
"as an input to a [Shader], this may need to be adjusted."
msgstr ""
"生成紋理時應使用的格式。當將 CurveTexture 作為輸入傳遞給 [Shader] 時,可能需要"
"調整。"
msgid ""
"The width of the texture (in pixels). Higher values make it possible to "
"represent high-frequency data better (such as sudden direction changes), at "
"the cost of increased generation time and memory usage."
msgstr ""
"紋理寬度(單位為圖元)。較大的值能夠更好地表示高頻資料(例如方向的突變),但會"
"增加生成時間和記憶體佔用。"
msgid ""
"Store the curve equally across the red, green and blue channels. This uses "
"more video memory, but is more compatible with shaders that only read the "
"green and blue values."
msgstr ""
"將曲線平均儲存在紅色、綠色和藍色通道上。這會使用更多的顯存,但與唯讀取綠色和藍"
"色值的著色器更相容。"
msgid ""
"Store the curve only in the red channel. This saves video memory, but some "
"custom shaders may not be able to work with this."
msgstr ""
"僅將曲線儲存在紅色通道中。這可以節省顯存,但某些自訂著色器可能無法使用它。"
msgid ""
"A 1D texture where the red, green, and blue color channels correspond to "
"points on 3 curves."
msgstr "一維紋理,其中紅色、綠色和藍色通道分別對應 3 條曲線上的點。"
msgid ""
"A 1D texture where the red, green, and blue color channels correspond to "
"points on 3 [Curve] resources. Compared to using separate [CurveTexture]s, "
"this further simplifies the task of saving curves as image files.\n"
"If you only need to store one curve within a single texture, use "
"[CurveTexture] instead. See also [GradientTexture1D] and [GradientTexture2D]."
msgstr ""
"分別在紅色、綠色和藍色通道上,渲染 3 條給定的 [Curve]。與使用單獨的 "
"[CurveTexture] 相比,這進一步簡化了繪製曲線和/或將它們保存為影像檔的任務。\n"
"如果只需要在單個紋理中儲存一條曲線,請改用 [CurveTexture]。另見 "
"[GradientTexture1D] 和 [GradientTexture2D]。"
msgid "The [Curve] that is rendered onto the texture's red channel."
msgstr "渲染到該紋理紅色通道上的 [Curve]。"
msgid "The [Curve] that is rendered onto the texture's green channel."
msgstr "渲染到該紋理綠色通道上的 [Curve]。"
msgid "The [Curve] that is rendered onto the texture's blue channel."
msgstr "渲染到該紋理藍色通道上的 [Curve]。"
msgid "Class representing a cylindrical [PrimitiveMesh]."
msgstr "表示圓柱形 [PrimitiveMesh] 的類。"
msgid ""
"Class representing a cylindrical [PrimitiveMesh]. This class can be used to "
"create cones by setting either the [member top_radius] or [member "
"bottom_radius] properties to [code]0.0[/code]."
msgstr ""
"表示圓柱形 [PrimitiveMesh] 的類。通過將 [member top_radius] 或 [member "
"bottom_radius] 屬性設定為 [code]0.0[/code],這個類可以用來建立圓錐體。"
msgid ""
"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
"will not be generated, resulting in a conic shape. See also [member "
"cap_bottom]."
msgstr ""
"圓柱體的底部半徑。如果設定為 [code]0.0[/code],則不會生成底面,呈圓錐狀。另見 "
"[member cap_bottom]。"
msgid ""
"If [code]true[/code], generates a cap at the bottom of the cylinder. This can "
"be set to [code]false[/code] to speed up generation and rendering when the "
"cap is never seen by the camera. See also [member bottom_radius].\n"
"[b]Note:[/b] If [member bottom_radius] is [code]0.0[/code], cap generation is "
"always skipped even if [member cap_bottom] is [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則在圓柱體底部生成一個蓋子。這可以設定為 "
"[code]false[/code] 以在相機從未看到蓋子時加速生成和渲染。另見 [member "
"bottom_radius]。\n"
"[b]注意:[/b]如果 [member bottom_radius] 為 [code]0.0[/code],即使 [member "
"cap_bottom] 為 [code]true[/code],蓋子生成也會始終被跳過。"
msgid ""
"If [code]true[/code], generates a cap at the top of the cylinder. This can be "
"set to [code]false[/code] to speed up generation and rendering when the cap "
"is never seen by the camera. See also [member top_radius].\n"
"[b]Note:[/b] If [member top_radius] is [code]0.0[/code], cap generation is "
"always skipped even if [member cap_top] is [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則在圓柱體頂部生成一個蓋子。這可以設定為 "
"[code]false[/code] 以在相機從未看到蓋子時加速生成和渲染。另見 [member "
"top_radius]。\n"
"[b]注意:[/b]如果 [member top_radius] 為 [code]0.0[/code],即使 [member "
"cap_top] 為 [code]true[/code],蓋子生成也會始終被跳過。"
msgid "Full height of the cylinder."
msgstr "圓柱體的全高。"
msgid ""
"Number of radial segments on the cylinder. Higher values result in a more "
"detailed cylinder/cone at the cost of performance."
msgstr ""
"圓柱體上的徑向段數。更高的值會生成更細緻的圓柱體或圓錐體,但以性能為代價。"
msgid ""
"Number of edge rings along the height of the cylinder. Changing [member "
"rings] does not have any visual impact unless a shader or procedural mesh "
"tool is used to alter the vertex data. Higher values result in more "
"subdivisions, which can be used to create smoother-looking effects with "
"shaders or procedural mesh tools (at the cost of performance). When not "
"altering the vertex data using a shader or procedural mesh tool, [member "
"rings] should be kept to its default value."
msgstr ""
"沿圓柱體的高度的邊緣環的數量。除非使用著色器或程式網格工具來更改頂點資料,否則"
"更改 [member rings] 不會影響顯示,[member rings] 應保持其預設值。較高的值會產"
"生更多的細分,這可用於使用著色器或程式式網格工具建立更平滑的顯示效果,但以性能"
"為代價。"
msgid ""
"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
"not be generated, resulting in a conic shape. See also [member cap_top]."
msgstr ""
"圓柱體的頂部半徑。如果設定為 [code]0.0[/code],則不會生成頂面,呈圓錐狀。另見 "
"[member cap_top]。"
msgid "A 3D cylinder shape used for physics collision."
msgstr "用於物理碰撞的 3D 圓柱體形狀。"
msgid ""
"A 3D cylinder shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D].\n"
"[b]Note:[/b] There are several known bugs with cylinder collision shapes. "
"Using [CapsuleShape3D] or [BoxShape3D] instead is recommended.\n"
"[b]Performance:[/b] [CylinderShape3D] is fast to check collisions against, "
"but it is slower than [CapsuleShape3D], [BoxShape3D], and [SphereShape3D]."
msgstr ""
"3D 膠囊形狀,旨在用於物理學。通常用於為 [CollisionShape3D] 提供形狀。\n"
"[b]注意:[/b]圓柱體碰撞形狀有若干已知的問題。建議改用 [CapsuleShape3D] 或 "
"[BoxShape3D]。\n"
"[b]性能:[/b][CylinderShape3D] 可以快速檢查碰撞,但比 [CapsuleShape3D]、"
"[BoxShape3D] 和 [CylinderShape3D] 慢。"
msgid "The cylinder's height."
msgstr "圓柱體的高度。"
msgid "The cylinder's radius."
msgstr "圓柱體的半徑。"
msgid ""
"A physics joint that connects two 2D physics bodies with a spring-like force."
msgstr "通過類似彈簧的力連接兩個 2D 物理物體的物理關節。"
msgid ""
"A physics joint that connects two 2D physics bodies with a spring-like force. "
"This resembles a spring that always wants to stretch to a given length."
msgstr ""
"通過類似彈簧的力連接兩個 2D 物理物體的物理關節。這就像一個總是想拉伸到給定長度"
"的彈簧。"
msgid ""
"The spring joint's maximum length. The two attached bodies cannot stretch it "
"past this value."
msgstr "彈簧關節的最大長度。兩個連接體不能超過這個值。"
msgid ""
"When the bodies attached to the spring joint move they stretch or squash it. "
"The joint always tries to resize towards this length."
msgstr ""
"當連接到彈簧關節的機構移動時,它們會拉伸或擠壓它。關節總是嘗試向這個長度調整。"
msgid ""
"The higher the value, the less the bodies attached to the joint will deform "
"it. The joint applies an opposing force to the bodies, the product of the "
"stiffness multiplied by the size difference from its resting length."
msgstr ""
"該值越大,連接在關節上的機構變形越小。關節對各機構施加一個相反的力,即剛度乘以"
"與其靜止長度的大小差的乘積。"
msgid "Node that projects a texture onto a [MeshInstance3D]."
msgstr "將紋理投影到 [MeshInstance3D] 上的節點。"
msgid ""
"[Decal]s are used to project a texture onto a [Mesh] in the scene. Use Decals "
"to add detail to a scene without affecting the underlying [Mesh]. They are "
"often used to add weathering to building, add dirt or mud to the ground, or "
"add variety to props. Decals can be moved at any time, making them suitable "
"for things like blob shadows or laser sight dots.\n"
"They are made of an [AABB] and a group of [Texture2D]s specifying [Color], "
"normal, ORM (ambient occlusion, roughness, metallic), and emission. Decals "
"are projected within their [AABB] so altering the orientation of the Decal "
"affects the direction in which they are projected. By default, Decals are "
"projected down (i.e. from positive Y to negative Y).\n"
"The [Texture2D]s associated with the Decal are automatically stored in a "
"texture atlas which is used for drawing the decals so all decals can be drawn "
"at once. Godot uses clustered decals, meaning they are stored in cluster data "
"and drawn when the mesh is drawn, they are not drawn as a post-processing "
"effect after.\n"
"[b]Note:[/b] Decals cannot affect an underlying material's transparency, "
"regardless of its transparency mode (alpha blend, alpha scissor, alpha hash, "
"opaque pre-pass). This means translucent or transparent areas of a material "
"will remain translucent or transparent even if an opaque decal is applied on "
"them.\n"
"[b]Note:[/b] Decals are only supported in the Forward+ and Mobile rendering "
"methods, not Compatibility. When using the Mobile rendering method, only 8 "
"decals can be displayed on each mesh resource. Attempting to display more "
"than 8 decals on a single mesh resource will result in decals flickering in "
"and out as the camera moves.\n"
"[b]Note:[/b] When using the Mobile rendering method, decals will only "
"correctly affect meshes whose visibility AABB intersects with the decal's "
"AABB. If using a shader to deform the mesh in a way that makes it go outside "
"its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on "
"the mesh. Otherwise, the decal may not be visible on the mesh."
msgstr ""
"[Decal] 用於將紋理投射到場景中的 [Mesh] 上。使用裝飾可在不影響底層 [Mesh] 的情"
"況下向場景中新增細節。它們通常用於為建築物新增風化效果,為地面新增污垢或泥土,"
"或為道具新增多樣性。裝飾可以隨時移動,使其適用於斑點陰影或鐳射瞄準點之類的東"
"西。\n"
"裝飾由一個 [AABB] 和一組用於指定 [Color]、法線、ORM環境光遮蔽、粗糙度、金屬"
"度)和自發光的 [Texture2D] 組成。裝飾在其 [AABB] 內投影,因此改變裝飾的朝向會"
"影響它們投影的方向。預設情況下,裝飾向下投影(即從正 Y 到負 Y。\n"
"與裝飾關聯的 [Texture2D] 會自動儲存在用於繪製裝飾的紋理合集中,因此可以一次繪"
"制所有裝飾。Godot 使用集群裝飾,這意味著裝飾是儲存在集群資料中的,會在繪製網格"
"時繪製,而不是作為後期處理效果在此之後進行繪製。\n"
"[b]注意:[/b]裝飾不會影響底層材質的透明度無論其透明度模式如何Alpha 混合、"
"Alpha 剪切、Alpha 雜湊、不透明預通)。這意味著材質的半透明或透明區域將保持半透"
"明或透明,即使在其上套用不透明裝飾也是如此。\n"
"[b]注意:[/b]裝飾僅在支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。"
"使用 Mobile 渲染方式時,每個網格資源上最多只能顯示 8 個裝飾。嘗試在單個網格資"
"源上顯示超過 8 個裝飾,將導致裝飾隨著相機移動而閃爍。\n"
"[b]注意:[/b]當使用 Mobile 渲染方式時,裝飾只會正確影響其可視 AABB 與該裝飾的 "
"AABB 相交的網格。如果使用著色器變形網格,使其超出網格自身的 AABB則必須增大網"
"格上的 [member GeometryInstance3D.extra_cull_margin]。否則,裝飾可能在該網格上"
"不可見。"
msgid ""
"Returns the [Texture2D] associated with the specified [enum DecalTexture]. "
"This is a convenience method, in most cases you should access the texture "
"directly.\n"
"For example, instead of [code]albedo_tex = $Decal.get_texture(Decal."
"TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/code].\n"
"One case where this is better than accessing the texture directly is when you "
"want to copy one Decal's textures to another. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回與指定的 [enum DecalTexture] 關聯的 [Texture2D]。這是一個便捷方法,在大多"
"數情況下,你應該直接存取紋理。\n"
"例如,相比於 [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)[/"
"code],請使用 [code]albedo_tex = $Decal.texture_albedo[/code]。\n"
"有一種情況下這種寫法比直接存取紋理更好,那就是當想要將裝飾的紋理複製到另一個裝"
"飾是。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Sets the [Texture2D] associated with the specified [enum DecalTexture]. This "
"is a convenience method, in most cases you should access the texture "
"directly.\n"
"For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, "
"albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n"
"One case where this is better than accessing the texture directly is when you "
"want to copy one Decal's textures to another. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"設定與指定的 [enum DecalTexture] 關聯的 [Texture2D]。這是一個便捷方法,在大多"
"數情況下,你應該直接存取紋理。\n"
"例如,相比於 [code]albedo_tex = $Decal.set_texture(Decal.TEXTURE_ALBEDO, "
"albedo_tex)[/code],請使用 [code]$Decal.texture_albedo = albedo_tex[/code]。\n"
"有一種情況下這種寫法比直接存取紋理更好,那就是當想要將裝飾的紋理複製到另一個裝"
"飾是。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"for i in Decal.TEXTURE_MAX:\n"
" $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n"
"[/gdscript]\n"
"[csharp]\n"
"for (int i = 0; i < (int)Decal.DecalTexture.Max; i++)\n"
"{\n"
" GetNode<Decal>(\"NewDecal\").SetTexture(i, GetNode<Decal>(\"OldDecal\")."
"GetTexture(i));\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Blends the albedo [Color] of the decal with albedo [Color] of the underlying "
"mesh. This can be set to [code]0.0[/code] to create a decal that only affects "
"normal or ORM. In this case, an albedo texture is still required as its alpha "
"channel will determine where the normal and ORM will be overridden. See also "
"[member modulate]."
msgstr ""
"將該裝飾的反照率 [Color] 與底層網格的反照率 [Color] 混合。可以將其設定為 "
"[code]0.0[/code],從而建立僅影響法線或 ORM 的裝飾。這種情況下仍然需要反照率紋"
"理,因為它的 Alpha 通道將決定覆蓋法線和 ORM 的位置。另見 [member modulate]。"
msgid ""
"Specifies which [member VisualInstance3D.layers] this decal will project on. "
"By default, Decals affect all layers. This is used so you can specify which "
"types of objects receive the Decal and which do not. This is especially "
"useful so you can ensure that dynamic objects don't accidentally receive a "
"Decal intended for the terrain under them."
msgstr ""
"指定此裝飾將投射到哪些 [member VisualInstance3D.layers] 上。預設情況下,裝飾會"
"影響所有圖層。可用於指定哪些型別的對象接收該裝飾、哪些不接收。這一點特別有用,"
"你可以確保動態物件不會意外收到用於其下方地形的裝飾。"
msgid ""
"The distance from the camera at which the Decal begins to fade away (in 3D "
"units)."
msgstr "與相機的距離,裝飾從該處開始淡出(以 3D 單位表示)。"
msgid ""
"If [code]true[/code], decals will smoothly fade away when far from the active "
"[Camera3D] starting at [member distance_fade_begin]. The Decal will fade out "
"over [member distance_fade_begin] + [member distance_fade_length], after "
"which it will be culled and not sent to the shader at all. Use this to reduce "
"the number of active Decals in a scene and thus improve performance."
msgstr ""
"如果為 [code]true[/code],裝飾會在遠離活動的 [Camera3D] 時平滑地淡出,從 "
"[member distance_fade_begin] 開始。該裝飾將在 [member distance_fade_begin] + "
"[member distance_fade_length] 處消失,之後就會被剔除,根本不會發送到著色器。請"
"使用這個選項來減少場景中啟動裝飾的數量,從而提高性能。"
msgid ""
"The distance over which the Decal fades (in 3D units). The Decal becomes "
"slowly more transparent over this distance and is completely invisible at the "
"end. Higher values result in a smoother fade-out transition, which is more "
"suited when the camera moves fast."
msgstr ""
"該裝飾淡出的距離(以 3D 單位表示)。這段距離內,該裝飾會慢慢變得透明,直至完全"
"不可見。值越大,淡出過渡更平滑,更適合於相機快速移動的情況。"
msgid ""
"Energy multiplier for the emission texture. This will make the decal emit "
"light at a higher or lower intensity, independently of the albedo color. See "
"also [member modulate]."
msgstr ""
"自發光紋理的能量倍數。會使裝飾以更高或更低的強度發光,與反照率顏色無關。另見 "
"[member modulate]。"
msgid ""
"Sets the curve over which the decal will fade as the surface gets further "
"from the center of the [AABB]. Only positive values are valid (negative "
"values will be clamped to [code]0.0[/code]). See also [member upper_fade]."
msgstr ""
"設定該裝飾的淡出曲線,表示隨著表面遠離 [AABB] 中心而逐漸淡出。僅正值有效(負值"
"將被限制到 [code]0.0[/code])。另見 [member upper_fade]。"
msgid ""
"Changes the [Color] of the Decal by multiplying the albedo and emission "
"colors with this value. The alpha component is only taken into account when "
"multiplying the albedo color, not the emission color. See also [member "
"emission_energy] and [member albedo_mix] to change the emission and albedo "
"intensity independently of each other."
msgstr ""
"更改裝飾的 [Color],將其反照率和自發光顏色乘以這個值。僅在與反照率顏色相乘時才"
"會考慮 Alpha 分量,與自發光顏色相乘時則不會。如果要獨立更改自發光和反照率強"
"度,請參閱 [member emission_energy] 和 [member albedo_mix]。"
msgid ""
"Fades the Decal if the angle between the Decal's [AABB] and the target "
"surface becomes too large. A value of [code]0[/code] projects the Decal "
"regardless of angle, a value of [code]1[/code] limits the Decal to surfaces "
"that are nearly perpendicular.\n"
"[b]Note:[/b] Setting [member normal_fade] to a value greater than [code]0.0[/"
"code] has a small performance cost due to the added normal angle computations."
msgstr ""
"如果裝飾的 [AABB] 與目標表面之間的角度變得過大,則淡出裝飾。值為 [code]0[/"
"code] 時在投影裝飾會忽略角度,值為 [code]1[/code] 時會將裝飾限制到幾乎垂直的表"
"面。\n"
"[b]注意:[/b]將 [member normal_fade] 設定為大於 [code]0.0[/code] 的值會有較小"
"的性能成本,因為增加了法線角度計算。"
msgid ""
"Sets the size of the [AABB] used by the decal. All dimensions must be set to "
"a value greater than zero (they will be clamped to [code]0.001[/code] if this "
"is not the case). The AABB goes from [code]-size/2[/code] to [code]size/2[/"
"code].\n"
"[b]Note:[/b] To improve culling efficiency of \"hard surface\" decals, set "
"their [member upper_fade] and [member lower_fade] to [code]0.0[/code] and set "
"the Y component of the [member size] as low as possible. This will reduce the "
"decals' AABB size without affecting their appearance."
msgstr ""
"設定裝飾使用的 [AABB] 的大小。所有大小都必須設定為大於零的值(如果不是這種情"
"況,它們將被鉗制為 [code]0.001[/code])。該 AABB 從 [code]-size/2[/code] 到 "
"[code]size/2[/code]。\n"
"[b]注意:[/b]為了提高“硬表面”裝飾的剔除效率,將它們的 [member upper_fade] 和 "
"[member lower_fade] 設定為 [code]0.0[/code],並將 [member size] 的 Y 分量設定"
"的越低越好。這將減少裝飾的 AABB 大小而不影響它們的外觀。"
msgid ""
"[Texture2D] with the base [Color] of the Decal. Either this or the [member "
"texture_emission] must be set for the Decal to be visible. Use the alpha "
"channel like a mask to smoothly blend the edges of the decal with the "
"underlying object.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally with "
"[member ProjectSettings.rendering/textures/decals/filter]."
msgstr ""
"帶有裝飾的基礎 [Color] 的 [Texture2D]。必須設定這個屬性或者 [member "
"texture_emission] 裝飾才可見。要將裝飾的邊緣與底層物件平滑地混合,請像遮罩一樣"
"使用 Alpha 通道。\n"
"[b]注意:[/b][BaseMaterial3D] 的篩選模式可以對每個材質進行調整,而 [Decal] 紋"
"理的篩選模式是通過 [member ProjectSettings.rendering/textures/decals/filter] "
"全域設定的。"
msgid ""
"[Texture2D] with the emission [Color] of the Decal. Either this or the "
"[member texture_albedo] must be set for the Decal to be visible. Use the "
"alpha channel like a mask to smoothly blend the edges of the decal with the "
"underlying object.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally with "
"[member ProjectSettings.rendering/textures/decals/filter]."
msgstr ""
"帶有裝飾的自發光 [Color] 的 [Texture2D]。必須設定這個屬性或者 [member "
"texture_albedo] 裝飾才可見。要將裝飾的邊緣與底層物件平滑地混合,請像遮罩一樣使"
"用 Alpha 通道。\n"
"[b]注意:[/b][BaseMaterial3D] 的篩選模式可以對每個材質進行調整,而 [Decal] 紋"
"理的篩選模式是通過 [member ProjectSettings.rendering/textures/decals/filter] "
"全域設定的。"
msgid ""
"[Texture2D] with the per-pixel normal map for the decal. Use this to add "
"extra detail to decals.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally with "
"[member ProjectSettings.rendering/textures/decals/filter].\n"
"[b]Note:[/b] Setting this texture alone will not result in a visible decal, "
"as [member texture_albedo] must also be set. To create a normal-only decal, "
"load an albedo texture into [member texture_albedo] and set [member "
"albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be "
"used to determine where the underlying surface's normal map should be "
"overridden (and its intensity)."
msgstr ""
"帶有裝飾的逐圖元法線貼圖的 [Texture2D]。可用於為裝飾新增額外的細節。\n"
"[b]注意:[/b][BaseMaterial3D] 的篩選模式可以對每個材質進行調整,而 [Decal] 紋"
"理的篩選模式是通過 [member ProjectSettings.rendering/textures/decals/filter] "
"全域設定的。\n"
"[b]注意:[/b]單獨設定此紋理時裝飾不可見,因為還必須設定 [member "
"texture_albedo]。要建立僅包含法線的裝飾,請將反照率紋理載入到 [member "
"texture_albedo],並將 [member albedo_mix] 設定為 [code]0.0[/code]。反照率紋理"
"的 Alpha 通道將用於確定應在何處覆蓋底層表面的法線貼圖(及其強度)。"
msgid ""
"[Texture2D] storing ambient occlusion, roughness, and metallic for the decal. "
"Use this to add extra detail to decals.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for [Decal] textures is set globally with "
"[member ProjectSettings.rendering/textures/decals/filter].\n"
"[b]Note:[/b] Setting this texture alone will not result in a visible decal, "
"as [member texture_albedo] must also be set. To create an ORM-only decal, "
"load an albedo texture into [member texture_albedo] and set [member "
"albedo_mix] to [code]0.0[/code]. The albedo texture's alpha channel will be "
"used to determine where the underlying surface's ORM map should be overridden "
"(and its intensity)."
msgstr ""
"存有裝飾的環境光遮蔽、粗糙度、金屬性的 [Texture2D]。可用於為裝飾新增額外的細"
"節。\n"
"[b]注意:[/b][BaseMaterial3D] 的篩選模式可以對每個材質進行調整,而 [Decal] 紋"
"理的篩選模式是通過 [member ProjectSettings.rendering/textures/decals/filter] "
"全域設定的。\n"
"[b]注意:[/b]單獨設定此紋理時裝飾不可見,因為還必須設定 [member "
"texture_albedo]。要建立僅包含 ORM 的裝飾,請將反照率紋理載入到 [member "
"texture_albedo],並將 [member albedo_mix] 設定為 [code]0.0[/code]。反照率紋理"
"的 Alpha 通道將用於確定應在何處覆蓋底層表面的 ORM 貼圖(及其強度)。"
msgid ""
"Sets the curve over which the decal will fade as the surface gets further "
"from the center of the [AABB]. Only positive values are valid (negative "
"values will be clamped to [code]0.0[/code]). See also [member lower_fade]."
msgstr ""
"設定該裝飾的淡出曲線,表示隨著表面遠離 [AABB] 中心而逐漸淡出。僅正值有效(負值"
"將被限制到 [code]0.0[/code])。另見 [member upper_fade]。"
msgid "[Texture2D] corresponding to [member texture_albedo]."
msgstr "與 [member texture_albedo] 對應的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_normal]."
msgstr "與 [member texture_normal] 對應的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_orm]."
msgstr "與 [member texture_orm] 對應的 [Texture2D]。"
msgid "[Texture2D] corresponding to [member texture_emission]."
msgstr "與 [member texture_emission] 對應的 [Texture2D]。"
msgid "Max size of [enum DecalTexture] enum."
msgstr "[enum DecalTexture] 列舉的最大大小。"
msgid "A built-in data structure that holds key-value pairs."
msgstr "包含鍵值對的內建資料結構。"
msgid ""
"Dictionaries are associative containers that contain values referenced by "
"unique keys. Dictionaries will preserve the insertion order when adding new "
"entries. In other programming languages, this data structure is often "
"referred to as a hash map or an associative array.\n"
"You can define a dictionary by placing a comma-separated list of [code]key: "
"value[/code] pairs inside curly braces [code]{}[/code].\n"
"Creating a dictionary:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {} # Creates an empty dictionary.\n"
"\n"
"var dict_variable_key = \"Another key name\"\n"
"var dict_variable_value = \"value2\"\n"
"var another_dict = {\n"
" \"Some key name\": \"value1\",\n"
" dict_variable_key: dict_variable_value,\n"
"}\n"
"\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"\n"
"# Alternative Lua-style syntax.\n"
"# Doesn't require quotes around keys, but only string constants can be used "
"as key names.\n"
"# Additionally, key names must start with a letter or an underscore.\n"
"# Here, `some_key` is a string literal, not a variable!\n"
"another_dict = {\n"
" some_key = 42,\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary(); // Creates an empty "
"dictionary.\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"You can access a dictionary's value by referencing its corresponding key. In "
"the above example, [code]points_dict[\"White\"][/code] will return [code]50[/"
"code]. You can also write [code]points_dict.White[/code], which is "
"equivalent. However, you'll have to use the bracket syntax if the key you're "
"accessing the dictionary with isn't a fixed string (such as a number or "
"variable).\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export_enum(\"White\", \"Yellow\", \"Orange\") var my_color: String\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # We can't use dot syntax here as `my_color` is a variable.\n"
" var points = points_dict[my_color]\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n"
"public string MyColor { get; set; }\n"
"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections."
"Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"\n"
"public override void _Ready()\n"
"{\n"
" int points = (int)_pointsDict[MyColor];\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the above code, [code]points[/code] will be assigned the value that is "
"paired with the appropriate color selected in [code]my_color[/code].\n"
"Dictionaries can contain more complex data:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"First Array\": [1, 2, 3, 4] # Assigns an Array to a String key.\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To add a key to an existing dictionary, access it like an existing key and "
"assign to it:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its "
"value.\n"
"[/gdscript]\n"
"[csharp]\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"pointsDict[\"Blue\"] = 150; // Add \"Blue\" as a key and assign 150 as its "
"value.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Finally, dictionaries can contain different types of keys and values in the "
"same dictionary:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This is a valid dictionary.\n"
"# To access the string \"Nested value\" below, use `my_dict.sub_dict.sub_key` "
"or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n"
"# Indexing styles can be mixed and matched depending on your needs.\n"
"var my_dict = {\n"
" \"String Key\": 5,\n"
" 4: [1, 2, 3],\n"
" 7: \"Hello\",\n"
" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"// This is a valid dictionary.\n"
"// To access the string \"Nested value\" below, use `((Godot.Collections."
"Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n"
"var myDict = new Godot.Collections.Dictionary {\n"
" {\"String Key\", 5},\n"
" {4, new Godot.Collections.Array{1,2,3}},\n"
" {7, \"Hello\"},\n"
" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested "
"value\"}}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The keys of a dictionary can be iterated with the [code]for[/code] keyword:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var groceries = {\"Orange\": 20, \"Apple\": 2, \"Banana\": 4}\n"
"for fruit in groceries:\n"
" var amount = groceries[fruit]\n"
"[/gdscript]\n"
"[csharp]\n"
"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, "
"{\"Apple\", 2}, {\"Banana\", 4}};\n"
"foreach (var (fruit, amount) in groceries)\n"
"{\n"
" // `fruit` is the key, `amount` is the value.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a "
"dictionary which can be modified independently of the original dictionary, "
"use [method duplicate].\n"
"[b]Note:[/b] Erasing elements while iterating over dictionaries is [b]not[/b] "
"supported and will result in unpredictable behavior."
msgstr ""
"字典是關係容器包含的值Value由唯一的鍵Key引用。新增新條目時字典會保"
"持插入順序。在其他程式設計語言中,這種資料結構有時也稱為雜湊表或關聯陣列。\n"
"在大括弧 [code]{}[/code] 中放置用逗號分隔的一對對 [code]鍵: 值[/code] 列表就可"
"以定義字典。\n"
"字典的建立:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {} # 建立空字典。\n"
"\n"
"var dict_variable_key = \"Another key name\"\n"
"var dict_variable_value = \"value2\"\n"
"var another_dict = {\n"
" \"Some key name\": \"value1\",\n"
" dict_variable_key: dict_variable_value,\n"
"}\n"
"\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"\n"
"# 備選 Lua 分隔語法。\n"
"# 不需要在鍵周圍加引號,但鍵名只能為字串常數。\n"
"# 另外,鍵名必須以字母或底線開頭。\n"
"# 此處的 `some_key` 是字串字面量,不是變數!\n"
"another_dict = {\n"
" some_key = 42,\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary(); // 建立空字典。\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"你可以通過鍵來存取字典中對應的值。上面的例子中,[code]points_dict[\"White\"][/"
"code] 會返回 [code]50[/code]。你也可以寫 [code]points_dict.White[/code],和前"
"面的寫法是等價的。不過如果用來存取字典的鍵不是固定字串的話(例如數位或者變"
"數),那麼就只能使用方括號語法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@export_enum(\"White\", \"Yellow\", \"Orange\") var my_color: String\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"func _ready():\n"
" # 不能使用點語法,因為 `my_color` 是變數。\n"
" var points = points_dict[my_color]\n"
"[/gdscript]\n"
"[csharp]\n"
"[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n"
"public string MyColor { get; set; }\n"
"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections."
"Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"\n"
"public override void _Ready()\n"
"{\n"
" int points = (int)_pointsDict[MyColor];\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在上面的程式碼中,[code]points[/code] 會被賦值為與 [code]my_color[/code] 中選"
"中的顏色相對應的值。\n"
"字典可以包含更複雜的資料:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"First Array\": [1, 2, 3, 4] # 將 Array 賦給 String 鍵。\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要往已有字典中新增鍵,請像已有鍵一樣進行存取並賦值:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
"points_dict[\"Blue\"] = 150 # 將 \"Blue\" 新增為鍵,並將 150 賦為它的值。\n"
"[/gdscript]\n"
"[csharp]\n"
"var pointsDict = new Godot.Collections.Dictionary\n"
"{\n"
" {\"White\", 50},\n"
" {\"Yellow\", 75},\n"
" {\"Orange\", 100}\n"
"};\n"
"pointsDict[\"Blue\"] = 150; // 將 \"Blue\" 新增為鍵,並將 150 賦為它的值。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"最後,同一個字典裡可以包含不同型別的鍵和值:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 這是有效的字典。\n"
"# 要存取下面的 \"Nested value\",請使用 `my_dict.sub_dict.sub_key` 或 "
"`my_dict[\"sub_dict\"][\"sub_key\"]`。\n"
"# 索引風格可以按需混合使用。\n"
"var my_dict = {\n"
" \"String Key\": 5,\n"
" 4: [1, 2, 3],\n"
" 7: \"Hello\",\n"
" \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
"}\n"
"[/gdscript]\n"
"[csharp]\n"
"// 這是有效的字典。\n"
"// 要存取下面的 \"Nested value\",請使用 `((Godot.Collections."
"Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`。\n"
"var myDict = new Godot.Collections.Dictionary {\n"
" {\"String Key\", 5},\n"
" {4, new Godot.Collections.Array{1,2,3}},\n"
" {7, \"Hello\"},\n"
" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested "
"value\"}}}\n"
"};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"字典中的鍵可以用 [code]for[/code] 關鍵字進行走訪:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var groceries = {\"Orange\": 20, \"Apple\": 2, \"Banana\": 4}\n"
"for fruit in groceries:\n"
" var amount = groceries[fruit]\n"
"[/gdscript]\n"
"[csharp]\n"
"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, "
"{\"Apple\", 2}, {\"Banana\", 4}};\n"
"foreach (var (fruit, amount) in groceries)\n"
"{\n"
" // `fruit` 為鍵,`amount` 為值。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]字典始終按引用傳遞。要獲取字典的副本,能獨立於原字典進行修改,請"
"使用 [method duplicate]。\n"
"[b]注意:[/b][b]不支援[/b]在走訪字典時清除元素,可能造成無法預知的行為。"
msgid "GDScript basics: Dictionary"
msgstr "GDScript 基礎:字典"
msgid "Constructs an empty [Dictionary]."
msgstr "建構空的 [Dictionary]。"
msgid ""
"Returns the same dictionary as [param from]. If you need a copy of the "
"dictionary, use [method duplicate]."
msgstr ""
"返回與 [param from] 相同的字典。如果你需要該字典的副本,請使用 [method "
"duplicate]。"
msgid "Clears the dictionary, removing all entries from it."
msgstr "清空該字典,移除其中的所有條目。"
msgid ""
"Creates and returns a new copy of the dictionary. If [param deep] is "
"[code]true[/code], inner [Dictionary] and [Array] keys and values are also "
"copied, recursively."
msgstr ""
"建立並返回該字典的副本。如果 [param deep] 為 [code]true[/code],內部的 "
"[Dictionary] 和 [Array] 鍵和值也會被遞迴複製。"
msgid ""
"Removes the dictionary entry by key, if it exists. Returns [code]true[/code] "
"if the given [param key] existed in the dictionary, otherwise [code]false[/"
"code].\n"
"[b]Note:[/b] Do not erase entries while iterating over the dictionary. You "
"can iterate over the [method keys] array instead."
msgstr ""
"如果字典中存在與鍵對應的條目,則將其移除。如果給定的鍵 [param key] 在字典中存"
"在,則返回 [code]true[/code] ,否則返回 [code]false[/code] 。\n"
"[b]注意:[/b]請勿在走訪字典時擦除條目。你可以改為走訪 [method keys] 陣列。"
msgid ""
"Finds and returns the first key whose associated value is equal to [param "
"value], or [code]null[/code] if it is not found.\n"
"[b]Note:[/b] [code]null[/code] is also a valid key. If inside the dictionary, "
"[method find_key] may give misleading results."
msgstr ""
"找到並返回關聯值等於 [param value] 的第一個鍵,如果沒有找到,則返回 "
"[code]null[/code]。\n"
"[b]注意:[/b][code]null[/code] 也是有效的鍵。如果字典中包含這個鍵,則 [method "
"find_key] 可能會給出誤導性的結果。"
msgid ""
"Returns the corresponding value for the given [param key] in the dictionary. "
"If the [param key] does not exist, returns [param default], or [code]null[/"
"code] if the parameter is omitted."
msgstr ""
"返回該字典中與給定的鍵 [param key] 對應的值。如果 [param key] 不存在,則返回 "
"[param default],如果省略了該參數則返回 [code]null[/code]。"
msgid ""
"Returns [code]true[/code] if the dictionary contains an entry with the given "
"[param key].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"Godot\" : 4,\n"
" 210 : null,\n"
"}\n"
"\n"
"print(my_dict.has(\"Godot\")) # Prints true\n"
"print(my_dict.has(210)) # Prints true\n"
"print(my_dict.has(4)) # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" { \"Godot\", 4 },\n"
" { 210, default },\n"
"};\n"
"\n"
"GD.Print(myDict.ContainsKey(\"Godot\")); // Prints true\n"
"GD.Print(myDict.ContainsKey(210)); // Prints true\n"
"GD.Print(myDict.ContainsKey(4)); // Prints false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In GDScript, this is equivalent to the [code]in[/code] operator:\n"
"[codeblock]\n"
"if \"Godot\" in {\"Godot\": 4}:\n"
" print(\"The key is here!\") # Will be printed.\n"
"[/codeblock]\n"
"[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] "
"exists, even if its corresponding value is [code]null[/code]."
msgstr ""
"如果該字典包含給定的鍵 [param key],則返回 [code]true[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var my_dict = {\n"
" \"Godot\" : 4,\n"
" 210 : null,\n"
"}\n"
"\n"
"print(my_dict.has(\"Godot\")) # 輸出 true\n"
"print(my_dict.has(210)) # 輸出 true\n"
"print(my_dict.has(4)) # 輸出 false\n"
"[/gdscript]\n"
"[csharp]\n"
"var myDict = new Godot.Collections.Dictionary\n"
"{\n"
" { \"Godot\", 4 },\n"
" { 210, default },\n"
"};\n"
"\n"
"GD.Print(myDict.ContainsKey(\"Godot\")); // 輸出 true\n"
"GD.Print(myDict.ContainsKey(210)); // 輸出 true\n"
"GD.Print(myDict.ContainsKey(4)); // 輸出 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在 GDScript 中等價於 [code]in[/code] 運算子:\n"
"[codeblock]\n"
"if \"Godot\" in {\"Godot\": 4}:\n"
" print(\"這個鍵存在!\") # 會進行輸出。\n"
"[/codeblock]\n"
"[b]注意:[/b]只要鍵 [param key] 存在,該方法就會返回 [code]true[/code],即便這"
"個鍵對應的值為 [code]null[/code]。"
msgid ""
"Returns [code]true[/code] if the dictionary contains all keys in the given "
"[param keys] array.\n"
"[codeblock]\n"
"var data = {\"width\" : 10, \"height\" : 20}\n"
"data.has_all([\"height\", \"width\"]) # Returns true\n"
"[/codeblock]"
msgstr ""
"如果該字典包含給定陣列 [param keys] 中的所有鍵,則返回 [code]true[/code]。\n"
"[codeblock]\n"
"var data = {\"width\" : 10, \"height\" : 20}\n"
"data.has_all([\"height\", \"width\"]) # 返回 true\n"
"[/codeblock]"
msgid ""
"Returns a hashed 32-bit integer value representing the dictionary contents.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var dict1 = {\"A\": 10, \"B\": 2}\n"
"var dict2 = {\"A\": 10, \"B\": 2}\n"
"\n"
"print(dict1.hash() == dict2.hash()) # Prints true\n"
"[/gdscript]\n"
"[csharp]\n"
"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"\n"
"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n"
"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Dictionaries with the same entries but in a different order will "
"not have the same hash.\n"
"[b]Note:[/b] Dictionaries with equal hash values are [i]not[/i] guaranteed to "
"be the same, because of hash collisions. On the contrary, dictionaries with "
"different hash values are guaranteed to be different."
msgstr ""
"返回代表該字典內容的 32 位元整數雜湊值。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var dict1 = {\"A\": 10, \"B\": 2}\n"
"var dict2 = {\"A\": 10, \"B\": 2}\n"
"\n"
"print(dict1.hash() == dict2.hash()) # 輸出 true\n"
"[/gdscript]\n"
"[csharp]\n"
"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n"
"\n"
"// Godot.Collections.Dictionary 沒有 Hash() 方法。請改用 GD.Hash()。\n"
"GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // 輸出 true\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果兩個字典條目相同,但順序不同,則雜湊值也不同。\n"
"[b]注意:[/b]雜湊值相同的字典[i]不保證[/i]相同,因為可能存在雜湊碰撞。相對地,"
"雜湊值不同的字典保證不同。"
msgid ""
"Returns [code]true[/code] if the dictionary is empty (its size is [code]0[/"
"code]). See also [method size]."
msgstr ""
"如果該字典為空(大小為 [code]0[/code]),則返回 [code]true[/code]。另見 "
"[method size]。"
msgid ""
"Returns [code]true[/code] if the dictionary is read-only. See [method "
"make_read_only]. Dictionaries are automatically read-only if declared with "
"[code]const[/code] keyword."
msgstr ""
"如果該字典是唯讀的,則返回 [code]true[/code] 。見 [method make_read_only]。用 "
"[code]const[/code] 關鍵字宣告的字典自動唯讀。"
msgid "Returns the list of keys in the dictionary."
msgstr "返回該字典中的鍵列表。"
msgid ""
"Makes the dictionary read-only, i.e. disables modification of the "
"dictionary's contents. Does not apply to nested content, e.g. content of "
"nested dictionaries."
msgstr ""
"使該字典唯讀,即禁用字典內容的修改。不適用於巢狀內容,例如內嵌字典的內容。"
msgid ""
"Returns the number of entries in the dictionary. Empty dictionaries ([code]{ }"
"[/code]) always return [code]0[/code]. See also [method is_empty]."
msgstr ""
"返回該字典中條目的數量。空字典([code]{ }[/code])始終返回 [code]0[/code]。另"
"見 [method is_empty]。"
msgid "Returns the list of values in this dictionary."
msgstr "返回該字典中的值列表。"
msgid ""
"Returns [code]true[/code] if the two dictionaries do not contain the same "
"keys and values."
msgstr "如果兩個字典包含的鍵、值不同,則返回 [code]true[/code] 。"
msgid ""
"Returns [code]true[/code] if the two dictionaries contain the same keys and "
"values. The order of the entries does not matter.\n"
"[b]Note:[/b] In C#, by convention, this operator compares by [b]reference[/"
"b]. If you need to compare by value, iterate over both dictionaries."
msgstr ""
"如果兩個字典包含的鍵、值心相同,則返回 [code]true[/code] 。條目順序並不重"
"要。\n"
"[b]注意:[/b]在 C# 中,按照慣例,這個運算子進行的是按[b]引用[/b]比較。如果你需"
"要按值比較,請走訪這兩個字典。"
msgid ""
"Returns the corresponding value for the given [param key] in the dictionary. "
"If the entry does not exist, fails and returns [code]null[/code]. For safe "
"access, use [method get] or [method has]."
msgstr ""
"返回該字典中與給定的鍵 [param key] 對應的值。如果條目不存在或者失敗,則返回 "
"[code]null[/code]。為了更安全的存取,請使用 [method get] 或 [method has]。"
msgid "Provides methods for managing directories and their content."
msgstr "提供管理目錄及其內容的方法。"
msgid ""
"This class is used to manage directories and their content, even outside of "
"the project folder.\n"
"[DirAccess] can't be instantiated directly. Instead it is created with a "
"static method that takes a path for which it will be opened.\n"
"Most of the methods have a static alternative that can be used without "
"creating a [DirAccess]. Static methods only support absolute paths (including "
"[code]res://[/code] and [code]user://[/code]).\n"
"[codeblock]\n"
"# Standard\n"
"var dir = DirAccess.open(\"user://levels\")\n"
"dir.make_dir(\"world1\")\n"
"# Static\n"
"DirAccess.make_dir_absolute(\"user://levels/world1\")\n"
"[/codeblock]\n"
"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
"files), and their source asset will not be included in the exported game, as "
"only the imported version is used. Use [ResourceLoader] to access imported "
"resources.\n"
"Here is an example on how to iterate through the files of a directory:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func dir_contents(path):\n"
" var dir = DirAccess.open(path)\n"
" if dir:\n"
" dir.list_dir_begin()\n"
" var file_name = dir.get_next()\n"
" while file_name != \"\":\n"
" if dir.current_is_dir():\n"
" print(\"Found directory: \" + file_name)\n"
" else:\n"
" print(\"Found file: \" + file_name)\n"
" file_name = dir.get_next()\n"
" else:\n"
" print(\"An error occurred when trying to access the path.\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public void DirContents(string path)\n"
"{\n"
" using var dir = DirAccess.Open(path);\n"
" if (dir != null)\n"
" {\n"
" dir.ListDirBegin();\n"
" string fileName = dir.GetNext();\n"
" while (fileName != \"\")\n"
" {\n"
" if (dir.CurrentIsDir())\n"
" {\n"
" GD.Print($\"Found directory: {fileName}\");\n"
" }\n"
" else\n"
" {\n"
" GD.Print($\"Found file: {fileName}\");\n"
" }\n"
" fileName = dir.GetNext();\n"
" }\n"
" }\n"
" else\n"
" {\n"
" GD.Print(\"An error occurred when trying to access the path.\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"這個類可以用來管理目錄及其內容,不限於專案檔案夾。\n"
"[DirAccess] 無法直接產生實體。請使用接受要打開的路徑的靜態方法建立。\n"
"大多數方法都有靜態備選項,無需建立 [DirAccess] 即可使用。靜態方法僅支援絕對路"
"徑(包含 [code]res://[/code] 和 [code]user://[/code])。\n"
"[codeblock]\n"
"# 標準\n"
"var dir = DirAccess.open(\"user://levels\")\n"
"dir.make_dir(\"world1\")\n"
"# 靜態\n"
"DirAccess.make_dir_absolute(\"user://levels/world1\")\n"
"[/codeblock]\n"
"[b]注意:[/b]很多資源型別是經過匯入的(例如紋理和音效檔),因為在遊戲中只會用"
"到匯入後的版本,所以匯出後的遊戲中不包含對應的源素材。請使用 [ResourceLoader] "
"存取匯入的資源。\n"
"以下是走訪目錄中檔的範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func dir_contents(path):\n"
" var dir = DirAccess.open(path)\n"
" if dir:\n"
" dir.list_dir_begin()\n"
" var file_name = dir.get_next()\n"
" while file_name != \"\":\n"
" if dir.current_is_dir():\n"
" print(\"發現目錄:\" + file_name)\n"
" else:\n"
" print(\"發現檔案:\" + file_name)\n"
" file_name = dir.get_next()\n"
" else:\n"
" print(\"嘗試存取路徑時出錯。\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public void DirContents(string path)\n"
"{\n"
" using var dir = DirAccess.Open(path);\n"
" if (dir != null)\n"
" {\n"
" dir.ListDirBegin();\n"
" string fileName = dir.GetNext();\n"
" while (fileName != \"\")\n"
" {\n"
" if (dir.CurrentIsDir())\n"
" {\n"
" GD.Print($\"發現目錄:{fileName}\");\n"
" }\n"
" else\n"
" {\n"
" GD.Print($\"發現檔案:{fileName}\");\n"
" }\n"
" fileName = dir.GetNext();\n"
" }\n"
" }\n"
" else\n"
" {\n"
" GD.Print(\"嘗試存取路徑時出錯。\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "File system"
msgstr "檔案系統"
msgid ""
"Copies the [param from] file to the [param to] destination. Both arguments "
"should be paths to files, either relative or absolute. If the destination "
"file exists and is not access-protected, it will be overwritten.\n"
"If [param chmod_flags] is different than [code]-1[/code], the Unix "
"permissions for the destination path will be set to the provided value, if "
"available on the current operating system.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"將 [param from] 檔複製到 [param to] 目標位置。兩個參數都應該是檔的路徑,可以是"
"相對路徑,也可以是絕對路徑。如果目的檔案存在並且沒有存取保護,則它將被覆蓋。\n"
"如果 [param chmod_flags] 不同於 [code]-1[/code],且如果在目前作業系統上可用,"
"目標路徑的 Unix 許可權將設定為提供的值。\n"
"返回 [enum Error] 錯誤碼常數之一(成功時為 [constant OK])。"
msgid "Static version of [method copy]. Supports only absolute paths."
msgstr "靜態版本的 [method copy]。僅支援絕對路徑。"
msgid ""
"Returns whether the current item processed with the last [method get_next] "
"call is a directory ([code].[/code] and [code]..[/code] are considered "
"directories)."
msgstr ""
"返回上一次 [method get_next] 呼叫處理的目前專案是否為目錄([code].[/code] 和 "
"[code].[/code] 屬於目錄)。"
msgid ""
"Returns whether the target directory exists. The argument can be relative to "
"the current directory, or an absolute path."
msgstr ""
"返回目標目錄是否存在。參數可以是相對於目前的目錄的路徑,也可以是絕對路徑。"
msgid "Static version of [method dir_exists]. Supports only absolute paths."
msgstr "靜態版本的 [method dir_exists]。僅支援絕對路徑。"
msgid ""
"Returns whether the target file exists. The argument can be relative to the "
"current directory, or an absolute path.\n"
"For a static equivalent, use [method FileAccess.file_exists]."
msgstr ""
"返回目的檔案是否存在。參數可以是相對於目前的目錄的路徑,也可以是絕對路徑。\n"
"對於靜態等效項,請使用 [method FileAccess.file_exists]。"
msgid ""
"Returns the absolute path to the currently opened directory (e.g. [code]res://"
"folder[/code] or [code]C:\\tmp\\folder[/code])."
msgstr ""
"返回目前打開目錄的絕對路徑(例如 [code]res://資料夾[/code] 或 [code]C:"
"\\tmp\\資料夾[/code])。"
msgid ""
"Returns the currently opened directory's drive index. See [method "
"get_drive_name] to convert returned index to the name of the drive."
msgstr ""
"返回目前打開目錄的驅動器索引。要將返回的索引轉換為驅動器名稱,請參閱 [method "
"get_drive_name]。"
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory contents, "
"excluding files. The array is sorted alphabetically.\n"
"Affected by [member include_hidden] and [member include_navigational]."
msgstr ""
"返回該目錄內容的檔案名 [PackedStringArray],不含檔。該陣列按字母排序。\n"
"受 [member include_hidden] 和 [member include_navigational] 的影響。"
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory contents, "
"excluding files, at the given [param path]. The array is sorted "
"alphabetically.\n"
"Use [method get_directories] if you want more control of what gets included."
msgstr ""
"返回位於給定路徑 [param path] 的目錄內容的檔案名 [PackedStringArray],不含文"
"件。該陣列按字母排序。\n"
"如果你想要對包括的內容有更多的控制,請使用 [method get_directories]。"
msgid ""
"On Windows, returns the number of drives (partitions) mounted on the current "
"filesystem.\n"
"On macOS, returns the number of mounted volumes.\n"
"On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
"On other platforms, the method returns 0."
msgstr ""
"在 Windows 上,返回掛載在目前檔案系統上的驅動器(分區)數量。\n"
"在 macOS 上,返回掛載磁碟區的數量。\n"
"在 Linux 上,返回掛載磁碟區與 GTK 3 書簽的數量。\n"
"在其他平臺上,該方法返回 0。"
msgid ""
"On Windows, returns the name of the drive (partition) passed as an argument "
"(e.g. [code]C:[/code]).\n"
"On macOS, returns the path to the mounted volume passed as an argument.\n"
"On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as "
"an argument.\n"
"On other platforms, or if the requested drive does not exist, the method "
"returns an empty String."
msgstr ""
"在 Windows 上,返回作為參數傳遞的驅動器(分區)的名稱(例如 [code]C:[/"
"code])。\n"
"在 macOS 上,返回作為參數傳遞的掛載磁碟區的路徑。\n"
"在 Linux 上,返回作為參數傳遞的掛載磁碟區或 GTK 3 書簽的路徑。\n"
"在其他平臺上,或者當請求的驅動器不存在時,該方法會返回空的 String。"
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory contents, "
"excluding directories. The array is sorted alphabetically.\n"
"Affected by [member include_hidden].\n"
"[b]Note:[/b] When used on a [code]res://[/code] path in an exported project, "
"only the files actually included in the PCK at the given folder level are "
"returned. In practice, this means that since imported resources are stored in "
"a top-level [code].godot/[/code] folder, only paths to [code]*.gd[/code] and "
"[code]*.import[/code] files are returned (plus a few files such as "
"[code]project.godot[/code] or [code]project.binary[/code] and the project "
"icon). In an exported project, the list of returned files will also vary "
"depending on whether [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] is [code]true[/code]."
msgstr ""
"返回目錄內容的檔案名 [PackedStringArray],不含目錄。該陣列按字母排序。\n"
"受 [member include_hidden] 的影響。\n"
"[b]注意:[/b]在匯出後的專案中對 [code]res://[/code] 使用時,只會返回確實在 "
"PCK 的給定資料夾中存在的檔案。在實踐中,匯入後的資源是存放在頂層的 [code]."
"godot[/code] 資料夾中的,因此只會返回 [code]*.gd[/code] 和 [code]*.import[/"
"code] 檔的路徑(以及 [code]project.godot[/code] 或者 [code]project.binary[/"
"code] 和專案圖示等檔)。匯出後的專案中,返回的列表也會因為 [member "
"ProjectSettings.editor/export/convert_text_resources_to_binary] 是否為 "
"[code]true[/code] 而變化。"
msgid ""
"Returns a [PackedStringArray] containing filenames of the directory contents, "
"excluding directories, at the given [param path]. The array is sorted "
"alphabetically.\n"
"Use [method get_files] if you want more control of what gets included."
msgstr ""
"返回位於給定路徑 [param path] 的目錄內容的檔案名 [PackedStringArray],不含目"
"錄。該陣列按字母排序。\n"
"如果你想要對包括的內容有更多的控制,請使用 [method get_files]。"
msgid ""
"Returns the next element (file or directory) in the current directory.\n"
"The name of the file or directory is returned (and not its full path). Once "
"the stream has been fully processed, the method returns an empty [String] and "
"closes the stream automatically (i.e. [method list_dir_end] would not be "
"mandatory in such a case)."
msgstr ""
"返回目前的目錄中的下一個元素(檔或目錄)。\n"
"返回的是檔或目錄的名稱(不是完整路徑)。完全處理完流之後,該方法會返回空 "
"[String] 並自動將流關閉(即此時不必再呼叫 [method list_dir_end])。"
msgid "Returns the result of the last [method open] call in the current thread."
msgstr "返回目前執行緒中最後一次 [method open] 呼叫的結果。"
msgid ""
"Returns the available space on the current directory's disk, in bytes. "
"Returns [code]0[/code] if the platform-specific method to query the available "
"space fails."
msgstr ""
"返回目前的目錄所在磁片的可用空間,單位為位元組。如果該平臺查詢可用空間的方法失"
"敗,則返回 [code]0[/code]。"
msgid ""
"Initializes the stream used to list all files and directories using the "
"[method get_next] function, closing the currently opened stream if needed. "
"Once the stream has been processed, it should typically be closed with "
"[method list_dir_end].\n"
"Affected by [member include_hidden] and [member include_navigational].\n"
"[b]Note:[/b] The order of files and directories returned by this method is "
"not deterministic, and can vary between operating systems. If you want a list "
"of all files or folders sorted alphabetically, use [method get_files] or "
"[method get_directories]."
msgstr ""
"初始化流,用於使用 [method get_next] 函式列出所有檔和目錄,如果需要還會關閉目"
"前打開的流。處理完流之後,一般應使用 [method list_dir_end] 關閉。\n"
"受 [member include_hidden] 和 [member include_navigational] 的影響。\n"
"[b]注意:[/b]該方法返回的檔和目錄順序是不確定的,不同作業系統也可能不同。如果"
"你想要獲取按字母排序的檔或資料夾列表,請使用 [method get_files] 或 [method "
"get_directories]。"
msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it has "
"been fully processed with [method get_next] does not matter)."
msgstr ""
"關閉用 [method list_dir_begin] 打開的目前流(並不關注是否已經用 [method "
"get_next] 完成處理)。"
msgid ""
"Creates a directory. The argument can be relative to the current directory, "
"or an absolute path. The target directory should be placed in an already "
"existing directory (to create the full path recursively, see [method "
"make_dir_recursive]).\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"建立目錄。參數可以相對於目前的目錄,也可以是絕對路徑。目標目錄應該位於已經存在"
"的目錄中(遞迴建立完整的路徑請參閱 [method make_dir_recursive])。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid "Static version of [method make_dir]. Supports only absolute paths."
msgstr "靜態版本的 [method make_dir]。僅支援絕對路徑。"
msgid ""
"Creates a target directory and all necessary intermediate directories in its "
"path, by calling [method make_dir] recursively. The argument can be relative "
"to the current directory, or an absolute path.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"遞迴呼叫 [method make_dir] 方法,建立目標目錄及其路徑中所有必要的中間目錄。參"
"數可以相對於目前的目錄,也可以是絕對路徑。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid ""
"Static version of [method make_dir_recursive]. Supports only absolute paths."
msgstr "靜態版本的 [method make_dir_recursive]。僅支援絕對路徑。"
msgid ""
"Creates a new [DirAccess] object and opens an existing directory of the "
"filesystem. The [param path] argument can be within the project tree "
"([code]res://folder[/code]), the user directory ([code]user://folder[/code]) "
"or an absolute path of the user filesystem (e.g. [code]/tmp/folder[/code] or "
"[code]C:\\tmp\\folder[/code]).\n"
"Returns [code]null[/code] if opening the directory failed. You can use "
"[method get_open_error] to check the error that occurred."
msgstr ""
"新建 [DirAccess] 物件並打開檔案系統中的某個現存目錄。[param path] 參數可以是在"
"專案樹中([code]res://folder[/code])、使用者目錄中([code]user://folder[/"
"code]),也可以是使用者檔案系統的絕對路徑(例如 [code]/tmp/folder[/code] 或 "
"[code]C:\\tmp\\folder[/code])。\n"
"如果打開目錄失敗,則返回 [code]null[/code]。你可以使用 [method "
"get_open_error] 來查看發生的錯誤。"
msgid ""
"Permanently deletes the target file or an empty directory. The argument can "
"be relative to the current directory, or an absolute path. If the target "
"directory is not empty, the operation will fail.\n"
"If you don't want to delete the file/directory permanently, use [method OS."
"move_to_trash] instead.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"將目的檔案或空目錄永久刪除。參數可以相對於目前的目錄,也可以是絕對路徑。如果目"
"標目錄非空,則操作失敗。\n"
"如果你不想永久刪除該檔/目錄,請改用 [method OS.move_to_trash]。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid "Static version of [method remove]. Supports only absolute paths."
msgstr "靜態版本的 [method remove]。僅支援絕對路徑。"
msgid ""
"Renames (move) the [param from] file or directory to the [param to] "
"destination. Both arguments should be paths to files or directories, either "
"relative or absolute. If the destination file or directory exists and is not "
"access-protected, it will be overwritten.\n"
"Returns one of the [enum Error] code constants ([constant OK] on success)."
msgstr ""
"將 [param from] 檔或目錄重命名為(移動至)[param to] 目標。兩個參數都應該是檔"
"或目錄的路徑,可以是相對路徑也可以是絕對路徑。如果目的檔案或目錄已存在,並且沒"
"有防寫,則會被覆蓋。\n"
"返回 [enum Error] 錯誤碼常數(成功時為 [constant OK])。"
msgid "Static version of [method rename]. Supports only absolute paths."
msgstr "靜態版本的 [method rename]。僅支援絕對路徑。"
msgid ""
"If [code]true[/code], hidden files are included when navigating the "
"directory.\n"
"Affects [method list_dir_begin], [method get_directories] and [method "
"get_files]."
msgstr ""
"如果為 [code]true[/code],則在導覽目錄時包含隱藏檔。\n"
"影響 [method list_dir_begin]、[method get_directories]、[method get_files]。"
msgid ""
"If [code]true[/code], [code].[/code] and [code]..[/code] are included when "
"navigating the directory.\n"
"Affects [method list_dir_begin] and [method get_directories]."
msgstr ""
"如果為 [code]true[/code],則在導覽目錄時包含 [code].[/code] 和 [code]..[/"
"code]。\n"
"影響 [method list_dir_begin] 和 [method get_directories]。"
msgid "Directional 2D light from a distance."
msgstr "來自遠處的 2D 平行光。"
msgid ""
"A directional light is a type of [Light2D] node that models an infinite "
"number of parallel rays covering the entire scene. It is used for lights with "
"strong intensity that are located far away from the scene (for example: to "
"model sunlight or moonlight).\n"
"[b]Note:[/b] [DirectionalLight2D] does not support light cull masks (but it "
"supports shadow cull masks). It will always light up 2D nodes, regardless of "
"the 2D node's [member CanvasItem.light_mask]."
msgstr ""
"平行光是一種 [Light2D] 節點,模擬覆蓋整個場景的無數平行光線。可用於遠離場景的"
"強光(例如:模擬日光或月光)。\n"
"[b]注意:[/b][DirectionalLight2D] 不支援燈光剔除遮罩(但支援陰影剔除遮罩)。它"
"會忽略 2D 節點的 [member CanvasItem.light_mask],始終點亮 2D 節點。"
msgid "2D lights and shadows"
msgstr "2D 燈光和陰影"
msgid ""
"The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel "
"to the plane) to 1 (perpendicular to the plane)."
msgstr ""
"燈光的高度。用於 2D 法線貼圖。範圍從 0平行於平面到 1垂直於平面。"
msgid ""
"The maximum distance from the camera center objects can be before their "
"shadows are culled (in pixels). Decreasing this value can prevent objects "
"located outside the camera from casting shadows (while also improving "
"performance). [member Camera2D.zoom] is not taken into account by [member "
"max_distance], which means that at higher zoom values, shadows will appear to "
"fade out sooner when zooming onto a given point."
msgstr ""
"物件在其陰影被剔除前與相機中心的最大距離(單位:圖元)。降低這個值可以防止位於"
"相機外部的物件投射陰影(同時還可以提高性能)。[member Camera2D.zoom] 不被 "
"[member max_distance] 考慮在內,這意味著在較高的縮放值下,當縮放到一個給定的點"
"時,陰影會更快地淡出。"
msgid "Directional light from a distance, as from the Sun."
msgstr "來自遠處的平行光,如太陽光。"
msgid ""
"A directional light is a type of [Light3D] node that models an infinite "
"number of parallel rays covering the entire scene. It is used for lights with "
"strong intensity that are located far away from the scene to model sunlight "
"or moonlight. The worldspace location of the DirectionalLight3D transform "
"(origin) is ignored. Only the basis is used to determine light direction."
msgstr ""
"平行光是一種 [Light3D] 節點,它可以模擬覆蓋整個場景的無限數量的平行光線。它用"
"於距離場景較遠的強光,以模擬日光或月光。 DirectionalLight3D 變換的世界空間位置"
"(原點)將被忽略。只有基被用於確定光線方向。"
msgid "3D lights and shadows"
msgstr "3D 燈光與陰影"
msgid "Faking global illumination"
msgstr "偽造全域光照"
msgid ""
"If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
"transitions between splits. Enabling shadow blend splitting also has a "
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
"如果為 [code]true[/code],會犧牲陰影的細節,換取分割區域之間更平滑的過渡。啟用"
"陰影混合分割同時也會帶來一些性能消耗。當 [member directional_shadow_mode] 為 "
"[constant SHADOW_ORTHOGONAL] 時會被忽略。"
msgid ""
"Proportion of [member directional_shadow_max_distance] at which point the "
"shadow starts to fade. At [member directional_shadow_max_distance], the "
"shadow will disappear. The default value is a balance between smooth fading "
"and distant shadow visibility. If the camera moves fast and the [member "
"directional_shadow_max_distance] is low, consider lowering [member "
"directional_shadow_fade_start] below [code]0.8[/code] to make shadow "
"transitions less noticeable. On the other hand, if you tuned [member "
"directional_shadow_max_distance] to cover the entire scene, you can set "
"[member directional_shadow_fade_start] to [code]1.0[/code] to prevent the "
"shadow from fading in the distance (it will suddenly cut off instead)."
msgstr ""
"陰影開始消失時,[member directional_shadow_max_distance] 的比例。在 [member "
"directional_shadow_max_distance] 處,陰影會消失。預設值是平滑淡化和遠處陰影可"
"見性之間的平衡。如果相機移動較快且 [member directional_shadow_max_distance] 較"
"低,請考慮將 [member directional_shadow_fade_start] 降低到 [code]0.8[/code] 以"
"下,以使陰影過渡不那麼明顯。另一方面,如果調整了 [member "
"directional_shadow_max_distance] 來覆蓋整個場景,可以將 [member "
"directional_shadow_fade_start] 設定為 [code]1.0[/code],以防止陰影在遠處逐漸淡"
"化(它將會突然切斷 )。"
msgid ""
"The maximum distance for shadow splits. Increasing this value will make "
"directional shadows visible from further away, at the cost of lower overall "
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
"陰影分割的最大距離。將這個值增大會讓定向陰影在更遠處可見,代價是整體的陰影細節"
"降低和性能(因為渲染定向陰影時需要包含更多的物體)。"
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
msgstr "燈光的陰影渲染演算法。見 [enum ShadowMode]。"
msgid ""
"Sets the size of the directional shadow pancake. The pancake offsets the "
"start of the shadow's camera frustum to provide a higher effective depth "
"resolution for the shadow. However, a high pancake size can cause artifacts "
"in the shadows of large objects that are close to the edge of the frustum. "
"Reducing the pancake size can help. Setting the size to [code]0[/code] turns "
"off the pancaking effect."
msgstr ""
"設定定向陰影斑點的大小。 斑點偏移了陰影的相機視錐體的起點,為陰影提供更高的有"
"效深度解析度。但是,較大的斑點尺寸會導致靠近視錐體邊緣的大型物體的陰影出現偽"
"影。減少斑點的大小會有所幫助。將大小設定為 [code]0[/code] 會關閉斑點效果。"
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"相機到陰影分割 1 的距離。相對於 [member directional_shadow_max_distance]。只有"
"當 [member directional_shadow_mode] 為 [constant SHADOW_PARALLEL_2_SPLITS] 或 "
"[constant SHADOW_PARALLEL_4_SPLITS] 時才使用。"
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"從陰影分割 1 到陰影分割 2 的距離。相對於 [member "
"directional_shadow_max_distance]。僅在 [member directional_shadow_mode] 為 "
"[constant SHADOW_PARALLEL_4_SPLITS] 時使用。"
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
"從陰影分割 2 到陰影分割 3 的距離。相對於 [member "
"directional_shadow_max_distance]。只有當 [member directional_shadow_mode] 為 "
"[constant SHADOW_PARALLEL_4_SPLITS] 時才使用。"
msgid ""
"Set whether this [DirectionalLight3D] is visible in the sky, in the scene, or "
"both in the sky and in the scene. See [enum SkyMode] for options."
msgstr ""
"設定該 [DirectionalLight3D] 是否在天空、場景、或天空和場景中可見。有關選項,請"
"參閱 [enum SkyMode]。"
msgid ""
"Renders the entire scene's shadow map from an orthogonal point of view. This "
"is the fastest directional shadow mode. May result in blurrier shadows on "
"close objects."
msgstr ""
"從正交的角度渲染整個場景的陰影圖。這是最快的定向陰影模式。可能會導致近距離物體"
"的陰影更模糊。"
msgid ""
"Splits the view frustum in 2 areas, each with its own shadow map. This shadow "
"mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant "
"SHADOW_PARALLEL_4_SPLITS] in terms of performance."
msgstr ""
"將視錐體分成2個區域每個區域都有自己的陰影貼圖。這種陰影模式是 [constant "
"SHADOW_ORTHOGONAL] 和 [constant SHADOW_PARALLEL_4_SPLITS] 在性能上的折衷。"
msgid ""
"Splits the view frustum in 4 areas, each with its own shadow map. This is the "
"slowest directional shadow mode."
msgstr ""
"將視錐體分成 4 個區域,每個區域都有自己的陰影貼圖。這是最慢的定向陰影模式。"
msgid "Makes the light visible in both scene lighting and sky rendering."
msgstr "使燈光在場景照明和天空渲染中都可見。"
msgid ""
"Makes the light visible in scene lighting only (including direct lighting and "
"global illumination). When using this mode, the light will not be visible "
"from sky shaders."
msgstr ""
"使燈光僅在場景照明中可見(包括直接照明和全域照明)。使用此模式時,天空著色器看"
"不到此燈光。"
msgid ""
"Makes the light visible to sky shaders only. When using this mode the light "
"will not cast light into the scene (either through direct lighting or through "
"global illumination), but can be accessed through sky shaders. This can be "
"useful, for example, when you want to control sky effects without "
"illuminating the scene (during a night cycle, for example)."
msgstr ""
"使燈光僅對天空著色器可見。使用此模式時,燈光不會將燈光投射到場景中(通過直接照"
"明或通過全域照明),但可以通過天空著色器存取。例如,當你想要控制天空效果而不照"
"亮場景時(例如,在夜間迴圈期間),這可能很有用。"
msgid "A server interface for low-level window management."
msgstr "用於低階視窗管理的伺服器介面。"
msgid ""
"[DisplayServer] handles everything related to window management. It is "
"separated from [OS] as a single operating system may support multiple display "
"servers.\n"
"[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
"argument[/url] disables all rendering and window management functions. Most "
"functions from [DisplayServer] will return dummy values in this case."
msgstr ""
"所有與視窗管理相關的內容都由 [DisplayServer](顯示伺服器)處理。因為一個操作系"
"統可能支援多個顯示伺服器,所以與 [OS] 是分開的。\n"
"[b]無頭模式:[/b]如果使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/"
"editor/command_line_tutorial.html]命令列參數[/url]啟動引擎,就會禁用所有渲染和"
"視窗管理功能。此時 [DisplayServer] 的大多數函式都會返回虛擬值。"
msgid "Returns the user's clipboard as a string if possible."
msgstr "如果可能,將使用者的剪貼板作為字串返回。"
msgid "Returns the user's clipboard as an image if possible."
msgstr "如果可能,將使用者的剪貼板作為字串返回。"
msgid ""
"Returns the user's [url=https://unix.stackexchange.com/questions/139191/whats-"
"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] "
"clipboard as a string if possible. This is the clipboard that is set when the "
"user selects text in any application, rather than when pressing [kbd]Ctrl + "
"C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse "
"button in any application that supports the primary clipboard mechanism.\n"
"[b]Note:[/b] This method is only implemented on Linux (X11)."
msgstr ""
"如果可能的話,將使用者的[url=https://unix.stackexchange.com/questions/139191/"
"whats-the-difference-between-primary-selection-and-clipboard-buffer]主[/url]剪"
"貼板作為字串返回。這是當使用者在任何套用程式中選擇文字時設定的剪貼板,而不是在"
"按下 [kbd]Ctrl + C[/kbd] 時設定的。然後可以通過在支援主剪貼板機制的任何應用程"
"式中,通過點擊滑鼠中鍵來貼上該剪貼板資料。\n"
"[b]注意:[/b]這個方法只在 LinuxX11上實作。"
msgid ""
"Returns [code]true[/code] if there is a text content on the user's clipboard."
msgstr "如果使用者的剪貼板中有內容,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if there is an image content on the user's "
"clipboard."
msgstr "如果使用者的剪貼板中有內容,則返回 [code]true[/code]。"
msgid "Sets the user's clipboard content to the given string."
msgstr "將使用者的剪貼板內容設定為給定的字串。"
msgid ""
"Sets the user's [url=https://unix.stackexchange.com/questions/139191/whats-"
"the-difference-between-primary-selection-and-clipboard-buffer]primary[/url] "
"clipboard content to the given string. This is the clipboard that is set when "
"the user selects text in any application, rather than when pressing [kbd]Ctrl "
"+ C[/kbd]. The clipboard data can then be pasted by clicking the middle mouse "
"button in any application that supports the primary clipboard mechanism.\n"
"[b]Note:[/b] This method is only implemented on Linux (X11)."
msgstr ""
"將使用者的[url=https://unix.stackexchange.com/questions/139191/whats-the-"
"difference-between-primary-selection-and-clipboard-buffer]主剪貼板[/url]內容設"
"定為給定的字串。這是使用者在套用程式中選中文字時設定的剪貼板,不是按 "
"[kbd]Ctrl + C[/kbd] 時設定的。設定後可以在任何支援主剪貼板機制的套用程式中通過"
"點擊滑鼠中鍵貼上剪貼板資料。\n"
"[b]注意:[/b]這個方法只在 LinuxX11上實作。"
msgid "Returns the default mouse cursor shape set by [method cursor_set_shape]."
msgstr "返回預設滑鼠游標形狀,由 [method cursor_set_shape] 設定。"
msgid ""
"Sets a custom mouse cursor image for the defined [param shape]. This means "
"the user's operating system and mouse cursor theme will no longer influence "
"the mouse cursor's appearance. The image must be [code]256x256[/code] or "
"smaller for correct appearance. [param hotspot] can optionally be set to "
"define the area where the cursor will click. By default, [param hotspot] is "
"set to [code]Vector2(0, 0)[/code], which is the top-left corner of the image. "
"See also [method cursor_set_shape]."
msgstr ""
"為定義的形狀 [param shape] 設定自訂滑鼠指標圖像。這意味著使用者的作業系統和鼠"
"標游標主題不再影響滑鼠游標的外觀。圖像的最大尺寸為 [code]256x256[/code],否則"
"無法正確顯示。還可以設定 [param hotspot],用來定義游標的點擊位置。預設情況下,"
"[param hotspot] 為 [code]Vector2(0, 0)[/code],即圖像的左上角。另見 [method "
"cursor_set_shape]。"
msgid ""
"Sets the default mouse cursor shape. The cursor's appearance will vary "
"depending on the user's operating system and mouse cursor theme. See also "
"[method cursor_get_shape] and [method cursor_set_custom_image]."
msgstr ""
"設定預設的滑鼠游標形狀。游標的外觀將根據使用者的作業系統和滑鼠游標主題而變化。"
"另見 [method cursor_get_shape] 和 [method cursor_set_custom_image]。"
msgid ""
"Shows a text input dialog which uses the operating system's native look-and-"
"feel. [param callback] will be called with a [String] argument equal to the "
"text field's contents when the dialog is closed for any reason.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"顯示文字輸入對話方塊,這個對話方塊的外觀和行為與作業系統原生對話方塊一致。無論"
"該對話框因為什麼原因而關閉,都會使用文字欄位的內容作為 [String] 參數來呼叫 "
"[param callback]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Shows a text dialog which uses the operating system's native look-and-feel. "
"[param callback] will be called when the dialog is closed for any reason.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"顯示文字對話方塊,這個對話方塊的外觀和行為與作業系統原生對話方塊一致。無論該對"
"話方塊因為什麼原因而關閉,都會使用呼叫 [param callback]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Allows the [param process_id] PID to steal focus from this window. In other "
"words, this disables the operating system's focus stealing protection for the "
"specified PID.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"讓程序 PID [param process_id] 竊取該視窗的焦點。換句話說,會禁用作業系統對指"
"定 PID 的焦點竊取保護。\n"
"[b]注意:[/b]該方法僅在 Windows 上實作。"
msgid ""
"Forces window manager processing while ignoring all [InputEvent]s. See also "
"[method process_events].\n"
"[b]Note:[/b] This method is implemented on Windows and macOS."
msgstr ""
"強制視窗管理器進行處理,會忽略所有 [InputEvent]。另見 [method "
"process_events]。\n"
"[b]注意:[/b]這個方法在 Windows 和 macOS 上實作。"
msgid ""
"Returns OS theme accent color. Returns [code]Color(0, 0, 0, 0)[/code], if "
"accent color is unknown.\n"
"[b]Note:[/b] This method is implemented on macOS and Windows."
msgstr ""
"返回作業系統主題強調色。如果強調色未知,則返回 [code]Color(0, 0, 0, 0)[/"
"code]。\n"
"[b]注意:[/b]這個方法在 macOS 和 Windows 上實作。"
msgid ""
"Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
"display cutout or notch. These are non-functional areas on edge-to-edge "
"screens used by cameras and sensors. Returns an empty array if the device "
"does not have cutouts. See also [method get_display_safe_area].\n"
"[b]Note:[/b] Currently only implemented on Android. Other platforms will "
"return an empty array even if they do have display cutouts or notches."
msgstr ""
"返回 [Rect2] 的 [Array],其中每個都是顯示切口或凹口的邊界矩形。這些是相機和傳"
"感器使用的無邊框螢幕上的非功能區域。如果裝置沒有切口,則返回一個空陣列。另見 "
"[method get_display_safe_area]。\n"
"[b]注意:[/b]目前僅在 Android 上實作。其他平臺將返回一個空陣列,即使它們確實有"
"顯示切口或凹口。"
msgid ""
"Returns the unobscured area of the display where interactive controls should "
"be rendered. See also [method get_display_cutouts]."
msgstr ""
"返回應渲染互動式控制項的顯示器的未遮擋區域。另見 [method "
"get_display_cutouts]。"
msgid ""
"Returns the index of the screen containing the window with the keyboard "
"focus, or the primary screen if there's no focused window."
msgstr ""
"返回包含具有鍵盤焦點的視窗的螢幕索引,如果沒有被聚焦的視窗,則返回主螢幕。"
msgid ""
"Returns the name of the [DisplayServer] currently in use. Most operating "
"systems only have a single [DisplayServer], but Linux has access to more than "
"one [DisplayServer] (although only X11 is currently implemented in Godot).\n"
"The names of built-in display servers are [code]Windows[/code], [code]macOS[/"
"code], [code]X11[/code] (Linux), [code]Android[/code], [code]iOS[/code], "
"[code]web[/code] (HTML5) and [code]headless[/code] (when started with the "
"[code]--headless[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url])."
msgstr ""
"返回目前使用的 [DisplayServer] 的名稱。大多數作業系統只有一種 "
"[DisplayServer],但 Linux 可以使用多種 [DisplayServer](儘管 Godot 中目前只實"
"現了 X11。\n"
"內建顯示伺服器的名稱有 [code]Windows[/code]、[code]macOS[/code]、[code]X11[/"
"code]Linux、[code]Android[/code]、[code]iOS[/code]、[code]web[/code]"
"HTML5、[code]headless[/code](使用 [code]--headless[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令列參數[/url]啟動)。"
msgid "Returns index of the primary screen."
msgstr "返回主螢幕的索引。"
msgid "Returns the number of displays available."
msgstr "返回可用的顯示器數量。"
msgid "Returns index of the screen which contains specified rectangle."
msgstr "返回包含指定矩形的螢幕的索引。"
msgid ""
"Returns [code]true[/code] if positions of [b]OK[/b] and [b]Cancel[/b] buttons "
"are swapped in dialogs. This is enabled by default on Windows to follow "
"interface conventions, and be toggled by changing [member ProjectSettings.gui/"
"common/swap_cancel_ok].\n"
"[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by "
"[method DisplayServer.dialog_show]."
msgstr ""
"如果對話方塊中的[b]確定[/b]和[b]取消[/b]按鈕進行了交換,則返回 [code]true[/"
"code]。在 Windows 和 UWP 上預設啟用,從而遵循介面規範,可以使用 [member "
"ProjectSettings.gui/common/swap_cancel_ok] 開關。\n"
"[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生對話方塊不受影"
"響。"
msgid ""
"Returns the ID of the window at the specified screen [param position] (in "
"pixels). On multi-monitor setups, the screen position is relative to the "
"virtual desktop area. On multi-monitor setups with different screen "
"resolutions or orientations, the origin may be located outside any display "
"like this:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]"
msgstr ""
"返回位於指定螢幕位置 [param position] 的視窗 ID單位為圖元。使用多個監視器"
"時,螢幕位置是相對於虛擬桌面區域的位置。如果多監視器中使用了不同的螢幕解析度或"
"朝向,原點有可能位於所有顯示器之外,類似於:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]"
msgid ""
"Returns the list of Godot window IDs belonging to this process.\n"
"[b]Note:[/b] Native dialogs are not included in this list."
msgstr ""
"返回屬於該程序的 Godot 視窗 ID 列表。\n"
"[b]注意:[/b]這個列表中不含原生對話方塊。"
msgid ""
"Adds a new checkable item with text [param label] to the global menu with ID "
"[param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域功能表新增新的可勾選功能表專案,顯示的文字為 "
"[param label]。\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會"
"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用"
"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + "
"A[/kbd])。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 "
"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new checkable item with text [param label] and icon [param icon] to "
"the global menu with ID [param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域功能表新增新的可勾選功能表專案,顯示的文字為 "
"[param label],圖示為 [param icon]。\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會"
"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用"
"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + "
"A[/kbd])。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 "
"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new item with text [param label] and icon [param icon] to the global "
"menu with ID [param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域功能表新增新的功能表專案,顯示的文字為 "
"[param label],圖示為 [param icon]。\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會"
"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用"
"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + "
"A[/kbd])。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 "
"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new radio-checkable item with text [param label] and icon [param icon] "
"to the global menu with ID [param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have "
"any built-in checking behavior and must be checked/unchecked manually. See "
"[method global_menu_set_item_checked] for more info on how to control it.\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域功能表新增新的單選功能表專案,顯示的文字為 "
"[param label],圖示為 [param icon]。\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會"
"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用"
"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + "
"A[/kbd])。\n"
"[b]注意:[/b]單選功能表專案只負責顯示選中標記,並沒有任何內建檢查行為,必須手"
"動進行選中、取消選中的操作。關於如何進行控制的更多資訊見 [method "
"global_menu_set_item_checked]。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 "
"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new item with text [param label] to the global menu with ID [param "
"menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域功能表新增新的功能表專案,顯示的文字為 "
"[param label]。\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會"
"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用"
"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + "
"A[/kbd])。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 "
"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new item with text [param label] to the global menu with ID [param "
"menu_root].\n"
"Contrarily to normal binary items, multistate items can have more than two "
"states, as defined by [param max_states]. Each press or activate of the item "
"will increase the state by one. The default value is defined by [param "
"default_state].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] By default, there's no indication of the current item state, it "
"should be changed manually.\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域功能表新增新的功能表專案,顯示的文字為 "
"[param label]。\n"
"與常規的二態功能表專案不同,多狀態功能表專案的狀態可以多於兩個,由 [param "
"max_states] 定義。每點擊或啟動該功能表專案一次,狀態就會加一。預設值由 [param "
"default_state] 定義。\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會"
"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用"
"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + "
"A[/kbd])。\n"
"[b]注意:[/b]預設情況下不會展示目前功能表專案的狀態,應該手動更改。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 "
"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Adds a new radio-checkable item with text [param label] to the global menu "
"with ID [param menu_root].\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"An [param accelerator] can optionally be defined, which is a keyboard "
"shortcut that can be pressed to trigger the menu button even if it's not "
"currently open. The [param accelerator] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]).\n"
"[b]Note:[/b] Radio-checkable items just display a checkmark, but don't have "
"any built-in checking behavior and must be checked/unchecked manually. See "
"[method global_menu_set_item_checked] for more info on how to control it.\n"
"[b]Note:[/b] The [param callback] and [param key_callback] Callables need to "
"accept exactly one Variant parameter, the parameter passed to the Callables "
"will be the value passed to [param tag].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域功能表新增新的單選功能表專案,顯示的文字為 "
"[param label]。\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"還可以定義鍵盤快捷鍵 [param accelerator],按下後即便該功能表按鈕尚未打開,也會"
"進行觸發。[param accelerator] 通常是將 [enum KeyModifierMask] 和 [enum Key] 用"
"按位元或操作進行的組合,例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + "
"A[/kbd])。\n"
"[b]注意:[/b]單選功能表專案只負責顯示選中標記,並沒有任何內建檢查行為,必須手"
"動進行選中、取消選中的操作。關於如何進行控制的更多資訊見 [method "
"global_menu_set_item_checked]。\n"
"[b]注意:[/b][param callback] 和 [param key_callback] Callable 均只接受一個 "
"Variant 參數,傳入 Callable 的參數是傳給 [param tag] 的參數。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Adds a separator between items to the global menu with ID [param menu_root]. "
"Separators also occupy an index.\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域選單新增分隔符號。分隔符號也擁有索引。\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Adds an item that will act as a submenu of the global menu [param menu_root]. "
"The [param submenu] argument is the ID of the global menu root that will be "
"shown when the item is clicked.\n"
"Returns index of the inserted item, it's not guaranteed to be the same as "
"[param index] value.\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"向 ID 為 [param menu_root] 的全域選單新增作為子功能表的功能表專案。[param "
"submenu] 參數為全域功能表根功能表專案的 ID會在點擊該功能表專案時顯示\n"
"返回插入功能表專案的索引,不保證與 [param index] 的值相同。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Removes all items from the global menu with ID [param menu_root].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Supported system menu IDs:[/b]\n"
"[codeblock]\n"
"\"_main\" - Main menu (macOS).\n"
"\"_dock\" - Dock popup menu (macOS).\n"
"[/codeblock]"
msgstr ""
"移除 ID 為 [param menu_root] 的全域功能表中的所有功能表專案。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]支援的系統功能表 ID[/b]\n"
"[codeblock]\n"
"\"_main\" - 主選單macOS。\n"
"\"_dock\" - 程式塢彈出功能表macOS。\n"
"[/codeblock]"
msgid ""
"Returns the accelerator of the item at index [param idx]. Accelerators are "
"special combinations of keys that activate the item, no matter which control "
"is focused.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引為 [param idx] 的功能表專案的快捷鍵。快捷鍵是能夠啟動該功能表專案的特"
"殊按鍵組合,無論該控制項是否有焦點。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the callback of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引為 [param idx] 的功能表專案的回呼函式。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns number of items in the global menu with ID [param menu_root].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回 ID 為 [param menu_root] 的全域選單中功能表專案的數量。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the icon of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引為 [param idx] 的功能表專案的圖示。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the horizontal offset of the item at the given [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引為 [param idx] 的功能表專案的水平偏移量。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the index of the item with the specified [param tag]. Index is "
"automatically assigned to each item by the engine. Index can not be set "
"manually.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回標籤為指定的 [param tag] 的功能表專案的索引。引擎會自動為每個功能表專案賦"
"予索引。索引無法手動設定。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the index of the item with the specified [param text]. Index is "
"automatically assigned to each item by the engine. Index can not be set "
"manually.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回文字為指定的 [param text] 的功能表專案的索引。引擎會自動為每個功能表專案賦"
"予索引。索引無法手動設定。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the callback of the item accelerator at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引為 [param idx] 的功能表專案的快捷鍵回呼函式。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns number of states of a multistate item. See [method "
"global_menu_add_multistate_item] for details.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回多狀態項的狀態數。詳見 [method global_menu_add_multistate_item]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the state of a multistate item. See [method "
"global_menu_add_multistate_item] for details.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回多狀態項的狀態。詳見 [method global_menu_add_multistate_item]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the submenu ID of the item at index [param idx]. See [method "
"global_menu_add_submenu_item] for more info on how to add a submenu.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引為 [param idx] 的功能表專案的子功能表 ID。關於如何新增子功能表的更多資"
"訊見 [method global_menu_add_submenu_item]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the metadata of the specified item, which might be of any type. You "
"can set it with [method global_menu_set_item_tag], which provides a simple "
"way of assigning context data to items.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回指定功能表專案的中繼資料,可能是任何型別。中繼資料可以使用 [method "
"global_menu_set_item_tag] 設定,可以方法地為功能表專案關聯本文資料。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the text of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引為 [param idx] 的功能表專案的文字。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the tooltip associated with the specified index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回索引為 [param idx] 的功能表專案所關聯的工具提示。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is checkable in "
"some way, i.e. if it has a checkbox or radio button.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引為 [param idx] 的功能表專案能夠以某種方式選中,即有核取方塊或選項按"
"鈕,則返回 [code]true[/code]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is checked.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引為 [param idx] 的功能表專案處於選中狀態,則返回 [code]true[/code]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is disabled. When "
"it is disabled it can't be selected, or its action invoked.\n"
"See [method global_menu_set_item_disabled] for more info on how to disable an "
"item.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引為 [param idx] 的功能表專案處於禁用狀態,則返回 [code]true[/code]。禁"
"用狀態下無法被選中,也無法啟動動作。\n"
"關於如何禁用功能表專案的更多資訊見 [method global_menu_set_item_disabled]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] has radio button-"
"style checkability.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果索引為 [param idx] 的功能表專案為選項按鈕風格,則返回 [code]true[/"
"code]。\n"
"[b]注意:[/b]僅為裝飾作用;必須自行為單選組新增選中、取消選中的邏輯。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Removes the item at index [param idx] from the global menu [param "
"menu_root].\n"
"[b]Note:[/b] The indices of items after the removed item will be shifted by "
"one.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"從全域功能表 [param menu_root] 移除索引為 [param idx] 的功能表專案。\n"
"[b]注意:[/b]位置在被移除功能表專案之後的功能表專案的索引號都會減一。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the accelerator of the item at index [param idx]. [param keycode] can be "
"a single [enum Key], or a combination of [enum KeyModifierMask]s and [enum "
"Key]s using bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl "
"+ A[/kbd]).\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案的快捷鍵。[param keycode] 可以是單一 [enum "
"Key],也可以是 [enum KeyModifierMask] 和 [enum Key] 用按位元或操作進行的組合,"
"例如 [code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/kbd])。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the callback of the item at index [param idx]. Callback is emitted when "
"an item is pressed.\n"
"[b]Note:[/b] The [param callback] Callable needs to accept exactly one "
"Variant parameter, the parameter passed to the Callable will be the value "
"passed to the [code]tag[/code] parameter when the menu item was created.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案的回呼函式。回呼函式會在按下功能表專案時發"
"出。\n"
"[b]注意:[/b][param callback] Callable 只接受一個 Variant 參數,傳入 Callable "
"的參數是建立功能表專案時傳給 [code]tag[/code] 參數的值。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets whether the item at index [param idx] has a checkbox. If [code]false[/"
"code], sets the type of the item to plain text.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案是否為核取方塊。如果為 [code]false[/code]"
"則會將該功能表專案的型別設定為純文字。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the checkstate status of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案的選中狀態。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Enables/disables the item at index [param idx]. When it is disabled, it can't "
"be selected and its action can't be invoked.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"啟用/禁用索引為 [param idx] 的功能表專案。禁用狀態下無法被選中,也無法啟動動"
"作。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Replaces the [Texture2D] icon of the specified [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS.\n"
"[b]Note:[/b] This method is not supported by macOS \"_dock\" menu items."
msgstr ""
"替換指定索引 [param idx] 的 [Texture2D] 圖示。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。\n"
"[b]注意:[/b]該方法不支援 macOS 的“_dock”功能表專案。"
msgid ""
"Sets the horizontal offset of the item at the given [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案的水平偏移量。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the callback of the item at index [param idx]. Callback is emitted when "
"its accelerator is activated.\n"
"[b]Note:[/b] The [param key_callback] Callable needs to accept exactly one "
"Variant parameter, the parameter passed to the Callable will be the value "
"passed to the [code]tag[/code] parameter when the menu item was created.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案的回呼函式。回呼函式會在啟動快捷鍵時發"
"出。\n"
"[b]注意:[/b][param key_callback] Callable 只接受一個 Variant 參數,傳入 "
"Callable 的參數是建立功能表專案時傳給 [code]tag[/code] 參數的值。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets number of state of a multistate item. See [method "
"global_menu_add_multistate_item] for details.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定多狀態項的狀態數。詳見 [method global_menu_add_multistate_item]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the type of the item at the specified index [param idx] to radio button. "
"If [code]false[/code], sets the type of the item to plain text.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"將索引為 [param idx] 的功能表專案設定為選項按鈕風格。如果為 [code]false[/"
"code],則會將該功能表專案的型別設定為純文字。\n"
"[b]注意:[/b]僅為裝飾作用;必須自行為單選組新增選中、取消選中的邏輯。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the state of a multistate item. See [method "
"global_menu_add_multistate_item] for details.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定多狀態項的狀態。詳見 [method global_menu_add_multistate_item]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the submenu of the item at index [param idx]. The submenu is the ID of a "
"global menu root that would be shown when the item is clicked.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案的子功能表。子功能表是某個全域選單根功能表"
"專案的 ID點擊該功能表專案時會顯示子功能表。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the metadata of an item, which may be of any type. You can later get it "
"with [method global_menu_get_item_tag], which provides a simple way of "
"assigning context data to items.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定指定功能表專案的中繼資料,可以是任何型別。後續可以使用 [method "
"global_menu_get_item_tag] 獲取,可以方法地為功能表專案關聯本文資料。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the text of the item at index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案的文字。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Sets the [String] tooltip of the item at the specified index [param idx].\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"設定索引為 [param idx] 的功能表專案的工具提示 [String]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns [code]true[/code] if the specified [param feature] is supported by "
"the current [DisplayServer], [code]false[/code] otherwise."
msgstr ""
"如果目前的 [DisplayServer] 支援指定的功能 [param feature],則返回 [code]true[/"
"code],否則返回 [code]false[/code]。"
msgid ""
"Returns the text selection in the [url=https://en.wikipedia.org/wiki/"
"Input_method]Input Method Editor[/url] composition string, with the "
"[Vector2i]'s [code]x[/code] component being the caret position and [code]y[/"
"code] being the length of the selection.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回[url=https://zh.wikipedia.org/wiki/%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯"
"器[/url]編組字串中選中的文字,[Vector2i] 的 [code]x[/code] 分量為游標的位置,"
"[code]y[/code] 則為所選項的長度。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the composition string contained within the [url=https://en.wikipedia."
"org/wiki/Input_method]Input Method Editor[/url] window.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回[url=https://zh.wikipedia.org/wiki/%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯"
"器[/url]視窗中的編組字串。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns [code]true[/code] if OS is using dark mode.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and "
"Linux (X11)."
msgstr ""
"如果作業系統正在使用暗黑模式,則返回 [code]true[/code]。\n"
"[b]注意:[/b]這個方法在 macOS、Windows 和 LinuxX11上實作。"
msgid ""
"Returns [code]true[/code] if OS supports dark mode.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, macOS, Windows, and "
"Linux (X11)."
msgstr ""
"如果作業系統支援暗黑模式,則返回 [code]true[/code]。\n"
"[b]注意:[/b]這個方法在 macOS、Windows 和 LinuxX11上實作。"
msgid ""
"Returns [code]true[/code] if touch events are available (Android or iOS), the "
"capability is detected on the Web platform or if [member ProjectSettings."
"input_devices/pointing/emulate_touch_from_mouse] is [code]true[/code]."
msgstr ""
"如果觸摸事件可用Android 或 iOS、在 Web 平臺上偵測到該功能或如果 [member "
"ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 為 "
"[code]true[/code] 時,則返回 [code]true[/code]。"
msgid ""
"Returns active keyboard layout index.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回啟動的鍵盤配置的索引。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Converts a physical (US QWERTY) [param keycode] to one in the active keyboard "
"layout.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"將物理(美式 QWERTY鍵碼 [param keycode] 轉換為啟動鍵盤配置中的鍵碼。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Converts a physical (US QWERTY) [param keycode] to localized label printed on "
"the key in the active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"將物理(美式 QWERTY鍵碼 [param keycode] 轉換為啟動鍵盤配置中的鍵碼。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Returns the number of keyboard layouts.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回鍵盤配置的數量。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
"[param index].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回位於 [param index] 位置的鍵盤配置的 ISO-639/BCP-47 語言程式碼。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Returns the localized name of the keyboard layout at position [param index].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"返回位於 [param index] 位置的鍵盤配置的當地語系化名稱。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Sets the active keyboard layout.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"設定啟動的鍵盤配置。\n"
"[b]注意:[/b]本方法在 LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Returns the current state of mouse buttons (whether each button is pressed) "
"as a bitmask. If multiple mouse buttons are pressed at the same time, the "
"bits are added together. Equivalent to [method Input.get_mouse_button_mask]."
msgstr ""
"以位元遮罩的形式返回目前滑鼠按鍵的狀態(各個按鈕是否處於按下狀態)。如果同時按"
"下了多個按鍵,則會同時設定多個比特位。等價於 [method Input."
"get_mouse_button_mask]。"
msgid "Returns the current mouse mode. See also [method mouse_set_mode]."
msgstr "返回目前的滑鼠模式。另見 [method mouse_set_mode]。"
msgid "Returns the mouse cursor's current position in screen coordinates."
msgstr "返回滑鼠游標的目前位置,使用螢幕座標。"
msgid "Sets the current mouse mode. See also [method mouse_get_mode]."
msgstr "設定目前的滑鼠模式。另見 [method mouse_get_mode]。"
msgid ""
"Perform window manager processing, including input flushing. See also [method "
"force_process_and_drop_events], [method Input.flush_buffered_events] and "
"[member Input.use_accumulated_input]."
msgstr ""
"執行視窗管理器處理,包括輸入的清空。另見 [method "
"force_process_and_drop_events]、[method Input.flush_buffered_events]、[member "
"Input.use_accumulated_input]。"
msgid ""
"Returns the dots per inch density of the specified screen. If [param screen] "
"is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the "
"main window will be used.\n"
"[b]Note:[/b] On macOS, returned value is inaccurate if fractional display "
"scaling mode is used.\n"
"[b]Note:[/b] On Android devices, the actual screen densities are grouped into "
"six generalized densities:\n"
"[codeblock]\n"
" ldpi - 120 dpi\n"
" mdpi - 160 dpi\n"
" hdpi - 240 dpi\n"
" xhdpi - 320 dpi\n"
" xxhdpi - 480 dpi\n"
"xxxhdpi - 640 dpi\n"
"[/codeblock]\n"
"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and "
"Windows. Returns [code]72[/code] on unsupported platforms."
msgstr ""
"返回指定螢幕的每英寸點數密度。如果 [param screen] 為 [constant "
"SCREEN_OF_MAIN_WINDOW](預設值),則將使用帶有主視窗的螢幕。\n"
"[b]注意:[/b]在 macOS 上,如果使用小數顯示縮放模式,則返回值不準確。\n"
"[b]注意:[/b]在 Android 裝置上,實際螢幕密度分為六種通用密度:\n"
"[codeblock]\n"
" ldpi - 120 dpi\n"
" mdpi - 160 dpi\n"
" hdpi - 240 dpi\n"
" xhdpi - 320 dpi\n"
" xxhdpi - 480 dpi\n"
"xxxhdpi - 640 dpi\n"
"[/codeblock]\n"
"[b]注意:[/b]該方法在 Android、Linux(X11)、macOS 和 Windows 上實作。在不受支持"
"的平臺上返回 [code]72[/code]。"
msgid ""
"Returns screenshot of the [param screen].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.\n"
"[b]Note:[/b] On macOS, this method requires \"Screen Recording\" permission, "
"if permission is not granted it will return desktop wallpaper color."
msgstr ""
"返回 [param screen] 的螢幕截圖。\n"
"[b]注意:[/b]該方法在 LinuxX11、macOS 和 Windows 上實作。\n"
"[b]注意:[/b]在 macOS 上,該方法需要“螢幕錄製”許可權,如果未授予許可權將返回桌"
"面壁紙顏色。"
msgid ""
"Returns the greatest scale factor of all screens.\n"
"[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at least "
"one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all other "
"cases.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回所有螢幕的最大縮放係數。\n"
"[b]注意:[/b]在 macOS 上,如果系統中至少有一個 hiDPIRetina螢幕則返回值"
"為 [code]2.0[/code],在所有其他情況下返回值為 [code]1.0[/code] 。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the [param screen]'s current orientation. See also [method "
"screen_set_orientation].\n"
"[b]Note:[/b] This method is implemented on Android and iOS."
msgstr ""
"返回 [param screen] 的目前朝向。另見 [method screen_set_orientation]。\n"
"[b]注意:[/b]該方法在 Android 和 iOS 上實作。"
msgid ""
"Returns color of the display pixel at the [param position].\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS, and Windows.\n"
"[b]Note:[/b] On macOS, this method requires \"Screen Recording\" permission, "
"if permission is not granted it will return desktop wallpaper color."
msgstr ""
"返回 [param position] 處的顯示圖元的顏色。\n"
"[b]注意:[/b]該方法在 LinuxX11、macOS 和 Windows 上實作。\n"
"[b]注意:[/b]在 macOS 上,該方法需要“螢幕錄製”許可權,如果未授予許可權將返回桌"
"面壁紙顏色。"
msgid ""
"Returns the screen's top-left corner position in pixels. On multi-monitor "
"setups, the screen position is relative to the virtual desktop area. On multi-"
"monitor setups with different screen resolutions or orientations, the origin "
"may be located outside any display like this:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"See also [method screen_get_size]."
msgstr ""
"返回螢幕左上角的位置,單位為圖元。使用多個監視器時,螢幕位置是相對於虛擬桌面區"
"域的位置。如果多監視器中使用了不同的螢幕解析度或朝向,原點有可能位於所有顯示器"
"之外,類似於:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"另見 [method screen_get_size]。"
msgid ""
"Returns the current refresh rate of the specified screen. If [param screen] "
"is [constant SCREEN_OF_MAIN_WINDOW] (the default value), a screen with the "
"main window will be used.\n"
"[b]Note:[/b] Returns [code]-1.0[/code] if the DisplayServer fails to find the "
"refresh rate for the specified screen. On Web, [method "
"screen_get_refresh_rate] will always return [code]-1.0[/code] as there is no "
"way to retrieve the refresh rate on that platform.\n"
"To fallback to a default refresh rate if the method fails, try:\n"
"[codeblock]\n"
"var refresh_rate = DisplayServer.screen_get_refresh_rate()\n"
"if refresh_rate < 0:\n"
" refresh_rate = 60.0\n"
"[/codeblock]"
msgstr ""
"返回指定螢幕的目前更新率。如果 [param screen] 為 [constant "
"SCREEN_OF_MAIN_WINDOW](預設值),將使用帶有主視窗的螢幕。\n"
"[b]注意:[/b]如果 DisplayServer 未能找到指定螢幕的更新率,則返回 [code]-1.0[/"
"code]。在 Web 上,[method screen_get_refresh_rate] 將始終返回 [code]-1.0[/"
"code],因為無法在該平臺上檢索到更新率。\n"
"要在該方法失敗時退回至預設更新率,請嘗試:\n"
"[codeblock]\n"
"var refresh_rate = DisplayServer.screen_get_refresh_rate()\n"
"if refresh_rate < 0:\n"
" refresh_rate = 60.0\n"
"[/codeblock]"
msgid ""
"Returns the scale factor of the specified screen by index.\n"
"[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) "
"screen, and [code]1.0[/code] for all other cases.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"返回按索引指定的螢幕的縮放係數。\n"
"[b]注意:[/b]在 macOS 上,對於 hiDPI (Retina) 螢幕,返回值為 [code]2.0[/"
"code];對於所有其他情況,返回值為 [code]1.0[/code]。\n"
"[b]注意:[/b]該方法僅在 macOS 上實作。"
msgid ""
"Returns the screen's size in pixels. See also [method screen_get_position] "
"and [method screen_get_usable_rect]."
msgstr ""
"返回螢幕大小。單位:圖元。另見 [method screen_get_position] 和 [method "
"screen_get_usable_rect]。"
msgid ""
"Returns the portion of the screen that is not obstructed by a status bar in "
"pixels. See also [method screen_get_size]."
msgstr ""
"返回螢幕上沒有被狀態列遮擋的部分,單位為圖元。另見 [method screen_get_size]。"
msgid ""
"Returns [code]true[/code] if the screen should never be turned off by the "
"operating system's power-saving measures. See also [method "
"screen_set_keep_on]."
msgstr ""
"如果作業系統的節電措施永遠不會關閉螢幕,則返回 [code]true[/code]。另見 "
"[method screen_set_keep_on]。"
msgid ""
"Sets whether the screen should never be turned off by the operating system's "
"power-saving measures. See also [method screen_is_kept_on]."
msgstr ""
"設定螢幕是否總是不會被作業系統的節能措施關閉。另見 [method "
"screen_is_kept_on]。"
msgid ""
"Sets the [param screen]'s [param orientation]. See also [method "
"screen_get_orientation].\n"
"[b]Note:[/b] On iOS, this method has no effect if [member ProjectSettings."
"display/window/handheld/orientation] is not set to [constant SCREEN_SENSOR]."
msgstr ""
"設定 [param screen] 的 [param orientation]。另見 [method "
"screen_get_orientation]。\n"
"[b]注意:[/b]在 iOS 上,如果 [member ProjectSettings.display/window/handheld/"
"orientation] 未設定為 [constant SCREEN_SENSOR],則該方法無效。"
msgid ""
"Sets the window icon (usually displayed in the top-left corner) with an "
"[Image]. To use icons in the operating system's native format, use [method "
"set_native_icon] instead."
msgstr ""
"使用 [Image] 設定視窗圖示(通常顯示在左上角)。要使用作業系統的原生格式設定圖"
"標,請改用 [method set_native_icon]。"
msgid ""
"Sets the window icon (usually displayed in the top-left corner) in the "
"operating system's [i]native[/i] format. The file at [param filename] must be "
"in [code].ico[/code] format on Windows or [code].icns[/code] on macOS. By "
"using specially crafted [code].ico[/code] or [code].icns[/code] icons, "
"[method set_native_icon] allows specifying different icons depending on the "
"size the icon is displayed at. This size is determined by the operating "
"system and user preferences (including the display scale factor). To use "
"icons in other formats, use [method set_icon] instead."
msgstr ""
"使用作業系統的[i]原生[/i]格式設定視窗圖示(通常顯示在左上角)。位於 [param "
"filename] 的檔在 Windows 上必須為 [code].ico[/code] 格式,在 macOS 上必須為 "
"[code].icns[/code] 格式。使用特製的 [code].ico[/code] 或 [code].icns[/code] 圖"
"示,就能夠讓 [method set_native_icon] 指定以不同尺寸顯示圖示時顯示不同的圖示。"
"大小由作業系統和使用者首選項決定(包括顯示器縮放係數)。要使用其他格式的圖示,"
"請改用 [method set_icon]。"
msgid ""
"Returns current active tablet driver name.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"返回目前活動的數位板驅動程式的名稱。\n"
"[b]注意:[/b]該方法僅在 Windows 上實作。"
msgid ""
"Returns the total number of available tablet drivers.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"返回可用的數位板驅動程式的總數。\n"
"[b]注意:[/b]該方法僅在 Windows 上實作。"
msgid ""
"Returns the tablet driver name for the given index.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"返回給定索引的數位板驅動程式名稱。\n"
"[b]注意:[/b]該方法僅在 Windows 上實作。"
msgid ""
"Set active tablet driver name.\n"
"[b]Note:[/b] This method is implemented only on Windows."
msgstr ""
"設定活動的數位板驅動程式的名稱。\n"
"[b]注意:[/b]該方法僅在 Windows 上實作。"
msgid ""
"Returns an [PackedStringArray] of voice identifiers for the [param "
"language].\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"返回 [param language] 的語音識別字的 [PackedStringArray]。\n"
"[b]注意:[/b]該方法在 Android、iOS、Web、LinuxX11、macOS 和 Windows 上實"
"現。\n"
"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 應為 "
"[code]true[/code] 才能使用文字轉語音。"
msgid ""
"Returns [code]true[/code] if the synthesizer is in a paused state.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"如果合成器處於暫停狀態,則返回 [code]true[/code]。\n"
"[b]注意:[/b]該方法在 Android、iOS、Web、LinuxX11、macOS 和 Windows 上實"
"現。\n"
"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 應為 "
"[code]true[/code] 才能使用文字轉語音。"
msgid ""
"Returns [code]true[/code] if the synthesizer is generating speech, or have "
"utterance waiting in the queue.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"如果合成器正在生成語音,或者有發言正在佇列中等待,則返回 [code]true[/code]。\n"
"[b]注意:[/b]該方法在 Android、iOS、Web、LinuxX11、macOS 和 Windows 上實"
"現。\n"
"[b]注意:[/b][member ProjectSettings.audio/general/text_to_speech] 應為 "
"[code]true[/code] 才能使用文字轉語音。"
msgid ""
"Puts the synthesizer into a paused state.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"讓合成器進入暫停狀態。\n"
"[b]注意:[/b]該方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上實"
"作。\n"
"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/"
"text_to_speech] 應該為 [code]true[/code]。"
msgid ""
"Resumes the synthesizer if it was paused.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"讓處於暫停狀態的合成器繼續執行。\n"
"[b]注意:[/b]該方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上實"
"作。\n"
"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/"
"text_to_speech] 應該為 [code]true[/code]。"
msgid ""
"Adds a callback, which is called when the utterance has started, finished, "
"canceled or reached a text boundary.\n"
"- [constant TTS_UTTERANCE_STARTED], [constant TTS_UTTERANCE_ENDED], and "
"[constant TTS_UTTERANCE_CANCELED] callable's method should take one [int] "
"parameter, the utterance ID.\n"
"- [constant TTS_UTTERANCE_BOUNDARY] callable's method should take two [int] "
"parameters, the index of the character and the utterance ID.\n"
"[b]Note:[/b] The granularity of the boundary callbacks is engine dependent.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"新增回呼函式,會在發言開始、結束、取消、到達文字邊界時呼叫。\n"
"- [constant TTS_UTTERANCE_STARTED]、[constant TTS_UTTERANCE_ENDED]、[constant "
"TTS_UTTERANCE_CANCELED] 可呼叫體的方法應接受一個 [int] 參數,即發言 ID。\n"
"- [constant TTS_UTTERANCE_BOUNDARY] 可呼叫體的方法應接受兩個 [int] 參數:字元"
"索引和發言 ID。\n"
"[b]注意:[/b]邊界回呼函式的顆粒度由引擎決定。\n"
"[b]注意:[/b]該方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上實"
"作。\n"
"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/"
"text_to_speech] 應該為 [code]true[/code]。"
msgid ""
"Adds an utterance to the queue. If [param interrupt] is [code]true[/code], "
"the queue is cleared first.\n"
"- [param voice] identifier is one of the [code]\"id\"[/code] values returned "
"by [method tts_get_voices] or one of the values returned by [method "
"tts_get_voices_for_language].\n"
"- [param volume] ranges from [code]0[/code] (lowest) to [code]100[/code] "
"(highest).\n"
"- [param pitch] ranges from [code]0.0[/code] (lowest) to [code]2.0[/code] "
"(highest), [code]1.0[/code] is default pitch for the current voice.\n"
"- [param rate] ranges from [code]0.1[/code] (lowest) to [code]10.0[/code] "
"(highest), [code]1.0[/code] is a normal speaking rate. Other values act as a "
"percentage relative.\n"
"- [param utterance_id] is passed as a parameter to the callback functions.\n"
"[b]Note:[/b] On Windows and Linux (X11), utterance [param text] can use SSML "
"markup. SSML support is engine and voice dependent. If the engine does not "
"support SSML, you should strip out all XML markup before calling [method "
"tts_speak].\n"
"[b]Note:[/b] The granularity of pitch, rate, and volume is engine and voice "
"dependent. Values may be truncated.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"向佇列中新增發言。如果 [param interrupt] 為 [code]true[/code],則會先清空隊"
"列。\n"
"- [param voice] 語音識別字是 [method tts_get_voices] 所返回的 [code]\"id\"[/"
"code] 值,也可以是 [method tts_get_voices_for_language] 返回的值。\n"
"- [param volume] 音量從 [code]0[/code](最低)到 [code]100[/code](最高)。\n"
"- [param pitch] 音高從 [code]0.0[/code](最低)到 [code]2.0[/code](最高), "
"[code]1.0[/code] 為目前語音的預設音高。\n"
"- [param rate] 語速從 [code]0.1[/code](最低)到 [code]10.0[/code](最高), "
"[code]1.0[/code] 為普通語速。其他值為相對百分比。\n"
"- [param utterance_id] 話語 ID 會作為參數傳遞給回呼函式。\n"
"[b]注意:[/b]在 Windows 和 LinuxX11發言的 [param text] 可以使用 SSML "
"標記。對 SSML 支援取決於引擎和語音。如果引擎不支援 SSML你應該在呼叫 [method "
"tts_speak] 之前剝離所有 XML 標記。\n"
"[b]注意:[/b]音高、語速、音量的顆粒度由引擎和語音決定。設定的值可能被截斷。\n"
"[b]注意:[/b]該方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上實"
"作。\n"
"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/"
"text_to_speech] 應該為 [code]true[/code]。"
msgid ""
"Stops synthesis in progress and removes all utterances from the queue.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11), "
"macOS, and Windows.\n"
"[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be "
"[code]true[/code] to use text-to-speech."
msgstr ""
"停止執行中的合成器,移除佇列中的所有發言。\n"
"[b]注意:[/b]該方法在 Android、iOS、Web、LinuxX11、macOS 以及 Windows 上實"
"作。\n"
"[b]注意:[/b]要使用文字轉語音,[member ProjectSettings.audio/general/"
"text_to_speech] 應該為 [code]true[/code]。"
msgid ""
"Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
"keyboard or if it is currently hidden."
msgstr ""
"返回鍵盤在螢幕上的高度單位為圖元。如果沒有鍵盤或目前鍵盤被隱藏則返回0。"
msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
msgstr "如果虛擬鍵盤為顯示狀態則隱藏虛擬鍵盤,否則不做任何操作。"
msgid ""
"Shows the virtual keyboard if the platform has one.\n"
"[param existing_text] parameter is useful for implementing your own "
"[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
"already been typed (the virtual keyboard uses it for auto-correct and "
"predictions).\n"
"[param position] parameter is the screen space [Rect2] of the edited text.\n"
"[param type] parameter allows configuring which type of virtual keyboard to "
"show.\n"
"[param max_length] limits the number of characters that can be entered if "
"different from [code]-1[/code].\n"
"[param cursor_start] can optionally define the current text cursor position "
"if [param cursor_end] is not set.\n"
"[param cursor_start] and [param cursor_end] can optionally define the current "
"text selection.\n"
"[b]Note:[/b] This method is implemented on Android, iOS and Web."
msgstr ""
"如果該平臺有虛擬鍵盤,則顯示虛擬鍵盤。\n"
"[param existing_text] 參數對於實作你自己的 [LineEdit] 或 [TextEdit] 很有用,因"
"為它告訴虛擬鍵盤已經輸入了哪些文字(虛擬鍵盤使用它進行自動校正和預測)。\n"
"[param position] 參數為編輯文字的螢幕空間 [Rect2]。\n"
"[param type] 參數允許配置要顯示的虛擬鍵盤型別。\n"
"[param max_length] 在當與 [code]-1[/code] 不同時,限制可輸入的字元數。\n"
"如果未設定 [param cursor_end],則可選參數 [param cursor_start] 可以定義目前文"
"本游標位置。\n"
"可選參數 [param cursor_start] 和 [param cursor_end],可以定義目前文字選區。\n"
"[b]注意:[/b]該方法在 Android、iOS 和 Web 上實作。"
msgid ""
"Sets the mouse cursor position to the given [param position] relative to an "
"origin at the upper left corner of the currently focused game Window Manager "
"window.\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"將滑鼠游標位置設定為相對於目前聚焦的遊戲視窗管理器視窗左上角的原點的給定 "
"[param position]。\n"
"[b]注意:[/b][method warp_mouse] 僅在 Windows、macOS 和 Linux 上受支援。它在 "
"Android、iOS 和 Web 上無效。"
msgid ""
"Returns [code]true[/code] if anything can be drawn in the window specified by "
"[param window_id], [code]false[/code] otherwise. Using the [code]--disable-"
"render-loop[/code] command line argument or a headless build will return "
"[code]false[/code]."
msgstr ""
"如果可以在 [param window_id] 指定的視窗中繪製任何內容,則返回 [code]true[/"
"code],否則返回 [code]false[/code]。使用 [code]--disable-render-loop[/code] 命"
"令列參數或無頭建構將返回 [code]false[/code]。"
msgid ""
"Returns ID of the active popup window, or [constant INVALID_WINDOW_ID] if "
"there is none."
msgstr "返回活動快顯視窗的 ID如果沒有則返回 [constant INVALID_WINDOW_ID]。"
msgid ""
"Returns the [method Object.get_instance_id] of the [Window] the [param "
"window_id] is attached to."
msgstr ""
"返回 [param window_id] 所附加的 [Window] 的 [method Object.get_instance_id]。"
msgid ""
"Returns the screen the window specified by [param window_id] is currently "
"positioned on. If the screen overlaps multiple displays, the screen where the "
"window's center is located is returned. See also [method "
"window_set_current_screen]."
msgstr ""
"該函式返回視窗 [param window_id] 所在的螢幕。如果螢幕跨越多個顯示器,則返回窗"
"口中心所在的螢幕。另見 [method window_set_current_screen] 。"
msgid "Returns the current value of the given window's [param flag]."
msgstr "返回給定視窗目前的 [param flag] 值。"
msgid ""
"Returns the window's maximum size (in pixels). See also [method "
"window_set_max_size]."
msgstr "返回該視窗的最大尺寸,單位為圖元。另見 [method window_set_max_size]。"
msgid ""
"Returns the window's minimum size (in pixels). See also [method "
"window_set_min_size]."
msgstr "返回該視窗的最小尺寸,單位為圖元。另見 [method window_set_min_size]。"
msgid "Returns the mode of the given window."
msgstr "返回給定視窗的模式。"
msgid ""
"Returns internal structure pointers for use in plugins.\n"
"[b]Note:[/b] This method is implemented on Android, Linux (X11), macOS and "
"Windows."
msgstr ""
"該函式返回用於外掛程式的內部結構指標。\n"
"[b]注意:[/b]該方法在 Android、LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Returns the bounding box of control, or menu item that was used to open the "
"popup window, in the screen coordinate system."
msgstr ""
"該函式返回控制項或功能表專案在螢幕坐標系統中的邊界框,這個控制項或功能表專案被"
"用來打開彈出視窗。"
msgid ""
"Returns the position of the client area of the given window on the screen."
msgstr "返回螢幕上給定視窗的使用者端區域位置。"
msgid ""
"Returns the position of the given window on the screen including the borders "
"drawn by the operating system. See also [method window_get_position]."
msgstr ""
"該函式返回給定視窗在螢幕上的位置,包括作業系統繪製的邊框。另見 [method "
"window_get_position]。"
msgid ""
"Returns left margins ([code]x[/code]), right margins ([code]y[/code]) and "
"height ([code]z[/code]) of the title that are safe to use (contains no "
"buttons or other elements) when [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag "
"is set."
msgstr ""
"當設定了 [constant WINDOW_FLAG_EXTEND_TO_TITLE] 旗標時,該函式返回標題左邊距 "
"([code]x[/code])、右邊距 ([code]y[/code]) 和高度 ([code]z[/code]),這些邊距可"
"以安全地使用(不包含任何按鈕或其他元素)。"
msgid ""
"Returns the size of the window specified by [param window_id] (in pixels), "
"excluding the borders drawn by the operating system. This is also called the "
"\"client area\". See also [method window_get_size_with_decorations], [method "
"window_set_size] and [method window_get_position]."
msgstr ""
"返回視窗的大小(單位為圖元),不包含作業系統繪製的邊框,該視窗由 [param "
"window_id] 指定。這個區域也叫做“使用者端區域”。另見 [method "
"window_get_size_with_decorations]、[method window_set_size]、[method "
"window_get_position]。"
msgid ""
"Returns the size of the window specified by [param window_id] (in pixels), "
"including the borders drawn by the operating system. See also [method "
"window_get_size]."
msgstr ""
"返回視窗的大小(單位為圖元),包含作業系統繪製的邊框,該視窗由 [param "
"window_id] 指定。另見 [method window_get_size]。"
msgid "Returns the V-Sync mode of the given window."
msgstr "返回給定視窗的垂直同步模式。"
msgid ""
"Returns [code]true[/code] if the window specified by [param window_id] is "
"focused."
msgstr "如果 [param window_id] 指定的視窗已獲得焦點,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given window can be maximized (the maximize "
"button is enabled)."
msgstr ""
"如果給定的視窗能夠最大化(最大化按鈕已啟用),則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if double-click on a window title should maximize "
"it.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果按兩下視窗標題應將其最大化,則返回 [code]true[/code]。\n"
"[b]注意:[/b]這個方法僅在 macOS 上實作。"
msgid ""
"Returns [code]true[/code], if double-click on a window title should minimize "
"it.\n"
"[b]Note:[/b] This method is implemented only on macOS."
msgstr ""
"如果按兩下視窗標題應將其最小化,則返回 [code]true[/code]。\n"
"[b]注意:[/b]這個方法僅在 macOS 上實作。"
msgid ""
"Moves the window specified by [param window_id] to the foreground, so that it "
"is visible over other windows."
msgstr "將由 [param window_id] 指定的視窗移動至前臺,使其位於其他視窗之上。"
msgid ""
"Makes the window specified by [param window_id] request attention, which is "
"materialized by the window title and taskbar entry blinking until the window "
"is focused. This usually has no visible effect if the window is currently "
"focused. The exact behavior varies depending on the operating system."
msgstr ""
"讓由 [param window_id] 指定的視窗請求注意,該視窗獲得焦點之前會閃爍視窗標題和"
"工作列專案。如果該視窗目前持有焦點,則通常是沒有可見效果的。實際的行為因操作系"
"統而異。"
msgid ""
"Moves the window specified by [param window_id] to the specified [param "
"screen]. See also [method window_get_current_screen]."
msgstr ""
"將由 [param window_id] 指定的視窗移動至指定的螢幕 [param screen]。另見 "
"[method window_get_current_screen]。"
msgid ""
"If set to [code]true[/code], this window will always stay on top of its "
"parent window, parent window will ignore input while this window is opened.\n"
"[b]Note:[/b] On macOS, exclusive windows are confined to the same space "
"(virtual desktop or screen) as the parent window.\n"
"[b]Note:[/b] This method is implemented on macOS and Windows."
msgstr ""
"如果設定為 [code]true[/code],該視窗將始終位於其父視窗之上,父視窗將在該視窗打"
"開時忽略輸入。\n"
"[b]注意:[/b]在 macOS 上,獨佔視窗被限制在與父視窗相同的空間(虛擬桌面或屏幕)"
"中。\n"
"[b]注意:[/b]該方法在 macOS 和 Windows 上實作。"
msgid ""
"Enables or disables the given window's given [param flag]. See [enum "
"WindowFlags] for possible values and their behavior."
msgstr ""
"啟用或禁用給定視窗的給定旗標 [param flag]。可能的值和相應的行為見 [enum "
"WindowFlags]。"
msgid ""
"Sets whether [url=https://en.wikipedia.org/wiki/Input_method]Input Method "
"Editor[/url] should be enabled for the window specified by [param window_id]. "
"See also [method window_set_ime_position]."
msgstr ""
"設定是否應該為視窗啟用[url=https://zh.wikipedia.org/wiki/"
"%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯器[/url],該視窗由 [param window_id] 指"
"定。另見 [method window_set_ime_position]。"
msgid ""
"Sets the position of the [url=https://en.wikipedia.org/wiki/"
"Input_method]Input Method Editor[/url] popup for the specified [param "
"window_id]. Only effective if [method window_set_ime_active] was set to "
"[code]true[/code] for the specified [param window_id]."
msgstr ""
"設定指定 [param window_id] 的[url=https://zh.wikipedia.org/wiki/"
"%E8%BE%93%E5%85%A5%E6%B3%95]輸入法編輯器[/url]彈出框的位置。僅在指定 [param "
"window_id] 的 [method window_set_ime_active] 為 [code]true[/code] 時有效。"
msgid ""
"Sets the maximum size of the window specified by [param window_id] in pixels. "
"Normally, the user will not be able to drag the window to make it smaller "
"than the specified size. See also [method window_get_max_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"max_size] instead.\n"
"[b]Note:[/b] Using third-party tools, it is possible for users to disable "
"window geometry restrictions and therefore bypass this limit."
msgstr ""
"設定由 [param window_id] 指定的視窗的最大大小(單位為圖元)。通常,使用者將無"
"法拖動視窗使其小於指定大小。另見 [method window_get_max_size]。\n"
"[b]注意:[/b]建議改用 [member Window.max_size] 更改此值。\n"
"[b]注意:[/b]使用協力廠商工具,使用者可以禁用視窗幾何限制,從而繞過此限制。"
msgid ""
"Sets the minimum size for the given window to [param min_size] (in pixels). "
"Normally, the user will not be able to drag the window to make it larger than "
"the specified size. See also [method window_get_min_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"min_size] instead.\n"
"[b]Note:[/b] By default, the main window has a minimum size of "
"[code]Vector2i(64, 64)[/code]. This prevents issues that can arise when the "
"window is resized to a near-zero size.\n"
"[b]Note:[/b] Using third-party tools, it is possible for users to disable "
"window geometry restrictions and therefore bypass this limit."
msgstr ""
"將給定視窗的最小大小設定為 [param min_size](單位為圖元)。通常,使用者將無法"
"拖動視窗使其大於指定大小。另見 [method window_get_min_size]。\n"
"[b]注意:[/b]建議改用 [member Window.min_size] 來更改此值。\n"
"[b]注意:[/b]預設情況下,主視窗的最小大小為 [code]Vector2i(64, 64)[/code]。這"
"可以防止將視窗調整為接近零的大小時可能出現的問題。\n"
"[b]注意:[/b]使用協力廠商工具,使用者可以禁用視窗幾何限制,從而繞過此限制。"
msgid ""
"Sets window mode for the given window to [param mode]. See [enum WindowMode] "
"for possible values and how each mode behaves.\n"
"[b]Note:[/b] Setting the window to full screen forcibly sets the borderless "
"flag to [code]true[/code], so make sure to set it back to [code]false[/code] "
"when not wanted."
msgstr ""
"將給定視窗的視窗模式設定為 [param mode]。可能的值以及各個模式的行為見 [enum "
"WindowMode]。\n"
"[b]注意:[/b]將視窗設定為全屏會強制將無邊框旗標設為 [code]true[/code],所以不"
"再需要時請務必將其設回 [code]false[/code]。"
msgid ""
"Sets a polygonal region of the window which accepts mouse events. Mouse "
"events outside the region will be passed through.\n"
"Passing an empty array will disable passthrough support (all mouse events "
"will be intercepted by the window, which is the default behavior).\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set region, using Path2D node.\n"
"DisplayServer.window_set_mouse_passthrough($Path2D.curve.get_baked_points())\n"
"\n"
"# Set region, using Polygon2D node.\n"
"DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# Reset region to default.\n"
"DisplayServer.window_set_mouse_passthrough([])\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set region, using Path2D node.\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Path2D>(\"Path2D\").Curve."
"GetBakedPoints());\n"
"\n"
"// Set region, using Polygon2D node.\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Polygon2D>(\"Polygon2D\")."
"Polygon);\n"
"\n"
"// Reset region to default.\n"
"DisplayServer.WindowSetMousePassthrough(new Vector2[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] On Windows, the portion of a window that lies outside the region "
"is not drawn, while on Linux (X11) and macOS it is.\n"
"[b]Note:[/b] This method is implemented on Linux (X11), macOS and Windows."
msgstr ""
"設定一個接受滑鼠事件的視窗的多邊形區域。該區域外的滑鼠事件將被傳遞出去。\n"
"傳遞一個空陣列將禁用穿透支援(所有滑鼠事件將被視窗攔截,這是預設行為)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 設定區域,使用 Path2D 節點。\n"
"DisplayServer.window_set_mouse_passthrough($Path2D.curve.get_baked_points())\n"
"\n"
"# 設定區域,使用 Polygon2D 節點。\n"
"DisplayServer.window_set_mouse_passthrough($Polygon2D.polygon)\n"
"\n"
"# 重設區域為預設值。\n"
"DisplayServer.window_set_mouse_passthrough([])\n"
"[/gdscript]\n"
"[csharp]\n"
"// 設定區域,使用 Path2D 節點。\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Path2D>(\"Path2D\").Curve."
"GetBakedPoints());\n"
"\n"
"// 設定區域,使用 Polygon2D 節點。\n"
"DisplayServer.WindowSetMousePassthrough(GetNode<Polygon2D>(\"Polygon2D\")."
"Polygon);\n"
"\n"
"// 重設區域為預設值。\n"
"DisplayServer.WindowSetMousePassthrough(new Vector2[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 Windows 上,不會繪製位於區域之外的視窗部分,而在 LinuxX11"
"和 macOS 上則會繪製。\n"
"[b]注意:[/b]該方法在 LinuxX11、macOS 和 Windows 上實作。"
msgid ""
"Sets the bounding box of control, or menu item that was used to open the "
"popup window, in the screen coordinate system. Clicking this area will not "
"auto-close this popup."
msgstr ""
"設定用於打開快顯視窗的控制項或功能表專案的範圍框,使用螢幕坐標系。在該區域中點"
"擊不會自動關閉該彈出框。"
msgid ""
"Sets the position of the given window to [param position]. On multi-monitor "
"setups, the screen position is relative to the virtual desktop area. On multi-"
"monitor setups with different screen resolutions or orientations, the origin "
"may be located outside any display like this:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"See also [method window_get_position] and [method window_set_size].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"position] instead."
msgstr ""
"將給定視窗的位置設定為 [param position]。使用多個監視器時,螢幕位置是相對於虛"
"擬桌面區域的位置。如果多監視器中使用了不同的螢幕解析度或朝向,原點有可能位於所"
"有顯示器之外,類似於:\n"
"[codeblock]\n"
"* (0, 0) +-------+\n"
" | |\n"
"+-------------+ | |\n"
"| | | |\n"
"| | | |\n"
"+-------------+ +-------+\n"
"[/codeblock]\n"
"另見 [method window_get_position] 和 [method window_set_size]。\n"
"[b]注意:[/b]建議改用 [member Window.position] 更改此值。"
msgid ""
"Sets the size of the given window to [param size] (in pixels). See also "
"[method window_get_size] and [method window_get_position].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window.size] "
"instead."
msgstr ""
"將給定視窗的大小設定為 [param size](單位為圖元)。另見 [method "
"window_get_size] 和 [method window_get_position]。\n"
"[b]注意:[/b]建議改用 [member Window.size] 更改此值。"
msgid ""
"Sets the title of the given window to [param title].\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"title] instead.\n"
"[b]Note:[/b] Avoid changing the window title every frame, as this can cause "
"performance issues on certain window managers. Try to change the window title "
"only a few times per second at most."
msgstr ""
"將給定視窗的標題設定為 [param title]。\n"
"[b]注意:[/b]建議改用 [member Window.title] 更改此值。\n"
"[b]注意:[/b]避免每一影格都更改視窗標題,因為這會導致某些視窗管理器出現性能問"
"題。嘗試每秒最多更改幾次視窗標題。"
msgid ""
"Sets window transient parent. Transient window is will be destroyed with its "
"transient parent and will return focus to their parent when closed. The "
"transient window is displayed on top of a non-exclusive full-screen parent "
"window. Transient windows can't enter full-screen mode.\n"
"[b]Note:[/b] It's recommended to change this value using [member Window."
"transient] instead.\n"
"[b]Note:[/b] The behavior might be different depending on the platform."
msgstr ""
"設定視窗瞬態父級。瞬態視窗將與其瞬態父級一起銷毀,並在關閉時將焦點返回到它們的"
"父級。瞬態視窗顯示在非排他性全屏父視窗的頂部。瞬態視窗無法進入全屏模式。\n"
"[b]注意:[/b]建議改用 [member Window.transient] 更改此值。\n"
"[b]注意:[/b]行為可能因平臺而異。"
msgid ""
"Sets the V-Sync mode of the given window. See also [member ProjectSettings."
"display/window/vsync/vsync_mode].\n"
"See [enum DisplayServer.VSyncMode] for possible values and how they affect "
"the behavior of your application.\n"
"Depending on the platform and used renderer, the engine will fall back to "
"[constant VSYNC_ENABLED] if the desired mode is not supported.\n"
"[b]Note:[/b] V-Sync modes other than [constant VSYNC_ENABLED] are only "
"supported in the Forward+ and Mobile rendering methods, not Compatibility."
msgstr ""
"設定給定視窗的垂直同步模式。另見 [member ProjectSettings.display/window/vsync/"
"vsync_mode]。\n"
"參閱 [enum DisplayServer.VSyncMode] 瞭解可能的值,以及它們如何影響套用程式的行"
"為。\n"
"根據平臺和使用的渲染器,如果不支援所需的模式,引擎將退回到 [constant "
"VSYNC_ENABLED]。\n"
"[b]注意:[/b]除 [constant VSYNC_ENABLED] 以外的垂直同步模式,僅支援 Forward+ "
"和 Mobile 渲染方式,不支援 Compatibility。"
msgid ""
"When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the "
"center of the first titlebar button.\n"
"[b]Note:[/b] This flag is implemented only on macOS."
msgstr ""
"設定了 [constant WINDOW_FLAG_EXTEND_TO_TITLE] 旗標時,會設定第一個標題列按鈕中"
"心的偏移量。\n"
"[b]注意:[/b]這個旗標僅在 macOS 上實作。"
msgid ""
"Display server supports global menu. This allows the application to display "
"its menu items in the operating system's top bar. [b]macOS[/b]"
msgstr ""
"顯示伺服器支援全域功能表。能夠讓套用程式在作業系統的頂部欄顯示其功能表專案。"
"[b]macOS[/b]"
msgid ""
"Display server supports multiple windows that can be moved outside of the "
"main window. [b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"顯示伺服器支援多視窗,可以移動到主視窗之外。[b]Windows、macOS、LinuxX11[/"
"b]"
msgid ""
"Display server supports touchscreen input. [b]Windows, Linux (X11), Android, "
"iOS, Web[/b]"
msgstr "顯示伺服器支援觸屏輸入。[b]Windows、LinuxX11、Android、iOS、Web[/b]"
msgid ""
"Display server supports mouse input. [b]Windows, macOS, Linux (X11), Android, "
"Web[/b]"
msgstr ""
"顯示伺服器支援滑鼠輸入。[b]Windows、macOS、LinuxX11、Android、Web[/b]"
msgid ""
"Display server supports warping mouse coordinates to keep the mouse cursor "
"constrained within an area, but looping when one of the edges is reached. "
"[b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"顯示伺服器支援扭曲滑鼠座標以將滑鼠游標限制在一個區域內,但在到達其中一個邊緣時"
"迴圈。[b]Windows, macOS, Linux (X11)[/b]"
msgid ""
"Display server supports setting and getting clipboard data. See also "
"[constant FEATURE_CLIPBOARD_PRIMARY]. [b]Windows, macOS, Linux (X11), "
"Android, iOS, Web[/b]"
msgstr ""
"顯示伺服器支援剪貼板資料的設定和獲取。另見 [constant "
"FEATURE_CLIPBOARD_PRIMARY]。[b]Windows、macOS、LinuxX11、Android、iOS、"
"Web[/b]"
msgid ""
"Display server supports popping up a virtual keyboard when requested to input "
"text without a physical keyboard. [b]Android, iOS, Web[/b]"
msgstr ""
"顯示伺服器支援在請求輸入文字但沒有物理鍵盤時彈出虛擬鍵盤。[b]Android、iOS、"
"Web[/b]"
msgid ""
"Display server supports setting the mouse cursor shape to be different from "
"the default. [b]Windows, macOS, Linux (X11), Android, Web[/b]"
msgstr ""
"顯示伺服器支援將滑鼠游標形狀設定為與預設不同。[b]Windows、macOS、Linux"
"X11、Android、Web[/b]"
msgid ""
"Display server supports setting the mouse cursor shape to a custom image. "
"[b]Windows, macOS, Linux (X11), Web[/b]"
msgstr ""
"顯示伺服器支援將滑鼠游標形狀設定為自訂圖像。[b]Windows、macOS、LinuxX11、"
"Web[/b]"
msgid ""
"Display server supports spawning dialogs using the operating system's native "
"look-and-feel. [b]macOS[/b]"
msgstr "顯示伺服器支援使用作業系統的本地介面外觀來生成對話方塊。[b]macOS[/b]"
msgid ""
"Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input "
"Method Editor[/url], which is commonly used for inputting Chinese/Japanese/"
"Korean text. This is handled by the operating system, rather than by Godot. "
"[b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"顯示伺服器支援 [url=https://en.wikipedia.org/wiki/Input_method]輸入法[/url]"
"它通常用於輸入中文、日文和韓文文字。這由作業系統處理,而不是由 Godot 處理。"
"[b]Windows, macOS, Linux (X11)[/b]"
msgid ""
"Display server supports windows can use per-pixel transparency to make "
"windows behind them partially or fully visible. [b]Windows, macOS, Linux (X11)"
"[/b]"
msgstr ""
"顯示伺服器支援視窗可以使用逐圖元透明,以使它們後面的視窗部分或完全可見。"
"[b]Windows, macOS, Linux (X11)[/b]"
msgid ""
"Display server supports querying the operating system's display scale factor. "
"This allows for [i]reliable[/i] automatic hiDPI display detection, as opposed "
"to guessing based on the screen resolution and reported display DPI (which "
"can be unreliable due to broken monitor EDID). [b]Windows, macOS[/b]"
msgstr ""
"顯示伺服器支援查詢作業系統的顯示縮放係數。這允許[i]可靠地[/i]執行自動 hiDPI 顯"
"示器偵測,而不是根據螢幕解析度和報告的顯示器 DPI 進行猜測(由於顯示器 EDID 損"
"壞,這可能不可靠)。[b]Windows, macOS[/b]"
msgid ""
"Display server supports changing the window icon (usually displayed in the "
"top-left corner). [b]Windows, macOS, Linux (X11)[/b]"
msgstr ""
"顯示伺服器支援改變視窗圖示(通常顯示在左上角)。[b]Windows、macOS、Linux"
"X11[/b]"
msgid ""
"Display server supports changing the window icon (usually displayed in the "
"top-left corner). [b]Windows, macOS[/b]"
msgstr "顯示伺服器支援改變視窗圖示(通常顯示在左上角)。[b]Windows、macOS[/b]"
msgid ""
"Display server supports changing the screen orientation. [b]Android, iOS[/b]"
msgstr "顯示伺服器支援改變螢幕朝向。[b]Android、iOS[/b]"
msgid ""
"Display server supports V-Sync status can be changed from the default (which "
"is forced to be enabled platforms not supporting this feature). [b]Windows, "
"macOS, Linux (X11)[/b]"
msgstr ""
"顯示伺服器支援將垂直同步狀態改為非預設狀態(不支援此功能的平臺強制啟用垂直同"
"步)。[b]Windows、macOS、LinuxX11[/b]"
msgid ""
"Display server supports Primary clipboard can be used. This is a different "
"clipboard from [constant FEATURE_CLIPBOARD]. [b]Linux (X11)[/b]"
msgstr ""
"顯示伺服器支援使用主剪貼板。主剪貼板和 [constant FEATURE_CLIPBOARD] 是不同的剪"
"貼板。[b]LinuxX11[/b]"
msgid ""
"Display server supports text-to-speech. See [code]tts_*[/code] methods. "
"[b]Windows, macOS, Linux (X11), Android, iOS, Web[/b]"
msgstr ""
"顯示伺服器支援文字轉語音。見 [code]tts_*[/code] 方法。[b]Windows、macOS、Linux"
"X11、Android、iOS、Web[/b]"
msgid ""
"Display server supports expanding window content to the title. See [constant "
"WINDOW_FLAG_EXTEND_TO_TITLE]. [b]macOS[/b]"
msgstr ""
"顯示伺服器支援將視窗內容擴充到標題。見 [constant "
"WINDOW_FLAG_EXTEND_TO_TITLE]。[b]macOS[/b]"
msgid ""
"Display server supports reading screen pixels. See [method screen_get_pixel]."
msgstr "顯示伺服器支援讀取螢幕圖元。見 [method screen_get_pixel]。"
msgid "Makes the mouse cursor visible if it is hidden."
msgstr "如果滑鼠游標處於隱藏狀態,則使其可見。"
msgid "Makes the mouse cursor hidden if it is visible."
msgstr "如果滑鼠游標是可見的,則使其隱藏。"
msgid ""
"Captures the mouse. The mouse will be hidden and its position locked at the "
"center of the window manager's window.\n"
"[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
"need to use [member InputEventMouseMotion.relative]."
msgstr ""
"捕獲滑鼠。滑鼠將被隱藏,其位置被鎖定在視窗管理器視窗的中心。\n"
"[b]注意:[/b]如果你想在這種模式下處理滑鼠的移動,則需要使用 [member "
"InputEventMouseMotion.relative]。"
msgid "Confines the mouse cursor to the game window, and make it visible."
msgstr "將滑鼠游標限制在遊戲視窗內,並使其可見。"
msgid "Confines the mouse cursor to the game window, and make it hidden."
msgstr "將滑鼠游標限制在遊戲視窗內,並使其隱藏。"
msgid "Represents the screen containing the mouse pointer."
msgstr "代表包含滑鼠指標的螢幕。"
msgid "Represents the screen containing the window with the keyboard focus."
msgstr "代表包含具有鍵盤焦點的視窗的螢幕。"
msgid "Represents the primary screen."
msgstr "代表主螢幕。"
msgid ""
"Represents the screen where the main window is located. This is usually the "
"default value in functions that allow specifying one of several screens."
msgstr "代表主視窗所在的螢幕。如果函式允許指定不同的螢幕,這個值通常是預設值。"
msgid ""
"The ID of the main window spawned by the engine, which can be passed to "
"methods expecting a [code]window_id[/code]."
msgstr ""
"主視窗的 ID可以傳給需要 [code]window_id[/code] 的方法,該視窗由引擎生成。"
msgid ""
"The ID that refers to a nonexisting window. This is be returned by some "
"[DisplayServer] methods if no window matches the requested result."
msgstr ""
"指向一個不存在視窗的 ID。如果沒有視窗與請求的結果相配對某些 [DisplayServer] "
"方法將返回這個 ID。"
msgid "Default landscape orientation."
msgstr "預設橫屏朝向。"
msgid "Default portrait orientation."
msgstr "預設豎屏朝向。"
msgid "Reverse landscape orientation (upside down)."
msgstr "倒橫屏朝向(上下顛倒)。"
msgid "Reverse portrait orientation (upside down)."
msgstr "倒豎屏朝向(上下顛倒)。"
msgid ""
"Automatic landscape orientation (default or reverse depending on sensor)."
msgstr "自動橫屏朝向(感測器決定預設或倒向)。"
msgid "Automatic portrait orientation (default or reverse depending on sensor)."
msgstr "自動豎屏朝向(感測器決定預設或倒向)。"
msgid ""
"Automatic landscape or portrait orientation (default or reverse depending on "
"sensor)."
msgstr "自動橫屏或豎屏朝向(感測器決定預設或倒向)。"
msgid "Default text virtual keyboard."
msgstr "預設文字虛擬鍵盤。"
msgid "Multiline virtual keyboard."
msgstr "多行虛擬鍵盤。"
msgid "Virtual number keypad, useful for PIN entry."
msgstr "虛擬數位鍵盤,可用於 PIN 輸入。"
msgid "Virtual number keypad, useful for entering fractional numbers."
msgstr "虛擬數位鍵盤,可用於輸入小數。"
msgid "Virtual phone number keypad."
msgstr "虛擬手機號碼鍵盤。"
msgid ""
"Virtual keyboard with additional keys to assist with typing email addresses."
msgstr "帶有附加鍵的虛擬鍵盤,可説明輸入電子郵寄地址。"
msgid ""
"Virtual keyboard for entering a password. On most platforms, this should "
"disable autocomplete and autocapitalization.\n"
"[b]Note:[/b] This is not supported on Web. Instead, this behaves identically "
"to [constant KEYBOARD_TYPE_DEFAULT]."
msgstr ""
"用於輸入密碼的虛擬鍵盤。在大多數平臺上,這應該會禁用自動完成和自動首字母大寫功"
"能。\n"
"[b]注意:[/b]Web 平臺不支援。與 [constant KEYBOARD_TYPE_DEFAULT] 的行為相同。"
msgid "Virtual keyboard with additional keys to assist with typing URLs."
msgstr "帶有附加鍵的虛擬鍵盤,可説明輸入 URL。"
msgid ""
"Arrow cursor shape. This is the default when not pointing anything that "
"overrides the mouse cursor, such as a [LineEdit] or [TextEdit]."
msgstr ""
"箭頭游標形狀。這是預設形狀,沒有指向 [LineEdit] 和 [TextEdit] 等會覆蓋滑鼠指針"
"的節點時顯示。"
msgid ""
"I-beam cursor shape. This is used by default when hovering a control that "
"accepts text input, such as [LineEdit] or [TextEdit]."
msgstr ""
"工字游標形狀。預設在懸停於 [LineEdit] 和 [TextEdit] 等接受文字輸入的控制項時顯"
"示。"
msgid ""
"Pointing hand cursor shape. This is used by default when hovering a "
"[LinkButton] or a URL tag in a [RichTextLabel]."
msgstr ""
"指點的手形游標形狀。預設在懸停於 [LinkButton] 或 [RichTextLabel] 中的 URL 標簽"
"時使用。"
msgid ""
"Crosshair cursor. This is intended to be displayed when the user needs "
"precise aim over an element, such as a rectangle selection tool or a color "
"picker."
msgstr ""
"十字游標。應當在使用者需要精確瞄準某個元素時顯示,例如矩形選擇工具和顏色拾取"
"器。"
msgid ""
"Wait cursor. On most cursor themes, this displays a spinning icon [i]besides[/"
"i] the arrow. Intended to be used for non-blocking operations (when the user "
"can do something else at the moment). See also [constant CURSOR_BUSY]."
msgstr ""
"等待游標。大多數游標主題會在箭頭[i]旁邊[/i]顯示旋轉圖示。旨在用於非阻塞操作"
"(此時使用者可以做其他事情)。另見 [constant CURSOR_BUSY]。"
msgid ""
"Wait cursor. On most cursor themes, this [i]replaces[/i] the arrow with a "
"spinning icon. Intended to be used for blocking operations (when the user "
"can't do anything else at the moment). See also [constant CURSOR_WAIT]."
msgstr ""
"等待游標。大多數游標主題會把箭頭[i]替換[/i]為旋轉圖示。旨在用於阻塞操作(此時"
"使用者無法做其他事情)。另見 [constant CURSOR_WAIT]。"
msgid ""
"Dragging hand cursor. This is displayed during drag-and-drop operations. See "
"also [constant CURSOR_CAN_DROP]."
msgstr "拖動的手形游標。在拖放操作過程中顯示。另見 [constant CURSOR_CAN_DROP]。"
msgid ""
"\"Can drop\" cursor. This is displayed during drag-and-drop operations if "
"hovering over a [Control] that can accept the drag-and-drop event. On most "
"cursor themes, this displays a dragging hand with an arrow symbol besides it. "
"See also [constant CURSOR_DRAG]."
msgstr ""
"“能放下”游標。在拖放操作過程中,如果將滑鼠懸停在可以接受拖放事件的 [Control] "
"上,就會顯示這個游標。大多數游標主題會顯示一隻正在拖拽的手,旁邊有一個箭頭符"
"號。另見 [constant CURSOR_DRAG]。"
msgid ""
"Forbidden cursor. This is displayed during drag-and-drop operations if the "
"hovered [Control] can't accept the drag-and-drop event."
msgstr ""
"禁止游標。在拖放操作過程中,如果將滑鼠懸停在不可接受拖放事件的 [Control] 上,"
"就會顯示這個游標。"
msgid ""
"Vertical resize cursor. Intended to be displayed when the hovered [Control] "
"can be vertically resized using the mouse. See also [constant CURSOR_VSPLIT]."
msgstr ""
"垂直尺寸調整游標。只在用於懸停的 [Control] 可以用滑鼠調整垂直大小時顯示。另見 "
"[constant CURSOR_VSPLIT]。"
msgid ""
"Horizontal resize cursor. Intended to be displayed when the hovered [Control] "
"can be horizontally resized using the mouse. See also [constant "
"CURSOR_HSPLIT]."
msgstr ""
"水平尺寸調整游標。只在用於懸停的 [Control] 可以用滑鼠調整水平大小時顯示。另見 "
"[constant CURSOR_HSPLIT]。"
msgid ""
"Secondary diagonal resize cursor (top-right/bottom-left). Intended to be "
"displayed when the hovered [Control] can be resized on both axes at once "
"using the mouse."
msgstr ""
"輔助對角線尺寸調整游標(右上/左下)。只在但懸停的 [Control] 可以使用滑鼠同時在"
"兩個軸上調整大小時顯示。"
msgid ""
"Main diagonal resize cursor (top-left/bottom-right). Intended to be displayed "
"when the hovered [Control] can be resized on both axes at once using the "
"mouse."
msgstr ""
"主對角線尺寸調整游標(左上/右下)。只在當懸停的 [Control] 可以使用滑鼠同時在兩"
"個軸上調整大小時顯示。"
msgid ""
"Move cursor. Intended to be displayed when the hovered [Control] can be moved "
"using the mouse."
msgstr "移動游標。應在能夠使用滑鼠移動被懸停 [Control] 時顯示。"
msgid ""
"Vertical split cursor. This is displayed when hovering a [Control] with "
"splits that can be vertically resized using the mouse, such as "
"[VSplitContainer]. On some cursor themes, this cursor may have the same "
"appearance as [constant CURSOR_VSIZE]."
msgstr ""
"垂直分割游標。當游標懸停於 [VSplitContainer] 等能夠使用滑鼠調整拆分的垂直大小"
"的 [Control] 時顯示。部分游標主題中,該游標的外觀和 [constant CURSOR_VSIZE] 一"
"致。"
msgid ""
"Horizontal split cursor. This is displayed when hovering a [Control] with "
"splits that can be horizontally resized using the mouse, such as "
"[HSplitContainer]. On some cursor themes, this cursor may have the same "
"appearance as [constant CURSOR_HSIZE]."
msgstr ""
"水平分割游標。當游標懸停於 [HSplitContainer] 等能夠使用滑鼠調整拆分的水平大小"
"的 [Control] 時顯示。部分游標主題中,該游標的外觀和 [constant CURSOR_HSIZE] 一"
"致。"
msgid ""
"Help cursor. On most cursor themes, this displays a question mark icon "
"instead of the mouse cursor. Intended to be used when the user has requested "
"help on the next element that will be clicked."
msgstr ""
"幫助游標。在大多數游標主題中顯示為問號圖示,不顯示為滑鼠游標。應在使用者請求對"
"下一次點擊的元素提供説明資訊時使用。"
msgid "Represents the size of the [enum CursorShape] enum."
msgstr "代表 [enum CursorShape] 列舉的大小。"
msgid "The native file dialog allows selecting one, and only one file."
msgstr "該對話方塊只允許選擇一個檔。"
msgid "The native file dialog allows selecting multiple files."
msgstr "該對話方塊允許選擇多個檔。"
msgid ""
"The native file dialog only allows selecting a directory, disallowing the "
"selection of any file."
msgstr "該對話方塊只允許選擇一個目錄,不允許選擇任何檔。"
msgid "The native file dialog allows selecting one file or directory."
msgstr "該對話方塊允許選擇一個檔或目錄。"
msgid "The native file dialog will warn when a file exists."
msgstr "當檔案存在時,對話方塊會發出警告。"
msgid ""
"Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to "
"the size of the screen)."
msgstr "視窗模式,即 [Window] 不佔據整個螢幕(除非設定為螢幕的大小)。"
msgid ""
"Minimized window mode, i.e. [Window] is not visible and available on window "
"manager's window list. Normally happens when the minimize button is pressed."
msgstr ""
"最小化視窗模式,即 [Window] 在視窗管理器的視窗列表中既不可見也不可用。通常發生"
"在按下最小化按鈕時。"
msgid ""
"Maximized window mode, i.e. [Window] will occupy whole screen area except "
"task bar and still display its borders. Normally happens when the maximize "
"button is pressed."
msgstr ""
"最大化視窗模式,即 [Window] 會佔據整個螢幕區域,工作列除外,並且會顯示邊框。通"
"常發生在按下最大化按鈕時。"
msgid ""
"The window can't be resized by dragging its resize grip. It's still possible "
"to resize the window using [method window_set_size]. This flag is ignored for "
"full screen windows."
msgstr ""
"該視窗不能通過拖動其調整大小的手柄來調整大小。但仍然可以使用 [method "
"window_set_size] 調整視窗大小。全屏視窗會忽略該旗標。"
msgid ""
"The window do not have native title bar and other decorations. This flag is "
"ignored for full-screen windows."
msgstr "該視窗沒有原生標題列和其他裝飾。全屏視窗會忽略該旗標。"
msgid ""
"The window is floating on top of all other windows. This flag is ignored for "
"full-screen windows."
msgstr "該視窗懸浮在所有其他視窗之上。全屏視窗會忽略該旗標。"
msgid ""
"The window background can be transparent.\n"
"[b]Note:[/b] This flag has no effect if [member ProjectSettings.display/"
"window/per_pixel_transparency/allowed] is set to [code]false[/code].\n"
"[b]Note:[/b] Transparency support is implemented on Linux (X11), macOS and "
"Windows, but availability might vary depending on GPU driver, display "
"manager, and compositor capabilities."
msgstr ""
"該視窗的背景可以是透明的。\n"
"[b]注意:[/b]如果 [member ProjectSettings.display/window/"
"per_pixel_transparency/allowed] 被設定為 [code]false[/code],則該旗標無效。\n"
"[b]注意:[/b]透明度支援在 LinuxX11、macOS 和 Windows 上實作,但可用性可能"
"因 GPU 驅動、顯示管理器、和合成器功能而異。"
msgid ""
"The window can't be focused. No-focus window will ignore all input, except "
"mouse clicks."
msgstr "該視窗無法獲得焦點。無聚焦視窗會忽略除滑鼠點擊外的所有輸入。"
msgid ""
"Window is part of menu or [OptionButton] dropdown. This flag can't be changed "
"when the window is visible. An active popup window will exclusively receive "
"all input, without stealing focus from its parent. Popup windows are "
"automatically closed when uses click outside it, or when an application is "
"switched. Popup window must have transient parent set (see [method "
"window_set_transient])."
msgstr ""
"視窗是功能表或 [OptionButton] 下拉式功能表的一部分。當視窗可見時,不能更改該旗"
"標。活動的快顯視窗會以獨佔的形式接收所有輸入,但不會從其父視窗竊取焦點。當在其"
"外部點擊或切換套用程式時,快顯視窗將會自動關閉。 快顯視窗必須已經設定了臨時父"
"級(參見 [method window_set_transient])。"
msgid ""
"Window content is expanded to the full size of the window. Unlike borderless "
"window, the frame is left intact and can be used to resize the window, title "
"bar is transparent, but have minimize/maximize/close buttons.\n"
"Use [method window_set_window_buttons_offset] to adjust minimize/maximize/"
"close buttons offset.\n"
"Use [method window_get_safe_title_margins] to determine area under the title "
"bar that is not covered by decorations.\n"
"[b]Note:[/b] This flag is implemented only on macOS."
msgstr ""
"視窗內容擴充到視窗的全部大小。與無邊框視窗不同,框架仍保持不變,可以調整視窗大"
"小,標題列是透明的,但具有最小化/最大化/關閉按鈕。\n"
"使用 [method window_set_window_buttons_offset] 調整最小化/最大化/關閉按鈕的偏"
"移量。\n"
"使用 [method window_get_safe_title_margins] 確定標題列下方未被裝飾覆蓋的區"
"域。\n"
"[b]注意:[/b]該旗標僅在 macOS 上實作。"
msgid ""
"All mouse events are passed to the underlying window of the same application."
msgstr "所有滑鼠事件都被傳遞到同一套用程式的底層視窗。"
msgid "Max value of the [enum WindowFlags]."
msgstr "[enum WindowFlags] 的最大值。"
msgid ""
"No vertical synchronization, which means the engine will display frames as "
"fast as possible (tearing may be visible). Framerate is unlimited "
"(notwithstanding [member Engine.max_fps])."
msgstr ""
"沒有垂直同步,這意味著引擎將盡可能快地顯示影格(可能會有可見的撕裂)。畫面播放"
"速率是未限制的(不考慮 [member Engine.max_fps])。"
msgid ""
"Default vertical synchronization mode, the image is displayed only on "
"vertical blanking intervals (no tearing is visible). Framerate is limited by "
"the monitor refresh rate (notwithstanding [member Engine.max_fps])."
msgstr ""
"預設的垂直同步模式,圖像只在垂直消隱間隔顯示(沒有可見的撕裂)。畫面播放速率受"
"顯示器更新率的限制(不考慮 [member Engine.max_fps])。"
msgid ""
"Behaves like [constant VSYNC_DISABLED] when the framerate drops below the "
"screen's refresh rate to reduce stuttering (tearing may be visible). "
"Otherwise, vertical synchronization is enabled to avoid tearing. Framerate is "
"limited by the monitor refresh rate (notwithstanding [member Engine."
"max_fps]). Behaves like [constant VSYNC_ENABLED] when using the Compatibility "
"rendering method."
msgstr ""
"當畫面播放速率降至螢幕更新率以下以減少卡頓(可能有可見的撕裂)時,行為類似於 "
"[constant VSYNC_DISABLED]。否則,啟用垂直同步以避免撕裂。畫面播放速率受顯示器"
"更新率的限制(不考慮 [member Engine.max_fps])。使用相容渲染方法時表現得像 "
"[constant VSYNC_ENABLED]。"
msgid ""
"Displays the most recent image in the queue on vertical blanking intervals, "
"while rendering to the other images (no tearing is visible). Framerate is "
"unlimited (notwithstanding [member Engine.max_fps]).\n"
"Although not guaranteed, the images can be rendered as fast as possible, "
"which may reduce input lag (also called \"Fast\" V-Sync mode). [constant "
"VSYNC_MAILBOX] works best when at least twice as many frames as the display "
"refresh rate are rendered. Behaves like [constant VSYNC_ENABLED] when using "
"the Compatibility rendering method."
msgstr ""
"在垂直消隱間隔顯示佇列中的最新圖像,同時對其他圖像渲染(沒有可見的撕裂)。影格"
"速率是未限制的(不考慮 [member Engine.max_fps])。\n"
"雖然不能保證但可以盡可能快地渲染圖像這可能會減少輸入滯後也稱為“快速”V-"
"Sync 模式)。[constant VSYNC_MAILBOX] 在渲染的影格數至少是顯示器更新率的兩倍時"
"效果最佳。使用相容渲染方法時表現得像 [constant VSYNC_ENABLED]。"
msgid ""
"Display handle:\n"
"- Linux (X11): [code]X11::Display*[/code] for the display.\n"
"- Android: [code]EGLDisplay[/code] for the display."
msgstr ""
"顯示器控制碼:\n"
"- Linux (X11):顯示器的 [code]X11::Display*[/code]。\n"
"- Android顯示器的 [code]EGLDisplay[/code]。"
msgid ""
"Window handle:\n"
"- Windows: [code]HWND[/code] for the window.\n"
"- Linux (X11): [code]X11::Window*[/code] for the window.\n"
"- macOS: [code]NSWindow*[/code] for the window.\n"
"- iOS: [code]UIViewController*[/code] for the view controller.\n"
"- Android: [code]jObject[/code] for the activity."
msgstr ""
"視窗控制碼:\n"
"- Windows視窗的 [code]HWND[/code]。\n"
"- Linux (X11):視窗的 [code]X11::Window*[/code]。\n"
"- macOS視窗的 [code]NSWindow*[/code]。\n"
"- iOS視圖控制器的 [code]UIViewController*[/code]。\n"
"- AndroidActivity 的 [code]jObject[/code]。"
msgid ""
"Window view:\n"
"- Windows: [code]HDC[/code] for the window (only with the GL Compatibility "
"renderer).\n"
"- macOS: [code]NSView*[/code] for the window main view.\n"
"- iOS: [code]UIView*[/code] for the window main view."
msgstr ""
"視窗視圖:\n"
"- Windows視窗的 [code]HDC[/code](僅適用於 GL 相容性渲染器)。\n"
"- macOS視窗主視圖的 [code]NSView*[/code]。\n"
"- iOS視窗主視圖的 [code]UIView*[/code]。"
msgid ""
"OpenGL context (only with the GL Compatibility renderer):\n"
"- Windows: [code]HGLRC[/code] for the window (native GL), or "
"[code]EGLContext[/code] for the window (ANGLE).\n"
"- Linux: [code]GLXContext*[/code] for the window.\n"
"- macOS: [code]NSOpenGLContext*[/code] for the window (native GL), or "
"[code]EGLContext[/code] for the window (ANGLE).\n"
"- Android: [code]EGLContext[/code] for the window."
msgstr ""
"OpenGL 本文(僅適用於 GL 相容性渲染器):\n"
"- Windows視窗的 [code]HGLRC[/code]。\n"
"- Linux視窗的 [code]GLXContext*[/code]。\n"
"- macOS視窗的 [code]NSOpenGLContext*[/code]。\n"
"- Android視窗的 [code]EGLContext[/code]。"
msgid "Utterance has begun to be spoken."
msgstr "發言開始。"
msgid "Utterance was successfully finished."
msgstr "發言順利結束。"
msgid "Utterance was canceled, or TTS service was unable to process it."
msgstr "發言取消,或者 TTS 服務無法處理。"
msgid "Utterance reached a word or sentence boundary."
msgstr "發言到達單詞或句子的邊界。"
msgid "Helper class to implement a DTLS server."
msgstr "實作 DTLS 伺服器的輔助類。"
msgid ""
"This class is used to store the state of a DTLS server. Upon [method setup] "
"it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
"[method take_connection] as DTLS clients. Under the hood, this class is used "
"to store the DTLS state and cookies of the server. The reason of why the "
"state and cookies are needed is outside of the scope of this documentation.\n"
"Below a small example of how to use it:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"extends Node\n"
"\n"
"var dtls := DTLSServer.new()\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
" var key = load(\"key.key\") # Your private key.\n"
" var cert = load(\"cert.crt\") # Your X509 certificate.\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
" while server.is_connection_available():\n"
" var peer: PacketPeerUDP = server.take_connection()\n"
" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
" continue # It is normal that 50% of the connections fails due to "
"cookie exchange.\n"
" print(\"Peer connected!\")\n"
" peers.append(dtls_peer)\n"
"\n"
" for p in peers:\n"
" p.poll() # Must poll to update the state.\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
" print(\"Received message from client: %s\" % p.get_packet()."
"get_string_from_utf8())\n"
" p.put_packet(\"Hello DTLS client\".to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private DtlsServer _dtls = new DtlsServer();\n"
" private UdpServer _server = new UdpServer();\n"
" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot."
"Collections.Array<PacketPeerDTLS>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" var key = GD.Load<CryptoKey>(\"key.key\"); // Your private key.\n"
" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // Your X509 "
"certificate.\n"
" _dtls.Setup(key, cert);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" while (Server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUDP peer = _server.TakeConnection();\n"
" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n"
" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n"
" {\n"
" continue; // It is normal that 50% of the connections fails "
"due to cookie exchange.\n"
" }\n"
" GD.Print(\"Peer connected!\");\n"
" _peers.Add(dtlsPeer);\n"
" }\n"
"\n"
" foreach (var p in _peers)\n"
" {\n"
" p.Poll(); // Must poll to update the state.\n"
" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" while (p.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Received Message From Client: {p.GetPacket()."
"GetStringFromUtf8()}\");\n"
" p.PutPacket(\"Hello DTLS Client\".ToUtf8Buffer());\n"
" }\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"extends Node\n"
"\n"
"var dtls := PacketPeerDTLS.new()\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
" dtls.connect_to_peer(udp, false) # Use true in production for certificate "
"validation!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
" # Try to contact server\n"
" dtls.put_packet(\"The answer is... 42!\".to_utf8_buffer())\n"
" while dtls.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % dtls.get_packet()."
"get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"using System.Text;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerDtls _dtls = new PacketPeerDtls();\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in "
"production for certificate validation!\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _dtls.Poll();\n"
" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // Try to contact server\n"
" _dtls.PutPacket(\"The Answer Is..42!\".ToUtf8Buffer());\n"
" }\n"
" while (_dtls.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Connected: {_dtls.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"該類用於儲存 DTLS 伺服器的狀態。在 [method setup] 之後,它將連接的 "
"[PacketPeerUDP] 轉換為 [PacketPeerDTLS],通過 [method take_connection] 接受它"
"們作為 DTLS 使用者端。在底層,這個類用於儲存伺服器的 DTLS 狀態和 cookie。為什"
"麼需要狀態和 cookie 的原因不在本文件的範圍內。\n"
"下面是一個如何使用它的小例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"extends Node\n"
"\n"
"var dtls := DTLSServer.new()\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
" var key = load(\"key.key\") # 你的私密金鑰。\n"
" var cert = load(\"cert.crt\") # 你的 X509 憑證。\n"
" dtls.setup(key, cert)\n"
"\n"
"func _process(delta):\n"
" while server.is_connection_available():\n"
" var peer: PacketPeerUDP = server.take_connection()\n"
" var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer)\n"
" if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
" continue # 由於 cookie 交換50% 的連接會失敗,這是正常現象。\n"
" print(\"對等體已連接!\")\n"
" peers.append(dtls_peer)\n"
"\n"
" for p in peers:\n"
" p.poll() # 必須輪詢以更新狀態。\n"
" if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" while p.get_available_packet_count() > 0:\n"
" print(\"從使用者端收到消息:%s\" % p.get_packet()."
"get_string_from_utf8())\n"
" p.put_packet(\"你好 DTLS 使用者端\".to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private DtlsServer _dtls = new DtlsServer();\n"
" private UdpServer _server = new UdpServer();\n"
" private Godot.Collections.Array<PacketPeerDTLS> _peers = new Godot."
"Collections.Array<PacketPeerDTLS>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" var key = GD.Load<CryptoKey>(\"key.key\"); // 你的私密金鑰。\n"
" var cert = GD.Load<X509Certificate>(\"cert.crt\"); // 你的 X509 證"
"書。\n"
" _dtls.Setup(key, cert);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" while (Server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUDP peer = _server.TakeConnection();\n"
" PacketPeerDTLS dtlsPeer = _dtls.TakeConnection(peer);\n"
" if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking)\n"
" {\n"
" continue; // 由於 cookie 交換50% 的連接會失敗,這是正常現"
"象。\n"
" }\n"
" GD.Print(\"對等體已連接!\");\n"
" _peers.Add(dtlsPeer);\n"
" }\n"
"\n"
" foreach (var p in _peers)\n"
" {\n"
" p.Poll(); // 必須輪詢以更新狀態。\n"
" if (p.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" while (p.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"從使用者端收到消息:{p.GetPacket()."
"GetStringFromUtf8()}\");\n"
" p.PutPacket(\"你好 DTLS 使用者端\".ToUtf8Buffer());\n"
" }\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"extends Node\n"
"\n"
"var dtls := PacketPeerDTLS.new()\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
" dtls.connect_to_peer(udp, false) # 生產環境中請使用 true 進行憑證校驗!\n"
"\n"
"func _process(delta):\n"
" dtls.poll()\n"
" if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
" if !connected:\n"
" # 嘗試聯繫伺服器\n"
" dtls.put_packet(\"回應是… 42\".to_utf8_buffer())\n"
" while dtls.get_available_packet_count() > 0:\n"
" print(\"已連接:%s\" % dtls.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"using System.Text;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerDtls _dtls = new PacketPeerDtls();\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" _dtls.ConnectToPeer(_udp, validateCerts: false); // 生產環境中請使用 "
"true 進行憑證校驗!\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _dtls.Poll();\n"
" if (_dtls.GetStatus() == PacketPeerDtls.Status.Connected)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // 嘗試聯繫伺服器\n"
" _dtls.PutPacket(\"回應是… 42\".ToUtf8Buffer());\n"
" }\n"
" while (_dtls.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"已連接:{_dtls.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Setup the DTLS server to use the given [param server_options]. See [method "
"TLSOptions.server]."
msgstr ""
"設定 DTLS 伺服器以使用給定的 [param server_options]。請參閱 [method "
"TLSOptions.server]。"
msgid ""
"Try to initiate the DTLS handshake with the given [param udp_peer] which must "
"be already connected (see [method PacketPeerUDP.connect_to_host]).\n"
"[b]Note:[/b] You must check that the state of the return PacketPeerUDP is "
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of the "
"new connections will be invalid due to cookie exchange."
msgstr ""
"嘗試與給定 [param udp_peer] 啟動 DTLS 握手,必須已連接到該 [param udp_peer]"
"(請參閱 [method PacketPeerUDP.connect_to_host])。\n"
"[b]注意:[/b]必須檢查返回的 PacketPeerUDP 的狀態是否為 [constant "
"PacketPeerDTLS.STATUS_HANDSHAKING]因為正常情況下50% 的新連接會因為 cookie "
"交換而無效。"
msgid "Godot editor's command palette."
msgstr "Godot 編輯器的命令面板。"
msgid ""
"Object that holds all the available Commands and their shortcuts text. These "
"Commands can be accessed through [b]Editor > Command Palette[/b] menu.\n"
"Command key names use slash delimiters to distinguish sections, for example: "
"[code]\"example/command1\"[/code] then [code]example[/code] will be the "
"section name.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var command_palette = EditorInterface.get_command_palette()\n"
"# external_command is a function that will be called with the command is "
"executed.\n"
"var command_callable = Callable(self, \"external_command\").bind(arguments)\n"
"command_palette.add_command(\"command\", \"test/command\",command_callable)\n"
"[/gdscript]\n"
"[csharp]\n"
"EditorCommandPalette commandPalette = EditorInterface.Singleton."
"GetCommandPalette();\n"
"// ExternalCommand is a function that will be called with the command is "
"executed.\n"
"Callable commandCallable = new Callable(this, MethodName.ExternalCommand);\n"
"commandPalette.AddCommand(\"command\", \"test/command\", commandCallable)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_command_palette]."
msgstr ""
"該物件包含所有可用命令及其快捷方式文字。這些命令可以通過 [b]Editor > 命令面板"
"[/b] 選單存取。\n"
"命令鍵名使用斜杠分隔符號來區分部分,例如:[code]\"example/command1\"[/code]"
"那麼 [code]example[/code] 將是部分名稱。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var command_palette = get_editor_interface().get_command_palette()\n"
"# external_command 是將在命令執行時呼叫的函式。\n"
"var command_callable = Callable(self, \"external_command\").bind(arguments)\n"
"command_palette.add_command(\"command\", \"test/command\",command_callable)\n"
"[/gdscript]\n"
"[csharp]\n"
"EditorCommandPalette commandPalette = GetEditorInterface()."
"GetCommandPalette();\n"
"// ExternalCommand 是將在命令執行時呼叫的函式。\n"
"Callable commandCallable = new Callable(this, MethodName.ExternalCommand);\n"
"commandPalette.AddCommand(\"command\", \"test/command\", commandCallable)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]不應直接產生實體此類。相反,使用 [method EditorInterface."
"get_command_palette] 存取單例。"
msgid ""
"Adds a custom command to EditorCommandPalette.\n"
"- [param command_name]: [String] (Name of the [b]Command[/b]. This is "
"displayed to the user.)\n"
"- [param key_name]: [String] (Name of the key for a particular [b]Command[/"
"b]. This is used to uniquely identify the [b]Command[/b].)\n"
"- [param binded_callable]: [Callable] (Callable of the [b]Command[/b]. This "
"will be executed when the [b]Command[/b] is selected.)\n"
"- [param shortcut_text]: [String] (Shortcut text of the [b]Command[/b] if "
"available.)"
msgstr ""
"向 EditorCommandPalette 新增自訂命令。\n"
"- [param command_name][String][b]Command[/b] 的名稱。這會顯示給使用"
"者。)\n"
"- [param key_name][String](特定 [b]Command[/b] 的金鑰名稱。這用於唯一標識 "
"[b]Command[/b]。)\n"
"- [param binded_callable][Callable][b]Command[/b] 的 Callable。這將在選擇 "
"[b]Command[/b] 時執行。)\n"
"- [param shortcut_text][String][b]Command[/b] 的快捷鍵文字,如果可用。)"
msgid ""
"Removes the custom command from EditorCommandPalette.\n"
"- [param key_name]: [String] (Name of the key for a particular [b]Command[/"
"b].)"
msgstr ""
"從 EditorCommandPalette 中刪除自訂命令。\n"
"- [param key_name]: [String] (特定 [b]Command[/b] 的鍵名)"
msgid "A base class to implement debugger plugins."
msgstr "實作除錯器外掛程式的基底類別。"
msgid ""
"[EditorDebuggerPlugin] provides functions related to the editor side of the "
"debugger.\n"
"To interact with the debugger, an instance of this class must be added to the "
"editor via [method EditorPlugin.add_debugger_plugin].\n"
"Once added, the [method _setup_session] callback will be called for every "
"[EditorDebuggerSession] available to the plugin, and when new ones are "
"created (the sessions may be inactive during this stage).\n"
"You can retrieve the available [EditorDebuggerSession]s via [method "
"get_sessions] or get a specific one via [method get_session].\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorPlugin\n"
"\n"
"class ExampleEditorDebugger extends EditorDebuggerPlugin:\n"
"\n"
" func _has_capture(prefix):\n"
" # Return true if you wish to handle message with this prefix.\n"
" return prefix == \"my_plugin\"\n"
"\n"
" func _capture(message, data, session_id):\n"
" if message == \"my_plugin:ping\":\n"
" get_session(session_id).send_message(\"my_plugin:echo\", data)\n"
"\n"
" func _setup_session(session_id):\n"
" # Add a new tab in the debugger session UI containing a label.\n"
" var label = Label.new()\n"
" label.name = \"Example plugin\"\n"
" label.text = \"Example plugin\"\n"
" var session = get_session(session_id)\n"
" # Listens to the session started and stopped signals.\n"
" session.started.connect(func (): print(\"Session started\"))\n"
" session.stopped.connect(func (): print(\"Session stopped\"))\n"
" session.add_session_tab(label)\n"
"\n"
"var debugger = ExampleEditorDebugger.new()\n"
"\n"
"func _enter_tree():\n"
" add_debugger_plugin(debugger)\n"
"\n"
"func _exit_tree():\n"
" remove_debugger_plugin(debugger)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"編輯器除錯器外掛程式 [EditorDebuggerPlugin] 提供了與除錯器的編輯器端相關的函"
"數。\n"
"要與除錯器互動,必須將這個類的實例通過 [method EditorPlugin."
"add_debugger_plugin] 新增至編輯器。\n"
"新增完成後,會針對該外掛程式可用的每一個編輯器除錯器會話 "
"[EditorDebuggerSession] 回呼函式一次 [method _setup_session],後續有新的會話也"
"會進行回呼函式(這些會話在此階段可能尚未啟動)。\n"
"你可以通過 [method get_sessions] 獲取所有可用的 [EditorDebuggerSession],也可"
"以通過 [method get_session] 獲取特定的會話。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorPlugin\n"
"\n"
"class ExampleEditorDebugger extends EditorDebuggerPlugin:\n"
"\n"
" func _has_capture(prefix):\n"
" # 如果想要處理帶有這個前綴的消息則返回 true。\n"
" return prefix == \"my_plugin\"\n"
"\n"
" func _capture(message, data, session_id):\n"
" if message == \"my_plugin:ping\":\n"
" get_session(session_id).send_message(\"my_plugin:echo\", data)\n"
"\n"
" func _setup_session(session_id):\n"
" # 在除錯器會話 UI 中新增新的分頁,其中包含一個標籤。\n"
" var label = Label.new()\n"
" label.name = \"Example plugin\"\n"
" label.text = \"範例外掛程式\"\n"
" var session = get_session(session_id)\n"
" # 監聽會話開始和停止訊號。\n"
" session.started.connect(func (): print(\"會話已開始\"))\n"
" session.stopped.connect(func (): print(\"會話已停止\"))\n"
" session.add_session_tab(label)\n"
"\n"
"var debugger = ExampleEditorDebugger.new()\n"
"\n"
"func _enter_tree():\n"
" add_debugger_plugin(debugger)\n"
"\n"
"func _exit_tree():\n"
" remove_debugger_plugin(debugger)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Override this method to process incoming messages. The [param session_id] is "
"the ID of the [EditorDebuggerSession] that received the message (which you "
"can retrieve via [method get_session])."
msgstr ""
"覆蓋此方法以處理傳入的消息。[param session_id] 是接收到消息的 "
"[EditorDebuggerSession] 的 ID你可以通過 [method get_session] 檢索到它)。"
msgid ""
"Override this method to enable receiving messages from the debugger. If "
"[param capture] is \"my_message\" then messages starting with \"my_message:\" "
"will be passes to the [method _capture] method."
msgstr ""
"覆蓋此方法以啟用從除錯器接收消息。如果[param capture]是\"my_message\",那麼以"
"\"my_message:\"開頭的消息將會傳遞到[method _capture]方法。"
msgid ""
"Override this method to be notified whenever a new [EditorDebuggerSession] is "
"created (the session may be inactive during this stage)."
msgstr ""
"覆蓋此方法,以在建立新的[EditorDebuggerSession]時被通知(此階段期間可能處於非"
"活動狀態)。"
msgid "Returns the [EditorDebuggerSession] with the given [param id]."
msgstr "返回具有給定 [param id] 的 [EditorDebuggerSession]。"
msgid ""
"Returns an array of [EditorDebuggerSession] currently available to this "
"debugger plugin.\n"
"[b]Note:[/b] Sessions in the array may be inactive, check their state via "
"[method EditorDebuggerSession.is_active]."
msgstr ""
"返回該除錯器外掛程式目前可用的 [EditorDebuggerSession] 陣列。\n"
"[b]注意:[/b]陣列中的會話可能處於非活動狀態,請通過 [method "
"EditorDebuggerSession.is_active] 檢查它們的狀態。"
msgid "A class to interact with the editor debugger."
msgstr "與編輯器除錯器互動的類。"
msgid ""
"This class cannot be directly instantiated and must be retrieved via a "
"[EditorDebuggerPlugin].\n"
"You can add tabs to the session UI via [method add_session_tab], send "
"messages via [method send_message], and toggle [EngineProfiler]s via [method "
"toggle_profiler]."
msgstr ""
"這個類不能直接產生實體,必須通過 [EditorDebuggerPlugin] 來獲取。\n"
"通過 [method add_session_tab] 可以向會話 UI 新增標籤,通過 [method "
"send_message] 可以發送消息,通過 [method toggle_profiler] 可以切換 "
"[EngineProfiler]。"
msgid ""
"Adds the given [param control] to the debug session UI in the debugger bottom "
"panel."
msgstr "將給定的控制項 [param control] 新增到底部除錯器面板的除錯會話 UI 中。"
msgid ""
"Returns [code]true[/code] if the debug session is currently attached to a "
"remote instance."
msgstr "如果除錯會話附加到了某個遠端實例,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the attached remote instance is currently in the "
"debug loop."
msgstr "如果附加的遠端實例正處於除錯迴圈中,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the attached remote instance can be debugged."
msgstr "如果附加的遠端實例可以除錯,則返回 [code]true[/code]。"
msgid ""
"Removes the given [param control] from the debug session UI in the debugger "
"bottom panel."
msgstr "將給定的控制項 [param control] 從底部除錯器面板的除錯會話 UI 中移除。"
msgid ""
"Sends the given [param message] to the attached remote instance, optionally "
"passing additionally [param data]. See [EngineDebugger] for how to retrieve "
"those messages."
msgstr ""
"向原生實例發送給定的消息 [param message],還可以傳入額外的資料 [param data]。"
"如何獲取這些消息見 [EngineDebugger]。"
msgid ""
"Toggle the given [param profiler] on the attached remote instance, optionally "
"passing additionally [param data]. See [EngineProfiler] for more details."
msgstr ""
"在所附加的遠端實例上開關給定的 [param profiler],還可以傳入額外的資料 [param "
"data]。詳見 [EngineProfiler]。"
msgid ""
"Emitted when the attached remote instance enters a break state. If [param "
"can_debug] is [code]true[/code], the remote instance will enter the debug "
"loop."
msgstr ""
"當連接的遠端實例進入中斷狀態時發出。如果 [param can_debug] 為 [code]true[/"
"code],則遠端實例將進入除錯迴圈。"
msgid "Emitted when the attached remote instance exits a break state."
msgstr "當連接的遠端實例退出中斷狀態時觸發。"
msgid ""
"Emitted when a remote instance is attached to this session (i.e. the session "
"becomes active)."
msgstr "當一個遠端實例連接到該會話時觸發(即該會話成為活動狀態)。"
msgid ""
"Emitted when a remote instance is detached from this session (i.e. the "
"session becomes inactive)."
msgstr "當一個遠端實例從該會話中分離出來時(即該會話變為非活動狀態)發出。"
msgid ""
"Identifies a supported export platform, and internally provides the "
"functionality of exporting to that platform."
msgstr "標識一個支援的匯出平臺,並在內部提供匯出到該平臺的功能。"
msgid ""
"Base resource that provides the functionality of exporting a release build of "
"a project to a platform, from the editor. Stores platform-specific metadata "
"such as the name and supported features of the platform, and performs the "
"exporting of projects, PCK files, and ZIP files. Uses an export template for "
"the platform provided at the time of project exporting.\n"
"Used in scripting by [EditorExportPlugin] to configure platform-specific "
"customization of scenes and resources. See [method EditorExportPlugin."
"_begin_customize_scenes] and [method EditorExportPlugin."
"_begin_customize_resources] for more details."
msgstr ""
"基礎資源,提供從編輯器將專案的發行建構匯出到平臺的功能。儲存特定於平臺的元數"
"據例如平臺的名稱和支援的功能並執行專案、PCK 檔和 ZIP 檔的匯出。使用在專案"
"匯出時提供的平臺匯出範本。\n"
"在 [EditorExportPlugin] 的腳本中用於配置特定於平臺的場景和資源的定制。有關詳細"
"信息,請參閱 [method EditorExportPlugin._begin_customize_scenes] 和 [method "
"EditorExportPlugin._begin_customize_resources]。"
msgid "$DOCS_URL/tutorials/platform/consoles.html"
msgstr "$DOCS_URL/tutorials/platform/consoles.html"
msgid ""
"Returns the name of the export operating system handled by this "
"[EditorExportPlatform] class, as a friendly string. Possible return values "
"are [code]Windows[/code], [code]Linux[/code], [code]macOS[/code], "
"[code]Android[/code], [code]iOS[/code], and [code]Web[/code]."
msgstr ""
"以友善字串的形式傳回由此[EditorExportPlatform] 類別處理的匯出作業系統的名稱。"
"可能的回傳值為[code]Windows[/code]、[code]Linux [/code]、[code]macOS[/code]、"
"[code]Android[/code]、[code]iOS[/code] 和 [code]Web[/code]。"
msgid "Exporter for Android."
msgstr "適用於 Android 的匯出器。"
msgid "Exporting for Android"
msgstr "為 Android 匯出"
msgid "Android plugins documentation index"
msgstr "編輯器外掛程式文件索引"
msgid ""
"Array of random bytes that the licensing Policy uses to create an "
"[url=https://developer.android.com/google/play/licensing/adding-"
"licensing#impl-Obfuscator]Obfuscator[/url]."
msgstr ""
"許可政策用於建立 [url=https://developer.android.com/google/play/licensing/"
"adding-licensing#impl-Obfuscator]Obfuscator[/url] 的隨機位元組陣列。"
msgid ""
"If [code]true[/code], project resources are stored in the separate APK "
"expansion file, instead APK.\n"
"[b]Note:[/b] APK expansion should be enabled to use PCK encryption."
msgstr ""
"如果為 [code]true[/code],則專案資源被儲存在單獨的 APK 擴充檔中,而不是 "
"APK。\n"
"[b]注意:[/b]APK 擴充應被啟用才能使用 PCK 加密。"
msgid ""
"Base64 encoded RSA public key for your publisher account, available from the "
"profile page on the \"Play Console\"."
msgstr ""
"你的發行者帳戶的 Base64 編碼的 RSA 公開金鑰可從“Play 管理中心”的個人資料頁面"
"獲取。"
msgid ""
"If [code]true[/code], [code]arm64[/code] binaries are included into exported "
"project."
msgstr ""
"如果為 [code]true[/code][code]arm64[/code] 二進位檔案將包含在匯出的專案中。"
msgid ""
"If [code]true[/code], [code]arm32[/code] binaries are included into exported "
"project."
msgstr ""
"如果為 [code]true[/code][code]arm32[/code] 二進位檔案將包含在匯出的專案中。"
msgid ""
"If [code]true[/code], [code]x86_32[/code] binaries are included into exported "
"project."
msgstr ""
"如果為 [code]true[/code][code]x86_32[/code] 二進位檔案將包含在匯出的專案中。"
msgid ""
"If [code]true[/code], [code]x86_64[/code] binaries are included into exported "
"project."
msgstr ""
"如果為 [code]true[/code][code]x86_64[/code] 二進位檔案將包含在匯出的專案中。"
msgid ""
"A list of additional command line arguments, exported project will receive "
"when started."
msgstr "附加命令列參數的列表,匯出的專案將在啟動時收到該列表。"
msgid ""
"Path to the custom export template. If left empty, default template is used."
msgstr "到自訂匯出範本的路徑。如果留空,則預設範本將被使用。"
msgid "Export format for Gradle build."
msgstr "Gradle 建構的匯出格式。"
msgid "Minimal Android SDK version for Gradle build."
msgstr "Gradle 建構的最低 Android SDK 版本。"
msgid "Target Android SDK version for Gradle build."
msgstr "Gradle 建構的目標 Android SDK 版本。"
msgid "If [code]true[/code], Gradle build is used instead of pre-built APK."
msgstr "如果為 [code]true[/code],則使用 Gradle 建構而不是預建構的 APK。"
msgid ""
"If [code]true[/code], OpenGL ES debug context will be created (additional "
"runtime checking, validation, and logging)."
msgstr ""
"如果為 [code]true[/code],則將建立 OpenGL ES 除錯本文(額外的運作時檢查、驗"
"證、和紀錄記錄)。"
msgid ""
"Path of the debug keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code].\n"
"Fallbacks to [code]EditorSettings.export/android/debug_keystore[/code] if "
"empty."
msgstr ""
"除錯金鑰庫檔的路徑。\n"
"可以被環境變數 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PATH[/code] 覆蓋。\n"
"如果為空,則退回到 [code]EditorSettings.export/android/debug_keystore[/code]。"
msgid ""
"Password for the debug keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code].\n"
"Fallbacks to [code]EditorSettings.export/android/debug_keystore_pass[/code] "
"if both it and [member keystore/debug] are empty."
msgstr ""
"除錯金鑰庫檔的密碼。\n"
"可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD[/code] 覆蓋。\n"
"如果該屬性和 [member keystore/debug] 都為空,則退回到 [code]EditorSettings."
"export/android/debug_keystore_pass[/code]。"
msgid ""
"User name for the debug keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code].\n"
"Fallbacks to [code]EditorSettings.export/android/debug_keystore_user[/code] "
"if both it and [member keystore/debug] are empty."
msgstr ""
"除錯金鑰庫檔案的使用者名。\n"
"可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_DEBUG_USER[/code] 覆蓋。\n"
"如果該屬性和 [member keystore/debug] 都為空,則退回到 [code]EditorSettings."
"export/android/debug_keystore_user[/code]。"
msgid ""
"Path of the release keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code]."
msgstr ""
"發行金鑰庫檔的路徑。\n"
"可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_RELEASE_PATH[/code] 覆蓋。"
msgid ""
"Password for the release keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code]."
msgstr ""
"發行金鑰庫檔的密碼。\n"
"可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD[/code] 覆蓋。"
msgid ""
"User name for the release keystore file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code]."
msgstr ""
"發行金鑰庫檔的使用者名。\n"
"可以使用環境變數 [code]GODOT_ANDROID_KEYSTORE_RELEASE_USER[/code] 覆蓋。"
msgid "Background layer of the application adaptive icon file."
msgstr "套用程式自我調整圖示檔的背景圖層。"
msgid "Foreground layer of the application adaptive icon file."
msgstr "套用程式自我調整圖示檔的前景圖層。"
msgid ""
"Application icon file. If left empty, it will fallback to [member "
"ProjectSettings.application/config/icon]."
msgstr ""
"套用程式圖示檔。如果留空,它將退回到 [member ProjectSettings.application/"
"config/icon]。"
msgid "Application category for the Play Store."
msgstr "Play 商店的套用程式類別。"
msgid ""
"If [code]true[/code], task initiated by main activity will be excluded from "
"the list of recently used applications."
msgstr ""
"如果為 [code]true[/code],則主 Activity 啟動的工作將從最近使用的套用程式列表中"
"排除。"
msgid "Name of the application."
msgstr "套用程式的名稱。"
msgid ""
"If [code]true[/code], when the user uninstalls an app, a prompt to keep the "
"app's data will be shown."
msgstr ""
"如果為 [code]true[/code],當使用者解除安裝套用程式時,將顯示保留套用程式資料的"
"提示。"
msgid ""
"If [code]true[/code], the user will be able to set this app as the system "
"launcher in Android preferences."
msgstr "如果為 [code]true[/code],則編輯器會在運作遊戲專案時清空“輸出”面板。"
msgid "If [code]true[/code], this app will show in Android TV launcher UI."
msgstr "如果為 [code]true[/code],對話方塊將顯示出隱藏檔。"
msgid ""
"If [code]true[/code], this app will show in the device's app library.\n"
"[b]Note:[/b] This is [code]true[/code] by default."
msgstr ""
"如果為 [code]true[/code],則在觸控式螢幕裝置上啟用兩指平移和縮放手勢。\n"
"[b]注意:[/b]在觸控式螢幕裝置上預設為 [code]true[/code]。"
msgid "If [code]true[/code], package signing is enabled."
msgstr "如果為 [code]true[/code],則包簽章被啟用。"
msgid ""
"Unique application identifier in a reverse-DNS format, can only contain "
"alphanumeric characters ([code]A-Z[/code], [code]a-z[/code], and [code]0-9[/"
"code]), hyphens ([code]-[/code]), and periods ([code].[/code])."
msgstr ""
"反向 DNS 格式的唯一套用程式識別字,只能包含字母數位字元([code]A-Z[/code]、"
"[code]a-z[/code] 和 [code]0-9[/code])、連字號([code]-[/code])和句點"
"[code].[/code])。"
msgid ""
"Allows read/write access to the \"properties\" table in the checkin database. "
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]."
msgstr ""
"允許對簽到資料庫的“properties”表進行讀寫存取。見 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#ACCESS_CHECKIN_PROPERTIES]ACCESS_CHECKIN_PROPERTIES[/url]。"
msgid ""
"Allows access to the approximate location information. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url]."
msgstr ""
"允許存取大致位置資訊。見 [url=https://developer.android.com/reference/android/"
"Manifest.permission#ACCESS_COARSE_LOCATION]ACCESS_COARSE_LOCATION[/url]。"
msgid ""
"Allows access to the precise location information. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]."
msgstr ""
"允許存取精確位置資訊。見 [url=https://developer.android.com/reference/android/"
"Manifest.permission#ACCESS_FINE_LOCATION]ACCESS_FINE_LOCATION[/url]。"
msgid ""
"Allows access to the extra location provider commands. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ACCESS_LOCATION_EXTRA_COMMANDS]ACCESS_LOCATION_EXTRA_COMMANDS[/"
"url]."
msgstr ""
"允許對額外位置提供方命令的存取。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#ACCESS_LOCATION_EXTRA_COMMANDS]ACCESS_LOCATION_EXTRA_COMMANDS[/"
"url]。"
msgid "Allows an application to create mock location providers for testing."
msgstr "允許套用程式為測試目的建立 Mock 位置提供方。"
msgid ""
"Allows access to the information about networks. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#ACCESS_NETWORK_STATE]ACCESS_NETWORK_STATE[/url]."
msgstr ""
"允許對網路相關資訊進行存取。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#ACCESS_NETWORK_STATE]ACCESS_NETWORK_STATE[/url]。"
msgid "Allows an application to use SurfaceFlinger's low level features."
msgstr "允許套用程式使用 SurfaceFlinger 的底層功能。"
msgid ""
"Allows access to the information about Wi-Fi networks. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ACCESS_WIFI_STATE]ACCESS_WIFI_STATE[/url]."
msgstr ""
"允許對 Wi-Fi 網路相關資訊進行存取。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#ACCESS_WIFI_STATE]ACCESS_WIFI_STATE[/"
"url]。"
msgid ""
"Allows applications to call into AccountAuthenticators. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ACCOUNT_MANAGER]ACCOUNT_MANAGER[/url]."
msgstr ""
"允許套用程式對 AccountAuthenticator 進行呼叫。見 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#ACCOUNT_MANAGER]ACCOUNT_MANAGER[/url]。"
msgid ""
"Allows an application to add voicemails into the system. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#ADD_VOICEMAIL]ADD_VOICEMAIL[/url]."
msgstr ""
"允許套用程式向系統中新增語音郵件。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#ADD_VOICEMAIL]ADD_VOICEMAIL[/url]。"
msgid ""
"Allows an application to act as an AccountAuthenticator for the "
"AccountManager."
msgstr "允許套用程式在 AccountManager 中扮演 AccountAuthenticator 的角色。"
msgid ""
"Allows an application to collect battery statistics. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BATTERY_STATS]BATTERY_STATS[/url]."
msgstr ""
"允許套用程式收集電池統計資訊。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#BATTERY_STATS]BATTERY_STATS[/url]。"
msgid ""
"Must be required by an AccessibilityService, to ensure that only the system "
"can bind to it. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/"
"url]."
msgstr ""
"AccessibilityService 必須要求此許可權,確保只能系統能夠進行綁定。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_ACCESSIBILITY_SERVICE]BIND_ACCESSIBILITY_SERVICE[/url]。"
msgid ""
"Allows an application to tell the AppWidget service which application can "
"access AppWidget's data. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#BIND_APPWIDGET]BIND_APPWIDGET[/url]."
msgstr ""
"允許套用程式告訴 AppWidget 服務哪個套用程式可以存取 AppWidget 的資料。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_APPWIDGET]BIND_APPWIDGET[/url]。"
msgid ""
"Must be required by device administration receiver, to ensure that only the "
"system can interact with it. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]."
msgstr ""
"裝置管理接收器所必需的,以確保只有系統可以與其互動。見 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#BIND_DEVICE_ADMIN]BIND_DEVICE_ADMIN[/url]。"
msgid ""
"Must be required by an InputMethodService, to ensure that only the system can "
"bind to it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]."
msgstr ""
"InputMethodService 必須要求此許可權,確保只能系統能夠進行綁定。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_INPUT_METHOD]BIND_INPUT_METHOD[/url]。"
msgid ""
"Must be required by a HostApduService or OffHostApduService to ensure that "
"only the system can bind to it. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]."
msgstr ""
"HostApduService 或 OffHostApduService 必須要求此許可權,確保只能系統能夠進行綁"
"定。見 [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_NFC_SERVICE]BIND_NFC_SERVICE[/url]。"
msgid ""
"Must be required by a NotificationListenerService, to ensure that only the "
"system can bind to it. See [url=https://developer.android.com/reference/"
"android/Manifest."
"permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/"
"url]."
msgstr ""
"NotificationListenerService 必須要求此許可權,確保只能系統能夠進行綁定。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_NOTIFICATION_LISTENER_SERVICE]BIND_NOTIFICATION_LISTENER_SERVICE[/"
"url]。"
msgid ""
"Must be required by a PrintService, to ensure that only the system can bind "
"to it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url]."
msgstr ""
"PrintService 必須要求此許可權,確保只能系統能夠進行綁定。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BIND_PRINT_SERVICE]BIND_PRINT_SERVICE[/url]。"
msgid ""
"Must be required by a RemoteViewsService, to ensure that only the system can "
"bind to it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]."
msgstr ""
"RemoteViewsService 必須要求此許可權,確保只能系統能夠進行綁定。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_REMOTEVIEWS]BIND_REMOTEVIEWS[/url]。"
msgid ""
"Must be required by a TextService (e.g. SpellCheckerService) to ensure that "
"only the system can bind to it. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/"
"url]."
msgstr ""
"TextService例如 SpellCheckerService必須要求此許可權確保只能系統能夠進行"
"綁定。見 [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_TEXT_SERVICE]BIND_TEXT_SERVICE[/url]。"
msgid ""
"Must be required by a VpnService, to ensure that only the system can bind to "
"it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url]."
msgstr ""
"VpnService 必須要求此許可權,確保只能系統能夠進行綁定。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BIND_VPN_SERVICE]BIND_VPN_SERVICE[/url]。"
msgid ""
"Must be required by a WallpaperService, to ensure that only the system can "
"bind to it. See [url=https://developer.android.com/reference/android/Manifest."
"permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]."
msgstr ""
"WallpaperService 必須要求此許可權,確保只能系統能夠進行綁定。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BIND_WALLPAPER]BIND_WALLPAPER[/url]。"
msgid ""
"Allows applications to connect to paired bluetooth devices. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BLUETOOTH]BLUETOOTH[/url]."
msgstr ""
"允許套用程式連接到配對的藍牙裝置。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#BLUETOOTH]BLUETOOTH[/url]。"
msgid ""
"Allows applications to discover and pair bluetooth devices. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url]."
msgstr ""
"允許套用程式發現並配對藍牙裝置。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#BLUETOOTH_ADMIN]BLUETOOTH_ADMIN[/url]。"
msgid ""
"Allows applications to pair bluetooth devices without user interaction, and "
"to allow or disallow phonebook access or message access. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url]."
msgstr ""
"允許套用程式在無需使用者互動的情況下配對藍牙裝置,並允許或禁止存取電話簿或消"
"息。見 [url=https://developer.android.com/reference/android/Manifest."
"permission#BLUETOOTH_PRIVILEGED]BLUETOOTH_PRIVILEGED[/url]。"
msgid "Required to be able to disable the device (very dangerous!)."
msgstr "能夠禁用該裝置(非常危險!)必須要求此許可權。"
msgid ""
"Allows an application to broadcast a notification that an application package "
"has been removed. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]."
msgstr ""
"允許套用程式廣播套用套裝程式已被刪除的通知。見 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#BROADCAST_PACKAGE_REMOVED]BROADCAST_PACKAGE_REMOVED[/url]。"
msgid ""
"Allows an application to broadcast an SMS receipt notification. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BROADCAST_SMS]BROADCAST_SMS[/url]."
msgstr ""
"允許套用程式廣播短信接收通知。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#BROADCAST_SMS]BROADCAST_SMS[/url]。"
msgid ""
"Allows an application to broadcast sticky intents. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]."
msgstr ""
"允許套用程式廣播粘性意圖。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]。"
msgid ""
"Allows an application to broadcast a WAP PUSH receipt notification. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/url]."
msgstr ""
"允許套用程式廣播 WAP PUSH 回條通知。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#BROADCAST_WAP_PUSH]BROADCAST_WAP_PUSH[/"
"url]。"
msgid ""
"Allows an application to initiate a phone call without going through the "
"Dialer user interface. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#CALL_PHONE]CALL_PHONE[/url]."
msgstr ""
"允許套用程式無需通過撥號器使用者介面即可發起電話呼叫。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#CALL_PHONE]CALL_PHONE[/url]。"
msgid ""
"Allows an application to call any phone number, including emergency numbers, "
"without going through the Dialer user interface. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url]."
msgstr ""
"允許套用程式無需通過撥號器使用者介面,即可撥打任意電話號碼,包括緊急號碼。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#CALL_PRIVILEGED]CALL_PRIVILEGED[/url]。"
msgid ""
"Required to be able to access the camera device. See [url=https://developer."
"android.com/reference/android/Manifest.permission#CAMERA]CAMERA[/url]."
msgstr ""
"能夠存取相機裝置必須要求此許可權。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#CAMERA]CAMERA[/url]。"
msgid ""
"Allows an application to capture audio output. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url]."
msgstr ""
"允許套用程式捕獲音訊輸出。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#CAPTURE_AUDIO_OUTPUT]CAPTURE_AUDIO_OUTPUT[/url]。"
msgid "Allows an application to capture secure video output."
msgstr "允許套用程式捕獲安全的影片輸出。"
msgid "Allows an application to capture video output."
msgstr "允許套用程式捕獲影片輸出。"
msgid ""
"Allows an application to change whether an application component (other than "
"its own) is enabled or not. See [url=https://developer.android.com/reference/"
"android/Manifest."
"permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/"
"url]."
msgstr ""
"允許套用程式更改是否啟用套用程式元件(除了它自己的元件)。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#CHANGE_COMPONENT_ENABLED_STATE]CHANGE_COMPONENT_ENABLED_STATE[/"
"url]。"
msgid ""
"Allows an application to modify the current configuration, such as locale. "
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url]."
msgstr ""
"允許套用程式修改目前配置,例如區域設定。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#CHANGE_CONFIGURATION]CHANGE_CONFIGURATION[/url]。"
msgid ""
"Allows applications to change network connectivity state. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url]."
msgstr ""
"允許套用程式更改網路連接狀態。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#CHANGE_NETWORK_STATE]CHANGE_NETWORK_STATE[/url]。"
msgid ""
"Allows applications to enter Wi-Fi Multicast mode. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url]."
msgstr ""
"允許套用程式進入 Wi-Fi 多播模式。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#CHANGE_WIFI_MULTICAST_STATE]CHANGE_WIFI_MULTICAST_STATE[/url]。"
msgid ""
"Allows applications to change Wi-Fi connectivity state. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/url]."
msgstr ""
"允許套用程式更改 Wi-Fi 連接狀態。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#CHANGE_WIFI_STATE]CHANGE_WIFI_STATE[/"
"url]。"
msgid ""
"Allows an application to clear the caches of all installed applications on "
"the device. See [url=https://developer.android.com/reference/android/Manifest."
"permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]."
msgstr ""
"允許套用程式清除裝置上所有已安裝套用程式的快取。見 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#CLEAR_APP_CACHE]CLEAR_APP_CACHE[/url]。"
msgid "Allows an application to clear user data."
msgstr "允許套用程式清除使用者資料。"
msgid ""
"Allows enabling/disabling location update notifications from the radio. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url]."
msgstr ""
"允許啟用/禁用無線電的位置更新通知。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#CONTROL_LOCATION_UPDATES]CONTROL_LOCATION_UPDATES[/url]。"
msgid "Array of custom permission strings."
msgstr "自訂許可權字串陣列。"
msgid "Deprecated."
msgstr "已放棄使用。"
msgid ""
"Allows an application to delete packages. See [url=https://developer.android."
"com/reference/android/Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/"
"url]."
msgstr ""
"允許套用程式刪除包。見 [url=https://developer.android.com/reference/android/"
"Manifest.permission#DELETE_PACKAGES]DELETE_PACKAGES[/url]。"
msgid "Allows low-level access to power management."
msgstr "允許對電源管理進行低級存取。"
msgid ""
"Allows applications to RW to diagnostic resources. See [url=https://developer."
"android.com/reference/android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]."
msgstr ""
"允許套用程式讀寫診斷資源。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#DIAGNOSTIC]DIAGNOSTIC[/url]。"
msgid ""
"Allows applications to disable the keyguard if it is not secure. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/url]."
msgstr ""
"如果鍵盤保護不安全,則允許套用程式禁用它。見 [url=https://developer.android."
"com/reference/android/Manifest.permission#DISABLE_KEYGUARD]DISABLE_KEYGUARD[/"
"url]。"
msgid ""
"Allows an application to retrieve state dump information from system "
"services. See [url=https://developer.android.com/reference/android/Manifest."
"permission#DUMP]DUMP[/url]."
msgstr ""
"允許套用程式從系統服務檢索狀態轉儲資訊。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#DUMP]DUMP[/url]。"
msgid ""
"Allows an application to expand or collapse the status bar. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url]."
msgstr ""
"允許套用程式展開或折疊狀態列。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#EXPAND_STATUS_BAR]EXPAND_STATUS_BAR[/url]。"
msgid ""
"Run as a manufacturer test application, running as the root user. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#FACTORY_TEST]FACTORY_TEST[/url]."
msgstr ""
"作為製造商測試套用程式運作,以 root 使用者身份運作。見 [url=https://developer."
"android.com/reference/android/Manifest.permission#FACTORY_TEST]FACTORY_TEST[/"
"url]。"
msgid "Allows access to the flashlight."
msgstr "允許存取手電筒。"
msgid ""
"Allows an application to force a BACK operation on whatever is the top "
"activity."
msgstr "允許套用程式對任何頂部 activity 強制執行 BACK 操作。"
msgid ""
"Allows access to the list of accounts in the Accounts Service. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#GET_ACCOUNTS]GET_ACCOUNTS[/url]."
msgstr ""
"允許存取帳戶服務中的帳戶列表。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#GET_ACCOUNTS]GET_ACCOUNTS[/url]。"
msgid ""
"Allows an application to find out the space used by any package. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/url]."
msgstr ""
"允許套用程式找出任何包所使用的空間。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#GET_PACKAGE_SIZE]GET_PACKAGE_SIZE[/"
"url]。"
msgid "Deprecated in API level 21."
msgstr "在 API 級別 21 中已放棄使用。"
msgid ""
"Allows an application to retrieve private information about the current top "
"activity."
msgstr "允許套用程式檢索有關目前頂部 activity 的私有資訊。"
msgid ""
"Used on content providers to allow the global search system to access their "
"data. See [url=https://developer.android.com/reference/android/Manifest."
"permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url]."
msgstr ""
"用於內容提供者,以允許全域搜索系統存取其資料。見 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#GLOBAL_SEARCH]GLOBAL_SEARCH[/url]。"
msgid "Allows access to hardware peripherals."
msgstr "允許存取硬體週邊裝置。"
msgid ""
"Allows an application to inject user events (keys, touch, trackball) into the "
"event stream and deliver them to ANY window."
msgstr ""
"允許套用程式將使用者事件(按鍵、觸摸、軌跡球)注入事件流並將它們傳遞到任意窗"
"口。"
msgid ""
"Allows an application to install a location provider into the Location "
"Manager. See [url=https://developer.android.com/reference/android/Manifest."
"permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url]."
msgstr ""
"允許套用程式將位置提供程式安裝到位置管理器中。見 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#INSTALL_LOCATION_PROVIDER]INSTALL_LOCATION_PROVIDER[/url]。"
msgid ""
"Allows an application to install packages. See [url=https://developer.android."
"com/reference/android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/"
"url]."
msgstr ""
"允許套用程式安裝套裝軟體。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#INSTALL_PACKAGES]INSTALL_PACKAGES[/url]。"
msgid ""
"Allows an application to install a shortcut in Launcher. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/url]."
msgstr ""
"允許套用程式在啟動器中安裝快捷方式。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#INSTALL_SHORTCUT]INSTALL_SHORTCUT[/"
"url]。"
msgid ""
"Allows an application to open windows that are for use by parts of the system "
"user interface."
msgstr "允許套用程式打開供系統使用者介面部分使用的視窗。"
msgid ""
"Allows applications to open network sockets. See [url=https://developer."
"android.com/reference/android/Manifest.permission#INTERNET]INTERNET[/url]."
msgstr ""
"允許套用程式打開網路通訊端。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#INTERNET]INTERNET[/url]。"
msgid ""
"Allows an application to call ActivityManager."
"killBackgroundProcesses(String). See [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url]."
msgstr ""
"允許套用程式呼叫 ActivityManager.killBackgroundProcesses(String)。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#KILL_BACKGROUND_PROCESSES]KILL_BACKGROUND_PROCESSES[/url]。"
msgid ""
"Allows an application to use location features in hardware, such as the "
"geofencing api. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url]."
msgstr ""
"允許套用程式使用硬體中的位置功能,例如地理圍欄 API。見 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#LOCATION_HARDWARE]LOCATION_HARDWARE[/url]。"
msgid ""
"Allows an application to manage the list of accounts in the AccountManager."
msgstr "允許套用程式管理 AccountManager 中的帳戶列表。"
msgid ""
"Allows an application to manage (create, destroy, Z-order) application tokens "
"in the window manager."
msgstr "允許套用程式在視窗管理器中管理建立、銷毀、Z 排序)套用程式權杖。"
msgid ""
"Allows an application to manage access to documents, usually as part of a "
"document picker. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url]."
msgstr ""
"允許套用程式管理對文件的存取,通常作為文件選擇器的一部分。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#MANAGE_DOCUMENTS]MANAGE_DOCUMENTS[/url]。"
msgid ""
"Allows an application a broad access to external storage in scoped storage. "
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url]."
msgstr ""
"允許套用程式廣泛存取範圍儲存中的外部儲存。見 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#MANAGE_EXTERNAL_STORAGE]MANAGE_EXTERNAL_STORAGE[/url]。"
msgid ""
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#MASTER_CLEAR]MASTER_CLEAR[/url]."
msgstr ""
"見 [url=https://developer.android.com/reference/android/Manifest."
"permission#MASTER_CLEAR]MASTER_CLEAR[/url]。"
msgid ""
"Allows an application to know what content is playing and control its "
"playback. See [url=https://developer.android.com/reference/android/Manifest."
"permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url]."
msgstr ""
"允許套用程式瞭解正在播放的內容並控制其播放。見 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#MEDIA_CONTENT_CONTROL]MEDIA_CONTENT_CONTROL[/url]。"
msgid ""
"Allows an application to modify global audio settings. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/url]."
msgstr ""
"允許套用程式修改全域音訊設定。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#MODIFY_AUDIO_SETTINGS]MODIFY_AUDIO_SETTINGS[/"
"url]。"
msgid ""
"Allows modification of the telephony state - power on, mmi, etc. Does not "
"include placing calls. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url]."
msgstr ""
"允許修改電話狀態 - 開機、mmi 等。不包括撥打電話。見 [url=https://developer."
"android.com/reference/android/Manifest."
"permission#MODIFY_PHONE_STATE]MODIFY_PHONE_STATE[/url]。"
msgid ""
"Allows formatting file systems for removable storage. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url]."
msgstr ""
"允許格式化卸除式存放裝置的檔案系統。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#MOUNT_FORMAT_FILESYSTEMS]MOUNT_FORMAT_FILESYSTEMS[/url]。"
msgid ""
"Allows mounting and unmounting file systems for removable storage. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url]."
msgstr ""
"允許掛載和解除安裝卸除式存放裝置的檔案系統。見 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#MOUNT_UNMOUNT_FILESYSTEMS]MOUNT_UNMOUNT_FILESYSTEMS[/url]。"
msgid ""
"Allows applications to perform I/O operations over NFC. See [url=https://"
"developer.android.com/reference/android/Manifest.permission#NFC]NFC[/url]."
msgstr ""
"允許套用程式通過 NFC 執行 I/O 操作。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#NFC]NFC[/url]。"
msgid ""
"Allow an application to make its activities persistent.\n"
"Deprecated in API level 15."
msgstr ""
"允許套用程式使其 activity 持久化。\n"
"在 API 級別 15 中已放棄使用。"
msgid ""
"Allows an application to see the number being dialed during an outgoing call "
"with the option to redirect the call to a different number or abort the call "
"altogether. See [url=https://developer.android.com/reference/android/Manifest."
"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url].\n"
"Deprecated in API level 29."
msgstr ""
"允許套用程式查看撥出呼叫期間撥打的號碼,並可以選擇將呼叫重定向到其他號碼或完全"
"中止呼叫。見 [url=https://developer.android.com/reference/android/Manifest."
"permission#PROCESS_OUTGOING_CALLS]PROCESS_OUTGOING_CALLS[/url]。\n"
"在 API 級別 29 中已放棄使用。"
msgid ""
"Allows an application to read the user's calendar data. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#READ_CALENDAR]READ_CALENDAR[/url]."
msgstr ""
"允許套用程式讀取使用者的日曆資料。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#READ_CALENDAR]READ_CALENDAR[/url]。"
msgid ""
"Allows an application to read the user's call log. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#READ_CALL_LOG]READ_CALL_LOG[/url]."
msgstr ""
"允許套用程式讀取使用者的通話記錄。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#READ_CALL_LOG]READ_CALL_LOG[/url]。"
msgid ""
"Allows an application to read the user's contacts data. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#READ_CONTACTS]READ_CONTACTS[/url]."
msgstr ""
"允許套用程式讀取使用者的連路人資料。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#READ_CONTACTS]READ_CONTACTS[/url]。"
msgid ""
"Allows an application to read from external storage. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url].\n"
"Deprecated in API level 33."
msgstr ""
"允許套用程式從外部儲存中讀取資料。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#READ_EXTERNAL_STORAGE]READ_EXTERNAL_STORAGE[/url]。\n"
"在 API 級別 33 中已放棄使用。"
msgid ""
"Allows an application to take screen shots and more generally get access to "
"the frame buffer data."
msgstr "允許套用程式截取螢幕截圖,並且更常見的是存取框架緩衝區資料。"
msgid ""
"Allows an application to read (but not write) the user's browsing history and "
"bookmarks."
msgstr "允許套用程式讀取(但不能寫入)使用者的流覽歷史記錄和書簽。"
msgid "Deprecated in API level 16."
msgstr "在 API 級別 16 中已放棄使用。"
msgid ""
"Allows an application to read the low-level system log files. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#READ_LOGS]READ_LOGS[/url]."
msgstr ""
"允許套用程式讀取低級系統紀錄檔。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#READ_LOGS]READ_LOGS[/url]。"
msgid ""
"Allows read only access to phone state. See [url=https://developer.android."
"com/reference/android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/"
"url]."
msgstr ""
"允許對電話狀態進行唯讀存取。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#READ_PHONE_STATE]READ_PHONE_STATE[/url]。"
msgid "Allows an application to read the user's personal profile data."
msgstr "允許套用程式讀取使用者的個人設定檔資料。"
msgid ""
"Allows an application to read SMS messages. See [url=https://developer."
"android.com/reference/android/Manifest.permission#READ_SMS]READ_SMS[/url]."
msgstr ""
"允許套用程式讀取 SMS 消息。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#READ_SMS]READ_SMS[/url]。"
msgid "Allows an application to read from the user's social stream."
msgstr "允許套用程式讀取使用者的社交流。"
msgid ""
"Allows applications to read the sync settings. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url]."
msgstr ""
"允許套用程式讀取同步設定。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#READ_SYNC_SETTINGS]READ_SYNC_SETTINGS[/url]。"
msgid ""
"Allows applications to read the sync stats. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#READ_SYNC_STATS]READ_SYNC_STATS[/url]."
msgstr ""
"允許套用程式讀取同步統計資訊。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#READ_SYNC_STATS]READ_SYNC_STATS[/url]。"
msgid "Allows an application to read the user dictionary."
msgstr "允許套用程式讀取使用者詞典。"
msgid ""
"Required to be able to reboot the device. See [url=https://developer.android."
"com/reference/android/Manifest.permission#REBOOT]REBOOT[/url]."
msgstr ""
"能夠重新開機裝置必須要求此許可權。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#REBOOT]REBOOT[/url]。"
msgid ""
"Allows an application to receive the Intent.ACTION_BOOT_COMPLETED that is "
"broadcast after the system finishes booting. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#RECEIVE_BOOT_COMPLETED]RECEIVE_BOOT_COMPLETED[/url]."
msgstr ""
"允許套用程式接收系統啟動完成後廣播的 Intent.ACTION_BOOT_COMPLETED。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#RECEIVE_BOOT_COMPLETED]RECEIVE_BOOT_COMPLETED[/url]。"
msgid ""
"Allows an application to monitor incoming MMS messages. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#RECEIVE_MMS]RECEIVE_MMS[/url]."
msgstr ""
"允許套用程式監聽收到的 MMS 消息。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#RECEIVE_MMS]RECEIVE_MMS[/url]。"
msgid ""
"Allows an application to receive SMS messages. See [url=https://developer."
"android.com/reference/android/Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/"
"url]."
msgstr ""
"允許套用程式接收短信。見 [url=https://developer.android.com/reference/android/"
"Manifest.permission#RECEIVE_SMS]RECEIVE_SMS[/url]。"
msgid ""
"Allows an application to receive WAP push messages. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#RECEIVE_WAP_PUSH]RECEIVE_WAP_PUSH[/url]."
msgstr ""
"允許套用程式接收 WAP 推送消息。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#RECEIVE_WAP_PUSH]RECEIVE_WAP_PUSH[/"
"url]。"
msgid ""
"Allows an application to record audio. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]."
msgstr ""
"允許套用程式錄音。見 [url=https://developer.android.com/reference/android/"
"Manifest.permission#RECORD_AUDIO]RECORD_AUDIO[/url]。"
msgid ""
"Allows an application to change the Z-order of tasks. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#REORDER_TASKS]REORDER_TASKS[/url]."
msgstr ""
"允許套用程式對工作的 Z 順序進行修改。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#REORDER_TASKS]REORDER_TASKS[/url]。"
msgid "Deprecated in API level 15."
msgstr "API 級別 15 中廢棄。"
msgid ""
"Allows an application (Phone) to send a request to other applications to "
"handle the respond-via-message action during incoming calls. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]."
msgstr ""
"允許套用程式(手機)在接聽電話時向其他套用程式發送對“通過短信回復”動作的處理請"
"求。見 [url=https://developer.android.com/reference/android/Manifest."
"permission#SEND_RESPOND_VIA_MESSAGE]SEND_RESPOND_VIA_MESSAGE[/url]。"
msgid ""
"Allows an application to send SMS messages. See [url=https://developer."
"android.com/reference/android/Manifest.permission#SEND_SMS]SEND_SMS[/url]."
msgstr ""
"允許套用程式發送短信。見 [url=https://developer.android.com/reference/android/"
"Manifest.permission#SEND_SMS]SEND_SMS[/url]。"
msgid ""
"Allows an application to watch and control how activities are started "
"globally in the system."
msgstr "允許套用程式對系統如何啟動 Activity 進行全域監聽和控制。"
msgid ""
"Allows an application to broadcast an Intent to set an alarm for the user. "
"See [url=https://developer.android.com/reference/android/Manifest."
"permission#SET_ALARM]SET_ALARM[/url]."
msgstr ""
"允許套用程式對設定使用者鬧鐘的 Intent 進行廣播。見 [url=https://developer."
"android.com/reference/android/Manifest.permission#SET_ALARM]SET_ALARM[/url]。"
msgid ""
"Allows an application to control whether activities are immediately finished "
"when put in the background. See [url=https://developer.android.com/reference/"
"android/Manifest.permission#SET_ALWAYS_FINISH]SET_ALWAYS_FINISH[/url]."
msgstr ""
"允許套用程式對進入後臺時是否立即終止 Activity 進行控制。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SET_ALWAYS_FINISH]SET_ALWAYS_FINISH[/url]。"
msgid ""
"Allows to modify the global animation scaling factor. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url]."
msgstr ""
"允許對全域動畫縮放係數進行修改。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#SET_ANIMATION_SCALE]SET_ANIMATION_SCALE[/url]。"
msgid ""
"Configure an application for debugging. See [url=https://developer.android."
"com/reference/android/Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url]."
msgstr ""
"對套用程式進行除錯配置。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#SET_DEBUG_APP]SET_DEBUG_APP[/url]。"
msgid ""
"Allows low-level access to setting the orientation (actually rotation) of the "
"screen."
msgstr "允許對設定螢幕朝向(本質為旋轉)的功能進行底層存取。"
msgid "Allows low-level access to setting the pointer speed."
msgstr "允許對設定指標速度的功能進行底層存取。"
msgid ""
"Allows an application to set the maximum number of (not needed) application "
"processes that can be running. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#SET_PROCESS_LIMIT]SET_PROCESS_LIMIT[/"
"url]."
msgstr ""
"允許套用程式對同時能夠運作的最大(不再需要的)套用程式程序數進行設定。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#SET_PROCESS_LIMIT]SET_PROCESS_LIMIT[/url]。"
msgid ""
"Allows applications to set the system time directly. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SET_TIME]SET_TIME[/url]."
msgstr ""
"允許套用程式對系統時間進行直接設定。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#SET_TIME]SET_TIME[/url]。"
msgid ""
"Allows applications to set the system time zone directly. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SET_TIME_ZONE]SET_TIME_ZONE[/url]."
msgstr ""
"允許套用程式對系統時區進行直接設定。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#SET_TIME_ZONE]SET_TIME_ZONE[/url]。"
msgid ""
"Allows applications to set the wallpaper. See [url=https://developer.android."
"com/reference/android/Manifest.permission#SET_WALLPAPER]SET_WALLPAPER[/url]."
msgstr ""
"允許套用程式對壁紙進行設定。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#SET_WALLPAPER]SET_WALLPAPER[/url]。"
msgid ""
"Allows applications to set the wallpaper hints. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#SET_WALLPAPER_HINTS]SET_WALLPAPER_HINTS[/url]."
msgstr ""
"允許套用程式對壁紙提示進行設定。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#SET_WALLPAPER_HINTS]SET_WALLPAPER_HINTS[/url]。"
msgid ""
"Allow an application to request that a signal be sent to all persistent "
"processes. See [url=https://developer.android.com/reference/android/Manifest."
"permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/url]."
msgstr ""
"允許套用程式請求將訊號發送到所有持久化程序。見 [url=https://developer.android."
"com/reference/android/Manifest."
"permission#SIGNAL_PERSISTENT_PROCESSES]SIGNAL_PERSISTENT_PROCESSES[/url]。"
msgid ""
"Allows an application to open, close, or disable the status bar and its "
"icons. See [url=https://developer.android.com/reference/android/Manifest."
"permission#STATUS_BAR]STATUS_BAR[/url]."
msgstr ""
"允許套用程式對狀態列及其圖示進行打開、關閉、禁用等操作。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#STATUS_BAR]STATUS_BAR[/url]。"
msgid ""
"Allows an application to allow access the subscribed feeds ContentProvider."
msgstr "允許套用程式對訂閱的 ContentProvider 源進行存取。"
msgid ""
"Allows an app to create windows using the type WindowManager.LayoutParams."
"TYPE_APPLICATION_OVERLAY, shown on top of all other apps. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]."
msgstr ""
"允許套用使用 WindowManager.LayoutParams.TYPE_APPLICATION_OVERLAY 型別建立顯示"
"在其他套用之上的視窗。見 [url=https://developer.android.com/reference/android/"
"Manifest.permission#SYSTEM_ALERT_WINDOW]SYSTEM_ALERT_WINDOW[/url]。"
msgid ""
"Allows using the device's IR transmitter, if available. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#TRANSMIT_IR]TRANSMIT_IR[/url]."
msgstr ""
"允許使用該裝置的 IR 發送器。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#TRANSMIT_IR]TRANSMIT_IR[/url]。"
msgid ""
"Allows an application to update device statistics. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url]."
msgstr ""
"允許套用程式對裝置統計資訊進行更新。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#UPDATE_DEVICE_STATS]UPDATE_DEVICE_STATS[/url]。"
msgid "Allows an application to request authtokens from the AccountManager."
msgstr "允許套用程式向 AccountManager 請求授權權杖。"
msgid ""
"Allows an application to use SIP service. See [url=https://developer.android."
"com/reference/android/Manifest.permission#USE_SIP]USE_SIP[/url]."
msgstr ""
"允許套用程式使用 SIP 服務。見 [url=https://developer.android.com/reference/"
"android/Manifest.permission#USE_SIP]USE_SIP[/url]。"
msgid ""
"Allows access to the vibrator. See [url=https://developer.android.com/"
"reference/android/Manifest.permission#VIBRATE]VIBRATE[/url]."
msgstr ""
"允許存取振動器。見 [url=https://developer.android.com/reference/android/"
"Manifest.permission#VIBRATE]VIBRATE[/url]。"
msgid ""
"Allows using PowerManager WakeLocks to keep processor from sleeping or screen "
"from dimming. See [url=https://developer.android.com/reference/android/"
"Manifest.permission#WAKE_LOCK]WAKE_LOCK[/url]."
msgstr ""
"允許使用 PowerManager WakeLock 放置處理器進入休眠或螢幕變暗。見 [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WAKE_LOCK]WAKE_LOCK[/url]。"
msgid ""
"Allows applications to write the apn settings and read sensitive fields of an "
"existing apn settings like user and password. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url]."
msgstr ""
"允許套用程式寫入 APN 設定並讀取已有 APN 設定中的使用者名、密碼等敏感欄位。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#WRITE_APN_SETTINGS]WRITE_APN_SETTINGS[/url]。"
msgid ""
"Allows an application to write the user's calendar data. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_CALENDAR]WRITE_CALENDAR[/url]."
msgstr ""
"允許套用程式對使用者的日曆資料進行寫操作。見 [url=https://developer.android."
"com/reference/android/Manifest.permission#WRITE_CALENDAR]WRITE_CALENDAR[/"
"url]。"
msgid ""
"Allows an application to write (but not read) the user's call log data. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url]."
msgstr ""
"允許套用程式對使用者的通話記錄資料進行寫操作(不會允許讀操作)。見 "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#WRITE_CALL_LOG]WRITE_CALL_LOG[/url]。"
msgid ""
"Allows an application to write the user's contacts data. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_CONTACTS]WRITE_CONTACTS[/url]."
msgstr ""
"允許套用程式對使用者的通訊錄資料進行寫操作。見 [url=https://developer.android."
"com/reference/android/Manifest.permission#WRITE_CONTACTS]WRITE_CONTACTS[/"
"url]。"
msgid ""
"Allows an application to write to external storage. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url]."
msgstr ""
"允許套用程式對外部儲存進行寫操作。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#WRITE_EXTERNAL_STORAGE]WRITE_EXTERNAL_STORAGE[/url]。"
msgid ""
"Allows an application to modify the Google service map. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_GSERVICES]WRITE_GSERVICES[/url]."
msgstr ""
"允許套用程式對 Google 服務對應進行修改。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#WRITE_GSERVICES]WRITE_GSERVICES[/url]。"
msgid ""
"Allows an application to write (but not read) the user's browsing history and "
"bookmarks."
msgstr "允許套用程式對使用者的流覽器歷史和收藏進行寫操作(不會允許讀操作)。"
msgid ""
"Allows an application to write (but not read) the user's personal profile "
"data."
msgstr "允許套用程式對使用者的個人資訊資料進行寫操作(不會允許讀操作)。"
msgid ""
"Allows an application to read or write the secure system settings. See "
"[url=https://developer.android.com/reference/android/Manifest."
"permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url]."
msgstr ""
"允許套用程式對安全系統設定進行讀寫操作。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#WRITE_SECURE_SETTINGS]WRITE_SECURE_SETTINGS[/url]。"
msgid ""
"Allows an application to read or write the system settings. See [url=https://"
"developer.android.com/reference/android/Manifest."
"permission#WRITE_SETTINGS]WRITE_SETTINGS[/url]."
msgstr ""
"允許套用程式對系統設定進行讀寫操作。見 [url=https://developer.android.com/"
"reference/android/Manifest.permission#WRITE_SETTINGS]WRITE_SETTINGS[/url]。"
msgid "Allows an application to write SMS messages."
msgstr "允許套用程式發送短信。"
msgid ""
"Allows an application to write (but not read) the user's social stream data."
msgstr "允許套用程式對使用者的社交流資料進行寫操作(不會允許讀操作)。"
msgid ""
"Allows applications to write the sync settings. See [url=https://developer."
"android.com/reference/android/Manifest."
"permission#WRITE_SYNC_SETTINGS]WRITE_SYNC_SETTINGS[/url]."
msgstr ""
"允許套用程式對同步設定進行寫操作。見 [url=https://developer.android.com/"
"reference/android/Manifest."
"permission#WRITE_SYNC_SETTINGS]WRITE_SYNC_SETTINGS[/url]。"
msgid "Allows an application to write to the user dictionary."
msgstr "允許套用程式對使用者字典進行寫操作。"
msgid "If [code]true[/code], hides navigation and status bar."
msgstr "如果為 [code]true[/code],則隱藏巡覽列及狀態列。"
msgid "Indicates whether the application supports larger screen form-factors."
msgstr "表示套用程式是否支援較大螢幕尺寸。"
msgid ""
"Indicates whether an application supports the \"normal\" screen form-factors."
msgstr "表示套用程式是否支援“正常”螢幕尺寸。"
msgid "Indicates whether the application supports smaller screen form-factors."
msgstr "表示套用程式是否支援較小螢幕尺寸。"
msgid ""
"Indicates whether the application supports extra large screen form-factors."
msgstr "表示套用程式是否支援超大螢幕尺寸。"
msgid ""
"If [code]true[/code], allows the application to participate in the backup and "
"restore infrastructure."
msgstr "如果為 [code]true[/code],則允許套用程式參與基礎設施的備份與恢復。"
msgid ""
"Machine-readable application version. This must be incremented for every new "
"release pushed to the Play Store."
msgstr ""
"機器可讀的套用程式版本。每向 Play Store 推送一個新版本,該版本都必須遞增。"
msgid ""
"Application version visible to the user. Falls back to [member "
"ProjectSettings.application/config/version] if left empty."
msgstr ""
"套用程式圖示檔。如果留空,它將退回到 [member ProjectSettings.application/"
"config/icon]。"
msgid "Exporter for iOS."
msgstr "iOS 匯出器。"
msgid "Exporting for iOS"
msgstr "為 iOS 匯出"
msgid "iOS plugins documentation index"
msgstr "編輯器外掛程式文件索引"
msgid ""
"Apple Team ID, unique 10-character string. To locate your Team ID check "
"\"Membership details\" section in your Apple developer account dashboard, or "
"\"Organizational Unit\" of your code signing certificate. See [url=https://"
"developer.apple.com/help/account/manage-your-team/locate-your-team-id]Locate "
"your Team ID[/url]."
msgstr ""
"Apple 團隊 ID唯一的 10 字元的字串。要找到你的團隊 ID請檢查 Apple 開發者帳"
"戶儀錶板中的“會員詳細資訊”部分,或程式碼簽章憑證的“組織單位”。見 [url=https://"
"developer.apple.com/cn/help/account/manage-your-team/locate-your-team-id]搜尋"
"你的團隊 ID[/url]。"
msgid ""
"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used "
"for debug export."
msgstr "用於除錯匯出的簽章身份的“全名”、“通用名”或 SHA-1 雜湊值。"
msgid ""
"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used "
"for release export."
msgstr "用於發行匯出的簽章身份的“全名”、“通用名”或 SHA-1 雜湊值。"
msgid "Application distribution target (debug export)."
msgstr "套用程式分發目標(除錯匯出)。"
msgid "Application distribution target (release export)."
msgstr "套用程式分發目標(發行匯出)。"
msgid ""
"If [code]true[/code], exports iOS project files without building an XCArchive "
"or [code].ipa[/code] file. If [code]false[/code], exports iOS project files "
"and builds an XCArchive and [code].ipa[/code] file at the same time. When "
"combining Godot with Fastlane or other build pipelines, you may want to set "
"this to [code]true[/code]."
msgstr ""
"如果 [code]true[/code],匯出 iOS專案檔案而不建構 XCArchive 或 [code].ipa[/"
"code] 檔案。如果 [code]false[/code]匯出iOS 專案檔案並同時建置XCArchive 和"
"[code].ipa[/code] 檔案。當Godot 與Fastlane 或其他建置管道結合使用時,您可能需"
"要將其設為[code]true[/code]。"
msgid "Interpolation method used to resize application icon."
msgstr "用於調整套用程式圖示大小的插值方法。"
msgid "Interpolation method used to resize launch screen images."
msgstr "用於調整啟動畫面圖像大小的插值方法。"
msgid ""
"UUID of the provisioning profile. If left empty, Xcode will download or "
"create a provisioning profile automatically. See [url=https://developer.apple."
"com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, "
"download, or delete provisioning profiles[/url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code]."
msgstr ""
"預置描述檔的 UUID。如果留空則 Xcode 會自動下載或建立一個預置描述檔。見"
"[url=https://developer.apple.com/cn/help/account/manage-profiles/edit-"
"download-or-delete-profiles/]編輯、下載或刪除預置描述檔[/url]。\n"
"可以使用環境變數 [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_DEBUG[/code] 覆蓋。"
msgid ""
"UUID of the provisioning profile. If left empty, Xcode will download or "
"create a provisioning profile automatically. See [url=https://developer.apple."
"com/help/account/manage-profiles/edit-download-or-delete-profiles]Edit, "
"download, or delete provisioning profiles[/url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code]."
msgstr ""
"預置描述檔的 UUID。如果留空則 Xcode 會自動下載或建立一個預置描述檔。見"
"[url=https://developer.apple.com/cn/help/account/manage-profiles/edit-"
"download-or-delete-profiles/]編輯、下載或刪除預置描述檔[/url]。\n"
"可以使用環境變數 [code]GODOT_IOS_PROVISIONING_PROFILE_UUID_RELEASE[/code] 覆"
"蓋。"
msgid ""
"Application version visible to the user, can only contain numeric characters "
"([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member "
"ProjectSettings.application/config/version] if left empty."
msgstr ""
"使用者可見的套用程式版本,只能包含數位字元([code]0-9[/code])和句點([code]."
"[/code])。"
msgid "A four-character creator code that is specific to the bundle. Optional."
msgstr "特定於該組合包的四字元建立者碼。可選的。"
msgid "Supported device family."
msgstr "支援的裝置家族。"
msgid ""
"Machine-readable application version, in the [code]major.minor.patch[/code] "
"format, can only contain numeric characters ([code]0-9[/code]) and periods "
"([code].[/code]). This must be incremented on every new release pushed to the "
"App Store."
msgstr ""
"機器可讀的套用程式版本,採用 [code]major.minor.patch[/code] 格式,只能包含數字"
"字元 ([code]0-9[/code]) 和句點 ([code].[/code])。"
msgid ""
"If [code]true[/code], networking features related to Wi-Fi access are "
"enabled. See [url=https://developer.apple.com/support/required-device-"
"capabilities/]Required Device Capabilities[/url]."
msgstr ""
"如果為 [code]true[/code],則啟用與 Wi-Fi 存取相關的網路功能。見 [url=https://"
"developer.apple.com/cn/support/required-device-capabilities/]App 所需的裝置功"
"能[/url]。"
msgid ""
"If [code]true[/code], push notifications are enabled. See [url=https://"
"developer.apple.com/support/required-device-capabilities/]Required Device "
"Capabilities[/url]."
msgstr ""
"如果為 [code]true[/code],則啟用推送通知。見 [url=https://developer.apple.com/"
"cn/support/required-device-capabilities/]App 所需的裝置功能[/url]。"
msgid ""
"App Store application icon file. If left empty, it will fallback to [member "
"ProjectSettings.application/config/icon]. See [url=https://developer.apple."
"com/design/human-interface-guidelines/foundations/app-icons]App icons[/url]."
msgstr ""
"App Store 套用程式圖示檔。如果留空,則會退回至 [member ProjectSettings."
"application/config/icon]。見 [url=https://developer.apple.com/cn/design/human-"
"interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Home screen application icon file on iPad (1x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 主螢幕套用程式圖示檔1x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Home screen application icon file on iPad (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 主螢幕套用程式圖示檔2x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Home screen application icon file on iPad (3x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 主螢幕套用程式圖示檔3x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Home screen application icon file on iPhone (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPhone 主螢幕套用程式圖示檔2x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Home screen application icon file on iPhone (3x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPhone 主螢幕套用程式圖示檔3x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Notification icon file on iPad and iPhone (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 和 iPhone 上的通知圖示檔2x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Notification icon file on iPhone (3x DPI). If left empty, it will fallback to "
"[member ProjectSettings.application/config/icon]. See [url=https://developer."
"apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/"
"url]."
msgstr ""
"iPad 和 iPhone 上的通知圖示檔3x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Application settings icon file on iPad and iPhone (2x DPI). If left empty, it "
"will fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 和 iPhone 上的套用程式設定圖示檔2x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Application settings icon file on iPhone (3x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPhone 上的套用程式設定圖示檔3x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Spotlight icon file on iPad (1x DPI). If left empty, it will fallback to "
"[member ProjectSettings.application/config/icon]. See [url=https://developer."
"apple.com/design/human-interface-guidelines/foundations/app-icons]App icons[/"
"url]."
msgstr ""
"iPad 上的“聚焦”圖示檔1x DPI。如果留空則會退回至 [member ProjectSettings."
"application/config/icon]。見 [url=https://developer.apple.com/cn/design/human-"
"interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Spotlight icon file on iPad and iPhone (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/config/icon]. See "
"[url=https://developer.apple.com/design/human-interface-guidelines/"
"foundations/app-icons]App icons[/url]."
msgstr ""
"iPad 和 iPhone 上的“聚焦”圖示檔2x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/config/icon]。見 [url=https://developer.apple.com/"
"cn/design/human-interface-guidelines/app-icons]App 圖示[/url]。"
msgid ""
"Application launch screen image file. If left empty, it will fallback to "
"[member ProjectSettings.application/boot_splash/image]."
msgstr ""
"套用程式啟動畫面影像檔。如果留空,則會退回至 [member ProjectSettings."
"application/boot_splash/image]。"
msgid ""
"A message displayed when requesting access to the device's camera (in "
"English)."
msgstr "請求存取裝置相機時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the device's camera (localized)."
msgstr "請求存取裝置相機時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the device's microphone (in "
"English)."
msgstr "請求存取裝置麥克風時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the device's microphone "
"(localized)."
msgstr "請求存取裝置麥克風時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the user's photo library (in "
"English)."
msgstr "請求存取使用者照片圖庫時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's photo library "
"(localized)."
msgstr "請求存取使用者照片圖庫時顯示的(當地語系化)消息。"
msgid "A custom background color of the storyboard launch screen."
msgstr "Storyboard 啟動畫面的自訂背景色。"
msgid ""
"Application launch screen image file (2x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/boot_splash/image]."
msgstr ""
"套用程式啟動畫面影像檔2x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/boot_splash/image]。"
msgid ""
"Application launch screen image file (3x DPI). If left empty, it will "
"fallback to [member ProjectSettings.application/boot_splash/image]."
msgstr ""
"套用程式啟動畫面影像檔3x DPI。如果留空則會退回至 [member "
"ProjectSettings.application/boot_splash/image]。"
msgid "Launch screen image scaling mode."
msgstr "啟動畫面圖像縮放模式。"
msgid ""
"If [code]true[/code], [member storyboard/custom_bg_color] is used as a launch "
"screen background color, otherwise [code]application/boot_splash/bg_color[/"
"code] project setting is used."
msgstr ""
"如果為 [code]true[/code],則會將 [member storyboard/custom_bg_color] 用作啟動"
"螢幕的背景色,否則會使用專案設定 [code]application/boot_splash/bg_color[/"
"code]。"
msgid ""
"If [code]true[/code], storyboard launch screen is used instead of launch "
"screen images."
msgstr ""
"如果為 [code]true[/code],則使用 storyboard 啟動畫面,不使用啟動畫面圖像。"
msgid ""
"If [code]true[/code], the app \"Documents\" folder can be accessed via "
"\"Files\" app. See [url=https://developer.apple.com/documentation/"
"bundleresources/information_property_list/"
"lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url]."
msgstr ""
"如果為 [code]true[/code]套用的“Documents”資料夾可以在“檔”套用中存取。見 "
"[url=https://developer.apple.com/documentation/bundleresources/"
"information_property_list/"
"lssupportsopeningdocumentsinplace]LSSupportsOpeningDocumentsInPlace[/url]。"
msgid ""
"If [code]true[/code], the app \"Documents\" folder can be accessed via iTunes "
"file sharing. See [url=https://developer.apple.com/documentation/"
"bundleresources/information_property_list/"
"uifilesharingenabled]UIFileSharingEnabled[/url]."
msgstr ""
"如果為 [code]true[/code]套用的“Documents”資料夾可以在 iTunes 檔共用中訪問。"
"見 [url=https://developer.apple.com/documentation/bundleresources/"
"information_property_list/uifilesharingenabled]UIFileSharingEnabled[/url]。"
msgid "Exporter for Linux/BSD."
msgstr "Linux/BSD 匯出器。"
msgid "Exporting for Linux"
msgstr "為 Linux 匯出"
msgid ""
"Application executable architecture.\n"
"Supported architectures: [code]x86_32[/code], [code]x86_64[/code], "
"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]ppc64[/"
"code], and [code]ppc32[/code].\n"
"Official export templates include [code]x86_32[/code] and [code]x86_64[/code] "
"binaries only."
msgstr ""
"程式可執行檔架構。\n"
"支援的架構有:[code]x86_32[/code]、[code]x86_64[/code]、[code]arm64[/code]、"
"[code]arm32[/code]、[code]rv64[/code]、[code]ppc64[/code]、[code]ppc32[/"
"code]。\n"
"官方匯出範本中僅包含 [code]x86_32[/code] 和 [code]x86_64[/code] 的二進位文件。"
msgid ""
"If [code]true[/code], project resources are embedded into the executable."
msgstr "如果為 [code]true[/code],則會將專案資源嵌入到可執行檔中。"
msgid ""
"If [code]true[/code], a console wrapper is exported alongside the main "
"executable, which allows running the project with enabled console output."
msgstr ""
"如果為 [code]true[/code],則會在匯出主可執行檔的同時匯出一個控制台封裝,能夠在"
"運作專案時啟用控制台輸出。"
msgid ""
"Script code to execute on the remote host when app is finished.\n"
"The following variables can be used in the script:\n"
"- [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to "
"upload app and scripts to.\n"
"- [code]{archive_name}[/code] - Name of the ZIP containing uploaded "
"application.\n"
"- [code]{exe_name}[/code] - Name of application executable.\n"
"- [code]{cmd_args}[/code] - Array of the command line argument for the "
"application."
msgstr ""
"套用結束時,要在遠端主機上執行的腳本程式碼。\n"
"可以在腳本中使用以下變數:\n"
"- [code]{temp_dir}[/code] - 遠端的暫存檔案夾路徑,用於上傳套用和腳本。\n"
"- [code]{archive_name}[/code] - 包含上傳的套用程式的 ZIP 檔的名稱。\n"
"- [code]{exe_name}[/code] - 套用程式可執行檔的名稱。\n"
"- [code]{cmd_args}[/code] - 套用程式命令列參數的陣列。"
msgid "Enables remote deploy using SSH/SCP."
msgstr "啟用通過 SSH/SCP 進行遠端部署。"
msgid "Array of the additional command line arguments passed to the SCP."
msgstr "要傳給 SCP 的額外命令列參數的陣列。"
msgid "Array of the additional command line arguments passed to the SSH."
msgstr "要傳給 SSH 的額外命令列參數的陣列。"
msgid ""
"Remote host SSH user name and address, in [code]user@address[/code] format."
msgstr "遠端主機 SSH 使用者名及位址,格式為 [code]使用者名@地址[/code]。"
msgid "Remote host SSH port number."
msgstr "遠端主機 SSH 埠號。"
msgid ""
"Script code to execute on the remote host when running the app.\n"
"The following variables can be used in the script:\n"
"- [code]{temp_dir}[/code] - Path of temporary folder on the remote, used to "
"upload app and scripts to.\n"
"- [code]{archive_name}[/code] - Name of the ZIP containing uploaded "
"application.\n"
"- [code]{exe_name}[/code] - Name of application executable.\n"
"- [code]{cmd_args}[/code] - Array of the command line argument for the "
"application."
msgstr ""
"運作套用時,要在遠端主機上執行的腳本程式碼。\n"
"可以在腳本中使用以下變數:\n"
"- [code]{temp_dir}[/code] - 遠端的暫存檔案夾路徑,用於上傳套用和腳本。\n"
"- [code]{archive_name}[/code] - 包含上傳的套用程式的 ZIP 檔的名稱。\n"
"- [code]{exe_name}[/code] - 套用程式可執行檔的名稱。\n"
"- [code]{cmd_args}[/code] - 套用程式命令列參數的陣列。"
msgid "If [code]true[/code], project textures are exported in the BPTC format."
msgstr "如果為 [code]true[/code],則專案中的紋理在匯出時使用 BPTC 格式。"
msgid "If [code]true[/code], project textures are exported in the ETC format."
msgstr "如果為 [code]true[/code],則專案中的紋理在匯出時使用 ETC 格式。"
msgid "If [code]true[/code], project textures are exported in the ETC2 format."
msgstr "如果為 [code]true[/code],則專案中的紋理在匯出時使用 ETC2 格式。"
msgid "If [code]true[/code], project textures are exported in the S3TC format."
msgstr "如果為 [code]true[/code],則專案中的紋理在匯出時使用 S3TC 格式。"
msgid "Exporter for macOS."
msgstr "macOS 匯出器。"
msgid "Exporting for macOS"
msgstr "為 macOS 匯出"
msgid "Running Godot apps on macOS"
msgstr "在 macOS 上運作 Godot 套用"
msgid "Application category for the App Store."
msgstr "App Store 的套用程式分類。"
msgid "Copyright notice for the bundle visible to the user (in English)."
msgstr "組合包的(英文)版權宣告,使用者可見。"
msgid "Copyright notice for the bundle visible to the user (localized)."
msgstr "組合包的(當地語系化)版權宣告,使用者可見。"
msgid ""
"If set to [code]1[/code], ANGLE libraries are exported with the exported "
"application. If set to [code]0[/code], ANGLE libraries are exported only if "
"[member ProjectSettings.rendering/gl_compatibility/driver] is set to "
"[code]\"opengl3_angle\"[/code]."
msgstr ""
"如果設定為[code]1[/code]則ANGLE 函式庫將隨匯出的應用程式一起匯出。如果設定為"
"[code]0[/code]則匯出ANGLE 函式庫僅當 [member ProjectSettings.rendering/"
"gl_compatibility/driver] 設定為 [code]\"opengl3_angle\"[/code]."
msgid ""
"Application icon file. If left empty, it will fallback to [member "
"ProjectSettings.application/config/macos_native_icon], and then to [member "
"ProjectSettings.application/config/icon]."
msgstr ""
"套用程式圖示檔。如果留空,則會退回至 [member ProjectSettings.application/"
"config/macos_native_icon],繼而退回至 [member ProjectSettings.application/"
"config/icon]。"
msgid ""
"Minimum version of macOS required for this application to run in the "
"[code]major.minor.patch[/code] or [code]major.minor[/code] format, can only "
"contain numeric characters ([code]0-9[/code]) and periods ([code].[/code])."
msgstr ""
"運作該套用程式所需的最低 macOS 版本,格式為 [code]主版本號.次版本號.補丁號[/"
"code] 或 [code]主版本號.次版本號[/code],只能包含數位([code]0-9[/code])和英"
"文句點([code].[/code])。"
msgid ""
"Application executable architecture.\n"
"Supported architectures: [code]x86_64[/code], [code]arm64[/code], and "
"[code]universal[/code] ([code]x86_64 + arm64[/code]).\n"
"Official export templates include [code]universal[/code] binaries only."
msgstr ""
"套用程式可執行檔的架構。\n"
"支援的架構有:[code]x86_64[/code]、[code]arm64[/code]、[code]universal[/code]"
"[code]x86_64 + arm64[/code])。\n"
"官方匯出範本中只包含 [code]universal[/code] 的二進位檔案。"
msgid ""
"PKCS #12 certificate file used to sign [code].app[/code] bundle.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code]."
msgstr ""
"用於對 [code].app[/code] 組合包進行簽章的 PKCS #12 憑證檔。\n"
"可以使用環境變數 [code]GODOT_MACOS_CODESIGN_CERTIFICATE_FILE[/code] 覆蓋。"
msgid ""
"Password for the certificate file used to sign [code].app[/code] bundle.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code]."
msgstr ""
"用於對 [code].app[/code] 組合包進行簽章的憑證檔的密碼。\n"
"可以使用環境變數 [code]GODOT_MACOS_CODESIGN_CERTIFICATE_PASSWORD[/code] 覆蓋。"
msgid "Tool to use for code signing."
msgstr "用於程式碼簽章的工具。"
msgid ""
"Array of the additional command line arguments passed to the code signing "
"tool."
msgstr "要額外傳給程式碼簽章工具的命令列參數的陣列。"
msgid ""
"Allows app to use dynamic linker environment variables to inject code. If you "
"are using add-ons with dynamic or self-modifying native code, enable them "
"according to the add-on documentation. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_allow-dyld-"
"environment-variables]com.apple.security.cs.allow-dyld-environment-variables[/"
"url]."
msgstr ""
"允許套用使用動態連結器環境變數注入程式碼。如果你使用的外掛程式使用了動態或自我"
"修改的原生程式碼,請根據該外掛程式文件中的說明啟用。見 [url=https://developer."
"apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_cs_allow-dyld-environment-variables]com.apple.security.cs."
"allow-dyld-environment-variables[/url]。"
msgid ""
"Allows creating writable and executable memory for JIT code. If you are using "
"add-ons with dynamic or self-modifying native code, enable them according to "
"the add-on documentation. See [url=https://developer.apple.com/documentation/"
"bundleresources/entitlements/com_apple_security_cs_allow-jit]com.apple."
"security.cs.allow-jit[/url]."
msgstr ""
"允許建立可寫可執行記憶體,用於 JIT 程式碼。如果你使用的外掛程式使用了動態或自"
"我修改的原生程式碼,請根據該外掛程式文件中的說明啟用。見 [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_cs_allow-jit]com.apple.security.cs.allow-jit[/url]。"
msgid ""
"Allows creating writable and executable memory without JIT restrictions. If "
"you are using add-ons with dynamic or self-modifying native code, enable them "
"according to the add-on documentation. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_allow-"
"unsigned-executable-memory]com.apple.security.cs.allow-unsigned-executable-"
"memory[/url]."
msgstr ""
"允許建立可寫可執行記憶體,不受 JIT 限制。如果你使用的外掛程式使用了動態或自我"
"修改的原生程式碼,請根據該外掛程式文件中的說明啟用。見 [url=https://developer."
"apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_cs_allow-unsigned-executable-memory]com.apple.security.cs."
"allow-unsigned-executable-memory[/url]。"
msgid ""
"Enable to allow app to interact with Bluetooth devices. This entitlement is "
"required to use wireless controllers. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/url]."
msgstr ""
"啟用後能夠允許套用與藍牙裝置互動。使用無線控制器時,必須擁有這項權利。見 "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_device_bluetooth]com.apple.security.device.bluetooth[/"
"url]。"
msgid ""
"Enable to allow app to interact with USB devices. This entitlement is "
"required to use wired controllers. See [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_device_usb]com."
"apple.security.device.usb[/url]."
msgstr ""
"啟用後能夠允許套用與 USB 裝置互動。使用有線控制器時,必須擁有這項權利。見 "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_device_usb]com.apple.security.device.usb[/url]。"
msgid ""
"Enables App Sandbox. The App Sandbox restricts access to user data, "
"networking, and devices. Sandboxed apps can't access most of the file system, "
"can't use custom file dialogs and execute binaries outside the .app bundle. "
"See [url=https://developer.apple.com/documentation/security/app_sandbox]App "
"Sandbox[/url].\n"
"[b]Note:[/b] To distribute an app through the App Store, you must enable the "
"App Sandbox."
msgstr ""
"啟用 App Sandbox 套用沙盒。App Sandbox 能夠限制對使用者資料、網路以及裝置的訪"
"問。沙盒套用無法存取檔案系統中的大部分區域,無法使用自訂檔對話方塊,也無法執"
"行 .app 組合包之外的二進位檔案。見 [url=https://developer.apple.com/"
"documentation/security/app_sandbox]App Sandbox[/url]。\n"
"[b]注意:[/b]通過 App Store 分發套用時必須啟用 App Sandbox。"
msgid ""
"Allows read or write access to the user's \"Downloads\" folder. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_files_downloads_read-write]com.apple.security.files."
"downloads.read-write[/url]."
msgstr ""
"允許對使用者“下載”資料夾的讀寫存取。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_files_downloads_read-write]com.apple.security.files."
"downloads.read-write[/url]。"
msgid ""
"Allows read or write access to the user's \"Movies\" folder. See [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_assets_movies_read-write]com.apple.security.files.movies."
"read-write[/url]."
msgstr ""
"允許對使用者“影片”資料夾的讀寫存取。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_assets_movies_read-write]com.apple.security.files.movies."
"read-write[/url]。"
msgid ""
"Allows read or write access to the user's \"Music\" folder. See [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_assets_music_read-write]com.apple.security.files.music."
"read-write[/url]."
msgstr ""
"允許對使用者“音樂”資料夾的讀寫存取。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_assets_music_read-write]com.apple.security.files.music."
"read-write[/url]。"
msgid ""
"Allows read or write access to the user's \"Pictures\" folder. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_assets_pictures_read-write]com.apple.security.files."
"pictures.read-write[/url]."
msgstr ""
"允許對使用者“圖片”資料夾的讀寫存取。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_assets_pictures_read-write]com.apple.security.files."
"pictures.read-write[/url]。"
msgid ""
"Allows read or write access to the locations the user has selected using a "
"native file dialog. See [url=https://developer.apple.com/documentation/"
"bundleresources/entitlements/com_apple_security_files_user-selected_read-"
"write]com.apple.security.files.user-selected.read-write[/url]."
msgstr ""
"允許對使用者“音樂”資料夾的讀寫存取。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_assets_music_read-write]com.apple.security.files.music."
"read-write[/url]。"
msgid ""
"List of helper executables to embedded to the app bundle. Sandboxed app are "
"limited to execute only these executable. See [url=https://developer.apple."
"com/documentation/xcode/embedding-a-helper-tool-in-a-sandboxed-app]Embedding "
"a command-line tool in a sandboxed app[/url]."
msgstr ""
"要嵌入套用組合包的輔助可執行檔列表。沙盒套用僅限於執行這些可執行檔。見 "
"[url=https://developer.apple.com/documentation/xcode/embedding-a-helper-tool-"
"in-a-sandboxed-app]Embedding a command-line tool in a sandboxed app[/url]。"
msgid ""
"Enable to allow app to establish outgoing network connections. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_network_client]com.apple.security.network.client[/url]."
msgstr ""
"啟用後允許套用建立出站的網路連接。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_network_client]com.apple.security.network.client[/url]。"
msgid ""
"Enable to allow app to listen for incoming network connections. See "
"[url=https://developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_network_server]com.apple.security.network.server[/url]."
msgstr ""
"啟用後允許套用監聽入站的網路連接。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_network_server]com.apple.security.network.server[/url]。"
msgid ""
"Enable to allow app to send Apple events to other apps. See [url=https://"
"developer.apple.com/documentation/bundleresources/entitlements/"
"com_apple_security_automation_apple-events]com.apple.security.automation."
"apple-events[/url]."
msgstr ""
"啟用後允許套用向其他套用發送 Apple 事件。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/"
"com_apple_security_automation_apple-events]com.apple.security.automation."
"apple-events[/url]。"
msgid ""
"Custom entitlements [code].plist[/code] file, if specified the rest of "
"entitlements in the export config are ignored."
msgstr ""
"自訂權利 [code].plist[/code] 檔,如果指定,則會忽略匯出配置中的其他權利。"
msgid ""
"You can temporarily enable this entitlement to use native debugger (GDB, "
"LLDB) with the exported app. This entitlement should be disabled for "
"production export. See [url=https://developer.apple.com/documentation/xcode/"
"embedding-a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a "
"sandboxed app[/url]."
msgstr ""
"臨時啟用這個權利就可以對匯出的套用使用原生除錯器GDB、LLDB。生產匯出應該禁"
"用這項權利。見 [url=https://developer.apple.com/documentation/xcode/embedding-"
"a-helper-tool-in-a-sandboxed-app]Embedding a command-line tool in a sandboxed "
"app[/url]。"
msgid ""
"Allows app to load arbitrary libraries and frameworks (not signed with the "
"same Team ID as the main executable or by Apple). Enable it if you are using "
"GDExtension add-ons or ad-hoc signing, or want to support user-provided "
"external add-ons. See [url=https://developer.apple.com/documentation/"
"bundleresources/entitlements/com_apple_security_cs_disable-library-"
"validation]com.apple.security.cs.disable-library-validation[/url]."
msgstr ""
"允許套用載入任意庫和框架(沒有使用與主可執行檔相同的團隊 ID 進行簽章,也沒有經"
"過 Apple 的簽章)。如果你使用了 GDExtension 外掛程式或 ad-hoc 簽章,或者想要支"
"援使用者提供的外部外掛程式,請啟用該選項。見 [url=https://developer.apple.com/"
"documentation/bundleresources/entitlements/com_apple_security_cs_disable-"
"library-validation]com.apple.security.cs.disable-library-validation[/url]。"
msgid ""
"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used "
"to sign [code].app[/code] bundle."
msgstr ""
"用於對 [code].app[/code] 組合包進行簽章的簽章身份的“全名”“通用名”或 SHA-1 哈"
"希。"
msgid ""
"The \"Full Name\", \"Common Name\" or SHA-1 hash of the signing identity used "
"to sign [code].pkg[/code] installer package for App Store distribution, use "
"[code]3rd Party Mac Developer Installer: Name.[/code] identity."
msgstr ""
"用於對通過 App Store 分發的 [code].pkg[/code] 安裝器進行簽章的簽章身份的“全"
"名”“通用名”或 SHA-1 雜湊,使用 [code]3rd Party Mac Developer Installer: Name."
"[/code] 身份。"
msgid ""
"Provisioning profile file downloaded from Apple developer account dashboard. "
"See [url=https://developer.apple.com/help/account/manage-profiles/edit-"
"download-or-delete-profiles]Edit, download, or delete provisioning profiles[/"
"url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code]."
msgstr ""
"從 Apple 開發者帳戶控制台下載到的預置描述檔。見 [url=https://developer.apple."
"com/cn/help/account/manage-profiles/edit-download-or-delete-profiles/]編輯、下"
"載或刪除預置描述檔[/url]。\n"
"可以使用環境變數 [code]GODOT_MACOS_CODESIGN_PROVISIONING_PROFILE[/code] 覆蓋。"
msgid ""
"If enabled, a wrapper that can be used to run the application with console "
"output is created alongside the exported application."
msgstr ""
"啟用後,會在匯出後的套用程式旁建立一個封裝程式,可以用來以帶命令行輸出的形式運"
"作該套用程式。"
msgid ""
"If [code]true[/code], the application is rendered at native display "
"resolution, otherwise it is always rendered at loDPI resolution and upscaled "
"by OS when required."
msgstr ""
"如果為 [code]true[/code],則套用程式使用原生顯示器解析度渲染,否則始終使用 "
"loHPI 解析度渲染,必要時由作業系統放大。"
msgid "Application distribution target."
msgstr "套用程式分發目標。"
msgid ""
"Apple App Store Connect API issuer key file.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_API_KEY[/code]."
msgstr ""
"Apple App Store Connect API 發行者金鑰檔案。\n"
"可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_API_KEY[/code] 覆蓋。"
msgid ""
"Apple App Store Connect API issuer key ID.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code]."
msgstr ""
"Apple App Store Connect API 發行者金鑰 ID。\n"
"可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_API_KEY_ID[/code] 覆蓋。"
msgid ""
"Apple App Store Connect API issuer UUID.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_API_UUID[/code]."
msgstr ""
"Apple App Store Connect API 發行者 UUID。\n"
"可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_API_UUID[/code] 覆蓋。"
msgid ""
"Apple ID account name (email address).\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code]."
msgstr ""
"Apple ID 帳戶名(郵箱地址)。\n"
"可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_NAME[/code] 覆蓋。"
msgid ""
"Apple ID app-specific password.\n"
"Can be overridden with the environment variable "
"[code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code]."
msgstr ""
"Apple ID 針對套用的密碼。\n"
"可以使用環境變數 [code]GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD[/code] 覆"
"蓋。"
msgid "Tool to use for notarization."
msgstr "用於公證的工具。"
msgid ""
"A message displayed when requesting access to the user's contacts (in "
"English)."
msgstr "請求存取使用者的連路人時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's contacts (localized)."
msgstr "請求存取使用者的連路人時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the user's calendar data (in "
"English)."
msgstr "請求存取使用者的日曆資料時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's calendar data "
"(localized)."
msgstr "請求存取使用者的日曆資料時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Desktop\" folder "
"(in English)."
msgstr "請求存取使用者的“桌面”資料夾時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Desktop\" folder "
"(localized)."
msgstr "請求存取使用者的“桌面”資料夾時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Documents\" folder "
"(in English)."
msgstr "請求存取使用者的“文件”資料夾時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Documents\" folder "
"(localized)."
msgstr "請求存取使用者的“文件”資料夾時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Downloads\" folder "
"(in English)."
msgstr "請求存取使用者的“下載”資料夾時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's \"Downloads\" folder "
"(localized)."
msgstr "請求存取使用者的“下載”資料夾時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the user's location information "
"(in English)."
msgstr "請求存取使用者的位置資訊時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's location information "
"(localized)."
msgstr "請求存取使用者的位置資訊時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the user's network drives (in "
"English)."
msgstr "請求存取使用者的網路磁碟時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's network drives "
"(localized)."
msgstr "請求存取使用者的網路磁碟時顯示的(當地語系化)消息。"
msgid ""
"A message displayed when requesting access to the user's removable drives (in "
"English)."
msgstr "請求存取使用者的可移除驅動器時顯示的(英文)消息。"
msgid ""
"A message displayed when requesting access to the user's removable drives "
"(localized)."
msgstr "請求存取使用者的可移除驅動器時顯示的(當地語系化)消息。"
msgid "macOS build number used to build application executable."
msgstr "建構套用程式可執行檔所使用的 macOS 建構號。"
msgid "macOS SDK build number used to build application executable."
msgstr "建構套用程式可執行檔所使用的 macOS SDK 建構號。"
msgid "macOS SDK name used to build application executable."
msgstr "建構套用程式可執行檔所使用的 macOS SDK 名稱。"
msgid ""
"macOS SDK version used to build application executable in the [code]major."
"minor[/code] format."
msgstr ""
"建構套用程式可執行檔所使用的 macOS SDK 版本,格式為 [code]主版本號.次版本號[/"
"code]。"
msgid "Xcode build number used to build application executable."
msgstr "建構套用程式可執行檔所使用的 Xcode 建構號。"
msgid "Xcode version used to build application executable."
msgstr "建構套用程式可執行檔所使用的 Xcode 版本。"
msgid "Base class for the desktop platform exporter (Windows and Linux/BSD)."
msgstr "桌面平臺匯出器的基底類別Windows 與 Linux/BSD。"
msgid "Exporter for the Web."
msgstr "Web 匯出器。"
msgid "Exporting for the Web"
msgstr "為 Web 匯出"
msgid "Web documentation index"
msgstr "網頁文件索引"
msgid ""
"The canvas resize policy determines how the canvas should be resized by Godot."
msgstr "畫布大小調整策略決定 Godot 應當如何調整畫布的大小。"
msgid "Exporter for Windows."
msgstr "Windows 匯出器。"
msgid "Exporting for Windows"
msgstr "為 Windows 匯出"
msgid ""
"Company that produced the application. Required. See [url=https://learn."
"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/"
"url]."
msgstr ""
"出品該程式的公司。必填。見 [url=https://learn.microsoft.com/en-us/windows/"
"win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Console wrapper icon file. If left empty, it will fallback to [member "
"application/icon], then to [member ProjectSettings.application/config/"
"windows_native_icon], and lastly, [member ProjectSettings.application/config/"
"icon]."
msgstr ""
"控制台封裝圖示檔。如果留空,則依次退回至 [member application/icon]、[member "
"ProjectSettings.application/config/windows_native_icon]、[member "
"ProjectSettings.application/config/icon]。"
msgid ""
"Copyright notice for the bundle visible to the user. Optional. See "
"[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-"
"block]StringFileInfo[/url]."
msgstr ""
"使用者可見的組合包版權宣告。選填。見 [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"File description to be presented to users. Required. See [url=https://learn."
"microsoft.com/en-us/windows/win32/menurc/stringfileinfo-block]StringFileInfo[/"
"url]."
msgstr ""
"展示給使用者的檔案說明。必填。見 [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Version number of the file. Falls back to [member ProjectSettings.application/"
"config/version] if left empty. See [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]."
msgstr ""
"檔的版本號。必填。見 [url=https://learn.microsoft.com/en-us/windows/win32/"
"menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Application icon file. If left empty, it will fallback to [member "
"ProjectSettings.application/config/windows_native_icon], and then to [member "
"ProjectSettings.application/config/icon]."
msgstr ""
"套用程式圖示檔。如果留空,則退回至 [member ProjectSettings.application/config/"
"windows_native_icon],而後是 [member ProjectSettings.application/config/"
"icon]。"
msgid ""
"If enabled, icon and metadata of the exported executable is set according to "
"the other [code]application/*[/code] values."
msgstr ""
"如果啟用,則會根據 [code]application/*[/code] 中的其他值設定匯出後可執行檔的圖"
"示和中繼資料。"
msgid ""
"Name of the application. Required. See [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]."
msgstr ""
"套用程式的名稱。必填。見 [url=https://learn.microsoft.com/en-us/windows/win32/"
"menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Application version visible to the user. Falls back to [member "
"ProjectSettings.application/config/version] if left empty. See [url=https://"
"learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-"
"block]StringFileInfo[/url]."
msgstr ""
"使用者可見的套用程式版本。必填。見 [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Trademarks and registered trademarks that apply to the file. Optional. See "
"[url=https://learn.microsoft.com/en-us/windows/win32/menurc/stringfileinfo-"
"block]StringFileInfo[/url]."
msgstr ""
"適用於該檔案的商標及注冊商標。選填。見 [url=https://learn.microsoft.com/en-us/"
"windows/win32/menurc/stringfileinfo-block]StringFileInfo[/url]。"
msgid ""
"Application executable architecture.\n"
"Supported architectures: [code]x86_32[/code], [code]x86_64[/code], and "
"[code]arm64[/code].\n"
"Official export templates include [code]x86_32[/code] and [code]x86_64[/code] "
"binaries only."
msgstr ""
"套用程式可執行檔的架構。\n"
"支援的架構:[code]x86_32[/code]、[code]x86_64[/code]、[code]arm64[/code]。\n"
"官方匯出範本中僅包含 [code]x86_32[/code] 和 [code]x86_64[/code] 的二進位文件。"
msgid ""
"Array of the additional command line arguments passed to the code signing "
"tool. See [url=https://learn.microsoft.com/en-us/dotnet/framework/tools/"
"signtool-exe]Sign Tool[/url]."
msgstr ""
"要傳給程式碼簽章工具的額外命令列參數的資料。見[url=https://learn.microsoft."
"com/zh-cn/dotnet/framework/tools/signtool-exe]簽章工具[/url]。"
msgid ""
"Description of the signed content. See [url=https://learn.microsoft.com/en-us/"
"dotnet/framework/tools/signtool-exe]Sign Tool[/url]."
msgstr ""
"對被簽章內容的描述。見[url=https://learn.microsoft.com/zh-cn/dotnet/framework/"
"tools/signtool-exe]簽章工具[/url]。"
msgid ""
"Digest algorithm to use for creating signature. See [url=https://learn."
"microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]."
msgstr ""
"建立簽章所使用的摘要演算法。見[url=https://learn.microsoft.com/zh-cn/dotnet/"
"framework/tools/signtool-exe]簽章工具[/url]。"
msgid "If [code]true[/code], executable signing is enabled."
msgstr "如果為 [code]true[/code],則啟用可執行檔簽章。"
msgid ""
"PKCS #12 certificate file used to sign executable or certificate SHA-1 hash "
"(if [member codesign/identity_type] is set to \"Use certificate store\"). See "
"[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-"
"exe]Sign Tool[/url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code]."
msgstr ""
"用於對可執行檔簽章的 PKCS #12 憑證檔,或憑證的 SHA-1 雜湊(如果 [member "
"codesign/identity_type] 為 \"Use certificate store\")。見[url=https://learn."
"microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]簽章工具[/url]。\n"
"可以使用環境變數 [code]GODOT_WINDOWS_CODESIGN_IDENTITY[/code] 覆蓋。"
msgid ""
"Type of identity to use. See [url=https://learn.microsoft.com/en-us/dotnet/"
"framework/tools/signtool-exe]Sign Tool[/url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code]."
msgstr ""
"要使用的身份型別。見[url=https://learn.microsoft.com/zh-cn/dotnet/framework/"
"tools/signtool-exe]簽章工具[/url]。\n"
"可以使用環境變數 [code]GODOT_WINDOWS_CODESIGN_IDENTITY_TYPE[/code] 覆蓋。"
msgid ""
"Password for the certificate file used to sign executable. See [url=https://"
"learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/"
"url].\n"
"Can be overridden with the environment variable "
"[code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code]."
msgstr ""
"用於對可執行檔簽章的憑證檔的密碼。見[url=https://learn.microsoft.com/zh-cn/"
"dotnet/framework/tools/signtool-exe]簽章工具[/url]。\n"
"可以使用環境變數 [code]GODOT_WINDOWS_CODESIGN_PASSWORD[/code] 覆蓋。"
msgid ""
"If [code]true[/code], time-stamp is added to the signature. See [url=https://"
"learn.microsoft.com/en-us/dotnet/framework/tools/signtool-exe]Sign Tool[/url]."
msgstr ""
"如果為 [code]true[/code],則會在簽章中新增時間戳記。見[url=https://learn."
"microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]簽章工具[/url]。"
msgid ""
"URL of the time stamp server. If left empty, the default server is used. See "
"[url=https://learn.microsoft.com/en-us/dotnet/framework/tools/signtool-"
"exe]Sign Tool[/url]."
msgstr ""
"時間戳記伺服器的 URL。如果留空則使用預設伺服器。見[url=https://learn."
"microsoft.com/zh-cn/dotnet/framework/tools/signtool-exe]簽章工具[/url]。"
msgid ""
"If [code]true[/code], a console wrapper executable is exported alongside the "
"main executable, which allows running the project with enabled console output."
msgstr ""
"如果為 [code]true[/code],則會在匯出主可執行檔的同時匯出一個控制台封裝可執行"
"檔,能夠在運作專案時啟用控制台輸出。"
msgid "A script that is executed when exporting the project."
msgstr "在匯出專案時執行的腳本。"
msgid ""
"[EditorExportPlugin]s are automatically invoked whenever the user exports the "
"project. Their most common use is to determine what files are being included "
"in the exported project. For each plugin, [method _export_begin] is called at "
"the beginning of the export process and then [method _export_file] is called "
"for each exported file.\n"
"To use [EditorExportPlugin], register it using the [method EditorPlugin."
"add_export_plugin] method first."
msgstr ""
"[EditorExportPlugin] 會在使用者匯出專案時自動呼叫。它們最常見的用途是確定哪些"
"文件應該包含在匯出的專案中。對於每個外掛程式,匯出過程開始時都會呼叫 [method "
"_export_begin],然後會為每一個匯出的檔呼叫 [method _export_file]。\n"
"要使用 [EditorExportPlugin],請先用 [method EditorPlugin.add_export_plugin] 註"
"冊。"
msgid "Export Android plugins"
msgstr "匯出 Android 外掛程式"
msgid ""
"Return [code]true[/code] if this plugin will customize resources based on the "
"platform and features used.\n"
"When enabled, [method _get_customization_configuration_hash], [method "
"_customize_resource] and [method _customize_scene] will be called and must be "
"implemented."
msgstr ""
"如果該外掛程式將根據所使用的平臺和功能自訂資源,則返回 [code]true[/code]。\n"
"啟用後,[method _get_customization_configuration_hash]、[method "
"_customize_resource] 和 [method _customize_scene] 將被呼叫並且必須被實作。"
msgid ""
"Return true if this plugin will customize scenes based on the platform and "
"features used."
msgstr "如果這個外掛程式會根據所使用的平臺和功能來定制場景,則返回 true。"
msgid ""
"Customize a resource. If changes are made to it, return the same or a new "
"resource. Otherwise, return [code]null[/code].\n"
"The [i]path[/i] argument is only used when customizing an actual file, "
"otherwise this means that this resource is part of another one and it will be "
"empty.\n"
"Implementing this method is required if [method _begin_customize_resources] "
"returns [code]true[/code]."
msgstr ""
"定制一個資源。如果對其進行了修改,則返回相同的或新的資源。否則,返回 "
"[code]null[/code] 。\n"
"[i]path[/i] 參數只在定制一個實際檔時使用,否則這意味著這個資源是另一個資源的一"
"部分,並且它將是空的。\n"
"如果 [method _begin_customize_resources] 返回 [code]true[/code],則需要實作該"
"方法。"
msgid ""
"Customize a scene. If changes are made to it, return the same or a new scene. "
"Otherwise, return [code]null[/code]. If a new scene is returned, it is up to "
"you to dispose of the old one.\n"
"Implementing this method is required if [method _begin_customize_scenes] "
"returns [code]true[/code]."
msgstr ""
"定制一個場景。如果對其進行了修改,則返回相同的或新的場景。否則,返回 "
"[code]null[/code] 。如果返回一個新的場景,則由你來處理舊的場景。\n"
"如果 [method _begin_customize_resources] 返回 [code]true[/code],則需要實作該"
"方法。"
msgid "This is called when the customization process for resources ends."
msgstr "資源的自訂處理完成時呼叫。"
msgid "This is called when the customization process for scenes ends."
msgstr "場景的自訂處理完成時呼叫。"
msgid ""
"Virtual method to be overridden by the user. It is called when the export "
"starts and provides all information about the export. [param features] is the "
"list of features for the export, [param is_debug] is [code]true[/code] for "
"debug builds, [param path] is the target path for the exported project. "
"[param flags] is only used when running a runnable profile, e.g. when using "
"native run on Android."
msgstr ""
"由使用者重寫的虛方法。它在匯出開始時呼叫,並提供有關匯出的所有資訊。[param "
"features] 是匯出的功能列表,[param is_debug] 是 [code]true[/code] 時用於除錯建"
"構,[param path] 是匯出專案的目標路徑。[param flags] 僅在運作可運作設定檔時使"
"用,例如在 Android 上使用本機運作時。"
msgid ""
"Virtual method to be overridden by the user. Called when the export is "
"finished."
msgstr "可以被使用者重寫的虛方法。在匯出完成後被呼叫。"
msgid ""
"Virtual method to be overridden by the user. Called for each exported file, "
"providing arguments that can be used to identify the file. [param path] is "
"the path of the file, [param type] is the [Resource] represented by the file "
"(e.g. [PackedScene]) and [param features] is the list of features for the "
"export.\n"
"Calling [method skip] inside this callback will make the file not included in "
"the export."
msgstr ""
"虛方法,需要使用者重寫。對於每個匯出的檔呼叫,提供可用於標識檔的參數。[param "
"path]是檔的路徑,[param type]是檔所表示的[Resource](例如[PackedScene]"
"[param features]是匯出的功能列表。\n"
"在此回呼函式中呼叫[method skip]將使檔不包含在匯出中。"
msgid ""
"Virtual method to be overridden by the user. This is called to retrieve the "
"set of Android dependencies provided by this plugin. Each returned Android "
"dependency should have the format of an Android remote binary dependency: "
"[code]org.godot.example:my-plugin:0.0.0[/code]\n"
"For more information see [url=https://developer.android.com/build/"
"dependencies?agpversion=4.1#dependency-types]Android documentation on "
"dependencies[/url].\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由使用者重寫的虛擬方法。呼叫此方法是為了檢索此插件提供的Android 依賴項集。每個"
"傳回的Android 依賴項應具有Android 遠端二進位依賴項的格式: [code]org.godot."
"example:my-plugin:0.0.0[/code]\n"
"有關更多信息,請參閱 [url=https://developer.android.com/build/dependency?"
"agpversion=4.1#dependency-types]有關依賴項的 Android 文件[/url]。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is called to retrieve the "
"URLs of Maven repositories for the set of Android dependencies provided by "
"this plugin.\n"
"For more information see [url=https://docs.gradle.org/current/userguide/"
"dependency_management.html#sec:maven_repo]Gradle documentation on dependency "
"management[/url].\n"
"[b]Note:[/b] Google's Maven repo and the Maven Central repo are already "
"included by default.\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由使用者重寫的虛擬方法。呼叫此方法是為了檢索此插件提供的 Android 依賴項集的 "
"Maven 儲存庫的 URL。\n"
"有關更多信息,請參閱 [url=https://docs.gradle.org/current/userguide/"
"dependency_management.html#sec:maven_repo]有關依賴管理的 Gradle 檔案[/url]。\n"
"[b]注意:[/b] Google 的 Maven 儲存庫和 Maven Central 儲存庫已預設包含在內。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is called to retrieve the "
"local paths of the Android libraries archive (AAR) files provided by this "
"plugin.\n"
"[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://"
"addons/[/code] directory. For example, an AAR file located under [code]res://"
"addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an "
"absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release."
"aar[/code] or a relative path using [code]hello_world_plugin/HelloWorld."
"release.aar[/code].\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由使用者重寫的虛擬方法。呼叫此方法是為了檢索此外掛程式提供的 Android 庫存檔 "
"(AAR) 檔案的本機路徑。\n"
"[b]注意:[/b]相對路徑[b]必須[/b]相對於Godot的[code]res://addons/[/code]目錄。"
"例如,位於 [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/"
"code] 下的 AAR 檔案可以使用 [code]res://addons/hello_world_plugin/HelloWorld."
"release 作為絕對路徑返回.aar[/code] 或使用[code]hello_world_plugin/HelloWorld."
"release.aar[/code] 的相對路徑。\n"
"[b] 注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is used at export time to "
"update the contents of the [code]activity[/code] element in the generated "
"Android manifest.\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 "
"[code]activity[/code] 元素的內容。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is used at export time to "
"update the contents of the [code]application[/code] element in the generated "
"Android manifest.\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 "
"[code]application[/code] 元素的內容。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Virtual method to be overridden by the user. This is used at export time to "
"update the contents of the [code]manifest[/code] element in the generated "
"Android manifest.\n"
"[b]Note:[/b] Only supported on Android and requires [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build] to be enabled."
msgstr ""
"由使用者重寫的虛擬方法。這在匯出時用於更新生成的 Android 列表中的 "
"[code]manifest[/code] 元素的內容。\n"
"[b]注意:[/b] 僅在 Android 上受支援,並且需要啟用 [member "
"EditorExportPlatformAndroid.gradle_build/use_gradle_build]。"
msgid ""
"Return a hash based on the configuration passed (for both scenes and "
"resources). This helps keep separate caches for separate export "
"configurations.\n"
"Implementing this method is required if [method _begin_customize_resources] "
"returns [code]true[/code]."
msgstr ""
"根據傳入的配置返回一個雜湊值(對於場景和資源)。這有助於為單獨的匯出配置保留單"
"獨的快取。\n"
"如果 [method _begin_customize_resources] 返回 [code]true[/code],則需要實作該"
"方法。"
msgid ""
"Return a [PackedStringArray] of additional features this preset, for the "
"given [param platform], should have."
msgstr ""
"返回該預設對於給定的 [param platform],應該具有的附加功能的 "
"[PackedStringArray]。"
msgid ""
"Check the requirements for the given [param option] and return a non-empty "
"warning string if they are not met.\n"
"[b]Note:[/b] Use [method get_option] to check the value of the export options."
msgstr ""
"檢查給定 [param option] 的要求,如果不滿足則傳回非空警告字串。\n"
"[b]注意:[/b] 使用 [method get_option] 檢查匯出選項的值。"
msgid ""
"Return a list of export options that can be configured for this export "
"plugin.\n"
"Each element in the return value is a [Dictionary] with the following keys:\n"
"- [code]option[/code]: A dictionary with the structure documented by [method "
"Object.get_property_list], but all keys are optional.\n"
"- [code]default_value[/code]: The default value for this option.\n"
"- [code]update_visibility[/code]: An optional boolean value. If set to "
"[code]true[/code], the preset will emit [signal Object.property_list_changed] "
"when the option is changed."
msgstr ""
"返回匯出選項列表,能夠用來配置這個匯出外掛程式。\n"
"返回值中的每個元素都是一個 [Dictionary],包含如下欄位:\n"
"- [code]option[/code]:字典,結構與 [method Object.get_property_list] 文件中的"
"相同,但所有欄位都是可選的。\n"
"- [code]default_value[/code]:該選項的預設值。\n"
"- [code]update_visibility[/code]:可選的布林值。如果設為 [code]true[/code],則"
"該選項發生變化時,預設會發出 [signal Object.property_list_changed]。"
msgid ""
"Return the name identifier of this plugin (for future identification by the "
"exporter). The plugins are sorted by name before exporting.\n"
"Implementing this method is required."
msgstr ""
"返回該外掛程式的名稱識別字(供匯出器將來識別)。外掛程式在匯出前按名稱排序。\n"
"需要實作該方法。"
msgid ""
"Return [code]true[/code], if the result of [method _get_export_options] has "
"changed and the export options of preset corresponding to [param platform] "
"should be updated."
msgstr ""
"如果 [method _get_export_options] 的結果發生了改變,與 [param platform] 對應的"
"匯出預設的選項需要更新,則返回 [code]true[/code]。"
msgid ""
"Return [code]true[/code] if the plugin supports the given [param platform]."
msgstr ""
"如果外掛程式要處理給定的 [Resource] 型別 [param type],則返回 [code]true[/"
"code]。"
msgid ""
"Adds a custom file to be exported. [param path] is the virtual path that can "
"be used to load the file, [param file] is the binary data of the file.\n"
"When called inside [method _export_file] and [param remap] is [code]true[/"
"code], the current file will not be exported, but instead remapped to this "
"custom file. [param remap] is ignored when called in other places."
msgstr ""
"新增一個要匯出的自訂檔。[param path] 是可以用來載入該檔的虛擬路徑,[param "
"file] 是該檔的二進位資料。\n"
"在 [method _export_file] 中呼叫時,如果 [param remap] 為 [code]true[/code],則"
"目前檔將不會被匯出,而是被重新對應到這個自訂檔。在其他地方呼叫時會忽略 [param "
"remap]。"
msgid ""
"Adds an iOS bundle file from the given [param path] to the exported project."
msgstr "將給定的[param path]中的iOS bundle檔新增到匯出的專案中。"
msgid ""
"Adds a C++ code to the iOS export. The final code is created from the code "
"appended by each active export plugin."
msgstr ""
"將 C++ 程式碼新增到 iOS 匯出中。最終的程式碼是由每個啟動的匯出外掛程式附加的程"
"式碼建立的。"
msgid ""
"Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to "
"Linking Phase in iOS's Xcode project."
msgstr ""
"在 iOS 的 Xcode 專案中連結階段新增靜態程式庫(*.a或動態庫*.dylib、*."
"framework。"
msgid "Adds linker flags for the iOS export."
msgstr "為 iOS 匯出新增連結器旗標。"
msgid "Adds content for iOS Property List files."
msgstr "為 iOS 屬性列表檔新增內容。"
msgid "Adds a static lib from the given [param path] to the iOS project."
msgstr "向 iOS 專案中新增位於給定路徑 [param path] 的靜態程式庫。"
msgid ""
"Adds file or directory matching [param path] to [code]PlugIns[/code] "
"directory of macOS app bundle.\n"
"[b]Note:[/b] This is useful only for macOS exports."
msgstr ""
"將配對 [param path] 的檔或目錄,新增到 macOS 套用套裝程式的 [code]PlugIns[/"
"code] 目錄中。\n"
"[b]注意:[/b]僅適用於 macOS 匯出。"
msgid ""
"Adds a shared object or a directory containing only shared objects with the "
"given [param tags] and destination [param path].\n"
"[b]Note:[/b] In case of macOS exports, those shared objects will be added to "
"[code]Frameworks[/code] directory of app bundle.\n"
"In case of a directory code-sign will error if you place non code object in "
"directory."
msgstr ""
"新增一個共用物件或僅包含具有給定 [param tags] 和目標 [param path] 的共用物件的"
"目錄。\n"
"[b]注意:[/b]使用 macOS 匯出時,這些共用物件將被新增到套用套裝程式的 "
"[code]Frameworks[/code] 目錄中。\n"
"如果使用的是目錄,如果將非程式碼物件放在該目錄中,則程式碼簽章時會報告有錯。"
msgid ""
"Returns the current value of an export option supplied by [method "
"_get_export_options]."
msgstr "返回 [method _get_export_options] 提供的匯出選項的目前值。"
msgid ""
"To be called inside [method _export_file]. Skips the current file, so it's "
"not included in the export."
msgstr "在 [method _export_file] 中呼叫。跳過目前檔,因此它不包括在匯出中。"
msgid ""
"An editor feature profile which can be used to disable specific features."
msgstr "編輯器功能配置,可用於禁用特定功能。"
msgid ""
"An editor feature profile can be used to disable specific features of the "
"Godot editor. When disabled, the features won't appear in the editor, which "
"makes the editor less cluttered. This is useful in education settings to "
"reduce confusion or when working in a team. For example, artists and level "
"designers could use a feature profile that disables the script editor to "
"avoid accidentally making changes to files they aren't supposed to edit.\n"
"To manage editor feature profiles visually, use [b]Editor > Manage Feature "
"Profiles...[/b] at the top of the editor window."
msgstr ""
"編輯器功能配置可以用來禁用 Godot 編輯器的特定功能。當禁用時,這些功能將不會出"
"現在編輯器中,從而使編輯器不那麼混亂。這個設定使編輯器更簡潔,在團隊中工作時。"
"例如,遊戲美術和關卡設計師可以使用禁用腳本編輯器的功能配置,以避免意外地對他們"
"不應該編輯的檔進行更改。\n"
"要視覺化地管理編輯器功能配置,請使用編輯器視窗頂部的[b]編輯器 >管理功能配置..."
"[/b]。"
msgid "Returns the specified [param feature]'s human-readable name."
msgstr "返回指定功能 [param feature] 的人類可讀名稱。"
msgid ""
"Returns [code]true[/code] if the class specified by [param class_name] is "
"disabled. When disabled, the class won't appear in the Create New Node dialog."
msgstr ""
"如果 [param class_name] 指定的類被禁用,則返回 [code]true[/code]。被禁用時,該"
"類不會出現在“建立 Node”對話方塊中。"
msgid ""
"Returns [code]true[/code] if editing for the class specified by [param "
"class_name] is disabled. When disabled, the class will still appear in the "
"Create New Node dialog but the Inspector will be read-only when selecting a "
"node that extends the class."
msgstr ""
"如果由 [param class_name] 指定的類的編輯被禁用,則返回 [code]true[/code]。被禁"
"用時,該類仍會出現在“建立 Node”對話方塊中但在選擇繼承該類的節點時屬性面板"
"將是唯讀的。"
msgid ""
"Returns [code]true[/code] if [param property] is disabled in the class "
"specified by [param class_name]. When a property is disabled, it won't appear "
"in the Inspector when selecting a node that extends the class specified by "
"[param class_name]."
msgstr ""
"如果在 [param class_name] 指定的類中禁用 [param property],則返回 [code]true[/"
"code]。當屬性被禁用時,在選擇繼承由 [param class_name] 指定的類的節點時,該屬"
"性將不會出現在屬性面板中。"
msgid ""
"Returns [code]true[/code] if the [param feature] is disabled. When a feature "
"is disabled, it will disappear from the editor entirely."
msgstr ""
"如果 [param feature] 被禁用,則返回 [code]true[/code]。當一個功能被禁用時,它"
"將從編輯器中完全消失。"
msgid ""
"Loads an editor feature profile from a file. The file must follow the JSON "
"format obtained by using the feature profile manager's [b]Export[/b] button "
"or the [method save_to_file] method.\n"
"[b]Note:[/b] Feature profiles created via the user interface are loaded from "
"the [code]feature_profiles[/code] directory, as a file with the [code]."
"profile[/code] extension. The editor configuration folder can be found by "
"using [method EditorPaths.get_config_dir]."
msgstr ""
"從檔案載入編輯器功能設定檔。該檔案必須遵循使用功能設定檔管理員的 [b]Export[/"
"b] 按鈕或 [method save_to_file] 方法取得的 JSON 格式。\n"
"[b]注意:[/b] 透過使用者介面建立的功能設定檔從 [code]feature_profiles[/code] "
"目錄加載,作為副檔名為 [code].profile[/code] 的檔案。可以使用[method "
"EditorPaths.get_config_dir]找到編輯器設定資料夾。"
msgid ""
"Saves the editor feature profile to a file in JSON format. It can then be "
"imported using the feature profile manager's [b]Import[/b] button or the "
"[method load_from_file] method.\n"
"[b]Note:[/b] Feature profiles created via the user interface are saved in the "
"[code]feature_profiles[/code] directory, as a file with the [code].profile[/"
"code] extension. The editor configuration folder can be found by using "
"[method EditorPaths.get_config_dir]."
msgstr ""
"將編輯器功能設定檔儲存到JSON 格式的檔案。然後可以使用功能設定檔管理器的"
"[b]Import[/b] 按鈕或[method load_from_file] 方法匯入它。\n"
"[b]注意:[/b] 透過使用者介面建立的功能設定檔會以副檔名為 [code].profile[/"
"code] 的檔案保存在 [code]feature_profiles[/code] 目錄中。可以使用[method "
"EditorPaths.get_config_dir]找到編輯器設定資料夾。"
msgid ""
"If [param disable] is [code]true[/code], disables the class specified by "
"[param class_name]. When disabled, the class won't appear in the Create New "
"Node dialog."
msgstr ""
"如果 [param disable] 為 [code]true[/code],則禁用 [param class_name] 指定的"
"類。禁用後,該類不會出現在“建立新 Node”對話方塊中。"
msgid ""
"If [param disable] is [code]true[/code], disables editing for the class "
"specified by [param class_name]. When disabled, the class will still appear "
"in the Create New Node dialog but the Inspector will be read-only when "
"selecting a node that extends the class."
msgstr ""
"如果 [param disable] 為 [code]true[/code],則禁用 [param class_name] 指定的類"
"的編輯。禁用後,該類仍然會出現在“建立新 Node”對話方塊中但在選中繼承的節點"
"時,屬性面板將唯讀。"
msgid ""
"If [param disable] is [code]true[/code], disables editing for [param "
"property] in the class specified by [param class_name]. When a property is "
"disabled, it won't appear in the Inspector when selecting a node that extends "
"the class specified by [param class_name]."
msgstr ""
"如果 [param disable] 為 [code]true[/code],則禁用 [param class_name] 指定的類"
"中的 [param property] 屬性的編輯。禁用某一屬性後,選中繼承自 [param "
"class_name] 指定的類的節點時,這個屬性將不會出現在屬性面板中。"
msgid ""
"If [param disable] is [code]true[/code], disables the editor feature "
"specified in [param feature]. When a feature is disabled, it will disappear "
"from the editor entirely."
msgstr ""
"如果 [param disable] 為 [code]true[/code],則禁用 [param feature] 中指定的編輯"
"器功能。當一個功能被禁用時,它將從編輯器中完全消失。"
msgid ""
"The 3D editor. If this feature is disabled, the 3D editor won't display but "
"3D nodes will still display in the Create New Node dialog."
msgstr ""
"3D 編輯器。如果禁用此功能3D 編輯器將不顯示,但 3D 節點仍將顯示在“建立新 "
"Node”對話方塊中。"
msgid ""
"The Script tab, which contains the script editor and class reference browser. "
"If this feature is disabled, the Script tab won't display."
msgstr ""
"腳本分頁,它包含腳本編輯器和類引用流覽器。如果該功能被禁用,腳本分頁將不會顯"
"示。"
msgid ""
"The AssetLib tab. If this feature is disabled, the AssetLib tab won't display."
msgstr "AssetLib 分頁。如果禁用此功能,則不會顯示 AssetLib 分頁。"
msgid ""
"Scene tree editing. If this feature is disabled, the Scene tree dock will "
"still be visible but will be read-only."
msgstr "場景樹編輯。如果禁用此功能,場景樹面板仍將可見,但將是唯讀的。"
msgid ""
"The Node dock. If this feature is disabled, signals and groups won't be "
"visible and modifiable from the editor."
msgstr "節點面板。如果此功能被禁用,訊號和組將不可見,也不能從編輯器中修改。"
msgid ""
"The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
"be visible."
msgstr "檔案系統面板。如果禁用此功能,則檔案系統面板將不可見。"
msgid ""
"The Import dock. If this feature is disabled, the Import dock won't be "
"visible."
msgstr "匯入面板。如果禁用此功能,則匯入面板將不可見。"
msgid ""
"The History dock. If this feature is disabled, the History dock won't be "
"visible."
msgstr "歷史面板。如果禁用此功能,則歷史面板將不可見。"
msgid "A modified version of [FileDialog] used by the editor."
msgstr "編輯器使用的 [FileDialog] 的修改版。"
msgid ""
"[EditorFileDialog] is an enhanced version of [FileDialog] available only to "
"editor plugins. Additional features include list of favorited/recent files "
"and the ability to see files as thumbnails grid instead of list."
msgstr ""
"[EditorFileDialog] 是 [FileDialog] 的增強版,只對編輯器外掛程式可用。額外的功"
"能包括收藏列表、最近檔列表和以縮略圖網格而不是列表的形式查看檔的能力。"
msgid ""
"Adds a comma-delimited file name [param filter] option to the "
"[EditorFileDialog] with an optional [param description], which restricts what "
"files can be picked.\n"
"A [param filter] should be of the form [code]\"filename.extension\"[/code], "
"where filename and extension can be [code]*[/code] to match any string. "
"Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.\n"
"For example, a [param filter] of [code]\"*.tscn, *.scn\"[/code] and a [param "
"description] of [code]\"Scenes\"[/code] results in filter text \"Scenes (*."
"tscn, *.scn)\"."
msgstr ""
"將一個逗號分隔的檔案名 [param filter] 且帶有可選 [param description] 的選項添"
"加到的 [EditorFileDialog],這限制了可以選擇的檔。\n"
"[param filter] 的格式應為 [code]\"檔案名.副檔名\"[/code],其中檔案名和副檔名可"
"以是 [code]*[/code],以配對任意字串。不允許使用以 [code].[/code] 開頭的過濾器"
"(即空檔案名)。\n"
"例如,[code]\"*.tscn, *.scn\"[/code] 的 [param filter] 和 [code]\"場景\"[/"
"code] 的 [param description] 會產生篩選文字“場景 (* .tscn, *.scn)”。"
msgid ""
"Adds the given [param menu] to the side of the file dialog with the given "
"[param title] text on top. Only one side menu is allowed."
msgstr ""
"將給定的 [param menu] 新增到檔案對話方塊的一側,給定的[param title] 文字位於頂"
"部。只允許一個側面選單。"
msgid "Removes all filters except for \"All Files (*)\"."
msgstr "移除“All Files(*)”篩選器之外的所有篩選器。"
msgid ""
"Returns the LineEdit for the selected file.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回所選檔案的 LineEdit。\n"
"[b]警告:[/b]這是一個必需的內部節點,刪除和釋放它可能會導致當機。如果你希望隱"
"藏它或其任何子項,請使用它們的 [member CanvasItem.visible] 屬性。"
msgid ""
"Notify the [EditorFileDialog] that its view of the data is no longer "
"accurate. Updates the view contents on next view update."
msgstr ""
"通知 [EditorFileDialog] 它的資料視圖不再準確。在下次視圖更新時更新視圖內容。"
msgid ""
"The location from which the user may select a file, including [code]res://[/"
"code], [code]user://[/code], and the local file system."
msgstr ""
"使用者可以選擇檔的位置,包括 [code]res://[/code]、[code]user://[/code] 和本地"
"檔案系統。"
msgid "The currently occupied directory."
msgstr "目前佔用的目錄。"
msgid "The currently selected file."
msgstr "目前選擇的檔案。"
msgid "The file system path in the address bar."
msgstr "位址欄中的檔案系統路徑。"
msgid ""
"If [code]true[/code], the [EditorFileDialog] will not warn the user before "
"overwriting files."
msgstr ""
"如果為 [code]true[/code][EditorFileDialog] 將不會在覆蓋檔之前警告使用者。"
msgid ""
"The view format in which the [EditorFileDialog] displays resources to the "
"user."
msgstr "[EditorFileDialog] 向使用者顯示資源的視圖格式。"
msgid ""
"The dialog's open or save mode, which affects the selection behavior. See "
"[enum FileMode]."
msgstr "對話方塊的打開或保存模式,會影響選擇行為。見 [enum FileMode]。"
msgid ""
"The available file type filters. For example, this shows only [code].png[/"
"code] and [code].gd[/code] files: [code]set_filters(PackedStringArray([\"*."
"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types "
"can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; "
"Supported Images\"[/code] will show both PNG and JPEG files when selected."
msgstr ""
"可用的檔案型別篩檢程式。例如,這樣就只會顯示 [code].png[/code] 和 [code].gd[/"
"code] 檔案:[code]set_filters(PackedStringArray([\"*.png ; PNG Images\",\"*."
"gd ; GDScript Files\"]))[/code]。也可以在單個篩檢程式中指定多種檔案型別。選中 "
"[code]\"*.png, *.jpg, *.jpeg ; 支援的圖片\"[/code] 時,將同時顯示 PNG 和 JPEG "
"檔案。"
msgid ""
"If [code]true[/code], hidden files and directories will be visible in the "
"[EditorFileDialog]. This property is synchronized with [member EditorSettings."
"filesystem/file_dialog/show_hidden_files]."
msgstr ""
"如果為 [code]true[/code],隱藏的檔和目錄將在 [EditorFileDialog] 中可見。該屬性"
"與 [member EditorSettings.filesystem/file_dialog/show_hidden_files] 同步。"
msgid "Emitted when a directory is selected."
msgstr "選擇目錄時觸發。"
msgid "Emitted when a file is selected."
msgstr "選擇檔時觸發。"
msgid "Emitted when multiple files are selected."
msgstr "選擇多個檔時觸發。"
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"open the file."
msgstr "[EditorFileDialog] 僅可以選擇一個檔,選擇同意視窗將會打開這個檔。"
msgid ""
"The [EditorFileDialog] can select multiple files. Accepting the window will "
"open all files."
msgstr "[EditorFileDialog] 可以選擇多個檔,選擇同意視窗將會打開所有選擇的檔。"
msgid ""
"The [EditorFileDialog] can select only one directory. Accepting the window "
"will open the directory."
msgstr "[EditorFileDialog] 可以選擇一個目錄,選擇同意視窗將會打開這個目錄。"
msgid ""
"The [EditorFileDialog] can select a file or directory. Accepting the window "
"will open it."
msgstr ""
"[EditorFileDialog] 可以選擇一個檔或者目錄,選擇同意視窗將會打開這個檔或目錄。"
msgid ""
"The [EditorFileDialog] can select only one file. Accepting the window will "
"save the file."
msgstr "[EditorFileDialog] 可以選擇一個檔,選擇同意視窗將會保存這個檔。"
msgid ""
"The [EditorFileDialog] can only view [code]res://[/code] directory contents."
msgstr "[EditorFileDialog] 只能查看 [code]res://[/code] 目錄裡的內容。"
msgid ""
"The [EditorFileDialog] can only view [code]user://[/code] directory contents."
msgstr "[EditorFileDialog] 只能查看[code]user://[/code] 目錄裡的內容。"
msgid "The [EditorFileDialog] can view the entire local file system."
msgstr "[EditorFileDialog] 可以查看整個本地檔案系統。"
msgid "The [EditorFileDialog] displays resources as thumbnails."
msgstr "[EditorFileDialog] 以圖示的形式顯示資源。"
msgid "The [EditorFileDialog] displays resources as a list of filenames."
msgstr "[EditorFileDialog] 以檔案名列表的形式顯示資源。"
msgid "Resource filesystem, as the editor sees it."
msgstr "編輯器可以流覽的資源檔系統。"
msgid ""
"This object holds information of all resources in the filesystem, their "
"types, etc.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_filesystem]."
msgstr ""
"這個物件儲存著檔案系統裡所有的資源的資訊,型別和其他。\n"
"[b]注意:[/b]這個類不應該被直接產生實體。應該使用下列方法 [method "
"EditorInterface.get_resource_filesystem] 來讀取單例。"
msgid ""
"Returns the resource type of the file, given the full path. This returns a "
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
"返回呼函式的資源型別,給定完整路徑。這將返回字串,如 [code]\"Resource\"[/"
"code] 或 [code]\"GDScript\"[/code][i]不是[/i]檔副檔名,如 [code]\".gd\"[/"
"code]。"
msgid "Gets the root directory object."
msgstr "獲取根目錄物件。"
msgid "Returns a view into the filesystem at [param path]."
msgstr "返回在 [param path] 下檔案系統的視圖。"
msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
msgstr "如果檔案系統正在被掃描,返回掃描的進度,值為 0-1。"
msgid "Returns [code]true[/code] if the filesystem is being scanned."
msgstr "如果檔案系統正在進行掃描,則返回 [code]true[/code]。"
msgid ""
"Reimports a set of files. Call this if these files or their [code].import[/"
"code] files were directly edited by script or an external program.\n"
"If the file type changed or the file was newly created, use [method "
"update_file] or [method scan].\n"
"[b]Note:[/b] This function blocks until the import is finished. However, the "
"main loop iteration, including timers and [method Node._process], will occur "
"during the import process due to progress bar updates. Avoid calls to [method "
"reimport_files] or [method scan] while an import is in progress."
msgstr ""
"重新匯入一組檔。如果這些檔或其 [code].import[/code] 檔案是由腳本或外部程序直接"
"編輯的,請呼叫此函式。\n"
"如果檔案型別已更改或檔是新建立的,請使用 [method update_file] 或 [method "
"scan]。\n"
"[b]注意:[/b]此函式會阻塞,直到匯入完成。但由於進度條更新,主迴圈反覆運算,包"
"括計時器和 [method Node._process],將在匯入過程中發生。避免在匯入正在進行時呼"
"叫 [method reimport_files] 或 [method scan]。"
msgid "Scan the filesystem for changes."
msgstr "掃描檔案系統的改動。"
msgid "Check if the source of any imported resource changed."
msgstr "檢查是否更改了已匯入資源的來源。"
msgid ""
"Add a file in an existing directory, or schedule file information to be "
"updated on editor restart. Can be used to update text files saved by an "
"external program.\n"
"This will not import the file. To reimport, call [method reimport_files] or "
"[method scan] methods."
msgstr ""
"在現有目錄中新增檔,或計畫在編輯器重新開機時更新檔資訊。可用於更新由外部程式保"
"存的文字檔。\n"
"這不會匯入檔。要重新匯入,請呼叫 [method reimport_files] 或 [method scan] 方"
"法。"
msgid "Emitted if the filesystem changed."
msgstr "在檔案系統更改的時候觸發。"
msgid "Emitted if a resource is reimported."
msgstr "重新匯入資源時觸發。"
msgid ""
"Emitted if at least one resource is reloaded when the filesystem is scanned."
msgstr "如果在掃描檔案系統的時候,至少有一個資源被重新載入,則觸發該訊號。"
msgid "Emitted when the list of global script classes gets updated."
msgstr "更新全域腳本類列表時觸發。"
msgid "Emitted if the source of any imported file changed."
msgstr "如果匯入檔的來源發生變化,則觸發。"
msgid "A directory for the resource filesystem."
msgstr "資源檔系統的目錄。"
msgid "A more generalized, low-level variation of the directory concept."
msgstr "目錄概念的一個更概括的、低級的概念。"
msgid ""
"Returns the index of the directory with name [param name] or [code]-1[/code] "
"if not found."
msgstr "返回名為 [param name] 的目錄索引,如果未找到返回 [code]-1[/code]。"
msgid ""
"Returns the index of the file with name [param name] or [code]-1[/code] if "
"not found."
msgstr "返回名為 [param name] 的檔索引,如果未找到返回 [code]-1[/code]。"
msgid "Returns the name of the file at index [param idx]."
msgstr "返回索引 [param idx] 處的檔案名。"
msgid "Returns the number of files in this directory."
msgstr "返回目錄裡檔的數量。"
msgid ""
"Returns [code]true[/code] if the file at index [param idx] imported properly."
msgstr "如果索引 [param idx] 處的檔正確匯入,則返回 [code]true[/code]。"
msgid "Returns the path to the file at index [param idx]."
msgstr "返回索引 [param idx] 處的檔所在路徑。"
msgid ""
"Returns the base class of the script class defined in the file at index "
"[param idx]. If the file doesn't define a script class using the "
"[code]class_name[/code] syntax, this will return an empty string."
msgstr ""
"返回在索引 [param idx] 的檔中定義的腳本類的基底類別。如果該檔未使用 "
"[code]class_name[/code] 語法定義腳本類,則返回空字串。"
msgid ""
"Returns the name of the script class defined in the file at index [param "
"idx]. If the file doesn't define a script class using the [code]class_name[/"
"code] syntax, this will return an empty string."
msgstr ""
"返回索引 [param idx] 處檔中定義的腳本類的名稱。如果檔沒有使用 "
"[code]class_name[/code] 語法定義腳本類,這將返回一個空字串。"
msgid ""
"Returns the resource type of the file at index [param idx]. This returns a "
"string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
"[i]not[/i] a file extension such as [code]\".gd\"[/code]."
msgstr ""
"返回在索引 [param idx] 處檔案的資源型別。返回的是類似 [code]\"Resource\"[/"
"code] 和 [code]\"GDScript\"[/code] 的字串,[i]而不是[/i]類似 [code]\".gd\"[/"
"code] 的檔案副檔名。"
msgid "Returns the name of this directory."
msgstr "返回這個目錄的名字。"
msgid ""
"Returns the parent directory for this directory or [code]null[/code] if "
"called on a directory at [code]res://[/code] or [code]user://[/code]."
msgstr ""
"返回這個目錄的上層目錄,如果在 [code]res://[/code] 或 [code]user://[/code] 調"
"用這個方法,將會返回 [code]null[/code]。"
msgid "Returns the path to this directory."
msgstr "返回這個目錄的路徑。"
msgid "Returns the subdirectory at index [param idx]."
msgstr "返回在索引 [param idx] 處的子目錄。"
msgid "Returns the number of subdirectories in this directory."
msgstr "返回這個目錄的子目錄的數量。"
msgid "Used to query and configure import format support."
msgstr "用於查詢和配置匯入格式支援。"
msgid ""
"This class is used to query and configure a certain import format. It is used "
"in conjunction with asset format import plugins."
msgstr "該類用於查詢和配置某種匯入格式。它與素材格式匯入外掛程式配合使用。"
msgid "Return the file extensions supported."
msgstr "返回支援的檔副檔名。"
msgid "Return whether this importer is active."
msgstr "返回此匯入器是否處於活動狀態。"
msgid "Query support. Return false if import must not continue."
msgstr "查詢支援。如果不能繼續匯入,則返回 false。"
msgid ""
"Registers a custom resource importer in the editor. Use the class to parse "
"any file and import it as a new resource type."
msgstr ""
"在編輯器中註冊一個自訂資源匯入器。使用該類來解析任何檔,並將其作為新的資源型別"
"匯入。"
msgid ""
"[EditorImportPlugin]s provide a way to extend the editor's resource import "
"functionality. Use them to import resources from custom files or to provide "
"alternatives to the editor's existing importers.\n"
"EditorImportPlugins work by associating with specific file extensions and a "
"resource type. See [method _get_recognized_extensions] and [method "
"_get_resource_type]. They may optionally specify some import presets that "
"affect the import process. EditorImportPlugins are responsible for creating "
"the resources and saving them in the [code].godot/imported[/code] directory "
"(see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory]).\n"
"Below is an example EditorImportPlugin that imports a [Mesh] from a file with "
"the extension \".special\" or \".spec\":\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorImportPlugin\n"
"\n"
"func _get_importer_name():\n"
" return \"my.special.plugin\"\n"
"\n"
"func _get_visible_name():\n"
" return \"Special Mesh\"\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"special\", \"spec\"]\n"
"\n"
"func _get_save_extension():\n"
" return \"mesh\"\n"
"\n"
"func _get_resource_type():\n"
" return \"Mesh\"\n"
"\n"
"func _get_preset_count():\n"
" return 1\n"
"\n"
"func _get_preset_name(preset_index):\n"
" return \"Default\"\n"
"\n"
"func _get_import_options(path, preset_index):\n"
" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
"\n"
"func _import(source_file, save_path, options, platform_variants, gen_files):\n"
" var file = FileAccess.open(source_file, FileAccess.READ)\n"
" if file == null:\n"
" return FAILED\n"
" var mesh = ArrayMesh.new()\n"
" # Fill the Mesh with data read in \"file\", left as an exercise to the "
"reader.\n"
"\n"
" var filename = save_path + \".\" + _get_save_extension()\n"
" return ResourceSaver.save(mesh, filename)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class MySpecialPlugin : EditorImportPlugin\n"
"{\n"
" public override string _GetImporterName()\n"
" {\n"
" return \"my.special.plugin\";\n"
" }\n"
"\n"
" public override string _GetVisibleName()\n"
" {\n"
" return \"Special Mesh\";\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"special\", \"spec\" };\n"
" }\n"
"\n"
" public override string _GetSaveExtension()\n"
" {\n"
" return \"mesh\";\n"
" }\n"
"\n"
" public override string _GetResourceType()\n"
" {\n"
" return \"Mesh\";\n"
" }\n"
"\n"
" public override int _GetPresetCount()\n"
" {\n"
" return 1;\n"
" }\n"
"\n"
" public override string _GetPresetName(int presetIndex)\n"
" {\n"
" return \"Default\";\n"
" }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetImportOptions(string path, int presetIndex)\n"
" {\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
" {\n"
" new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"myOption\" },\n"
" { \"default_value\", false },\n"
" }\n"
" };\n"
" }\n"
"\n"
" public override int _Import(string sourceFile, string savePath, Godot."
"Collections.Dictionary options, Godot.Collections.Array<string> "
"platformVariants, Godot.Collections.Array<string> genFiles)\n"
" {\n"
" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
"Read);\n"
" if (file.GetError() != Error.Ok)\n"
" {\n"
" return (int)Error.Failed;\n"
" }\n"
"\n"
" var mesh = new ArrayMesh();\n"
" // Fill the Mesh with data read in \"file\", left as an exercise to "
"the reader.\n"
" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
" return (int)ResourceSaver.Save(mesh, filename);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To use [EditorImportPlugin], register it using the [method EditorPlugin."
"add_import_plugin] method first."
msgstr ""
"[EditorImportPlugin] 提供了一種方法來擴充編輯器的資源匯入功能。使用它們從自定"
"義檔中匯入資源,或為編輯器的現有匯入器提供替代方案。\n"
"EditorImportPlugin 通過與特定的檔案副檔名和資源型別相關聯來工作。請參見 "
"[method _get_recognized_extensions] 和 [method _get_resource_type]。它們可以選"
"擇性地指定一些影響匯入過程的匯入預設。EditorImportPlugin 負責建立資源並將它們"
"保存在 [code].godot/imported[/code] 目錄中(見 [member ProjectSettings."
"application/config/use_hidden_project_data_directory])。\n"
"下面是一個 EditorImportPlugin 的範例,它從副檔名為“.special”或“.spec”的檔案中"
"匯入 [Mesh]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorImportPlugin\n"
"\n"
"func _get_importer_name():\n"
" return \"my.special.plugin\"\n"
"\n"
"func _get_visible_name():\n"
" return \"Special Mesh\"\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"special\", \"spec\"]\n"
"\n"
"func _get_save_extension():\n"
" return \"mesh\"\n"
"\n"
"func _get_resource_type():\n"
" return \"Mesh\"\n"
"\n"
"func _get_preset_count():\n"
" return 1\n"
"\n"
"func _get_preset_name(preset_index):\n"
" return \"Default\"\n"
"\n"
"func _get_import_options(path, preset_index):\n"
" return [{\"name\": \"my_option\", \"default_value\": false}]\n"
"\n"
"func _import(source_file, save_path, options, platform_variants, gen_files):\n"
" var file = FileAccess.open(source_file, FileAccess.READ)\n"
" if file == null:\n"
" return FAILED\n"
" var mesh = ArrayMesh.new()\n"
" # 使用從“file”中讀取的資料填充 Mesh留作讀者的練習。\n"
"\n"
" var filename = save_path + \".\" + _get_save_extension()\n"
" return ResourceSaver.save(mesh, filename)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class MySpecialPlugin : EditorImportPlugin\n"
"{\n"
" public override string _GetImporterName()\n"
" {\n"
" return \"my.special.plugin\";\n"
" }\n"
"\n"
" public override string _GetVisibleName()\n"
" {\n"
" return \"Special Mesh\";\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"special\", \"spec\" };\n"
" }\n"
"\n"
" public override string _GetSaveExtension()\n"
" {\n"
" return \"mesh\";\n"
" }\n"
"\n"
" public override string _GetResourceType()\n"
" {\n"
" return \"Mesh\";\n"
" }\n"
"\n"
" public override int _GetPresetCount()\n"
" {\n"
" return 1;\n"
" }\n"
"\n"
" public override string _GetPresetName(int presetIndex)\n"
" {\n"
" return \"Default\";\n"
" }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetImportOptions(string path, int presetIndex)\n"
" {\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>\n"
" {\n"
" new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"myOption\" },\n"
" { \"default_value\", false },\n"
" }\n"
" };\n"
" }\n"
"\n"
" public override int _Import(string sourceFile, string savePath, Godot."
"Collections.Dictionary options, Godot.Collections.Array<string> "
"platformVariants, Godot.Collections.Array<string> genFiles)\n"
" {\n"
" using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags."
"Read);\n"
" if (file.GetError() != Error.Ok)\n"
" {\n"
" return (int)Error.Failed;\n"
" }\n"
"\n"
" var mesh = new ArrayMesh();\n"
" // 使用從“file”中讀取的資料填充 Mesh留作讀者的練習\n"
" string filename = $\"{savePath}.{_GetSaveExtension()}\";\n"
" return (int)ResourceSaver.Save(mesh, filename);\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要使用 [EditorImportPlugin],請先使用 [method EditorPlugin.add_import_plugin] "
"方法註冊它。"
msgid "Import plugins"
msgstr "匯入外掛程式"
msgid ""
"Gets the options and default values for the preset at this index. Returns an "
"Array of Dictionaries with the following keys: [code]name[/code], "
"[code]default_value[/code], [code]property_hint[/code] (optional), "
"[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
msgstr ""
"獲取該索引下預設的選項和預設值。返回一個字典陣列,包含以下鍵名:[code]name[/"
"code]、[code]default_value[/code]、[code]property_hint[/code](可選)、"
"[code]hint_string[/code](可選)、[code]usage[/code](可選)。"
msgid ""
"Gets the order of this importer to be run when importing resources. Importers "
"with [i]lower[/i] import orders will be called first, and higher values will "
"be called later. Use this to ensure the importer runs after the dependencies "
"are already imported. The default import order is [code]0[/code] unless "
"overridden by a specific importer. See [enum ResourceImporter.ImportOrder] "
"for some predefined values."
msgstr ""
"獲取該匯入器在匯入資源時的運作順序。具有[i]較低[/i]匯入順序的匯入器將被首先調"
"用,較高值的將被其後呼叫。使用這個來確保匯入器在依賴項已經被匯入後執行。預設的"
"匯入順序是 [code]0[/code],除非被指定的匯入器重寫。參閱 [enum "
"ResourceImporter.ImportOrder] 瞭解相關預定義的值。"
msgid "Gets the unique name of the importer."
msgstr "獲取匯入器的唯一名稱。"
msgid ""
"This method can be overridden to hide specific import options if conditions "
"are met. This is mainly useful for hiding options that depend on others if "
"one of them is disabled. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_option_visibility(option, options):\n"
" # Only show the lossy quality setting if the compression mode is set to "
"\"Lossy\".\n"
" if option == \"compress/lossy_quality\" and options.has(\"compress/"
"mode\"):\n"
" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY # This is a "
"constant that you set\n"
"\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary "
"options)\n"
"{\n"
" // Only show the lossy quality setting if the compression mode is set to "
"\"Lossy\".\n"
" if (option == \"compress/lossy_quality\" && options."
"ContainsKey(\"compress/mode\"))\n"
" {\n"
" return (int)options[\"compress/mode\"] == CompressLossy; // This is a "
"constant you set\n"
" }\n"
"\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Returns [code]true[/code] to make all options always visible."
msgstr ""
"覆蓋此方法就可以在滿足條件時隱藏指定的匯入選項。主要用於當某些選項存在依賴項"
"時,如果禁用了某個依賴項就隱藏這些選項。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_option_visibility(option, options):\n"
" # 僅在壓縮模式設為“Lossy”時顯示失真壓縮品質設定。\n"
" if option == \"compress/lossy_quality\" and options.has(\"compress/"
"mode\"):\n"
" return int(options[\"compress/mode\"]) == COMPRESS_LOSSY # 這是你設定"
"的常數\n"
"\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary "
"options)\n"
"{\n"
" // 僅在壓縮模式設為“Lossy”時顯示失真壓縮品質設定。\n"
" if (option == \"compress/lossy_quality\" && options."
"ContainsKey(\"compress/mode\"))\n"
" {\n"
" return (int)options[\"compress/mode\"] == CompressLossy; // 這是你設置"
"的常數\n"
" }\n"
"\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"返回 [code]true[/code],會讓所有選項始終可見。"
msgid ""
"Gets the number of initial presets defined by the plugin. Use [method "
"_get_import_options] to get the default options for the preset and [method "
"_get_preset_name] to get the name of the preset."
msgstr ""
"獲取外掛程式定義的初始預設的數量。使用 [method _get_import_options] 獲取預設的"
"默認選項,使用 [method _get_preset_name] 獲取預設的名稱。"
msgid "Gets the name of the options preset at this index."
msgstr "獲取該索引處預設的選項名稱。"
msgid ""
"Gets the priority of this plugin for the recognized extension. Higher "
"priority plugins will be preferred. The default priority is [code]1.0[/code]."
msgstr ""
"獲取該外掛程式對識別的擴充的優先順序。優先順序越高的外掛程式會被優先選擇。預設"
"的優先順序是 [code]1.0[/code]。"
msgid ""
"Gets the list of file extensions to associate with this loader (case-"
"insensitive). e.g. [code][\"obj\"][/code]."
msgstr ""
"獲取與該載入器相關聯的檔副檔名列表(不區分大小寫),例如 [code][\"obj\"][/"
"code]。"
msgid ""
"Gets the Godot resource type associated with this loader. e.g. "
"[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
msgstr ""
"獲取與此載入程式關聯的 Godot 資源型別,例如 [code]\"Mesh\"[/code] 或 "
"[code]\"Animation\"[/code]。"
msgid ""
"Gets the extension used to save this resource in the [code].godot/imported[/"
"code] directory (see [member ProjectSettings.application/config/"
"use_hidden_project_data_directory])."
msgstr ""
"獲取用於在 [code].godot/imported[/code] 目錄中保存此資源的副檔名(請參閱 "
"[member ProjectSettings.application/config/"
"use_hidden_project_data_directory])。"
msgid ""
"Gets the name to display in the import window. You should choose this name as "
"a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
msgstr ""
"獲取在匯入視窗中顯示的名稱。你應該選擇這個名字作為“匯入為”的延續,例如“匯入為 "
"Special Mesh”。"
msgid ""
"Imports [param source_file] into [param save_path] with the import [param "
"options] specified. The [param platform_variants] and [param gen_files] "
"arrays will be modified by this function.\n"
"This method must be overridden to do the actual importing work. See this "
"class' description for an example of overriding this method."
msgstr ""
"使用指定的匯入選項 [param options] 將 [param source_file] 匯入到 [param "
"save_path] 中。此函式將修改 [param platform_variants] 和 [param gen_files] 數"
"組。\n"
"必須重寫這個方法才能完成實際的匯入工作。參閱本類的描述以瞭解如何重寫該方法。"
msgid "A control used to edit properties of an object."
msgstr "用於編輯物件屬性的控制項。"
msgid ""
"This is the control that implements property editing in the editor's Settings "
"dialogs, the Inspector dock, etc. To get the [EditorInspector] used in the "
"editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
"[EditorInspector] will show properties in the same order as the array "
"returned by [method Object.get_property_list].\n"
"If a property's name is path-like (i.e. if it contains forward slashes), "
"[EditorInspector] will create nested sections for \"directories\" along the "
"path. For example, if a property is named [code]highlighting/gdscript/"
"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
"If a property has [constant PROPERTY_USAGE_GROUP] usage, it will group "
"subsequent properties whose name starts with the property's hint string. The "
"group ends when a property does not start with that hint string or when a new "
"group starts. An empty group name effectively ends the current group. "
"[EditorInspector] will create a top-level section for each group. For "
"example, if a property with group usage is named [code]Collide With[/code] "
"and its hint string is [code]collide_with_[/code], a subsequent "
"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
"\"Collide With\" section. There is also a special case: when the hint string "
"contains the name of a property, that property is grouped too. This is mainly "
"to help grouping properties like [code]font[/code], [code]font_color[/code] "
"and [code]font_size[/code] (using the hint string [code]font_[/code]).\n"
"If a property has [constant PROPERTY_USAGE_SUBGROUP] usage, a subgroup will "
"be created in the same way as a group, and a second-level section will be "
"created for each subgroup.\n"
"[b]Note:[/b] Unlike sections created from path-like property names, "
"[EditorInspector] won't capitalize the name for sections created from groups. "
"So properties with group usage usually use capitalized names instead of "
"snake_cased names."
msgstr ""
"這是為編輯器的“設定”對話方塊、“屬性面板”面板等實作屬性編輯的控制項。要獲取編輯"
"器的“屬性面板”面板中所使用的 [EditorInspector],請使用 [method "
"EditorInterface.get_inspector]。\n"
"[EditorInspector] 展示屬性的順序與 [method Object.get_property_list] 返回的數"
"組一致。\n"
"如果屬性的名稱為路徑形式(即包含正斜杠),[EditorInspector] 會為該路徑上的各"
"個“目錄”建立巢狀的部分。例如,如果某個屬性名為 [code]highlighting/gdscript/"
"node_path_color[/code]那麼就會顯示為“Node Path Color”位於巢狀"
"在“Highlighting”部分的“GDScript”部分中。\n"
"如果屬性包含 [constant @GlobalScope.PROPERTY_USAGE_GROUP] 用法,就會將其後續屬"
"性中,名稱以其提示字串開頭的屬性合為一組。如果遇到不以該提示字串開頭的屬性,或"
"者開始了一個新的群組,那麼這個群組就會結束。群組名稱為空的效果為結束目前群組。"
"[EditorInspector] 會為每個群組都建立一個頂層的部分。例如,如果有個包含群組用法"
"的屬性名叫 [code]Collide With[/code],其提示字串為 [code]collide_with_[/"
"code],那麼後續的 [code]collide_with_area[/code] 屬性就會以“Area”的名稱出現"
"在“Collide With”部分中。另外還有一種特殊情況提示字串包含屬性名稱時該屬性也"
"會被劃入該群組。這樣做的目的是將類似 [code]font[/code]、[code]font_color[/"
"code]、[code]font_size[/code] 的屬性分在一起(使用 [code]font_[/code] 提示字"
"串)\n"
"如果屬性包含 [constant PROPERTY_USAGE_SUBGROUP] 用法,就會用和群組一樣的方法建"
"立子群組,每個子群組都會建立一個二級部分。\n"
"[b]注意:[/b]與根據路徑形式的名稱而建立的部分不同,[EditorInspector] 不會對根"
"據群組建立的部分的名稱進行首字母大寫。因此,包含群組用法的屬性通常使用首字母大"
"寫的名稱,而不是 snake_case。"
msgid "Returns the object currently selected in this inspector."
msgstr "返回發出該訊號的物件。"
msgid "Gets the path of the currently selected property."
msgstr "獲取目前選定屬性的路徑。"
msgid "Emitted when the object being edited by the inspector has changed."
msgstr "當屬性面板正在編輯的物件發生更改時觸發。"
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree Inspector."
msgstr ""
"在屬性面板中按下 [Object] 的“編輯”按鈕時發出。這主要用於遠端場景樹屬性面板。"
msgid "Emitted when a property is removed from the inspector."
msgstr "當從屬性面板中移除屬性時觸發。"
msgid "Emitted when a property is edited in the inspector."
msgstr "在屬性面板中編輯屬性時觸發。"
msgid ""
"Emitted when a property is keyed in the inspector. Properties can be keyed by "
"clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
"當屬性在屬性面板中被鍵入時觸發。當動畫面板打開時,可通過點擊屬性旁邊的“鑰匙”圖"
"標為屬性新增關鍵影格。"
msgid "Emitted when a property is selected in the inspector."
msgstr "在屬性面板中選擇屬性時觸發。"
msgid ""
"Emitted when a boolean property is toggled in the inspector.\n"
"[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/"
"code] property enabled. Since this property is always enabled in the editor "
"inspector, this signal is never emitted by the editor itself."
msgstr ""
"在屬性面板中切換布林屬性時發出。\n"
"[b]注意:[/b]如果啟用了內部 [code]autoclear[/code] 屬性,則該訊號永遠不會觸"
"發。由於該屬性在編輯器屬性面板中始終處於啟用狀態,因此編輯器本身絕不會發出該信"
"號。"
msgid "Emitted when a resource is selected in the inspector."
msgstr "在屬性面板中選擇資源時觸發。"
msgid ""
"Emitted when a property that requires a restart to be applied is edited in "
"the inspector. This is only used in the Project Settings and Editor Settings."
msgstr ""
"在屬性面板中編輯需要重啟套用的屬性時觸發。僅在專案設定和編輯器設定中使用。"
msgid "Plugin for adding custom property editors on the inspector."
msgstr "外掛程式,用於在屬性面板上新增自訂屬性編輯器。"
msgid ""
"[EditorInspectorPlugin] allows adding custom property editors to "
"[EditorInspector].\n"
"When an object is edited, the [method _can_handle] function is called and "
"must return [code]true[/code] if the object type is supported.\n"
"If supported, the function [method _parse_begin] will be called, allowing to "
"place custom controls at the beginning of the class.\n"
"Subsequently, the [method _parse_category] and [method _parse_property] are "
"called for every category and property. They offer the ability to add custom "
"controls to the inspector too.\n"
"Finally, [method _parse_end] will be called.\n"
"On each of these calls, the \"add\" functions can be called.\n"
"To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
"add_inspector_plugin] method first."
msgstr ""
"[EditorInspectorPlugin] 允許將自訂屬性編輯器新增到 [EditorInspector]。\n"
"當編輯物件時,會呼叫 [method _can_handle] 函式,如果支援該物件型別,則必須返"
"回 [code]true[/code]。\n"
"如果支援,函式 [method _parse_begin] 將被呼叫,允許在類的開頭放置自訂控件。\n"
"隨後,為每個類別和屬性呼叫 [method _parse_category] 和 [method "
"_parse_property]。它們也提供了向屬性面板新增自訂控制項的能力。\n"
"最後,將呼叫 [method _parse_end]。\n"
"在這些呼叫中的每一個都可以呼叫“add”函式。\n"
"要使用 [EditorInspectorPlugin],首先使用 [method EditorPlugin."
"add_inspector_plugin] 方法註冊它。"
msgid "Inspector plugins"
msgstr "屬性面板外掛程式"
msgid "Returns [code]true[/code] if this object can be handled by this plugin."
msgstr "如果此外掛程式可以處理此物件返回 [code]true[/code]。"
msgid ""
"Called to allow adding controls at the beginning of the property list for "
"[param object]."
msgstr "可以將控制項新增在 [param object] 的屬性列表開頭時呼叫。"
msgid ""
"Called to allow adding controls at the beginning of a category in the "
"property list for [param object]."
msgstr "可以將控制項新增在 [param object] 屬性列表中的某個分類開頭時呼叫。"
msgid ""
"Called to allow adding controls at the end of the property list for [param "
"object]."
msgstr "可以將控制項新增在 [param object] 的屬性列表末尾時呼叫。"
msgid ""
"Called to allow adding controls at the beginning of a group or a sub-group in "
"the property list for [param object]."
msgstr ""
"可以將控制項新增在 [param object] 屬性列表的某個群組或子群組的開頭時呼叫。"
msgid ""
"Called to allow adding property-specific editors to the property list for "
"[param object]. The added editor control must extend [EditorProperty]. "
"Returning [code]true[/code] removes the built-in editor for this property, "
"otherwise allows to insert a custom editor before the built-in one."
msgstr ""
"可以為 [param object] 的屬性列表新增針對屬性的編輯器時呼叫。這些編輯器必須繼"
"承 [EditorProperty]。返回 [code]true[/code] 會移除該屬性的內建編輯器,否則會在"
"內建編輯器之前插入自訂編輯器。"
msgid "Adds a custom control, which is not necessarily a property editor."
msgstr "新增自訂控制項,它不一定是屬性編輯器。"
msgid ""
"Adds a property editor for an individual property. The [param editor] control "
"must extend [EditorProperty]."
msgstr ""
"為單獨的屬性新增屬性編輯器。[param editor] 控制項必須擴充 [EditorProperty]。"
msgid ""
"Adds an editor that allows modifying multiple properties. The [param editor] "
"control must extend [EditorProperty]."
msgstr ""
"新增能夠修改多個屬性的編輯器。[param editor] 控制項必須擴充 [EditorProperty]。"
msgid "Godot editor's interface."
msgstr "Godot 編輯器的介面。"
msgid ""
"[EditorInterface] gives you control over Godot editor's window. It allows "
"customizing the window, saving and (re-)loading scenes, rendering mesh "
"previews, inspecting and editing resources and objects, and provides access "
"to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
"[ScriptEditor], the editor viewport, and information about scenes.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton directly by its name.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var editor_settings = EditorInterface.get_editor_settings()\n"
"[/gdscript]\n"
"[csharp]\n"
"// In C# you can access it via the static Singleton property.\n"
"EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[EditorInterface] 允許控制 Godot 編輯器的視窗,包括自訂視窗,保存和重新載入場"
"景,渲染網格預覽,檢查和編輯資源和物件,並提供對 [EditorSettings] "
"[EditorFileSystem] [EditorResourcePreview] [ScriptEditor] ,編輯器視口以"
"及場景資訊的存取。\n"
"[b]注意:[/b] 這個類不應該被直接產生實體。而是,直接通過名稱存取單例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var editor_settings = EditorInterface.get_editor_settings()\n"
"[/gdscript]\n"
"[csharp]\n"
"// 在 C# 中,可以通過靜態 Singleton 屬性來存取。\n"
"EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Edits the given [Node]. The node will be also selected if it's inside the "
"scene tree."
msgstr "編輯給定的 [Node]。如果該節點在場景樹內,將被選中。"
msgid ""
"Edits the given [Resource]. If the resource is a [Script] you can also edit "
"it with [method edit_script] to specify the line and column position."
msgstr ""
"編輯給定的 [Resource]。如果該資源是 [Script],你還可以使用 [method "
"edit_script] 編輯,指定行列位置。"
msgid ""
"Edits the given [Script]. The line and column on which to open the script can "
"also be specified. The script will be open with the user-configured editor "
"for the script's language which may be an external editor."
msgstr ""
"編輯給定的 [Script]。還可以指定所打開腳本的行和列。打開腳本所使用的編輯器是由"
"使用者為該腳本的語言所配置,可能是外部編輯器。"
msgid ""
"Returns the main container of Godot editor's window. For example, you can use "
"it to retrieve the size of the container and place your controls "
"accordingly.\n"
"[b]Warning:[/b] Removing and freeing this node will render the editor useless "
"and may cause a crash."
msgstr ""
"返回 Godot 編輯器視窗的主容器。例如,你可以用它來檢索容器的大小並相應地放置你"
"的控制項。\n"
"[b]警告:[/b]刪除和釋放這個節點將使編輯器失效,並可能導致當機。"
msgid ""
"Returns the editor's [EditorCommandPalette] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回編輯器的 [EditorCommandPalette] 實例。\n"
"[b]警告:[/b]刪除和釋放此節點,將使編輯器的一部分失去作用,並可能導致當機。"
msgid ""
"Returns the current directory being viewed in the [FileSystemDock]. If a file "
"is selected, its base directory will be returned using [method String."
"get_base_dir] instead."
msgstr ""
"返回 [FileSystemDock] 中目前正在查看的目錄。如果選擇了一個檔,則將使用 "
"[method String.get_base_dir] 返回其基本目錄。"
msgid ""
"Returns the name of the currently activated feature profile. If the default "
"profile is currently active, an empty string is returned instead.\n"
"In order to get a reference to the [EditorFeatureProfile], you must load the "
"feature profile using [method EditorFeatureProfile.load_from_file].\n"
"[b]Note:[/b] Feature profiles created via the user interface are loaded from "
"the [code]feature_profiles[/code] directory, as a file with the [code]."
"profile[/code] extension. The editor configuration folder can be found by "
"using [method EditorPaths.get_config_dir]."
msgstr ""
"傳回目前已啟動的功能設定檔的名稱。如果預設設定檔目前處於活動狀態,則傳回空字"
"串。\n"
"為了取得 [EditorFeatureProfile] 的引用,您必須使用 [method "
"EditorFeatureProfile.load_from_file] 來載入功能設定檔。\n"
"[b]注意:[/b] 透過使用者介面建立的功能設定檔從 [code]feature_profiles[/code] "
"目錄加載,作為副檔名為 [code].profile[/code] 的檔案。可以使用[method "
"EditorPaths.get_config_dir]找到編輯器設定資料夾。"
msgid "Returns the current path being viewed in the [FileSystemDock]."
msgstr "返回在 [FileSystemDock] 中查看的目前路徑。"
msgid "Returns the edited (current) scene's root [Node]."
msgstr "返回正在編輯的(目前)場景的根 [Node]。"
msgid ""
"Returns the editor control responsible for main screen plugins and tools. Use "
"it with plugins that implement [method EditorPlugin._has_main_screen].\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回負責主螢幕外掛程式和工具的編輯器控制項。將其與實作了 [method EditorPlugin."
"_has_main_screen] 的外掛程式一起使用。\n"
"[b]警告:[/b]移除和釋放這個節點將使編輯器的一部分失去作用,並可能導致當機。"
msgid "Returns the [EditorPaths] singleton."
msgstr "返回 [EditorPaths] 單例。"
msgid ""
"Returns the actual scale of the editor UI ([code]1.0[/code] being 100% "
"scale). This can be used to adjust position and dimensions of the UI added by "
"plugins.\n"
"[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/"
"code] and [code]interface/editor/custom_display_scale[/code] editor settings. "
"Editor must be restarted for changes to be properly applied."
msgstr ""
"返回編輯器使用者 UI 的實際比例([code]1.0[/code] 表示比例為 100%)。這可以用來"
"調整由外掛程式新增的使用者 UI 的位置和尺寸。\n"
"[b]注意:[/b]這個值是通過 [code]interface/editor/display_scale[/code] 和 "
"[code]interface/editor/custom_display_scale[/code] 編輯器設定項來設定。編輯器"
"必須重新啟動才能正確套用這些變化。"
msgid "Returns the editor's [EditorSettings] instance."
msgstr "返回編輯器的 [EditorSettings] 實例。"
msgid ""
"Returns the editor's [Theme].\n"
"[b]Note:[/b] When creating custom editor UI, prefer accessing theme items "
"directly from your GUI nodes using the [code]get_theme_*[/code] methods."
msgstr ""
"返回編輯器的 [Theme]。\n"
"[b]注意:[/b]建立自訂編輯器 UI 時,請優先直接通過 GUI 節點的 "
"[code]get_theme_*[/code] 方法來存取主題專案。"
msgid ""
"Returns the 2D editor [SubViewport]. It does not have a camera. Instead, the "
"view transforms are done directly and can be accessed with [member Viewport."
"global_canvas_transform]."
msgstr ""
"返回 2D 編輯器 [SubViewport]。視口中沒有相機。視圖是直接進行變換的,可以使用 "
"[member Viewport.global_canvas_transform] 存取。"
msgid ""
"Returns the specified 3D editor [SubViewport], from [code]0[/code] to "
"[code]3[/code]. The viewport can be used to access the active editor cameras "
"with [method Viewport.get_camera_3d]."
msgstr ""
"返回指定的 3D 編輯器 [SubViewport],編號從 [code]0[/code] 到 [code]3[/code]。"
"可以通過 [method Viewport.get_camera_3d] 存取視口中的活動編輯器相機。"
msgid ""
"Returns the editor's [FileSystemDock] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回編輯器的檔案系統面板 [FileSystemDock] 實例。\n"
"[b]警告:[/b]移除和釋放此節點將使編輯器的一部分失去作用,並可能導致當機。"
msgid ""
"Returns the editor's [EditorInspector] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回編輯器的屬性屬性面板 [EditorInspector]實例。\n"
"[b]警告:[/b]刪除和釋放這個節點將使編輯器的一部分失去作用,並可能導致當機。"
msgid "Returns an [Array] with the file paths of the currently opened scenes."
msgstr "返回包含目前打開的場景的檔路徑的陣列 [Array]。"
msgid ""
"Returns the name of the scene that is being played. If no scene is currently "
"being played, returns an empty string."
msgstr "返回正在播放的場景名稱。如果目前沒有場景正在播放,返回一個空字串。"
msgid "Returns the editor's [EditorFileSystem] instance."
msgstr "返回編輯器的 [EditorFileSystem] 實例。"
msgid "Returns the editor's [EditorResourcePreview] instance."
msgstr "返回編輯器的 [EditorResourcePreview] 實例。"
msgid ""
"Returns the editor's [ScriptEditor] instance.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"返回編輯器的腳本編輯器 [ScriptEditor] 實例。\n"
"[b]警告:[/b]刪除和釋放這個節點將使編輯器的一部分失去作用,並可能導致當機。"
msgid ""
"Returns an array containing the paths of the currently selected files (and "
"directories) in the [FileSystemDock]."
msgstr "返回一個包含了 [FileSystemDock] 中目前所選檔(和目錄)路徑的陣列。"
msgid "Returns the editor's [EditorSelection] instance."
msgstr "返回編輯器的 [EditorSelection] 實例。"
msgid ""
"Shows the given property on the given [param object] in the editor's "
"Inspector dock. If [param inspector_only] is [code]true[/code], plugins will "
"not attempt to edit [param object]."
msgstr ""
"在編輯器的屬性面板面板中顯示給定 [param object] 的屬性。如果 [param "
"inspector_only] 為 [code]true[/code] ,外掛程式將不會試圖編輯 [param object]。"
msgid ""
"Returns [code]true[/code] if a scene is currently being played, [code]false[/"
"code] otherwise. Paused scenes are considered as being played."
msgstr ""
"如果場景正在播放,返回 [code]true[/code],否則返回 [code]false[/code]。暫停的"
"場景將被視為正在播放。"
msgid ""
"Returns [code]true[/code] if the specified [param plugin] is enabled. The "
"plugin name is the same as its directory name."
msgstr ""
"如果啟用了指定的 [param plugin],則返回 [code]true[/code]。外掛程式名稱與其目"
"錄名稱相同。"
msgid ""
"Returns mesh previews rendered at the given size as an [Array] of "
"[Texture2D]s."
msgstr "將以給定大小渲染的網格預覽返回為元素型別為 [Texture2D] 的一個 [Array]。"
msgid "Marks the current scene tab as unsaved."
msgstr "將目前場景分頁標記為未保存。"
msgid "Opens the scene at the given path."
msgstr "打開給定路徑中的場景。"
msgid "Plays the currently active scene."
msgstr "播放目前活動的場景。"
msgid "Plays the scene specified by its filepath."
msgstr "播放檔路徑所指定的場景。"
msgid "Plays the main scene."
msgstr "播放主場景。"
msgid ""
"Pops up the [param dialog] in the editor UI with [method Window."
"popup_exclusive]. The dialog must have no current parent, otherwise the "
"method fails.\n"
"See also [method Window.set_unparent_when_invisible]."
msgstr ""
"使用 [method Window.popup_exclusive] 在編輯器 UI 中彈出 [param dialog]。該對話"
"框目前必須沒有父級,否則該方法失敗。\n"
"另見 [method Window.set_unparent_when_invisible]。"
msgid ""
"Pops up the [param dialog] in the editor UI with [method Window."
"popup_exclusive_centered]. The dialog must have no current parent, otherwise "
"the method fails.\n"
"See also [method Window.set_unparent_when_invisible]."
msgstr ""
"使用 [method Window.popup_exclusive_centered] 在編輯器 UI 中彈出 [param "
"dialog]。該對話方塊目前必須沒有父級,否則該方法失敗。\n"
"另見 [method Window.set_unparent_when_invisible]。"
msgid ""
"Pops up the [param dialog] in the editor UI with [method Window."
"popup_exclusive_centered_clamped]. The dialog must have no current parent, "
"otherwise the method fails.\n"
"See also [method Window.set_unparent_when_invisible]."
msgstr ""
"使用 [method Window.popup_exclusive_centered_clamped] 在編輯器 UI 中彈出 "
"[param dialog]。該對話方塊目前必須沒有父級,否則該方法失敗。\n"
"另見 [method Window.set_unparent_when_invisible]。"
msgid ""
"Pops up the [param dialog] in the editor UI with [method Window."
"popup_exclusive_centered_ratio]. The dialog must have no current parent, "
"otherwise the method fails.\n"
"See also [method Window.set_unparent_when_invisible]."
msgstr ""
"使用 [method Window.popup_exclusive_centered_ratio] 在編輯器 UI 中彈出 [param "
"dialog]。該對話方塊目前必須沒有父級,否則該方法失敗。\n"
"另見 [method Window.set_unparent_when_invisible]。"
msgid "Reloads the scene at the given path."
msgstr "重新載入給定路徑的場景。"
msgid ""
"Restarts the editor. This closes the editor and then opens the same project. "
"If [param save] is [code]true[/code], the project will be saved before "
"restarting."
msgstr ""
"重啟編輯器。編輯器會關閉,然後再打開相同專案。如果 [param save] 為 "
"[code]true[/code],則重啟前會保存專案。"
msgid "Saves all opened scenes in the editor."
msgstr "管理編輯器中的 SceneTree 選擇。"
msgid ""
"Saves the currently active scene. Returns either [constant OK] or [constant "
"ERR_CANT_CREATE]."
msgstr "保存場景。返回 [constant OK] 或 [constant ERR_CANT_CREATE]。"
msgid "Saves the currently active scene as a file at [param path]."
msgstr "將場景保存為 [param path] 處的檔。"
msgid ""
"Selects the file, with the path provided by [param file], in the FileSystem "
"dock."
msgstr "在檔案系統面板中選中檔,路徑由 [param file] 提供。"
msgid ""
"Selects and activates the specified feature profile with the given [param "
"profile_name]. Set [param profile_name] to an empty string to reset to the "
"default feature profile.\n"
"A feature profile can be created programmatically using the "
"[EditorFeatureProfile] class.\n"
"[b]Note:[/b] The feature profile that gets activated must be located in the "
"[code]feature_profiles[/code] directory, as a file with the [code].profile[/"
"code] extension. If a profile could not be found, an error occurs. The editor "
"configuration folder can be found by using [method EditorPaths."
"get_config_dir]."
msgstr ""
"使用給定的 [param profile_name] 選擇並啟動指定的功能設定檔。將 [param "
"profile_name] 設定為空字串以重設為預設功能設定檔。\n"
"可以使用 [EditorFeatureProfile] 類別以程式設計方式建立功能設定檔。\n"
"[b]注意:[/b] 啟動的功能設定檔必須位於 [code]feature_profiles[/code] 目錄中,"
"作為副檔名為 [code].profile[/code] 的檔案。如果找不到設定檔案,則會發生錯誤。"
"可以使用[method EditorPaths.get_config_dir]找到編輯器設定資料夾。"
msgid ""
"Sets the enabled status of a plugin. The plugin name is the same as its "
"directory name."
msgstr "設定外掛程式的啟用狀態。外掛程式名稱與其目錄名稱相同。"
msgid "Stops the scene that is currently playing."
msgstr "停止目前正在播放的場景。"
msgid ""
"If [code]true[/code], enables distraction-free mode which hides side docks to "
"increase the space available for the main view."
msgstr ""
"如果為 [code]true[/code],將啟用專注模式,該模式會隱藏側邊面板,增加主視圖的可"
"用空間。"
msgid ""
"If [code]true[/code], the Movie Maker mode is enabled in the editor. See "
"[MovieWriter] for more information."
msgstr ""
"如果為 [code]true[/code],則編輯器啟用了 Movie Maker 模式。詳見 "
"[MovieWriter]。"
msgid ""
"Override this method to commit a handle being edited (handles must have been "
"previously added by [method add_handles]). This usually means creating an "
"[UndoRedo] action for the change, using the current handle value as \"do\" "
"and the [param restore] argument as \"undo\".\n"
"If the [param cancel] argument is [code]true[/code], the [param restore] "
"value should be directly set, without any [UndoRedo] action.\n"
"The [param secondary] argument is [code]true[/code] when the committed handle "
"is secondary (see [method add_handles] for more information)."
msgstr ""
"覆蓋該方法,以提交一個正在編輯的控柄(控柄必須是之前通過 [method add_handles] "
"新增的)。這通常意味著為該修改建立一個 [UndoRedo] 動作,將目前控柄值用作“做”,"
"並將 [param restore] 參數用作“撤銷”。\n"
"如果 [param cancel] 參數為 [code]true[/code],則應直接設定 [param restore] "
"值,而不需要任何 [UndoRedo] 動作。\n"
"當提交的控柄為次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多"
"信息,請參閱 [method add_handles])。"
msgid ""
"Override this method to commit a group of subgizmos being edited (see [method "
"_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This "
"usually means creating an [UndoRedo] action for the change, using the current "
"transforms as \"do\" and the [param restores] transforms as \"undo\".\n"
"If the [param cancel] argument is [code]true[/code], the [param restores] "
"transforms should be directly set, without any [UndoRedo] action."
msgstr ""
"覆蓋該方法,以提交一組正在編輯的子小工具(參見 [method "
"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。這通常意"
"味著為該更改建立一個 [UndoRedo] 動作,將目前變換用作“做”,並將 [param "
"restores] 變換用作“撤銷”。\n"
"如果 [param cancel] 參數為 [code]true[/code],則[param restores] 變換應被直接"
"設定 ,而無需任何 [UndoRedo] 動作。"
msgid ""
"Override this method to return the name of an edited handle (handles must "
"have been previously added by [method add_handles]). Handles can be named for "
"reference to the user when editing.\n"
"The [param secondary] argument is [code]true[/code] when the requested handle "
"is secondary (see [method add_handles] for more information)."
msgstr ""
"覆蓋該方法,以返回編輯的控柄的名稱(控柄必須先前通過 [method add_handles] 添加"
"的)。可以命名控柄以供使用者在編輯時引用。\n"
"當請求的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多"
"信息,請參閱 [method add_handles])。"
msgid ""
"Override this method to return the current value of a handle. This value will "
"be requested at the start of an edit and used as the [code]restore[/code] "
"argument in [method _commit_handle].\n"
"The [param secondary] argument is [code]true[/code] when the requested handle "
"is secondary (see [method add_handles] for more information)."
msgstr ""
"覆蓋該方法,以返回一個控柄的目前值。該值將在編輯開始時被請求,並用作 [method "
"_commit_handle] 中的 [code]restore[/code] 參數。\n"
"當請求的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多"
"信息,請參閱 [method add_handles])。"
msgid ""
"Override this method to return the current transform of a subgizmo. This "
"transform will be requested at the start of an edit and used as the "
"[code]restore[/code] argument in [method _commit_subgizmos]."
msgstr ""
"覆蓋該方法,以返回子小工具的目前變換。該變換將在編輯開始時被請求,並用作 "
"[method _commit_subgizmos] 中的 [code]restore[/code] 參數。"
msgid ""
"Override this method to return [code]true[/code] whenever the given handle "
"should be highlighted in the editor.\n"
"The [param secondary] argument is [code]true[/code] when the requested handle "
"is secondary (see [method add_handles] for more information)."
msgstr ""
"覆蓋該方法,只要給定的控柄應該在編輯器中被高亮顯示時就返回 [code]true[/"
"code]。\n"
"當請求的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多"
"信息,請參閱 [method add_handles])。"
msgid ""
"Override this method to add all the gizmo elements whenever a gizmo update is "
"requested. It's common to call [method clear] at the beginning of this method "
"and then add visual elements depending on the node's properties."
msgstr ""
"覆蓋該方法,每當請求小工具更新時將新增所有小工具元素。通常在該方法的開頭呼叫 "
"[method clear],然後根據節點的屬性新增可視元素。"
msgid ""
"Override this method to update the node properties when the user drags a "
"gizmo handle (previously added with [method add_handles]). The provided "
"[param point] is the mouse position in screen coordinates and the [param "
"camera] can be used to convert it to raycasts.\n"
"The [param secondary] argument is [code]true[/code] when the edited handle is "
"secondary (see [method add_handles] for more information)."
msgstr ""
"覆蓋該方法,當使用者拖動小工具控柄(之前使用 [method add_handles] 新增的)時更"
"新節點屬性。提供的 [param point] 是螢幕座標中的滑鼠位置, [param camera] 可用"
"於將其轉換為射線投射。\n"
"當編輯的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多"
"信息,請參閱 [method add_handles])。"
msgid ""
"Override this method to allow selecting subgizmos using mouse clicks. Given a "
"[param camera] and a [param point] in screen coordinates, this method should "
"return which subgizmo should be selected. The returned value should be a "
"unique subgizmo identifier, which can have any non-negative value and will be "
"used in other virtual methods like [method _get_subgizmo_transform] or "
"[method _commit_subgizmos]."
msgstr ""
"覆蓋該方法,以允許使用滑鼠點擊選擇子小工具。給定螢幕座標中的 [param camera] "
"和 [param point] 時,該方法應返回應選擇哪個子小工具。返回值應該是一個唯一的子"
"小工具識別字,它可以有任何非負值,並將用於其他虛方法,如 [method "
"_get_subgizmo_transform] 或 [method _commit_subgizmos]。"
msgid ""
"Adds the specified [param segments] to the gizmo's collision shape for "
"picking. Call this method during [method _redraw]."
msgstr ""
"將指定的 [param segments] 新增到小工具的碰撞形狀以進行拾取。在 [method "
"_redraw] 期間呼叫該方法。"
msgid ""
"Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be "
"generated from a regular [Mesh] too. Call this method during [method _redraw]."
msgstr ""
"將碰撞三角形新增到小工具以進行拾取。[TriangleMesh] 也可以從常規 [Mesh] 生成。"
"在 [method _redraw] 期間呼叫該方法。"
msgid ""
"Adds lines to the gizmo (as sets of 2 points), with a given material. The "
"lines are used for visualizing the gizmo. Call this method during [method "
"_redraw]."
msgstr ""
"為小工具新增使用給定材質的線段(一對對點的集合)。線段將用於展示和選擇。請在 "
"[method _redraw] 期間呼叫此方法。"
msgid ""
"Adds a mesh to the gizmo with the specified [param material], local [param "
"transform] and [param skeleton]. Call this method during [method _redraw]."
msgstr ""
"為小工具新增網格,可以指定材質 [param material]、本地變換 [param transform] 和"
"骨架 [param skeleton]。請在 [method _redraw] 期間呼叫此方法。"
msgid ""
"Adds an unscaled billboard for visualization and selection. Call this method "
"during [method _redraw]."
msgstr ""
"新增未縮放的公告板,將用於展示和選擇。請在 [method _redraw] 期間呼叫此方法。"
msgid ""
"Removes everything in the gizmo including meshes, collisions and handles."
msgstr "移除小工具中的一切,包括網格、碰撞和控柄。"
msgid "Returns the [Node3D] node associated with this gizmo."
msgstr "返回與這個小工具關聯的 [Node3D] 節點。"
msgid ""
"Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to "
"retrieve materials using [method EditorNode3DGizmoPlugin.get_material]."
msgstr ""
"返回擁有該小工具的 [EditorNode3DGizmoPlugin]。可以在使用 [method "
"EditorNode3DGizmoPlugin.get_material] 獲取材質時使用。"
msgid ""
"Returns a list of the currently selected subgizmos. Can be used to highlight "
"selected elements during [method _redraw]."
msgstr ""
"返回目前選定的子小工具的列表。可用於在 [method _redraw] 期間高亮顯示所選元素。"
msgid ""
"Returns [code]true[/code] if the given subgizmo is currently selected. Can be "
"used to highlight selected elements during [method _redraw]."
msgstr ""
"如果給定的子小工具是目前所選定的,則返回 [code]true[/code]。可用於在 [method "
"_redraw] 期間高亮顯示所選元素。"
msgid ""
"Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
"hidden. If [code]false[/code], it will be shown."
msgstr ""
"設定該小工具的隱藏狀態。如果為 [code]true[/code],則該小工具將被隱藏。如果為 "
"[code]false[/code] 則會顯示。"
msgid ""
"Sets the reference [Node3D] node for the gizmo. [param node] must inherit "
"from [Node3D]."
msgstr "設定該小工具參考的 [Node3D] 節點。[param node] 必須繼承自 [Node3D]。"
msgid "A class used by the editor to define Node3D gizmo types."
msgstr "編輯器用來定義 Node3D 小工具型別的類。"
msgid ""
"[EditorNode3DGizmoPlugin] allows you to define a new type of Gizmo. There are "
"two main ways to do so: extending [EditorNode3DGizmoPlugin] for the simpler "
"gizmos, or creating a new [EditorNode3DGizmo] type. See the tutorial in the "
"documentation for more info.\n"
"To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin."
"add_node_3d_gizmo_plugin] method first."
msgstr ""
"[EditorNode3DGizmoPlugin] 允許定義一種新的小工具型別。定義主要有兩種方法:比較"
"簡單的小工具可以擴充 [EditorNode3DGizmoPlugin],否則可以建立新的 "
"[EditorNode3DGizmo] 型別。有關詳細資訊,請參閱文件中的教學。\n"
"要使用 [EditorNode3DGizmoPlugin],請先使用 [method EditorPlugin."
"add_node_3d_gizmo_plugin] 方法註冊它。"
msgid "Node3D gizmo plugins"
msgstr "Node3D 小工具外掛程式"
msgid ""
"Override this method to define whether the gizmos handled by this plugin can "
"be hidden or not. Returns [code]true[/code] if not overridden."
msgstr ""
"覆蓋該方法,以定義是否可以隱藏該外掛程式處理的小工具。如果未被覆蓋,則返回 "
"[code]true[/code]。"
msgid ""
"Override this method to commit a handle being edited (handles must have been "
"previously added by [method EditorNode3DGizmo.add_handles] during [method "
"_redraw]). This usually means creating an [UndoRedo] action for the change, "
"using the current handle value as \"do\" and the [param restore] argument as "
"\"undo\".\n"
"If the [param cancel] argument is [code]true[/code], the [param restore] "
"value should be directly set, without any [UndoRedo] action.\n"
"The [param secondary] argument is [code]true[/code] when the committed handle "
"is secondary (see [method EditorNode3DGizmo.add_handles] for more "
"information).\n"
"Called for this plugin's active gizmos."
msgstr ""
"覆蓋該方法,以提交正在編輯的控柄(控柄必須是先前在 [method _redraw] 期間通過 "
"[method EditorNode3DGizmo.add_handles] 新增的)。這通常意味著為該更改建立一個 "
"[UndoRedo] 動作,將目前控柄值用作“做”,並將 [param restore] 參數用作“撤銷”。\n"
"如果 [param cancel] 參數為 [code]true[/code],則 [param restore] 值應被直接設"
"置,無需任何 [UndoRedo] 動作。\n"
"當提交的控柄為次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多"
"信息,請參閱 [method EditorNode3DGizmo.add_handles])。\n"
"為該外掛程式的活動小工具而呼叫。"
msgid ""
"Override this method to commit a group of subgizmos being edited (see [method "
"_subgizmos_intersect_ray] and [method _subgizmos_intersect_frustum]). This "
"usually means creating an [UndoRedo] action for the change, using the current "
"transforms as \"do\" and the [param restores] transforms as \"undo\".\n"
"If the [param cancel] argument is [code]true[/code], the [param restores] "
"transforms should be directly set, without any [UndoRedo] action. As with all "
"subgizmo methods, transforms are given in local space respect to the gizmo's "
"Node3D. Called for this plugin's active gizmos."
msgstr ""
"覆蓋該方法,以提交一組正在編輯的子小工具(參見 [method "
"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。這通常意"
"味著為該更改建立一個 [UndoRedo] 動作,將目前變換用作“做”,並將 [param "
"restores] 變換用作“撤銷”。\n"
"如果 [param cancel] 參數為 [code]true[/code],則 [param restores] 變換應被直接"
"設定,無需任何 [UndoRedo] 動作。對於所有子小工具方法,變換是在與小工具的 "
"Node3D 相關的局部空間中給出的。為該外掛程式的活動小工具而呼叫。"
msgid ""
"Override this method to return a custom [EditorNode3DGizmo] for the spatial "
"nodes of your choice, return [code]null[/code] for the rest of nodes. See "
"also [method _has_gizmo]."
msgstr ""
"覆蓋此方法,為選擇的空間節點返回一個自訂的 [EditorNode3DGizmo],為其餘節點返"
"回 [code]null[/code]。另見 [method _has_gizmo]。"
msgid ""
"Override this method to provide the name that will appear in the gizmo "
"visibility menu."
msgstr "覆蓋該方法,以提供將出現在小工具可見性功能表中的名稱。"
msgid ""
"Override this method to provide gizmo's handle names. The [param secondary] "
"argument is [code]true[/code] when the requested handle is secondary (see "
"[method EditorNode3DGizmo.add_handles] for more information). Called for this "
"plugin's active gizmos."
msgstr ""
"覆蓋該方法,以提供小工具的控柄名稱。當請求的控柄是次要控柄時,[param "
"secondary] 參數為 [code]true[/code](有關更多資訊,請參閱 [method "
"EditorNode3DGizmo.add_handles])。為該外掛程式的活動小工具而呼叫。"
msgid ""
"Override this method to return the current value of a handle. This value will "
"be requested at the start of an edit and used as the [code]restore[/code] "
"argument in [method _commit_handle].\n"
"The [param secondary] argument is [code]true[/code] when the requested handle "
"is secondary (see [method EditorNode3DGizmo.add_handles] for more "
"information).\n"
"Called for this plugin's active gizmos."
msgstr ""
"覆蓋該方法,以返回一個控柄的目前值。該值將在編輯開始時被請求,並用作 [method "
"_commit_handle] 中的 [code]restore[/code] 參數。\n"
"當請求的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多"
"信息,請參閱 [method EditorNode3DGizmo.add_handles])。\n"
"為該外掛程式的活動小工具而呼叫。"
msgid ""
"Override this method to set the gizmo's priority. Gizmos with higher priority "
"will have precedence when processing inputs like handles or subgizmos "
"selection.\n"
"All built-in editor gizmos return a priority of [code]-1[/code]. If not "
"overridden, this method will return [code]0[/code], which means custom gizmos "
"will automatically get higher priority than built-in gizmos."
msgstr ""
"覆蓋該方法,以設定該小工具的優先順序。具有更高優先順序的小工具,將在處理控柄或"
"子小工具選擇等輸入時具有優先權。\n"
"所有內建編輯器小工具都會返回 [code]-1[/code] 的優先順序。如果未被覆蓋,該方法"
"將返回 [code]0[/code],這意味著自訂小工具將自動獲得比內建小工具更高的優先順"
"序。"
msgid ""
"Override this method to return the current transform of a subgizmo. As with "
"all subgizmo methods, the transform should be in local space respect to the "
"gizmo's Node3D. This transform will be requested at the start of an edit and "
"used in the [code]restore[/code] argument in [method _commit_subgizmos]. "
"Called for this plugin's active gizmos."
msgstr ""
"覆蓋該方法,以返回子小工具的目前變換。對於所有子小工具方法,變換應該在相對於小"
"工具的 Node3D 的局部空間中。此變換將在編輯開始時被請求,並在 [method "
"_commit_subgizmos] 中的 [code]restore[/code] 參數中使用。為該外掛程式的活動小"
"工具而呼叫。"
msgid ""
"Override this method to define which Node3D nodes have a gizmo from this "
"plugin. Whenever a [Node3D] node is added to a scene this method is called, "
"if it returns [code]true[/code] the node gets a generic [EditorNode3DGizmo] "
"assigned and is added to this plugin's list of active gizmos."
msgstr ""
"覆蓋該方法,以定義哪些 Node3D 節點具有來自該外掛程式的小工具。每當將 [Node3D] "
"節點新增到場景時,該方法都會被呼叫,如果它返回 [code]true[/code],則該節點將被"
"分配一個通用的 [EditorNode3DGizmo],並被新增到該外掛程式的活動小工具列表中。"
msgid ""
"Override this method to return [code]true[/code] whenever to given handle "
"should be highlighted in the editor. The [param secondary] argument is "
"[code]true[/code] when the requested handle is secondary (see [method "
"EditorNode3DGizmo.add_handles] for more information). Called for this "
"plugin's active gizmos."
msgstr ""
"覆蓋該方法,以在編輯器中高亮顯示給定控柄時返回 [code]true[/code]。當請求的控柄"
"是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多資訊,請參"
"閱 [method EditorNode3DGizmo.add_handles])。為該外掛程式的活動小工具而呼叫。"
msgid ""
"Override this method to define whether Node3D with this gizmo should be "
"selectable even when the gizmo is hidden."
msgstr ""
"覆蓋該方法,以定義具有該小工具的 Node3D 是否應該是可選的,即使該小工具被隱藏。"
msgid ""
"Override this method to add all the gizmo elements whenever a gizmo update is "
"requested. It's common to call [method EditorNode3DGizmo.clear] at the "
"beginning of this method and then add visual elements depending on the node's "
"properties."
msgstr ""
"覆蓋該方法,以在每當請求小工具更新時新增所有小工具元素。通常在該方法的開頭調"
"用 [method EditorNode3DGizmo.clear],然後根據節點的屬性新增可視元素。"
msgid ""
"Override this method to update the node's properties when the user drags a "
"gizmo handle (previously added with [method EditorNode3DGizmo.add_handles]). "
"The provided [param screen_pos] is the mouse position in screen coordinates "
"and the [param camera] can be used to convert it to raycasts.\n"
"The [param secondary] argument is [code]true[/code] when the edited handle is "
"secondary (see [method EditorNode3DGizmo.add_handles] for more information).\n"
"Called for this plugin's active gizmos."
msgstr ""
"覆蓋該方法,以在使用者拖動小工具控柄(控柄是之前使用 [method "
"EditorNode3DGizmo.add_handles] 新增的)時更新節點的屬性。提供的 [param "
"screen_pos] 是螢幕座標中的滑鼠位置, [param camera] 可用於將其轉換為射線投"
"射。\n"
"當編輯的控柄是次要控柄時,[param secondary] 參數為 [code]true[/code](有關更多"
"信息,請參閱 [method EditorNode3DGizmo.add_handles])。\n"
"為該外掛程式的活動小工具而呼叫。"
msgid ""
"Override this method to update the node properties during subgizmo editing "
"(see [method _subgizmos_intersect_ray] and [method "
"_subgizmos_intersect_frustum]). The [param transform] is given in the "
"Node3D's local coordinate system. Called for this plugin's active gizmos."
msgstr ""
"覆蓋該方法,以在子小工具編輯期間更新節點屬性(參見 [method "
"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。[param "
"transform] 在 Node3D 的局部坐標系中給出。為該外掛程式的活動小工具而呼叫。"
msgid ""
"Override this method to allow selecting subgizmos using mouse clicks. Given a "
"[param camera] and a [param screen_pos] in screen coordinates, this method "
"should return which subgizmo should be selected. The returned value should be "
"a unique subgizmo identifier, which can have any non-negative value and will "
"be used in other virtual methods like [method _get_subgizmo_transform] or "
"[method _commit_subgizmos]. Called for this plugin's active gizmos."
msgstr ""
"覆蓋該方法,以允許使用滑鼠點擊選擇子小工具。給定螢幕座標中的 [param camera] "
"和 [param screen_pos] 時,該方法應返回應選擇哪個子小工具。返回值應該是一個唯一"
"的子小工具識別字,它可以有任何非負值,並將用於其他虛方法,如 [method "
"_get_subgizmo_transform] 或 [method _commit_subgizmos]。為該外掛程式的活動小工"
"具而呼叫。"
msgid ""
"Adds a new material to the internal material list for the plugin. It can then "
"be accessed with [method get_material]. Should not be overridden."
msgstr ""
"將新材質新增到該外掛程式的內部材質列表中。然後可以使用 [method get_material] "
"存取它。不應被重寫。"
msgid ""
"Creates a handle material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorNode3DGizmo.add_handles]. "
"Should not be overridden.\n"
"You can optionally provide a texture to use instead of the default icon."
msgstr ""
"建立具有變體(選定的和/或可編輯的)的控柄材質,並將它們新增到內部材質列表中。"
"然後可以使用 [method get_material] 存取它們,並在 [method EditorNode3DGizmo."
"add_handles] 中使用它們。不應被重寫。\n"
"可以選擇提供一個要使用的紋理代替預設圖示。"
msgid ""
"Creates an icon material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorNode3DGizmo."
"add_unscaled_billboard]. Should not be overridden."
msgstr ""
"建立具有變體(選定的和/或可編輯的)的圖示材質,並將它們新增到內部材質列表中。"
"然後可以使用 [method get_material] 存取它們,並在 [method EditorNode3DGizmo."
"add_unscaled_billboard] 中使用它們。不應被重寫。"
msgid ""
"Creates an unshaded material with its variants (selected and/or editable) and "
"adds them to the internal material list. They can then be accessed with "
"[method get_material] and used in [method EditorNode3DGizmo.add_mesh] and "
"[method EditorNode3DGizmo.add_lines]. Should not be overridden."
msgstr ""
"建立具有變體(選定的和/或可編輯的)的未著色材質,並將它們新增到內部材質列表"
"中。然後可以使用 [method get_material] 存取它們,並在 [method "
"EditorNode3DGizmo.add_mesh] 和 [method EditorNode3DGizmo.add_lines] 中使用。不"
"應被重寫。"
msgid ""
"Gets material from the internal list of materials. If an [EditorNode3DGizmo] "
"is provided, it will try to get the corresponding variant (selected and/or "
"editable)."
msgstr ""
"從內部材質列表中獲取材質。如果提供了一個 [EditorNode3DGizmo],它將嘗試獲取相應"
"的變體(選定的和/或可編輯的)。"
msgid ""
"Editor-only singleton that returns paths to various OS-specific data folders "
"and files."
msgstr "編輯器專用單例,返回特定於作業系統的各種資料檔案夾和檔的路徑。"
msgid ""
"This editor-only singleton returns OS-specific paths to various data folders "
"and files. It can be used in editor plugins to ensure files are saved in the "
"correct location on each operating system.\n"
"[b]Note:[/b] This singleton is not accessible in exported projects. "
"Attempting to access it in an exported project will result in a script error "
"as the singleton won't be declared. To prevent script errors in exported "
"projects, use [method Engine.has_singleton] to check whether the singleton is "
"available before using it.\n"
"[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://"
"specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base "
"Directory Specification[/url]. You can override environment variables "
"following the specification to change the editor and project data paths."
msgstr ""
"這個僅供編輯器使用的單例,可返回特定於作業系統的,到各種資料檔案夾和檔的路徑。"
"它可以在編輯器外掛程式中使用,以確保檔被保存在各個作業系統的正確位置。\n"
"[b]注意:[/b]這個單例在匯出的專案中是不可存取的。嘗試在匯出的專案中存取它會產"
"生腳本錯誤,因為該單例沒有被宣告。為防止匯出專案中出現腳本錯誤,請使用 "
"[method Engine.has_singleton] 檢查單例是否可用後再使用該單例。\n"
"[b]注意:[/b]在 Linux/BSD 平臺上Godot 遵守 [url=https://specifications."
"freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG 基本目錄規範[/url]。"
"可以按照規範覆蓋環境變數,來更改編輯器和專案資料路徑。"
msgid "File paths in Godot projects"
msgstr "Godot 專案中的檔路徑"
msgid ""
"Returns the absolute path to the user's cache folder. This folder should be "
"used for temporary data that can be removed safely whenever the editor is "
"closed (such as generated resource thumbnails).\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock]\n"
"- Windows: %LOCALAPPDATA%\\Godot\\\n"
"- macOS: ~/Library/Caches/Godot/\n"
"- Linux: ~/.cache/godot/\n"
"[/codeblock]"
msgstr ""
"返回使用者快取檔案夾的絕對路徑。該資料夾應該用於臨時資料,關閉編輯器時應該能夠"
"安全地移除這些資料(例如生成的資源預覽圖)。\n"
"[b]各平臺的預設路徑:[/b]\n"
"[codeblock]\n"
"- Windows: %LOCALAPPDATA%\\Godot\\\n"
"- macOS: ~/Library/Caches/Godot/\n"
"- Linux: ~/.cache/godot/\n"
"[/codeblock]"
msgid ""
"Returns the absolute path to the user's configuration folder. This folder "
"should be used for [i]persistent[/i] user configuration files.\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock]\n"
"- Windows: %APPDATA%\\Godot\\ (same as `get_data_dir()`)\n"
"- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)\n"
"- Linux: ~/.config/godot/\n"
"[/codeblock]"
msgstr ""
"返回使用者設定檔夾的絕對路徑。該資料夾應該用於[i]持久化[/i]的使用者設定檔。\n"
"[b]各平臺的預設路徑:[/b]\n"
"[codeblock]\n"
"- Windows: %APPDATA%\\Godot\\ (同 `get_data_dir()`\n"
"- macOS: ~/Library/Application Support/Godot/ (同 `get_data_dir()`\n"
"- Linux: ~/.config/godot/\n"
"[/codeblock]"
msgid ""
"Returns the absolute path to the user's data folder. This folder should be "
"used for [i]persistent[/i] user data files such as installed export "
"templates.\n"
"[b]Default paths per platform:[/b]\n"
"[codeblock]\n"
"- Windows: %APPDATA%\\Godot\\ (same as "
"`get_config_dir()`)\n"
"- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)\n"
"- Linux: ~/.local/share/godot/\n"
"[/codeblock]"
msgstr ""
"返回使用者資料檔案夾的絕對路徑。該資料夾應該用於[i]持久化[/i]的使用者資料檔"
"案,例如已安裝的匯出範本。\n"
"[b]各平臺的預設路徑:[/b]\n"
"[codeblock]\n"
"- Windows%APPDATA%\\Godot\\ (同 `get_config_dir()` \n"
"- macOS~/Library/Application Support/Godot/ (同 `get_config_dir()` \n"
"- Linux~/.local/share/godot/\n"
"[/codeblock]"
msgid ""
"Returns the project-specific editor settings path. Projects all have a unique "
"subdirectory inside the settings path where project-specific editor settings "
"are saved."
msgstr ""
"返回針對專案的編輯器設定路徑。各個專案在設定路徑中都有一個獨立的子目錄,用於保"
"存針對專案的編輯器設定。"
msgid ""
"Returns the absolute path to the self-contained file that makes the current "
"Godot editor instance be considered as self-contained. Returns an empty "
"string if the current Godot editor instance isn't self-contained. See also "
"[method is_self_contained]."
msgstr ""
"返回自包含檔的絕對路徑,該檔會使目前 Godot 編輯器實例被視為是自包含的。如果目"
"前 Godot 編輯器實例不是自包含的,則返回一個空字串。另見 [method "
"is_self_contained]。"
msgid ""
"Returns [code]true[/code] if the editor is marked as self-contained, "
"[code]false[/code] otherwise. When self-contained mode is enabled, user "
"configuration, data and cache files are saved in an [code]editor_data/[/code] "
"folder next to the editor binary. This makes portable usage easier and "
"ensures the Godot editor minimizes file writes outside its own folder. Self-"
"contained mode is not available for exported projects.\n"
"Self-contained mode can be enabled by creating a file named [code]._sc_[/"
"code] or [code]_sc_[/code] in the same folder as the editor binary or macOS ."
"app bundle while the editor is not running. See also [method "
"get_self_contained_file].\n"
"[b]Note:[/b] On macOS, quarantine flag should be manually removed before "
"using self-contained mode, see [url=https://docs.godotengine.org/en/stable/"
"tutorials/export/running_on_macos.html]Running on macOS[/url].\n"
"[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside ."
"app bundle will break digital signature and make it non-portable, consider "
"placing it in the same folder as the .app bundle instead.\n"
"[b]Note:[/b] The Steam release of Godot uses self-contained mode by default."
msgstr ""
"如果編輯器被標記為是自包含的,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。啟用自包含模式後,使用者配置、資料和快取檔案將保被存在編輯器二進位檔案"
"旁邊的 [code]editor_data/[/code] 資料夾中。這使得便攜使用更容易,並確保 Godot "
"編輯器最大限度地減少將檔寫入到它自己的資料夾之外的情況。自包含模式不適用於匯出"
"的專案。\n"
"當編輯器未運作時,可以通過在與編輯器二進位檔案或 macOS .app 組合包相同的檔案夾"
"中建立名為 [code]._sc_[/code] 或 [code]_sc_[/code] 的檔來啟用自包含模式。另見 "
"[method get_self_contained_file]。\n"
"[b]注意:[/b]在 macOS 上,應當在使用自包含模式前手動移除隔離旗標,見"
"[url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos."
"html]《在 macOS 上運作》[/url]。\n"
"[b]注意:[/b]在 macOS 上,將 [code]_sc_[/code] 或任何其他檔案放入 .app 組合包"
"中會破壞其數位簽章,使其不再便攜,請考慮改為放在與 .app 組合包相同的資料夾"
"中。\n"
"[b]注意:[/b]Godot 的 Steam 版本預設使用自包含模式。"
msgid "Used by the editor to extend its functionality."
msgstr "由編輯器使用,用於擴充其功能。"
msgid ""
"Plugins are used by the editor to extend functionality. The most common types "
"of plugins are those which edit a given node or resource type, import plugins "
"and export plugins. See also [EditorScript] to add functions to the editor.\n"
"[b]Note:[/b] Some names in this class contain \"left\" or \"right\" (e.g. "
"[constant DOCK_SLOT_LEFT_UL]). These APIs assume left-to-right layout, and "
"would be backwards when using right-to-left layout. These names are kept for "
"compatibility reasons."
msgstr ""
"編輯器使用外掛程式來擴充功能。最常見的外掛程式型別是編輯給定的節點或資源型別的"
"外掛程式、匯入外掛程式和匯出外掛程式。另請參閱 [EditorScript] 以向編輯器新增功"
"能。"
msgid "Editor plugins documentation index"
msgstr "編輯器外掛程式文件索引"
msgid ""
"This method is called when the editor is about to save the project, switch to "
"another tab, etc. It asks the plugin to apply any pending state changes to "
"ensure consistency.\n"
"This is used, for example, in shader editors to let the plugin know that it "
"must apply the shader code being written by the user to the object."
msgstr ""
"當編輯器將要進行保存專案、切換分頁等操作時,將呼叫該方法。它要求外掛程式套用所"
"有暫掛的狀態更改以確保一致性。\n"
"例如,在著色器編輯器中使用它來使外掛程式將使用者編寫的著色程式碼套用於物件。"
msgid ""
"This method is called when the editor is about to run the project. The plugin "
"can then perform required operations before the project runs.\n"
"This method must return a boolean. If this method returns [code]false[/code], "
"the project will not run. The run is aborted immediately, so this also "
"prevents all other plugins' [method _build] methods from running."
msgstr ""
"該方法在編輯器即將運作專案時被呼叫。這樣,外掛程式可以在專案運作之前,執行所需"
"的操作。\n"
"該方法必須返回一個布林值。如果該方法返回 [code]false[/code],則專案將不會運"
"行。運作會立即中止,因此這也會阻止運作所有其他外掛程式的 [method _build] 方"
"法。"
msgid ""
"Clear all the state and reset the object being edited to zero. This ensures "
"your plugin does not keep editing a currently existing node, or a node from "
"the wrong scene."
msgstr ""
"清除所有狀態,並將正在編輯的物件重設為零。這可確保你的外掛程式不會繼續編輯目前"
"存在的節點或來自錯誤場景的節點。"
msgid ""
"Called by the engine when the user disables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
"當使用者在專案設定視窗的外掛程式分頁中禁用 [EditorPlugin] 時,由引擎呼叫。"
msgid ""
"This function is used for plugins that edit specific object types (nodes or "
"resources). It requests the editor to edit the given object.\n"
"[param object] can be [code]null[/code] if the plugin was editing an object, "
"but there is no longer any selected object handled by this plugin. It can be "
"used to cleanup editing state."
msgstr ""
"該函式用於編輯特定物件型別(節點或資源)的外掛程式。它請求編輯器編輯給定的對"
"象。\n"
"如果該外掛程式剛剛正在編輯一個物件,且它不想再處理任何選定的物件,則 [param "
"object] 可以為 [code]null[/code]。這可用於清理編輯狀態。"
msgid ""
"Called by the engine when the user enables the [EditorPlugin] in the Plugin "
"tab of the project settings window."
msgstr ""
"當使用者在專案設定視窗的外掛程式分頁中啟用該 [EditorPlugin] 時,由引擎呼叫。"
msgid ""
"Called by the engine when the 3D editor's viewport is updated. Use the "
"[code]overlay[/code] [Control] for drawing. You can update the viewport "
"manually by calling [method update_overlays].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_3d_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
"\n"
"func _forward_3d_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
" # Redraw viewport when cursor is moved.\n"
" update_overlays()\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
" return EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Forward3DDrawOverViewport(Control viewportControl)\n"
"{\n"
" // Draw a circle at cursor position.\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"viewportCamera, InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // Redraw viewport when cursor is moved.\n"
" UpdateOverlays();\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
" }\n"
" return EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"當 3D 編輯器的視口更新時由引擎呼叫。將 [code]overlay[/code] [Control] 用於繪"
"制。可以通過呼叫 [method update_overlays] 手動更新該視口。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_3d_draw_over_viewport(overlay):\n"
" # 在游標位置畫一個圓。\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
"\n"
"func _forward_3d_gui_input(camera, event):\n"
" if event is InputEventMouseMotion:\n"
" # 當游標被移動時,重繪視口。\n"
" update_overlays()\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
" return EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Forward3DDrawOverViewport(Control viewportControl)\n"
"{\n"
" // 在游標位置畫一個圓。\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"viewportCamera, InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // 當游標被移動時,重繪視口。\n"
" UpdateOverlays();\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
" }\n"
" return EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"This method is the same as [method _forward_3d_draw_over_viewport], except it "
"draws on top of everything. Useful when you need an extra layer that shows "
"over anything else.\n"
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
"該方法與 [method _forward_3d_draw_over_viewport] 相同,只是它繪製在所有內容之"
"上。當需要一個顯示在其他任何內容之上的額外圖層時很有用。\n"
"需要使用 [method set_force_draw_over_forwarding_enabled] 來啟用該方法的呼叫。"
msgid ""
"Called when there is a root node in the current edited scene, [method "
"_handles] is implemented, and an [InputEvent] happens in the 3D viewport. The "
"return value decides whether the [InputEvent] is consumed or forwarded to "
"other [EditorPlugin]s. See [enum AfterGUIInput] for options.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Prevents the InputEvent from reaching other Editor classes.\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
"[/gdscript]\n"
"[csharp]\n"
"// Prevents the InputEvent from reaching other Editor classes.\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Must [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] in order to "
"forward the [InputEvent] to other Editor classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP if event is "
"InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"// Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput."
"Stop : EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在目前編輯的場景中有根節點時呼叫,實作 [method _handles] 並在 3D 視口中產生 "
"[InputEvent]。返回值決定 [InputEvent] 是被消費還是被轉發給其他 "
"[EditorPlugin]。有關選項,請參閱 [enum AfterGUIInput]。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 阻止 InputEvent 到達其他編輯類。\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP\n"
"[/gdscript]\n"
"[csharp]\n"
"// 阻止 InputEvent 到達其他編輯類。\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return EditorPlugin.AfterGuiInput.Stop;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"必須為 [code]return EditorPlugin.AFTER_GUI_INPUT_PASS[/code] 以便將 "
"[InputEvent] 轉發給其他編輯器類。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 消耗 InputEventMouseMotion 並轉發其他 InputEvent 型別。\n"
"func _forward_3d_gui_input(camera, event):\n"
" return EditorPlugin.AFTER_GUI_INPUT_STOP if event is "
"InputEventMouseMotion else EditorPlugin.AFTER_GUI_INPUT_PASS\n"
"[/gdscript]\n"
"[csharp]\n"
"// 消耗 InputEventMouseMotion 並轉發其他 InputEvent 型別。\n"
"public override EditorPlugin.AfterGuiInput _Forward3DGuiInput(Camera3D "
"camera, InputEvent @event)\n"
"{\n"
" return @event is InputEventMouseMotion ? EditorPlugin.AfterGuiInput."
"Stop : EditorPlugin.AfterGuiInput.Pass;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Called by the engine when the 2D editor's viewport is updated. Use the "
"[code]overlay[/code] [Control] for drawing. You can update the viewport "
"manually by calling [method update_overlays].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_canvas_draw_over_viewport(overlay):\n"
" # Draw a circle at cursor position.\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n"
"\n"
"func _forward_canvas_gui_input(event):\n"
" if event is InputEventMouseMotion:\n"
" # Redraw viewport when cursor is moved.\n"
" update_overlays()\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n"
"{\n"
" // Draw a circle at cursor position.\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // Redraw viewport when cursor is moved.\n"
" UpdateOverlays();\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"當 2D 編輯器的視口更新時由引擎呼叫。將 [code]overlay[/code] [Control] 用於繪"
"制。可以通過呼叫 [method update_overlays] 手動更新該視口。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _forward_canvas_draw_over_viewport(overlay):\n"
" # 在游標位置畫一個圓。\n"
" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE)\n"
"\n"
"func _forward_canvas_gui_input(event):\n"
" if event is InputEventMouseMotion:\n"
" # 當游標被移動時,重繪視口。\n"
" update_overlays()\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ForwardCanvasDrawOverViewport(Control viewportControl)\n"
"{\n"
" // 在游標位置畫一個圓。\n"
" viewportControl.DrawCircle(viewportControl.GetLocalMousePosition(), 64, "
"Colors.White);\n"
"}\n"
"\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" // 當游標被移動時,重繪視口。\n"
" UpdateOverlays();\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"This method is the same as [method _forward_canvas_draw_over_viewport], "
"except it draws on top of everything. Useful when you need an extra layer "
"that shows over anything else.\n"
"You need to enable calling of this method by using [method "
"set_force_draw_over_forwarding_enabled]."
msgstr ""
"該方法與 [method _forward_canvas_draw_over_viewport] 相同,只是它繪製在所有內"
"容之上。當需要一個顯示在其他任何內容之上的額外圖層時很有用。\n"
"需要使用 [method set_force_draw_over_forwarding_enabled] 來啟用該方法的呼叫。"
msgid ""
"Called when there is a root node in the current edited scene, [method "
"_handles] is implemented and an [InputEvent] happens in the 2D viewport. "
"Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
"consumes the [param event], otherwise forwards [param event] to other Editor "
"classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Prevents the InputEvent from reaching other Editor classes.\n"
"func _forward_canvas_gui_input(event):\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"// Prevents the InputEvent from reaching other Editor classes.\n"
"public override bool ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Must [code]return false[/code] in order to forward the [InputEvent] to other "
"Editor classes.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"func _forward_canvas_gui_input(event):\n"
" if (event is InputEventMouseMotion):\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"// Consumes InputEventMouseMotion and forwards other InputEvent types.\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在目前編輯的場景中有根節點時呼叫,實作 [method _handles] 並在 2D 視口中產生 "
"[InputEvent]。如果 [code]return true[/code] [EditorPlugin] 消耗 [param "
"event],則攔截該 [InputEvent];否則將 [param event] 轉發給其他編輯器類。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 阻止 InputEvent 到達其他編輯類。\n"
"func _forward_canvas_gui_input(event):\n"
" return true\n"
"[/gdscript]\n"
"[csharp]\n"
"// 阻止 InputEvent 到達其他編輯類。\n"
"public override bool ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" return true;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"必須 [code]return false[/code] 才能將 [InputEvent] 轉發到其他編輯器類。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 消耗 InputEventMouseMotion 並轉發其他 InputEvent 型別。\n"
"func _forward_canvas_gui_input(event):\n"
" if (event is InputEventMouseMotion):\n"
" return true\n"
" return false\n"
"[/gdscript]\n"
"[csharp]\n"
"// 消耗 InputEventMouseMotion 並轉發其他 InputEvent 型別。\n"
"public override bool _ForwardCanvasGuiInput(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseMotion)\n"
" {\n"
" return true;\n"
" }\n"
" return false;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"This is for editors that edit script-based objects. You can return a list of "
"breakpoints in the format ([code]script:line[/code]), for example: "
"[code]res://path_to_script.gd:25[/code]."
msgstr ""
"該函式用於編輯基於腳本的物件的編輯器。可以返回格式為([code]script:line[/"
"code])的中斷點的列表,例如:[code]res://path_to_script.gd:25[/code]。"
msgid ""
"Override this method in your plugin to return a [Texture2D] in order to give "
"it an icon.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n"
"Ideally, the plugin icon should be white with a transparent background and "
"16x16 pixels in size.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_plugin_icon():\n"
" # You can use a custom icon:\n"
" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
" # Or use a built-in icon:\n"
" return EditorInterface.get_editor_theme().get_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Texture2D _GetPluginIcon()\n"
"{\n"
" // You can use a custom icon:\n"
" return ResourceLoader.Load<Texture2D>(\"res://addons/my_plugin/"
"my_plugin_icon.svg\");\n"
" // Or use a built-in icon:\n"
" return EditorInterface.Singleton.GetEditorTheme().GetIcon(\"Node\", "
"\"EditorIcons\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在外掛程式中覆蓋該方法,以返回一個 [Texture2D] 以便為外掛程式提供一個圖示。\n"
"對於主介面外掛程式它出現在螢幕頂部“2D”、“3D”、“腳本”和 “AssetLib” 按鈕的右"
"側。\n"
"理想情況下,外掛程式圖示應為透明背景的白色,大小為 16x16 圖元。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get_plugin_icon():\n"
" # 你可以使用一個自訂的圖示:\n"
" return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
" # 或者使用一個內建的圖示:\n"
" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Texture2D _GetPluginIcon()\n"
"{\n"
" // 你可以使用一個自訂的圖示:\n"
" return ResourceLoader.Load<Texture2D>(\"res://addons/my_plugin/"
"my_plugin_icon.svg\");\n"
" // 或者使用一個內建的圖示:\n"
" return GetEditorInterface().GetBaseControl().GetThemeIcon(\"Node\", "
"\"EditorIcons\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Override this method in your plugin to provide the name of the plugin when "
"displayed in the Godot editor.\n"
"For main screen plugins, this appears at the top of the screen, to the right "
"of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
msgstr ""
"在外掛程式中覆蓋該方法,以在 Godot 編輯器中顯示時提供該外掛程式的名稱。\n"
"對於主螢幕外掛程式它顯示在螢幕頂部在“2D”“3D”“腳本”“AssetLib”按鈕的右側。"
msgid ""
"Override this method to provide a state data you want to be saved, like view "
"position, grid settings, folding, etc. This is used when saving the scene (so "
"state is kept when opening it again) and for switching tabs (so state can be "
"restored when the tab returns). This data is automatically saved for each "
"scene in an [code]editstate[/code] file in the editor metadata folder. If you "
"want to store global (scene-independent) editor data for your plugin, you can "
"use [method _get_window_layout] instead.\n"
"Use [method _set_state] to restore your saved state.\n"
"[b]Note:[/b] This method should not be used to save important settings that "
"should persist with the project.\n"
"[b]Note:[/b] You must implement [method _get_plugin_name] for the state to be "
"stored and restored correctly.\n"
"[codeblock]\n"
"func _get_state():\n"
" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
" return state\n"
"[/codeblock]"
msgstr ""
"覆蓋該方法,以提供要保存的狀態資料,如視圖位置、網格設定、折疊等。這可用於保存"
"場景(再次打開時,保持狀態)和切換分頁( 分頁返回時,可以恢復狀態)。每個場景"
"的資料會自動被保存在編輯器中繼資料資料夾中的 [code]editstate[/code] 檔案中。如"
"果想為外掛程式儲存全域的(獨立於場景的)編輯器資料,可以改用 [method "
"_get_window_layout]。\n"
"使用 [method _set_state] 恢復保存的狀態。\n"
"[b]注意:[/b]此方法不應該用於保存應隨專案保留的重要設定。\n"
"[b]注意:[/b]必須實作 [method _get_plugin_name],才能正確儲存和恢復狀態。\n"
"[codeblock]\n"
"func _get_state():\n"
" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
" return state\n"
"[/codeblock]"
msgid ""
"Override this method to provide a custom message that lists unsaved changes. "
"The editor will call this method when exiting or when closing a scene, and "
"display the returned string in a confirmation dialog. Return empty string if "
"the plugin has no unsaved changes.\n"
"When closing a scene, [param for_scene] is the path to the scene being "
"closed. You can use it to handle built-in resources in that scene.\n"
"If the user confirms saving, [method _save_external_data] will be called, "
"before closing the editor.\n"
"[codeblock]\n"
"func _get_unsaved_status(for_scene):\n"
" if not unsaved:\n"
" return \"\"\n"
"\n"
" if for_scene.is_empty():\n"
" return \"Save changes in MyCustomPlugin before closing?\"\n"
" else:\n"
" return \"Scene %s has changes from MyCustomPlugin. Save before "
"closing?\" % for_scene.get_file()\n"
"\n"
"func _save_external_data():\n"
" unsaved = false\n"
"[/codeblock]\n"
"If the plugin has no scene-specific changes, you can ignore the calls when "
"closing scenes:\n"
"[codeblock]\n"
"func _get_unsaved_status(for_scene):\n"
" if not for_scene.is_empty():\n"
" return \"\"\n"
"[/codeblock]"
msgstr ""
"重寫此方法以提供列出未儲存變更的自訂訊息。編輯器將在退出或關閉場景時呼叫此方"
"法,並在確認對話方塊中顯示傳回的字元字串。傳回空如果插件沒有未儲存的更改,則為"
"字串。\n"
"關閉場景時,[param for_scene] 是正在關閉的場景的路徑。您可以使用它來處理該場景"
"中的內建資源。\n"
"如果使用者確認儲存,將在關閉編輯器之前呼叫[method _save_external_data]。\n"
"[codeblock]\n"
"func _get_unsaved_status(for_scene):\n"
" if not unsaved:\n"
" return \"\"\n"
"\n"
" if for_scene.is_empty():\n"
" return \"Save changes in MyCustomPlugin before closing?\"\n"
" else:\n"
" return \"Scene %s has changes from MyCustomPlugin. Save before "
"closing?\" % for_scene.get_file()\n"
"\n"
"func _save_external_data():\n"
" unsaved = false\n"
"[/codeblock]\n"
"如果插件沒有特定於場景的更改,則可以在關閉場景時忽略呼叫:\n"
"[codeblock]\n"
"func _get_unsaved_status(for_scene):\n"
" if not for_scene.is_empty():\n"
" return \"\"\n"
"[/codeblock]"
msgid ""
"Override this method to provide the GUI layout of the plugin or any other "
"data you want to be stored. This is used to save the project's editor layout "
"when [method queue_save_layout] is called or the editor layout was changed "
"(for example changing the position of a dock). The data is stored in the "
"[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
"Use [method _set_window_layout] to restore your saved layout.\n"
"[codeblock]\n"
"func _get_window_layout(configuration):\n"
" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
"position)\n"
" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
"[/codeblock]"
msgstr ""
"覆蓋該方法,以提供該外掛程式的 GUI 佈局、或想要儲存的任何其他資料。這用於在呼"
"叫 [method queue_save_layout]、或更改編輯器佈局(例如更改停靠面板的位置)時,"
"保存專案的編輯器佈局。資料被儲存在編輯器中繼資料目錄中的 [code]editor_layout."
"cfg[/code] 檔案中。\n"
"使用 [method _set_window_layout] 恢復保存的佈局。\n"
"[codeblock]\n"
"func _get_window_layout(configuration):\n"
" configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
"position)\n"
" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
"[/codeblock]"
msgid ""
"Implement this function if your plugin edits a specific type of object "
"(Resource or Node). If you return [code]true[/code], then you will get the "
"functions [method _edit] and [method _make_visible] called when the editor "
"requests them. If you have declared the methods [method "
"_forward_canvas_gui_input] and [method _forward_3d_gui_input] these will be "
"called too.\n"
"[b]Note:[/b] Each plugin should handle only one type of objects at a time. If "
"a plugin handes more types of objects and they are edited at the same time, "
"it will result in errors."
msgstr ""
"如果外掛程式會編輯特定型別的物件(資源或節點),則請實作該函式。如果返回 "
"[code]true[/code],則將在編輯器請求時,呼叫函式 [method _edit] 和 [method "
"_make_visible]。如果已經宣告了方法 [method _forward_canvas_gui_input] 和 "
"[method _forward_3d_gui_input],則它們也會被呼叫。"
msgid ""
"Returns [code]true[/code] if this is a main screen editor plugin (it goes in "
"the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
"[b]AssetLib[/b]).\n"
"When the plugin's workspace is selected, other main screen plugins will be "
"hidden, but your plugin will not appear automatically. It needs to be added "
"as a child of [method EditorInterface.get_base_control] and made visible "
"inside [method _make_visible].\n"
"Use [method _get_plugin_name] and [method _get_plugin_icon] to customize the "
"plugin button's appearance.\n"
"[codeblock]\n"
"var plugin_control\n"
"\n"
"func _enter_tree():\n"
" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n"
" EditorInterface.get_editor_main_screen().add_child(plugin_control)\n"
" plugin_control.hide()\n"
"\n"
"func _has_main_screen():\n"
" return true\n"
"\n"
"func _make_visible(visible):\n"
" plugin_control.visible = visible\n"
"\n"
"func _get_plugin_name():\n"
" return \"My Super Cool Plugin 3000\"\n"
"\n"
"func _get_plugin_icon():\n"
" return EditorInterface.get_editor_theme().get_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/codeblock]"
msgstr ""
"如果這是一個主螢幕編輯器外掛程式,則返回 [code]true[/code](它與 [b]2D[/b]、"
"[b]3D[/b]、[b]Script[/b] 和 [b]AssetLib[/b] 一起進入工作區選擇器)。\n"
"當該外掛程式的工作區被選中時,其他主螢幕外掛程式將被隱藏,但你的外掛程式不會自"
"動出現。它需要被新增為 [method EditorInterface.get_base_control] 的子節點,並"
"在 [method _make_visible] 中使其可見。\n"
"使用 [method _get_plugin_name] 和 [method _get_plugin_icon] 自訂外掛程式按鈕的"
"外觀。\n"
"[codeblock]\n"
"var plugin_control\n"
"\n"
"func _enter_tree():\n"
" plugin_control = preload(\"my_plugin_control.tscn\").instantiate()\n"
" get_editor_interface().get_editor_main_screen()."
"add_child(plugin_control)\n"
" plugin_control.hide()\n"
"\n"
"func _has_main_screen():\n"
" return true\n"
"\n"
"func _make_visible(visible):\n"
" plugin_control.visible = visible\n"
"\n"
"func _get_plugin_name():\n"
" return \"My Super Cool Plugin 3000\"\n"
"\n"
"func _get_plugin_icon():\n"
" return get_editor_interface().get_base_control().get_theme_icon(\"Node\", "
"\"EditorIcons\")\n"
"[/codeblock]"
msgid ""
"This function will be called when the editor is requested to become visible. "
"It is used for plugins that edit a specific object type.\n"
"Remember that you have to manage the visibility of all your editor controls "
"manually."
msgstr ""
"當編輯器被要求變為可見時,該函式將被呼叫。它用於編輯特定物件型別的外掛程式。\n"
"請記住,你必須手動管理所有編輯器控制項的可見性。"
msgid ""
"This method is called after the editor saves the project or when it's closed. "
"It asks the plugin to save edited external scenes/resources."
msgstr ""
"這個方法在編輯器保存專案後或關閉專案時被呼叫,它要求外掛程式保存編輯的外部場"
"景/資源。"
msgid ""
"Restore the state saved by [method _get_state]. This method is called when "
"the current scene tab is changed in the editor.\n"
"[b]Note:[/b] Your plugin must implement [method _get_plugin_name], otherwise "
"it will not be recognized and this method will not be called.\n"
"[codeblock]\n"
"func _set_state(data):\n"
" zoom = data.get(\"zoom\", 1.0)\n"
" preferred_color = data.get(\"my_color\", Color.WHITE)\n"
"[/codeblock]"
msgstr ""
"恢復用 [method _get_state] 保存的狀態。這個方法會在編輯器的目前場景分頁發生改"
"變時呼叫。\n"
"[b]注意:[/b]你的外掛程式必須實作 [method _get_plugin_name],否則無法被識別,"
"這個方法也不會被呼叫。\n"
"[codeblock]\n"
"func _set_state(data):\n"
" zoom = data.get(\"zoom\", 1.0)\n"
" preferred_color = data.get(\"my_color\", Color.WHITE)\n"
"[/codeblock]"
msgid ""
"Restore the plugin GUI layout and data saved by [method _get_window_layout]. "
"This method is called for every plugin on editor startup. Use the provided "
"[param configuration] file to read your saved data.\n"
"[codeblock]\n"
"func _set_window_layout(configuration):\n"
" $Window.position = configuration.get_value(\"MyPlugin\", "
"\"window_position\", Vector2())\n"
" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
"Color.WHITE)\n"
"[/codeblock]"
msgstr ""
"恢復用 [method _get_window_layout] 保存的外掛程式 GUI 佈局和資料。編輯器啟動時"
"會呼叫每個外掛程式的這個方法。請使用提供的 [param configuration] 檔讀取你保存"
"的數據。\n"
"[codeblock]\n"
"func _set_window_layout(configuration):\n"
" $Window.position = configuration.get_value(\"MyPlugin\", "
"\"window_position\", Vector2())\n"
" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
"Color.WHITE)\n"
"[/codeblock]"
msgid "Adds a script at [param path] to the Autoload list as [param name]."
msgstr "將 [param path] 處的腳本作為 [param name] 新增到自動載入列表中。"
msgid ""
"Adds a control to the bottom panel (together with Output, Debug, Animation, "
"etc). Returns a reference to the button added. It's up to you to hide/show "
"the button when needed. When your plugin is deactivated, make sure to remove "
"your custom control with [method remove_control_from_bottom_panel] and free "
"it with [method Node.queue_free]."
msgstr ""
"將控制項新增到底部面板(包含“輸出”“除錯”“動畫”等)。返回對新增的按鈕的引用。可"
"以根據需要隱藏/顯示按鈕。停用外掛程式後,請確保使用 [method "
"remove_control_from_bottom_panel] 移除自訂控制項,並使用 [method Node."
"queue_free] 將其釋放。"
msgid ""
"Adds a custom control to a container (see [enum CustomControlContainer]). "
"There are many locations where custom controls can be added in the editor "
"UI.\n"
"Please remember that you have to manage the visibility of your custom "
"controls yourself (and likely hide it after adding it).\n"
"When your plugin is deactivated, make sure to remove your custom control with "
"[method remove_control_from_container] and free it with [method Node."
"queue_free]."
msgstr ""
"將自訂控制項新增到容器中(見 [enum CustomControlContainer])。在編輯器使用者界"
"面中,有許多位置可以新增自訂控制項。\n"
"請記住,必須自己管理你的自訂控制項的可見性(並且很可能在新增後隱藏它)。\n"
"當外掛程式被停用時,請確保使用 [method remove_control_from_container] 移除自訂"
"控制項,並使用 [method Node.queue_free] 將其釋放。"
msgid ""
"Adds the control to a specific dock slot (see [enum DockSlot] for options).\n"
"If the dock is repositioned and as long as the plugin is active, the editor "
"will save the dock position on further sessions.\n"
"When your plugin is deactivated, make sure to remove your custom control with "
"[method remove_control_from_docks] and free it with [method Node.queue_free]."
msgstr ""
"將控制項新增到特定的停靠面板(有關選項,請參閱 [enum DockSlot])。\n"
"如果重新放置了停靠面板,並且只要該外掛程式處於活動狀態,編輯器就會在以後的會話"
"中保存停靠面板的位置。\n"
"停用外掛程式後,請確保使用 [method remove_control_from_docks] 移除自訂控制項,"
"並使用 [method Node.queue_free] 將其釋放。"
msgid ""
"Adds a custom type, which will appear in the list of nodes or resources. An "
"icon can be optionally passed.\n"
"When a given node or resource is selected, the base type will be instantiated "
"(e.g. \"Node3D\", \"Control\", \"Resource\"), then the script will be loaded "
"and set to this object.\n"
"[b]Note:[/b] The base type is the base engine class which this type's class "
"hierarchy inherits, not any custom type parent classes.\n"
"You can use the virtual method [method _handles] to check if your custom "
"object is being edited by checking the script or using the [code]is[/code] "
"keyword.\n"
"During run-time, this will be a simple object with a script so this function "
"does not need to be called then.\n"
"[b]Note:[/b] Custom types added this way are not true classes. They are just "
"a helper to create a node with specific script."
msgstr ""
"新增一個自訂型別,它將出現在節點或資源的列表中。可以選擇傳遞一個圖示。\n"
"選擇給定的節點或資源時,將產生實體基本型別(例"
"如“Node3D”、“Control”、“Resource”然後腳本將被載入並將其設定為該對象。\n"
"[b]注意:[/b]基本型別是該型別的類層次繼承的基本引擎類,而不是任何自訂型別的父"
"類。\n"
"可以使用虛方法 [method _handles] 通過檢查腳本或使用 [code]is[/code] 關鍵字來檢"
"查你的自訂物件是否正在被編輯。\n"
"在運作時,這將是一個帶有腳本的簡單物件,因此不需要呼叫該函式。\n"
"[b]注意:[/b]以這種方式新增的自訂型別不是真正的類。它們只是使用特定腳本建立節"
"點的助手。"
msgid ""
"Adds a [Script] as debugger plugin to the Debugger. The script must extend "
"[EditorDebuggerPlugin]."
msgstr ""
"將一個 [Script] 作為除錯器外掛程式新增到除錯器。該腳本必須擴充 "
"[EditorDebuggerPlugin]。"
msgid ""
"Registers a new [EditorExportPlugin]. Export plugins are used to perform "
"tasks when the project is being exported.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
"註冊一個新的 [EditorExportPlugin]。匯出外掛程式是用來在專案被匯出時執行工作"
"的。\n"
"有關如何註冊外掛程式的範例,請參見 [method add_inspector_plugin]。"
msgid ""
"Registers a new [EditorImportPlugin]. Import plugins are used to import "
"custom and unsupported assets as a custom [Resource] type.\n"
"If [param first_priority] is [code]true[/code], the new import plugin is "
"inserted first in the list and takes precedence over pre-existing plugins.\n"
"[b]Note:[/b] If you want to import custom 3D asset formats use [method "
"add_scene_format_importer_plugin] instead.\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
"註冊一個新的 [EditorImportPlugin]。匯入外掛程式用於將自訂的和不受支援的素材,"
"作為一種自訂 [Resource] 型別匯入。\n"
"如果 [param first_priority] 是 [code]true[/code],則該新的匯入外掛程式被首先插"
"入列表中,並優先於預先存在的外掛程式。\n"
"[b]注意:[/b]如果要匯入自訂 3D 素材格式,請改用 [method "
"add_scene_format_importer_plugin]。\n"
"有關如何註冊外掛程式的範例,請參見 [method add_inspector_plugin]。"
msgid ""
"Registers a new [EditorInspectorPlugin]. Inspector plugins are used to extend "
"[EditorInspector] and provide custom configuration tools for your object's "
"properties.\n"
"[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the "
"registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to "
"prevent leaks and an unexpected behavior.\n"
"[codeblocks]\n"
"[gdscript]\n"
"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
"script.gd\")\n"
"var inspector_plugin = MyInspectorPlugin.new()\n"
"\n"
"func _enter_tree():\n"
" add_inspector_plugin(inspector_plugin)\n"
"\n"
"func _exit_tree():\n"
" remove_inspector_plugin(inspector_plugin)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"註冊一個新的 [EditorInspectorPlugin]。屬性面板外掛程式用於擴充 "
"[EditorInspector],並為物件的屬性提供自訂配置工具。\n"
"[b]注意:[/b]當 [EditorPlugin] 被禁用時,請始終使用 [method "
"remove_inspector_plugin] 移除已註冊的 [EditorInspectorPlugin],以防止洩漏和意"
"外行為。\n"
"[codeblocks]\n"
"[gdscript]\n"
"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
"script.gd\")\n"
"var inspector_plugin = MyInspectorPlugin.new()\n"
"\n"
"func _enter_tree():\n"
" add_inspector_plugin(inspector_plugin)\n"
"\n"
"func _exit_tree():\n"
" remove_inspector_plugin(inspector_plugin)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Registers a new [EditorNode3DGizmoPlugin]. Gizmo plugins are used to add "
"custom gizmos to the 3D preview viewport for a [Node3D].\n"
"See [method add_inspector_plugin] for an example of how to register a plugin."
msgstr ""
"註冊一個新的 [EditorNode3DGizmoPlugin]。小工具外掛程式用於將自訂小工具新增到 "
"[Node3D] 的 3D 預覽視圖。\n"
"有關如何註冊外掛程式的範例,請參閱 [method add_inspector_plugin]。"
msgid ""
"Registers a new [EditorResourceConversionPlugin]. Resource conversion plugins "
"are used to add custom resource converters to the editor inspector.\n"
"See [EditorResourceConversionPlugin] for an example of how to create a "
"resource conversion plugin."
msgstr ""
"註冊一個新的 [EditorResourceConversionPlugin]。資源轉換外掛程式用於將自訂資源"
"轉換器新增到編輯器屬性面板。\n"
"有關如何建立資源轉換外掛程式的範例,請參閱 [EditorResourceConversionPlugin]。"
msgid ""
"Registers a new [EditorSceneFormatImporter]. Scene importers are used to "
"import custom 3D asset formats as scenes.\n"
"If [param first_priority] is [code]true[/code], the new import plugin is "
"inserted first in the list and takes precedence over pre-existing plugins."
msgstr ""
"註冊一個新的 [EditorSceneFormatImporter]。場景匯入器用於將自訂格式的 3D 資產匯"
"入為場景。\n"
"如果 [param first_priority] 為 [code]true[/code],則這個新的匯入外掛程式會被插"
"入到列表的首位,優先於預先存在的外掛程式。"
msgid ""
"Add a [EditorScenePostImportPlugin]. These plugins allow customizing the "
"import process of 3D assets by adding new options to the import dialogs.\n"
"If [param first_priority] is [code]true[/code], the new import plugin is "
"inserted first in the list and takes precedence over pre-existing plugins."
msgstr ""
"新增 [EditorScenePostImportPlugin]。這些外掛程式能夠在匯入對話方塊中新增新的選"
"項,自訂 3D 素材的匯入過程。\n"
"如果 [param first_priority] 為 [code]true[/code],則這個新的匯入外掛程式會被插"
"入到列表的首位,優先於預先存在的外掛程式。"
msgid ""
"Adds a custom menu item to [b]Project > Tools[/b] named [param name]. When "
"clicked, the provided [param callable] will be called."
msgstr ""
"在[b]專案 > 工具[/b]中新增名為 [param name] 的自訂功能表專案。點擊時會呼叫所提"
"供的 [param callable]。"
msgid ""
"Registers a custom translation parser plugin for extracting translatable "
"strings from custom files."
msgstr "註冊一個自訂翻譯解析器外掛程式,用於從自訂檔中提取可翻譯的字串。"
msgid ""
"Hooks a callback into the undo/redo action creation when a property is "
"modified in the inspector. This allows, for example, to save other properties "
"that may be lost when a given property is modified.\n"
"The callback should have 4 arguments: [Object] [code]undo_redo[/code], "
"[Object] [code]modified_object[/code], [String] [code]property[/code] and "
"[Variant] [code]new_value[/code]. They are, respectively, the [UndoRedo] "
"object used by the inspector, the currently modified object, the name of the "
"modified property and the new value the property is about to take."
msgstr ""
"當在屬性面板中修改屬性時,將一個回呼函式掛鉤到撤銷/重做動作建立中。例如,這允"
"許保存在修改給定屬性時可能丟失的其他屬性。\n"
"該回呼函式應該有 4 個參數:[Object] [code]undo_redo[/code]、[Object] "
"[code]modified_object[/code]、[String] [code]property[/code]、和 [Variant] "
"[code]new_value[/code]。它們分別是屬性面板使用的 [UndoRedo] 物件、目前修改的對"
"象、修改的屬性的名稱、和該屬性即將採用的新值。"
msgid ""
"Returns the [EditorInterface] singleton instance.\n"
"[i]Deprecated.[/i] [EditorInterface] is a global singleton and can be "
"accessed directly by its name."
msgstr ""
"傳回 [EditorInterface] 單例實例。\n"
"[i]已放棄使用。[/i] [EditorInterface] 是全域單例,可透過其名稱直接存取。"
msgid "Returns the [PopupMenu] under [b]Scene > Export As...[/b]."
msgstr "返回[b]場景 > 另存為...[/b]下的 [PopupMenu]。"
msgid ""
"Provide the version of the plugin declared in the [code]plugin.cfg[/code] "
"config file."
msgstr "提供 [code]plugin.cfg[/code] 設定檔中宣告的外掛程式版本。"
msgid ""
"Gets the Editor's dialog used for making scripts.\n"
"[b]Note:[/b] Users can configure it before use.\n"
"[b]Warning:[/b] Removing and freeing this node will render a part of the "
"editor useless and may cause a crash."
msgstr ""
"獲取用於建立腳本的編輯器對話方塊。\n"
"[b]注意:[/b]使用者可以在使用前對其進行配置。\n"
"[b]警告:[/b]移除和釋放這個節點將使編輯器的一部分失去作用,並可能導致當機。"
msgid ""
"Gets the undo/redo object. Most actions in the editor can be undoable, so use "
"this object to make sure this happens when it's worth it."
msgstr ""
"獲取撤銷/重做對象。編輯器中的大多數操作都是可以撤銷的,因此請使用此物件來確保"
"在需要時執行此操作。"
msgid "Minimizes the bottom panel."
msgstr "最小化底部面板。"
msgid "Makes a specific item in the bottom panel visible."
msgstr "使底部面板中的一個特定專案可見。"
msgid "Queue save the project's editor layout."
msgstr "排隊保存遊戲專案的編輯器佈局。"
msgid "Removes an Autoload [param name] from the list."
msgstr "從列表中移除自動載入 [param name]。"
msgid ""
"Removes the control from the bottom panel. You have to manually [method Node."
"queue_free] the control."
msgstr ""
"從底部面板上移除該控制項。必須手動呼叫 [method Node.queue_free] 釋放該控制項。"
msgid ""
"Removes the control from the specified container. You have to manually "
"[method Node.queue_free] the control."
msgstr ""
"從指定的容器中移除該控制項。必須手動呼叫 [method Node.queue_free] 釋放該控制"
"項。"
msgid ""
"Removes the control from the dock. You have to manually [method Node."
"queue_free] the control."
msgstr ""
"從停靠面板中移除該控制項。必須手動呼叫 [method Node.queue_free] 釋放該控制項。"
msgid "Removes a custom type added by [method add_custom_type]."
msgstr "移除由 [method add_custom_type] 新增的自訂型別。"
msgid "Removes the debugger plugin with given script from the Debugger."
msgstr "從除錯器中移除帶有給定腳本的除錯器外掛程式。"
msgid "Removes an export plugin registered by [method add_export_plugin]."
msgstr "移除由 [method add_export_plugin] 註冊的匯出外掛程式。"
msgid "Removes an import plugin registered by [method add_import_plugin]."
msgstr "移除由 [method add_import_plugin] 註冊的匯入外掛程式。"
msgid "Removes an inspector plugin registered by [method add_import_plugin]"
msgstr "移除由 [method add_import_plugin] 註冊的屬性面板外掛程式"
msgid "Removes a gizmo plugin registered by [method add_node_3d_gizmo_plugin]."
msgstr "移除由 [method add_node_3d_gizmo_plugin] 註冊的小工具外掛程式。"
msgid ""
"Removes a resource conversion plugin registered by [method "
"add_resource_conversion_plugin]."
msgstr "移除由 [method add_resource_conversion_plugin] 註冊的資源轉換外掛程式。"
msgid ""
"Removes a scene format importer registered by [method "
"add_scene_format_importer_plugin]."
msgstr ""
"移除由 [method add_scene_format_importer_plugin] 註冊的場景格式匯入器外掛程"
"式。"
msgid ""
"Remove the [EditorScenePostImportPlugin], added with [method "
"add_scene_post_import_plugin]."
msgstr ""
"移除由 [method add_scene_post_import_plugin] 註冊的 "
"[EditorScenePostImportPlugin]。"
msgid "Removes a menu [param name] from [b]Project > Tools[/b]."
msgstr "從[b]專案 > 工具[/b]中移除名為 [param name] 的選單。"
msgid ""
"Removes a custom translation parser plugin registered by [method "
"add_translation_parser_plugin]."
msgstr ""
"移除由 [method add_translation_parser_plugin] 註冊的自訂翻譯解析器外掛程式。"
msgid ""
"Removes a callback previously added by [method "
"add_undo_redo_inspector_hook_callback]."
msgstr "移除由 [method add_undo_redo_inspector_hook_callback] 新增的回呼函式。"
msgid ""
"Enables calling of [method _forward_canvas_force_draw_over_viewport] for the "
"2D editor and [method _forward_3d_force_draw_over_viewport] for the 3D editor "
"when their viewports are updated. You need to call this method only once and "
"it will work permanently for this plugin."
msgstr ""
"更新視口時,為 2D 編輯器啟用 [method "
"_forward_canvas_force_draw_over_viewport] 的呼叫,為 3D 編輯器啟用 [method "
"_forward_3d_force_draw_over_viewport] 的呼叫。只需呼叫該方法一次,它將永久適用"
"於該外掛程式。"
msgid ""
"Use this method if you always want to receive inputs from 3D view screen "
"inside [method _forward_3d_gui_input]. It might be especially usable if your "
"plugin will want to use raycast in the scene."
msgstr ""
"如果始終希望從 3D 視圖螢幕在 [method _forward_3d_gui_input] 中接收輸入,請使用"
"該方法。如果外掛程式想要在場景中使用射線投射,它可能特別有用。"
msgid ""
"Updates the overlays of the 2D and 3D editor viewport. Causes methods [method "
"_forward_canvas_draw_over_viewport], [method "
"_forward_canvas_force_draw_over_viewport], [method "
"_forward_3d_draw_over_viewport] and [method "
"_forward_3d_force_draw_over_viewport] to be called."
msgstr ""
"更新 2D 和 3D 編輯器視口的疊加層。會導致方法 [method "
"_forward_canvas_draw_over_viewport]、[method "
"_forward_canvas_force_draw_over_viewport]、[method "
"_forward_3d_draw_over_viewport] 和 [method "
"_forward_3d_force_draw_over_viewport] 被呼叫。"
msgid ""
"Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/b], "
"[b]AssetLib[/b]). Also works with custom screens defined by plugins."
msgstr ""
"當使用者改變工作空間([b]2D[/b]、[b]3D[/b]、[b]Script[/b]、[b]AssetLib[/b])時"
"發出。也適用於由外掛程式定義的自訂螢幕。"
msgid ""
"Emitted when any project setting has changed.\n"
"[i]Deprecated.[/i] Use [signal ProjectSettings.settings_changed] instead."
msgstr ""
"當任何專案設定發生變更時發出。\n"
"[i]已放棄使用。[/i] 請改用 [signal ProjectSettings.settings_changed]。"
msgid "Emitted when the given [param resource] was saved on disc."
msgstr "給定的資源 [param resource] 保存到磁片時發出。"
msgid ""
"Emitted when the scene is changed in the editor. The argument will return the "
"root node of the scene that has just become active. If this scene is new and "
"empty, the argument will be [code]null[/code]."
msgstr ""
"在編輯器中更改場景時發出。該參數將返回剛剛變為活動狀態的場景的根節點。如果此場"
"景是新場景且為空,則參數將為 [code]null[/code]。"
msgid ""
"Emitted when user closes a scene. The argument is file path to a closed scene."
msgstr "當使用者關閉場景時發出。參數是關閉的場景的檔路徑。"
msgid "Main editor toolbar, next to play buttons."
msgstr "主編輯器的工具列,旁邊是運作按鈕。"
msgid "The toolbar that appears when 3D editor is active."
msgstr "3D 編輯器處於活動狀態時出現的工具列。"
msgid "Left sidebar of the 3D editor."
msgstr "3D 編輯器的左側邊欄。"
msgid "Right sidebar of the 3D editor."
msgstr "3D 編輯器的右側邊欄。"
msgid "Bottom panel of the 3D editor."
msgstr "3D 編輯器的底部面板。"
msgid "The toolbar that appears when 2D editor is active."
msgstr "2D 編輯器處於活動狀態時出現的工具條。"
msgid "Left sidebar of the 2D editor."
msgstr "2D 編輯器的左側邊欄。"
msgid "Right sidebar of the 2D editor."
msgstr "2D 編輯器的右側邊欄。"
msgid "Bottom panel of the 2D editor."
msgstr "2D 編輯器的底部面板。"
msgid "Bottom section of the inspector."
msgstr "屬性面板的底部。"
msgid "Tab of Project Settings dialog, to the left of other tabs."
msgstr "專案設定對話方塊中的分頁,在其他分頁的左側。"
msgid "Tab of Project Settings dialog, to the right of other tabs."
msgstr "專案設定對話方塊中的分頁,在其他分頁的右側。"
msgid "Dock slot, left side, upper-left (empty in default layout)."
msgstr "左側停靠槽的左上(預設佈局中為空)。"
msgid "Dock slot, left side, bottom-left (empty in default layout)."
msgstr "左側停靠槽的左下(預設佈局中為空)。"
msgid ""
"Dock slot, left side, upper-right (in default layout includes Scene and "
"Import docks)."
msgstr "左側停靠槽的右上(預設佈局中為“場景”和“匯入”面板)。"
msgid ""
"Dock slot, left side, bottom-right (in default layout includes FileSystem "
"dock)."
msgstr "左側停靠槽的右下(預設佈局中為“檔案系統”面板)。"
msgid ""
"Dock slot, right side, upper-left (in default layout includes Inspector, "
"Node, and History docks)."
msgstr "右側停靠槽的右上(預設佈局中為“屬性面板”“節點”以及“歷史”面板)。"
msgid "Dock slot, right side, bottom-left (empty in default layout)."
msgstr "右側停靠槽的左下(預設佈局中為空)。"
msgid "Dock slot, right side, upper-right (empty in default layout)."
msgstr "右側停靠槽的左上(預設佈局中為空)。"
msgid "Dock slot, right side, bottom-right (empty in default layout)."
msgstr "右側停靠槽的右下(預設佈局中為空)。"
msgid "Represents the size of the [enum DockSlot] enum."
msgstr "代表 [enum DockSlot] 列舉的大小。"
msgid "Forwards the [InputEvent] to other EditorPlugins."
msgstr "將該 [InputEvent] 轉發給其他 EditorPlugin。"
msgid "Prevents the [InputEvent] from reaching other Editor classes."
msgstr "阻止該 [InputEvent] 到達其他 Editor 類。"
msgid ""
"Pass the [InputEvent] to other editor plugins except the main [Node3D] one. "
"This can be used to prevent node selection changes and work with sub-gizmos "
"instead."
msgstr ""
"將該 [InputEvent] 傳遞給除主 [Node3D] 外掛程式之外的其他編輯器外掛程式。這可用"
"於防止節點選擇更改並且改為使用子小工具。"
msgid ""
"Custom control for editing properties that can be added to the "
"[EditorInspector]."
msgstr "用於編輯屬性的自訂控制項,可以新增到 [EditorInspector] 中。"
msgid ""
"A custom control for editing properties that can be added to the "
"[EditorInspector]. It is added via [EditorInspectorPlugin]."
msgstr ""
"用於編輯屬性的自訂控制項,可以新增到 [EditorInspector] 中。通過 "
"[EditorInspectorPlugin] 新增。"
msgid ""
"Called when the read-only status of the property is changed. It may be used "
"to change custom controls into a read-only or modifiable state."
msgstr ""
"當屬性的唯讀狀態被改變時被呼叫。它可用於將自訂控制項改變為唯讀或可修改的狀態。"
msgid "When this virtual function is called, you must update your editor."
msgstr "當這個虛函式被呼叫時,你必須更新你的編輯器。"
msgid ""
"If any of the controls added can gain keyboard focus, add it here. This "
"ensures that focus will be restored if the inspector is refreshed."
msgstr ""
"如果新增的任何控制項可以獲得鍵盤焦點,將其新增到此處。這樣可以確保在屬性面板被"
"刷新時恢復焦點。"
msgid ""
"If one or several properties have changed, this must be called. [param field] "
"is used in case your editor can modify fields separately (as an example, "
"Vector3.x). The [param changing] argument avoids the editor requesting this "
"property to be refreshed (leave as [code]false[/code] if unsure)."
msgstr ""
"如果一個或幾個屬性發生了變化,必然會呼叫這個函式。[param field] 用於你的編輯器"
"可以單獨修改欄位的情況例如Vector3.x。[param changing] 參數可以避免編輯器"
"請求更新該屬性(如果不確定,請保留為 [code]false[/code])。"
msgid "Gets the edited object."
msgstr "獲取被編輯的物件。"
msgid ""
"Gets the edited property. If your editor is for a single property (added via "
"[method EditorInspectorPlugin._parse_property]), then this will return the "
"property."
msgstr ""
"獲取被編輯的屬性。如果你的編輯器適用於單個屬性(通過 [method "
"EditorInspectorPlugin._parse_property] 新增),則返回該屬性。"
msgid ""
"Puts the [param editor] control below the property label. The control must be "
"previously added using [method Node.add_child]."
msgstr ""
"將 [param editor] 控制項放在屬性標籤的下方。該控制項必須事先用 [method Node."
"add_child] 新增。"
msgid "Forces refresh of the property display."
msgstr "強制更新屬性顯示。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is "
"checkable."
msgstr "用於屬性面板,該屬性可勾選時設定為 [code]true[/code]。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is checked."
msgstr "用於屬性面板,該屬性已勾選時設定為 [code]true[/code]。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property can be "
"deleted by the user."
msgstr "用於屬性面板,該屬性可以被使用者刪除時設定為 [code]true[/code]。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is drawn "
"with the editor theme's warning color. This is used for editable children's "
"properties."
msgstr ""
"用於屬性面板,該屬性用編輯器主題的警告色繪製時設定為 [code]true[/code]。用於可"
"編輯子節點的屬性。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property can add "
"keys for animation."
msgstr ""
"用於屬性面板,該屬性可以被新增為動畫關鍵影格時設定為 [code]true[/code]。"
msgid "Set this property to change the label (if you want to show one)."
msgstr "設定此屬性可改變標籤(如果你想顯示標籤)。"
msgid ""
"Used by the inspector, set to [code]true[/code] when the property is read-"
"only."
msgstr "用於屬性面板,該屬性為唯讀時設定為 [code]true[/code]。"
msgid ""
"Emit it if you want multiple properties modified at the same time. Do not use "
"if added via [method EditorInspectorPlugin._parse_property]."
msgstr ""
"如果想要同時修改多個屬性,請發出它。如果屬性是通過 [method "
"EditorInspectorPlugin._parse_property] 新增的,請勿使用。"
msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
msgstr "子屬性面板會使用。如果選擇的是物件 ID則觸發。"
msgid ""
"Emitted when the revertability (i.e., whether it has a non-default value and "
"thus is displayed with a revert icon) of a property has changed."
msgstr ""
"當屬性的可恢復性(即,它是否具有非預設值並因此顯示為帶有恢復圖示)發生變化時發"
"出。"
msgid "Do not emit this manually, use the [method emit_changed] method instead."
msgstr "不要手動觸發,使用 [method emit_changed] 方法代替。"
msgid "Emitted when a property was checked. Used internally."
msgstr "勾選某個屬性時發出。內部使用。"
msgid "Emitted when a property was deleted. Used internally."
msgstr "刪除某個屬性時發出。內部使用。"
msgid ""
"Emit it if you want to add this value as an animation key (check for keying "
"being enabled first)."
msgstr "如果你想將此值新增這個值為動畫鍵,請觸發它(首先檢查是否啟用了鍵控)。"
msgid "Emit it if you want to key a property with a single value."
msgstr "如果你想用一個單一的值來鍵入一個屬性,請觸發它。"
msgid ""
"Emit it if you want to mark (or unmark) the value of a property for being "
"saved regardless of being equal to the default value.\n"
"The default value is the one the property will get when the node is just "
"instantiated and can come from an ancestor scene in the inheritance/"
"instantiation chain, a script or a builtin class."
msgstr ""
"如果想要對某個屬性進行標記(或者取消標記),讓它無論是否與預設值相等都進行保"
"存,請發出它。\n"
"預設值指節點剛剛產生實體後屬性的取值,可以來自繼承/產生實體鏈上的祖先場景、腳"
"本或內建類。"
msgid ""
"If you want a sub-resource to be edited, emit this signal with the resource."
msgstr "如果你想編輯一個子資源,請將此訊號與資源一起發出。"
msgid "Emitted when selected. Used internally."
msgstr "選擇時觸發。內部使用。"
msgid ""
"Plugin for adding custom converters from one resource format to another in "
"the editor resource picker context menu; for example, converting a "
"[StandardMaterial3D] to a [ShaderMaterial]."
msgstr ""
"用於在編輯器資源選擇器的本文功能表中新增從一種資源格式到另一種資源格式的自定義"
"轉換器的外掛程式;例如,將 [StandardMaterial3D] 轉換為 [ShaderMaterial]。"
msgid ""
"[EditorResourceConversionPlugin] is invoked when the context menu is brought "
"up for a resource in the editor inspector. Relevant conversion plugins will "
"appear as menu options to convert the given resource to a target type.\n"
"Below shows an example of a basic plugin that will convert an [ImageTexture] "
"to a [PortableCompressedTexture2D].\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends EditorResourceConversionPlugin\n"
"\n"
"func _handles(resource: Resource):\n"
" return resource is ImageTexture\n"
"\n"
"func _converts_to():\n"
" return \"PortableCompressedTexture2D\"\n"
"\n"
"func _convert(itex: Resource):\n"
" var ptex = PortableCompressedTexture2D.new()\n"
" ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D."
"COMPRESSION_MODE_LOSSLESS)\n"
" return ptex\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"To use an [EditorResourceConversionPlugin], register it using the [method "
"EditorPlugin.add_resource_conversion_plugin] method first."
msgstr ""
"當編輯器屬性面板中的資源被調出本文功能表時,[EditorResourceConversionPlugin] "
"被呼叫。相關的轉換外掛程式將作為功能表選項出現,以將給定的資源轉換為目標型"
"別。\n"
"下面展示了一個將 [ImageTexture] 轉換為 [PortableCompressedTexture2D] 的基本插"
"件範例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends EditorResourceConversionPlugin\n"
"\n"
"func _handles(resource: Resource):\n"
" return resource is ImageTexture\n"
"\n"
"func _converts_to():\n"
" return \"PortableCompressedTexture2D\"\n"
"\n"
"func _convert(itex: Resource):\n"
" var ptex = PortableCompressedTexture2D.new()\n"
" ptex.create_from_image(itex.get_image(), PortableCompressedTexture2D."
"COMPRESSION_MODE_LOSSLESS)\n"
" return ptex\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"要使用 [EditorResourceConversionPlugin],請先使用 [method EditorPlugin."
"add_resource_conversion_plugin] 方法註冊它。"
msgid ""
"Takes an input [Resource] and converts it to the type given in [method "
"_converts_to]. The returned [Resource] is the result of the conversion, and "
"the input [Resource] remains unchanged."
msgstr ""
"獲取輸入 [Resource] 並將其轉換為 [method _converts_to] 中給定的型別。返回的 "
"[Resource] 是轉換後的結果,輸入的 [Resource] 保持不變。"
msgid ""
"Returns the class name of the target type of [Resource] that this plugin "
"converts source resources to."
msgstr "返回該外掛程式將源資源轉換為的 [Resource] 的目標型別的類別名稱。"
msgid ""
"Called to determine whether a particular [Resource] can be converted to the "
"target resource type by this plugin."
msgstr "呼叫以確定特定 [Resource] 是否可以通過該外掛程式轉換為目標資源型別。"
msgid "Godot editor's control for selecting [Resource] type properties."
msgstr "Godot 編輯器用於選擇 [Resource] 型別屬性的控制項。"
msgid ""
"This [Control] node is used in the editor's Inspector dock to allow editing "
"of [Resource] type properties. It provides options for creating, loading, "
"saving and converting resources. Can be used with [EditorInspectorPlugin] to "
"recreate the same behavior.\n"
"[b]Note:[/b] This [Control] does not include any editor for the resource, as "
"editing is controlled by the Inspector dock itself or sub-Inspectors."
msgstr ""
"此 [Control] 節點用於編輯器的屬性屬性面板以允許編輯 [Resource] 型別屬性。它提"
"供了建立、載入、保存和轉換資源的選項。可以與 [EditorInspectorPlugin] 屬性面板"
"外掛程式一起使用以重新建立相同的行為。\n"
"[b]注意:[/b]這個 [Control] 不包括資源的任何編輯器,因為編輯是由屬性屬性面板本"
"身或子屬性面板控制的。"
msgid ""
"This virtual method can be implemented to handle context menu items not "
"handled by default. See [method _set_create_options]."
msgstr ""
"該虛方法可以被實作,以處理預設未處理的本文功能表專案目。請參閱 [method "
"_set_create_options]。"
msgid ""
"This virtual method is called when updating the context menu of "
"[EditorResourcePicker]. Implement this method to override the \"New ...\" "
"items with your own options. [param menu_node] is a reference to the "
"[PopupMenu] node.\n"
"[b]Note:[/b] Implement [method _handle_menu_selected] to handle these custom "
"items."
msgstr ""
"在更新 [EditorResourcePicker] 的本文功能表時呼叫該虛方法。實作該方法以使用你自"
"己的選項覆蓋“新建 ...”專案。[param menu_node] 是對 [PopupMenu] 節點的引用。\n"
"[b]注意:[/b]實作 [method _handle_menu_selected] 來處理這些自訂項。"
msgid ""
"Returns a list of all allowed types and subtypes corresponding to the [member "
"base_type]. If the [member base_type] is empty, an empty list is returned."
msgstr ""
"返回一個與 [member base_type] 對應的所有允許的型別和子型別的列表。如果 "
"[member base_type] 是空,將返回一個空的列表。"
msgid ""
"Sets the toggle mode state for the main button. Works only if [member "
"toggle_mode] is set to [code]true[/code]."
msgstr ""
"設定主按鈕的切換模式狀態。只有當 [member toggle_mode] 被設定為 [code]true[/"
"code] 時才起作用。"
msgid ""
"The base type of allowed resource types. Can be a comma-separated list of "
"several options."
msgstr "允許資源型別的基本型別。可以是幾個選項的逗號分離列表。"
msgid "If [code]true[/code], the value can be selected and edited."
msgstr "如果為 [code]true[/code],則可以選擇和編輯該值。"
msgid "The edited resource value."
msgstr "已編輯的資源值。"
msgid ""
"If [code]true[/code], the main button with the resource preview works in the "
"toggle mode. Use [method set_toggle_pressed] to manually set the state."
msgstr ""
"如果為 [code]true[/code],帶有資源預覽的主按鈕在切換模式下工作。使用 [method "
"set_toggle_pressed] 來手動設定狀態。"
msgid "Emitted when the value of the edited resource was changed."
msgstr "當正在編輯的資源改變值時發出。"
msgid ""
"Emitted when the resource value was set and user clicked to edit it. When "
"[param inspect] is [code]true[/code], the signal was caused by the context "
"menu \"Edit\" or \"Inspect\" option."
msgstr ""
"當資源值被設定,並且使用者點擊它編輯時觸發。當 [param inspect] 為 [code]true[/"
"code] 時,該訊號是由本文功能表“編輯”或“檢查”選項引起的。"
msgid "A node used to generate previews of resources or files."
msgstr "用於生成資源或檔案的預覽的節點。"
msgid ""
"This node is used to generate previews for resources or files.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_resource_previewer]."
msgstr ""
"該節點用於生成檔案資源的預覽。\n"
"[b]注意:[/b]不應該直接產生實體這個類。請使用 [method EditorInterface."
"get_resource_previewer] 存取單例。"
msgid "Create an own, custom preview generator."
msgstr "建立一個自訂的預覽生成器。"
msgid ""
"Check if the resource changed, if so, it will be invalidated and the "
"corresponding signal emitted."
msgstr "檢查資源是否發生變化,如果發生變化,則無效,並行出相應的訊號。"
msgid ""
"Queue the [param resource] being edited for preview. Once the preview is "
"ready, the [param receiver]'s [param receiver_func] will be called. The "
"[param receiver_func] must take the following four arguments: [String] path, "
"[Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. "
"[param userdata] can be anything, and will be returned when [param "
"receiver_func] is called.\n"
"[b]Note:[/b] If it was not possible to create the preview the [param "
"receiver_func] will still be called, but the preview will be null."
msgstr ""
"將正在編輯的 [param resource] 排隊以供預覽。預覽準備就緒後,將呼叫 [param "
"receiver] 的 [param receiver_func]。[param receiver_func] 必須接受以下四個參"
"數:[String] path、[Texture2D] preview、[Texture2D] thumbnail_preview、"
"[Variant] userdata。[param userdata] 可以是任何東西,並將在呼叫 [param "
"receiver_func] 時返回。\n"
"[b]注意:[/b]如果無法建立預覽,[param receiver_func] 仍將被呼叫,但 preview 將"
"為 null。"
msgid ""
"Queue a resource file located at [param path] for preview. Once the preview "
"is ready, the [param receiver]'s [param receiver_func] will be called. The "
"[param receiver_func] must take the following four arguments: [String] path, "
"[Texture2D] preview, [Texture2D] thumbnail_preview, [Variant] userdata. "
"[param userdata] can be anything, and will be returned when [param "
"receiver_func] is called.\n"
"[b]Note:[/b] If it was not possible to create the preview the [param "
"receiver_func] will still be called, but the preview will be null."
msgstr ""
"將位於 [param path] 的資源檔排隊以供預覽。預覽準備就緒後,將呼叫 [param "
"receiver] 的 [param receiver_func]。[param receiver_func] 必須接受以下四個參"
"數:[String] path、[Texture2D] preview、[Texture2D] thumbnail_preview、"
"[Variant] userdata。[param userdata] 可以是任何東西,並將在呼叫 [param "
"receiver_func] 時返回。\n"
"[b]注意:[/b]如果無法建立預覽,[param receiver_func] 仍將被呼叫,但 preview 將"
"為 null。"
msgid "Removes a custom preview generator."
msgstr "移除自訂預覽生成器。"
msgid ""
"Emitted if a preview was invalidated (changed). [param path] corresponds to "
"the path of the preview."
msgstr "預覽無效(更改)時發出。[param path] 對應預覽的路徑。"
msgid "Custom generator of previews."
msgstr "自訂的預覽生成器。"
msgid ""
"Custom code to generate previews. Please check [code]file_dialog/"
"thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
"previews at."
msgstr ""
"自訂程式碼來生成預覽。請查看 [EditorSettings] 中的 [code]file_dialog/"
"thumbnail_size[/code],找出適合做預覽的尺寸。"
msgid ""
"If this function returns [code]true[/code], the generator will call [method "
"_generate] or [method _generate_from_path] for small previews as well.\n"
"By default, it returns [code]false[/code]."
msgstr ""
"如果該函式返回 [code]true[/code],則該生成器也會為小型預覽呼叫 [method "
"_generate] 或 [method _generate_from_path]。\n"
"預設情況下,它返回 [code]false[/code]。"
msgid ""
"Generate a preview from a given resource with the specified size. This must "
"always be implemented.\n"
"Returning an empty texture is an OK way to fail and let another generator "
"take care.\n"
"Care must be taken because this function is always called from a thread (not "
"the main thread).\n"
"[param metadata] dictionary can be modified to store file-specific metadata "
"that can be used in [method EditorResourceTooltipPlugin."
"_make_tooltip_for_path] (like image size, sample length etc.)."
msgstr ""
"根據給定的資源生成指定大小的預覽。必須始終實作。\n"
"失敗時允許返回空紋理,會由其他生成器接手。\n"
"必須保持謹慎,因為這個函式始終是從(主執行緒以外的)執行緒中呼叫的。\n"
"可以修改 [param metadata] 字典,從而保存能夠在 [method "
"EditorResourceTooltipPlugin._make_tooltip_for_path] 中使用的檔相關的來源資料"
"(例如圖片大小、取樣長度等)。"
msgid ""
"Generate a preview directly from a path with the specified size. Implementing "
"this is optional, as default code will load and call [method _generate].\n"
"Returning an empty texture is an OK way to fail and let another generator "
"take care.\n"
"Care must be taken because this function is always called from a thread (not "
"the main thread).\n"
"[param metadata] dictionary can be modified to store file-specific metadata "
"that can be used in [method EditorResourceTooltipPlugin."
"_make_tooltip_for_path] (like image size, sample length etc.)."
msgstr ""
"根據路徑直接生成指定大小的預覽。可選實作,預設程式碼會在載入後呼叫 [method "
"_generate]。\n"
"失敗時允許返回空紋理,會由其他生成器接手。\n"
"必須保持謹慎,因為這個函式始終是從(主執行緒以外的)執行緒中呼叫的。\n"
"可以修改 [param metadata] 字典,從而保存能夠在 [method "
"EditorResourceTooltipPlugin._make_tooltip_for_path] 中使用的檔相關的來源資料"
"(例如圖片大小、取樣長度等)。"
msgid ""
"If this function returns [code]true[/code], the generator will automatically "
"generate the small previews from the normal preview texture generated by the "
"methods [method _generate] or [method _generate_from_path].\n"
"By default, it returns [code]false[/code]."
msgstr ""
"如果該函式返回 [code]true[/code],則該生成器將自動從通過方法 [method "
"_generate] 或 [method _generate_from_path] 生成的普通預覽紋理生成小型預覽。\n"
"預設情況下,它返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if your generator supports the resource of type "
"[param type]."
msgstr ""
"如果你的生成器支援型別為 [param type] 的資源,則返回 [code]true[/code]。"
msgid "A plugin that advanced tooltip for its handled resource type."
msgstr "為處理的資源型別製作高階工具提示的外掛程式。"
msgid ""
"Resource tooltip plugins are used by [FileSystemDock] to generate customized "
"tooltips for specific resources. E.g. tooltip for a [Texture2D] displays a "
"bigger preview and the texture's dimensions.\n"
"A plugin must be first registered with [method FileSystemDock."
"add_resource_tooltip_plugin]. When the user hovers a resource in filesystem "
"dock which is handled by the plugin, [method _make_tooltip_for_path] is "
"called to create the tooltip. It works similarly to [method Control."
"_make_custom_tooltip]."
msgstr ""
"[FileSystemDock] 使用的資源工具提示外掛程式,能夠為指定資源生成自訂工具提示。"
"例如,[Texture2D] 的工具提示會顯示較大的預覽和該紋理的尺寸。\n"
"外掛程式必須先使用 [method FileSystemDock.add_resource_tooltip_plugin] 註冊。"
"使用者懸停在檔案系統面板中該外掛程式能夠處理的資源上時,就會呼叫 [method "
"_make_tooltip_for_path] 來建立工具提示。工作原理類似於 [method Control."
"_make_custom_tooltip]。"
msgid ""
"Return [code]true[/code] if the plugin is going to handle the given "
"[Resource] [param type]."
msgstr ""
"如果外掛程式要處理給定的 [Resource] 型別 [param type],則返回 [code]true[/"
"code]。"
msgid ""
"Create and return a tooltip that will be displayed when the user hovers a "
"resource under the given [param path] in filesystem dock.\n"
"The [param metadata] dictionary is provided by preview generator (see [method "
"EditorResourcePreviewGenerator._generate]).\n"
"[param base] is the base default tooltip, which is a [VBoxContainer] with a "
"file name, type and size labels. If another plugin handled the same file "
"type, [param base] will be output from the previous plugin. For best result, "
"make sure the base tooltip is part of the returned [Control].\n"
"[b]Note:[/b] It's unadvised to use [method ResourceLoader.load], especially "
"with heavy resources like models or textures, because it will make the editor "
"unresponsive when creating the tooltip. You can use [method "
"request_thumbnail] if you want to display a preview in your tooltip.\n"
"[b]Note:[/b] If you decide to discard the [param base], make sure to call "
"[method Node.queue_free], because it's not freed automatically.\n"
"[codeblock]\n"
"func _make_tooltip_for_path(path, metadata, base):\n"
" var t_rect = TextureRect.new()\n"
" request_thumbnail(path, t_rect)\n"
" base.add_child(t_rect) # The TextureRect will appear at the bottom of the "
"tooltip.\n"
" return base\n"
"[/codeblock]"
msgstr ""
"建立並返回工具提示,會在使用者懸停在檔案系統面板上路徑為 [param path] 的資源上"
"時顯示。\n"
"中繼資料字典 [param metadata] 由預覽生成器提供(見 [method "
"EditorResourcePreviewGenerator._generate])。\n"
"[param base] 是基礎的預設工具提示,是一個包含檔案名、型別、大小標籤的 "
"[VBoxContainer]。如果其他外掛程式也能夠處理相同的檔案型別,那麼 [param base] "
"就是上一個外掛程式的輸出。為了達到最佳效果,請確保基礎工具提示是返回的 "
"[Control] 的一部分。\n"
"[b]注意:[/b]不建議使用 [method ResourceLoader.load],尤其是模型、紋理等開銷較"
"大的資源,否則會在建立工具提示時讓編輯器失去回應。如果想要在工具提示中顯示預"
"覽,可以使用 [method request_thumbnail]。\n"
"[b]注意:[/b]如果你決定要丟棄 [param base],請確保呼叫了 [method Node."
"queue_free],否則不會自動釋放。\n"
"[codeblock]\n"
"func _make_tooltip_for_path(path, metadata, base):\n"
" var t_rect = TextureRect.new()\n"
" request_thumbnail(path, t_rect)\n"
" base.add_child(t_rect) # TextureRect 會出現在工具提示的底部。\n"
" return base\n"
"[/codeblock]"
msgid ""
"Requests a thumbnail for the given [TextureRect]. The thumbnail is created "
"asynchronously by [EditorResourcePreview] and automatically set when "
"available."
msgstr ""
"為給定的 [TextureRect] 請求縮略圖。縮略圖使用 [EditorResourcePreview] 非同步創"
"建,會在可用時自動設定。"
msgid "Imports scenes from third-parties' 3D files."
msgstr "從協力廠商的 3D 檔案中匯入場景。"
msgid ""
"[EditorSceneFormatImporter] allows to define an importer script for a third-"
"party 3D format.\n"
"To use [EditorSceneFormatImporter], register it using the [method "
"EditorPlugin.add_scene_format_importer_plugin] method first."
msgstr ""
"[EditorSceneFormatImporter] 允許為協力廠商 3D 格式定義匯入器腳本。\n"
"要使用 [EditorSceneFormatImporter],請先使用 [method EditorPlugin."
"add_scene_format_importer_plugin] 方法註冊它。"
msgid "Importer for Blender's [code].blend[/code] scene file format."
msgstr "Blender 的 [code].blend[/code] 場景檔案格式的匯入器。"
msgid ""
"Imports Blender scenes in the [code].blend[/code] file format through the "
"glTF 2.0 3D import pipeline. This importer requires Blender to be installed "
"by the user, so that it can be used to export the scene as glTF 2.0.\n"
"The location of the Blender binary is set via the [code]filesystem/import/"
"blender/blender3_path[/code] editor setting.\n"
"This importer is only used if [member ProjectSettings.filesystem/import/"
"blender/enabled] is enabled, otherwise [code].blend[/code] files present in "
"the project folder are not imported.\n"
"Blend import requires Blender 3.0.\n"
"Internally, the EditorSceneFormatImporterBlend uses the Blender glTF \"Use "
"Original\" mode to reference external textures."
msgstr ""
"通過 glTF 2.0 3D 匯入管道匯入使用 [code].blend[/code] 檔案格式的 Blender 場"
"景。該匯入器要求使用者安裝 Blender以便將場景匯出為 glTF 2.0。\n"
"Blender 可執行檔的位置是通過 [code]filesystem/import/blender/blender3_path[/"
"code] 編輯器設定來設定的。\n"
"該匯入器僅在啟用 [member ProjectSettings.filesystem/import/blender/enabled] 時"
"使用,否則不會匯入專案檔案夾中存在的 [code].blend[/code] 檔案。\n"
"Blend 匯入需要 Blender 3.0。\n"
"在內部EditorSceneFormatImporterBlend 使用 Blender glTF“使用原始”模式來引用外"
"部紋理。"
msgid "Importer for the [code].fbx[/code] scene file format."
msgstr "[code].fbx[/code] 場景檔案格式的匯入器。"
msgid ""
"Imports Autodesk FBX 3D scenes by way of converting them to glTF 2.0 using "
"the FBX2glTF command line tool.\n"
"The location of the FBX2glTF binary is set via the [code]filesystem/import/"
"fbx/fbx2gltf_path[/code] editor setting.\n"
"This importer is only used if [member ProjectSettings.filesystem/import/fbx/"
"enabled] is enabled, otherwise [code].fbx[/code] files present in the project "
"folder are not imported."
msgstr ""
"通過使用 FBX2glTF 命令列工具將 Autodesk FBX 3D 場景轉換為 glTF 2.0 來匯入它"
"們。\n"
"FBX2glTF 可執行檔的位置通過 [code]filesystem/import/fbx/fbx2gltf_path[/code] "
"編輯器設定來設定的。\n"
"該匯入器僅在啟用 [member ProjectSettings.filesystem/import/fbx/enabled] 時使"
"用,否則不會匯入專案檔案夾中存在的 [code].fbx[/code] 檔案。"
msgid "Post-processes scenes after import."
msgstr "匯入後對場景進行後處理。"
msgid ""
"Imported scenes can be automatically modified right after import by setting "
"their [b]Custom Script[/b] Import property to a [code]tool[/code] script that "
"inherits from this class.\n"
"The [method _post_import] callback receives the imported scene's root node "
"and returns the modified version of the scene. Usage example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool # Needed so it runs in editor.\n"
"extends EditorScenePostImport\n"
"\n"
"# This sample changes all node names.\n"
"# Called right after the scene is imported and gets the root node.\n"
"func _post_import(scene):\n"
" # Change all node names to \"modified_[oldnodename]\"\n"
" iterate(scene)\n"
" return scene # Remember to return the imported scene\n"
"\n"
"func iterate(node):\n"
" if node != null:\n"
" node.name = \"modified_\" + node.name\n"
" for child in node.get_children():\n"
" iterate(child)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"// This sample changes all node names.\n"
"// Called right after the scene is imported and gets the root node.\n"
"[Tool]\n"
"public partial class NodeRenamer : EditorScenePostImport\n"
"{\n"
" public override GodotObject _PostImport(Node scene)\n"
" {\n"
" // Change all node names to \"modified_[oldnodename]\"\n"
" Iterate(scene);\n"
" return scene; // Remember to return the imported scene\n"
" }\n"
"\n"
" public void Iterate(Node node)\n"
" {\n"
" if (node != null)\n"
" {\n"
" node.Name = $\"modified_{node.Name}\";\n"
" foreach (Node child in node.GetChildren())\n"
" {\n"
" Iterate(child);\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"通過將[b]自訂腳本[/b]匯入屬性設定為從此類繼承的 [code]tool[/code] 腳本,可以在"
"匯入後立即自動修改匯入的場景。\n"
"[method _post_import] 回呼函式接收匯入場景的根節點,並返回場景的修改版本。使用"
"示例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool # 需要它才能在編輯器中運作。\n"
"extends EditorScenePostImport\n"
"\n"
"# 該範例更改所有節點名稱。\n"
"# 在匯入場景並獲取根節點後立即呼叫。\n"
"func _post_import(scene):\n"
" # 將所有節點名稱更改為 “modified_[oldnodename]”\n"
" iterate(scene)\n"
" return scene # 記得返回匯入的場景\n"
"\n"
"func iterate(node):\n"
" if node != null:\n"
" node.name = \"modified_\" + node.name\n"
" for child in node.get_children():\n"
" iterate(child)\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"// 該範例更改所有節點名稱。\n"
"// 在匯入場景並獲取根節點後立即呼叫。\n"
"[Tool]\n"
"public partial class NodeRenamer : EditorScenePostImport\n"
"{\n"
" public override GodotObject _PostImport(Node scene)\n"
" {\n"
" // 將所有節點名稱更改為 “modified_[oldnodename]”\n"
" Iterate(scene);\n"
" return scene; // 記得返回匯入的場景\n"
" }\n"
"\n"
" public void Iterate(Node node)\n"
" {\n"
" if (node != null)\n"
" {\n"
" node.Name = $\"modified_{node.Name}\";\n"
" foreach (Node child in node.GetChildren())\n"
" {\n"
" Iterate(child);\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Called after the scene was imported. This method must return the modified "
"version of the scene."
msgstr "在場景被匯入後觸發。本方法必須返回場景的修改版本。"
msgid ""
"Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
"code])."
msgstr "返回匯入的原始檔案路徑(如[code]res://scene.dae[/code])。"
msgid "Plugin to control and modifying the process of importing a scene."
msgstr "用於控制和修改匯入場景的過程的外掛程式。"
msgid ""
"This plugin type exists to modify the process of importing scenes, allowing "
"to change the content as well as add importer options at every stage of the "
"process."
msgstr ""
"這種外掛程式型別的存在是為了修改匯入場景的處理,允許在處理的每個階段更改內容以"
"及新增匯入器選項。"
msgid ""
"Override to add general import options. These will appear in the main import "
"dock on the editor. Add options via [method add_import_option] and [method "
"add_import_option_advanced]."
msgstr ""
"覆蓋以新增常規匯入選項。這些將出現在編輯器的主匯入停靠面板中。通過 [method "
"add_import_option] 和 [method add_import_option_advanced] 新增選項。"
msgid ""
"Override to add internal import options. These will appear in the 3D scene "
"import dialog. Add options via [method add_import_option] and [method "
"add_import_option_advanced]."
msgstr ""
"覆蓋以新增內部匯入選項。這些將出現在 3D 場景匯入對話方塊中。通過 [method "
"add_import_option] 和 [method add_import_option_advanced] 新增選項。"
msgid ""
"Return true whether updating the 3D view of the import dialog needs to be "
"updated if an option has changed."
msgstr ""
"返回在選項已更改時是否需要更新匯入對話方塊的 3D 視圖,若更新則返回 true。"
msgid ""
"Return true or false whether a given option should be visible. Return null to "
"ignore."
msgstr "返回給定的選項是否應該可見。忽略時返回 null。"
msgid "Process a specific node or resource for a given category."
msgstr "處理給定類別的特定節點或資源。"
msgid ""
"Post process the scene. This function is called after the final scene has "
"been configured."
msgstr "對場景進行後期處理。該方法會在最終場景配置完成後呼叫。"
msgid ""
"Pre Process the scene. This function is called right after the scene format "
"loader loaded the scene and no changes have been made."
msgstr ""
"對場景進行預處理。該方法會在場景格式載入器載入場景後、尚未進行更改時呼叫。"
msgid ""
"Add a specific import option (name and default value only). This function can "
"only be called from [method _get_import_options] and [method "
"_get_internal_import_options]."
msgstr ""
"新增特定的匯入選項(僅限名稱和預設值)。該函式只能從 [method "
"_get_import_options] 和 [method _get_internal_import_options] 被呼叫。"
msgid ""
"Add a specific import option. This function can only be called from [method "
"_get_import_options] and [method _get_internal_import_options]."
msgstr ""
"新增特定的匯入選項。該函式只能從 [method _get_import_options] 和 [method "
"_get_internal_import_options] 被呼叫。"
msgid ""
"Query the value of an option. This function can only be called from those "
"querying visibility, or processing."
msgstr "查詢選項的值。該函式只能從查詢可見性的函式或處理函式中被呼叫。"
msgid "Base script that can be used to add extension functions to the editor."
msgstr "可用於為編輯器新增擴充功能的基礎腳本。"
msgid ""
"Scripts extending this class and implementing its [method _run] method can be "
"executed from the Script Editor's [b]File > Run[/b] menu option (or by "
"pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is "
"useful for adding custom in-editor functionality to Godot. For more complex "
"additions, consider using [EditorPlugin]s instead.\n"
"[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
"[b]Example script:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorScript\n"
"\n"
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class HelloEditor : EditorScript\n"
"{\n"
" public override void _Run()\n"
" {\n"
" GD.Print(\"Hello from the Godot Editor!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The script is run in the Editor context, which means the output "
"is visible in the console window started with the Editor (stdout) instead of "
"the usual Godot [b]Output[/b] dock.\n"
"[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when "
"nothing references it. This can cause errors during asynchronous operations "
"if there are no references to the script."
msgstr ""
"擴充該類並實作其 [method _run] 方法的腳本可以在編輯器運作時通過腳本編輯器的[b]"
"檔 > 運作[/b]功能表選項(或按 [kbd]Ctrl + Shift + X[/kbd])執行。這對於向 "
"Godot 新增自訂的編輯內功能很有用。對於更複雜的新增,請考慮改用 "
"[EditorPlugin]。\n"
"[b]注意:[/b]擴充腳本需要啟用 [code]tool[/code] 工具模式。\n"
"[b]範例腳本:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorScript\n"
"\n"
"func _run():\n"
" print(\"Hello from the Godot Editor!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class HelloEditor : EditorScript\n"
"{\n"
" public override void _Run()\n"
" {\n"
" GD.Print(\"Hello from the Godot Editor!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]腳本在編輯器本文中運作這意味著輸出在使用編輯器stdout啟動的"
"控制台視窗中可見,而不是通常的 Godot [b]輸出[/b]停靠面板。\n"
"[b]注意:[/b]EditorScript 是 [RefCounted],這意味著它不再被引用時會被銷毀。如"
"果沒有對腳本的引用,這可能會在非同步作業期間導致錯誤。"
msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
msgstr "當使用[b]檔 > 運作[/b]時,此方法由編輯器執行。"
msgid ""
"Adds [param node] as a child of the root node in the editor context.\n"
"[b]Warning:[/b] The implementation of this method is currently disabled."
msgstr ""
"在編輯器本文中,將 [param node] 新增為根節點的子節點。\n"
"[b]警告:[/b]該方法的實作目前已被禁用。"
msgid "Returns the Editor's currently active scene."
msgstr "返回編輯器的目前活動場景。"
msgid ""
"Godot editor's control for selecting the [code]script[/code] property of a "
"[Node]."
msgstr ""
"Godot 編輯器的控制項,用於選擇節點 [Node] 的腳本 [code]script[/code] 屬性。"
msgid ""
"Similar to [EditorResourcePicker] this [Control] node is used in the editor's "
"Inspector dock, but only to edit the [code]script[/code] property of a "
"[Node]. Default options for creating new resources of all possible subtypes "
"are replaced with dedicated buttons that open the \"Attach Node Script\" "
"dialog. Can be used with [EditorInspectorPlugin] to recreate the same "
"behavior.\n"
"[b]Note:[/b] You must set the [member script_owner] for the custom context "
"menu items to work."
msgstr ""
"與 [EditorResourcePicker] 類似,這個 [Control] 節點在編輯器的屬性面板面板中使"
"用,但只用於編輯 [Node] 的 [code]script[/code] 屬性。建立包含所有可能子型別的"
"新資源的預設選項 被替換為打開“附加節點腳本”對話方塊的專用按鈕。可以與 "
"[EditorInspectorPlugin] 一起使用以重新建立相同的行為。\n"
"[b]注意:[/b]你必須設定 [member script_owner] 才能讓自訂的本文功能表專案發揮作"
"用。"
msgid "The owner [Node] of the script property that holds the edited resource."
msgstr "持有被編輯資源的腳本屬性的所有者 [Node]。"
msgid "Manages the SceneTree selection in the editor."
msgstr "管理編輯器中的 SceneTree 選擇。"
msgid ""
"This object manages the SceneTree selection in the editor.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_selection]."
msgstr ""
"這個物件管理編輯器中的 SceneTree 選擇。\n"
"[b]注意:[/b]這個類不應該直接產生實體。相反,使用[method EditorInterface."
"get_selection]存取單例。"
msgid ""
"Adds a node to the selection.\n"
"[b]Note:[/b] The newly selected node will not be automatically edited in the "
"inspector. If you want to edit a node, use [method EditorInterface.edit_node]."
msgstr ""
"將一個節點新增到選擇中。\n"
"[b]注意:[/b]新選擇的節點不會在屬性面板中自動被編輯。如果你想編輯一個節點,請"
"使用 [method EditorInterface.edit_node]。"
msgid "Clear the selection."
msgstr "清除選中項。"
msgid "Gets the list of selected nodes."
msgstr "獲取所選節點的列表。"
msgid ""
"Gets the list of selected nodes, optimized for transform operations (i.e. "
"moving them, rotating, etc). This list avoids situations where a node is "
"selected and also child/grandchild."
msgstr ""
"獲取所選節點的列表,針對變換操作(如移動、旋轉等)進行優化。這個列表避免了節點"
"被選中的情況,也避免了子/孫節點被選中的情況。"
msgid "Removes a node from the selection."
msgstr "從選擇中刪除一個節點。"
msgid "Emitted when the selection changes."
msgstr "更改選擇時發出。"
msgid "Object that holds the project-independent editor settings."
msgstr "保存編輯器設定的物件,這些設定與專案無關。"
msgid ""
"Object that holds the project-independent editor settings. These settings are "
"generally visible in the [b]Editor > Editor Settings[/b] menu.\n"
"Property names use slash delimiters to distinguish sections. Setting values "
"can be of any [Variant] type. It's recommended to use [code]snake_case[/code] "
"for editor settings to be consistent with the Godot editor itself.\n"
"Accessing the settings can be done using the following methods, such as:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var settings = EditorInterface.get_editor_settings()\n"
"# `settings.set(\"some/property\", 10)` also works as this class overrides "
"`_set()` internally.\n"
"settings.set_setting(\"some/property\", 10)\n"
"# `settings.get(\"some/property\")` also works as this class overrides "
"`_get()` internally.\n"
"settings.get_setting(\"some/property\")\n"
"var list_of_settings = settings.get_property_list()\n"
"[/gdscript]\n"
"[csharp]\n"
"EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();\n"
"// `settings.set(\"some/property\", value)` also works as this class "
"overrides `_set()` internally.\n"
"settings.SetSetting(\"some/property\", Value);\n"
"// `settings.get(\"some/property\", value)` also works as this class "
"overrides `_get()` internally.\n"
"settings.GetSetting(\"some/property\");\n"
"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = "
"settings.GetPropertyList();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_editor_settings]."
msgstr ""
"保存編輯器設定的物件,這些設定與專案無關,通常在[b]編輯器 > 編輯器設定[/b]菜單"
"中可見。\n"
"屬性名稱中使用斜線分隔符號來區分不同的部分。設定的值可以是任何 [Variant] 型"
"別。編輯器設定的名稱建議使用 [code]snake_case[/code] 形式,與 Godot 編輯器本身"
"保持一致。\n"
"可以使用以下方法存取設定,例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var settings = get_editor_interface().get_editor_settings()\n"
"# 也可以寫 `settings.set(\"some/property\", 10)`,因為這個類內部覆蓋了 "
"`_set()`。\n"
"settings.set_setting(\"some/property\", 10)\n"
"# 也可以寫 `settings.get(\"some/property\")` ,因為這個類內部覆蓋了 "
"`_get()`。\n"
"settings.get_setting(\"some/property\")\n"
"var list_of_settings = settings.get_property_list()\n"
"[/gdscript]\n"
"[csharp]\n"
"EditorSettings settings = GetEditorInterface().GetEditorSettings();\n"
"// 也可以寫 `settings.set(\"some/property\", 10)`,因為這個類內部覆蓋了 "
"`_set()`。\n"
"settings.SetSetting(\"some/property\", Value);\n"
"// 也可以寫 `settings.get(\"some/property\")` ,因為這個類內部覆蓋了 "
"`_get()`。\n"
"settings.GetSetting(\"some/property\");\n"
"Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = "
"settings.GetPropertyList();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]不能直接產生實體這個類。請改用 [method EditorInterface."
"get_editor_settings] 存取單例。"
msgid ""
"Adds a custom property info to a property. The dictionary must contain:\n"
"- [code]name[/code]: [String] (the name of the property)\n"
"- [code]type[/code]: [int] (see [enum Variant.Type])\n"
"- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
"[code]hint_string[/code]: [String]\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var settings = EditorInterface.get_editor_settings()\n"
"settings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"settings.add_property_info(property_info)\n"
"[/gdscript]\n"
"[csharp]\n"
"var settings = GetEditorInterface().GetEditorSettings();\n"
"settings.Set(\"category/property_name\", 0);\n"
"\n"
"var propertyInfo = new Godot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", Variant.Type.Int},\n"
" {\"hint\", PropertyHint.Enum},\n"
" {\"hint_string\", \"one,two,three\"}\n"
"};\n"
"\n"
"settings.AddPropertyInfo(propertyInfo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"向屬性新增自訂屬性資訊。該字典必須包含:\n"
"- [code]name[/code]: [String](屬性名稱)\n"
"- [code]type[/code]: [int](參見 [enum Variant.Type]\n"
"- (可選) [code]hint[/code]: [int] (參見 [enum PropertyHint])和 "
"[code]hint_string[/code]: [String]\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var settings = EditorInterface.get_editor_settings()\n"
"settings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"settings.add_property_info(property_info)\n"
"[/gdscript]\n"
"[csharp]\n"
"var settings = GetEditorInterface().GetEditorSettings();\n"
"settings.Set(\"category/property_name\", 0);\n"
"\n"
"var propertyInfo = new Godot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", Variant.Type.Int},\n"
" {\"hint\", PropertyHint.Enum},\n"
" {\"hint_string\", \"one,two,three\"}\n"
"};\n"
"\n"
"settings.AddPropertyInfo(propertyInfo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Checks if any settings with the prefix [param setting_prefix] exist in the "
"set of changed settings. See also [method get_changed_settings]."
msgstr ""
"檢查已改變的設定中是否存在前綴為 [param setting_prefix] 的設定項。另見 "
"[method get_changed_settings]。"
msgid "Erases the setting whose name is specified by [param property]."
msgstr "擦除名稱由 [param property] 指定的設定項。"
msgid ""
"Gets an array of the settings which have been changed since the last save. "
"Note that internally [code]changed_settings[/code] is cleared after a "
"successful save, so generally the most appropriate place to use this method "
"is when processing [constant NOTIFICATION_EDITOR_SETTINGS_CHANGED]."
msgstr ""
"獲取上次保存以來發生更改的設定項陣列。請注意,成功保存後內部會將 "
"[code]changed_settings[/code] 清空,所以一般最適合使用該方法的地方是在處理 "
"[constant NOTIFICATION_EDITOR_SETTINGS_CHANGED] 時。"
msgid "Returns the list of favorite files and directories for this project."
msgstr "返回該遊戲專案收藏的檔和目錄的列表。"
msgid ""
"Returns project-specific metadata for the [param section] and [param key] "
"specified. If the metadata doesn't exist, [param default] will be returned "
"instead. See also [method set_project_metadata]."
msgstr ""
"返回由 [param section] 和 [param key] 指定的特定於專案的中繼資料。如果該中繼資"
"料不存在,則將返回 [param default]。另見 [method set_project_metadata]。"
msgid ""
"Returns the list of recently visited folders in the file dialog for this "
"project."
msgstr "返回該遊戲專案在檔對話方塊中最近存取的資料夾的列表。"
msgid ""
"Returns the value of the setting specified by [param name]. This is "
"equivalent to using [method Object.get] on the EditorSettings instance."
msgstr ""
"返回由 [param name] 指定的設定項的值。等價於在 EditorSettings 實例上使用 "
"[method Object.get]。"
msgid ""
"Returns [code]true[/code] if the setting specified by [param name] exists, "
"[code]false[/code] otherwise."
msgstr ""
"如果由 [param name] 指定的設定項存在則返回 [code]true[/code],否則返回 "
"[code]false[/code]。"
msgid ""
"Marks the passed editor setting as being changed, see [method "
"get_changed_settings]. Only settings which exist (see [method has_setting]) "
"will be accepted."
msgstr ""
"將傳入的編輯器設定項標記為已更改,請參閱 [method get_changed_settings]。只有存"
"在的設定(參見 [method has_setting])才會被接受。"
msgid ""
"Overrides the built-in editor action [param name] with the input actions "
"defined in [param actions_list]."
msgstr ""
"使用 [param actions_list] 中定義的輸入動作,覆蓋內建的編輯器動作 [param "
"name]。"
msgid "Sets the list of favorite files and directories for this project."
msgstr "設定該遊戲專案收藏的檔和目錄的列表。"
msgid ""
"Sets the initial value of the setting specified by [param name] to [param "
"value]. This is used to provide a value for the Revert button in the Editor "
"Settings. If [param update_current] is true, the current value of the setting "
"will be set to [param value] as well."
msgstr ""
"將由 [param name] 指定的設定項的初始值設定為 [param value]。用於在“編輯器設"
"置”中為“恢復”按鈕提供值。如果 [param update_current] 為 true則該設定的目前值"
"也會被設為 [param value]。"
msgid ""
"Sets project-specific metadata with the [param section], [param key] and "
"[param data] specified. This metadata is stored outside the project folder "
"and therefore won't be checked into version control. See also [method "
"get_project_metadata]."
msgstr ""
"設定由 [param section]、[param key]、[param data] 指定的特定於專案的中繼資料。"
"該中繼資料保存在專案檔案夾之外,因此不會加入到版本控制中。另見 [method "
"get_project_metadata]。"
msgid ""
"Sets the list of recently visited folders in the file dialog for this project."
msgstr "設定該遊戲專案在檔對話方塊中最近存取的資料夾的列表。"
msgid ""
"Sets the [param value] of the setting specified by [param name]. This is "
"equivalent to using [method Object.set] on the EditorSettings instance."
msgstr ""
"將由 [param name] 指定的設定項設定為 [param value]。等價於在 EditorSettings 實"
"例上使用 [method Object.set]。"
msgid ""
"If [code]true[/code], automatically switches to the [b]Remote[/b] scene tree "
"when running the project from the editor. If [code]false[/code], stays on the "
"[b]Local[/b] scene tree when running the project from the editor."
msgstr ""
"如果為 [code]true[/code],則在從編輯器運作專案時自動切換到[b]遠端[/b]場景樹。"
"如果為 [code]false[/code],則在從編輯器運作專案時保持[b]本地[/b]場景樹。"
msgid ""
"The size of the profiler's frame history. The default value (3600) allows "
"seeing up to 60 seconds of profiling if the project renders at a constant 60 "
"FPS. Higher values allow viewing longer periods of profiling in the graphs, "
"especially when the project is running at high framerates."
msgstr ""
"分析器的影格歷史的大小。如果專案以恒定的 60 FPS 渲染則預設值3600允許查看"
"最多 60 秒的分析。更高的值允許在圖表中查看更長時間的分析,尤其是當專案以高影格"
"率運作時。"
msgid ""
"The maximum number of script functions that can be displayed per frame in the "
"profiler. If there are more script functions called in a given profiler "
"frame, these functions will be discarded from the profiling results "
"entirely.\n"
"[b]Note:[/b] This setting is only read when the profiler is first started, so "
"changing it during profiling will have no effect."
msgstr ""
"性能分析器中,每影格能夠顯示的腳本函式的最大數量。如果給定的分析器影格中存在超"
"過這個數量的腳本函式,則這些函式會被完全全部丟棄。\n"
"[b]注意:[/b]這個設定僅在首次啟動性能分析器時讀取,進行分析時修改無效。"
msgid ""
"The refresh interval for the remote inspector's properties (in seconds). "
"Lower values are more reactive, but may cause stuttering while the project is "
"running from the editor and the [b]Remote[/b] scene tree is selected in the "
"Scene tree dock."
msgstr ""
"遠端屬性面板屬性的更新間隔(單位為秒)。值越低反應越快,但如果專案從編輯器運作"
"並且“場景”面板中選中了[b]遠程[/b]場景樹就可能導致卡頓。"
msgid ""
"The refresh interval for the remote scene tree (in seconds). Lower values are "
"more reactive, but may cause stuttering while the project is running from the "
"editor and the [b]Remote[/b] scene tree is selected in the Scene tree dock."
msgstr ""
"遠端場景樹的更新間隔(單位為秒)。值越低反應越快,但如果專案從編輯器運作並"
"且“場景”面板中選中了[b]遠程[/b]場景樹就可能導致卡頓。"
msgid ""
"If [code]true[/code], displays folders in the FileSystem dock's bottom pane "
"when split mode is enabled. If [code]false[/code], only files will be "
"displayed in the bottom pane. Split mode can be toggled by pressing the icon "
"next to the [code]res://[/code] folder path.\n"
"[b]Note:[/b] This setting has no effect when split mode is disabled (which is "
"the default)."
msgstr ""
"如果為 [code]true[/code],則在啟用拆分模式時,在檔案系統停靠面板的底部窗格中顯"
"示資料夾。如果為 [code]false[/code],則只有檔將顯示在底部窗格中。可以通過按 "
"[code]res://[/code] 資料夾路徑旁邊的圖示來切換拆分模式。\n"
"[b]注意:[/b]當拆分模式被禁用(這是預設設定)時,該設定無效。"
msgid ""
"List of file extensions to consider as editable text files in the FileSystem "
"dock (by double-clicking on the files)."
msgstr ""
"檔副檔名列表,“檔案系統”面板會將這些檔認為是可編輯的文字檔(在檔上雙擊編輯)。"
msgid ""
"The thumbnail size to use in the FileSystem dock (in pixels). See also "
"[member filesystem/file_dialog/thumbnail_size]."
msgstr ""
"“檔案系統”面板中使用的縮略圖大小(單位為圖元)。另見 [member filesystem/"
"file_dialog/thumbnail_size]。"
msgid ""
"The refresh interval to use for the Inspector dock's properties. The effect "
"of this setting is mainly noticeable when adjusting gizmos in the 2D/3D "
"editor and looking at the inspector at the same time. Lower values make the "
"inspector refresh more often, but take up more CPU time."
msgstr ""
"屬性面板停靠面板中屬性的更新間隔。當在 2D/3D 編輯器中調整小工具並同時查看屬性"
"面板時,該設定的效果特別明顯。值越低屬性面板更新越頻繁,也會佔用更多 CPU 時"
"間。"
msgid ""
"The tint intensity to use for the subresources background in the Inspector "
"dock. The tint is used to distinguish between different subresources in the "
"inspector. Higher values result in a more noticeable background color "
"difference."
msgstr ""
"屬性面板停靠面板中子資源背景的著色強度。著色用於區分屬性面板中不同的子資源。值"
"越高,背景顏色差異越明顯。"
msgid ""
"If [code]true[/code], the scene tree dock will automatically unfold nodes "
"when a node that has folded parents is selected."
msgstr ""
"如果為 [code]true[/code],則在選中節點時,場景樹停靠面板會自動展開該節點已折疊"
"的父節點。"
msgid ""
"If [code]true[/code], the Create dialog (Create New Node/Create New Resource) "
"will start with all its sections expanded. Otherwise, sections will be "
"collapsed until the user starts searching (which will automatically expand "
"sections as needed)."
msgstr ""
"如果為 [code]true[/code],則建立對話方塊(建立新節點/建立新資源)將以展開其所"
"有部分開始。否則,部分將被折疊,直到使用者開始搜索(這將根據需要自動展開部"
"分)。"
msgid ""
"The \"start\" stop of the color gradient to use for bones in the 2D skeleton "
"editor."
msgstr "2D 骨架編輯器中,骨骼顏色漸變的“開始”點。"
msgid ""
"The \"end\" stop of the color gradient to use for bones in the 2D skeleton "
"editor."
msgstr "2D 骨架編輯器中,骨骼顏色漸變的“結束”點。"
msgid ""
"The color to use for inverse kinematics-enabled bones in the 2D skeleton "
"editor."
msgstr "2D 骨架編輯器中,用於啟用了反向運動學的骨骼的顏色。"
msgid ""
"The outline color to use for non-selected bones in the 2D skeleton editor. "
"See also [member editors/2d/bone_selected_color]."
msgstr ""
"2D 骨架編輯器中,用於未選中骨骼的輪廓顏色。另見 [member editors/2d/"
"bone_selected_color]。"
msgid ""
"The outline size in the 2D skeleton editor (in pixels). See also [member "
"editors/2d/bone_width].\n"
"[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node "
"in any way, or closing and reopening the scene."
msgstr ""
"2D 骨架編輯器中輪廓的大小(單位為圖元)。另見 [member editors/2d/bone_width]。"
msgid ""
"The color to use for selected bones in the 2D skeleton editor. See also "
"[member editors/2d/bone_outline_color]."
msgstr ""
"2D 骨架編輯器中,用於已選中骨骼的顏色。另見 [member editors/2d/"
"bone_outline_color]。"
msgid ""
"The bone width in the 2D skeleton editor (in pixels). See also [member "
"editors/2d/bone_outline_size].\n"
"[b]Note:[/b] Changes to this value only apply after modifying a [Bone2D] node "
"in any way, or closing and reopening the scene."
msgstr ""
"2D 骨架編輯器中的骨骼寬度(單位為圖元)。另見 [member editors/2d/"
"bone_outline_size]。"
msgid "The grid color to use in the 2D editor."
msgstr "2D 編輯器使用的柵格顏色。"
msgid ""
"The guides color to use in the 2D editor. Guides can be created by dragging "
"the mouse cursor from the rulers."
msgstr "2D 編輯器使用的輔助線顏色。可以通過從尺規上拖動滑鼠游標來建立輔助線。"
msgid ""
"The color to use when drawing smart snapping lines in the 2D editor. The "
"smart snapping lines will automatically display when moving 2D nodes if smart "
"snapping is enabled in the Snapping Options menu at the top of the 2D editor "
"viewport."
msgstr ""
"在 2D 編輯器中,繪製智慧吸附線時使用的顏色。如果在 2D 編輯器視口頂部的“吸附選"
"項”功能表中啟用智慧吸附,則移動 2D 節點時智慧吸附線將自動顯示。"
msgid ""
"If [code]true[/code], the 2D editor will snap to integer zoom values while "
"not holding the [kbd]Alt[/kbd] key and powers of two while holding it. If "
"[code]false[/code], this behavior is swapped."
msgstr ""
"如果[code]true[/code]2D 編輯器將在不按住[kbd]Alt[/kbd] 鍵的情況下捕捉整數縮"
"放值並按住時捕捉2 的冪.如果 [code]false[/code],則交換此行為。"
msgid ""
"The color of the viewport border in the 2D editor. This border represents the "
"viewport's size at the base resolution defined in the Project Settings. "
"Objects placed outside this border will not be visible unless a [Camera2D] "
"node is used, or unless the window is resized and the stretch mode is set to "
"[code]disabled[/code]."
msgstr ""
"2D 編輯器中視口邊框的顏色。該邊框表示在專案設定中定義的基本解析度下的視口大"
"小。除非使用 [Camera2D] 節點,或者除非調整視窗大小並將拉伸模式設定為 "
"[code]disabled[/code],否則放置在該邊界之外的物件將不可見。"
msgid ""
"The default camera field of view to use in the 3D editor (in degrees). The "
"camera field of view can be adjusted on a per-scene basis using the [b]View[/"
"b] menu at the top of the 3D editor. If a scene had its camera field of view "
"adjusted using the [b]View[/b] menu, this setting is ignored in the scene in "
"question. This setting is also ignored while a Camera3D node is being "
"previewed in the editor."
msgstr ""
"在 3D 編輯器中使用的預設相機視野(以度為單位)。可以使用 3D 編輯器頂部的[b]查"
"看[/b]選單,在每個場景的基礎上調整相機視野。如果使用[b]查看[/b]功能表調整了場"
"景的相機視野,則該設定將在相關場景中被忽略。在編輯器中預覽 Camera3D 節點時,該"
"設定也將被忽略。"
msgid ""
"The default camera far clip distance to use in the 3D editor (in degrees). "
"Higher values make it possible to view objects placed further away from the "
"camera, at the cost of lower precision in the depth buffer (which can result "
"in visible Z-fighting in the distance). The camera far clip distance can be "
"adjusted on a per-scene basis using the [b]View[/b] menu at the top of the 3D "
"editor. If a scene had its camera far clip distance adjusted using the "
"[b]View[/b] menu, this setting is ignored in the scene in question. This "
"setting is also ignored while a Camera3D node is being previewed in the "
"editor."
msgstr ""
"在 3D 編輯器中使用的預設相機遠剪輯距離(以度為單位)。較高的值可以查看距離相機"
"較遠的物件,但會降低深度緩衝區的精度(這可能導致遠處可見的 Z 衝突)。可以使用 "
"3D 編輯器頂部的[b]查看[/b]選單在每個場景的基上,調整相機遠剪輯距離。如果一個場"
"景使用[b]查看[/b]功能表調整了其相機遠剪輯距離,則該設定在相關場景中將被忽略。"
"在編輯器中預覽 Camera3D 節點時,該設定也將被忽略。"
msgid ""
"The default camera near clip distance to use in the 3D editor (in degrees). "
"Lower values make it possible to view objects placed closer to the camera, at "
"the cost of lower precision in the depth buffer (which can result in visible "
"Z-fighting in the distance). The camera near clip distance can be adjusted on "
"a per-scene basis using the [b]View[/b] menu at the top of the 3D editor. If "
"a scene had its camera near clip distance adjusted using the [b]View[/b] "
"menu, this setting is ignored in the scene in question. This setting is also "
"ignored while a Camera3D node is being previewed in the editor."
msgstr ""
"要在 3D 編輯器中使用的預設相機近剪輯距離(以度為單位)。較低的值可以查看距離相"
"機更近的物件,但會降低深度緩衝區的精度(這可能會導致遠處可見的 Z 衝突)。可以"
"使用 3D 編輯器頂部的[b]查看[/b]選單,在每個場景的基上調整相機近剪輯距離。如果"
"一個場景使用[b]查看[/b]功能表,調整了其相機近剪輯距離,則該設定在相關場景中將"
"被忽略。在編輯器中預覽 Camera3D 節點時,該設定也將被忽略。"
msgid ""
"The modifier key to use to enable freelook in the 3D editor (on top of "
"pressing the right mouse button).\n"
"[b]Note:[/b] Regardless of this setting, the freelook toggle keyboard "
"shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"用於在 3D 編輯器中啟用自由觀看的修飾鍵(在按下滑鼠右鍵的同時)。\n"
"[b]注意:[/b]無論該設定如何,自由觀看切換鍵盤快捷鍵(預設為 [kbd]Shift + F[/"
"kbd])始終可用。\n"
"[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時按一下滑鼠按"
"鈕時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。"
msgid ""
"The base 3D freelook speed in units per second. This can be adjusted by using "
"the mouse wheel while in freelook mode, or by holding down the \"fast\" or "
"\"slow\" modifier keys ([kbd]Shift[/kbd] and [kbd]Alt[/kbd] by default, "
"respectively)."
msgstr ""
"基本 3D 自由觀看速度單位3D 單位unit每秒。這可以通過在自由觀看模式下"
"使用滑鼠滾輪進行調整,或者按住“快速”或“慢速”修飾鍵(預設分別為 [kbd]Shift[/"
"kbd] 和 [kbd]Alt[/kbd] )。"
msgid ""
"The inertia of the 3D freelook camera. Higher values make the camera start "
"and stop slower, which looks smoother but adds latency."
msgstr ""
"3D 自由觀看相機的慣性。較高的值會使相機啟動和停止更慢,這看起來更流暢但會增加"
"延遲。"
msgid ""
"The navigation scheme to use when freelook is enabled in the 3D editor. Some "
"of the navigation schemes below may be more convenient when designing "
"specific levels in the 3D editor.\n"
"- [b]Default:[/b] The \"Freelook Forward\", \"Freelook Backward\", \"Freelook "
"Up\" and \"Freelook Down\" keys will move relative to the camera, taking its "
"pitch angle into account for the movement.\n"
"- [b]Partially Axis-Locked:[/b] The \"Freelook Forward\" and \"Freelook "
"Backward\" keys will move relative to the camera, taking its pitch angle into "
"account for the movement. The \"Freelook Up\" and \"Freelook Down\" keys will "
"move in an \"absolute\" manner, [i]not[/i] taking the camera's pitch angle "
"into account for the movement.\n"
"- [b]Fully Axis-Locked:[/b] The \"Freelook Forward\", \"Freelook Backward\", "
"\"Freelook Up\" and \"Freelook Down\" keys will move in an \"absolute\" "
"manner, [i]not[/i] taking the camera's pitch angle into account for the "
"movement.\n"
"See also [member editors/3d/navigation/navigation_scheme]."
msgstr ""
"在 3D 編輯器中啟用自由觀看時使用的導覽方案。在 3D 編輯器中設計特定關卡時,下面"
"的一些導覽方案可能會更方便。\n"
"- [b]預設值:[/b]“自由觀看向前”、“自由觀看向後”、“自由觀看向上”和“自由觀看向"
"下”鍵將相對於相機移動,運動時考慮相機的俯仰角。\n"
"- [b]部分軸鎖定:[/b]“自由觀看向前”和“自由觀看向後”鍵將相對於相機移動,運動時"
"考慮相機的俯仰角。“自由觀看向上”和“自由觀看向下”鍵將以“絕對的”方式移動,運動時"
"[i]不[/i]考慮相機的俯仰角。\n"
"- [b]完全軸鎖定:[/b]“自由觀看向前”、“自由觀看向後”、“自由觀看向上”和“自由觀看"
"向下”鍵將以“絕對的”方式移動,運動時[i]不[/i]考慮相機的俯仰角。\n"
"另見 [member editors/3d/navigation/navigation_scheme]。"
msgid ""
"The mouse sensitivity to use while freelook mode is active in the 3D editor. "
"See also [member editors/3d/navigation_feel/orbit_sensitivity]."
msgstr ""
"在 3D 編輯器中啟用自由觀看模式時使用的滑鼠靈敏度。另見 [member editors/3d/"
"navigation_feel/orbit_sensitivity]。"
msgid ""
"If [code]true[/code], freelook speed is linked to the zoom value used in the "
"camera orbit mode in the 3D editor."
msgstr ""
"如果為 [code]true[/code],則自由觀看速度與 3D 編輯器中相機軌道模式中使用的縮放"
"值相關聯。"
msgid ""
"The grid division bias to use in the 3D editor. Negative values will cause "
"small grid divisions to appear earlier, whereas positive values will cause "
"small grid divisions to appear later."
msgstr ""
"在 3D 編輯器中使用的柵格劃分偏差。負值會使小的柵格劃分出現得更早,而正值會使小"
"的柵格劃分出現得更晚。"
msgid ""
"The largest grid division to use in the 3D editor. Together with [member "
"editors/3d/primary_grid_steps], this determines how large the grid divisions "
"can be. The grid divisions will not be able to get larger than "
"[code]primary_grid_steps ^ grid_division_level_max[/code] units. By default, "
"when [member editors/3d/primary_grid_steps] is [code]8[/code], this means "
"grid divisions cannot get larger than [code]64[/code] units each (so primary "
"grid lines are [code]512[/code] units apart), no matter how far away the "
"camera is from the grid."
msgstr ""
"在 3D 編輯器中使用的最大柵格劃分。這個屬性與 [member editors/3d/"
"primary_grid_steps] 一同決定柵格劃分的大小。柵格不能大於 "
"[code]primary_grid_steps ^ grid_division_level_max[/code] 個單位。預設情況下 "
"[member editors/3d/primary_grid_steps] 為 [code]8[/code],這意味著無論相機離柵"
"格有多遠,每個柵格劃分都不能大於 [code]64[/code] 個單位(因此主柵格線之間相距 "
"[code]512[/code] 個單位)。"
msgid ""
"The smallest grid division to use in the 3D editor. Together with [member "
"editors/3d/primary_grid_steps], this determines how small the grid divisions "
"can be. The grid divisions will not be able to get smaller than "
"[code]primary_grid_steps ^ grid_division_level_min[/code] units. By default, "
"this means grid divisions cannot get smaller than 1 unit each, no matter how "
"close the camera is from the grid."
msgstr ""
"在 3D 編輯器中使用的最小柵格劃分。這個屬性與 [member editors/3d/"
"primary_grid_steps] 一同決定柵格劃分的大小。柵格不能小於 "
"[code]primary_grid_steps ^ grid_division_level_min[/code] 個單位。預設情況下這"
"意味著無論相機離柵格有多近,每個柵格劃分都不能小於 1 個單位。"
msgid ""
"The grid size in units. Higher values prevent the grid from appearing \"cut "
"off\" at certain angles, but make the grid more demanding to render. "
"Depending on the camera's position, the grid may not be fully visible since a "
"shader is used to fade it progressively."
msgstr ""
"柵格大小單位3D 單位unit。較高的值可防止柵格在某些角度出現“截斷”但會"
"使柵格對渲染的要求更高。根據相機的位置,柵格可能不會完全可見,因為著色器用於逐"
"漸淡化它。"
msgid ""
"If [code]true[/code], render the grid on an XY plane. This can be useful for "
"3D side-scrolling games."
msgstr ""
"如果為 [code]true[/code],則在 XY 平面上渲染柵格。可用於 3D 橫向磁碟區軸遊戲。"
msgid "If [code]true[/code], render the grid on an XZ plane."
msgstr "如果為 [code]true[/code],則在 XZ 平面上渲染柵格。"
msgid ""
"If [code]true[/code], render the grid on a YZ plane. This can be useful for "
"3D side-scrolling games."
msgstr ""
"如果為 [code]true[/code],則在 YZ 平面上渲染柵格。可用於 3D 橫向磁碟區軸遊戲。"
msgid ""
"If [code]true[/code], enables 3-button mouse emulation mode. This is useful "
"on laptops when using a trackpad.\n"
"When 3-button mouse emulation mode is enabled, the pan, zoom and orbit "
"modifiers can always be used in the 3D editor viewport, even when not holding "
"down any mouse button.\n"
"[b]Note:[/b] No matter the orbit modifier configured in [member editors/3d/"
"navigation/orbit_modifier], [kbd]Alt[/kbd] will always remain usable for "
"orbiting in this mode to improve usability with graphics tablets."
msgstr ""
"如果為 [code]true[/code],啟用 3 鍵滑鼠類比模式。這在使用觸控板的筆記型電腦上"
"很有用。\n"
"啟用 3 鍵滑鼠類比模式後,即使未按住任何滑鼠按鈕,也始終可以在 3D 編輯器視口中"
"使用平移、縮放、和視軌修飾鍵。\n"
"[b]注意:[/b]無論 [member editors/3d/navigation/orbit_modifier] 中配置的視軌修"
"飾鍵如何,[kbd]Alt[/kbd] 在該模式下始終可用於視軌,以提高繪圖板的可用性。"
msgid ""
"If [code]true[/code], allows using the top row [kbd]0[/kbd]-[kbd]9[/kbd] keys "
"to function as their equivalent numpad keys for 3D editor navigation. This "
"should be enabled on keyboards that have no numeric keypad available."
msgstr ""
"如果為 [code]true[/code],則允許使用頂行 [kbd]0[/kbd]-[kbd]9[/kbd] 鍵作為 3D "
"編輯器導覽的等效數位鍵盤鍵。應該在沒有可用數位小鍵盤的鍵盤上啟用。"
msgid ""
"If [code]true[/code], invert the horizontal mouse axis when panning or "
"orbiting in the 3D editor. This setting does [i]not[/i] apply to freelook "
"mode."
msgstr ""
"如果為 [code]true[/code],則在 3D 編輯器中平移或視軌時,反轉滑鼠水平軸。該設置"
"[i]不[/i]適用於自由觀看模式。"
msgid ""
"If [code]true[/code], invert the vertical mouse axis when panning, orbiting, "
"or using freelook mode in the 3D editor."
msgstr ""
"如果為 [code]true[/code],則在 3D 編輯器中平移、視軌、或使用自由觀看模式時,反"
"轉滑鼠垂直軸。"
msgid ""
"The navigation scheme to use in the 3D editor. Changing this setting will "
"affect the mouse buttons that must be held down to perform certain operations "
"in the 3D editor viewport.\n"
"- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse "
"button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n"
"- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse "
"button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times "
"faster. [kbd]Mouse wheel[/kbd] to zoom.\n"
"- [b]Modo:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Alt + Shift "
"+ Left mouse button[/kbd] to pan. [kbd]Ctrl + Alt + Left mouse button[/kbd] "
"to zoom.\n"
"See also [member editors/3d/freelook/freelook_navigation_scheme].\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"在 3D 編輯器中使用的導覽方案。更改該設定將影響滑鼠按鈕,這些滑鼠按鈕必須被按住"
"才能在 3D 編輯器視口中執行某些操作。\n"
"- [b]Godot[/b]滑鼠中鍵進行視軌,[kbd]Shift + 滑鼠中鍵[/kbd]進行平移。[kbd]鼠標"
"滾輪[/kbd]進行縮放。\n"
"- [b]Maya[/b][kbd]Alt + 滑鼠左鍵[/kbd]進行視軌。[kbd]滑鼠中鍵[/kbd]進行平"
"移,[kbd]Shift + 滑鼠中鍵[/kbd] 平移速度提高 10 倍。[kbd]滑鼠滾輪[/kbd]進行縮"
"放。\n"
"- [b]Modo[/b][kbd]Alt + 滑鼠左鍵[/kbd]進行視軌。 [kbd]Alt + Shift + 滑鼠左鍵"
"[/kbd]進行平移。 [kbd]Ctrl + Alt + 滑鼠左鍵[/kbd]進行縮放。\n"
"另請參閱 [member editors/3d/freelook/freelook_navigation_scheme]。\n"
"[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時點擊滑鼠按鈕"
"時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。"
msgid ""
"The modifier key that must be held to orbit in the 3D editor.\n"
"[b]Note:[/b] If [member editors/3d/navigation/emulate_3_button_mouse] is "
"[code]true[/code], [kbd]Alt[/kbd] will always remain usable for orbiting to "
"improve usability with graphics tablets.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"必須被按住以在 3D 編輯器中進行視軌的修飾鍵。\n"
"[b]注意:[/b]如果 [member editors/3d/navigation/emulate_3_button_mouse] 為 "
"[code]true[/code],則 [kbd]Alt[/kbd] 將始終可用於視軌以提高繪圖板的可用性。\n"
"[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時點擊滑鼠按鈕"
"時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。"
msgid ""
"The modifier key that must be held to pan in the 3D editor.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"必須被按住以在 3D 編輯器中進行平移的修飾鍵。\n"
"[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時點擊滑鼠按鈕"
"時會被視窗管理器攔截。這意味著 Godot 不會看到該修飾鍵被按下。"
msgid ""
"If [code]true[/code], warps the mouse around the 3D viewport while panning in "
"the 3D editor. This makes it possible to pan over a large area without having "
"to exit panning and adjust the mouse cursor."
msgstr ""
"如果為 [code]true[/code],則會在 3D 編輯器中平移時,滑鼠超出 3D 視口範圍後將其"
"傳送到對側。這樣在大型區域中平移就不必先退出平移然後調整滑鼠游標。"
msgid ""
"The modifier key that must be held to zoom in the 3D editor.\n"
"[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will "
"be intercepted by the window manager when clicking a mouse button at the same "
"time. This means Godot will not see the modifier key as being pressed."
msgstr ""
"必須被按住以在 3D 編輯器中進行放大的修飾鍵。\n"
"[b]注意:[/b]在 Linux 的某些視窗管理器上,[kbd]Alt[/kbd] 鍵在同時點擊滑鼠按鈕"
"時會被視窗管理器攔截。這意味著 Godot 不會看到該修改鍵被按下。"
msgid ""
"The mouse cursor movement direction to use when zooming by moving the mouse. "
"This does not affect zooming with the mouse wheel."
msgstr ""
"當通過移動滑鼠進行縮放時要使用的滑鼠游標移動方向。這不會影響使用滑鼠滾輪進行縮"
"放。"
msgid ""
"The inertia to use when orbiting in the 3D editor. Higher values make the "
"camera start and stop slower, which looks smoother but adds latency."
msgstr ""
"在 3D 編輯器中進行視軌時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來"
"更流暢但會增加延遲。"
msgid ""
"The mouse sensitivity to use when orbiting in the 3D editor. See also [member "
"editors/3d/freelook/freelook_sensitivity]."
msgstr ""
"在 3D 編輯器中進行視軌時要使用的滑鼠靈敏度。另請參閱 [member editors/3d/"
"freelook/freelook_sensitivity]。"
msgid ""
"The inertia to use when panning in the 3D editor. Higher values make the "
"camera start and stop slower, which looks smoother but adds latency."
msgstr ""
"在 3D 編輯器中進行平移時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來"
"更流暢但會增加延遲。"
msgid ""
"The inertia to use when zooming in the 3D editor. Higher values make the "
"camera start and stop slower, which looks smoother but adds latency."
msgstr ""
"在 3D 編輯器中進行縮放時要使用的慣性。更高的值會使相機啟動和停止更慢,這看起來"
"更流暢但會增加延遲。"
msgid ""
"The color to use for the primary 3D grid. The color's alpha channel affects "
"the grid's opacity."
msgstr "用於主要 3D 柵格的顏色。顏色的 Alpha 通道會影響柵格的不透明度。"
msgid ""
"If set above 0, where a primary grid line should be drawn. By default, "
"primary lines are configured to be more visible than secondary lines. This "
"helps with measurements in the 3D editor. See also [member editors/3d/"
"primary_grid_color] and [member editors/3d/secondary_grid_color]."
msgstr ""
"如果被設定為大於 0 的值,則主柵格線應在其中被繪製。預設情況下,主柵格線被配置"
"的比次要柵格線更顯眼。這有助於在 3D 編輯器中進行測量。另請參閱 [member "
"editors/3d/primary_grid_color] 和 [member editors/3d/secondary_grid_color]。"
msgid ""
"The color to use for the secondary 3D grid. This is generally a less visible "
"color than [member editors/3d/primary_grid_color]. The color's alpha channel "
"affects the grid's opacity."
msgstr ""
"用於次要 3D 柵格的顏色。這通常是沒有 [member editors/3d/primary_grid_color] 顯"
"眼的顏色。顏色的 Alpha 通道影響柵格的不透明度。"
msgid ""
"The color to use for the selection box that surrounds selected nodes in the "
"3D editor viewport. The color's alpha channel influences the selection box's "
"opacity."
msgstr ""
"用於在 3D 編輯器視口中圍繞選定節點的選擇框的顏色。顏色的 Alpha 通道影響選擇框"
"的不透明度。"
msgid ""
"The color override to use for 3D editor gizmos if the [Node3D] in question is "
"part of an instantiated scene file (from the perspective of the current "
"scene)."
msgstr ""
"用於 3D 編輯器小工具的顏色覆蓋,適用於相關的 [Node3D](從目前場景的角度看)屬"
"於產生實體場景檔的情況。"
msgid "The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s."
msgstr "用於 [Joint3D] 和 [PhysicalBone3D] 的 3D 編輯器小工具顏色。"
msgid ""
"The 3D editor gizmo color for [CollisionShape3D]s, [VehicleWheel3D]s, "
"[RayCast3D]s and [SpringArm3D]s."
msgstr ""
"用於 [CollisionShape3D]、[VehicleWheel3D]、[RayCast3D]、[SpringArm3D] 的 3D 編"
"輯器小工具顏色。"
msgid ""
"If [code]true[/code], automatically updates animation tracks' target paths "
"when renaming or reparenting nodes in the Scene tree dock."
msgstr ""
"如果為 [code]true[/code],則在“場景”面板中重命名節點或重設節點的父節點時,會自"
"動更新動畫軌道的目標路徑。"
msgid ""
"If [code]true[/code], create a Bezier track instead of a standard track when "
"pressing the \"key\" icon next to a property. Bezier tracks provide more "
"control over animation curves, but are more difficult to adjust quickly."
msgstr ""
"如果為 [code]true[/code],則在按下屬性旁的“鑰匙”圖示向動畫中新增新軌道時,創建"
"貝塞爾軌道而不是標準軌道。貝塞爾軌道可以更精細地控制動畫曲線,但調整的難度也會"
"大一些。"
msgid ""
"If [code]true[/code], create a [code]RESET[/code] track when creating a new "
"animation track. This track can be used to restore the animation to a "
"\"default\" state."
msgstr ""
"如果為 [code]true[/code],則會在新建動畫軌道時建立 [code]RESET[/code] 軌道。這"
"個軌道會用於將動畫恢復到“預設”狀態。"
msgid ""
"The modulate color to use for \"future\" frames displayed in the animation "
"editor's onion skinning feature."
msgstr "調變顏色,用於在動畫編輯器的洋蔥皮功能中顯示“未來”影格。"
msgid ""
"The modulate color to use for \"past\" frames displayed in the animation "
"editor's onion skinning feature."
msgstr "調變顏色,用於在動畫編輯器的洋蔥皮功能中顯示“過去”影格。"
msgid ""
"The maximum distance at which tiles can be placed on a GridMap, relative to "
"the camera position (in 3D units)."
msgstr "可以在 GridMap 上放置圖塊的最大距離,相對於相機位置(使用 3D 單位)。"
msgid ""
"The panning speed when using the mouse wheel or touchscreen events in the 2D "
"editor. This setting does not apply to panning by holding down the middle or "
"right mouse buttons."
msgstr ""
"在 2D 編輯器中使用滑鼠滾輪或觸控式螢幕事件進行平移的速度。該設定不適用於通過按"
"住滑鼠中鍵或滑鼠右鍵進行的平移。"
msgid ""
"Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See "
"also [member editors/panning/sub_editors_panning_scheme] and [member editors/"
"panning/animation_editors_panning_scheme]."
msgstr ""
"控制在 2D 編輯器中滾動滑鼠滾輪是縮放還是平移。另請參閱 [member editors/"
"panning/sub_editors_panning_scheme] 和 [member editors/panning/"
"animation_editors_panning_scheme]。"
msgid ""
"Controls whether the mouse wheel scroll zooms or pans in the animation track "
"and Bezier editors. See also [member editors/"
"panning/2d_editor_panning_scheme] and [member editors/panning/"
"sub_editors_panning_scheme] (which controls the animation blend tree editor's "
"pan behavior)."
msgstr ""
"控制在動畫軌道編輯器和貝塞爾編輯器中滾動滑鼠滾輪是縮放還是平移。另請參閱 "
"[member editors/panning/2d_editor_panning_scheme] 和 [member editors/panning/"
"sub_editors_panning_scheme](控制的是動畫混合樹編輯器中的平移行為)。"
msgid ""
"If [code]true[/code], allows panning by holding down [kbd]Space[/kbd] in the "
"2D editor viewport (in addition to panning with the middle or right mouse "
"buttons). If [code]false[/code], the left mouse button must be held down "
"while holding down [kbd]Space[/kbd] to pan in the 2D editor viewport."
msgstr ""
"如果為 [code]true[/code],允許通過在 2D 編輯器視口中,按住 [kbd]Space[/kbd] 進"
"行平移(除了使用滑鼠中鍵或滑鼠右鍵進行平移)。如果為 [code]false[/code],則必"
"須在按住 [kbd]Space[/kbd] 的同時,按住滑鼠左鍵才能在 2D 編輯器視口中進行平移。"
msgid ""
"Controls whether the mouse wheel scroll zooms or pans in subeditors. The list "
"of affected subeditors is: animation blend tree editor, [Polygon2D] editor, "
"tileset editor, texture region editor and visual shader editor. See also "
"[member editors/panning/2d_editor_panning_scheme] and [member editors/panning/"
"animation_editors_panning_scheme]."
msgstr ""
"控制滑鼠滾輪滾動在子編輯器中是縮放還是平移。受影響的子編輯器列表有:動畫混合樹"
"編輯器、[Polygon2D] 編輯器、圖塊集編輯器、紋理區域編輯器、和可視著色器編輯器。"
"另請參閱 [member editors/panning/2d_editor_panning_scheme] 和 [member editors/"
"panning/animation_editors_panning_scheme]。"
msgid ""
"If [code]true[/code], warps the mouse around the 2D viewport while panning in "
"the 2D editor. This makes it possible to pan over a large area without having "
"to exit panning and adjust the mouse cursor."
msgstr ""
"如果為 [code]true[/code],則會在 2D 編輯器中平移時,滑鼠超出 2D 視口範圍後將其"
"傳送到對側。這樣在大型區域中平移就不必先退出平移然後調整滑鼠游標。"
msgid ""
"The radius in which points can be selected in the [Polygon2D] and "
"[CollisionPolygon2D] editors (in pixels). Higher values make it easier to "
"select points quickly, but can make it more difficult to select the expected "
"point when several points are located close to each other."
msgstr ""
"在 [Polygon2D] 和 [CollisionPolygon2D] 編輯器中,點可以被選擇的半徑(以圖元為"
"單位)。更高的值可以更輕鬆地快速地選擇點,但是當多個點彼此靠近時,可能會使選擇"
"想要的點變得更加困難。"
msgid ""
"If [code]true[/code], displays the polygon's previous shape in the 2D polygon "
"editors with an opaque gray outline. This outline is displayed while dragging "
"a point until the left mouse button is released."
msgstr ""
"如果為 [code]true[/code],則在 2D 多邊形編輯器中,以不透明的灰色輪廓,顯示多邊"
"形先前的形狀。拖動一個點直到釋放滑鼠左鍵前,會顯示該輪廓。"
msgid ""
"If [code]true[/code], reopens shader files that were open in the shader "
"editor when the project was last closed."
msgstr ""
"如果為 [code]true[/code],則會重新打開專案上一次關閉時著色器編輯器中打開的著色"
"器檔案。"
msgid ""
"If [code]true[/code], displays a grid while the TileMap editor is active. See "
"also [member editors/tiles_editor/grid_color]."
msgstr ""
"如果為 [code]true[/code],則在 TileMap 編輯器處於活動狀態時顯示一個柵格。另請"
"參閱 [member editors/tiles_editor/grid_color]。"
msgid ""
"The color to use for the TileMap editor's grid.\n"
"[b]Note:[/b] Only effective if [member editors/tiles_editor/display_grid] is "
"[code]true[/code]."
msgstr ""
"用於 TileMap 編輯器柵格的顏色。\n"
"[b]注意:[/b]僅當 [member editors/tiles_editor/display_grid] 為 [code]true[/"
"code] 時有效。"
msgid ""
"The curvature to use for connection lines in the visual shader editor. Higher "
"values will make connection lines appear more curved, with values above "
"[code]0.5[/code] resulting in more \"angular\" turns in the middle of "
"connection lines."
msgstr ""
"用於可視著色器編輯器中連接線的曲率。更高的值會使連接線看起來更彎曲,值高於 "
"[code]0.5[/code] 會導致連接線中間出現更多“角度”轉折。"
msgid ""
"The opacity of the minimap displayed in the bottom-right corner of the visual "
"shader editor."
msgstr "在可視著色器編輯器的右下角顯示的小地圖的不透明度。"
msgid ""
"The size to use for port previews in the visual shader uniforms (toggled by "
"clicking the \"eye\" icon next to an output). The value is defined in pixels "
"at 100% zoom, and will scale with zoom automatically."
msgstr ""
"在可視著色器 uniform 中用於埠預覽的大小(通過點擊輸出旁邊的“眼睛”圖示進行切"
"換)。該值以圖元為單位且以 100% 縮放時的值定義,並將隨縮放自動縮放。"
msgid ""
"The folder where projects should be scanned for (recursively), in a way "
"similar to the project manager's [b]Scan[/b] button. This can be set to the "
"same value as [member filesystem/directories/default_project_path] for "
"convenience.\n"
"[b]Note:[/b] Setting this path to a folder with very large amounts of files/"
"folders can slow down the project manager startup significantly. To keep the "
"project manager quick to start up, it is recommended to set this value to a "
"folder as \"specific\" as possible."
msgstr ""
"專案應該被(遞迴地)掃描的資料夾,其方式類似於專案經理的[b]掃描[/b]按鈕。為方"
"便起見,可以將其設定為與 [member filesystem/directories/default_project_path] "
"相同的值。\n"
"[b]注意:[/b]將該路徑設定為一個包含大量檔/資料夾的資料夾,會顯著減慢專案管理器"
"的啟動速度。為了讓專案管理器快速啟動,建議將該值設定為一個盡可能“具體”的資料"
"夾。"
msgid ""
"The folder where new projects should be created by default when clicking the "
"project manager's [b]New Project[/b] button. This can be set to the same "
"value as [member filesystem/directories/autoscan_project_path] for "
"convenience."
msgstr ""
"點擊專案管理器的[b]新建專案[/b]按鈕時,預設應在其中建立新專案的資料夾。為方便"
"起見,可以將其設定為與 [member filesystem/directories/autoscan_project_path] "
"相同的值。"
msgid ""
"The program that opens 3D model scene files when clicking \"Open in External "
"Program\" option in Filesystem Dock. If not specified, the file will be "
"opened in the system's default program."
msgstr ""
"點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開 3D 模型場景檔的程序。如"
"果未指定,則該檔會使用系統預設的程式打開。"
msgid ""
"The program that opens audio files when clicking \"Open in External Program\" "
"option in Filesystem Dock. If not specified, the file will be opened in the "
"system's default program."
msgstr ""
"點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開音訊檔的程式。如果未指"
"定,則該檔會使用系統預設的程式打開。"
msgid ""
"The program that opens raster image files when clicking \"Open in External "
"Program\" option in Filesystem Dock. If not specified, the file will be "
"opened in the system's default program."
msgstr ""
"點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開點陣圖檔的程式。如果未指"
"定,則該檔會使用系統預設的程式打開。"
msgid ""
"The program that opens vector image files when clicking \"Open in External "
"Program\" option in Filesystem Dock. If not specified, the file will be "
"opened in the system's default program."
msgstr ""
"點擊檔案系統面板中的“在外部程式中打開”選項時,用於打開向量圖檔的程式。如果未指"
"定,則該檔會使用系統預設的程式打開。"
msgid ""
"The display mode to use in the editor's file dialogs.\n"
"- [b]Thumbnails[/b] takes more space, but displays dynamic resource "
"thumbnails, making resources easier to preview without having to open them.\n"
"- [b]List[/b] is more compact but doesn't display dynamic resource "
"thumbnails. Instead, it displays static icons based on the file extension."
msgstr ""
"編輯器的檔對話方塊所使用的顯示模式。\n"
"- [b]Thumbnails[/b](縮略圖)佔據更多空間,但可以顯示動態資源縮略圖,無需打開"
"也能夠方便地預覽資源。\n"
"- [b]List[/b](列表)更緊湊,但不顯示動態資源縮略圖,而是根據檔副檔名顯示靜態"
"圖示。"
msgid ""
"If [code]true[/code], display hidden files in the editor's file dialogs. "
"Files that have names starting with [code].[/code] are considered hidden (e."
"g. [code].hidden_file[/code])."
msgstr ""
"如果為 [code]true[/code],則在編輯器的檔對話方塊中顯示隱藏檔。名稱以 [code].[/"
"code] 開頭的檔被視為隱藏檔(例如 [code].hidden_file[/code])。"
msgid ""
"The thumbnail size to use in the editor's file dialogs (in pixels). See also "
"[member docks/filesystem/thumbnail_size]."
msgstr ""
"編輯器的檔對話方塊中使用的縮略圖大小(單位為圖元)。另請參閱 [member docks/"
"filesystem/thumbnail_size]。"
msgid ""
"The path to the directory containing the Blender executable used for "
"converting the Blender 3D scene files [code].blend[/code] to glTF 2.0 format "
"during import. Blender 3.0 or later is required.\n"
"To enable this feature for your specific project, use [member ProjectSettings."
"filesystem/import/blender/enabled]."
msgstr ""
"包含Blender 執行檔的目錄路徑用於在匯入期間將Blender 3D 場景檔案[code]."
"blend[/code] 轉換為glTF 2.0 格式。需要Blender 3.0 或更高版本。\n"
"若要為您的特定專案啟用此功能,請使用[member ProjectSettings.filesystem/import/"
"blender/enabled]。"
msgid ""
"The port number used for Remote Procedure Call (RPC) communication with "
"Godot's created process of the blender executable.\n"
"Setting this to 0 effectively disables communication with Godot and the "
"blender process, making performance slower."
msgstr ""
"用於與 Godot 建立的 Blender 執行檔程式進行遠端程式呼叫 (RPC) 通訊的連接埠號"
"碼。\n"
"將其設為 0 可有效停用與 Godot 和攪拌機程序的通信,從而降低性能。"
msgid ""
"The maximum idle uptime (in seconds) of the Blender process.\n"
"This prevents Godot from having to create a new process for each import "
"within the given seconds."
msgstr ""
"Blender 流程的最大空閒正常運作時間(以秒為單位)。\n"
"這可以防止 Godot 在給定的秒內為每個匯入建立一個新程序。"
msgid ""
"The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene "
"files [code].fbx[/code] to glTF 2.0 format during import.\n"
"To enable this feature for your specific project, use [member ProjectSettings."
"filesystem/import/fbx/enabled]."
msgstr ""
"FBX2glTF 執行檔的路徑,用於在匯入期間將 Autodesk FBX 3D 場景檔案 [code].fbx[/"
"code] 轉換為 glTF 2.0 格式。\n"
"若要為您的特定專案啟用此功能,請使用[member ProjectSettings.filesystem/import/"
"fbx/enabled]。"
msgid "If [code]true[/code], uses lossless compression for binary resources."
msgstr "如果為 [code]true[/code],則對二進位資源使用無失真壓縮。"
msgid ""
"If [code]true[/code], when saving a file, the editor will rename the old file "
"to a different name, save a new file, then only remove the old file once the "
"new file has been saved. This makes loss of data less likely to happen if the "
"editor or operating system exits unexpectedly while saving (e.g. due to a "
"crash or power outage).\n"
"[b]Note:[/b] On Windows, this feature can interact negatively with certain "
"antivirus programs. In this case, you may have to set this to [code]false[/"
"code] to prevent file locking issues."
msgstr ""
"如果為 [code]true[/code],當保存檔時,編輯器會將舊檔重命名為不同的名稱,保存一"
"個新檔,然後只有在新檔保存後,才刪除舊檔。如果編輯器或作業系統在保存時意外退出"
"(例如,由於當機或斷電),這會降低資料丟失的可能性。\n"
"[b]注意:[/b]在 Windows 上,該功能可能會與某些防毒程式產生負面的互動。在這種情"
"況下,可能必須將其設定為 [code]false[/code],以防止出現檔案鎖定問題。"
msgid ""
"How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. "
"Different platforms have different standard behaviors for this, which can be "
"overridden using this setting. This is useful if you use Godot both on "
"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS "
"specific one.\n"
"- [b]Auto[/b] follows the platform convention: Cancel first on macOS and "
"Linux, OK first on Windows.\n"
"- [b]Cancel First[/b] forces the ordering Cancel/OK.\n"
"- [b]OK First[/b] forces the ordering OK/Cancel."
msgstr ""
"如何在編輯器的 [AcceptDialog] 中定位取消和確定按鈕。不同的平臺有不同的標準行"
"為,可以用這個設定來覆蓋。如果你在 Windows 和 macOS/Linux 上都使用 Godot而且"
"你的 Godot 肌肉記憶比你的作業系統記憶更強,那麼這一點很有用。\n"
"- [b]Auto[/b] 遵守平臺約定:在 macOS 和 Linux 上取消在前,在 Windows 上確定在"
"前。\n"
"- [b]Cancel First[/b] 強制為取消/確定的順序。\n"
"- [b]OK First[/b] 強制為確定/取消的順序。"
msgid ""
"If [code]true[/code], automatically opens screenshots with the default "
"program associated to [code].png[/code] files after a screenshot is taken "
"using the [b]Editor > Take Screenshot[/b] action."
msgstr ""
"如果為 [code]true[/code],則在使用[b]編輯器 > 截圖[/b]動作截取螢幕截圖後,使用"
"與 [code].png[/code] 檔關聯的預設程式自動打開該螢幕截圖。"
msgid ""
"The font to use for the script editor. Must be a resource of a [Font] type "
"such as a [code].ttf[/code] or [code].otf[/code] font file."
msgstr ""
"腳本編輯器所使用的字形。必須是 [Font] 型別的資源,例如 [code].ttf[/code] 或 "
"[code].otf[/code] 字形檔。"
msgid ""
"The font ligatures to enable for the currently configured code font. Not all "
"fonts include support for ligatures.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has contextual ligatures in its font file."
msgstr ""
"為目前配置的程式碼字形啟用的字形連字。並非所有字形都包含對連字的支援。\n"
"[b]注意:[/b]編輯器預設的程式碼字形([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])在其字形檔中具有本文連字。"
msgid ""
"List of custom OpenType features to use, if supported by the currently "
"configured code font. Not all fonts include support for custom OpenType "
"features. The string should follow the OpenType specification.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has custom OpenType features in its font file, "
"but there is no documented list yet."
msgstr ""
"要使用的自訂 OpenType 功能列表,需要目前配置的程式碼字形支援。並非所有字形都支"
"援自訂 OpenType 功能。該字串應遵循 OpenType 規範。\n"
"[b]注意:[/b]編輯器預設的程式碼字形([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])在其字形檔中具有自訂 OpenType 功能,但是目前還沒有"
"文件記錄的列表。"
msgid ""
"List of alternative characters to use, if supported by the currently "
"configured code font. Not all fonts include support for custom variations. "
"The string should follow the OpenType specification.\n"
"[b]Note:[/b] The default editor code font ([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url]) has alternate characters in its font file, but "
"there is no documented list yet."
msgstr ""
"要使用的備選字元列表,需要目前配置的程式碼字形支援。並非所有字形都支援自訂變"
"體。該字串應遵循 OpenType 規範。\n"
"[b]注意:[/b]編輯器預設的程式碼字形([url=https://www.jetbrains.com/lp/"
"mono/]JetBrains Mono[/url])在其字形檔中有備選字元,但是有還沒有文件記錄的列"
"表。"
msgid ""
"The size of the font in the script editor. This setting does not impact the "
"font size of the Output panel (see [member run/output/font_size])."
msgstr ""
"腳本編輯器中的字形大小。該設定不會影響“輸出”面板的字形大小(請參閱 [member "
"run/output/font_size])。"
msgid ""
"The custom editor scale factor to use. This can be used for displays with "
"very high DPI where a scale factor of 200% is not sufficient.\n"
"[b]Note:[/b] Only effective if [member interface/editor/display_scale] is set "
"to [b]Custom[/b]."
msgstr ""
"要使用的自訂編輯器縮放係數。這可用於具有非常高 DPI 的顯示器,其中 200% 的縮放"
"係數是不夠的。\n"
"[b]注意:[/b]只有當 [member interface/editor/display_scale] 被設定為 [b]自定義"
"Custom[/b] 時才有效。"
msgid ""
"If [code]true[/code], lengthens the editor's localizable strings and replaces "
"their characters with accented variants. This allows spotting non-localizable "
"strings easily, while also ensuring the UI layout doesn't break when strings "
"are made longer (as many languages require strings to be longer).\n"
"This is a debugging feature and should only be enabled when working on the "
"editor itself."
msgstr ""
"如果為 [code]true[/code],則延長編輯器的可當地語系化字串,並將其字元替換為重音"
"變體。這允許輕鬆發現不可當地語系化的字串,同時還確保 UI 佈局在字串變長時不會中"
"斷(因為許多語言會要求字串變長)。\n"
"這是一個除錯功能,只有在編輯器本身工作時才能啟用。"
msgid ""
"The display scale factor to use for the editor interface. Higher values are "
"more suited to hiDPI/Retina displays.\n"
"If set to [b]Auto[/b], the editor scale is automatically determined based on "
"the screen resolution and reported display DPI. This heuristic is not always "
"ideal, which means you can get better results by setting the editor scale "
"manually.\n"
"If set to [b]Custom[/b], the scaling value in [member interface/editor/"
"custom_display_scale] will be used."
msgstr ""
"用於編輯器介面的顯示縮放係數。更高的值更適合 hiDPI/Retina 顯示器。\n"
"如果被設定為 [b]Auto[/b],則編輯器縮放將根據螢幕解析度和報告的顯示 DPI 自動確"
"定。這種啟發式演算法並不總是理想的,這意味著可以通過手動設定編輯器縮放來獲得更"
"好的結果。\n"
"如果被設定為 [b]Custom[/b],則將使用 [member interface/editor/"
"custom_display_scale] 中的縮放值。"
msgid ""
"The language to use for the editor interface.\n"
"Translations are provided by the community. If you spot a mistake, "
"[url=$DOCS_URL/contributing/documentation/editor_and_docs_localization."
"html]contribute to editor translations on Weblate![/url]"
msgstr ""
"用於編輯器介面的語言。\n"
"翻譯由社區提供。如果發現錯誤,[url=$DOCS_URL/contributing/documentation/"
"editor_and_docs_localization.html]請在 Weblate 上為編輯器翻譯作出貢獻![/url]"
msgid "The preferred monitor to display the editor."
msgstr "顯示編輯器所優先使用的監視器。"
msgid ""
"Expanding main editor window content to the title, if supported by "
"[DisplayServer]. See [constant DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE].\n"
"Specific to the macOS platform."
msgstr ""
"將主編輯視窗內容擴充到標題區域,需要 [DisplayServer] 支援。見 [constant "
"DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE]。\n"
"專用於 macOS 平臺。"
msgid ""
"FreeType's font anti-aliasing mode used to render the editor fonts. Most "
"fonts are not designed to look good with anti-aliasing disabled, so it's "
"recommended to leave this enabled unless you're using a pixel art font."
msgstr ""
"FreeType 的字形抗鋸齒模式,用於渲染編輯器字形。大多數字形在禁用抗鋸齒的情況下"
"並不好看,所以建議保持啟用,除非你使用的是圖元風字形。"
msgid ""
"The font hinting mode to use for the editor fonts. FreeType supports the "
"following font hinting modes:\n"
"- [b]None:[/b] Don't use font hinting when rasterizing the font. This results "
"in a smooth font, but it can look blurry.\n"
"- [b]Light:[/b] Use hinting on the X axis only. This is a compromise between "
"font sharpness and smoothness.\n"
"- [b]Normal:[/b] Use hinting on both X and Y axes. This results in a sharp "
"font, but it doesn't look very smooth.\n"
"If set to [b]Auto[/b], the font hinting mode will be set to match the current "
"operating system in use. This means the [b]Light[/b] hinting mode will be "
"used on Windows and Linux, and the [b]None[/b] hinting mode will be used on "
"macOS."
msgstr ""
"用於編輯器字形的字形提示模式。FreeType 支援以下字形提示模式:\n"
"- [b]無None[/b]光柵化字形時不使用字形提示。這會產生一個流暢的字形,但看"
"起來可能會模糊。\n"
"- [b]Light[/b]僅在 X 軸上使用提示。這是字形清晰度和平滑度之間的折衷。\n"
"- [b]Normal[/b]在 X 和 Y 軸上使用提示。這會產生清晰的字形,但看起來不是很流"
"暢。\n"
"如果被設定為 [b]Auto[/b],字形提示模式將被設定為配對目前使用的作業系統。這意味"
"著 [b]Light[/b] 提示模式將在 Windows 和 Linux 上使用,而 [b]None[/b] 提示模式"
"將在 macOS 上使用。"
msgid ""
"The subpixel positioning mode to use when rendering editor font glyphs. This "
"affects both the main and code fonts. [b]Disabled[/b] is the fastest to "
"render and uses the least memory. [b]Auto[/b] only uses subpixel positioning "
"for small font sizes (where the benefit is the most noticeable). [b]One Half "
"of a Pixel[/b] and [b]One Quarter of a Pixel[/b] force the same subpixel "
"positioning mode for all editor fonts, regardless of their size (with [b]One "
"Quarter of a Pixel[/b] being the highest-quality option)."
msgstr ""
"渲染編輯器字形字形時要使用的子圖元定位模式。這對主字形和程式碼字形都有影響。"
"[b]禁用[/b] ,渲染速度最快,使用的記憶體最少。[b]自動[/b] ,只對小尺寸的字形使"
"用子圖元定位(這裡的好處是最明顯的)。[b]二分之一圖元[/b]和[b]四分之一圖元[/b]"
"對所有編輯器字形強制使用相同的子圖元定位模式,無論其大小如何(其中[b]四分之一"
"像素[/b]是最高品質的選項)。"
msgid ""
"The amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU/GPU usage, "
"which can improve battery life on laptops. However, higher values will result "
"in a less responsive editor. The default value is set to allow for maximum "
"smoothness on monitors up to 144 Hz. See also [member interface/editor/"
"unfocused_low_processor_mode_sleep_usec]."
msgstr ""
"啟用低處理器使用模式時影格之間的睡眠時間(以微秒為單位)。更高的值將導致更低"
"的 CPU/GPU 使用率,這可以延長筆記型電腦的電池壽命。但是,更高的值會導致編輯器"
"的回應速度更慢。預設值設定為允許在高達 144 Hz 的顯示器上實作最大流暢度。另見 "
"[member interface/editor/unfocused_low_processor_mode_sleep_usec]。"
msgid ""
"The font to use for the editor interface. Must be a resource of a [Font] type "
"such as a [code].ttf[/code] or [code].otf[/code] font file."
msgstr ""
"用於編輯器介面的字形。必須是 [Font] 型別的資源,例如 [code].ttf[/code] 或 "
"[code].otf[/code] 字形檔。"
msgid ""
"The font to use for bold text in the editor interface. Must be a resource of "
"a [Font] type such as a [code].ttf[/code] or [code].otf[/code] font file."
msgstr ""
"用於編輯器介面中粗體文字的字形。必須是 [Font] 型別的資源,例如 [code].ttf[/"
"code] 或 [code].otf[/code] 字形檔。"
msgid "The size of the font in the editor interface."
msgstr "編輯器介面中字形的大小。"
msgid ""
"If [code]true[/code], the mouse's additional side buttons will be usable to "
"navigate in the script editor's file history. Set this to [code]false[/code] "
"if you're using the side buttons for other purposes (such as a push-to-talk "
"button in a VoIP program)."
msgstr ""
"如果為 [code]true[/code],滑鼠的額外側鍵將可用於在腳本編輯器的檔歷史記錄中導"
"覽。如果正將側鍵用於其他目的(例如 VoIP 程式中的一鍵通按鈕),請將該項設定為 "
"[code]false[/code]。"
msgid "The preferred monitor to display the project manager."
msgstr "顯示專案管理器的首選顯示器。"
msgid ""
"If [code]false[/code], the editor will save all scenes when confirming the "
"[b]Save[/b] action when quitting the editor or quitting to the project list. "
"If [code]true[/code], the editor will ask to save each scene individually."
msgstr ""
"如果為 [code]false[/code],則當正退出編輯器或正退出到專案列表時,確認[b]保存[/"
"b]動作後,編輯器將保存所有場景。如果為 [code]true[/code],則編輯器將要求單獨保"
"存每個場景。"
msgid ""
"If [code]true[/code], the editor's Script tab will have a separate "
"distraction mode setting from the 2D/3D/AssetLib tabs. If [code]false[/code], "
"the distraction-free mode toggle is shared between all tabs."
msgstr ""
"如果為 [code]true[/code],則編輯器的 Script 分頁,將具有與 2D/3D/AssetLib 分頁"
"不同的干擾模式設定。如果為 [code]false[/code],無干擾模式切換在所有選項卡之間"
"共用。"
msgid ""
"If enabled, displays internal engine errors in toast notifications "
"(toggleable by clicking the \"bell\" icon at the bottom of the editor). No "
"matter the value of this setting, non-internal engine errors will always be "
"visible in toast notifications.\n"
"The default [b]Auto[/b] value will only enable this if the editor was "
"compiled with the [code]dev=yes[/code] option (the default is [code]dev=no[/"
"code])."
msgstr ""
"如果啟用,則會使用吐司通知的形式顯示引擎的內部錯誤(可通過點擊編輯器底部的“鈴"
"鐺”圖示切換)。無論這個設定項是什麼值,非引擎內部錯誤都會在吐司通知中顯示。\n"
"預設的 [b]Auto[/b] 只會在使用 [code]dev=yes[/code] 選項(預設為 [code]dev=no[/"
"code])編譯的編輯器中啟用這個行為。"
msgid ""
"If [code]true[/code], embed modal windows such as docks inside the main "
"editor window. When single-window mode is enabled, tooltips will also be "
"embedded inside the main editor window, which means they can't be displayed "
"outside of the editor window."
msgstr ""
"如果為 [code]true[/code],則在主編輯器視窗中嵌入停靠面板等模態視窗。當啟用單視"
"窗模式時,工具提示也將被嵌入到主編輯器視窗中,這意味著它們不能顯示在編輯器視窗"
"之外。"
msgid ""
"When the editor window is unfocused, the amount of sleeping between frames "
"when the low-processor usage mode is enabled (in microseconds). Higher values "
"will result in lower CPU/GPU usage, which can improve battery life on laptops "
"(in addition to improving the running project's performance if the editor has "
"to redraw continuously). However, higher values will result in a less "
"responsive editor. The default value is set to limit the editor to 20 FPS "
"when the editor window is unfocused. See also [member interface/editor/"
"low_processor_mode_sleep_usec]."
msgstr ""
"當編輯器視窗未聚焦時,啟用低處理器使用模式時影格之間的睡眠量(以微秒為單位)。"
"更高的值將導致更低的 CPU/GPU 使用率,這可以延長筆記型電腦的電池壽命(如果編輯"
"器必須連續重繪,還可以提高正在運作的專案的性能)。但是,更高的值會導致編輯器的"
"回應速度變慢。預設值設定會在編輯器視窗未聚焦時,將編輯器限制為 20 FPS。另見 "
"[member interface/editor/low_processor_mode_sleep_usec]。"
msgid ""
"If [code]true[/code], editor main menu is using embedded [MenuBar] instead of "
"system global menu.\n"
"Specific to the macOS platform."
msgstr ""
"如果為 [code]true[/code],則編輯器的主功能表使用嵌入式 [MenuBar],不使用系統全"
"局選單。\n"
"專用於 macOS 平臺。"
msgid ""
"Base speed for increasing/decreasing float values by dragging them in the "
"inspector."
msgstr "在屬性面板中通過拖動來調整浮點數大小時的基礎變化速度。"
msgid ""
"The number of [Array] or [Dictionary] items to display on each \"page\" in "
"the inspector. Higher values allow viewing more values per page, but take "
"more time to load. This increased load time is noticeable when selecting "
"nodes that have array or dictionary properties in the editor."
msgstr ""
"在屬性面板中,為 [Array] 或 [Dictionary] 的每一“頁”顯示多少專案。值越高,每一"
"頁可以查看的值就越多,但也會花越多的時間進行載入。在編輯器中選中具有很多陣列或"
"字典屬性的節點時,這些多出來的載入時間就會很顯著。"
msgid ""
"If [code]true[/code], display OpenType features marked as [code]hidden[/code] "
"by the font file in the [Font] editor."
msgstr ""
"如果為 [code]true[/code],則在 [Font] 編輯器中,顯示被字形檔標記為 "
"[code]hidden[/code] 的 OpenType 功能。"
msgid ""
"If [code]true[/code], the multi window support in editor is enabled. The "
"following panels can become dedicated windows (made floating): Docks, Script "
"editor, and Shader editor.\n"
"[b]Note:[/b] When [member interface/editor/single_window_mode] is [code]true[/"
"code], the multi window support is always disabled."
msgstr ""
"如果為 [code]true[/code],將啟用編輯器的多視窗支援。以下面板可以成為獨立視窗"
"(浮動):停靠面板、腳本編輯器、著色器編輯器。\n"
"[b]注意:[/b][member interface/editor/single_window_mode] 為 [code]true[/"
"code] 時,多視窗支援始終處於禁用狀態。"
msgid ""
"If [code]true[/code], when panels are made floating they will be maximized.\n"
"If [code]false[/code], when panels are made floating their position and size "
"will match the ones when they are attached (excluding window border) to the "
"editor window."
msgstr ""
"如果為 [code]true[/code],則將面板設為浮動時會將其最大化。\n"
"如果為 [code]false[/code],則將面板設為浮動時,位置和大小會和編輯器視窗中的狀"
"態一致(不含視窗邊框)。"
msgid ""
"If [code]true[/code], the floating panel position, size, and screen will be "
"saved on editor exit. On next launch the panels that were floating will be "
"made floating in the saved positions, sizes and screens, if possible."
msgstr ""
"如果為 [code]true[/code],則編輯器在退出時會保存浮動面板的位置、大小、螢幕。下"
"次啟動時,會盡可能讓浮動面板在保存的位置、大小、螢幕處保持浮動。"
msgid ""
"Controls when the Close (X) button is displayed on scene tabs at the top of "
"the editor."
msgstr "控制關閉X按鈕何時顯示在編輯器頂部的場景分頁上。"
msgid "The maximum width of each scene tab at the top editor (in pixels)."
msgstr "頂部編輯器中每個場景分頁的最大寬度(以圖元為單位)。"
msgid ""
"If [code]true[/code], show a button next to each scene tab that opens the "
"scene's \"dominant\" script when clicked. The \"dominant\" script is the one "
"that is at the highest level in the scene's hierarchy."
msgstr ""
"如果為 [code]true[/code],則在每個場景分頁旁邊顯示一個按鈕,點擊該按鈕會打開場"
"景的“主導”腳本。“主導”腳本是場景層次結構中位於最高級別的腳本。"
msgid ""
"If [code]true[/code], display an automatically-generated thumbnail when "
"hovering scene tabs with the mouse. Scene thumbnails are generated when "
"saving the scene."
msgstr ""
"如果為 [code]true[/code],當滑鼠懸停在場景分頁上時,會顯示自動生成的縮略圖。場"
"景縮略圖在保存場景時生成。"
msgid ""
"The color to use for \"highlighted\" user interface elements in the editor "
"(pressed and hovered items)."
msgstr "用於編輯器中“高亮顯示”的使用者介面元素(按下和懸停的專案)的顏色。"
msgid ""
"The spacing to add for buttons and list items in the editor (in pixels). "
"Increasing this value is useful to improve usability on touch screens, at the "
"cost of reducing the amount of usable screen real estate."
msgstr ""
"在編輯器中為按鈕和列表項新增的間距(以圖元為單位)。增加該值有助於提高觸控式螢"
"幕的可用性,但代價是減少可用螢幕空間。"
msgid ""
"The base color to use for user interface elements in the editor. Secondary "
"colors (such as darker/lighter variants) are derived from this color."
msgstr ""
"用於編輯器中使用者介面元素的基色。次要顏色(例如較深/較淺的變體)是從這種顏色"
"派生的。"
msgid "The border size to use for interface elements (in pixels)."
msgstr "介面元素的邊框大小(單位為圖元)。"
msgid ""
"The contrast factor to use when deriving the editor theme's base color (see "
"[member interface/theme/base_color]). When using a positive values, the "
"derived colors will be [i]darker[/i] than the base color. This contrast "
"factor can be set to a negative value, which will make the derived colors "
"[i]brighter[/i] than the base color. Negative contrast rates often look "
"better for light themes."
msgstr ""
"當衍生編輯器主題的基色時,使用的對比度係數(參見 [member interface/theme/"
"base_color])。當使用正值時,衍生的顏色將比基色[i]更深[/i]。該對比度係數可以設"
"定為負值,這將使衍生顏色比基色[i]更淺[/i]。對於淺色主題,負對比度通常看起來更"
"好。"
msgid ""
"The corner radius to use for interface elements (in pixels). [code]0[/code] "
"is square."
msgstr "介面元素的圓角半徑(單位為圖元)。[code]0[/code] 則為正方形。"
msgid ""
"The custom theme resource to use for the editor. Must be a Godot theme "
"resource in [code].tres[/code] or [code].res[/code] format."
msgstr ""
"用於編輯器的自訂主題資源。必須是 [code].tres[/code] 或 [code].res[/code] 格式"
"的 Godot 主題資源。"
msgid ""
"If [code]true[/code], draws additional borders around interactive UI elements "
"in the editor. This is automatically enabled when using the [b]Black (OLED)[/"
"b] theme preset, as this theme preset uses a fully black background."
msgstr ""
"如果 [code]true[/code],則在編輯器中的互動式 UI 元素周圍繪製額外的邊框。使用"
"[b]Black (OLED)[/b]主題預設時該項會自動啟用,因為該主題預設使用全黑背景。"
msgid ""
"The icon and font color scheme to use in the editor.\n"
"- [b]Auto[/b] determines the color scheme to use automatically based on "
"[member interface/theme/base_color].\n"
"- [b]Dark[/b] makes fonts and icons light (suitable for dark themes).\n"
"- [b]Light[/b] makes fonts and icons dark (suitable for light themes). Icon "
"colors are automatically converted by the editor following [url=https://"
"github.com/godotengine/godot/blob/master/editor/editor_themes.cpp#L135]this "
"set of rules[/url]."
msgstr ""
"在編輯器中使用的圖示和字形的配色方案。\n"
"- [b]Auto[/b] 根據 [member interface/theme/base_color] 自動確定要使用的配色方"
"案。\n"
"- [b]Dark[/b] 使字形和圖示變亮(適合深色主題)。\n"
"- [b]Light[/b] 使字形和圖示變暗(適合淺色主題)。圖示顏色由編輯器按照"
"[url=https://github.com/godotengine/godot/blob/master/editor/editor_themes."
"cpp#L135]這組規則[/url]自動轉換。"
msgid ""
"The saturation to use for editor icons. Higher values result in more vibrant "
"colors.\n"
"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot "
"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/"
"theme/icon_saturation] to [code]0.77[/code]."
msgstr ""
"用於編輯器圖示的飽和度。值越高,顏色越鮮豔。\n"
"[b]注意:[/b]在 Godot 4.0 及更高版本中,預設編輯器圖示飽和度增加了 30%。要恢複"
"為 Godot 3.x 的圖示飽和度,請將 [member interface/theme/icon_saturation] 設置"
"為 [code]0.77[/code]。"
msgid "The editor theme preset to use."
msgstr "要使用的編輯器主題預設。"
msgid ""
"The opacity to use when drawing relationship lines in the editor's [Tree]-"
"based GUIs (such as the Scene tree dock)."
msgstr ""
"在編輯器的基於 [Tree] 的 GUI例如場景樹停靠欄繪製關係線時使用的不透明"
"度。"
msgid ""
"If [code]true[/code], long press on touchscreen is treated as right click.\n"
"[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices."
msgstr ""
"如果為 [code]true[/code],長按觸控式螢幕被視為右鍵點擊。\n"
"[b]注意:[/b]在觸控式螢幕裝置上預設為 [code]true[/code]。"
msgid ""
"If [code]true[/code], enable two finger pan and scale gestures on touchscreen "
"devices.\n"
"[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices."
msgstr ""
"如果為 [code]true[/code],則在觸控式螢幕裝置上啟用兩指平移和縮放手勢。\n"
"[b]注意:[/b]在觸控式螢幕裝置上預設為 [code]true[/code]。"
msgid ""
"If [code]true[/code], increases the scrollbar touch area to improve usability "
"on touchscreen devices.\n"
"[b]Note:[/b] Defaults to [code]true[/code] on touchscreen devices."
msgstr ""
"如果為 [code]true[/code],則增加捲軸觸摸區域以提高觸控式螢幕裝置的可用性。\n"
"[b]注意:[/b]在觸控式螢幕裝置上預設為 [code]true[/code]。"
msgid ""
"Specify the multiplier to apply to the scale for the editor gizmo handles to "
"improve usability on touchscreen devices.\n"
"[b]Note:[/b] Defaults to [code]1[/code] on non-touchscreen devices."
msgstr ""
"指定為了在提高觸控式螢幕裝置的可用性而對編輯器小工具手柄套用的縮放乘數。\n"
"[b]注意:[/b]在非觸控式螢幕裝置上預設為 [code]1[/code]。"
msgid ""
"The address to listen to when starting the remote debugger. This can be set "
"to [code]0.0.0.0[/code] to allow external clients to connect to the remote "
"debugger (instead of restricting the remote debugger to connections from "
"[code]localhost[/code])."
msgstr ""
"啟動遠程除錯器時要監聽的地址。這可以設定為 [code]0.0.0.0[/code] 以允許外部客戶"
"端連接到遠端除錯器(而不是將遠端除錯器限制為來自 [code]localhost[/code] 的連"
"接)。"
msgid ""
"The port to listen to when starting the remote debugger. Godot will try to "
"use port numbers above the configured number if the configured number is "
"already taken by another application."
msgstr ""
"啟動遠端除錯器時要監聽的埠。如果配置的數位已被另一個套用程式佔用Godot 將嘗試"
"使用高於該配置數位的埠號。"
msgid ""
"The host to use to contact the HTTP and HTTPS proxy in the editor (for the "
"asset library and export template downloads). See also [member network/"
"http_proxy/port].\n"
"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, "
"so you have to enter them manually here if needed."
msgstr ""
"用於在編輯器中聯繫 HTTP 和 HTTPS 代理的主機(用於素材庫和匯出範本下載)。另見 "
"[member network/http_proxy/port]。\n"
"[b]注意:[/b]Godot 目前不會自動使用系統代理設定,所以如果需要,必須在此處手動"
"輸入。"
msgid ""
"The port number to use to contact the HTTP and HTTPS proxy in the editor (for "
"the asset library and export template downloads). See also [member network/"
"http_proxy/host].\n"
"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, "
"so you have to enter them manually here if needed."
msgstr ""
"用於在編輯器中聯繫 HTTP 和 HTTPS 代理的埠號(用於素材庫和匯出範本下載)。另請"
"參閱 [member network/http_proxy/host]。\n"
"[b]注意:[/b]Godot 目前不會自動使用系統代理設定,所以如果需要,必須在此處手動"
"輸入。"
msgid ""
"The TLS certificate bundle to use for HTTP requests made within the editor (e."
"g. from the AssetLib tab). If left empty, the [url=https://github.com/"
"godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included "
"Mozilla certificate bundle[/url] will be used."
msgstr ""
"用於在編輯器中發出的 HTTP 請求(例如來自 AssetLib 分頁)的 TLS 憑證包。如果留"
"空,將使用[url=https://github.com/godotengine/godot/blob/master/thirdparty/"
"certs/ca-certificates.crt]包含的 Mozilla 憑證包[/url]。"
msgid ""
"The renderer type that will be checked off by default when creating a new "
"project. Accepted strings are \"forward_plus\", \"mobile\" or "
"\"gl_compatibility\"."
msgstr ""
"建立新專案時預設勾選的渲染器型別。可接受的字串是“forward_plus”、“mobile”、"
"或“gl_compatibility”。"
msgid ""
"The sorting order to use in the project manager. When changing the sorting "
"order in the project manager, this setting is set permanently in the editor "
"settings."
msgstr ""
"在專案管理器中使用的排序順序。在專案管理器中更改排序順序時,該設定將在編輯器設"
"定中被永久設定。"
msgid ""
"If [code]true[/code], saves all scenes and scripts automatically before "
"running the project. Setting this to [code]false[/code] prevents the editor "
"from saving if there are no changes which can speed up the project startup "
"slightly, but it makes it possible to run a project that has unsaved changes. "
"(Unsaved changes will not be visible in the running project.)"
msgstr ""
"如果為 [code]true[/code],則在運作遊戲專案之前會自動保存所有場景和腳本。將該項"
"設定為 [code]false[/code] 可防止編輯器在沒有更改的情況下保存,這可以稍微加快該"
"遊戲專案的啟動速度,但它可以運作帶有未保存的更改的遊戲專案。(未保存的更改在正"
"在運作的專案中將不可見。)"
msgid ""
"If [code]true[/code], the editor will clear the Output panel when running the "
"project."
msgstr "如果為 [code]true[/code],則編輯器會在運作遊戲專案時清空“輸出”面板。"
msgid ""
"If [code]true[/code], the editor will collapse the Output panel when stopping "
"the project."
msgstr "如果為 [code]true[/code],則編輯器會在停止遊戲專案時折疊“輸出”面板。"
msgid ""
"If [code]true[/code], the editor will expand the Output panel when running "
"the project."
msgstr "如果為 [code]true[/code],則編輯器會在運作遊戲專案時展開“輸出”面板。"
msgid ""
"The size of the font in the [b]Output[/b] panel at the bottom of the editor. "
"This setting does not impact the font size of the script editor (see [member "
"interface/editor/code_font_size])."
msgstr ""
"編輯器底部[b]輸出[/b]面板中的字形大小。該設定不會影響腳本編輯器的字形大小(見 "
"[member interface/editor/code_font_size])。"
msgid ""
"The Android window to display the project on when starting the project from "
"the editor.\n"
"[b]Note:[/b] Only available in the Android editor."
msgstr ""
"從編輯器中啟動專案時,用於顯示專案的 Android 視窗。\n"
"[b]注意:[/b]僅在 Android 編輯器中可用。"
msgid ""
"The window mode to use to display the project when starting the project from "
"the editor."
msgstr "從編輯器啟動遊戲專案時,用於顯示該遊戲專案的視窗模式。"
msgid ""
"The custom position to use when starting the project from the editor (in "
"pixels from the top-left corner). Only effective if [member run/"
"window_placement/rect] is set to [b]Custom Position[/b]."
msgstr ""
"從編輯器啟動遊戲專案時,使用的自訂位置(相對於左上角,單位為圖元)。僅當 "
"[member run/window_placement/rect] 設定為 [b]Custom Position[/b] 時才有效。"
msgid ""
"The monitor to display the project on when starting the project from the "
"editor."
msgstr "從編輯器啟動遊戲專案時,用於顯示該遊戲專案的顯示幕。"
msgid ""
"If [code]true[/code], makes the caret blink according to [member text_editor/"
"appearance/caret/caret_blink_interval]. Disabling this setting can improve "
"battery life on laptops if you spend long amounts of time in the script "
"editor, since it will reduce the frequency at which the editor needs to be "
"redrawn."
msgstr ""
"如果為 [code]true[/code] ,則文字游標按照 [member text_editor/appearance/"
"caret/caret_blink_interval] 來閃爍。如果長時間使用腳本編輯器,禁用這個設定可以"
"改善筆記型電腦的電池壽命,因為可以減少編輯器需要重繪的頻率。"
msgid ""
"The interval at which the caret will blink (in seconds). See also [member "
"text_editor/appearance/caret/caret_blink]."
msgstr ""
"文字游標閃爍的時間間隔(單位為秒)。另見 [member text_editor/appearance/caret/"
"caret_blink]。"
msgid ""
"If [code]true[/code], highlights all occurrences of the currently selected "
"text in the script editor. See also [member text_editor/theme/highlighting/"
"word_highlighted_color]."
msgstr ""
"如果為 [code]true[/code],則在腳本編輯器中高亮顯示目前所選文字的所有配對項。另"
"請參閱 [member text_editor/theme/highlighting/word_highlighted_color]。"
msgid ""
"If [code]true[/code], colors the background of the line the caret is "
"currently on with [member text_editor/theme/highlighting/current_line_color]."
msgstr ""
"如果為 [code]true[/code],則使用 [member text_editor/theme/highlighting/"
"current_line_color] 為文字游標目前所在行的背景著色。"
msgid ""
"The shape of the caret to use in the script editor. [b]Line[/b] displays a "
"vertical line to the left of the current character, whereas [b]Block[/b] "
"displays an outline over the current character."
msgstr ""
"在腳本編輯器中使用的文字游標的形狀。[b]Line[/b] 會在目前字元的左側顯示一條垂直"
"線,而 [b]Block[/b] 會在目前字元上方顯示一個輪廓。"
msgid ""
"The column at which to display a subtle line as a line length guideline for "
"scripts. This should generally be greater than [member text_editor/appearance/"
"guidelines/line_length_guideline_soft_column]."
msgstr ""
"在哪列將細線顯示為腳本的行長輔助線。這通常應該大於 [member text_editor/"
"appearance/guidelines/line_length_guideline_soft_column]。"
msgid ""
"The column at which to display a [i]very[/i] subtle line as a line length "
"guideline for scripts. This should generally be lower than [member "
"text_editor/appearance/guidelines/line_length_guideline_hard_column]."
msgstr ""
"在哪行將一條[i]非常[/i]細的線顯示為腳本的行長輔助線。這通常應該低於 [member "
"text_editor/appearance/guidelines/line_length_guideline_hard_column]。"
msgid ""
"If [code]true[/code], displays line length guidelines to help you keep line "
"lengths in check. See also [member text_editor/appearance/guidelines/"
"line_length_guideline_soft_column] and [member text_editor/appearance/"
"guidelines/line_length_guideline_hard_column]."
msgstr ""
"如果為 [code]true[/code],則顯示行長度輔助線以説明控制行的長度。另請參閱 "
"[member text_editor/appearance/guidelines/line_length_guideline_soft_column] "
"和 [member text_editor/appearance/guidelines/"
"line_length_guideline_hard_column]。"
msgid ""
"If [code]true[/code], highlights type-safe lines by displaying their line "
"number color with [member text_editor/theme/highlighting/"
"safe_line_number_color] instead of [member text_editor/theme/highlighting/"
"line_number_color]. Type-safe lines are lines of code where the type of all "
"variables is known at compile-time. These type-safe lines may run faster "
"thanks to typed instructions."
msgstr ""
"如果為 [code]true[/code],則通過使用 [member text_editor/theme/highlighting/"
"safe_line_number_color] 而不是 [member text_editor/theme/highlighting/"
"line_number_color],來顯示行號顏色以突出顯示型別安全行。型別安全行是指所有變量"
"的型別在編譯時已知的程式碼行。由於型別化的指令,這些型別安全的行可能會運作得更"
"快。"
msgid ""
"If [code]true[/code], displays line numbers with zero padding (e.g. "
"[code]007[/code] instead of [code]7[/code])."
msgstr ""
"如果為 [code]true[/code],則顯示的行號使用零填充(例如 [code]7[/code] 會變成 "
"[code]007[/code])。"
msgid ""
"If [code]true[/code], displays a gutter at the left containing icons for "
"methods with signal connections and for overridden methods."
msgstr ""
"如果為 [code]true[/code],則會在左側顯示一個裝訂線,為存在訊號連接和覆蓋方法的"
"方法顯示圖示。"
msgid "If [code]true[/code], displays line numbers in a gutter at the left."
msgstr "如果為 [code]true[/code],則會在左側的裝訂線中顯示行號。"
msgid ""
"If [member text_editor/appearance/lines/word_wrap] is set to [code]1[/code], "
"sets text wrapping mode. To see how each mode behaves, see [enum TextServer."
"AutowrapMode]."
msgstr ""
"如果 [member text_editor/appearance/lines/word_wrap] 設定為 [code]1[/code],則"
"設定文字換行模式。每種模式的行為見 [enum TextServer.AutowrapMode]。"
msgid ""
"If [code]true[/code], displays the folding arrows next to indented code "
"sections and allows code folding. If [code]false[/code], hides the folding "
"arrows next to indented code sections and disallows code folding."
msgstr ""
"如果為 [code]true[/code],則顯示縮進的程式碼小節旁邊的折疊箭頭,並允許程式碼折"
"疊。如果為 [code]false[/code],則隱藏縮進的程式碼小節旁邊的折疊箭頭,並禁止程"
"式碼折疊。"
msgid ""
"If [code]true[/code], wraps long lines over multiple lines to avoid "
"horizontal scrolling. This is a display-only feature; it does not actually "
"insert line breaks in your scripts."
msgstr ""
"如果為 [code]true[/code],則將長行換成多行以避免水平滾動。這是一個僅顯示的功"
"能;它實際上並沒有在腳本中插入分行符號。"
msgid "The width of the minimap in the script editor (in pixels)."
msgstr "腳本編輯器中小地圖的寬度(單位為圖元)。"
msgid ""
"If [code]true[/code], draws an overview of the script near the scroll bar. "
"The minimap can be left-clicked to scroll directly to a location in an "
"\"absolute\" manner."
msgstr ""
"如果為 [code]true[/code],則在捲軸附近繪製腳本概覽。小地圖可以被左鍵點擊,"
"以“絕對”的方式直接滾動到某個位置。"
msgid "If [code]true[/code], draws space characters as centered points."
msgstr "如果為 [code]true[/code],則會將空格字元繪製為居中的點。"
msgid "If [code]true[/code], draws tab characters as chevrons."
msgstr "如果為 [code]true[/code],則會將定位字元繪製為人字形。"
msgid ""
"The space to add between lines (in pixels). Greater line spacing can help "
"improve readability at the cost of displaying fewer lines on screen."
msgstr ""
"行與行之間要增加的空間(圖元)。更大的行間距可以幫助提高可讀性,但代價是在屏幕"
"上顯示更少的行。"
msgid ""
"If [code]true[/code], automatically reloads scripts in the editor when they "
"have been modified and saved by external editors."
msgstr ""
"如果為 [code]true[/code],當腳本被外部編輯器修改和保存時,會自動在編輯器中重新"
"載入腳本。"
msgid ""
"If set to a value greater than [code]0[/code], automatically saves the "
"current script following the specified interval (in seconds). This can be "
"used to prevent data loss if the editor crashes."
msgstr ""
"如果設定為大於 [code]0[/code] 的值,則按照指定的時間間隔(以秒為單位)會自動保"
"存目前腳本。這可用於防止編輯器當機時的資料丟失。"
msgid ""
"If [code]true[/code], converts indentation to match the script editor's "
"indentation settings when saving a script. See also [member text_editor/"
"behavior/indent/type]."
msgstr ""
"如果為 [code]true[/code],則在保存腳本時轉換縮進,以配對腳本編輯器的縮進設置。"
"另見 [member text_editor/behavior/indent/type]。"
msgid ""
"If [code]true[/code], reopens scripts that were opened in the last session "
"when the editor is reopened on a given project."
msgstr ""
"如果為 [code]true[/code],則在給定專案上重新打開編輯器時,重新打開在上次會話中"
"打開的腳本。"
msgid ""
"If [code]true[/code], trims trailing whitespace when saving a script. "
"Trailing whitespace refers to tab and space characters placed at the end of "
"lines. Since these serve no practical purpose, they can and should be removed "
"to make version control diffs less noisy."
msgstr ""
"如果為 [code]true[/code],則在保存腳本時修剪尾隨空格。尾隨空格是指放置在行尾的"
"定位字元和空格字元。由於這些沒有任何實際用途,因此可以並且應該將其移除,以減少"
"版本控制差異的干擾。"
msgid ""
"If [code]true[/code], automatically indents code when pressing the "
"[kbd]Enter[/kbd] key based on blocks above the new line."
msgstr ""
"如果為 [code]true[/code],則在按 [kbd]Enter[/kbd] 鍵時,將根據新行上方的程式碼"
"塊,自動縮程序式碼。"
msgid ""
"When using tab indentation, determines the length of each tab. When using "
"space indentation, determines how many spaces are inserted when pressing "
"[kbd]Tab[/kbd] and when automatic indentation is performed."
msgstr ""
"使用定位字元縮進時,確定每個定位字元的長度。使用空格縮進時,確定按下 "
"[kbd]Tab[/kbd] 和執行自動縮進時,插入了多少空格。"
msgid ""
"The indentation style to use (tabs or spaces).\n"
"[b]Note:[/b] The [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_styleguide.html]GDScript style guide[/url] recommends using tabs for "
"indentation. It is advised to change this setting only if you need to work on "
"a project that currently uses spaces for indentation."
msgstr ""
"要使用的縮進風格(定位字元或空格)。\n"
"[b]注意:[/b][url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide."
"html]GDScript 風格指南[/url]建議使用定位字元進行縮進。建議僅當需要處理目前使用"
"空格進行縮進的遊戲專案時,才更改這項設定。"
msgid ""
"If [code]true[/code], allows drag-and-dropping text in the script editor to "
"move text. Disable this if you find yourself accidentally drag-and-dropping "
"text in the script editor."
msgstr ""
"如果為 [code]true[/code],則允許在腳本編輯器中拖放文字以移動文字。如果發現不小"
"心在腳本編輯器中拖放了文字,請禁用該項。"
msgid ""
"If [code]true[/code], the caret will be moved when right-clicking somewhere "
"in the script editor (like when left-clicking or middle-clicking). If "
"[code]false[/code], the caret will only be moved when left-clicking or middle-"
"clicking somewhere."
msgstr ""
"如果為 [code]true[/code],則在腳本編輯器中右鍵點擊某處時,文字游標將被移動(像"
"左鍵點擊或中鍵點擊時一樣)。如果為 [code]false[/code],文字游標只會在左鍵點擊"
"或中鍵點擊某個位置時移動。"
msgid "If [code]true[/code], allows scrolling past the end of the file."
msgstr "如果為 [code]true[/code],則允許滾動越過檔的末尾。"
msgid ""
"If [code]true[/code], allows scrolling in sub-line intervals and enables a "
"smooth scrolling animation when using the mouse wheel to scroll.\n"
"[b]Note:[/b] [member text_editor/behavior/navigation/smooth_scrolling] "
"currently behaves poorly in projects where [member ProjectSettings.physics/"
"common/physics_ticks_per_second] has been increased significantly from its "
"default value ([code]60[/code]). In this case, it is recommended to disable "
"this setting."
msgstr ""
"如果為 [code]true[/code],則允許在子行間隔內滾動,並在使用滑鼠滾輪滾動時啟用平"
"滑的滾動動畫。\n"
"[b]注意:[/b][member text_editor/behavior/navigation/smooth_scrolling] 目前在 "
"[member ProjectSettings.physics/common/physics_ticks_per_second] 從其預設值"
"[code]60[/code])顯著增加的遊戲專案中表現不佳。在這種情況下,建議禁用該設"
"置。"
msgid ""
"If [code]true[/code], prevents automatically switching between the Script and "
"2D/3D screens when selecting a node in the Scene tree dock."
msgstr ""
"如果為 [code]true[/code],則在場景樹面板中選擇節點時,可防止自動在腳本和 "
"2D/3D 螢幕之間切換。"
msgid ""
"The number of pixels to scroll with every mouse wheel increment. Higher "
"values make the script scroll by faster when using the mouse wheel.\n"
"[b]Note:[/b] You can hold down [kbd]Alt[/kbd] while using the mouse wheel to "
"temporarily scroll 5 times faster."
msgstr ""
"每個滑鼠滾輪差異量滾動的圖元數。使用滑鼠滾輪時,較高的值會使腳本滾動得更快。\n"
"[b]注意:[/b]可以在按住 [kbd]Alt[/kbd] 的同時,使用滑鼠滾輪將滾動速度暫時提高 "
"5 倍。"
msgid ""
"If [code]true[/code], adds static typing hints such as [code]-> void[/code] "
"and [code]: int[/code] when using code autocompletion or when creating "
"onready variables by drag and dropping nodes into the script editor while "
"pressing the [kbd]Ctrl[/kbd] key."
msgstr ""
"如果為 [code]true[/code] ,則在使用程式碼自動補全時,或在按下 [kbd]Ctrl[/kbd] "
"鍵的同時將節點拖放到腳本編輯器中建立 onready 變數時,將新增靜態型別提示,型別"
"提示類似 [code]-> void[/code] 和 [code]: int[/code] 。"
msgid ""
"If [code]true[/code], automatically completes braces when making use of code "
"completion."
msgstr "如果為 [code]true[/code],則在使用程式碼補全時,自動補全括弧。"
msgid ""
"The delay in seconds after which autocompletion suggestions should be "
"displayed when the user stops typing."
msgstr "使用者停止輸入後,應顯示自動補全建議的延遲時間(以秒為單位)。"
msgid ""
"If [code]true[/code], code completion will be triggered automatically after "
"[member text_editor/completion/code_complete_delay]. If [code]false[/code], "
"you can still trigger completion manually by pressing [kbd]Ctrl + Space[/kbd] "
"([kbd]Cmd + Space[/kbd] on macOS)."
msgstr ""
"如果[code]true[/code],則在[member text_editor/completion/code_complete_delay]"
"之後自動觸發程式碼完成。如果[code]false[/code],您仍然可以按[kbd]Ctrl + "
"Space[/kbd]在macOS 上為[kbd]Cmd + Space[/kbd])手動觸發完成。"
msgid ""
"If [code]true[/code] enables the coloring for some items in the "
"autocompletion suggestions, like vector components."
msgstr "如果 [code]true[/code] 啟用自動完成建議中某些專案的著色,例如向量分量。"
msgid ""
"If [code]true[/code], provides autocompletion suggestions for file paths in "
"methods such as [code]load()[/code] and [code]preload()[/code]."
msgstr ""
"如果為 [code]true[/code],則在 [code]load()[/code] 和 [code]preload()[/code] "
"等方法中,為檔路徑提供自動補全建議。"
msgid ""
"The delay in seconds after which the script editor should check for errors "
"when the user stops typing."
msgstr "使用者停止輸入後,腳本編輯器應檢查錯誤的延遲時間(以秒為單位)。"
msgid ""
"If [code]true[/code], the code completion tooltip will appear below the "
"current line unless there is no space on screen below the current line. If "
"[code]false[/code], the code completion tooltip will appear above the current "
"line."
msgstr ""
"如果為 [code]true[/code],除非目前行下方的螢幕上沒有空間,否則程式碼補全工具提"
"示,將出現在目前行下方。如果為 [code]false[/code],則程式碼補全工具提示,將出"
"現在目前行上方。"
msgid ""
"If [code]true[/code], performs string autocompletion with single quotes. If "
"[code]false[/code], performs string autocompletion with double quotes (which "
"matches the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_styleguide."
"html]GDScript style guide[/url])."
msgstr ""
"如果為 [code]true[/code],則執行帶單引號的字串自動補全。如果為 [code]false[/"
"code],則執行帶雙引號的字串自動補全(則與 [url=$DOCS_URL/tutorials/scripting/"
"gdscript/gdscript_styleguide.html]GDScript 風格指南[/url]一致)。"
msgid ""
"Controls which multi-line code blocks should be displayed in the editor help. "
"This setting does not affect single-line code literals in the editor help."
msgstr ""
"控制應在編輯器説明中顯示哪些多行程式碼塊。該設定不會影響編輯器幫助中的單行程式"
"碼文字。"
msgid "The font size to use for the editor help (built-in class reference)."
msgstr "編輯器幫助(內建類參考)的字形大小。"
msgid ""
"The font size to use for code samples in the editor help (built-in class "
"reference)."
msgstr "編輯器幫助(內建類參考)中範例程式碼的字形大小。"
msgid ""
"The font size to use for headings in the editor help (built-in class "
"reference)."
msgstr "編輯器幫助(內建類參考)中標題的字形大小。"
msgid ""
"If [code]true[/code], displays a table of contents at the left of the editor "
"help (at the location where the members overview would appear when editing a "
"script)."
msgstr ""
"如果為 [code]true[/code],則在編輯器説明的左側顯示目錄(編輯腳本時出現成員概覽"
"的位置)。"
msgid ""
"If [code]true[/code], displays an overview of the current script's member "
"variables and functions at the left of the script editor. See also [member "
"text_editor/script_list/sort_members_outline_alphabetically]."
msgstr ""
"如果為 [code]true[/code],則在腳本編輯器的左側顯示目前腳本的成員變數和函式的概"
"覽。另見 [member text_editor/script_list/"
"sort_members_outline_alphabetically]。"
msgid ""
"If [code]true[/code], sorts the members outline (located at the left of the "
"script editor) using alphabetical order. If [code]false[/code], sorts the "
"members outline depending on the order in which members are found in the "
"script.\n"
"[b]Note:[/b] Only effective if [member text_editor/script_list/"
"show_members_overview] is [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則使用字母順序,對成員大綱(位於腳本編輯器的左側)進"
"行排序。如果為 [code]false[/code],則根據在腳本中找到成員的順序,對成員大綱進"
"行排序。\n"
"[b]注意:[/b]僅當 [member text_editor/script_list/show_members_overview] 為 "
"[code]true[/code] 時有效。"
msgid ""
"The syntax theme to use in the script editor.\n"
"You can save your own syntax theme from your current settings by using "
"[b]File > Theme > Save As...[/b] at the top of the script editor. The syntax "
"theme will then be available locally in the list of color themes.\n"
"You can find additional syntax themes to install in the [url=https://github."
"com/godotengine/godot-syntax-themes]godot-syntax-themes[/url] repository."
msgstr ""
"腳本編輯器中,使用的語法主題。\n"
"可以使用腳本編輯器頂部的[b]檔 > 主題 > 另存為...[/b],從目前設定中保存自己的語"
"法主題。然後,語法主題將在本地顏色主題列表中可用。\n"
"可以在 [url=https://github.com/godotengine/godot-syntax-themes]godot-syntax-"
"themes[/url] 儲存庫中,找到要安裝的其他語法主題。"
msgid ""
"The script editor's background color. If set to a translucent color, the "
"editor theme's base color will be visible behind."
msgstr ""
"腳本編輯器中,背景的顏色。如果設定為半透明的顏色,會透出後面的編輯器主題的基礎"
"色。"
msgid ""
"The script editor's base type color (used for types like [Vector2], "
"[Vector3], [Color], ...)."
msgstr ""
"腳本編輯器中,基礎型別的顏色(用於 [Vector2]、[Vector3]、[Color] 等型別)。"
msgid "The script editor's bookmark icon color (displayed in the gutter)."
msgstr "腳本編輯器中,書簽圖示的顏色(在裝訂線中顯示)。"
msgid ""
"The script editor's brace mismatch color. Used when the caret is currently on "
"a mismatched brace, parenthesis or bracket character."
msgstr ""
"腳本編輯器中,括弧不配對的顏色。當文字游標位於不配對的大括弧、圓括號或方括號字"
"元上時使用。"
msgid "The script editor's breakpoint icon color (displayed in the gutter)."
msgstr "腳本編輯器中,中斷點圖示的顏色(在裝訂線中顯示)。"
msgid ""
"The script editor's caret background color.\n"
"[b]Note:[/b] This setting has no effect as it's currently unused."
msgstr ""
"腳本編輯器中,文字游標的背景色。\n"
"[b]注意:[/b]該設定無效,因為目前未使用。"
msgid "The script editor's caret color."
msgstr "腳本編輯器中,文字游標的顏色。"
msgid ""
"The script editor's color for the code folding icon (displayed in the gutter)."
msgstr "腳本編輯器中,程式碼折疊圖示的顏色(在裝訂線中顯示)。"
msgid ""
"The script editor's comment color.\n"
"[b]Note:[/b] In GDScript, unlike Python, multiline strings are not considered "
"to be comments, and will use the string highlighting color instead."
msgstr ""
"腳本編輯器中,注釋的顏色。\n"
"[b]注意:[/b]在 GDScript 中,與 Python 不同,多行字串不被視為注釋,而是使用字"
"串高亮顯示顏色。"
msgid "The script editor's autocompletion box background color."
msgstr "腳本編輯器中,自動補全框的背景色。"
msgid ""
"The script editor's autocompletion box background color to highlight existing "
"characters in the completion results. This should be a translucent color so "
"that [member text_editor/theme/highlighting/completion_selected_color] can be "
"seen behind."
msgstr ""
"腳本編輯器中,自動補全框的背景顏色,用於高亮顯示補全結果中的現有字元。這應該是"
"半透明的顏色,以便在後面可以看到 [member text_editor/theme/highlighting/"
"completion_selected_color]。"
msgid "The script editor's autocompletion box text color."
msgstr "腳本編輯器中,自動補全框的文字顏色。"
msgid "The script editor's autocompletion box scroll bar color."
msgstr "腳本編輯器中,自動補全框的捲軸顏色。"
msgid ""
"The script editor's autocompletion box scroll bar color when hovered or "
"pressed with the mouse."
msgstr "腳本編輯器中,自動補全框的捲軸被滑鼠懸停或按下時的顏色。"
msgid ""
"The script editor's autocompletion box background color for the currently "
"selected line."
msgstr "腳本編輯器中,自動補全框的目前選中行的背景色。"
msgid ""
"The script editor's control flow keyword color (used for keywords like "
"[code]if[/code], [code]for[/code], [code]return[/code], ...)."
msgstr ""
"腳本編輯器中,控制流關鍵字的顏色(用於 [code]if[/code]、[code]for[/code]、"
"[code]return[/code] 等關鍵字)。"
msgid ""
"The script editor's background color for the line the caret is currently on. "
"This should be set to a translucent color so that it can display on top of "
"other line color modifiers such as [member text_editor/theme/highlighting/"
"mark_color]."
msgstr ""
"腳本編輯器中,文字游標目前所在行的背景色。這應該被設定為半透明顏色,以便它可以"
"顯示在其他的行顏色修飾之上,例如 [member text_editor/theme/highlighting/"
"mark_color]。"
msgid ""
"The script editor's engine type color ([Vector2], [Vector3], [Color], ...)."
msgstr "腳本編輯器中,引擎型別的顏色([Vector2]、[Vector3]、[Color]……)。"
msgid ""
"The script editor's color for the debugger's executing line icon (displayed "
"in the gutter)."
msgstr "腳本編輯器中,除錯器執行行圖示(顯示在裝訂線中)的顏色。"
msgid ""
"The script editor's background line highlighting color for folded code region."
msgstr "腳本編輯器中,搜索結果的背景色。"
msgid ""
"The script editor's function call color.\n"
"[b]Note:[/b] When using the GDScript syntax highlighter, this is replaced by "
"the function definition color configured in the syntax theme for function "
"definitions (e.g. [code]func _ready():[/code])."
msgstr ""
"腳本編輯器中,函式呼叫的顏色。\n"
"[b]注意:[/b]當使用 GDScript 語法高亮器時,這將被語法主題中為函式定義(例如:"
"[code]func _ready():[/code] )配置的函式定義顏色所取代。"
msgid ""
"The script editor's non-control flow keyword color (used for keywords like "
"[code]var[/code], [code]func[/code], [code]extends[/code], ...)."
msgstr ""
"腳本編輯器中,非控制流關鍵字的顏色(用於關鍵字,如 [code]var[/code]、"
"[code]func[/code]、[code]extends[/code]、...)。"
msgid ""
"The script editor's color for the line length guideline. The \"hard\" line "
"length guideline will be drawn with this color, whereas the \"soft\" line "
"length guideline will be drawn with half of its opacity."
msgstr ""
"腳本編輯器中,行長輔助線的顏色。“硬”行長輔助線將使用該顏色繪製,而“軟”行長參考"
"線將使用其一半的不透明度繪製。"
msgid ""
"The script editor's color for line numbers. See also [member text_editor/"
"theme/highlighting/safe_line_number_color]."
msgstr ""
"腳本編輯器中,行號的顏色。另請參閱 [member text_editor/theme/highlighting/"
"safe_line_number_color]。"
msgid ""
"The script editor's background color for lines with errors. This should be "
"set to a translucent color so that it can display on top of other line color "
"modifiers such as [member text_editor/theme/highlighting/current_line_color]."
msgstr ""
"腳本編輯器中,有錯誤的行的背景顏色。這應該被設定為半透明顏色,以便它可以顯示在"
"其他的行顏色修飾之上,例如 [member text_editor/theme/highlighting/"
"current_line_color]。"
msgid ""
"The script editor's color for member variables on objects (e.g. [code]self."
"some_property[/code]).\n"
"[b]Note:[/b] This color is not used for local variable declaration and access."
msgstr ""
"腳本編輯器中,物件上成員變數(例如 [code]self.some_property[/code])的顏色。\n"
"[b]注意:[/b]該顏色不用於區域變數的宣告和存取。"
msgid "The script editor's color for numbers (integer and floating-point)."
msgstr "腳本編輯器中,數位(整數和浮點數)的顏色。"
msgid ""
"The script editor's color for type-safe line numbers. See also [member "
"text_editor/theme/highlighting/line_number_color].\n"
"[b]Note:[/b] Only displayed if [member text_editor/appearance/gutters/"
"highlight_type_safe_lines] is [code]true[/code]."
msgstr ""
"腳本編輯器中,型別安全行號的顏色。另請參閱 [member text_editor/theme/"
"highlighting/line_number_color]。\n"
"[b]注意:[/b]僅當 [member text_editor/appearance/gutters/"
"highlight_type_safe_lines] 為 [code]true[/code] 時才顯示。"
msgid ""
"The script editor's color for the border of search results. This border helps "
"bring further attention to the search result. Set this color's opacity to 0 "
"to disable the border."
msgstr ""
"腳本編輯器中,搜索結果邊框的顏色。該邊框有助於進一步關注搜索結果。將該顏色的不"
"透明度設定為 0 可禁用該邊框。"
msgid "The script editor's background color for search results."
msgstr "腳本編輯器中,搜索結果的背景色。"
msgid "The script editor's background color for the currently selected text."
msgstr "腳本編輯器中,目前選中文字的背景色。"
msgid "The script editor's color for strings (single-line and multi-line)."
msgstr "腳本編輯器中,字串的顏色(單行和多行)。"
msgid ""
"The script editor's color for operators ([code]( ) [ ] { } + - * /[/"
"code], ...)."
msgstr "腳本編輯器中,運算子的顏色([code]( ) [ ] { } + - * /[/code] 等)。"
msgid ""
"The script editor's color for text not highlighted by any syntax highlighting "
"rule."
msgstr "腳本編輯器中,所有語法高亮規則均未高亮顯示的文字的顏色。"
msgid ""
"The script editor's background color for text. This should be set to a "
"translucent color so that it can display on top of other line color modifiers "
"such as [member text_editor/theme/highlighting/current_line_color]."
msgstr ""
"腳本編輯器中,文字的背景顏色。這應該被設定為半透明顏色,以便它可以顯示在其他的"
"行顏色修飾之上,例如 [member text_editor/theme/highlighting/"
"current_line_color]。"
msgid ""
"The script editor's color for user-defined types (using [code]class_name[/"
"code])."
msgstr "腳本編輯器中,使用者定義的型別(使用 [code]class_name[/code] )的顏色。"
msgid ""
"The script editor's color for words highlighted by selecting them. Only "
"visible if [member text_editor/appearance/caret/highlight_all_occurrences] is "
"[code]true[/code]."
msgstr ""
"腳本編輯器中,通過選擇單詞而高亮顯示的顏色。僅當 [member text_editor/"
"appearance/caret/highlight_all_occurrences] 為 [code]true[/code] 時可見。"
msgid "Emitted after any editor setting has changed."
msgstr "在編輯器設定改變後觸發。"
msgid ""
"Emitted after any editor setting has changed. It's used by various editor "
"plugins to update their visuals on theme changes or logic on configuration "
"changes."
msgstr ""
"在編輯器設定改變後觸發。它被各種編輯器外掛程式使用,以在主題更改時更新視覺效"
"果,或在配置更改時更新邏輯。"
msgid "Godot editor's control for editing numeric values."
msgstr "Godot 編輯器用於編輯數值的控制項。"
msgid "If [code]true[/code], the slider will not draw background."
msgstr "如果為 [code]true[/code],則滑桿不會繪製背景。"
msgid "The text that displays to the left of the value."
msgstr "在值的左側顯示的文字。"
msgid "If [code]true[/code], the slider can't be interacted with."
msgstr "如果為 [code]true[/code],則無法與滑桿互動。"
msgid ""
"The suffix to display after the value (in a faded color). This should "
"generally be a plural word. You may have to use an abbreviation if the suffix "
"is too long to be displayed."
msgstr ""
"在值之後顯示的後綴(以一種淡化的顏色顯示)。這通常應該是一個複數形式的詞。如果"
"後綴太長而無法顯示,可能必須使用縮寫。"
msgid "Emitted when the spinner/slider is grabbed."
msgstr "當微調器/滑桿被抓取時發出。"
msgid "Emitted when the spinner/slider is ungrabbed."
msgstr "當微調器/滑桿取消抓取時發出。"
msgid "Emitted when the value form gains focus."
msgstr "值表單獲得焦點時發出。"
msgid "Emitted when the value form loses focus."
msgstr "值表單丟失焦點時發出。"
msgid "Base class for [SyntaxHighlighter] used by the [ScriptEditor]."
msgstr "[ScriptEditor] 所使用的 [SyntaxHighlighter] 的基底類別。"
msgid ""
"Base class that all [SyntaxHighlighter]s used by the [ScriptEditor] extend "
"from.\n"
"Add a syntax highlighter to an individual script by calling [method "
"ScriptEditorBase.add_syntax_highlighter]. To apply to all scripts on open, "
"call [method ScriptEditor.register_syntax_highlighter]."
msgstr ""
"擴充了 [ScriptEditor] 的編輯器所使用的所有 [SyntaxHighlighter] 的基底類別。\n"
"請通過呼叫 [method ScriptEditorBase.add_syntax_highlighter] 為各個腳本新增語法"
"高亮器。要在打開時套用於所有腳本,請呼叫 [method ScriptEditor."
"register_syntax_highlighter]。"
msgid ""
"Virtual method which can be overridden to return the syntax highlighter name."
msgstr "虛函式,可以在重寫後返回語法高亮器的名稱。"
msgid ""
"Virtual method which can be overridden to return the supported language names."
msgstr "虛函式,可以在重寫後返回所支援的語言名稱。"
msgid ""
"Plugin for adding custom parsers to extract strings that are to be translated "
"from custom files (.csv, .json etc.)."
msgstr ""
"用於新增自訂解析器,以從自訂檔案(.csv、.json等提取已翻譯的字串的插件。"
msgid ""
"[EditorTranslationParserPlugin] is invoked when a file is being parsed to "
"extract strings that require translation. To define the parsing and string "
"extraction logic, override the [method _parse_file] method in script.\n"
"Add the extracted strings to argument [code]msgids[/code] or "
"[code]msgids_context_plural[/code] if context or plural is used.\n"
"When adding to [code]msgids_context_plural[/code], you must add the data "
"using the format [code][\"A\", \"B\", \"C\"][/code], where [code]A[/code] "
"represents the extracted string, [code]B[/code] represents the context, and "
"[code]C[/code] represents the plural version of the extracted string. If you "
"want to add only context but not plural, put [code]\"\"[/code] for the plural "
"slot. The idea is the same if you only want to add plural but not context. "
"See the code below for concrete examples.\n"
"The extracted strings will be written into a POT file selected by user under "
"\"POT Generation\" in \"Localization\" tab in \"Project Settings\" menu.\n"
"Below shows an example of a custom parser that extracts strings from a CSV "
"file to write into a POT.\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorTranslationParserPlugin\n"
"\n"
"func _parse_file(path, msgids, msgids_context_plural):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var text = file.get_as_text()\n"
" var split_strs = text.split(\",\", false)\n"
" for s in split_strs:\n"
" msgids.append(s)\n"
" #print(\"Extracted string: \" + s)\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"csv\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class CustomParser : EditorTranslationParserPlugin\n"
"{\n"
" public override void _ParseFile(string path, Godot.Collections."
"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> "
"msgidsContextPlural)\n"
" {\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" string text = file.GetAsText();\n"
" string[] splitStrs = text.Split(\",\", allowEmpty: false);\n"
" foreach (string s in splitStrs)\n"
" {\n"
" msgids.Add(s);\n"
" //GD.Print($\"Extracted string: {s}\");\n"
" }\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"csv\" };\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To add a translatable string associated with context or plural, add it to "
"[code]msgids_context_plural[/code]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This will add a message with msgid \"Test 1\", msgctxt \"context\", and "
"msgid_plural \"test 1 plurals\".\n"
"msgids_context_plural.append([\"Test 1\", \"context\", \"test 1 plurals\"])\n"
"# This will add a message with msgid \"A test without context\" and "
"msgid_plural \"plurals\".\n"
"msgids_context_plural.append([\"A test without context\", \"\", "
"\"plurals\"])\n"
"# This will add a message with msgid \"Only with context\" and msgctxt \"a "
"friendly context\".\n"
"msgids_context_plural.append([\"Only with context\", \"a friendly context\", "
"\"\"])\n"
"[/gdscript]\n"
"[csharp]\n"
"// This will add a message with msgid \"Test 1\", msgctxt \"context\", and "
"msgid_plural \"test 1 plurals\".\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"Test 1\", \"context\", "
"\"test 1 Plurals\"});\n"
"// This will add a message with msgid \"A test without context\" and "
"msgid_plural \"plurals\".\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"A test without "
"context\", \"\", \"plurals\"});\n"
"// This will add a message with msgid \"Only with context\" and msgctxt \"a "
"friendly context\".\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"Only with context\", "
"\"a friendly context\", \"\"});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you override parsing logic for standard script types "
"(GDScript, C#, etc.), it would be better to load the [code]path[/code] "
"argument using [method ResourceLoader.load]. This is because built-in scripts "
"are loaded as [Resource] type, not [FileAccess] type.\n"
"For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _parse_file(path, msgids, msgids_context_plural):\n"
" var res = ResourceLoader.load(path, \"Script\")\n"
" var text = res.source_code\n"
" # Parsing logic.\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"gd\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ParseFile(string path, Godot.Collections.Array<string> "
"msgids, Godot.Collections.Array<Godot.Collections.Array> "
"msgidsContextPlural)\n"
"{\n"
" var res = ResourceLoader.Load<Script>(path, \"Script\");\n"
" string text = res.SourceCode;\n"
" // Parsing logic.\n"
"}\n"
"\n"
"public override string[] _GetRecognizedExtensions()\n"
"{\n"
" return new string[] { \"gd\" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To use [EditorTranslationParserPlugin], register it using the [method "
"EditorPlugin.add_translation_parser_plugin] method first."
msgstr ""
"[EditorTranslationParserPlugin]在檔被解析以提取需要翻譯的字串時被呼叫。為了定"
"義解析和提取字串的邏輯,在腳本中覆蓋 [method _parse_file] 方法。\n"
"如果使用本文或複數形式,則將提取的字串新增到參數 [code]msgids[/code] 或 "
"[code]msgids_context_plural[/code]。\n"
"新增到 [code]msgids_context_plural[/code] 時,必須使用格式 [code][\"A\", "
"\"B\", \"C\"][/code] 新增資料,其中 [code]A[/code] 表示提取的字串,[code]B[/"
"code] 表示本文,[code]C[/code] 表示提取的字串的複數形式。如果只想新增本文而不"
"新增複數形式,請將 [code]\"\"[/code] 用於複數形式槽。如果只想新增複數形式而不"
"是本文,做法也是一樣的。有關具體範例,請參閱下面的程式碼。\n"
"提取的字串將被寫入使用者在“專案設定”功能表的“當地語系化”分頁中的“POT 生成”下選"
"擇的 POT 檔案中。\n"
"下面顯示了一個自訂解析器的範例,該解析器從 CSV 檔中提取字串以寫入 POT 中。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends EditorTranslationParserPlugin\n"
"\n"
"func _parse_file(path, msgids, msgids_context_plural):\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" var text = file.get_as_text()\n"
" var split_strs = text.split(\",\", false)\n"
" for s in split_strs:\n"
" msgids.append(s)\n"
" #print(\"提取的字串:\" + s)\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"csv\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"[Tool]\n"
"public partial class CustomParser : EditorTranslationParserPlugin\n"
"{\n"
" public override void _ParseFile(string path, Godot.Collections."
"Array<string> msgids, Godot.Collections.Array<Godot.Collections.Array> "
"msgidsContextPlural)\n"
" {\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" string text = file.GetAsText();\n"
" string[] splitStrs = text.Split(\",\", allowEmpty: false);\n"
" foreach (string s in splitStrs)\n"
" {\n"
" msgids.Add(s);\n"
" //GD.Print($\"提取的字串:{s}\");\n"
" }\n"
" }\n"
"\n"
" public override string[] _GetRecognizedExtensions()\n"
" {\n"
" return new string[] { \"csv\" };\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要新增一個與本文或複數關聯的可翻譯字串,請將其新增到 "
"[code]msgids_context_plural[/code]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 這將新增一條消息,其中 msgid 為“測試 1”、msgctxt 為“本文”,以及 "
"msgid_plural 為“測試 1 複數形式”。\n"
"msgids_context_plural.append([\"測試 1\", \"本文\", \"測試 1 複數形式\"])\n"
"# 這將新增一條消息,其中 msgid 為“一個沒有本文的測試”、msgid_plural 為 “複數形"
"式”。\n"
"msgids_context_plural.append([\"一個沒有本文的測試\", \"\", \"複數形式\"])\n"
"# 這將新增一條消息,其中 msgid 為“僅帶有本文”、msgctxt 為 “一條友好的上下"
"文”。\n"
"msgids_context_plural.append([\"僅帶有本文\", \"一條友好的本文\", \"\"])\n"
"[/gdscript]\n"
"[csharp]\n"
"// 這將新增一條消息,其中 msgid 為“測試 1”、msgctxt 為“本文”,以及 "
"msgid_plural 為“測試 1 複數形式”。\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"測試 1\", \"本文\", \"測"
"試 1 複數形式\"});\n"
"// 這將新增一條消息,其中 msgid 為“一個沒有本文的測試”、msgid_plural 為 “複數"
"形式”。\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"一個沒有本文的測試\", "
"\"\", \"複數形式\"});\n"
"// 這將新增一條消息,其中 msgid 為“僅帶有本文”、msgctxt 為 “一條友好的上下"
"文”。\n"
"msgidsContextPlural.Add(new Godot.Collections.Array{\"僅帶有本文\", \"一條友好"
"的本文\", \"\"});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果覆蓋了標準腳本型別GDScript、C# 等)的解析邏輯,最好使用 "
"[method ResourceLoader.load] 載入 [code]path[/code] 參數。這是因為內建腳本被載"
"入為 [Resource] 型別,而不是 [FileAccess] 型別。\n"
"例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _parse_file(path, msgids, msgids_context_plural):\n"
" var res = ResourceLoader.load(path, \"Script\")\n"
" var text = res.source_code\n"
" # 解析邏輯。\n"
"\n"
"func _get_recognized_extensions():\n"
" return [\"gd\"]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _ParseFile(string path, Godot.Collections.Array<string> "
"msgids, Godot.Collections.Array<Godot.Collections.Array> "
"msgidsContextPlural)\n"
"{\n"
" var res = ResourceLoader.Load<Script>(path, \"Script\");\n"
" string text = res.SourceCode;\n"
" // 解析邏輯。\n"
"}\n"
"\n"
"public override string[] _GetRecognizedExtensions()\n"
"{\n"
" return new string[] { \"gd\" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要使用 [EditorTranslationParserPlugin],請先使用 [method EditorPlugin."
"add_translation_parser_plugin] 方法註冊它。"
msgid ""
"Gets the list of file extensions to associate with this parser, e.g. [code]"
"[\"csv\"][/code]."
msgstr "獲取與該解析器關聯的檔副檔名列表,例如 [code][\"csv\"][/code]。"
msgid ""
"Override this method to define a custom parsing logic to extract the "
"translatable strings."
msgstr "覆蓋該方法,定義自訂解析邏輯以提取可翻譯的字串。"
msgid "Manages undo history of scenes opened in the editor."
msgstr "管理編輯器中打開場景的撤銷歷史。"
msgid ""
"[EditorUndoRedoManager] is a manager for [UndoRedo] objects associated with "
"edited scenes. Each scene has its own undo history and "
"[EditorUndoRedoManager] ensures that each action performed in the editor gets "
"associated with a proper scene. For actions not related to scenes "
"([ProjectSettings] edits, external resources, etc.), a separate global "
"history is used.\n"
"The usage is mostly the same as [UndoRedo]. You create and commit actions and "
"the manager automatically decides under-the-hood what scenes it belongs to. "
"The scene is deduced based on the first operation in an action, using the "
"object from the operation. The rules are as follows:\n"
"- If the object is a [Node], use the currently edited scene;\n"
"- If the object is a built-in resource, use the scene from its path;\n"
"- If the object is external resource or anything else, use global history.\n"
"This guessing can sometimes yield false results, so you can provide a custom "
"context object when creating an action.\n"
"[EditorUndoRedoManager] is intended to be used by Godot editor plugins. You "
"can obtain it using [method EditorPlugin.get_undo_redo]. For non-editor uses "
"or plugins that don't need to integrate with the editor's undo history, use "
"[UndoRedo] instead.\n"
"The manager's API is mostly the same as in [UndoRedo], so you can refer to "
"its documentation for more examples. The main difference is that "
"[EditorUndoRedoManager] uses object + method name for actions, instead of "
"[Callable]."
msgstr ""
"[EditorUndoRedoManager] 是將 [UndoRedo] 物件與編輯場景相關聯的管理器。每個場景"
"都有自己的撤銷歷史,[EditorUndoRedoManager] 能夠確保編輯器中執行的每個動作都與"
"正確的場景相關聯。與場景無關的動作(對 [ProjectSettings]、外部資源等物件的編"
"輯)使用單獨的全域歷史。\n"
"用法與 [UndoRedo] 基本一致。需要建立並提交動作,然後管理器會自動決定這個動作屬"
"於哪個場景。場景是根據該動作中第一個操作所使用的物件來推斷的。規則如下:\n"
"- 如果該物件為 [Node],則使用目前編輯的場景;\n"
"- 如果該物件為內建資源,則使用其路徑上的場景;\n"
"- 如果該物件為外部資源或任何其他物件,則使用全域歷史。\n"
"推斷的結果有時並不準確,所以在建立動作時你可以提供自訂的本文物件。\n"
"[EditorUndoRedoManager] 是為 Godot 編輯器外掛程式使用而設計的。你可以使用 "
"[method EditorPlugin.get_undo_redo] 獲取。對於非編輯器使用場景或者不需要與編輯"
"器撤銷歷史記錄集成的外掛程式,請改用 [UndoRedo]。\n"
"管理器的 API 與 [UndoRedo] 基本一致,它的文件中有更多範例。主要區別在於 "
"[EditorUndoRedoManager] 的動作使用物件 + 方法名,而不是 [Callable]。"
msgid ""
"Register a method that will be called when the action is committed (i.e. the "
"\"do\" action).\n"
"If this is the first operation, the [param object] will be used to deduce "
"target undo history."
msgstr ""
"註冊一個方法,當動作被提交(即“做”的動作)時將被呼叫。\n"
"如果這是第一次操作,[param object] 將被用於推斷目標撤銷歷史。"
msgid ""
"Register a property value change for \"do\".\n"
"If this is the first operation, the [param object] will be used to deduce "
"target undo history."
msgstr ""
"為“做”註冊一個屬性值變更。\n"
"如果這是第一次操作,[param object] 將被用於推斷目標撤銷歷史。"
msgid ""
"Register a reference for \"do\" that will be erased if the \"do\" history is "
"lost. This is useful mostly for new nodes created for the \"do\" call. Do not "
"use for resources."
msgstr ""
"為“做”註冊一個引用,如果“做”歷史丟失,則該引用將被擦除。這主要用於為“做”呼叫而"
"建立的新節點。請不要用於資源。"
msgid ""
"Register a method that will be called when the action is undone (i.e. the "
"\"undo\" action).\n"
"If this is the first operation, the [param object] will be used to deduce "
"target undo history."
msgstr ""
"註冊一個方法,當動作被撤銷時(即“撤銷”動作)將被呼叫。\n"
"如果這是第一次操作,[param object] 將被用於推斷目標撤銷歷史。"
msgid ""
"Register a property value change for \"undo\".\n"
"If this is the first operation, the [param object] will be used to deduce "
"target undo history."
msgstr ""
"為“撤銷”註冊一個屬性值變更。\n"
"如果這是第一次操作,[param object] 將被用於推斷目標撤銷歷史。"
msgid ""
"Register a reference for \"undo\" that will be erased if the \"undo\" history "
"is lost. This is useful mostly for nodes removed with the \"do\" call (not "
"the \"undo\" call!)."
msgstr ""
"為“撤銷”註冊一個引用,如果“撤銷”歷史丟失,則該引用將被擦除。這主要用於通"
"過“做”呼叫(而不是“撤銷”呼叫!)而移除的節點。"
msgid ""
"Commit the action. If [param execute] is true (default), all \"do\" methods/"
"properties are called/set when this function is called."
msgstr ""
"提交該動作。如果 [param execute] 為真(預設值),則該函式被呼叫時所有“做”方法/"
"屬性將被呼叫/設定。"
msgid ""
"Create a new action. After this is called, do all your calls to [method "
"add_do_method], [method add_undo_method], [method add_do_property], and "
"[method add_undo_property], then commit the action with [method "
"commit_action].\n"
"The way actions are merged is dictated by the [param merge_mode] argument. "
"See [enum UndoRedo.MergeMode] for details.\n"
"If [param custom_context] object is provided, it will be used for deducing "
"target history (instead of using the first operation).\n"
"The way undo operation are ordered in actions is dictated by [param "
"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo "
"option are ordered in the same order they were added. Which means the first "
"operation to be added will be the first to be undone."
msgstr ""
"建立一個新的動作。呼叫後,請執行所有你需要的 [method add_do_method]、[method "
"add_undo_method]、[method add_do_property] 和 [method add_undo_property] 調"
"用,然後再用 [method commit_action] 提交這個動作。\n"
"動作的合併方式由 [param merge_mode] 參數決定。詳見 [enum UndoRedo."
"MergeMode]。\n"
"如果提供了 [param custom_context] 物件,則它將被用於推斷目標歷史(而不是使用第"
"一個操作)。\n"
"動作中撤銷操作的順序由 [param backward_undo_ops] 決定。[param "
"backward_undo_ops] 為 [code]false[/code] 時,撤銷選項的順序和新增順序一致。也"
"就是說,先新增的操作會先撤銷。"
msgid ""
"Returns the [UndoRedo] object associated with the given history [param id].\n"
"[param id] above [code]0[/code] are mapped to the opened scene tabs (but it "
"doesn't match their order). [param id] of [code]0[/code] or lower have "
"special meaning (see [enum SpecialHistory]).\n"
"Best used with [method get_object_history_id]. This method is only provided "
"in case you need some more advanced methods of [UndoRedo] (but keep in mind "
"that directly operating on the [UndoRedo] object might affect editor's "
"stability)."
msgstr ""
"返回與給定歷史 [param id] 關聯的 [UndoRedo] 對象。\n"
"[code]0[/code] 以上的 [param id] 被對應到打開的場景分頁(但它與它們的順序不配"
"對)。[code]0[/code] 或更低的 [param id] 具有特殊含義(參閱 [enum "
"SpecialHistory])。\n"
"最好與 [method get_object_history_id] 一起使用。該方法被提供,只是以防需要 "
"[UndoRedo] 的一些更高級的方法的情況(但請記住,直接操作 [UndoRedo] 物件可能會"
"影響編輯器的穩定性)。"
msgid ""
"Returns the history ID deduced from the given [param object]. It can be used "
"with [method get_history_undo_redo]."
msgstr ""
"返回從給定的 [param object] 推匯出的歷史 ID。它可以與 [method "
"get_history_undo_redo] 一起使用。"
msgid ""
"Returns [code]true[/code] if the [EditorUndoRedoManager] is currently "
"committing the action, i.e. running its \"do\" method or property change (see "
"[method commit_action])."
msgstr ""
"如果 [EditorUndoRedoManager] 目前正在提交該動作,即運作其“做”方法或屬性更改"
"(請參閱 [method commit_action])時,則返回 [code]true[/code]。"
msgid ""
"Emitted when the list of actions in any history has changed, either when an "
"action is committed or a history is cleared."
msgstr ""
"當任何歷史中的動作列表發生變化時發出,無論是當一個動作被提交或一個歷史被清除"
"時。"
msgid ""
"Emitted when the version of any history has changed as a result of undo or "
"redo call."
msgstr "當任何歷史記錄的版本因撤銷或重做呼叫而變化時發出。"
msgid ""
"Global history not associated with any scene, but with external resources etc."
msgstr "全域歷史不與任何場景相關聯,但與外部資源等相關聯。"
msgid ""
"History associated with remote inspector. Used when live editing a running "
"project."
msgstr "與遠程屬性面板相關的歷史。在即時編輯正在運作的遊戲專案時使用。"
msgid ""
"Invalid \"null\" history. It's a special value, not associated with any "
"object."
msgstr "無效歷史“null”。這是一個特殊值不與任何物件相關聯。"
msgid ""
"Version Control System (VCS) interface, which reads and writes to the local "
"VCS in use."
msgstr "版本控制系統VCS介面用於讀取和寫入正在使用的本地 VCS。"
msgid ""
"Defines the API that the editor uses to extract information from the "
"underlying VCS. The implementation of this API is included in VCS plugins, "
"which are GDExtension plugins that inherit [EditorVCSInterface] and are "
"attached (on demand) to the singleton instance of [EditorVCSInterface]. "
"Instead of performing the task themselves, all the virtual functions listed "
"below are calling the internally overridden functions in the VCS plugins to "
"provide a plug-n-play experience. A custom VCS plugin is supposed to inherit "
"from [EditorVCSInterface] and override each of these virtual functions."
msgstr ""
"定義編輯器使用的 API負責從底層 VCS 提取資訊。該 API 的實作包含在 VCS 外掛程"
"式中,這些外掛程式是繼承 [EditorVCSInterface] 並被附加(按需)到 "
"[EditorVCSInterface] 的單例實例的 GDExtension 外掛程式。以下列出的所有虛函式都"
"不會親自執行操作,而是會去呼叫 VCS 外掛程式中內部覆蓋的函式,以提供隨插即用的"
"體驗。自訂 VCS 外掛程式應當繼承 [EditorVCSInterface] 並覆蓋這些虛函式。"
msgid "Version control systems"
msgstr "版本控制系統"
msgid "Checks out a [param branch_name] in the VCS."
msgstr "檢出 VCS 中的 [param branch_name] 分支。"
msgid ""
"Commits the currently staged changes and applies the commit [param msg] to "
"the resulting commit."
msgstr "提交目前暫存的修改,並對提交套用提交資訊 [param msg]。"
msgid "Creates a new branch named [param branch_name] in the VCS."
msgstr "在 VCS 中新建名為 [param branch_name] 的分支。"
msgid ""
"Creates a new remote destination with name [param remote_name] and points it "
"to [param remote_url]. This can be an HTTPS remote or an SSH remote."
msgstr ""
"建立一個名為 [param remote_name] 的新遠端倉庫目標,並將其指向 [param "
"remote_url]。這既可以是 HTTPS 遠端倉庫,也可以是 SSH 遠端倉庫。"
msgid "Discards the changes made in a file present at [param file_path]."
msgstr "丟棄對位於 [param file_path] 的檔進行的修改。"
msgid ""
"Fetches new changes from the [param remote], but doesn't write changes to the "
"current working directory. Equivalent to [code]git fetch[/code]."
msgstr ""
"從遠程倉庫 [param remote] 中抓取新修改,但不將修改寫入目前工作目錄。相當於 "
"[code]git fetch[/code]。"
msgid ""
"Gets an instance of an [Array] of [String]s containing available branch names "
"in the VCS."
msgstr "獲取 [String] 字串的 [Array] 陣列實例,包含在 VCS 中可用的分支名稱。"
msgid "Gets the current branch name defined in the VCS."
msgstr "獲取 VCS 中定義的目前分支名稱。"
msgid ""
"Returns an array of [Dictionary] items (see [method create_diff_file], "
"[method create_diff_hunk], [method create_diff_line], [method "
"add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), "
"each containing information about a diff. If [param identifier] is a file "
"path, returns a file diff, and if it is a commit identifier, then returns a "
"commit diff."
msgstr ""
"返回 [Dictionary] 項的陣列(參見 [method create_diff_file]、[method "
"create_diff_hunk]、[method create_diff_line]、[method "
"add_line_diffs_into_diff_hunk]、和 [method add_diff_hunks_into_diff_file]"
"每項都包含一個差異的資訊。如果 [param identifier] 是檔路徑,則返回呼函式差異;"
"如果它是提交識別字,則返回提交差異。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), "
"each containing a line diff between a file at [param file_path] and the "
"[param text] which is passed in."
msgstr ""
"返回 [Dictionary] 字典項的 [Array] 陣列(見 [method create_diff_hunk]),每一"
"項都包含位於 [param file_path] 的檔與傳入的 [param text] 之間的單行差異。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
"each containing the status data of every modified file in the project folder."
msgstr ""
"返回 [Dictionary] 字典項的 [Array] 陣列(見 [method create_status_file]),每"
"一項都包含專案檔案夾中每個已修改的檔的狀態資料。"
msgid ""
"Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
"containing the data for a past commit."
msgstr ""
"返回 [Dictionary] 字典項的 [Array] 陣列(見 [method create_commit]),每一項都"
"包含一個過去提交的資料。"
msgid ""
"Returns an [Array] of [String]s, each containing the name of a remote "
"configured in the VCS."
msgstr ""
"返回 [String] 字串的 [Array] 陣列,每一個都包含 VCS 中配置的一個遠端倉庫的名"
"稱。"
msgid "Returns the name of the underlying VCS provider."
msgstr "返回底層 VCS 提供方的名稱。"
msgid ""
"Initializes the VCS plugin when called from the editor. Returns whether or "
"not the plugin was successfully initialized. A VCS project is initialized at "
"[param project_path]."
msgstr ""
"從編輯器中呼叫時初始化該 VCS 外掛程式。返回該外掛程式是否成功初始化。會在 "
"[param project_path] 初始化 VCS 專案。"
msgid "Pulls changes from the remote. This can give rise to merge conflicts."
msgstr "從遠程倉庫拉取修改。這可能會導致合併衝突。"
msgid ""
"Pushes changes to the [param remote]. If [param force] is [code]true[/code], "
"a force push will override the change history already present on the remote."
msgstr ""
"將修改推送至遠程倉庫 [param remote]。如果 [param force] 為 [code]true[/code]"
"則會進行強制推送,覆蓋遠端倉庫中現有的修改歷史。"
msgid "Remove a branch from the local VCS."
msgstr "從本地 VCS 中移除一個分支。"
msgid "Remove a remote from the local VCS."
msgstr "從本地 VCS 中移除一個遠端倉庫。"
msgid ""
"Set user credentials in the underlying VCS. [param username] and [param "
"password] are used only during HTTPS authentication unless not already "
"mentioned in the remote URL. [param ssh_public_key_path], [param "
"ssh_private_key_path], and [param ssh_passphrase] are only used during SSH "
"authentication."
msgstr ""
"在底層 VCS 中設定使用者認證資訊。使用者名 [param username] 和密碼 [param "
"password] 只會在進行 HTTPS 認證且沒有在遠端倉庫 URL 中給出時使用。SSH 公開金鑰"
"路徑 [param ssh_public_key_path]、SSH 私密金鑰路徑 [param "
"ssh_private_key_path]、SSH 密碼 [param ssh_passphrase] 只會在進行 SSH 認證時使"
"用。"
msgid ""
"Shuts down VCS plugin instance. Called when the user either closes the editor "
"or shuts down the VCS plugin through the editor UI."
msgstr ""
"關閉 VCS 外掛程式實例。會在使用者關閉編輯器或通過編輯器 UI 關閉該 VCS 外掛程式"
"時呼叫。"
msgid "Stages the file present at [param file_path] to the staged area."
msgstr "將位於 [param file_path] 的檔案暫存到暫存區。"
msgid ""
"Unstages the file present at [param file_path] from the staged area to the "
"unstaged area."
msgstr "將位於 [param file_path] 的檔從暫存區撤銷到未暫存區。"
msgid ""
"Helper function to add an array of [param diff_hunks] into a [param "
"diff_file]."
msgstr "輔助函式,用於將一組 [param diff_hunks] 新增到 [param diff_file]。"
msgid ""
"Helper function to add an array of [param line_diffs] into a [param "
"diff_hunk]."
msgstr "輔助函式,用於將一組 [param line_diffs] 新增到 [param diff_hunk] 中。"
msgid ""
"Helper function to create a commit [Dictionary] item. [param msg] is the "
"commit message of the commit. [param author] is a single human-readable "
"string containing all the author's details, e.g. the email and name "
"configured in the VCS. [param id] is the identifier of the commit, in "
"whichever format your VCS may provide an identifier to commits. [param "
"unix_timestamp] is the UTC Unix timestamp of when the commit was created. "
"[param offset_minutes] is the timezone offset in minutes, recorded from the "
"system timezone where the commit was created."
msgstr ""
"輔助函式, 用於建立一個提交 [Dictionary] 項。[param msg] 是該提交的提交消息。"
"[param author] 是單個人類可讀的字串,包含所有作者的詳細資訊,例如 VCS 中配置的"
"電子郵件和名稱。無論 VCS 可能以哪種格式為提交提供識別字,[param id] 是該提交的"
"識別字。[param unix_timestamp] 是該提交被建立時的 UTC Unix 時間戳記。[param "
"offset_minutes] 是該提交建立時目前系統時區的偏移量,單位為分鐘。"
msgid ""
"Helper function to create a [Dictionary] for storing old and new diff file "
"paths."
msgstr "輔助函式,用於建立用來保存新舊檔路徑差異的 [Dictionary]。"
msgid ""
"Helper function to create a [Dictionary] for storing diff hunk data. [param "
"old_start] is the starting line number in old file. [param new_start] is the "
"starting line number in new file. [param old_lines] is the number of lines in "
"the old file. [param new_lines] is the number of lines in the new file."
msgstr ""
"輔助函式,用於建立用於保存差異塊資料的 [Dictionary]。[param old_start] 是舊文"
"件中的起始行號。[param new_start] 是新檔案中的起始行號。[param old_lines] 是舊"
"檔案中的行數。[param new_lines] 是新檔案中的行數。"
msgid ""
"Helper function to create a [Dictionary] for storing a line diff. [param "
"new_line_no] is the line number in the new file (can be [code]-1[/code] if "
"the line is deleted). [param old_line_no] is the line number in the old file "
"(can be [code]-1[/code] if the line is added). [param content] is the diff "
"text. [param status] is a single character string which stores the line "
"origin."
msgstr ""
"輔助函式,建立用於保存行差異的 [Dictionary]。[param new_line_no] 是新檔案中的"
"行號(該行被刪除時可為 [code]-1[/code])。[param old_line_no] 是舊檔案中的行號"
"(該行為新增時可為 [code]-1[/code])。[param content] 為差異文字。[param "
"status] 為保存該行原點的單字元字串。"
msgid ""
"Helper function to create a [Dictionary] used by editor to read the status of "
"a file."
msgstr "輔助函式,用於建立被編輯器用來讀取檔狀態的 [Dictionary]。"
msgid ""
"Pops up an error message in the editor which is shown as coming from the "
"underlying VCS. Use this to show VCS specific error messages."
msgstr ""
"在編輯器中彈出一條錯誤消息,顯示為來自底層 VCS。使用它來顯示 VCS 特定的錯誤消"
"息。"
msgid "A new file has been added."
msgstr "新增了新檔案。"
msgid "An earlier added file has been modified."
msgstr "先前新增的檔已被修改。"
msgid "An earlier added file has been renamed."
msgstr "先前新增的檔已被重命名。"
msgid "An earlier added file has been deleted."
msgstr "先前新增的檔已被刪除。"
msgid "An earlier added file has been typechanged."
msgstr "先前新增的檔案已更改型別。"
msgid "A file is left unmerged."
msgstr "檔未合併。"
msgid "A commit is encountered from the commit area."
msgstr "在提交區域遇到了提交。"
msgid "A file is encountered from the staged area."
msgstr "在暫存區域遇到了檔。"
msgid "A file is encountered from the unstaged area."
msgstr "在未暫存區域遇到了檔。"
msgid "Holds a reference to an [Object]'s instance ID."
msgstr "保存對 [Object] 實例 ID 的引用。"
msgid ""
"Utility class which holds a reference to the internal identifier of an "
"[Object] instance, as given by [method Object.get_instance_id]. This ID can "
"then be used to retrieve the object instance with [method @GlobalScope."
"instance_from_id].\n"
"This class is used internally by the editor inspector and script debugger, "
"but can also be used in plugins to pass and display objects as their IDs."
msgstr ""
"實用程式類,其中包含對 [Object] 實例的內部識別字的引用,由 [method Object."
"get_instance_id] 給出。然後可以使用該 ID 通過 [method @GlobalScope."
"instance_from_id] 檢索物件實例。\n"
"該類由編輯器屬性面板和腳本除錯器在內部使用,但也可用於外掛程式中,以使用其 ID "
"傳遞和顯示物件。"
msgid ""
"The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
"object instance can be retrieved with [method @GlobalScope.instance_from_id]."
msgstr ""
"儲存在該 [EncodedObjectAsID] 實例中的 [Object] 識別字。可以使用 [method "
"@GlobalScope.instance_from_id] 檢索物件實例。"
msgid ""
"A wrapper class for an [url=http://enet.bespin.org/group__host.html]ENetHost[/"
"url]."
msgstr "[url=http://enet.bespin.org/group__host.html]ENetHost[/url] 的包裝類。"
msgid ""
"ENet's purpose is to provide a relatively thin, simple and robust network "
"communication layer on top of UDP (User Datagram Protocol)."
msgstr ""
"ENet 的目的是在 UDP使用者封包通訊協定之上提供一個相對輕便、簡單和健壯的"
"網路通信層。"
msgid "API documentation on the ENet website"
msgstr "ENet 網站上的 API 文件"
msgid "Adjusts the bandwidth limits of a host."
msgstr "調整主機的頻寬限制。"
msgid ""
"Queues a [param packet] to be sent to all peers associated with the host over "
"the specified [param channel]. See [ENetPacketPeer] [code]FLAG_*[/code] "
"constants for available packet flags."
msgstr ""
"將一個 [param packet] 加入佇列,以便將其通過指定的 [param channel] 發送到與主"
"機關聯的所有對等體。請參閱 [ENetPacketPeer] 中的 [code]FLAG_*[/code] 常數以了"
"解可用的封包旗標。"
msgid "Limits the maximum allowed channels of future incoming connections."
msgstr "限制未來傳入連接的最大允許通道數。"
msgid ""
"Sets the compression method used for network packets. These have different "
"tradeoffs of compression speed versus bandwidth, you may need to test which "
"one works best for your use case if you use compression at all.\n"
"[b]Note:[/b] Most games' network design involve sending many small packets "
"frequently (smaller than 4 KB each). If in doubt, it is recommended to keep "
"the default compression algorithm as it works best on these small packets.\n"
"[b]Note:[/b] The compression mode must be set to the same value on both the "
"server and all its clients. Clients will fail to connect if the compression "
"mode set on the client differs from the one set on the server."
msgstr ""
"設定用於網路封包的壓縮方法。這些在壓縮速度與頻寬之間有不同的權衡,如果需要使用"
"壓縮,可能需要測試哪一種最適合你的用例。\n"
"[b]注意:[/b]大多數遊戲的網路設計,都涉及頻繁發送許多小封包(每個小於 4 KB。"
"如果有疑問,建議保留預設壓縮演算法,因為它最適合這些小封包。\n"
"[b]注意:[/b]壓縮模式必須在服務端及其所有使用者端上設定為相同的值。如果使用者"
"端上設定的壓縮模式與服務端上設定的不同,則使用者端將無法連接。"
msgid ""
"Initiates a connection to a foreign [param address] using the specified "
"[param port] and allocating the requested [param channels]. Optional [param "
"data] can be passed during connection in the form of a 32 bit integer.\n"
"[b]Note:[/b] You must call either [method create_host] or [method "
"create_host_bound] before calling this method."
msgstr ""
"使用指定的埠 [param port] 並分配所需的通道 [param channels],向外部位址 "
"[param address] 建立連接。可以在連接期間可以傳遞資料 [param data] ,形式為 32 "
"位元整數。\n"
"[b]注意:[/b]在呼叫此方法之前,必須先呼叫 [method create_host] 或 [method "
"create_host_bound]。"
msgid ""
"Create an ENetHost that will allow up to [param max_peers] connected peers, "
"each allocating up to [param max_channels] channels, optionally limiting "
"bandwidth to [param in_bandwidth] and [param out_bandwidth]."
msgstr ""
"建立一個 ENetHost最多允許 [param max_peers] 個連接的對等體,每個連接最多分"
"配 [param max_channels] 個通道,可選擇將頻寬限制為 [param in_bandwidth] 和 "
"[param out_bandwidth]。"
msgid ""
"Create an ENetHost like [method create_host] which is also bound to the given "
"[param bind_address] and [param bind_port]."
msgstr ""
"建立一個類似 [method create_host] 的 ENetHost它還被綁定到給定的 [param "
"bind_address] 和 [param bind_port]。"
msgid "Destroys the host and all resources associated with it."
msgstr "銷毀主機和與其關聯的所有資源。"
msgid ""
"Configure this ENetHost to use the custom Godot extension allowing DTLS "
"encryption for ENet clients. Call this before [method connect_to_host] to "
"have ENet connect using DTLS validating the server certificate against [param "
"hostname]. You can pass the optional [param client_options] parameter to "
"customize the trusted certification authorities, or disable the common name "
"verification. See [method TLSOptions.client] and [method TLSOptions."
"client_unsafe]."
msgstr ""
"配置此 ENetHost 以使用允許對 ENet 使用者端進行 DTLS 加密的自訂 Godot 擴充。在 "
"[method connect_to_host] 之前呼叫它,讓 ENet 連接使用 DTLS 根據 [param "
"hostname] 驗證伺服器憑證。可以通過可選的 [param client_options] 參數來自訂受信"
"任的憑證授權,或禁用通用名稱驗證。見 [method TLSOptions.client] 和 [method "
"TLSOptions.client_unsafe]。"
msgid ""
"Configure this ENetHost to use the custom Godot extension allowing DTLS "
"encryption for ENet servers. Call this right after [method create_host_bound] "
"to have ENet expect peers to connect using DTLS. See [method TLSOptions."
"server]."
msgstr ""
"配置該 ENetHost 以使用允許對 ENet 伺服器進行 DTLS 加密的自訂 Godot 擴充。在 "
"[method create_host_bound] 之後立即呼叫該方法,以讓 ENet 期望對等體使用 DTLS "
"進行連接。請參閱 [method TLSOptions.server]。"
msgid "Sends any queued packets on the host specified to its designated peers."
msgstr "將指定主機上所有被佇列的封包發送到其指定的對等體。"
msgid "Returns the local port to which this peer is bound."
msgstr "返回該對等體綁定到的本地埠。"
msgid "Returns the maximum number of channels allowed for connected peers."
msgstr "返回連接的對等體所允許的最大通道數。"
msgid ""
"Returns the list of peers associated with this host.\n"
"[b]Note:[/b] This list might include some peers that are not fully connected "
"or are still being disconnected."
msgstr ""
"返回與該主機關聯的對等體列表。\n"
"[b]注意:[/b]該列表可能包含一些未完全連接或仍在斷開連接的對等體。"
msgid ""
"Returns and resets host statistics. See [enum HostStatistic] for more info."
msgstr "返回並重設主機統計資訊。詳情見 [enum HostStatistic]。"
msgid ""
"Configures the DTLS server to automatically drop new connections.\n"
"[b]Note:[/b] This method is only relevant after calling [method "
"dtls_server_setup]."
msgstr ""
"將 DTLS 服務端配置為自動斷開新連接。\n"
"[b]注意:[/b]這個方法只有在呼叫了 [method dtls_server_setup] 後才有用。"
msgid ""
"Waits for events on the host specified and shuttles packets between the host "
"and its peers. The returned [Array] will have 4 elements. An [enum "
"EventType], the [ENetPacketPeer] which generated the event, the event "
"associated data (if any), the event associated channel (if any). If the "
"generated event is [constant EVENT_RECEIVE], the received packet will be "
"queued to the associated [ENetPacketPeer].\n"
"Call this function regularly to handle connections, disconnections, and to "
"receive new packets."
msgstr ""
"等待指定主機上的事件,並在主機與其對等體之間傳送封包。返回的 [Array] 將有 4 個"
"元素。[enum EventType]、生成事件的 [ENetPacketPeer]、事件關聯的資料(如果"
"有)、事件關聯的通道(如果有)。如果生成的事件是 [constant EVENT_RECEIVE],則"
"接收到的封包,將被佇列到關聯的 [ENetPacketPeer]。\n"
"定期呼叫該函式來處理連接、斷開連接、和接收新封包。"
msgid ""
"Sends a [param packet] toward a destination from the address and port "
"currently bound by this ENetConnection instance. \n"
"This is useful as it serves to establish entries in NAT routing tables on all "
"devices between this bound instance and the public facing internet, allowing "
"a prospective client's connection packets to be routed backward through the "
"NAT device(s) between the public internet and this host.\n"
"This requires forward knowledge of a prospective client's address and "
"communication port as seen by the public internet - after any NAT devices "
"have handled their connection request. This information can be obtained by a "
"[url=https://en.wikipedia.org/wiki/STUN]STUN[/url] service, and must be "
"handed off to your host by an entity that is not the prospective client. This "
"will never work for a client behind a Symmetric NAT due to the nature of the "
"Symmetric NAT routing algorithm, as their IP and Port cannot be known "
"beforehand."
msgstr ""
"向目標發送封包 [param packet],發送方是該 ENetConnection 實例目前綁定的位址和"
"埠。\n"
"這樣能夠在該綁定實例和公共互聯網之間的所有裝置的 NAT 路由表中建立相關條目,因"
"此非常有用,能夠讓潛在使用者端的連接封包能夠通過公共互聯網和該主機之間的 NAT "
"裝置進行反向路由。\n"
"要求在 NAT 裝置處理連接請求後,預先瞭解公共互聯網所看到的潛在使用者端的地址和"
"通信埠。這一資訊可以通過 [url=https://zh.wikipedia.org/wiki/STUN]STUN[/url] 服"
"務獲取,必須由非潛在使用者端的實體交給你的主機。由於對稱 NAT 路由演算法的性"
"質,這種方法對於對稱 NAT 之後的使用者端無效,因為無法提前得知他們的 IP 和埠。"
msgid ""
"No compression. This uses the most bandwidth, but has the upside of requiring "
"the fewest CPU resources. This option may also be used to make network "
"debugging using tools like Wireshark easier."
msgstr ""
"無壓縮。這使用最多的頻寬,但具有佔用最少 CPU 資源的好處。這個選項可以用於 "
"Wireshark 等工具使用,更容易進行網路除錯。"
msgid ""
"ENet's built-in range encoding. Works well on small packets, but is not the "
"most efficient algorithm on packets larger than 4 KB."
msgstr ""
"ENet 的內建範圍編碼。適用於小封包,但對於大於 4 KB 的封包不是最有效的算法。"
msgid ""
"[url=https://fastlz.org/]FastLZ[/url] compression. This option uses less CPU "
"resources compared to [constant COMPRESS_ZLIB], at the expense of using more "
"bandwidth."
msgstr ""
"[url=https://fastlz.org/]FastLZ[/url] 壓縮。與 [constant COMPRESS_ZLIB] 相比,"
"此選項使用的 CPU 資源更少,代價是使用更多的頻寬。"
msgid ""
"[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less "
"bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using "
"more CPU resources."
msgstr ""
"[url=https://www.zlib.net/]Zlib[/url] 壓縮。與 [constant COMPRESS_FASTLZ] 相"
"比,此選項使用的頻寬更少,代價是使用更多的 CPU 資源。"
msgid ""
"[url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that "
"this algorithm is not very efficient on packets smaller than 4 KB. Therefore, "
"it's recommended to use other compression algorithms in most cases."
msgstr ""
"[url=https://facebook.github.io/zstd/]Zstandard[/url] 壓縮。請注意,此演算法對"
"小於 4 KB 的封包效率不高。因此,建議在大多數情況下使用其他壓縮演算法。"
msgid ""
"An error occurred during [method service]. You will likely need to [method "
"destroy] the host and recreate it."
msgstr ""
"[method service] 期間發生錯誤。你可能需要 [method destroy] 主機並重新建立。"
msgid "No event occurred within the specified time limit."
msgstr "在指定的時間限制內沒有事件發生。"
msgid ""
"A connection request initiated by enet_host_connect has completed. The array "
"will contain the peer which successfully connected."
msgstr ""
"由 enet_host_connect 發起的連接請求已完成。該陣列將包含成功連接的對等體。"
msgid ""
"A peer has disconnected. This event is generated on a successful completion "
"of a disconnect initiated by [method ENetPacketPeer.peer_disconnect], if a "
"peer has timed out, or if a connection request initialized by [method "
"connect_to_host] has timed out. The array will contain the peer which "
"disconnected. The data field contains user supplied data describing the "
"disconnection, or 0, if none is available."
msgstr ""
"對等體已斷開連接。如果對等體超時,或者由 [method connect_to_host] 初始化的連接"
"請求超時,則在由 [method ENetPacketPeer.peer_disconnect] 發起的斷開連接成功完"
"成時,生成該事件。該陣列將包含斷開連接的對等體。資料欄位包含使用者提供的描述斷"
"開連接的資料,如果沒有可用的資料,則為 0。"
msgid "Total data sent."
msgstr "發送資料的總數。"
msgid "Total UDP packets sent."
msgstr "發送 UDP 封包的總數。"
msgid "Total data received."
msgstr "接收資料的總數。"
msgid "Total UDP packets received."
msgstr "接收 UDP 封包的總數。"
msgid ""
"A MultiplayerPeer implementation using the [url=http://enet.bespin.org/index."
"html]ENet[/url] library."
msgstr ""
"使用 [url=http://enet.bespin.org/index.html]ENet[/url] 庫實作的 "
"MultiplayerPeer。"
msgid ""
"A MultiplayerPeer implementation that should be passed to [member "
"MultiplayerAPI.multiplayer_peer] after being initialized as either a client, "
"server, or mesh. Events can then be handled by connecting to [MultiplayerAPI] "
"signals. See [ENetConnection] for more information on the ENet library "
"wrapper.\n"
"[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to "
"make your server accessible on the public Internet, you only need to forward "
"the server port in UDP. You can use the [UPNP] class to try to forward the "
"server port automatically when starting the server."
msgstr ""
"MultiplayerPeer 的一種實作,應該在初始化為使用者端、伺服器或網格之後傳遞給 "
"[member MultiplayerAPI.multiplayer_peer]。然後就可以通過連接到 "
"[MultiplayerAPI] 的訊號來處理事件。有關 ENet 庫包裝的更多資訊,請參見 "
"[ENetConnection]。\n"
"[b]注意:[/b]ENet 僅使用 UDP不使用 TCP。當你想要將伺服器埠轉發到公共互聯網上"
"以便讓伺服器可以被存取時,只需要轉發 UDP 伺服器埠即可。可以使用 [UPNP] 類嘗試"
"在啟動伺服器時自動轉發伺服器埠。"
msgid "High-level multiplayer"
msgstr "高級多人遊戲"
msgid ""
"Add a new remote peer with the given [param peer_id] connected to the given "
"[param host].\n"
"[b]Note:[/b] The [param host] must have exactly one peer in the [constant "
"ENetPacketPeer.STATE_CONNECTED] state."
msgstr ""
"使用給定的 [param peer_id] 新增一個新的遠端對等體,並將其連接到給定的 [param "
"host]。\n"
"[b]注意:[/b][param host] 必須只有一個處於 [constant ENetPacketPeer."
"STATE_CONNECTED] 狀態的對等體。"
msgid ""
"Create client that connects to a server at [param address] using specified "
"[param port]. The given address needs to be either a fully qualified domain "
"name (e.g. [code]\"www.example.com\"[/code]) or an IP address in IPv4 or IPv6 "
"format (e.g. [code]\"192.168.1.1\"[/code]). The [param port] is the port the "
"server is listening on. The [param channel_count] parameter can be used to "
"specify the number of ENet channels allocated for the connection. The [param "
"in_bandwidth] and [param out_bandwidth] parameters can be used to limit the "
"incoming and outgoing bandwidth to the given number of bytes per second. The "
"default of 0 means unlimited bandwidth. Note that ENet will strategically "
"drop packets on specific sides of a connection between peers to ensure the "
"peer's bandwidth is not overwhelmed. The bandwidth parameters also determine "
"the window size of a connection which limits the amount of reliable packets "
"that may be in transit at any given time. Returns [constant OK] if a client "
"was created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer "
"instance already has an open connection (in which case you need to call "
"[method MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the "
"client could not be created. If [param local_port] is specified, the client "
"will also listen to the given port; this is useful for some NAT traversal "
"techniques."
msgstr ""
"建立使用者端,該使用者端使用指定的 [param port] 連接到位於 [param address] 的"
"服務器。給定的位址必須是完全限定的功能變數名稱(例如 [code]\"www.example."
"com\"[/code]),或 IPv4 或 IPv6 格式的 IP 地址(例如 [code]\"192.168.1.1\"[/"
"code])。[param port] 是伺服器監聽的埠。[param channel_count] 參數可用於指定為"
"連接分配的 ENet 通道數。[param in_bandwidth] 和 [param out_bandwidth] 參數可用"
"於將傳入和傳出頻寬限制為給定的每秒位元組數。預設值 0 表示無限制的頻寬。請注"
"意ENet 將對在對等體之間的連接的特定端,策略性地丟棄封包,以確保對等體的頻寬"
"不會被淹沒。頻寬參數還決定了連接的視窗大小,它限制了在任何給定時間可能正在傳輸"
"的可靠封包的數量。如果建立了一個使用者端,則返回 [constant OK];如果該 "
"ENetMultiplayerPeer 實例已經有一個打開的連接(在這種情況下,需要先呼叫 "
"[method MultiplayerPeer.close]),則返回 [constant ERR_ALREADY_IN_USE];如果不"
"能被建立使用者端,則返回 [constant ERR_CANT_CREATE]。如果指定了 [param "
"local_port],使用者端也會監聽給定的埠;這對一些 NAT 穿越技術很有用。"
msgid ""
"Initialize this [MultiplayerPeer] in mesh mode. The provided [param "
"unique_id] will be used as the local peer network unique ID once assigned as "
"the [member MultiplayerAPI.multiplayer_peer]. In the mesh configuration you "
"will need to set up each new peer manually using [ENetConnection] before "
"calling [method add_mesh_peer]. While this technique is more advanced, it "
"allows for better control over the connection process (e.g. when dealing with "
"NAT punch-through) and for better distribution of the network load (which "
"would otherwise be more taxing on the server)."
msgstr ""
"在網格網路模式下初始化該 [MultiplayerPeer]。提供的 [param unique_id] 一旦被分"
"配為 [member MultiplayerAPI.multiplayer_peer],就將被用作本地對等體的網路唯一 "
"ID。在網格網路配置中需要在呼叫 [method add_mesh_peer] 之前,使用 "
"[ENetConnection] 手動設定每個新的對等體。這種技術更先進,它可以更好地控制連接"
"過程(例如,在處理 NAT 穿透時),並更好地分配網路負載(否則會給伺服器帶來更大"
"的負擔)。"
msgid ""
"Create server that listens to connections via [param port]. The port needs to "
"be an available, unused port between 0 and 65535. Note that ports below 1024 "
"are privileged and may require elevated permissions depending on the "
"platform. To change the interface the server listens on, use [method "
"set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which "
"listens on all available interfaces. [param max_clients] is the maximum "
"number of clients that are allowed at once, any number up to 4095 may be "
"used, although the achievable number of simultaneous clients may be far lower "
"and depends on the application. For additional details on the bandwidth "
"parameters, see [method create_client]. Returns [constant OK] if a server was "
"created, [constant ERR_ALREADY_IN_USE] if this ENetMultiplayerPeer instance "
"already has an open connection (in which case you need to call [method "
"MultiplayerPeer.close] first) or [constant ERR_CANT_CREATE] if the server "
"could not be created."
msgstr ""
"建立通過 [param port] 監聽連接的伺服器。該埠需要是一個介於 0 到 65535 之間的可"
"用且未被使用的埠。請注意,低於 1024 的埠是特權埠,可能需要提升權限,具體取決於"
"平臺。要更改伺服器監聽的介面,請使用 [method set_bind_ip]。默認 IP 是萬用字元 "
"[code]\"*\"[/code],它會監聽所有可用的介面。[param max_clients] 是同時允許的最"
"大使用者端數,可以使用最大可達 4095 的任何數位,儘管可實作的同時使用者端數可能"
"要低得多,並且取決於套用程式。有關頻寬參數的其他詳細信息,請參閱 [method "
"create_client]。如果伺服器被建立,則返回 [constant OK];如果該 "
"ENetMultiplayerPeer 實例已經有一個打開的連接(在這種情況下,需要先調用 "
"[method MultiplayerPeer.close]),則返回 [constant ERR_ALREADY_IN_USE];如果伺"
"服器不能被建立,則返回 [constant ERR_CANT_CREATE]。"
msgid "Returns the [ENetPacketPeer] associated to the given [param id]."
msgstr "返回與給定 [param id] 關聯的 [ENetPacketPeer]。"
msgid ""
"The IP used when creating a server. This is set to the wildcard [code]\"*\"[/"
"code] by default, which binds to all available interfaces. The given IP needs "
"to be in IPv4 or IPv6 address format, for example: [code]\"192.168.1.1\"[/"
"code]."
msgstr ""
"建立伺服器時使用的 IP。預設情況下這被設定為萬用字元 [code]\"*\"[/code],它綁"
"定到所有可用的介面。給定的 IP 位址格式需要是 IPv4 或 IPv6例如"
"[code]\"192.168.1.1\"[/code]。"
msgid ""
"The underlying [ENetConnection] created after [method create_client] and "
"[method create_server]."
msgstr ""
"在 [method create_client] 和 [method create_server] 之後,建立的底層 "
"[ENetConnection]。"
msgid ""
"A wrapper class for an [url=http://enet.bespin.org/group__peer.html]ENetPeer[/"
"url]."
msgstr "[url=http://enet.bespin.org/group__peer.html]ENetPeer[/url] 的包裝類。"
msgid ""
"A PacketPeer implementation representing a peer of an [ENetConnection].\n"
"This class cannot be instantiated directly but can be retrieved during "
"[method ENetConnection.service] or via [method ENetConnection.get_peers].\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"表示 [ENetConnection] 對等體的 PacketPeer 實作。\n"
"該類無法被直接產生實體,但可以在 [method ENetConnection.service] 期間,或通過 "
"[method ENetConnection.get_peers] 進行檢索。\n"
"[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署之前,請確保在 "
"Android 匯出預設中,啟用了 [code]INTERNET[/code] 許可權。否則Android 將阻止"
"任何型別的網路通信。"
msgid "Returns the number of channels allocated for communication with peer."
msgstr "返回為與對等體通信而分配的通道數。"
msgid "Returns the IP address of this peer."
msgstr "返回該對等體的 IP 地址。"
msgid "Returns the remote port of this peer."
msgstr "返回該對等體的遠端埠。"
msgid "Returns the current peer state. See [enum PeerState]."
msgstr "返回該對等體的目前狀態。見 [enum PeerState]。"
msgid ""
"Returns the requested [param statistic] for this peer. See [enum "
"PeerStatistic]."
msgstr "返回此對等體請求的 [param statistic]。見 [enum PeerStatistic]。"
msgid ""
"Returns [code]true[/code] if the peer is currently active (i.e. the "
"associated [ENetConnection] is still valid)."
msgstr ""
"如果對等體目前處於活動狀態(即關聯的 [ENetConnection] 仍然有效),則返回 "
"[code]true[/code]。"
msgid ""
"Request a disconnection from a peer. An [constant ENetConnection."
"EVENT_DISCONNECT] will be generated during [method ENetConnection.service] "
"once the disconnection is complete."
msgstr ""
"請求與對等體斷開連接。一旦斷開連接完成,在 [method ENetConnection.service] 期"
"間,將生成一個 [constant ENetConnection.EVENT_DISCONNECT]。"
msgid ""
"Request a disconnection from a peer, but only after all queued outgoing "
"packets are sent. An [constant ENetConnection.EVENT_DISCONNECT] will be "
"generated during [method ENetConnection.service] once the disconnection is "
"complete."
msgstr ""
"請求與對等體斷開連接,但僅在發送完所有佇列的傳出封包之後。一旦斷開連接完成,"
"在 [method ENetConnection.service] 期間,將生成一個 [constant ENetConnection."
"EVENT_DISCONNECT]。"
msgid ""
"Force an immediate disconnection from a peer. No [constant ENetConnection."
"EVENT_DISCONNECT] will be generated. The foreign peer is not guaranteed to "
"receive the disconnect notification, and is reset immediately upon return "
"from this function."
msgstr ""
"強制立即斷開與對等體的連接。不會生成 [constant ENetConnection."
"EVENT_DISCONNECT]。不保證外部對等體會收到斷開連接通知,並會在從此函式返回後立"
"即重設。"
msgid ""
"Sends a ping request to a peer. ENet automatically pings all connected peers "
"at regular intervals, however, this function may be called to ensure more "
"frequent ping requests."
msgstr ""
"向對等體發送 ping 請求。ENet 會定期自動 ping 所有連接的對等體,但也可以手動調"
"用此函式,確保進行更頻繁的 ping 請求。"
msgid ""
"Sets the [param ping_interval] in milliseconds at which pings will be sent to "
"a peer. Pings are used both to monitor the liveness of the connection and "
"also to dynamically adjust the throttle during periods of low traffic so that "
"the throttle has reasonable responsiveness during traffic spikes. The default "
"ping interval is [code]500[/code] milliseconds."
msgstr ""
"設定向對等體發送 ping 的間隔 [param ping_interval]單位為毫秒。Ping 既用於監"
"控連接的有效性,也用於在低流量期間動態調整節流,以便在流量高峰期節流具有合理的"
"回應能力。預設的 ping 間隔為 [code]500[/code] 毫秒。"
msgid ""
"Forcefully disconnects a peer. The foreign host represented by the peer is "
"not notified of the disconnection and will timeout on its connection to the "
"local host."
msgstr ""
"強制斷開對等體。對等體代表的外部主機不會收到斷開連接的通知,並且會在與本地主機"
"的連接上超時。"
msgid ""
"Queues a [param packet] to be sent over the specified [param channel]. See "
"[code]FLAG_*[/code] constants for available packet flags."
msgstr ""
"將封包 [param packet] 加入通過通道 [param channel] 發送的佇列。可用的封包旗標"
"見 [code]FLAG_*[/code] 常數。"
msgid ""
"Sets the timeout parameters for a peer. The timeout parameters control how "
"and when a peer will timeout from a failure to acknowledge reliable traffic. "
"Timeout values are expressed in milliseconds.\n"
"The [param timeout] is a factor that, multiplied by a value based on the "
"average round trip time, will determine the timeout limit for a reliable "
"packet. When that limit is reached, the timeout will be doubled, and the peer "
"will be disconnected if that limit has reached [param timeout_min]. The "
"[param timeout_max] parameter, on the other hand, defines a fixed timeout for "
"which any packet must be acknowledged or the peer will be dropped."
msgstr ""
"設定對等體的超時參數。超時參數控制對等體因無法確認可靠流量而超時的方式和時間。"
"超時值以毫秒表示。\n"
"[param timeout] 是一個係數,乘以基於平均往返時間的值,將確定可靠封包的超時限"
"制。當達到該限制時,超時將加倍,如果該限制已達到 [param timeout_min],則對等體"
"將斷開連接。另一方面,[param timeout_max] 參數定義了一個固定的超時時間,在該時"
"間內必須確認所有封包,否則對等體將被丟棄。"
msgid ""
"Configures throttle parameter for a peer.\n"
"Unreliable packets are dropped by ENet in response to the varying conditions "
"of the Internet connection to the peer. The throttle represents a probability "
"that an unreliable packet should not be dropped and thus sent by ENet to the "
"peer. By measuring fluctuations in round trip times of reliable packets over "
"the specified [param interval], ENet will either increase the probability by "
"the amount specified in the [param acceleration] parameter, or decrease it by "
"the amount specified in the [param deceleration] parameter (both are ratios "
"to [constant PACKET_THROTTLE_SCALE]).\n"
"When the throttle has a value of [constant PACKET_THROTTLE_SCALE], no "
"unreliable packets are dropped by ENet, and so 100% of all unreliable packets "
"will be sent.\n"
"When the throttle has a value of [code]0[/code], all unreliable packets are "
"dropped by ENet, and so 0% of all unreliable packets will be sent.\n"
"Intermediate values for the throttle represent intermediate probabilities "
"between 0% and 100% of unreliable packets being sent. The bandwidth limits of "
"the local and foreign hosts are taken into account to determine a sensible "
"limit for the throttle probability above which it should not raise even in "
"the best of conditions."
msgstr ""
"為對等體配置節流參數。\n"
"不可靠的封包會被 ENet 丟棄,以應對與對等體的互聯網連接的各種情況。節流表示一個"
"不可靠封包不應被丟棄並因此由 ENet 將其發送到對等體的概率。通過測量指定 [param "
"interval] 內可靠封包往返時間的波動ENet 將按照 [param acceleration] 參數中指"
"定的量增加概率,或者按照 [param deceleration] 參數中指定的量降低概率(兩者都是"
"與 [constant PACKET_THROTTLE_SCALE] 的比率)。\n"
"當節流的值為 [constant PACKET_THROTTLE_SCALE] 時ENet 不會丟棄任何不可靠的數"
"據包,因此所有不可靠封包以 100% 的概率將被發送。\n"
"當節流的值為 [code]0[/code] 時ENet 將丟棄所有不可靠的封包,因此所有不可靠封"
"包以 0% 的概率將被發送。\n"
"節流的中間值表示發送不可靠封包的 0% 到 100% 之間的中間概率。考慮本地和外部主機"
"的頻寬限制,以確定節流概率的合理限制,即使在最好的條件下也不應超過該限制。"
msgid "The peer is disconnected."
msgstr "該對等體已斷開連接。"
msgid "The peer is currently attempting to connect."
msgstr "該對等體正在嘗試連接。"
msgid "The peer has acknowledged the connection request."
msgstr "該對等體已確認連接請求。"
msgid "The peer is currently connecting."
msgstr "該對等體正在連接。"
msgid ""
"The peer has successfully connected, but is not ready to communicate with yet "
"([constant STATE_CONNECTED])."
msgstr ""
"該對等體已成功連接,但還沒有準備好進行通訊([constant STATE_CONNECTED])。"
msgid "The peer is currently connected and ready to communicate with."
msgstr "該對等體已連接,可以進行通訊。"
msgid ""
"The peer is slated to disconnect after it has no more outgoing packets to "
"send."
msgstr "該對等體在沒有更多的外發封包可以發送後,將被預定斷開連接。"
msgid "The peer is currently disconnecting."
msgstr "該對等體正在斷開連接。"
msgid "The peer has acknowledged the disconnection request."
msgstr "該對等體已確認斷開請求。"
msgid ""
"The peer has lost connection, but is not considered truly disconnected (as "
"the peer didn't acknowledge the disconnection request)."
msgstr ""
"該對等體已丟失連接,但並未真正斷開連接(因為該對等體還沒有對斷開連接請求進行確"
"認)。"
msgid ""
"Mean packet loss of reliable packets as a ratio with respect to the [constant "
"PACKET_LOSS_SCALE]."
msgstr "可靠封包的平均丟包率,即與 [constant PACKET_LOSS_SCALE] 的比率。"
msgid "Packet loss variance."
msgstr "丟包方差。"
msgid ""
"The time at which packet loss statistics were last updated (in milliseconds "
"since the connection started). The interval for packet loss statistics "
"updates is 10 seconds, and at least one packet must have been sent since the "
"last statistics update."
msgstr ""
"丟包統計資訊上一次被更新的時間(從連接開始後的毫秒數)。丟包統計資訊更新的時間"
"間隔為 10 秒,自上次統計資訊更新以來,至少必須有一個封包被發送。"
msgid "Mean packet round trip time for reliable packets."
msgstr "可靠封包的平均往返時間。"
msgid "Variance of the mean round trip time."
msgstr "平均往返時間方差。"
msgid "Last recorded round trip time for a reliable packet."
msgstr "可靠封包的記錄的上次行程時間。"
msgid "Variance of the last trip time recorded."
msgstr "記錄的上次行程時間方差。"
msgid "The peer's current throttle status."
msgstr "該對等體的目前節流狀態。"
msgid ""
"The maximum number of unreliable packets that should not be dropped. This "
"value is always greater than or equal to [code]1[/code]. The initial value is "
"equal to [constant PACKET_THROTTLE_SCALE]."
msgstr ""
"不應被丟棄的不可靠封包的最大數量。這個值總是大於或等於 [code]1[/code] 。初始值"
"等於 [constant PACKET_THROTTLE_SCALE]。"
msgid ""
"Internal value used to increment the packet throttle counter. The value is "
"hardcoded to [code]7[/code] and cannot be changed. You probably want to look "
"at [constant PEER_PACKET_THROTTLE_ACCELERATION] instead."
msgstr ""
"用於增加封包節流計數器的內部值。該值被硬編碼為 [code]7[/code] 且無法更改。你可"
"能想查看 [constant PEER_PACKET_THROTTLE_ACCELERATION]。"
msgid ""
"The time at which throttle statistics were last updated (in milliseconds "
"since the connection started). The interval for throttle statistics updates "
"is [constant PEER_PACKET_THROTTLE_INTERVAL]."
msgstr ""
"節流統計資料上一次被更新的時間(自連接開始以來的毫秒數)。節流統計更新的時間間"
"隔是 [constant PEER_PACKET_THROTTLE_INTERVAL]。"
msgid ""
"The throttle's acceleration factor. Higher values will make ENet adapt to "
"fluctuating network conditions faster, causing unrelaible packets to be sent "
"[i]more[/i] often. The default value is [code]2[/code]."
msgstr ""
"節流的加速係數。更高的值將使 ENet 更快地適應波動的網路條件,從而導致不可靠的封"
"包[i]更[/i]頻繁地被發送。預設值為 [code]2[/code]。"
msgid ""
"The throttle's deceleration factor. Higher values will make ENet adapt to "
"fluctuating network conditions faster, causing unrelaible packets to be sent "
"[i]less[/i] often. The default value is [code]2[/code]."
msgstr ""
"節流的減速係數。更高的值將使 ENet 更快地適應波動的網路條件,從而導致不可靠的封"
"包[i]不會[/i]頻繁地被發送。預設值為 [code]2[/code]。"
msgid ""
"The interval over which the lowest mean round trip time should be measured "
"for use by the throttle mechanism (in milliseconds). The default value is "
"[code]5000[/code]."
msgstr ""
"測量最低平均往返時間的時間間隔,供節流機制使用(單位:毫秒)。預設值為 "
"[code]5000[/code]。"
msgid ""
"The reference scale for packet loss. See [method get_statistic] and [constant "
"PEER_PACKET_LOSS]."
msgstr ""
"丟包的參考尺度。請參閱 [method get_statistic] 和 [constant PEER_PACKET_LOSS]。"
msgid ""
"The reference value for throttle configuration. The default value is "
"[code]32[/code]. See [method throttle_configure]."
msgstr ""
"節流配置的參考值。預設值為 [code]32[/code]。 請參閱 [method "
"throttle_configure]。"
msgid "Mark the packet to be sent as reliable."
msgstr "將要發送的封包標記為可靠。"
msgid "Mark the packet to be sent unsequenced (unreliable)."
msgstr "將要發送的封包標記為無序(不可靠)。"
msgid ""
"Mark the packet to be sent unreliable even if the packet is too big and needs "
"fragmentation (increasing the chance of it being dropped)."
msgstr ""
"將要發送的封包標記為不可靠,即使封包太大且需要分片(增加其被丟棄的機會)。"
msgid "Provides access to engine properties."
msgstr "提供對引擎屬性的存取。"
msgid ""
"The [Engine] singleton allows you to query and modify the project's run-time "
"parameters, such as frames per second, time scale, and others."
msgstr ""
"[Engine] 單例使你可以查詢和修改專案的運作時參數,例如每秒影格數,時間範圍等。"
msgid ""
"Returns the name of the CPU architecture the Godot binary was built for. "
"Possible return values are [code]x86_64[/code], [code]x86_32[/code], "
"[code]arm64[/code], [code]arm32[/code], [code]rv64[/code], [code]riscv[/"
"code], [code]ppc64[/code], [code]ppc[/code], [code]wasm64[/code] and "
"[code]wasm32[/code].\n"
"To detect whether the current CPU architecture is 64-bit, you can use the "
"fact that all 64-bit architecture names have [code]64[/code] in their name:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if \"64\" in Engine.get_architecture_name():\n"
" print(\"Running a 64-bit build of Godot.\")\n"
"else:\n"
" print(\"Running a 32-bit build of Godot.\")\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.GetArchitectureName().Contains(\"64\"))\n"
" GD.Print(\"Running a 64-bit build of Godot.\");\n"
"else\n"
" GD.Print(\"Running a 32-bit build of Godot.\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] [method get_architecture_name] does [i]not[/i] return the name "
"of the host CPU architecture. For example, if running an x86_32 Godot binary "
"on a x86_64 system, the returned value will be [code]x86_32[/code]."
msgstr ""
"返回建構 Godot 二進位檔案所針對的 CPU 架構的名稱。可能的返回值有 "
"[code]x86_64[/code]、[code]x86_32[/code]、[code]arm64[/code]、[code]arm32[/"
"code]、[code]rv64[/code]、[code]riscv[/code]、[code]ppc64[/code]、[code]ppc[/"
"code]、[code]wasm64[/code] 和 [code]wasm32[/code]。\n"
"要偵測目前 CPU 架構是否為 64 位,可以利用所有 64 位架構名稱中都包含 [code]64[/"
"code]\n"
"[codeblocks]\n"
"[gdscript]\n"
"if \"64\" in Engine.get_architecture_name():\n"
" print(\"正在運作 64 位 Godot。\")\n"
"else:\n"
" print(\"正在運作 32 位 Godot。\")\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.GetArchitectureName().Contains(\"64\"))\n"
" GD.Print(\"正在運作 64 位 Godot。\");\n"
"else\n"
" GD.Print(\"正在運作 32 位 Godot。\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b][method get_architecture_name] 返回的[i]不是[/i]主機 CPU 架構的名"
"稱。例如,如果在 x86_64 系統上運作 x86_32 的 Godot 二進位檔案,那麼返回值將是 "
"[code]x86_32[/code]。"
msgid ""
"Returns engine author information in a Dictionary.\n"
"[code]lead_developers[/code] - Array of Strings, lead developer names\n"
"[code]founders[/code] - Array of Strings, founder names\n"
"[code]project_managers[/code] - Array of Strings, project manager names\n"
"[code]developers[/code] - Array of Strings, developer names"
msgstr ""
"返回一個字典中的引擎作者資訊。\n"
"[code]lead_developers[/code] - 字串的陣列,主要開發者的名字\n"
"[code]founders[/code] - 創始人姓名的字串陣列\n"
"[code]project_managers[/code] - 專案經理姓名的字串陣列\n"
"[code]developers[/code] - 開發者名稱的字串陣列"
msgid ""
"Returns an Array of copyright information Dictionaries.\n"
"[code]name[/code] - String, component name\n"
"[code]parts[/code] - Array of Dictionaries {[code]files[/code], "
"[code]copyright[/code], [code]license[/code]} describing subsections of the "
"component"
msgstr ""
"返回一個版權資訊字典陣列。\n"
"[code]name[/code] - 字串,元件名稱。\n"
"[code]partic[/code] - 描述元件子部分的字典陣列 {[code]files[/code], "
"[code]copyright[/code], [code]license[/code]}"
msgid ""
"Returns a Dictionary of Arrays of donor names.\n"
"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
"code], [code]bronze_donors[/code]}"
msgstr ""
"返回捐贈者姓名陣列的字典。\n"
"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
"code], [code]bronze_donors[/code]}"
msgid ""
"Returns the total number of frames drawn. On headless platforms, or if the "
"render loop is disabled with [code]--disable-render-loop[/code] via command "
"line, [method get_frames_drawn] always returns [code]0[/code]. See [method "
"get_process_frames]."
msgstr ""
"返回繪製的總影格數。在無頭平臺上,或者如果通過命令行使用 [code]--disable-"
"render-loop[/code] 禁用渲染迴圈,[method get_frames_drawn] 總是返回 [code]0[/"
"code]。請參閱 [method get_process_frames]。"
msgid "Returns the frames per second of the running game."
msgstr "返回運作遊戲的每秒影格數。"
msgid ""
"Returns Dictionary of licenses used by Godot and included third party "
"components."
msgstr "返回 Godot 所使用的許可證的 Dictionary 字典列表,其中包括協力廠商組件。"
msgid "Returns Godot license text."
msgstr "返回Godot許可證文字。"
msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
msgstr "返回主迴圈對象(請參閱[MainLoop]和[SceneTree])。"
msgid ""
"Returns the total number of frames passed since engine initialization which "
"is advanced on each [b]physics frame[/b]. See also [method "
"get_process_frames].\n"
"[method get_physics_frames] can be used to run expensive logic less often "
"without relying on a [Timer]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _physics_process(_delta):\n"
" if Engine.get_physics_frames() % 2 == 0:\n"
" pass # Run expensive logic only once every 2 physics frames here.\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _PhysicsProcess(double delta)\n"
"{\n"
" base._PhysicsProcess(delta);\n"
"\n"
" if (Engine.GetPhysicsFrames() % 2 == 0)\n"
" {\n"
" // Run expensive logic only once every 2 physics frames here.\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回自引擎初始化以來通過的總影格數,該影格數在每個[b]物理影格[/b]上行進。參閱 "
"[method get_process_frames]。\n"
"[method get_physics_frames] 可用於在不依賴 [Timer] 的情況下,減少運作昂貴的邏"
"輯的次數:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _physics_process(_delta):\n"
" if Engine.get_physics_frames() % 2 == 0:\n"
" pass # 此處每 2 個物理影格僅運作一次昂貴的邏輯。\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _PhysicsProcess(double delta)\n"
"{\n"
" base._PhysicsProcess(delta);\n"
"\n"
" if (Engine.GetPhysicsFrames() % 2 == 0)\n"
" {\n"
" // 此處每 2 個物理影格僅運作一次昂貴的邏輯。\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the fraction through the current physics tick we are at the time of "
"rendering the frame. This can be used to implement fixed timestep "
"interpolation."
msgstr "返回渲染影格時目前物理週期中的分數。可用於實作固定的時間步插值。"
msgid ""
"Returns the total number of frames passed since engine initialization which "
"is advanced on each [b]process frame[/b], regardless of whether the render "
"loop is enabled. See also [method get_frames_drawn] and [method "
"get_physics_frames].\n"
"[method get_process_frames] can be used to run expensive logic less often "
"without relying on a [Timer]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(_delta):\n"
" if Engine.get_process_frames() % 2 == 0:\n"
" pass # Run expensive logic only once every 2 process (render) frames "
"here.\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Process(double delta)\n"
"{\n"
" base._Process(delta);\n"
"\n"
" if (Engine.GetProcessFrames() % 2 == 0)\n"
" {\n"
" // Run expensive logic only once every 2 physics frames here.\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回自引擎初始化以來通過的總影格數,無論渲染迴圈是否啟用,每個[b]處理影格[/b]"
"都會行進。另見 [method get_frames_drawn] 和 [method get_physics_frames]。\n"
"[method get_process_frames] 可用於在不依賴 [Timer] 的情況下,減少運作昂貴的邏"
"輯的次數:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _process(_delta):\n"
" if Engine.get_process_frames() % 2 == 0:\n"
" pass # 此處每 2 個處理(渲染)影格僅運作一次昂貴的邏輯。\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Process(double delta)\n"
"{\n"
" base._Process(delta);\n"
"\n"
" if (Engine.GetProcessFrames() % 2 == 0)\n"
" {\n"
" // 此處每 2 個處理(渲染)影格僅運作一次昂貴的邏輯。\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns an instance of a [ScriptLanguage] with the given index."
msgstr "返回給定索引處的 [ScriptLanguage] 實例。"
msgid ""
"Returns the number of available script languages. Use with [method "
"get_script_language]."
msgstr "返回可用指令碼語言的數量。請配合 [method get_script_language] 使用。"
msgid ""
"Returns a global singleton with given [param name]. Often used for plugins, e."
"g. GodotPayments."
msgstr ""
"返回具有給定名稱 [param name] 的全域單例。常用於外掛程式,例如 GodotPayments。"
msgid "Returns a list of available global singletons."
msgstr "返回可用全域單例的列表。"
msgid ""
"Returns the current engine version information in a Dictionary.\n"
"[code]major[/code] - Holds the major version number as an int\n"
"[code]minor[/code] - Holds the minor version number as an int\n"
"[code]patch[/code] - Holds the patch version number as an int\n"
"[code]hex[/code] - Holds the full version number encoded as a "
"hexadecimal int with one byte (2 places) per number (see example below)\n"
"[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", "
"\"rc2\", ... \"stable\") as a String\n"
"[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a "
"String\n"
"[code]hash[/code] - Holds the full Git commit hash as a String\n"
"[code]year[/code] - Holds the year the version was released in as an int\n"
"[code]string[/code] - [code]major[/code] + [code]minor[/code] + "
"[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single "
"String\n"
"The [code]hex[/code] value is encoded as follows, from left to right: one "
"byte for the major, one byte for the minor, one byte for the patch version. "
"For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's "
"still an int internally, and printing it will give you its decimal "
"representation, which is not particularly meaningful. Use hexadecimal "
"literals for easy version comparisons from code:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if Engine.get_version_info().hex >= 0x030200:\n"
" # Do things specific to version 3.2 or later\n"
"else:\n"
" # Do things specific to versions before 3.2\n"
"[/gdscript]\n"
"[csharp]\n"
"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n"
"{\n"
" // Do things specific to version 3.2 or later\n"
"}\n"
"else\n"
"{\n"
" // Do things specific to versions before 3.2\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"以字典形式返回目前引擎版本資訊。\n"
"[code]major[/code] - 將主要版本號保存為一個 int\n"
"[code]minor[/code] - 將次要版本號保存為一個 int\n"
"[code]patch[/code] - 將補丁版本號保存為一個 int\n"
"[code]hex[/code] - 保存編碼為十六進位整數的完整版本號每個數位一個位元組2 "
"位)(參見下面的範例)\n"
"[code]status[/code] - 將狀態例如“beta”、“rc1”、“rc2”、...“stable”保存為字"
"符串\n"
"[code]build[/code] - 將建構名稱例如“custom_build”保存為字串\n"
"[code]hash[/code] - 將完整的 Git 提交雜湊保存為字串\n"
"[code]year[/code] - 將版本發行的年份保存為 int\n"
"[code]string[/code] - 將 [code]major[/code] + [code]minor[/code] + "
"[code]patch[/code] + [code]status[/code] + [code]build[/code] 保存在單個字元串"
"中\n"
"[code]hex[/code] 值的編碼方式如下,從左到右:主版本對應一位元組,次版本對應一"
"字節補丁版本對應一位元組。例如“3.1.12”將是 [code]0x03010C[/code]。[b]注"
"意:[/b]它內部還是一個 int列印出來就是它的十進位表示沒有特別的意義。使用十"
"六進制文字從程式碼中輕鬆比較版本:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if Engine.get_version_info().hex >= 0x030200:\n"
" # 執行特定於版本 3.2 或更高版本的操作\n"
"else:\n"
" # 執行特定於 3.2 之前版本的操作\n"
"[/gdscript]\n"
"[csharp]\n"
"if ((int)Engine.GetVersionInfo()[\"hex\"] >= 0x030200)\n"
"{\n"
" // 執行特定於版本 3.2 或更高版本的操作\n"
"}\n"
"else\n"
"{\n"
" // 執行特定於 3.2 之前版本的操作\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the path to the [MovieWriter]'s output file, or an empty string if "
"the engine wasn't started in Movie Maker mode. This path can be absolute or "
"relative depending on how the user specified it."
msgstr ""
"返回 [MovieWriter] 的輸出檔的路徑,如果引擎未在 Movie Maker 模式下啟動,則返回"
"一個空字串。該路徑可以是絕對路徑或相對路徑,具體取決於使用者指定它的方式。"
msgid ""
"Returns [code]true[/code] if a singleton with given [param name] exists in "
"global scope."
msgstr ""
"如果全域範圍記憶體在具有給定 [param name] 的單例,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the script is currently running inside the "
"editor, [code]false[/code] otherwise. This is useful for [code]@tool[/code] "
"scripts to conditionally draw editor helpers, or prevent accidentally running "
"\"game\" code that would affect the scene state while in the editor:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if Engine.is_editor_hint():\n"
" draw_gizmos()\n"
"else:\n"
" simulate_physics()\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.IsEditorHint())\n"
" DrawGizmos();\n"
"else\n"
" SimulatePhysics();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
"code in the editor[/url] in the documentation for more information.\n"
"[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
"(e.g. when pressing [kbd]F5[/kbd]), use [method OS.has_feature] with the "
"[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/"
"code] will evaluate to [code]true[/code] both when the code is running in the "
"editor and when running the project from the editor, but it will evaluate to "
"[code]false[/code] when the code is run from an exported project."
msgstr ""
"如果腳本目前正在編輯器中運作,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。這對於 [code]@tool[/code] 腳本很有用,可以有條件地繪製編輯器助手,或者"
"防止在編輯器中意外運作會影響場景狀態的“遊戲”程式碼:\n"
"[codeblocks]\n"
"[gdscript]\n"
"if Engine.is_editor_hint():\n"
" draw_gizmos()\n"
"else:\n"
" simulate_physics()\n"
"[/gdscript]\n"
"[csharp]\n"
"if (Engine.IsEditorHint())\n"
" DrawGizmos();\n"
"else\n"
" SimulatePhysics();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"有關詳細資訊,請參閱文件中的[url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]《在編輯器中運作程式碼》[/url]。\n"
"[b]注意:[/b]要偵測腳本是否從編輯器[i]建構[/i]中運作(例如,當按 [kbd]F5[/"
"kbd] 時),請改用 [method OS.has_feature] 和 [code]\"editor\"[/code] 參數。"
"[code]OS.has_feature(\"editor\")[/code] 將在編輯器中運作程式碼和從編輯器運作項"
"目時,被評估為 [code]true[/code];但當程式碼從匯出的專案運作時,它將被評估為 "
"[code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the game is inside the fixed process and physics "
"phase of the game loop."
msgstr "如果遊戲在遊戲迴圈的固定過程和物理階段內,返回 [code]true[/code]。"
msgid ""
"Registers a [ScriptLanguage] instance to be available with "
"[code]ScriptServer[/code].\n"
"Returns:\n"
"- [constant OK] on success\n"
"- [constant ERR_UNAVAILABLE] if [code]ScriptServer[/code] has reached it "
"limit and cannot register any new language\n"
"- [constant ERR_ALREADY_EXISTS] if [code]ScriptServer[/code] already contains "
"a language with similar extension/name/type"
msgstr ""
"註冊一個 [ScriptLanguage] 實例以供 [code]ScriptServer[/code] 使用。\n"
"返回:\n"
"- [constant OK] 成功\n"
"- [constant ERR_UNAVAILABLE] 如果 [code]ScriptServer[/code] 已達到限制,並且無"
"法註冊任何新語言\n"
"- [constant ERR_ALREADY_EXISTS] 如果 [code]ScriptServer[/code] 已經包含一個具"
"有相似副檔名/名稱/型別的語言"
msgid ""
"Registers the given object as a singleton, globally available under [param "
"name]."
msgstr "將給定的物件註冊為單例,名稱 [param name] 全域可用。"
msgid ""
"Unregisters the [ScriptLanguage] instance from [code]ScriptServer[/code].\n"
"Returns:\n"
"- [constant OK] on success\n"
"- [constant ERR_DOES_NOT_EXIST] if the language is already not registered in "
"[code]ScriptServer[/code]"
msgstr ""
"從 [code]ScriptServer[/code] 註銷該 [ScriptLanguage] 實例。\n"
"返回:\n"
"- [constant OK] 成功\n"
"- [constant ERR_DOES_NOT_EXIST] 如果該語言尚未在 [code]ScriptServer[/code] 中"
"註冊"
msgid ""
"Unregisters the singleton registered under [param name]. The singleton object "
"is not freed. Only works with user-defined singletons created with [method "
"register_singleton]."
msgstr ""
"將名稱為 [param name] 的單例解除註冊。該單例物件不會被釋放。僅能夠對通過 "
"[method register_singleton] 建立的使用者定義單例使用。"
msgid ""
"The maximum number of frames per second that can be rendered. A value of "
"[code]0[/code] means \"no limit\". The actual number of frames per second may "
"still be below this value if the CPU or GPU cannot keep up with the project "
"logic and rendering.\n"
"Limiting the FPS can be useful to reduce system power consumption, which "
"reduces heat and noise emissions (and improves battery life on mobile "
"devices).\n"
"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/"
"code] or [code]Adaptive[/code], it takes precedence and the forced FPS number "
"cannot exceed the monitor's refresh rate.\n"
"If [member ProjectSettings.display/window/vsync/vsync_mode] is [code]Enabled[/"
"code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), "
"using a FPS limit a few frames lower than the monitor's refresh rate will "
"[url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while "
"avoiding tearing[/url].\n"
"If [member ProjectSettings.display/window/vsync/vsync_mode] is "
"[code]Disabled[/code], limiting the FPS to a high value that can be "
"consistently reached on the system can reduce input lag compared to an "
"uncapped framerate. Since this works by ensuring the GPU load is lower than "
"100%, this latency reduction is only effective in GPU-bottlenecked scenarios, "
"not CPU-bottlenecked scenarios.\n"
"See also [member physics_ticks_per_second] and [member ProjectSettings."
"application/run/max_fps]."
msgstr ""
"每秒可渲染的最大影格數。值為 [code]0[/code] 表示“無限制”。如果 CPU 或 GPU 跟不"
"上專案邏輯和渲染的速度,實際的每秒影格數仍可能低於這個值。\n"
"限制 FPS 會對降低系統功耗很有説明,可以減少熱量和噪音排放(並延長移動裝置的電"
"池壽命)。\n"
"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 為 "
"[code]Enabled[/code] 或 [code]Adaptive[/code] ,則該設定將被優先考慮,並且強制"
"的 FPS 數不能超過顯示器的更新率。\n"
"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 為 "
"[code]Enabled[/code]在啟用了可變更新率G-Sync/FreeSync的顯示器上使用比"
"顯示器更新率低幾影格的 FPS 限制,將[url=https://blurbusters.com/howto-low-lag-"
"vsync-on/]減少輸入延遲,同時可以避免撕裂[/url]。\n"
"如果 [member ProjectSettings.display/window/vsync/vsync_mode] 為 "
"[code]Disabled[/code],則與無上限的影格率相比,將 FPS 限制為可以在系統上持續達"
"到的高值,可以減少輸入滯後。由於這是通過確保 GPU 負載低於 100% 來實作的,這種"
"延遲減少僅在 GPU 瓶頸場景中有效,在 CPU 瓶頸的情況下無效。\n"
"另見 [member physics_ticks_per_second] 和 [member ProjectSettings.application/"
"run/max_fps]。"
msgid ""
"Controls the maximum number of physics steps that can be simulated each "
"rendered frame. The default value is tuned to avoid \"spiral of death\" "
"situations where expensive physics simulations trigger more expensive "
"simulations indefinitely. However, the game will appear to slow down if the "
"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of "
"[member physics_ticks_per_second]. This occurs even if [code]delta[/code] is "
"consistently used in physics calculations. To avoid this, increase [member "
"max_physics_steps_per_frame] if you have increased [member "
"physics_ticks_per_second] significantly above its default value."
msgstr ""
"控制每個渲染影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”,"
"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果渲染 FPS 小於 [member "
"physics_ticks_per_second] 的 [code]1 / max_physics_steps_per_frame[/code],遊"
"戲看上去會是降速的。即便在物理計算中始終使用 [code]delta[/code] 也一樣會發生。"
"要避免這種情況,如果增大了 [member physics_ticks_per_second],而且遠大於預設"
"值,那麼建議將 [member max_physics_steps_per_frame] 也調大。"
msgid ""
"Controls how much physics ticks are synchronized with real time. For 0 or "
"less, the ticks are synchronized. Such values are recommended for network "
"games, where clock synchronization matters. Higher values cause higher "
"deviation of the in-game clock and real clock but smooth out framerate "
"jitters. The default value of 0.5 should be fine for most; values above 2 "
"could cause the game to react to dropped frames with a noticeable delay and "
"are not recommended.\n"
"[b]Note:[/b] For best results, when using a custom physics interpolation "
"solution, the physics jitter fix should be disabled by setting [member "
"physics_jitter_fix] to [code]0[/code]."
msgstr ""
"控制物理週期與實際時間的同步程度。如果小於等於 0則週期是同步的。這樣的值建議"
"用於網路遊戲,因為時鐘的同步性很重要。較高的值會導致遊戲中的時鐘和真實時鐘之間"
"的偏差較大但可以平滑畫面播放速率的抖動。預設值0.5對大多數人來說應該是良好"
"的超過2的值可能導致遊戲對掉影格的反應有明顯的延遲因此不推薦使用。\n"
"[b]注意:[/b]為了獲得最佳效果,當使用自訂物理插值這種解決方案時,應通過將 "
"[member physics_jitter_fix] 設定為 [code]0[/code] 來禁用物理抖動修復。"
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. This value "
"should generally always be set to [code]60[/code] or above, as Godot doesn't "
"interpolate the physics step. As a result, values lower than [code]60[/code] "
"will look stuttery. This value can be increased to make input more reactive "
"or work around collision tunneling issues, but keep in mind doing so will "
"increase CPU usage. See also [member max_fps] and [member ProjectSettings."
"physics/common/physics_ticks_per_second].\n"
"[b]Note:[/b] Only [member max_physics_steps_per_frame] physics ticks may be "
"simulated per rendered frame at most. If more physics ticks have to be "
"simulated per rendered frame to keep up with rendering, the project will "
"appear to slow down (even if [code]delta[/code] is used consistently in "
"physics calculations). Therefore, it is recommended to also increase [member "
"max_physics_steps_per_frame] if increasing [member physics_ticks_per_second] "
"significantly above its default value."
msgstr ""
"每秒執行的固定反覆運算次數。用於控制物理模擬和 [method Node._physics_process] "
"的執行頻率。因為 Godot 不會進行物理步驟的插值,所以通常應該總是將其設成大於等"
"於 [code]60[/code] 的值。因此,如果值小於 [code]60[/code] 就會看起來卡頓。提高"
"該值可以讓輸入變得更加靈敏、也可以繞過碰撞隧道問題,但請記得這麼做也會提升 "
"CPU 的佔用率。另請參閱 [member max_fps] 和 [member ProjectSettings.physics/"
"common/physics_ticks_per_second]。\n"
"[b]注意:[/b]每個渲染影格最多只能模擬 [member max_physics_steps_per_frame] 個"
"物理週期。如果為了追趕渲染,需要在每個渲染影格中類比更多物理週期,遊戲看上去會"
"是降速的(即便在物理計算中始終使用 [code]delta[/code])。因此,如果增大了 "
"[member physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member "
"max_physics_steps_per_frame] 也調大。"
msgid ""
"If [code]false[/code], stops printing error and warning messages to the "
"console and editor Output log. This can be used to hide error and warning "
"messages during unit test suite runs. This property is equivalent to the "
"[member ProjectSettings.application/run/disable_stderr] project setting.\n"
"[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the "
"project, important error messages may be hidden even if they are emitted from "
"other scripts. If this is set to [code]false[/code] in a [code]@tool[/code] "
"script, this will also impact the editor itself. Do [i]not[/i] report bugs "
"before ensuring error messages are enabled (as they are by default).\n"
"[b]Note:[/b] This property does not impact the editor's Errors tab when "
"running a project from the editor."
msgstr ""
"如果為 [code]false[/code],則停止向控制台和編輯器輸出紀錄列印錯誤和警告消息。"
"這可用於在單元測試套件運作期間隱藏錯誤和警告消息。該屬性等效於 [member "
"ProjectSettings.application/run/disable_stderr] 專案設定。\n"
"[b]警告:[/b]如果在專案的任何地方將該項設定為 [code]false[/code],重要的錯誤消"
"息可能會被隱藏,即使它們是從其他腳本發出的。如果在 [code]@tool[/code] 腳本中將"
"該項設定為 [code]false[/code],這也會影響編輯器本身。在確保錯誤消息被啟用(預"
"設情況下)之前,[i]不[/i]報告錯誤。\n"
"[b]注意:[/b]從編輯器運作專案時,該屬性不會影響編輯器的“錯誤”分頁。"
msgid ""
"Controls how fast or slow the in-game clock ticks versus the real life one. "
"It defaults to 1.0. A value of 2.0 means the game moves twice as fast as real "
"life, whilst a value of 0.5 means the game moves at half the regular speed. "
"This also affects [Timer] and [SceneTreeTimer] (see [method SceneTree."
"create_timer] for how to control this)."
msgstr ""
"控制遊戲中的時鐘與現實生活中的時鐘的快慢。預設值為 1.0。值為 2.0 意味著遊戲的"
"移動速度是現實生活的兩倍,而值為 0.5 意味著遊戲的移動速度是常規速度的一半。"
"[Timer] 和 [SceneTreeTimer] 也會受到影響(如何控制見 [method SceneTree."
"create_timer])。"
msgid "Exposes the internal debugger."
msgstr "暴露內部除錯器。"
msgid ""
"[EngineDebugger] handles the communication between the editor and the running "
"game. It is active in the running game. Messages can be sent/received through "
"it. It also manages the profilers."
msgstr ""
"[EngineDebugger] 處理編輯器與正在運作的遊戲之間的通信。它會在運作遊戲時啟動,"
"可以通過它收發消息,還負責管理性能分析器。"
msgid ""
"Returns [code]true[/code] if a capture with the given name is present "
"otherwise [code]false[/code]."
msgstr ""
"如果存在具有給定名稱的捕獲,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if a profiler with the given name is present "
"otherwise [code]false[/code]."
msgstr ""
"如果存在具有給定名稱的分析器,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if the debugger is active otherwise [code]false[/"
"code]."
msgstr ""
"如果除錯器處於活動狀態,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。"
msgid ""
"Returns [code]true[/code] if a profiler with the given name is present and "
"active otherwise [code]false[/code]."
msgstr ""
"如果存在具有給定名稱的分析器,並且該分析器處於活動狀態,則返回 [code]true[/"
"code],否則返回 [code]false[/code]。"
msgid ""
"Calls the [code]add[/code] callable of the profiler with given [param name] "
"and [param data]."
msgstr ""
"使用給定的 [param name] 和 [param data] 呼叫分析器中的 [code]add[/code] 可調用"
"體。"
msgid ""
"Calls the [code]toggle[/code] callable of the profiler with given [param "
"name] and [param arguments]. Enables/Disables the same profiler depending on "
"[param enable] argument."
msgstr ""
"使用給定的 [param name] 和 [param arguments] 呼叫分析器中的 [code]toggle[/"
"code] 可呼叫體。會根據 [param enable] 參數啟用/禁用同一分析器。"
msgid ""
"Registers a message capture with given [param name]. If [param name] is "
"\"my_message\" then messages starting with \"my_message:\" will be called "
"with the given callable.\n"
"Callable must accept a message string and a data array as argument. If the "
"message and data are valid then callable must return [code]true[/code] "
"otherwise [code]false[/code]."
msgstr ""
"使用給定的名稱 [param name] 註冊消息捕獲。如果 [param name] 為“my_message”則會"
"為“my_message:”開頭的消息呼叫給定的可呼叫體。\n"
"Callable 必須接受消息字串和資料陣列參數。如果消息和資料有效,則可呼叫體必須返"
"回 [code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"Registers a profiler with the given [param name]. See [EngineProfiler] for "
"more information."
msgstr "使用給定的名稱 [param name] 註冊分析器。詳情見 [EngineProfiler]。"
msgid "Sends a message with given [param message] and [param data] array."
msgstr "發送消息,內容為給定的 [param message] 和 [param data] 陣列。"
msgid "Unregisters the message capture with given [param name]."
msgstr "將具有給定名稱 [param name] 的消息捕獲解除註冊。"
msgid "Unregisters a profiler with given [param name]."
msgstr "將具有給定名稱 [param name] 的分析器解除註冊。"
msgid "Base class for creating custom profilers."
msgstr "用於建立自訂分析器的基底類別。"
msgid ""
"This class can be used to implement custom profilers that are able to "
"interact with the engine and editor debugger.\n"
"See [EngineDebugger] and [EditorDebuggerPlugin] for more information."
msgstr ""
"這個類可用於實作自訂分析器,能夠與引擎和編輯器除錯器進行互動。\n"
"有關詳細資訊,請參閱 [EngineDebugger] 和 [EditorDebuggerPlugin]。"
msgid ""
"Called when data is added to profiler using [method EngineDebugger."
"profiler_add_frame_data]."
msgstr ""
"使用 [method EngineDebugger.profiler_add_frame_data] 將資料加入分析器時呼叫。"
msgid ""
"Called once every engine iteration when the profiler is active with "
"information about the current frame. All time values are in seconds. Lower "
"values represent faster processing times and are therefore considered better."
msgstr ""
"當分析器使用有關目前影格的資訊處於活動狀態時,每次引擎反覆運算呼叫一次。所有時"
"間值都以秒為單位。較低的值表示更快的處理時間,因此被認為更好。"
msgid ""
"Called when the profiler is enabled/disabled, along with a set of [param "
"options]."
msgstr "啟用/禁用分析器時呼叫,提供了一組選項 [param options]。"
msgid ""
"Resource for environment nodes (like [WorldEnvironment]) that define multiple "
"rendering options."
msgstr "定義渲染選項的資源,用於環境節點(例如 [WorldEnvironment])。"
msgid ""
"Resource for environment nodes (like [WorldEnvironment]) that define multiple "
"environment operations (such as background [Sky] or [Color], ambient light, "
"fog, depth-of-field...). These parameters affect the final render of the "
"scene. The order of these operations is:\n"
"- Depth of Field Blur\n"
"- Glow\n"
"- Tonemap (Auto Exposure)\n"
"- Adjustments"
msgstr ""
"定義環境操作(例如背景 [Sky] 或 [Color]、環境光、霧、景深等)的資源,用於環境"
"節點(例如 [WorldEnvironment])。這些參數會對場景的最終渲染造成影響。操作的順"
"序為:\n"
"- 景深模糊\n"
"- 輝光\n"
"- 色調對應(自動曝光)\n"
"- 調整"
msgid "Environment and post-processing"
msgstr "環境和後期處理"
msgid "High dynamic range lighting"
msgstr "高動態範圍光照"
msgid "3D Material Testers Demo"
msgstr "3D 材質測試演示"
msgid "Returns the intensity of the glow level [param idx]."
msgstr "返回輝光級別 [param idx] 的強度。"
msgid ""
"Sets the intensity of the glow level [param idx]. A value above [code]0.0[/"
"code] enables the level. Each level relies on the previous level. This means "
"that enabling higher glow levels will slow down the glow effect rendering, "
"even if previous levels aren't enabled."
msgstr ""
"設定輝光級別 [param idx] 的強度。大於 [code]0.0[/code] 時啟用該級別。每個級別"
"都依賴於前一個級別。這意味著啟用較高的輝光等級會減慢輝光效果的渲染速度,即使之"
"前的等級沒有啟用。"
msgid ""
"If [code]true[/code], enables the [code]adjustment_*[/code] properties "
"provided by this resource. If [code]false[/code], modifications to the "
"[code]adjustment_*[/code] properties will have no effect on the rendered "
"scene.\n"
"[b]Note:[/b] Adjustments are only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility."
msgstr ""
"如果為 [code]true[/code],則啟用該資源提供的 [code]adjustment_*[/code] 屬性。"
"如果為 [code]false[/code],則對 [code]adjustment_*[/code] 屬性的修改將不會對渲"
"染場景產生影響。\n"
"[b]注意:[/b]調整僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。"
msgid ""
"The ambient light's [Color]. Only effective if [member "
"ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive)."
msgstr ""
"環境光的 [Color]。僅當 [member ambient_light_sky_contribution] 低於 "
"[code]1.0[/code](不包括)時,才有效。"
msgid ""
"The ambient light's energy. The higher the value, the stronger the light. "
"Only effective if [member ambient_light_sky_contribution] is lower than "
"[code]1.0[/code] (exclusive)."
msgstr ""
"環境光的能量。值越高,光線越強。僅當 [member ambient_light_sky_contribution] "
"低於 [code]1.0[/code](不包括)時,才有效。"
msgid ""
"Defines the amount of light that the sky brings on the scene. A value of "
"[code]0.0[/code] means that the sky's light emission has no effect on the "
"scene illumination, thus all ambient illumination is provided by the ambient "
"light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the "
"light that affects the scene is provided by the sky, thus the ambient light "
"parameter has no effect on the scene.\n"
"[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
"between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
msgstr ""
"定義天空給場景帶來的光照量。值為 [code]0.0[/code] 表示天空的發光對場景照明沒有"
"影響,因此所有的環境照明都由環境光提供。相反,值為 [code]1.0[/code] 表示[i]所"
"有[/i]影響場景的光線都由天空提供,因此環境光參數對場景沒有影響。\n"
"[b]注意:[/b]內部會將 [member ambient_light_sky_contribution] 限制在 "
"[code]0.0[/code] 到 [code]1.0[/code] 之間(閉區間)。"
msgid ""
"The ambient light source to use for rendering materials and global "
"illumination."
msgstr "環境光源,用於渲染材質和全域照明。"
msgid "The ID of the camera feed to show in the background."
msgstr "在背景中顯示的相機源的 ID。"
msgid ""
"The maximum layer ID to display. Only effective when using the [constant "
"BG_CANVAS] background mode."
msgstr "要顯示的最大圖層 ID。只有在使用 [constant BG_CANVAS] 背景模式時有效。"
msgid ""
"The [Color] displayed for clear areas of the scene. Only effective when using "
"the [constant BG_COLOR] background mode."
msgstr ""
"場景中清除區域顯示的 [Color]。僅在使用 [constant BG_COLOR] 背景模式時有效。"
msgid ""
"Multiplier for background energy. Increase to make background brighter, "
"decrease to make background dimmer."
msgstr "背景能量的倍數。增加可以使背景更亮,減少可以使背景更暗。"
msgid ""
"Luminance of background measured in nits (candela per square meter). Only "
"used when [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] is enabled. The default value is roughly equivalent "
"to the sky at midday."
msgstr ""
"背景的亮度,單位是尼特(坎德拉/平方米)。僅當啟用 [member ProjectSettings."
"rendering/lights_and_shadows/use_physical_light_units] 時使用。預設值大致相當"
"於正午時分的天空。"
msgid "The background mode. See [enum BGMode] for possible values."
msgstr "背景模式。可能的取值見 [enum BGMode]。"
msgid ""
"If set above [code]0.0[/code] (exclusive), blends between the fog's color and "
"the color of the background [Sky]. This has a small performance cost when set "
"above [code]0.0[/code]. Must have [member background_mode] set to [constant "
"BG_SKY].\n"
"This is useful to simulate [url=https://en.wikipedia.org/wiki/"
"Aerial_perspective]aerial perspective[/url] in large scenes with low density "
"fog. However, it is not very useful for high-density fog, as the sky will "
"shine through. When set to [code]1.0[/code], the fog color comes completely "
"from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled."
msgstr ""
"如果設定大於 [code]0.0[/code](不含),會在霧的顏色和背景 [Sky] 的顏色之間進行"
"混合。設定大於 [code]0.0[/code] 時有較小的性能代價。必須將 [member "
"background_mode] 設定為 [constant BG_SKY]。\n"
"對於類比霧密度較低的大場景中的[url=https://zh.wikipedia.org/wiki/"
"%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86]空氣透視[/url]很有用。但對於高密度的霧來"
"說不是很有用,因為天空會被照亮。設定為 [code]1.0[/code] 時,霧的顏色完全來自 "
"[Sky]。設定為 [code]0.0[/code] 時,會禁用空氣透視。"
msgid ""
"The [i]exponential[/i] fog density to use. Higher values result in a more "
"dense fog. Fog rendering is exponential as in real life."
msgstr ""
"要使用的[i]指數[/i]形式霧密度。值越高霧越密。霧的渲染是指數式的,和現實生活中"
"相同。"
msgid "If [code]true[/code], fog effects are enabled."
msgstr "如果為 [code]true[/code],則啟用霧效果。"
msgid "The height at which the height fog effect begins."
msgstr "高度霧效果開始的高度。"
msgid ""
"The density used to increase fog as height decreases. To make fog increase as "
"height increases, use a negative value."
msgstr "用於隨著高度降低而增加霧的密度。要使霧隨著高度增加而增加,請使用負值。"
msgid "The fog's color."
msgstr "霧的顏色。"
msgid "The fog's brightness. Higher values result in brighter fog."
msgstr "霧的亮度。值越高,霧越亮。"
msgid ""
"The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/"
"code] means that fog can fully obscure the sky. Lower values reduce the "
"impact of fog on sky rendering, with [code]0.0[/code] not affecting sky "
"rendering at all.\n"
"[b]Note:[/b] [member fog_sky_affect] has no visual effect if [member "
"fog_aerial_perspective] is [code]1.0[/code]."
msgstr ""
"非體積霧影響天空時使用的係數。[code]1.0[/code] 表示霧可以完全遮蔽天空。較低的"
"值會減少霧對天空渲染的影響,[code]0.0[/code] 完全不影響天空的渲染。\n"
"[b]注意:[/b]如果 [member fog_aerial_perspective] 為 [code]1.0[/code]"
"[member fog_sky_affect] 不會有視覺效果。"
msgid ""
"If set above [code]0.0[/code], renders the scene's directional light(s) in "
"the fog color depending on the view angle. This can be used to give the "
"impression that the sun is \"piercing\" through the fog."
msgstr ""
"如果設定為 [code]0.0[/code] 以上,則根據視角以霧色渲染場景的定向光。這可以用來"
"給人一種太陽正在“穿透”霧的印象。"
msgid "The glow blending mode."
msgstr "輝光混合模式。"
msgid ""
"The bloom's intensity. If set to a value higher than [code]0[/code], this "
"will make glow visible in areas darker than the [member glow_hdr_threshold]."
msgstr ""
"泛光的強度。如果設定為大於 [code]0[/code] 的值,則將在比 [member "
"glow_hdr_threshold] 成員更暗的區域中顯示輝光。"
msgid ""
"If [code]true[/code], the glow effect is enabled.\n"
"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering "
"methods, not Compatibility. When using the Mobile rendering method, glow will "
"look different due to the lower dynamic range available in the Mobile "
"rendering method."
msgstr ""
"如果為 [code]true[/code],則啟用輝光效果。\n"
"[b]注意:[/b]只有 Forward+ 和 Mobile 渲染方法支援輝光Compatibility 不支援。"
"使用 Mobile 渲染方法時,輝光的外觀會有些不同,因為 Mobile 渲染方法可用的動態範"
"圍較低。"
msgid ""
"The higher threshold of the HDR glow. Areas brighter than this threshold will "
"be clamped for the purposes of the glow effect."
msgstr ""
"HDR 輝光的較高閾值。比這個閾值更亮的區域將被限制,以達到輝光效果的目的。"
msgid "The bleed scale of the HDR glow."
msgstr "HDR 輝光的逸出縮放。"
msgid ""
"The lower threshold of the HDR glow. When using the Mobile rendering method "
"(which only supports a lower dynamic range up to [code]2.0[/code]), this may "
"need to be below [code]1.0[/code] for glow to be visible. A value of "
"[code]0.9[/code] works well in this case. This value also needs to be "
"decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is "
"performed in SDR."
msgstr ""
"HDR 輝光的下限閾值。當使用 Mobile 渲染方法時(僅支援較低的動態範圍,最大為 "
"[code]2.0[/code]),需要低於 [code]1.0[/code] 才能看到輝光。在這種情況下取 "
"[code]0.9[/code] 可以達到不錯的效果。在 2D 中使用輝光時也需要降低到 "
"[code]1.0[/code] 以下,因為 2D 渲染使用 SDR。"
msgid ""
"The overall brightness multiplier of the glow effect. When using the Mobile "
"rendering method (which only supports a lower dynamic range up to [code]2.0[/"
"code]), this should be increased to [code]1.5[/code] to compensate."
msgstr ""
"輝光效果的整體亮度倍數。使用 Mobile 渲染方法時(僅支援較低的動態範圍,最大為 "
"[code]2.0[/code]),應將其增加到 [code]1.5[/code] 進行補償。"
msgid ""
"The intensity of the 1st level of glow. This is the most \"local\" level "
"(least blurry)."
msgstr "第 1 級輝光的強度。這是最“局部”的級別(最不模糊)。"
msgid "The intensity of the 2nd level of glow."
msgstr "第 2 級輝光的強度。"
msgid "The intensity of the 3rd level of glow."
msgstr "第 3 級輝光的強度。"
msgid "The intensity of the 4th level of glow."
msgstr "第 4 級輝光的強度。"
msgid "The intensity of the 5th level of glow."
msgstr "第 5 級輝光的強度。"
msgid "The intensity of the 6th level of glow."
msgstr "第 6 級輝光的強度。"
msgid ""
"The intensity of the 7th level of glow. This is the most \"global\" level "
"(blurriest)."
msgstr "第 7 級輝光的強度。這是最“全域”的級別(最模糊)。"
msgid ""
"The texture that should be used as a glow map to [i]multiply[/i] the "
"resulting glow color according to [member glow_map_strength]. This can be "
"used to create a \"lens dirt\" effect. The texture's RGB color channels are "
"used for modulation, but the alpha channel is ignored.\n"
"[b]Note:[/b] The texture will be stretched to fit the screen. Therefore, it's "
"recommended to use a texture with an aspect ratio that matches your project's "
"base aspect ratio (typically 16:9)."
msgstr ""
"該紋理應被用作一個輝光貼圖,以根據 [member glow_map_strength] [i]乘以[/i] 生成"
"的輝光顏色。這可以用來建立一個“鏡頭污垢”效果。該紋理的 RGB 顏色通道被用於調"
"制,但 Alpha 通道將被忽略。\n"
"[b]注意:[/b]該紋理將被拉伸以適應螢幕。因此,建議使用長寬比與專案的基本長寬比"
"(通常為 16:9相配對的紋理。"
msgid ""
"How strong of an impact the [member glow_map] should have on the overall glow "
"effect. A strength of [code]0.0[/code] means the glow map has no effect on "
"the overall glow effect. A strength of [code]1.0[/code] means the glow has a "
"full effect on the overall glow effect (and can turn off glow entirely in "
"specific areas of the screen if the glow map has black areas)."
msgstr ""
"[member glow_map] 應該對整體發光效果產生多大的影響。[code]0.0[/code] 的強度,"
"表示輝光貼圖對整體輝光效果沒有影響。[code]1.0[/code] 的強度,表示輝光對整體輝"
"光效果具有完全的效果(如果輝光貼圖有黑色區域,則可以在螢幕的特定區域完全關閉輝"
"光)。"
msgid ""
"When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this "
"controls how much the source image is blended with the glow layer. A value of "
"[code]0.0[/code] makes the glow rendering invisible, while a value of "
"[code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE]."
msgstr ""
"當使用 [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode] 時,它控制源圖"
"像與輝光層混合的程度。[code]0.0[/code] 的值使輝光渲染不可見,而 [code]1.0[/"
"code] 的值等效於 [constant GLOW_BLEND_MODE_REPLACE]。"
msgid ""
"If [code]true[/code], glow levels will be normalized so that summed together "
"their intensities equal [code]1.0[/code]."
msgstr ""
"如果為 [code]true[/code],則輝光級別將被正規化,使強度的總和等於 [code]1.0[/"
"code]。"
msgid ""
"The strength of the glow effect. This applies as the glow is blurred across "
"the screen and increases the distance and intensity of the blur. When using "
"the Mobile rendering method, this should be increased to compensate for the "
"lower dynamic range."
msgstr ""
"輝光效果的強度。適用於螢幕上的輝光模糊,能夠增加模糊的距離和強度。使用 Mobile "
"渲染方法時應將其提高,對低動態範圍進行補償。"
msgid "The reflected (specular) light source."
msgstr "反射(鏡面反射)光源。"
msgid ""
"The energy multiplier applied to light every time it bounces from a surface "
"when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple "
"bounces, resulting in a more realistic appearance. Increasing [member "
"sdfgi_bounce_feedback] generally has no performance impact. See also [member "
"sdfgi_energy].\n"
"[b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback "
"loops and should be avoided in scenes with bright materials.\n"
"[b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect "
"lighting will not be represented in reflections as light will only bounce one "
"time."
msgstr ""
"使用 SDFGI 時,每次從表面反彈時套用於光的能量倍增器。大於 [code]0.0[/code] 的"
"值將模擬多次反彈,從而產生更逼真的外觀。增加 [member sdfgi_bounce_feedback] 通"
"常對性能沒有影響。另見 [member sdfgi_energy]。\n"
"[b]注意:[/b]大於 [code]0.5[/code] 的值會導致無限的回饋迴圈,應避免在具有明亮"
"材質的場景中使用。\n"
"[b]注意:[/b]如果 [member sdfgi_bounce_feedback] 為 [code]0.0[/code],間接照明"
"會在反射中表現出來,因為光只會反彈一次。"
msgid ""
"[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and "
"[member sdfgi_max_distance]. Changing its value will automatically change "
"those properties as well."
msgstr ""
"[b]注意:[/b]該屬性被連結到 [member sdfgi_min_cell_size] 和 [member "
"sdfgi_max_distance]。更改其值也會自動更改這些屬性。"
msgid ""
"The number of cascades to use for SDFGI (between 1 and 8). A higher number of "
"cascades allows displaying SDFGI further away while preserving detail up "
"close, at the cost of performance. When using SDFGI on small-scale levels, "
"[member sdfgi_cascades] can often be decreased between [code]1[/code] and "
"[code]4[/code] to improve performance."
msgstr ""
"用於 SDFGI 的級聯數1 到 8 之間)。更高的級聯數會以性能為代價,允許在更遠的地"
"方顯示 SDFGI同時保持近距離的細節。在小型關卡上使用 SDFGI 時,通常 [member "
"sdfgi_cascades] 可以被降低到 [code]1[/code] 和 [code]4[/code] 之間以提高性能。"
msgid ""
"If [code]true[/code], enables signed distance field global illumination for "
"meshes that have their [member GeometryInstance3D.gi_mode] set to [constant "
"GeometryInstance3D.GI_MODE_STATIC]. SDFGI is a real-time global illumination "
"technique that works well with procedurally generated and user-built levels, "
"including in situations where geometry is created during gameplay. The signed "
"distance field is automatically generated around the camera as it moves. "
"Dynamic lights are supported, but dynamic occluders and emissive surfaces are "
"not.\n"
"[b]Note:[/b] SDFGI is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility.\n"
"[b]Performance:[/b] SDFGI is relatively demanding on the GPU and is not "
"suited to low-end hardware such as integrated graphics (consider [LightmapGI] "
"instead). To improve SDFGI performance, enable [member ProjectSettings."
"rendering/global_illumination/gi/use_half_resolution] in the Project "
"Settings.\n"
"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks "
"(avoid one-sided walls). For interior levels, enclose your level geometry in "
"a sufficiently large box and bridge the loops to close the mesh."
msgstr ""
"如果為 [code]true[/code],則為將 [member GeometryInstance3D.gi_mode] 設定為 "
"[constant GeometryInstance3D.GI_MODE_STATIC] 的網格,啟用有符號距離場全域照明"
"(即 SDFGI。SDFGI 是一種即時全域照明技術,適用於程式生成和使用者建構的關卡,"
"包括在遊戲過程中建立幾何體的情況。有符號距離場會在相機移動時自動圍繞相機生成。"
"支援動態光,但不支援動態遮擋物和自發光表面。\n"
"[b]注意:[/b]SDFGI 只支援 Forward+ 渲染方式,不支援 Mobile 或 "
"Compatibility。\n"
"[b]性能:[/b]SDFGI 對 GPU 的要求比較高,不適合集成顯卡等低端硬體(可以考慮 "
"[LightmapGI])。要提高 SDFGI 性能,請在專案設定中啟用 [member ProjectSettings."
"rendering/global_illumination/gi/use_half_resolution]。\n"
"[b]注意:[/b]網格應該有足夠厚的壁以避免漏光(避免單面壁)。對於內部關卡,將關"
"卡幾何體放入一個足夠大的盒子中,並橋接迴圈邊以閉合網格。"
msgid ""
"The energy multiplier to use for SDFGI. Higher values will result in brighter "
"indirect lighting and reflections. See also [member sdfgi_bounce_feedback]."
msgstr ""
"用於 SDFGI 的能量乘數。較高的值將導致更亮的間接照明和反射。另見 [member "
"sdfgi_bounce_feedback]。"
msgid ""
"The maximum distance at which SDFGI is visible. Beyond this distance, "
"environment lighting or other sources of GI such as [ReflectionProbe] will be "
"used as a fallback.\n"
"[b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and "
"[member sdfgi_cascade0_distance]. Changing its value will automatically "
"change those properties as well."
msgstr ""
"SDFGI 可見的最大距離。超出該距離,環境照明或其他 GI 來源(例如 "
"[ReflectionProbe])將用作後備。\n"
"[b]注意:[/b]該屬性被連結到 [member sdfgi_min_cell_size] 和 [member "
"sdfgi_cascade0_distance]。更改其值,也會自動更改這些屬性。"
msgid ""
"The cell size to use for the closest SDFGI cascade (in 3D units). Lower "
"values allow SDFGI to be more precise up close, at the cost of making SDFGI "
"updates more demanding. This can cause stuttering when the camera moves fast. "
"Higher values allow SDFGI to cover more ground, while also reducing the "
"performance impact of SDFGI updates.\n"
"[b]Note:[/b] This property is linked to [member sdfgi_max_distance] and "
"[member sdfgi_cascade0_distance]. Changing its value will automatically "
"change those properties as well."
msgstr ""
"用於最接近的 SDFGI 級聯的像元大小(以 3D 單位表示)。較低的值允許 SDFGI 近距離"
"更精確,但代價是 SDFGI 更新要求更高。當相機快速移動時,這可能會導致卡頓。較高"
"的值允許 SDFGI 覆蓋更多的範圍,同時也降低了 SDFGI 更新對性能的影響。\n"
"[b]注意:[/b]該屬性被連結到 [member sdfgi_max_distance] 和 [member "
"sdfgi_cascade0_distance]。更改其值也會自動更改這些屬性。"
msgid ""
"The normal bias to use for SDFGI probes. Increasing this value can reduce "
"visible streaking artifacts on sloped surfaces, at the cost of increased "
"light leaking."
msgstr ""
"用於 SDFGI 探查的正常偏差。增加此值可以減少傾斜表面上的可見條紋偽影,但會增加"
"漏光。"
msgid ""
"The constant bias to use for SDFGI probes. Increasing this value can reduce "
"visible streaking artifacts on sloped surfaces, at the cost of increased "
"light leaking."
msgstr ""
"用於 SDFGI 探查的恒定偏差。增加此值可以減少傾斜表面上的可見條紋偽影,但會增加"
"漏光。"
msgid ""
"If [code]true[/code], SDFGI takes the environment lighting into account. This "
"should be set to [code]false[/code] for interior scenes."
msgstr ""
"如果為 [code]true[/code],則 SDFGI 會考慮環境光照。對於室內場景,這應該被設定"
"為 [code]false[/code]。"
msgid ""
"If [code]true[/code], SDFGI uses an occlusion detection approach to reduce "
"light leaking. Occlusion may however introduce dark blotches in certain "
"spots, which may be undesired in mostly outdoor scenes. [member "
"sdfgi_use_occlusion] has a performance impact and should only be enabled when "
"needed."
msgstr ""
"如果為 [code]true[/code]SDFGI 使用遮擋偵測方法來減少漏光。然而,遮擋可能會在"
"某些位置引入暗斑,這在大多數戶外場景中可能是不希望的。[member "
"sdfgi_use_occlusion] 對性能有影響,只應在需要時啟用。"
msgid ""
"The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells "
"being packed together more closely on the Y axis. This is used to balance "
"between quality and covering a lot of vertical ground. [member sdfgi_y_scale] "
"should be set depending on how vertical your scene is (and how fast your "
"camera may move on the Y axis)."
msgstr ""
"用於 SDFGI 儲存格的 Y 縮放。較低的值將導致 SDFGI 儲存格在 Y 軸上更緊密地堆積在"
"一起。這用於在品質和覆蓋大量垂直地面之間取得平衡。[member sdfgi_y_scale] 應該"
"根據場景的垂直程度(以及相機在 Y 軸上移動的速度)來設定。"
msgid "The [Sky] resource used for this [Environment]."
msgstr "該 [Environment] 所使用的 [Sky] 資源。"
msgid ""
"If set to a value greater than [code]0.0[/code], overrides the field of view "
"to use for sky rendering. If set to [code]0.0[/code], the same FOV as the "
"current [Camera3D] is used for sky rendering."
msgstr ""
"如果被設定為大於 [code]0.0[/code] 的值,則會覆蓋用於天空渲染的視野。如果被設置"
"為 [code]0.0[/code],則使用與目前 [Camera3D] 相同的 FOV 進行天空渲染。"
msgid "The rotation to use for sky rendering."
msgstr "用於天空渲染的旋轉。"
msgid ""
"The screen-space ambient occlusion intensity on materials that have an AO "
"texture defined. Values higher than [code]0[/code] will make the SSAO effect "
"visible in areas darkened by AO textures."
msgstr ""
"定義了AO紋理的材質的螢幕空間環境遮擋強度。高於[code]0[/code]的值將使SSAO效果在"
"AO紋理變暗的區域可見。"
msgid ""
"Sets the strength of the additional level of detail for the screen-space "
"ambient occlusion effect. A high value makes the detail pass more prominent, "
"but it may contribute to aliasing in your final image."
msgstr ""
"設定螢幕空間環境遮蔽效果的附加細節級別的強度。高的值會使細節傳遞更加突出,但它"
"可能會導致最終圖像中出現鋸齒。"
msgid ""
"If [code]true[/code], the screen-space ambient occlusion effect is enabled. "
"This darkens objects' corners and cavities to simulate ambient light not "
"reaching the entire object as in real life. This works well for small, "
"dynamic objects, but baked lighting or ambient occlusion textures will do a "
"better job at displaying ambient occlusion on large static objects. Godot "
"uses a form of SSAO called Adaptive Screen Space Ambient Occlusion which is "
"itself a form of Horizon Based Ambient Occlusion.\n"
"[b]Note:[/b] SSAO is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility."
msgstr ""
"如果為 [code]true[/code],則啟用螢幕空間環境光遮蔽效果。這會使物體的角落和空腔"
"變暗,以模擬環境光像現實生活中那樣不會到達整個物體。這適用於小型動態物件,但烘"
"焙照明或環境光遮蔽紋理在大型靜態物件上顯示環境光遮蔽方面效果更好。Godot 使用"
"一種稱為自我調整螢幕空間環境光遮蔽的 SSAO 形式,它本身就是一種基於地平線的環境"
"光遮蔽形式。\n"
"[b]注意:[/b]SSAO 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。"
msgid ""
"The threshold for considering whether a given point on a surface is occluded "
"or not represented as an angle from the horizon mapped into the "
"[code]0.0-1.0[/code] range. A value of [code]1.0[/code] results in no "
"occlusion."
msgstr ""
"用於考慮表面上給定點是否被遮擋的閾值,表示為與地平線的角度,對應到 "
"[code]0.0-1.0[/code] 範圍。[code]1.0[/code] 的值不會導致遮蔽。"
msgid ""
"The primary screen-space ambient occlusion intensity. Acts as a multiplier "
"for the screen-space ambient occlusion effect. A higher value results in "
"darker occlusion."
msgstr ""
"主要螢幕空間的環境光遮蔽強度。用作螢幕空間環境光遮蔽效果的乘數。較高的值會導致"
"較暗的遮蔽。"
msgid ""
"The screen-space ambient occlusion intensity in direct light. In real life, "
"ambient occlusion only applies to indirect light, which means its effects "
"can't be seen in direct light. Values higher than [code]0[/code] will make "
"the SSAO effect visible in direct light."
msgstr ""
"直射光下的螢幕空間環境光遮蔽強度。在現實生活中,環境遮擋只適用於間接光,也就是"
"說在直射光下無法看到其效果。高於[code]0[/code]的數值將使SSAO效果在直射光下可"
"見。"
msgid ""
"The distribution of occlusion. A higher value results in darker occlusion, "
"similar to [member ssao_intensity], but with a sharper falloff."
msgstr ""
"光遮蔽的分佈。更高的值會導致更暗的光遮蔽,類似於 [member ssao_intensity],但衰"
"減更劇烈。"
msgid ""
"The distance at which objects can occlude each other when calculating screen-"
"space ambient occlusion. Higher values will result in occlusion over a "
"greater distance at the cost of performance and quality."
msgstr ""
"計算螢幕空間環境光遮蔽時,物件可以相互遮蔽的距離。較高的值將導致以性能和品質為"
"代價的更遠距離的光遮蔽。"
msgid ""
"The amount that the screen-space ambient occlusion effect is allowed to blur "
"over the edges of objects. Setting too high will result in aliasing around "
"the edges of objects. Setting too low will make object edges appear blurry."
msgstr ""
"允許螢幕空間環境光遮蔽效果,在物件邊緣上模糊的量。設定太高,會導致對象邊緣出現"
"鋸齒。設定太低,會使對象邊緣顯得模糊。"
msgid ""
"If [code]true[/code], the screen-space indirect lighting effect is enabled. "
"Screen space indirect lighting is a form of indirect lighting that allows "
"diffuse light to bounce between nearby objects. Screen-space indirect "
"lighting works very similarly to screen-space ambient occlusion, in that it "
"only affects a limited range. It is intended to be used along with a form of "
"proper global illumination like SDFGI or [VoxelGI]. Screen-space indirect "
"lighting is not affected by individual light's [member Light3D."
"light_indirect_energy].\n"
"[b]Note:[/b] SSIL is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility."
msgstr ""
"如果為 [code]true[/code],則啟用螢幕空間間接照明效果。螢幕空間間接照明是一種間"
"接照明形式,它允許漫射光在附近的物體之間反射。螢幕空間間接照明與螢幕空間環境光"
"遮蔽的工作方式非常相似,因為它只影響有限的範圍。它旨在與 SDFGI 或 [VoxelGI] 等"
"適當的全域照明形式一起使用。螢幕空間間接光照不受單個光源 [member Light3D."
"light_indirect_energy] 的影響。\n"
"[b]注意:[/b]SSIL 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。"
msgid ""
"The brightness multiplier for the screen-space indirect lighting effect. A "
"higher value will result in brighter light."
msgstr "螢幕空間間接照明效果的亮度倍增器。更高的值會產生更亮的光。"
msgid ""
"Amount of normal rejection used when calculating screen-space indirect "
"lighting. Normal rejection uses the normal of a given sample point to reject "
"samples that are facing away from the current pixel. Normal rejection is "
"necessary to avoid light leaking when only one side of an object is "
"illuminated. However, normal rejection can be disabled if light leaking is "
"desirable, such as when the scene mostly contains emissive objects that emit "
"light from faces that cannot be seen from the camera."
msgstr ""
"計算螢幕空間間接照明時,使用的法線拋棄量。法線拋棄使用給定樣本點的法線,來拋棄"
"遠離目前圖元的樣本。當只有物體的一側被照亮時,為了避免漏光法線拋棄是必要的。但"
"是,如果需要漏光,則可以禁用法線拋棄,例如當場景主要包含自發光對象,且其發光面"
"從相機無法看到時。"
msgid ""
"The distance that bounced lighting can travel when using the screen space "
"indirect lighting effect. A larger value will result in light bouncing "
"further in a scene, but may result in under-sampling artifacts which look "
"like long spikes surrounding light sources."
msgstr ""
"使用螢幕空間間接照明效果時,反射光可以傳播的距離。較大的值,會導致光線在場景中"
"進一步反彈,但可能會導致取樣不足的偽影,看起來像光源周圍的長尖峰。"
msgid ""
"The amount that the screen-space indirect lighting effect is allowed to blur "
"over the edges of objects. Setting too high will result in aliasing around "
"the edges of objects. Setting too low will make object edges appear blurry."
msgstr ""
"允許螢幕空間間接照明效果,在物件邊緣上模糊的量。設定太高,會導致物件邊緣出現鋸"
"齒。設定太低,會使對象邊緣顯得模糊。"
msgid "The depth tolerance for screen-space reflections."
msgstr "螢幕空間反射的深度公差。"
msgid ""
"If [code]true[/code], screen-space reflections are enabled. Screen-space "
"reflections are more accurate than reflections from [VoxelGI]s or "
"[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by "
"others.\n"
"[b]Note:[/b] SSR is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility."
msgstr ""
"如果為 [code]true[/code],則啟用螢幕空間反射。螢幕空間反射比來自 [VoxelGI] 或 "
"[ReflectionProbe] 的反射更準確,但更慢並且不能反射被其他物體遮擋的表面。\n"
"[b]注意:[/b]SSR 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。"
msgid ""
"The fade-in distance for screen-space reflections. Affects the area from the "
"reflected material to the screen-space reflection. Only positive values are "
"valid (negative values will be clamped to [code]0.0[/code])."
msgstr ""
"螢幕空間反射的淡入距離。影響從反射材質到螢幕空間反射的區域。只有正值有效(負值"
"將被鉗制為 [code]0.0[/code])。"
msgid ""
"The fade-out distance for screen-space reflections. Affects the area from the "
"screen-space reflection to the \"global\" reflection. Only positive values "
"are valid (negative values will be clamped to [code]0.0[/code])."
msgstr ""
"螢幕空間反射的淡出距離。影響從螢幕空間反射到“全域”反射的區域。只有正值有效(負"
"值將被鉗制為 [code]0.0[/code])。"
msgid ""
"The maximum number of steps for screen-space reflections. Higher values are "
"slower."
msgstr "螢幕空間反射的最大步數。數值越高,速度越慢。"
msgid ""
"The default exposure used for tonemapping. Higher values result in a brighter "
"image. See also [member tonemap_white]."
msgstr "色調對應的預設曝光。值越高,圖像越亮。另見 [member tonemap_white]。"
msgid ""
"The tonemapping mode to use. Tonemapping is the process that \"converts\" HDR "
"values to be suitable for rendering on a LDR display. (Godot doesn't support "
"rendering on HDR displays yet.)"
msgstr ""
"要使用的色調對應模式。色調對應是對 HDR 值進行“轉換”的過程,轉換後的值適合在 "
"LDR 顯示器上渲染。Godot 尚不支援在 HDR 顯示器上進行渲染。)"
msgid ""
"The white reference value for tonemapping (also called \"whitepoint\"). "
"Higher values can make highlights look less blown out, and will also slightly "
"darken the whole scene as a result. Only effective if the [member "
"tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member "
"tonemap_exposure]."
msgstr ""
"色調對應的白色參考值(也稱為“白點”)。值越高,高光處的過曝越不明顯,並且整個場"
"景也會因此而略微變暗。僅當 [member tonemap_mode] 未設定為 [constant "
"TONE_MAPPER_LINEAR] 時有效。另見 [member tonemap_exposure]。"
msgid ""
"The [Color] of the volumetric fog when interacting with lights. Mist and fog "
"have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a "
"darker albedo."
msgstr ""
"與燈光互動時體積霧的 [Color]。當煙霧的反照率顏色更暗時,薄霧和霧的反照率顏色接"
"近 [code]Color(1, 1, 1, 1)[/code]。"
msgid ""
"Scales the strength of ambient light used in the volumetric fog. A value of "
"[code]0.0[/code] means that ambient light will not impact the volumetric fog. "
"[member volumetric_fog_ambient_inject] has a small performance cost when set "
"above [code]0.0[/code].\n"
"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is "
"[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black color."
msgstr ""
"衡量體積霧中使用的環境光的強度。值為 [code]0.0[/code] ,意味著環境光不會影響體"
"積霧。當 [member volumetric_fog_ambient_inject] 設定高於 [code]0.0[/code] 時,"
"會有一個小的性能成本。\n"
"[b]注意:[/b]如果 [member volumetric_fog_density] 為 [code]0.0[/code],或 "
"[member volumetric_fog_albedo] 是全黑的顏色,則該屬性沒有可見效果。"
msgid ""
"The direction of scattered light as it goes through the volumetric fog. A "
"value close to [code]1.0[/code] means almost all light is scattered forward. "
"A value close to [code]0.0[/code] means light is scattered equally in all "
"directions. A value close to [code]-1.0[/code] means light is scattered "
"mostly backward. Fog and mist scatter light slightly forward, while smoke "
"scatters light equally in all directions."
msgstr ""
"散射光穿過體積霧時的方向。接近 [code]1.0[/code] 的值意味著幾乎所有的光都是向前"
"散射的。接近 [code]0.0[/code] 的值表示光在所有方向上均勻散射。接近 "
"[code]-1.0[/code] 的值表示光主要向後散射。霧和薄霧會稍微向前散射光,而煙霧則向"
"各個方向均勻散射光。"
msgid ""
"The base [i]exponential[/i] density of the volumetric fog. Set this to the "
"lowest density you want to have globally. [FogVolume]s can be used to add to "
"or subtract from this density in specific areas. Fog rendering is exponential "
"as in real life.\n"
"A value of [code]0.0[/code] disables global volumetric fog while allowing "
"[FogVolume]s to display volumetric fog in specific areas.\n"
"To make volumetric fog work as a volumetric [i]lighting[/i] solution, set "
"[member volumetric_fog_density] to the lowest non-zero value ([code]0.0001[/"
"code]) then increase lights' [member Light3D.light_volumetric_fog_energy] to "
"values between [code]10000[/code] and [code]100000[/code] to compensate for "
"the very low density."
msgstr ""
"體積霧的基本[i]指數[/i]密度。將其設定為希望全域擁有的最低密度。[FogVolume] 可"
"用於增加或減少特定區域的密度。霧渲染如同在現實生活中一樣是指數式的。\n"
"[code]0.0[/code] 的值會禁用全域體積霧,同時允許 [FogVolume] 在特定區域顯示體積"
"霧。\n"
"要使體積霧作為一種體積[i]照明[/i]解決方案,請將 [member "
"volumetric_fog_density] 設定為最低的非零值([code]0.0001[/code]),然後將燈光"
"的 [member Light3D.light_volumetric_fog_energy] 增加到 [code]10000[/code] 和 "
"[code]100000[/code] 之間的值,以補償極低的密度。"
msgid ""
"The distribution of size down the length of the froxel buffer. A higher value "
"compresses the froxels closer to the camera and places more detail closer to "
"the camera."
msgstr ""
"視錐體素緩衝區長度的大小分佈。較高的值會壓縮更靠近相機的視錐體素,並將更多細節"
"放置在更靠近相機的位置。"
msgid ""
"The emitted light from the volumetric fog. Even with emission, volumetric fog "
"will not cast light onto other surfaces. Emission is useful to establish an "
"ambient color. As the volumetric fog effect uses single-scattering only, fog "
"tends to need a little bit of emission to soften the harsh shadows."
msgstr ""
"從體積霧發出的光。即使有自發光,體積霧也不會將光投射到其他表面上。自發光對於建"
"立環境顏色很有用。由於體積霧效果僅使用單次散射,因此霧往往需要一點點自發光來柔"
"化刺眼的陰影。"
msgid "The brightness of the emitted light from the volumetric fog."
msgstr "從體積霧發出的光的亮度。"
msgid ""
"Enables the volumetric fog effect. Volumetric fog uses a screen-aligned "
"froxel buffer to calculate accurate volumetric scattering in the short to "
"medium range. Volumetric fog interacts with [FogVolume]s and lights to "
"calculate localized and global fog. Volumetric fog uses a PBR single-"
"scattering model based on extinction, scattering, and emission which it "
"exposes to users as density, albedo, and emission.\n"
"[b]Note:[/b] Volumetric fog is only supported in the Forward+ rendering "
"method, not Mobile or Compatibility."
msgstr ""
"啟用體積霧效果。體積霧使用與螢幕對齊的視錐體素緩衝區,來計算短至中等範圍內的精"
"確體積散射。體積霧與 [FogVolume] 和燈光互動,以計算局部和全域的霧。體積霧使用"
"一個基於消光、散射、和自發光的 PBR 單一散射模型,它以密度、反照率、和自發光的"
"形式暴露給使用者。\n"
"[b]注意:[/b]體積霧只支援 Forward+ 渲染方式,不支援移動和相容模式。"
msgid ""
"Scales the strength of Global Illumination used in the volumetric fog's "
"albedo color. A value of [code]0.0[/code] means that Global Illumination will "
"not impact the volumetric fog. [member volumetric_fog_gi_inject] has a small "
"performance cost when set above [code]0.0[/code].\n"
"[b]Note:[/b] This has no visible effect if [member volumetric_fog_density] is "
"[code]0.0[/code] or if [member volumetric_fog_albedo] is a fully black "
"color.\n"
"[b]Note:[/b] Only [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) "
"are taken into account when using [member volumetric_fog_gi_inject]. Global "
"illumination from [LightmapGI], [ReflectionProbe] and SSIL (see [member "
"ssil_enabled]) will be ignored by volumetric fog."
msgstr ""
"衡量體積霧的反照率顏色中使用的全域照明的強度。值為[code]0.0[/code] ,意味著全"
"局照明不會影響體積霧。當 [member volumetric_fog_gi_inject] 設定高於[code]0.0[/"
"code] 時,會有很小的性能成本。\n"
"[b]注意:[/b]如果 [member volumetric_fog_density] 為 [code]0.0[/code],或 "
"[member volumetric_fog_albedo] 是全黑的顏色,則該選項沒有可見效果。\n"
"[b]注意:[/b]在使用 [member volumetric_fog_gi_inject] 時,只有 [VoxelGI] 和 "
"SDFGI[member Environment.sdfgi_enabled])會被考慮到。來自 [LightmapGI]、"
"[ReflectionProbe] 和 SSIL參見 [member ssil_enabled])的全域照明將被體積霧所"
"忽略。"
msgid ""
"The distance over which the volumetric fog is computed. Increase to compute "
"fog over a greater range, decrease to add more detail when a long range is "
"not needed. For best quality fog, keep this as low as possible. See also "
"[member ProjectSettings.rendering/environment/volumetric_fog/volume_depth]."
msgstr ""
"計算體積霧的距離。增加以在更大範圍內計算霧,減少以在不需要長範圍時新增更多細"
"節。為了獲得最佳品質的霧,請將其保持在盡可能低的水平。另請參閱 [member "
"ProjectSettings.rendering/environment/volumetric_fog/volume_depth]。"
msgid ""
"The factor to use when affecting the sky with volumetric fog. [code]1.0[/"
"code] means that volumetric fog can fully obscure the sky. Lower values "
"reduce the impact of volumetric fog on sky rendering, with [code]0.0[/code] "
"not affecting sky rendering at all.\n"
"[b]Note:[/b] [member volumetric_fog_sky_affect] also affects [FogVolume]s, "
"even if [member volumetric_fog_density] is [code]0.0[/code]. If you notice "
"[FogVolume]s are disappearing when looking towards the sky, set [member "
"volumetric_fog_sky_affect] to [code]1.0[/code]."
msgstr ""
"使用體積霧影響天空時使用的係數。[code]1.0[/code]表示體積霧可以完全遮蔽天空。較"
"低的值會減少體積霧對天空渲染的影響,[code]0.0[/code] 根本不會影響天空的渲"
"染。\n"
"[b]注意:[/b]即使 [member volumetric_fog_density] 為 [code]0.0[/code]"
"[member volumetric_fog_sky_affect] 也會影響 [FogVolume]。如果發現 [FogVolume] "
"在仰望天空時正在消失,請將 [member volumetric_fog_sky_affect] 設置為 "
"[code]1.0[/code]。"
msgid ""
"The amount by which to blend the last frame with the current frame. A higher "
"number results in smoother volumetric fog, but makes \"ghosting\" much worse. "
"A lower value reduces ghosting but can result in the per-frame temporal "
"jitter becoming visible."
msgstr ""
"將最後一影格與目前影格混合的量。更高的數值會導致體積霧更平滑,但會使“重影”變得"
"更糟。更低的值會減少重影,但會導致每影格時間抖動變得可見。"
msgid ""
"Enables temporal reprojection in the volumetric fog. Temporal reprojection "
"blends the current frame's volumetric fog with the last frame's volumetric "
"fog to smooth out jagged edges. The performance cost is minimal; however, it "
"leads to moving [FogVolume]s and [Light3D]s \"ghosting\" and leaving a trail "
"behind them. When temporal reprojection is enabled, try to avoid moving "
"[FogVolume]s or [Light3D]s too fast. Short-lived dynamic lighting effects "
"should have [member Light3D.light_volumetric_fog_energy] set to [code]0.0[/"
"code] to avoid ghosting."
msgstr ""
"在體積霧中啟用時間重投影。時間重投影將目前影格的體積霧與上一影格的體積霧混合,"
"以平滑鋸齒狀的邊緣。性能成本最小;但是,它會導致移動 [FogVolume] 和 [Light3D] "
"時“重影”,並在它們身後留下痕跡。啟用時間重投影時,儘量避免將 [FogVolume] 或 "
"[Light3D] 移動得太快。短暫的動態光照效果應將 [member Light3D."
"light_volumetric_fog_energy] 設定為 [code]0.0[/code] 以避免重影。"
msgid ""
"Clears the background using the clear color defined in [member "
"ProjectSettings.rendering/environment/defaults/default_clear_color]."
msgstr ""
"使用 [member ProjectSettings.rendering/environment/defaults/"
"default_clear_color] 中定義的清除顏色來清除背景。"
msgid "Clears the background using a custom clear color."
msgstr "使用自訂的清除顏色來清除背景。"
msgid "Displays a user-defined sky in the background."
msgstr "在背景中顯示使用者自訂的天空。"
msgid "Displays a [CanvasLayer] in the background."
msgstr "在背景中顯示 [CanvasLayer]。"
msgid ""
"Keeps on screen every pixel drawn in the background. This is the fastest "
"background mode, but it can only be safely used in fully-interior scenes (no "
"visible sky or sky reflections). If enabled in a scene where the background "
"is visible, \"ghost trail\" artifacts will be visible when moving the camera."
msgstr ""
"在螢幕上保留在背景中繪製的每個圖元。這是最快的背景模式,但它只能安全地用在完全"
"室內的場景(沒有可見的天空或天空反射)。如果在背景可見的場景中啟用,則移動相機"
"時,將看到“鬼影蹤跡”偽影。"
msgid "Displays a camera feed in the background."
msgstr "在背景中顯示相機源。"
msgid "Represents the size of the [enum BGMode] enum."
msgstr "代表 [enum BGMode] 列舉的大小。"
msgid ""
"Gather ambient light from whichever source is specified as the background."
msgstr "從指定為背景的任何來源收集環境光。"
msgid ""
"Disable ambient light. This provides a slight performance boost over "
"[constant AMBIENT_SOURCE_SKY]."
msgstr "禁用環境光。這比 [constant AMBIENT_SOURCE_SKY] 提供了輕微的性能提升。"
msgid ""
"Specify a specific [Color] for ambient light. This provides a slight "
"performance boost over [constant AMBIENT_SOURCE_SKY]."
msgstr ""
"為環境光指定特定的 [Color]。與 [constant AMBIENT_SOURCE_SKY] 相比,這提供了輕"
"微的性能提升。"
msgid ""
"Gather ambient light from the [Sky] regardless of what the background is."
msgstr "無論背景如何,都從 [Sky] 收集環境光。"
msgid "Use the background for reflections."
msgstr "使用背景進行反射。"
msgid ""
"Disable reflections. This provides a slight performance boost over other "
"options."
msgstr "禁用反射。與其他選項相比,這提供了輕微的性能提升。"
msgid "Use the [Sky] for reflections regardless of what the background is."
msgstr "無論背景如何,都使用 [Sky] 進行反射。"
msgid ""
"Linear tonemapper operator. Reads the linear data and passes it on "
"unmodified. This can cause bright lighting to look blown out, with noticeable "
"clipping in the output colors."
msgstr ""
"線性色調對應運算子。讀取線性資料並將其原樣傳遞。較亮的光照會導致過曝、輸出的顏"
"色中會有可見的截斷。"
msgid ""
"Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
"colors by this formula: [code]color = color / (1 + color)[/code]. This avoids "
"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
"Reinhardt 色調對應運算子。對渲染後的圖元顏色進行調整,使用的是這個公式:"
"[code]color = color / (1 + color)[/code]。可以避免對高光的截斷,但最終的圖像可"
"能看上去有些寡淡。"
msgid ""
"Filmic tonemapper operator. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"TONE_MAPPER_REINHARDT]."
msgstr ""
"電影級色調對應器運算子。可以避免對高光處的截斷,最終圖像通常比 [constant "
"TONE_MAPPER_REINHARDT] 更鮮豔。"
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and "
"[constant TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"使用學院色彩編碼系統Academy Color Encoding System色調對應器。ACES 比其他選"
"項消耗略高但對於較亮光照的處理更真實越亮飽和度越低。ACES 的輸出在對比度方"
"面通常比 [constant TONE_MAPPER_REINHARDT] 和 [constant TONE_MAPPER_FILMIC] 更"
"高。\n"
"[b]注意:[/b]Godot 3.x 將該色調對應運算子稱為“ACES Fitted”。"
msgid ""
"Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
"flare, bright sources."
msgstr "新增輝光混合模式。主要用於粒子、輝光(泛光)、鏡頭眩光、亮源。"
msgid ""
"Screen glow blending mode. Increases brightness, used frequently with bloom."
msgstr "濾色輝光混合模式。增加亮度,經常與泛光一起使用。"
msgid ""
"Soft light glow blending mode. Modifies contrast, exposes shadows and "
"highlights (vivid bloom)."
msgstr "柔光輝光混合模式。修改對比度,曝光陰影和高光(高品質泛光)。"
msgid ""
"Replace glow blending mode. Replaces all pixels' color by the glow value. "
"This can be used to simulate a full-screen blur effect by tweaking the glow "
"parameters to match the original image's brightness."
msgstr ""
"替換輝光混合模式。用輝光值替換所有圖元的顏色。這可以通過調整輝光參數來模擬全屏"
"模糊效果,使其與原始圖像的亮度相配對。"
msgid ""
"Mixes the glow with the underlying color to avoid increasing brightness as "
"much while still maintaining a glow effect."
msgstr "將輝光與底層顏色混合,以避免在保持輝光效果的同時,盡可能多地增加亮度。"
msgid ""
"Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice "
"as short as they are wide. This allows providing increased GI detail and "
"reduced light leaking with thin floors and ceilings. This is usually the best "
"choice for scenes that don't feature much verticality."
msgstr ""
"在 Y垂直軸上對 SDFGI 使用 50% 的縮放。SDFGI 儲存格將比它們的寬度短兩倍。這"
"允許提供更多的 GI 細節,並減少薄地板和天花板的漏光。這通常是垂直度不高的場景的"
"最佳選擇。"
msgid ""
"Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between "
"the 50% and 100% SDFGI Y scales."
msgstr ""
"在 Y垂直軸上為 SDFGI 使用 75% 的縮放。這是 50% 和 100% SDFGI Y 縮放之間的"
"平衡。"
msgid ""
"Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as "
"tall as they are wide. This is usually the best choice for highly vertical "
"scenes. The downside is that light leaking may become more noticeable with "
"thin floors and ceilings."
msgstr ""
"在 Y垂直軸上為 SDFGI 使用 100% 的縮放。SDFGI 儲存格將與寬度一樣高。這通常"
"是高度垂直場景的最佳選擇。不利之處在於,薄地板和天花板可能會導致漏光更加明顯。"
msgid "A class that stores an expression you can execute."
msgstr "儲存你可以執行的運算式的類。"
msgid ""
"An expression can be made of any arithmetic operation, built-in math function "
"call, method call of a passed instance, or built-in type construction call.\n"
"An example expression text using the built-in math functions could be "
"[code]sqrt(pow(3, 2) + pow(4, 2))[/code].\n"
"In the following example we use a [LineEdit] node to write our expression and "
"show the result.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var expression = Expression.new()\n"
"\n"
"func _ready():\n"
" $LineEdit.text_submitted.connect(self._on_text_submitted)\n"
"\n"
"func _on_text_submitted(command):\n"
" var error = expression.parse(command)\n"
" if error != OK:\n"
" print(expression.get_error_text())\n"
" return\n"
" var result = expression.execute()\n"
" if not expression.has_execute_failed():\n"
" $LineEdit.text = str(result)\n"
"[/gdscript]\n"
"[csharp]\n"
"private Expression _expression = new Expression();\n"
"\n"
"public override void _Ready()\n"
"{\n"
" GetNode<LineEdit>(\"LineEdit\").TextSubmitted += OnTextEntered;\n"
"}\n"
"\n"
"private void OnTextEntered(string command)\n"
"{\n"
" Error error = _expression.Parse(command);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.Print(_expression.GetErrorText());\n"
" return;\n"
" }\n"
" Variant result = _expression.Execute();\n"
" if (!_expression.HasExecuteFailed())\n"
" {\n"
" GetNode<LineEdit>(\"LineEdit\").Text = result.ToString();\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"運算式可以由任何算數運算、內建數學函式呼叫、傳遞實例的方法呼叫或內建型別建構呼"
"叫組成。\n"
"一個使用內建數學函式的範例運算式文字可以是 [code]sqrt(pow(3, 2) + pow(4, 2))[/"
"code]。\n"
"在下面的範例中,我們使用 [LineEdit] 節點來編寫運算式並顯示結果。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var expression = Expression.new()\n"
"\n"
"func _ready():\n"
" $LineEdit.text_submitted.connect(self._on_text_submitted)\n"
"\n"
"func _on_text_submitted(command):\n"
" var error = expression.parse(command)\n"
" if error != OK:\n"
" print(expression.get_error_text())\n"
" return\n"
" var result = expression.execute()\n"
" if not expression.has_execute_failed():\n"
" $LineEdit.text = str(result)\n"
"[/gdscript]\n"
"[csharp]\n"
"private Expression _expression = new Expression();\n"
"\n"
"public override void _Ready()\n"
"{\n"
" GetNode<LineEdit>(\"LineEdit\").TextSubmitted += OnTextEntered;\n"
"}\n"
"\n"
"private void OnTextEntered(string command)\n"
"{\n"
" Error error = _expression.Parse(command);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.Print(_expression.GetErrorText());\n"
" return;\n"
" }\n"
" Variant result = _expression.Execute();\n"
" if (!_expression.HasExecuteFailed())\n"
" {\n"
" GetNode<LineEdit>(\"LineEdit\").Text = result.ToString();\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Evaluating Expressions"
msgstr "運算式求值"
msgid ""
"Executes the expression that was previously parsed by [method parse] and "
"returns the result. Before you use the returned object, you should check if "
"the method failed by calling [method has_execute_failed].\n"
"If you defined input variables in [method parse], you can specify their "
"values in the inputs array, in the same order."
msgstr ""
"執行之前由 [method parse] 解析的運算式,並返回結果。在使用返回的物件之前,應該"
"通過呼叫 [method has_execute_failed] 來檢查方法是否失敗。\n"
"如果你在 [method parse] 中定義了輸入變數,你可以在輸入陣列中以同樣的順序指定它"
"們的值。"
msgid "Returns the error text if [method parse] or [method execute] has failed."
msgstr "如果 [method parse] 或 [method execute] 失敗,則返回錯誤文字。"
msgid "Returns [code]true[/code] if [method execute] has failed."
msgstr "如果 [method execute] 失敗,返回 [code]true[/code]。"
msgid ""
"Parses the expression and returns an [enum Error] code.\n"
"You can optionally specify names of variables that may appear in the "
"expression with [param input_names], so that you can bind them when it gets "
"executed."
msgstr ""
"解析運算式並返回 [enum Error] 程式碼。\n"
"你也可以選擇用 [param input_names] 來指定可能出現在運算式中的變數名稱,這樣就"
"可以在執行運算式時進行綁定。"
msgid "Generates noise using the FastNoiseLite library."
msgstr "使用 FastNoiseLite 庫生成雜訊。"
msgid ""
"This class generates noise using the FastNoiseLite library, which is a "
"collection of several noise algorithms including Cellular, Perlin, Value, and "
"more.\n"
"Most generated noise values are in the range of [code][-1, 1][/code], but not "
"always. Some of the cellular noise algorithms return results above [code]1[/"
"code]."
msgstr ""
"該類使用 FastNoiseLite 庫生成雜訊,該庫是多種雜訊演算法的集合,包括 Cellular、"
"Perlin、Value 等。\n"
"大多數生成的雜訊值都在 [code][-1,1][/code] 範圍內,但並非總是如此。一些蜂窩噪"
"聲演算法返回高於 [code]1[/code] 的結果。"
msgid ""
"Determines how the distance to the nearest/second-nearest point is computed. "
"See [enum CellularDistanceFunction] for options."
msgstr ""
"確定如何計算到最近/第二最近點的距離。有關選項,請參閱 [enum "
"CellularDistanceFunction]。"
msgid ""
"Maximum distance a point can move off of its grid position. Set to [code]0[/"
"code] for an even grid."
msgstr ""
"一個點可以離開其柵格位置的最大距離。對於偶數柵格,設定為 [code]0[/code]。"
msgid ""
"Return type from cellular noise calculations. See [enum CellularReturnType]."
msgstr "蜂窩雜訊計算的返回型別。請參閱 [enum CellularReturnType]。"
msgid "Sets the maximum warp distance from the origin."
msgstr "設定距原點的最大扭曲距離。"
msgid ""
"If enabled, another FastNoiseLite instance is used to warp the space, "
"resulting in a distortion of the noise."
msgstr ""
"如果啟用,則另一個 FastNoiseLite 實例將被用於扭曲空間,從而導致雜訊失真。"
msgid ""
"Determines the strength of each subsequent layer of the noise which is used "
"to warp the space.\n"
"A low value places more emphasis on the lower frequency base layers, while a "
"high value puts more emphasis on the higher frequency layers."
msgstr ""
"確定用於扭曲空間的雜訊的每個後續層的強度。\n"
"較低的值更強調較低頻率的基礎層,而較高的值則更強調較高頻率的層。"
msgid ""
"Octave lacunarity of the fractal noise which warps the space. Increasing this "
"value results in higher octaves producing noise with finer details and a "
"rougher appearance."
msgstr ""
"扭曲空間的分形雜訊的八度音階空隙。增加此值,會導致更高的八度音階,從而產生細節"
"更精細、外觀更粗糙的雜訊。"
msgid ""
"The number of noise layers that are sampled to get the final value for the "
"fractal noise which warps the space."
msgstr "為獲得扭曲空間的分形雜訊的最終值而取樣的雜訊層數。"
msgid ""
"The method for combining octaves into a fractal which is used to warp the "
"space. See [enum DomainWarpFractalType]."
msgstr ""
"將八度音階組合成用於扭曲空間的分形的方法。請參閱 [enum "
"DomainWarpFractalType]。"
msgid ""
"Frequency of the noise which warps the space. Low frequency results in smooth "
"noise while high frequency results in rougher, more granular noise."
msgstr ""
"扭曲空間的噪音頻率。低頻產生平滑的雜訊,而高頻產生更粗糙、顆粒狀更明顯的噪聲。"
msgid "Sets the warp algorithm. See [enum DomainWarpType]."
msgstr "設定扭曲演算法。請參閱 [enum DomainWarpType]。"
msgid ""
"Determines the strength of each subsequent layer of noise in fractal noise.\n"
"A low value places more emphasis on the lower frequency base layers, while a "
"high value puts more emphasis on the higher frequency layers."
msgstr ""
"確定分形雜訊中雜訊的每個後續層的強度。\n"
"較低的值更強調較低頻率的基礎層,而較高的值則更強調較高頻率的層。"
msgid ""
"Frequency multiplier between subsequent octaves. Increasing this value "
"results in higher octaves producing noise with finer details and a rougher "
"appearance."
msgstr ""
"後續八度音階之間的倍頻器。增加該值,會產生更高的八度音階,從而產生細節更精細、"
"外觀更粗糙的雜訊。"
msgid ""
"The number of noise layers that are sampled to get the final value for "
"fractal noise types."
msgstr "為獲得分形雜訊型別的最終值而取樣的雜訊層數。"
msgid "Sets the strength of the fractal ping pong type."
msgstr "設定分形乒乓型別的強度。"
msgid "The method for combining octaves into a fractal. See [enum FractalType]."
msgstr "將八度音階組合成分形的方法。請參閱 [enum FractalType]。"
msgid ""
"Higher weighting means higher octaves have less impact if lower octaves have "
"a large impact."
msgstr ""
"較高的權重意味著如果較低的八度具有較大的影響,則較高的八度具有較小的影響。"
msgid ""
"The frequency for all noise types. Low frequency results in smooth noise "
"while high frequency results in rougher, more granular noise."
msgstr ""
"所有雜訊型別的頻率。低頻產生平滑的雜訊,而高頻產生更粗糙、顆粒狀更明顯的噪聲。"
msgid "The noise algorithm used. See [enum NoiseType]."
msgstr "所使用的雜訊演算法。見 [enum NoiseType]。"
msgid "Translate the noise input coordinates by the given [Vector3]."
msgstr "使用給定的 [Vector3] 對雜訊輸入座標進行平移。"
msgid "The random number seed for all noise types."
msgstr "所有雜訊型別的亂數種子。"
msgid ""
"A lattice of points are assigned random values then interpolated based on "
"neighboring values."
msgstr "點陣被分配隨機值,然後根據相鄰值進行插值。"
msgid ""
"Similar to Value noise, but slower. Has more variance in peaks and valleys.\n"
"Cubic noise can be used to avoid certain artifacts when using value noise to "
"create a bumpmap. In general, you should always use this mode if the value "
"noise is being used for a heightmap or bumpmap."
msgstr ""
"類似於 Value 雜訊,但速度較慢。波峰和波谷的變化更大。\n"
"在使用值雜訊建立凹凸貼圖時,可以使用三次雜訊來避免某些偽影。一般來說,如果值雜"
"訊用於高度圖或凹凸貼圖,則應始終使用此模式。"
msgid ""
"A lattice of random gradients. Their dot products are interpolated to obtain "
"values in between the lattices."
msgstr "隨機漸變的一種格子。對它們的點積進行插值,以獲得格子之間的值。"
msgid ""
"Cellular includes both Worley noise and Voronoi diagrams which creates "
"various regions of the same value."
msgstr "蜂窩包括 Worley 雜訊圖和 Voronoi 圖,它們建立了相同值的不同區域。"
msgid ""
"As opposed to [constant TYPE_PERLIN], gradients exist in a simplex lattice "
"rather than a grid lattice, avoiding directional artifacts."
msgstr ""
"與 [constant TYPE_PERLIN] 不同,漸變存在於單純形點陣中,而不是網格點陣中,從而"
"避免了定向偽影。"
msgid "Modified, higher quality version of [constant TYPE_SIMPLEX], but slower."
msgstr "對 [constant TYPE_SIMPLEX] 修改後得到的更高品質版本,但速度較慢。"
msgid "No fractal noise."
msgstr "無分形雜訊。"
msgid ""
"Method using Fractional Brownian Motion to combine octaves into a fractal."
msgstr "使用分形布朗運動將八度音階組合成分形的方法。"
msgid ""
"Method of combining octaves into a fractal resulting in a \"ridged\" look."
msgstr "將八度音階組合成分形的方法,從而產生一種“脊狀”外觀。"
msgid "Method of combining octaves into a fractal with a ping pong effect."
msgstr "將八度音階組合成具有乒乓效果的分形的方法。"
msgid "Euclidean distance to the nearest point."
msgstr "到最近點的歐幾裡得距離。"
msgid "Squared Euclidean distance to the nearest point."
msgstr "到最近點的歐幾裡得距離的平方。"
msgid "Manhattan distance (taxicab metric) to the nearest point."
msgstr "到最近點的曼哈頓距離(計程車度量法)。"
msgid ""
"Blend of [constant DISTANCE_EUCLIDEAN] and [constant DISTANCE_MANHATTAN] to "
"give curved cell boundaries"
msgstr ""
"[constant DISTANCE_EUCLIDEAN] 和 [constant DISTANCE_MANHATTAN] 的混合,以給出"
"彎曲的儲存格邊界"
msgid ""
"The cellular distance function will return the same value for all points "
"within a cell."
msgstr "蜂窩儲存格距離函式,將為儲存格內的所有點返回相同的值。"
msgid ""
"The cellular distance function will return a value determined by the distance "
"to the nearest point."
msgstr "蜂窩儲存格距離函式,將返回一個由到最近點的距離確定的值。"
msgid ""
"The cellular distance function returns the distance to the second-nearest "
"point."
msgstr "蜂窩儲存格距離函式,將返回到第二最近點的距離。"
msgid ""
"The distance to the nearest point is added to the distance to the second-"
"nearest point."
msgstr "將最近點的距離與次近點的距離相加。"
msgid ""
"The distance to the nearest point is subtracted from the distance to the "
"second-nearest point."
msgstr "將最近點的距離與次近點的距離相減。"
msgid ""
"The distance to the nearest point is multiplied with the distance to the "
"second-nearest point."
msgstr "將最近點的距離與次近點的距離相乘。"
msgid ""
"The distance to the nearest point is divided by the distance to the second-"
"nearest point."
msgstr "將最近點的距離與次近點的距離相除。"
msgid "The domain is warped using the simplex noise algorithm."
msgstr "使用單純形雜訊演算法,對域進行扭曲。"
msgid ""
"The domain is warped using a simplified version of the simplex noise "
"algorithm."
msgstr "使用簡化版的單純形雜訊演算法,對域進行扭曲。"
msgid ""
"The domain is warped using a simple noise grid (not as smooth as the other "
"methods, but more performant)."
msgstr "使用簡單的雜訊柵格(不像其他方法那樣平滑,但性能更高),對域進行扭曲。"
msgid "No fractal noise for warping the space."
msgstr "沒有用於扭曲空間的分形雜訊。"
msgid ""
"Warping the space progressively, octave for octave, resulting in a more "
"\"liquified\" distortion."
msgstr "逐漸扭曲空間,一個八度一個八度,導致更“液化”的失真。"
msgid ""
"Warping the space independently for each octave, resulting in a more chaotic "
"distortion."
msgstr "為每個八度音階獨立地扭曲空間,從而導致更混亂的失真。"
msgid "Provides methods for file reading and writing operations."
msgstr "提供用於檔讀寫操作的方法。"
msgid ""
"This class can be used to permanently store data in the user device's file "
"system and to read from it. This is useful for store game save data or player "
"configuration files.\n"
"Here's a sample on how to write and read from a file:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func save(content):\n"
" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n"
" file.store_string(content)\n"
"\n"
"func load():\n"
" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n"
" var content = file.get_as_text()\n"
" return content\n"
"[/gdscript]\n"
"[csharp]\n"
"public void Save(string content)\n"
"{\n"
" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess."
"ModeFlags.Write);\n"
" file.StoreString(content);\n"
"}\n"
"\n"
"public string Load()\n"
"{\n"
" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess."
"ModeFlags.Read);\n"
" string content = file.GetAsText();\n"
" return content;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the example above, the file will be saved in the user data folder as "
"specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] "
"documentation.\n"
"[FileAccess] will close when it's freed, which happens when it goes out of "
"scope or when it gets assigned with [code]null[/code]. [method close] can be "
"used to close it before then explicitly. In C# the reference must be disposed "
"manually, which can be done with the [code]using[/code] statement or by "
"calling the [code]Dispose[/code] method directly.\n"
"[b]Note:[/b] To access project resources once exported, it is recommended to "
"use [ResourceLoader] instead of [FileAccess], as some files are converted to "
"engine-specific formats and their original source files might not be present "
"in the exported PCK package.\n"
"[b]Note:[/b] Files are automatically closed only if the process exits "
"\"normally\" (such as by clicking the window manager's close button or "
"pressing [b]Alt + F4[/b]). If you stop the project execution by pressing "
"[b]F8[/b] while the project is running, the file won't be closed as the game "
"process will be killed. You can work around this by calling [method flush] at "
"regular intervals."
msgstr ""
"這個類可以用於在使用者裝置的檔案系統中永久儲存資料,也可以從中讀取資料。適用於"
"儲存遊戲存檔資料或玩家設定檔。\n"
"下面是一個關於如何寫入和讀取檔的範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func save(content):\n"
" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.WRITE)\n"
" file.store_string(content)\n"
"\n"
"func load():\n"
" var file = FileAccess.open(\"user://save_game.dat\", FileAccess.READ)\n"
" var content = file.get_as_text()\n"
" return content\n"
"[/gdscript]\n"
"[csharp]\n"
"public void Save(string content)\n"
"{\n"
" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess."
"ModeFlags.Write);\n"
" file.StoreString(content);\n"
"}\n"
"\n"
"public string Load()\n"
"{\n"
" using var file = FileAccess.Open(\"user://save_game.dat\", FileAccess."
"ModeFlags.Read);\n"
" string content = file.GetAsText();\n"
" return content;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在上面的例子中,檔將被保存在[url=$DOCS_URL/tutorials/io/data_paths.html]數據路"
"徑[/url]檔中指定的使用者資料檔案夾中。\n"
"[FileAccess] 會在釋放時關閉,超出作用於、賦值為 [code]null[/code] 等情況都會導"
"致釋放。可以使用 [method close] 在此之前明確的關閉。在 C# 中,引用必須手動釋"
"放,可以通過 [code]using[/code] 敘述或直接呼叫 [code]Dispose[/code] 方法來完"
"成。\n"
"[b]注意:[/b]要在匯出後存取專案資源,建議使用 [ResourceLoader] 而不是 "
"[FileAccess],因為有些檔已被轉換為特定於引擎的格式,並且它們的原始原始檔案可能"
"並不存在於匯出的 PCK 包中。\n"
"[b]注意:[/b]只有當程序“正常”退出時(例如通過按一下視窗管理器的關閉按鈕或按 "
"[b]Alt + F4[/b]),檔才會自動關閉。如果在專案運作時按 [b]F8[/b] 停止專案執行,"
"則不會關閉檔,因為遊戲程序將被殺死。可以通過定期呼叫 [method flush] 來解決這個"
"問題。"
msgid ""
"Closes the currently opened file and prevents subsequent read/write "
"operations. Use [method flush] to persist the data to disk without closing "
"the file.\n"
"[b]Note:[/b] [FileAccess] will automatically close when it's freed, which "
"happens when it goes out of scope or when it gets assigned with [code]null[/"
"code]. In C# the reference must be disposed after we are done using it, this "
"can be done with the [code]using[/code] statement or calling the "
"[code]Dispose[/code] method directly."
msgstr ""
"關閉目前打開的檔案,阻止後續的讀寫操作。如果要將資料持久化到磁片而不關閉文件,"
"請使用 [method flush]。\n"
"[b]注意:[/b][FileAccess] 被釋放時會自動關閉,釋放發生在離開作用域或被賦值為 "
"[code]null[/code] 時。在 C# 中,使用完後必須棄置該引用,可以使用 [code]using[/"
"code] 敘述或直接呼叫 [code]Dispose[/code] 方法。"
msgid ""
"Returns [code]true[/code] if the file cursor has already read past the end of "
"the file.\n"
"[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check "
"whether there is more data available. To loop while there is more data "
"available, use:\n"
"[codeblocks]\n"
"[gdscript]\n"
"while file.get_position() < file.get_length():\n"
" # Read data\n"
"[/gdscript]\n"
"[csharp]\n"
"while (file.GetPosition() < file.GetLength())\n"
"{\n"
" // Read data\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"如果檔游標已經讀到了檔末尾,則返回 [code]true[/code]。\n"
"[b]注意:[/b][code]eof_reached() == false[/code] 不能用於檢查是否有更多可用數"
"據。要在有更多可用資料時迴圈,請使用:\n"
"[codeblocks]\n"
"[gdscript]\n"
"while file.get_position() < file.get_length():\n"
" # 讀取資料\n"
"[/gdscript]\n"
"[csharp]\n"
"while (file.GetPosition() < file.GetLength())\n"
"{\n"
" // 讀取資料\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if the file exists in the given path.\n"
"[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
"files), and their source asset will not be included in the exported game, as "
"only the imported version is used. See [method ResourceLoader.exists] for an "
"alternative approach that takes resource remapping into account.\n"
"For a non-static, relative equivalent, use [method DirAccess.file_exists]."
msgstr ""
"如果檔存在於給定路徑中,則返回 [code]true[/code]。\n"
"[b]注意:[/b]許多資源型別是匯入的(例如紋理或音效檔),它們的源素材不會包含在"
"匯出的遊戲中,因為只使用匯入的版本。有關考慮資源重新對應的替代方法,請參閱 "
"[method ResourceLoader.exists]。\n"
"對於非靜態的相對等效項,請使用 [method DirAccess.file_exists]。"
msgid ""
"Writes the file's buffer to disk. Flushing is automatically performed when "
"the file is closed. This means you don't need to call [method flush] manually "
"before closing a file. Still, calling [method flush] can be used to ensure "
"the data is safe even if the project crashes instead of being closed "
"gracefully.\n"
"[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, "
"it will decrease performance due to constant disk writes."
msgstr ""
"將檔的緩衝區寫入磁片。當關閉檔時,會自動進行更新。這意味著你不需要在關閉檔案前"
"手動呼叫 [method flush]。儘管如此,即使專案當機而不是正常關閉,呼叫 [method "
"flush] 仍可用於確保資料安全。\n"
"[b]注意:[/b]只有在你真正需要的時候才呼叫 [method flush]。否則,它會因不斷的磁"
"片寫入而降低性能。"
msgid ""
"Returns the next 8 bits from the file as an integer. See [method store_8] for "
"details on what values can be stored and retrieved this way."
msgstr ""
"以整數形式返回呼函式中接下來的 8 位。請參閱 [method store_8],詳細瞭解哪些值可"
"以通過這種方式儲存和檢索。"
msgid ""
"Returns the next 16 bits from the file as an integer. See [method store_16] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整數形式返回呼函式中接下來的 16 位。請參閱 [method store_16],以獲取有關可以"
"通過這種方式儲存和檢索哪些值的詳細資訊。"
msgid ""
"Returns the next 32 bits from the file as an integer. See [method store_32] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整數形式返回呼函式中接下來的 32 位。請參閱[method store_32],以獲取有關可以"
"通過這種方式儲存和檢索哪些值的詳細資訊。"
msgid ""
"Returns the next 64 bits from the file as an integer. See [method store_64] "
"for details on what values can be stored and retrieved this way."
msgstr ""
"以整數形式返回呼函式中接下來的 64 位。請參閱 [method store_64],以獲取有關可以"
"通過這種方式儲存和檢索哪些值的詳細資訊。"
msgid ""
"Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
"encoded.\n"
"If [param skip_cr] is [code]true[/code], carriage return characters "
"([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
"line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
"convention)."
msgstr ""
"以 [String] 形式返回整個檔。文字會按照 UTF-8 編碼解析。\n"
"如果 [param skip_cr] 為 [code]true[/code],解析 UTF-8 時會忽略確認符"
"[code]\\r[/code]CR因此只使用分行符號[code]\\n[/code]LF表示新一行"
"的開始Unix 規範)。"
msgid "Returns next [param length] bytes of the file as a [PackedByteArray]."
msgstr "將檔中接下來的 [param length] 個位元組作為 [PackedByteArray] 返回。"
msgid ""
"Returns the next value of the file in CSV (Comma-Separated Values) format. "
"You can pass a different delimiter [param delim] to use other than the "
"default [code]\",\"[/code] (comma). This delimiter must be one-character "
"long, and cannot be a double quotation mark.\n"
"Text is interpreted as being UTF-8 encoded. Text values must be enclosed in "
"double quotes if they include the delimiter character. Double quotes within a "
"text value can be escaped by doubling their occurrence.\n"
"For example, the following CSV lines are valid and will be properly parsed as "
"two strings each:\n"
"[codeblock]\n"
"Alice,\"Hello, Bob!\"\n"
"Bob,Alice! What a surprise!\n"
"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
"[/codeblock]\n"
"Note how the second line can omit the enclosing quotes as it does not include "
"the delimiter. However it [i]could[/i] very well use quotes, it was only "
"written without for demonstration purposes. The third line must use "
"[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
"such instead of the end of a text value."
msgstr ""
"以 CSV逗號分隔值格式返回呼函式的下一個值。可以傳遞不同的分隔符號 [param "
"delim],以使用預設 [code]\",\"[/code](逗號)以外的其他分隔符號。這個分隔符號"
"必須為一個字元長,且不能是雙引號。\n"
"文字被解析為 UTF-8 編碼。如果文字值包含分隔符號,則它們必須用雙引號引起來。文"
"字值中的雙引號可以通過將它們的出現次數加倍來轉義。\n"
"例如,以下 CSV 行是有效的,每行將被正確解析為兩個字串:\n"
"[codeblock]\n"
"Alice,\"Hello, Bob!\"\n"
"Bob,Alice! What a surprise!\n"
"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
"[/codeblock]\n"
"請注意第二行如何省略封閉的引號,因為它不包含分隔符號。然而它[i]可以[/i]很好地"
"使用引號,它只是為了演示目的而沒有編寫。第三行必須為每個需要被解析為引號而不是"
"文字值的末尾而使用 [code]\"\"[/code]。"
msgid "Returns the next 64 bits from the file as a floating-point number."
msgstr "將檔中接下來的 64 位作為浮點數返回。"
msgid ""
"Returns the last error that happened when trying to perform operations. "
"Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
msgstr ""
"返回試圖執行操作時發生的最後一個錯誤。請與 [enum Error] 中的 "
"[code]ERR_FILE_*[/code] 常數比較。"
msgid "Returns the next 32 bits from the file as a floating-point number."
msgstr "將檔中接下來的 32 位作為浮點數返回。"
msgid ""
"Returns [code]true[/code], if file [code]hidden[/code] attribute is set.\n"
"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
msgstr ""
"使用手寫筆的橡皮端時,返回 [code]true[/code]。\n"
"[b]注意:[/b]這個屬性在 Linux、macOS 和 Windows 上實作。"
msgid "Returns the size of the file in bytes."
msgstr "返回該檔的大小,單位為位元組。"
msgid ""
"Returns the next line of the file as a [String].\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
"將檔中的下一行作為 [String] 字串返回。\n"
"將按照 UTF-8 編碼解析文字。"
msgid ""
"Returns an MD5 String representing the file at the given path or an empty "
"[String] on failure."
msgstr "返回一個給定路徑檔的 MD5 字串,如果失敗則返回一個空的 [String]。"
msgid ""
"Returns the last time the [param file] was modified in Unix timestamp format, "
"or [code]0[/code] on error. This Unix timestamp can be converted to another "
"format using the [Time] singleton."
msgstr ""
"以 Unix 時間戳記格式返回 [param file]的最後修改時間,或者返回一個 [String] "
"“在 [param file] 中出錯”。這個Unix 時間戳記可以用 [Time] 單例轉換為其他格式。"
msgid ""
"Returns a [String] saved in Pascal format from the file.\n"
"Text is interpreted as being UTF-8 encoded."
msgstr ""
"返回呼函式中按照 Pascal 格式保存的 [String] 字串。\n"
"將按照 UTF-8 編碼解析文字。"
msgid "Returns the path as a [String] for the current open file."
msgstr "返回目前打開的檔的路徑為[String]。"
msgid "Returns the absolute path as a [String] for the current open file."
msgstr "返回目前打開的檔的絕對路徑為[String]。"
msgid "Returns the file cursor's position."
msgstr "返回檔案游標的位置。"
msgid ""
"Returns [code]true[/code], if file [code]read only[/code] attribute is set.\n"
"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
msgstr ""
"使用手寫筆的橡皮端時,返回 [code]true[/code]。\n"
"[b]注意:[/b]這個屬性在 Linux、macOS 和 Windows 上實作。"
msgid "Returns the next bits from the file as a floating-point number."
msgstr "將檔中接下來的若干位以浮點數形式返回。"
msgid ""
"Returns a SHA-256 [String] representing the file at the given path or an "
"empty [String] on failure."
msgstr "返回一個給定路徑的檔的 SHA-256 字串,如果失敗則返回一個空的 [String]。"
msgid ""
"Returns file UNIX permissions.\n"
"[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS."
msgstr ""
"返回專案的程序 ID。\n"
"[b]注意:[/b]這個方法在 Android、iOS、Linux、macOS 和 Windows 上實作。"
msgid ""
"Returns the next [Variant] value from the file. If [param allow_objects] is "
"[code]true[/code], decoding objects is allowed.\n"
"Internally, this uses the same decoding mechanism as the [method @GlobalScope."
"bytes_to_var] method.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats such as remote code execution."
msgstr ""
"返回呼函式中的下一個 [Variant] 值。如果 [param allow_objects] 為 [code]true[/"
"code],則允許解碼物件。\n"
"在內部,這使用與 [method @GlobalScope.bytes_to_var] 方法相同的解碼機制。\n"
"[b]警告:[/b]反序列化得到的物件可能包含被執行的程式碼。如果序列化的物件來自不"
"受信任的來源,請不要使用這個選項,以避免潛在的安全威脅,如遠端程式碼執行。"
msgid "Returns [code]true[/code] if the file is currently opened."
msgstr "如果檔目前被打開,返回 [code]true[/code]。"
msgid ""
"Creates a new [FileAccess] object and opens the file for writing or reading, "
"depending on the flags.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"建立一個新的 [FileAccess] 物件,會根據旗標來確定以寫入還是讀取模式打開文件。\n"
"如果打開檔失敗,則返回 [code]null[/code] 。你可以使用 [method get_open_error] "
"來檢查發生的錯誤。"
msgid ""
"Creates a new [FileAccess] object and opens a compressed file for reading or "
"writing.\n"
"[b]Note:[/b] [method open_compressed] can only read files that were saved by "
"Godot, not third-party compression formats. See [url=https://github.com/"
"godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"建立一個新的 [FileAccess] 物件,並打開一個壓縮檔以進行讀取或寫入。\n"
"[b]注意:[/b][method open_compressed] 只能讀取 Godot 保存的檔,不能讀取第三方"
"壓縮格式。有關解決方法,請參閱 [url=https://github.com/godotengine/godot/"
"issues/28999]GitHub 問題 #28999[/url]。\n"
"如果打開檔失敗,則返回 [code]null[/code]。可以使用 [method get_open_error] 來"
"檢查發生的錯誤。"
msgid ""
"Creates a new [FileAccess] object and opens an encrypted file in write or "
"read mode. You need to pass a binary key to encrypt/decrypt it.\n"
"[b]Note:[/b] The provided key must be 32 bytes long.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"建立一個新的 [FileAccess] 物件,並以寫入或讀取模式打開一個加密檔。需要傳入一個"
"二進位金鑰來加密/解密它。\n"
"[b]注意:[/b]提供的金鑰必須是 32 位元組長。\n"
"如果打開檔失敗,則返回 [code]null[/code]。可以使用 [method get_open_error] 來"
"檢查發生的錯誤。"
msgid ""
"Creates a new [FileAccess] object and opens an encrypted file in write or "
"read mode. You need to pass a password to encrypt/decrypt it.\n"
"Returns [code]null[/code] if opening the file failed. You can use [method "
"get_open_error] to check the error that occurred."
msgstr ""
"建立一個新的 [FileAccess] 物件,以寫或讀的模式打開一個加密檔。你需要傳遞一個密"
"碼來加密/解密它。\n"
"如果打開檔失敗,則返回 [code]null[/code] 。你可以使用 [method get_open_error] "
"來檢查發生的錯誤。"
msgid ""
"Changes the file reading/writing cursor to the specified position (in bytes "
"from the beginning of the file)."
msgstr "將檔的讀/寫游標改變到指定的位置(從檔開始的位元組數)。"
msgid ""
"Changes the file reading/writing cursor to the specified position (in bytes "
"from the end of the file).\n"
"[b]Note:[/b] This is an offset, so you should use negative numbers or the "
"cursor will be at the end of the file."
msgstr ""
"將檔的讀/寫游標改變到指定的位置(從檔的末端算起,以位元組為單位)。\n"
"[b]注意:[/b]這是一個偏移量,所以你應該使用負數,否則游標會在檔的末端。"
msgid ""
"Sets file UNIX permissions.\n"
"[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS."
msgstr ""
"返回專案的程序 ID。\n"
"[b]注意:[/b]這個方法在 Android、iOS、Linux、macOS 和 Windows 上實作。"
msgid ""
"Stores an integer as 8 bits in the file.\n"
"[b]Note:[/b] The [param value] should lie in the interval [code][0, 255][/"
"code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64], or convert it manually (see "
"[method store_16] for an example)."
msgstr ""
"將一個整數以 8 位元形式儲存在檔中。\n"
"[b]注意:[/b][param value] 應該位於 [code][0, 255][/code] 的區間內。任何其他的"
"值都會溢出並環繞。\n"
"要儲存有符號的整數,請使用 [method store_64],或者手動轉換(見 [method "
"store_16] 的例子)。"
msgid ""
"Stores an integer as 16 bits in the file.\n"
"[b]Note:[/b] The [param value] should lie in the interval [code][0, 2^16 - 1]"
"[/code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64] or store a signed integer "
"from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for "
"the signedness) and compute its sign manually when reading. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"const MAX_15B = 1 << 15\n"
"const MAX_16B = 1 << 16\n"
"\n"
"func unsigned16_to_signed(unsigned):\n"
" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
"\n"
"func _ready():\n"
" var f = FileAccess.open(\"user://file.dat\", FileAccess.WRITE_READ)\n"
" f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n"
" f.store_16(121) # In bounds, will store 121.\n"
" f.seek(0) # Go back to start to read the stored value.\n"
" var read1 = f.get_16() # 65494\n"
" var read2 = f.get_16() # 121\n"
" var converted1 = unsigned16_to_signed(read1) # -42\n"
" var converted2 = unsigned16_to_signed(read2) # 121\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" using var f = FileAccess.Open(\"user://file.dat\", FileAccess.ModeFlags."
"WriteRead);\n"
" f.Store16(unchecked((ushort)-42)); // This wraps around and stores 65494 "
"(2^16 - 42).\n"
" f.Store16(121); // In bounds, will store 121.\n"
" f.Seek(0); // Go back to start to read the stored value.\n"
" ushort read1 = f.Get16(); // 65494\n"
" ushort read2 = f.Get16(); // 121\n"
" short converted1 = (short)read1; // -42\n"
" short converted2 = (short)read2; // 121\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將一個整數以 16 位元形式儲存在檔中。\n"
"[b]注意:[/b][param value] 應該位於 [code][0, 2^16 - 1][/code] 區間內。任何其"
"他的值都會溢出並進行環繞。\n"
"要儲存有符號的整數,請使用 [method store_64] 或者從區間 [code][-2^15, 2^15 - "
"1][/code] 中儲存一個有符號的整數(即保留一位元作為符號),在讀取時手動計算其符"
"號。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"const MAX_15B = 1 << 15\n"
"const MAX_16B = 1 << 16\n"
"\n"
"func unsigned16_to_signed(unsigned):\n"
" return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
"\n"
"func _ready():\n"
" var f = FileAccess.open(\"user://file.dat\", FileAccess.WRITE_READ)\n"
" f.store_16(-42) # 發生環繞,儲存 65494 (2^16 - 42)。\n"
" f.store_16(121) # 在範圍內,儲存 121。\n"
" f.seek(0) # 回到開頭,讀取儲存的值。\n"
" var read1 = f.get_16() # 65494\n"
" var read2 = f.get_16() # 121\n"
" var converted1 = unsigned16_to_signed(read1) # -42\n"
" var converted2 = unsigned16_to_signed(read2) # 121\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" using var f = FileAccess.Open(\"user://file.dat\", FileAccess.ModeFlags."
"WriteRead);\n"
" f.Store16(unchecked((ushort)-42)); // 發生環繞,儲存 65494 (2^16 - 42)。\n"
" f.Store16(121); // 在範圍內,儲存 121。\n"
" f.Seek(0); // 回到開頭,讀取儲存的值。\n"
" ushort read1 = f.Get16(); // 65494\n"
" ushort read2 = f.Get16(); // 121\n"
" short converted1 = (short)read1; // -42\n"
" short converted2 = (short)read2; // 121\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Stores an integer as 32 bits in the file.\n"
"[b]Note:[/b] The [param value] should lie in the interval [code][0, 2^32 - 1]"
"[/code]. Any other value will overflow and wrap around.\n"
"To store a signed integer, use [method store_64], or convert it manually (see "
"[method store_16] for an example)."
msgstr ""
"將一個整數以 32 位元形式儲存在檔中。\n"
"[b]注意:[/b][param value] 應該位於 [code][0, 2^32 - 1][/code] 區間內。任何其"
"他的值都會溢出並環繞。\n"
"要儲存有符號的整數,請使用 [method store_64],或者手動轉換(見 [method "
"store_16] 的例子)。"
msgid ""
"Stores an integer as 64 bits in the file.\n"
"[b]Note:[/b] The [param value] must lie in the interval [code][-2^63, 2^63 - "
"1][/code] (i.e. be a valid [int] value)."
msgstr ""
"將一個整數以 64 位元形式儲存在檔中。\n"
"[b]注意:[/b][param value] 必須位於 [code][-2^63, 2^63 - 1][/code] 的區間內"
"(即有效的 [int] 值)。"
msgid "Stores the given array of bytes in the file."
msgstr "在檔中儲存給定的位元組陣列。"
msgid ""
"Store the given [PackedStringArray] in the file as a line formatted in the "
"CSV (Comma-Separated Values) format. You can pass a different delimiter "
"[param delim] to use other than the default [code]\",\"[/code] (comma). This "
"delimiter must be one-character long.\n"
"Text will be encoded as UTF-8."
msgstr ""
"將給定的 [PackedStringArray] 作為 CSV逗號分隔值格式的行儲存在檔中。你可以"
"傳遞不同的分隔符號 [param delim] 以使用預設 [code]\",\"[/code](逗號)以外的其"
"他分隔符號。此分隔符號的長度必須為一個字元。\n"
"將使用 UTF-8 編碼文字。"
msgid "Stores a floating-point number as 64 bits in the file."
msgstr "將一個浮點數以 64 位元形式儲存在檔中。"
msgid "Stores a floating-point number as 32 bits in the file."
msgstr "將一個浮點數以 32 位元形式儲存在檔中。"
msgid ""
"Appends [param line] to the file followed by a line return character "
"([code]\\n[/code]), encoding the text as UTF-8."
msgstr ""
"將 [param line] 附加到檔末尾,並在後面加上一個分行符號([code]\\n[/code]),將"
"使用 UTF-8 編碼文字。"
msgid ""
"Stores the given [String] as a line in the file in Pascal format (i.e. also "
"store the length of the string).\n"
"Text will be encoded as UTF-8."
msgstr ""
"將給定的 [String] 以 Pascal 格式儲存在檔中(即同時儲存字串的長度)。\n"
"將使用 UTF-8 編碼文字。"
msgid "Stores a floating-point number in the file."
msgstr "將浮點數儲存在檔中。"
msgid ""
"Appends [param string] to the file without a line return, encoding the text "
"as UTF-8.\n"
"[b]Note:[/b] This method is intended to be used to write text files. The "
"string is stored as a UTF-8 encoded buffer without string length or "
"terminating zero, which means that it can't be loaded back easily. If you "
"want to store a retrievable string in a binary file, consider using [method "
"store_pascal_string] instead. For retrieving strings from a text file, you "
"can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know "
"the length) or [method get_as_text]."
msgstr ""
"將 [param string] 追加到檔中,不帶換行,且將文字編碼為 UTF-8。\n"
"[b]注意:[/b]本方法是用來寫入文字檔的。字串會被儲存為 UTF-8 編碼的緩衝區,不帶"
"字串長度或末尾零,這意味著它不能被輕易載入回來。如果想在二進位檔案中儲存一個可"
"檢索的字串,可以考慮改用 [method store_pascal_string]。對於從文本檔中檢索字"
"串,可以使用 [code]get_buffer(length).get_string_from_utf8()[/code](如果知道"
"長度)或 [method get_as_text]。"
msgid ""
"Stores any Variant value in the file. If [param full_objects] is [code]true[/"
"code], encoding objects is allowed (and can potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method @GlobalScope."
"var_to_bytes] method.\n"
"[b]Note:[/b] Not all properties are included. Only properties that are "
"configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be "
"serialized. You can add a new usage flag to a property by overriding the "
"[method Object._get_property_list] method in your class. You can also check "
"how property usage is configured by calling [method Object."
"_get_property_list]. See [enum PropertyUsageFlags] for the possible usage "
"flags."
msgstr ""
"在檔中儲存任何 Variant 值。如果 [param full_objects] 為 [code]true[/code],則"
"允許編碼物件(並且可能包含程式碼)。\n"
"在內部,這使用與 [method @GlobalScope.var_to_bytes] 方法相同的編碼機制。\n"
"[b]注意:[/b]並非所有屬性都包括在內。只有配置了 [constant "
"PROPERTY_USAGE_STORAGE] 旗標集的屬性才會被序列化。可以通過覆蓋類中的 [method "
"Object._get_property_list] 方法來向屬性新增新的使用旗標。還可以通過呼叫 "
"[method Object._get_property_list] 來檢查屬性使用的配置方式。有關可能的使用標"
"志,請參閱 [enum PropertyUsageFlags]。"
msgid ""
"If [code]true[/code], the file is read with big-endian [url=https://en."
"wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the "
"file is read with little-endian endianness. If in doubt, leave this to "
"[code]false[/code] as most files are written with little-endian endianness.\n"
"[b]Note:[/b] [member big_endian] is only about the file format, not the CPU "
"type. The CPU endianness doesn't affect the default endianness for files "
"written.\n"
"[b]Note:[/b] This is always reset to [code]false[/code] whenever you open the "
"file. Therefore, you must set [member big_endian] [i]after[/i] opening the "
"file, not before."
msgstr ""
"如果為 [code]true[/code],則檔案用大端[url=https://zh.wikipedia.org/wiki/"
"%E5%AD%97%E8%8A%82%E5%BA%8F]位元組序[/url]讀取。如果為 [code]false[/code],則"
"文件以小端位元組序讀取。如果有疑問,請將其保留為 [code]false[/code],因為大多"
"數文件都是用小端位元組序編寫的。\n"
"[b]注意:[/b][member big_endian] 只與檔案格式有關,與 CPU 型別無關。CPU 位元組"
"序不會影響寫入檔的預設位元組序。\n"
"[b]注意:[/b]每當打開檔時,該選項總是被重設為 [code]false[/code]。因此,必須在"
"打開檔[i]之後[/i]設定 [member big_endian],而不是之前。"
msgid ""
"Opens the file for read operations. The cursor is positioned at the beginning "
"of the file."
msgstr "打開檔進行讀取操作。游標位於檔案的開頭。"
msgid ""
"Opens the file for write operations. The file is created if it does not "
"exist, and truncated if it does."
msgstr "打開檔進行寫操作。如果檔不存在,則建立該檔,如果存在則截斷。"
msgid ""
"Opens the file for read and write operations. Does not truncate the file. The "
"cursor is positioned at the beginning of the file."
msgstr "打開檔用於讀寫操作。不截斷檔案。游標位於檔案的開頭。"
msgid ""
"Opens the file for read and write operations. The file is created if it does "
"not exist, and truncated if it does. The cursor is positioned at the "
"beginning of the file."
msgstr ""
"打開檔進行讀寫操作。如果檔不存在,則建立該檔,如果存在則截斷。游標位於檔案的開"
"頭。"
msgid "Uses the [url=https://fastlz.org/]FastLZ[/url] compression method."
msgstr "使用 [url=https://fastlz.org/]FastLZ[/url] 壓縮方法。"
msgid ""
"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression "
"method."
msgstr ""
"使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 壓縮方法。"
msgid ""
"Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
"method."
msgstr "使用 [url=https://facebook.github.io/zstd/]Zstandard[/url] 壓縮方法。"
msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
msgstr "使用 [url=https://www.gzip.org/]gzip[/url] 壓縮方法。"
msgid ""
"Uses the [url=https://github.com/google/brotli]brotli[/url] compression "
"method (only decompression is supported)."
msgstr ""
"使用 [url=https://github.com/google/brotli]brotli[/url] 壓縮方法(僅支援解壓"
"縮)。"
msgid "Read for owner bit."
msgstr "讀取擁有者位元。"
msgid "Write for owner bit."
msgstr "寫入擁有者位元。"
msgid "Execute for owner bit."
msgstr "適用於 Android 的匯出器。"
msgid "Read for group bit."
msgstr "讀取組位。"
msgid "Write for group bit."
msgstr "寫入群組位元。"
msgid "Execute for group bit."
msgstr "適用於 Android 的匯出器。"
msgid "Read for other bit."
msgstr "文字使用的字形。"
msgid "Write for other bit."
msgstr "Web 匯出器。"
msgid "Execute for other bit."
msgstr "Web 匯出器。"
msgid "Set user id on execution bit."
msgstr "將該行設定為正在執行。"
msgid "Set group id on execution bit."
msgstr "設定群組 ID在執行位上。"
msgid "Restricted deletion (sticky) bit."
msgstr "限制刪除(黏性)位元。"
msgid "A dialog for selecting files or directories in the filesystem."
msgstr "用於選擇檔案系統中的檔或目錄的對話方塊。"
msgid ""
"[FileDialog] is a preset dialog used to choose files and directories in the "
"filesystem. It supports filter masks. [FileDialog] automatically sets its "
"window title according to the [member file_mode]. If you want to use a custom "
"title, disable this by setting [member mode_overrides_title] to [code]false[/"
"code]."
msgstr ""
"[FileDialog] 是用來選擇檔案系統中檔和目錄的預設對話方塊。支援篩檢程式遮罩。"
"[FileDialog] 會根據 [member file_mode] 自動設定視窗的標題。如果你想使用自訂標"
"題,請將 [member mode_overrides_title] 設定為 [code]false[/code],禁用此功能。"
msgid ""
"Adds a comma-delimited file name [param filter] option to the [FileDialog] "
"with an optional [param description], which restricts what files can be "
"picked.\n"
"A [param filter] should be of the form [code]\"filename.extension\"[/code], "
"where filename and extension can be [code]*[/code] to match any string. "
"Filters starting with [code].[/code] (i.e. empty filenames) are not allowed.\n"
"For example, a [param filter] of [code]\"*.png, *.jpg\"[/code] and a [param "
"description] of [code]\"Images\"[/code] results in filter text \"Images (*."
"png, *.jpg)\"."
msgstr ""
"將一個逗號分隔的檔案名 [param filter] 且帶有可選 [param description] 的選項添"
"加到的 [FileDialog],這限制了可以選擇的檔。\n"
"[param filter] 的格式應為 [code]\"檔案名.副檔名\"[/code],其中檔案名和副檔名可"
"以是 [code]*[/code],以配對任意字串。不允許使用以 [code].[/code] 開頭的過濾器"
"(即空檔案名)。\n"
"例如,[code]\"*.png, *.jpg\"[/code] 的 [param filter] 和 [code]\"圖像\"[/"
"code] 的 [param description] 會產生篩檢程式文字“圖像 (* .png, *.jpg)”。"
msgid "Clear all the added filters in the dialog."
msgstr "清除對話方塊中所有新增的篩檢程式。"
msgid "Clear all currently selected items in the dialog."
msgstr "清除對話方塊中所有目前選定的專案。"
msgid ""
"Returns the vertical box container of the dialog, custom controls can be "
"added to it.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回對話方塊的垂直框容器,可以向其中新增自訂控制項。\n"
"[b]警告:[/b]這是一個必需的內部節點,刪除和釋放它可能會導致當機。如果你希望隱"
"藏它或其任何子項,請使用它們的 [member CanvasItem.visible] 屬性。"
msgid "Invalidate and update the current dialog content list."
msgstr "使目前對話方塊內容列表無效並更新。"
msgid ""
"The file system access scope. See [enum Access] constants.\n"
"[b]Warning:[/b] Currently, in sandboxed environments such as Web builds or "
"sandboxed macOS apps, FileDialog cannot access the host file system. See "
"[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
"proposals#1123[/url]."
msgstr ""
"檔案系統的存取範圍。見 [enum Access] 常數。\n"
"[b]警告:[/b]目前,在 Web 建構或沙盒 macOS 套用程式等沙盒環境中FileDialog 無"
"法存取主機檔案系統。參見 [url=https://github.com/godotengine/godot-proposals/"
"issues/1123]godot-proposals#1123[/url]。"
msgid "The current working directory of the file dialog."
msgstr "檔對話方塊的目前工作目錄。"
msgid "The currently selected file of the file dialog."
msgstr "檔案對話方塊的目前選定的檔案。"
msgid "The currently selected file path of the file dialog."
msgstr "目前選擇的檔對話方塊的檔路徑。"
msgid ""
"If [code]true[/code], changing the [member file_mode] property will set the "
"window title accordingly (e.g. setting [member file_mode] to [constant "
"FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")."
msgstr ""
"如果為 [code]true[/code],更改 [member file_mode] 屬性將相應地設定視窗標題(例"
"如,將 [member file_mode] 設定為 [constant FILE_MODE_OPEN_FILE],會將視窗標題"
"更改為“打開檔案”)。"
msgid ""
"If non-empty, the given sub-folder will be \"root\" of this [FileDialog], i."
"e. user won't be able to go to its parent directory."
msgstr ""
"如果非空,則給定的子資料夾將是該 [FileDialog] 的“根”,即使用者將無法轉到其父目"
"錄。"
msgid "If [code]true[/code], the dialog will show hidden files."
msgstr "如果為 [code]true[/code],對話方塊將顯示出隱藏檔。"
msgid ""
"If [code]true[/code], [member access] is set to [constant ACCESS_FILESYSTEM], "
"and it is supported by the current [DisplayServer], OS native dialog will be "
"used instead of custom one.\n"
"[b]Note:[/b] On macOS, sandboxed apps always use native dialogs to access "
"host filesystem."
msgstr ""
"如果[code]true[/code][member access]設定為[constant ACCESS_FILESYSTEM],且目"
"前[DisplayServer]支援,則將使用作業系統本機對話方塊而非定制的。\n"
"[b]注意:[/b] 在 macOS 上,沙盒應用程式始終使用本機對話方塊存取主機檔案系統。"
msgid "Emitted when the user selects a directory."
msgstr "當使用者選擇一個目錄時觸發的。"
msgid ""
"Emitted when the user selects a file by double-clicking it or pressing the "
"[b]OK[/b] button."
msgstr "當使用者通過按兩下檔或按[b]確定[/b]按鈕選擇一個檔時觸發。"
msgid "Emitted when the user selects multiple files."
msgstr "當使用者選擇多個檔時觸發。"
msgid "The dialog allows selecting one, and only one file."
msgstr "該對話方塊只允許選擇一個檔。"
msgid "The dialog allows selecting multiple files."
msgstr "該對話方塊允許選擇多個檔。"
msgid ""
"The dialog only allows selecting a directory, disallowing the selection of "
"any file."
msgstr "該對話方塊只允許選擇一個目錄,不允許選擇任何檔。"
msgid "The dialog allows selecting one file or directory."
msgstr "該對話方塊允許選擇一個檔或目錄。"
msgid "The dialog will warn when a file exists."
msgstr "當檔案存在時,對話方塊會發出警告。"
msgid ""
"The dialog only allows accessing files under the [Resource] path ([code]res://"
"[/code])."
msgstr "該對話方塊只允許存取 [Resource] 路徑下的檔([code]res://[/code])。"
msgid ""
"The dialog only allows accessing files under user data path ([code]user://[/"
"code])."
msgstr "該對話方塊只允許存取使用者資料路徑([code]user://[/code])下的檔案。"
msgid "The dialog allows accessing files on the whole file system."
msgstr "該對話方塊允許存取檔案系統上的檔。"
msgid ""
"The color tint for disabled files (when the [FileDialog] is used in open "
"folder mode)."
msgstr "禁用檔的色調(當 [FileDialog] 在打開資料夾模式下使用時)。"
msgid "The color modulation applied to the file icon."
msgstr "套用於檔圖示的顏色調變。"
msgid "The color modulation applied to the folder icon."
msgstr "套用於資料夾圖示的顏色調變。"
msgid "Custom icon for the back arrow."
msgstr "向後箭頭的自訂圖示。"
msgid "Custom icon for files."
msgstr "檔的自訂圖示。"
msgid "Custom icon for folders."
msgstr "資料夾的自訂圖示。"
msgid "Custom icon for the forward arrow."
msgstr "向前箭頭的自訂圖示。"
msgid "Custom icon for the parent folder arrow."
msgstr "父資料夾箭頭的自訂圖示。"
msgid "Custom icon for the reload button."
msgstr "重新載入按鈕的自訂圖示。"
msgid "Custom icon for the toggle hidden button."
msgstr "切換隱藏按鈕的自訂圖示。"
msgid "Godot editor's dock for managing files in the project."
msgstr "Godot 編輯器中用於管理專案檔案的停靠面板。"
msgid ""
"This class is available only in [EditorPlugin]s and can't be instantiated. "
"You can access it using [method EditorInterface.get_file_system_dock].\n"
"While [FileSystemDock] doesn't expose any methods for file manipulation, it "
"can listen for various file-related signals."
msgstr ""
"這個類僅在 [EditorPlugin] 中可用,無法產生實體。可以使用 [method "
"EditorInterface.get_file_system_dock] 存取。\n"
"雖然 [FileSystemDock] 沒有暴露任何操作檔的方法,但是你可以監聽各種與檔相關的訊"
"號。"
msgid "Registers a new [EditorResourceTooltipPlugin]."
msgstr "註冊一個新的 [EditorResourceTooltipPlugin]。"
msgid ""
"Sets the given [param path] as currently selected, ensuring that the selected "
"file/directory is visible."
msgstr "將給定的 [param path] 設定為目前選定的路徑,能夠確保選中的檔/目錄可見。"
msgid ""
"Removes an [EditorResourceTooltipPlugin]. Fails if the plugin wasn't "
"previously added."
msgstr ""
"移除一個 [EditorResourceTooltipPlugin]。如果該外掛程式尚未新增,則失敗。"
msgid "Emitted when the user switches file display mode or split mode."
msgstr "使用者切換檔顯示模式或分隔模式時發出。"
msgid "Emitted when the given [param file] was removed."
msgstr "給定的檔 [param file] 被移除時發出。"
msgid ""
"Emitted when a file is moved from [param old_file] path to [param new_file] "
"path."
msgstr "檔從 [param old_file] 路徑移動到 [param new_file] 路徑時發出。"
msgid ""
"Emitted when a folder is moved from [param old_folder] path to [param "
"new_folder] path."
msgstr "資料夾從 [param old_folder] 路徑移動到 [param new_folder] 路徑時發出。"
msgid "Emitted when the given [param folder] was removed."
msgstr "給定的資料夾 [param folder] 被移除時發出。"
msgid ""
"Emitted when a new scene is created that inherits the scene at [param file] "
"path."
msgstr "建立新場景,且該場景繼承自位於 [param file] 路徑的場景時發出。"
msgid "Emitted when the given scenes are being instantiated in the editor."
msgstr "在編輯器中產生實體給定場景時發出。"
msgid "Emitted when an external [param resource] had its file removed."
msgstr "外部資源 [param resource] 的對應檔被移除時發出。"
msgid "A built-in type for floating point numbers."
msgstr "浮點數內建型別。"
msgid "Wikipedia: Double-precision floating-point format"
msgstr "維琪百科:雙精度浮點數格式"
msgid "Wikipedia: Single-precision floating-point format"
msgstr "維琪百科:單精確度浮點數格式"
msgid "Constructs a default-initialized [float] set to [code]0.0[/code]."
msgstr "建構預設初始化的 [float],會被設為 [code]0.0[/code]。"
msgid "Constructs a [float] as a copy of the given [float]."
msgstr "建構給定 [float] 的副本。"
msgid ""
"Converts a [String] to a [float], following the same rules as [method String."
"to_float]."
msgstr ""
"將 [String] 轉換為 [float],遵循與 [method String.to_float] 相同的規則。"
msgid ""
"Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
"be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
msgstr ""
"將 [bool] 值轉換為浮點值,[code]float(true)[/code] 將等於 1.0"
"[code]float(false)[/code] 將等於 0.0。"
msgid ""
"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
"equal to [code]1.0[/code]."
msgstr ""
"將 [int] 值轉換為浮點值,[code]float(1)[/code] 將等於 [code]1.0[/code]。"
msgid ""
"Returns [code]true[/code] if two floats are different from each other.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果兩個浮點數彼此不同,則返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Returns [code]true[/code] if the integer has different value than the float."
msgstr "如果整數的值與浮點數不同,則返回 [code]true[/code]。"
msgid ""
"Multiplies each component of the [Color], including the alpha, by the given "
"[float].\n"
"[codeblock]\n"
"print(1.5 * Color(0.5, 0.5, 0.5)) # Prints \"(0.75, 0.75, 0.75, 1.5)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Color] 的每個分量乘以給定的 [float],包括 Alpha。\n"
"[codeblock]\n"
"print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Quaternion] by the given [float]. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression."
msgstr ""
"將該 [Quaternion] 的每個分量乘以給定的 [float]。此操作本身沒有意義,但可以用作"
"更大運算式的一部分。"
msgid ""
"Multiplies each component of the [Vector2] by the given [float].\n"
"[codeblock]\n"
"print(2.5 * Vector2(1, 3)) # Prints \"(2.5, 7.5)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2] 的每個分量乘以給定的 [float]。\n"
"[codeblock]\n"
"print(2.5 * Vector2(1, 3)) # 輸出 \"(2.5, 7.5)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(0.9 * Vector2i(10, 15)) # Prints \"(9, 13.5)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2i] 的每個分量乘以給定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(0.9 * Vector2i(10, 15)) # 輸出 \"(9, 13.5)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector3] by the given [float]."
msgstr "將該 [Vector3] 的每個分量乘以給定的 [float]。"
msgid ""
"Multiplies each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(0.9 * Vector3i(10, 15, 20)) # Prints \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3i] 的每個分量乘以給定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(0.9 * Vector3i(10, 15, 20)) # 輸出 \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector4] by the given [float]."
msgstr "將該 [Vector4] 的每個分量乘以給定的 [float]。"
msgid ""
"Multiplies each component of the [Vector4i] by the given [float]. Returns a "
"[Vector4].\n"
"[codeblock]\n"
"print(0.9 * Vector4i(10, 15, 20, -10)) # Prints \"(9, 13.5, 18, -9)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4i] 的每個分量乘以給定的 [float]。返回的是 [Vector4]。\n"
"[codeblock]\n"
"print(0.9 * Vector4i(10, 15, 20, -10))# 輸出 \"(9, 13.5, 18, -9)\"\n"
"[/codeblock]"
msgid "Multiplies two [float]s."
msgstr "將兩個 [float] 相乘。"
msgid "Multiplies a [float] and an [int]. The result is a [float]."
msgstr "將 [float] 和 [int] 相乘。結果是 [float]。"
msgid ""
"Raises a [float] to a power of a [float].\n"
"[codeblock]\n"
"print(39.0625**0.25) # 2.5\n"
"[/codeblock]"
msgstr ""
"將 [float] 提升到 [float] 次冪。\n"
"[codeblock]\n"
"print(39.0625**0.25) # 2.5\n"
"[/codeblock]"
msgid ""
"Raises a [float] to a power of an [int]. The result is a [float].\n"
"[codeblock]\n"
"print(0.9**3) # 0.729\n"
"[/codeblock]"
msgstr ""
"將 [float] 提升到 [int] 次冪。結果為 [float]。\n"
"[codeblock]\n"
"print(0.9**3) # 0.729\n"
"[/codeblock]"
msgid "Adds two floats."
msgstr "將兩個浮點數相加。"
msgid "Adds a [float] and an [int]. The result is a [float]."
msgstr "將 [float] 加上 [int]。結果為 [float]。"
msgid "Subtracts a float from a float."
msgstr "將一個浮點數減去另一個浮點數。"
msgid "Subtracts an [int] from a [float]. The result is a [float]."
msgstr "將 [float] 減去 [int]。結果為 [float]。"
msgid "Divides two floats."
msgstr "將兩個浮點數相除。"
msgid "Divides a [float] by an [int]. The result is a [float]."
msgstr "將 [float] 除以 [int]。結果是 [float]。"
msgid ""
"Returns [code]true[/code] if the left float is less than the right one.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果左側的浮點數小於右側的,則返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid "Returns [code]true[/code] if this [float] is less than the given [int]."
msgstr "如果該 [float] 小於給定的 [int],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is less than or equal to the "
"right one.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果左側的浮點數小於等於右側的,則返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Returns [code]true[/code] if this [float] is less than or equal to the given "
"[int]."
msgstr "如果該 [float] 小於等於給定的 [int],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both floats are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"@GlobalScope.is_equal_approx] or [method @GlobalScope.is_zero_approx] "
"instead, which are more reliable.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果兩個浮點數完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點精度誤差,考慮改用更可靠的 [method @GlobalScope."
"is_equal_approx] 或 [method @GlobalScope.is_zero_approx]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid "Returns [code]true[/code] if the [float] and the given [int] are equal."
msgstr "如果該 [float] 等於給定的 [int],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is greater than the right one.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果左側的浮點數大於右側的,則返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Returns [code]true[/code] if this [float] is greater than the given [int]."
msgstr "如果該 [float] 大於給定的 [int],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left float is greater than or equal to the "
"right one.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this operator may not be accurate if "
"NaNs are included."
msgstr ""
"如果左側的浮點數大於等於右側的,則返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Returns [code]true[/code] if this [float] is greater than or equal to the "
"given [int]."
msgstr "如果該 [float] 大於等於給定的 [int],則返回 [code]true[/code]。"
msgid ""
"Returns the negative value of the [float]. If positive, turns the number "
"negative. If negative, turns the number positive. With floats, the number "
"zero can be either positive or negative."
msgstr ""
"返回該 [float] 的相反數。如果為正數,則將該數變為負數。如果為負數,則將該數變"
"為正數。對於浮點數,數位零既可以是正數,也可以是負數。"
msgid ""
"A container that arranges its child controls horizontally or vertically and "
"wraps them around at the borders."
msgstr "將子控制項橫向或縱向排列並在邊界處換行的容器。"
msgid ""
"A container that arranges its child controls horizontally or vertically and "
"wraps them around at the borders. This is similar to how text in a book wraps "
"around when no more words can fit on a line."
msgstr ""
"將子控制項橫向或縱向排列並在邊界處換行的容器。類似於書本中文字在一行中寫不下以"
"後的換行方式。"
msgid "Returns the current line count."
msgstr "返回目前的行數。"
msgid ""
"If [code]true[/code], the [FlowContainer] will arrange its children "
"vertically, rather than horizontally.\n"
"Can't be changed when using [HFlowContainer] and [VFlowContainer]."
msgstr ""
"如果為 [code]true[/code],則 [FlowContainer] 將垂直排列子節點,而不是水平排"
"列。\n"
"使用 [HFlowContainer] 和 [VFlowContainer] 時不能改變。"
msgid "The horizontal separation of children nodes."
msgstr "子節點的水平分隔量。"
msgid "The vertical separation of children nodes."
msgstr "子節點的垂直分隔量。"
msgid ""
"A material that controls how volumetric fog is rendered, to be assigned to a "
"[FogVolume]."
msgstr "控制體積霧渲染方式的材質,分配到 [FogVolume]。"
msgid ""
"A [Material] resource that can be used by [FogVolume]s to draw volumetric "
"effects.\n"
"If you need more advanced effects, use a custom [url=$DOCS_URL/tutorials/"
"shaders/shader_reference/fog_shader.html]fog shader[/url]."
msgstr ""
"[FogVolume] 使用的 [Material] 資源,用於繪製體積效果。\n"
"如果你需要更高階的效果,請使用自訂[url=$DOCS_URL/tutorials/shaders/"
"shader_reference/fog_shader.html]霧著色器[/url]。"
msgid ""
"The single-scattering [Color] of the [FogVolume]. Internally, [member albedo] "
"is converted into single-scattering, which is additively blended with other "
"[FogVolume]s and the [member Environment.volumetric_fog_albedo]."
msgstr ""
"[FogVolume] 的單次散射 [Color]。在內部,[member albedo] 被轉換為單次散射,它與"
"其他 [FogVolume] 和 [member Environment.volumetric_fog_albedo] 進行相加混合。"
msgid ""
"The density of the [FogVolume]. Denser objects are more opaque, but may "
"suffer from under-sampling artifacts that look like stripes. Negative values "
"can be used to subtract fog from other [FogVolume]s or global volumetric "
"fog.\n"
"[b]Note:[/b] Due to limited precision, [member density] values between "
"[code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/"
"code]. This does not apply to [member Environment.volumetric_fog_density]."
msgstr ""
"[FogVolume] 的密度。更密集的對象更不透明,但可能會受到看起來像條紋的欠取樣偽影"
"的影響。負值可用於從其他 [FogVolume] 或全域體積霧中減去霧。\n"
"[b]注意:[/b]由於精度有限,介於 [code]-0.001[/code] 和 [code]0.001[/code](不"
"含)之間的 [member density] 值相當於 [code]0.0[/code]。這不適用於 [member "
"Environment.volumetric_fog_density]。"
msgid ""
"The 3D texture that is used to scale the [member density] of the [FogVolume]. "
"This can be used to vary fog density within the [FogVolume] with any kind of "
"static pattern. For animated effects, consider using a custom [url=$DOCS_URL/"
"tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url]."
msgstr ""
"用於縮放 [FogVolume] 的 [member density] 的 3D 紋理。這可用於改變 [FogVolume] "
"內具有任何靜態模式的霧密度。對於動畫效果,請考慮使用一個自訂的[url=$DOCS_URL/"
"tutorials/shaders/shader_reference/fog_shader.html]霧著色器[/url]。"
msgid ""
"The hardness of the edges of the [FogVolume]. A higher value will result in "
"softer edges, while a lower value will result in harder edges."
msgstr ""
"[FogVolume] 邊緣的硬度。較高的值將導致較軟的邊緣,而較低的值將導致較硬的邊緣。"
msgid ""
"The [Color] of the light emitted by the [FogVolume]. Emitted light will not "
"cast light or shadows on other objects, but can be useful for modulating the "
"[Color] of the [FogVolume] independently from light sources."
msgstr ""
"該 [FogVolume] 發出的光的 [Color]。發出的光不會在其他物體上投射光或陰影,但可"
"用於獨立於光源調變 [FogVolume] 的 [Color]。"
msgid ""
"The rate by which the height-based fog decreases in density as height "
"increases in world space. A high falloff will result in a sharp transition, "
"while a low falloff will result in a smoother transition. A value of "
"[code]0.0[/code] results in uniform-density fog. The height threshold is "
"determined by the height of the associated [FogVolume]."
msgstr ""
"基於高度的霧,隨著世界空間中高度的增加而降低密度的速度。高的衰減將產生急劇的過"
"渡,而低的衰減將產生更平滑的過渡。[code]0.0[/code] 的值會產生均勻密度的霧。高"
"度閾值由關聯的 [FogVolume] 的高度決定。"
msgid ""
"A region that contributes to the default volumetric fog from the world "
"environment."
msgstr "從世界環境貢獻預設體積霧的區域。"
msgid ""
"[FogVolume]s are used to add localized fog into the global volumetric fog "
"effect. [FogVolume]s can also remove volumetric fog from specific areas if "
"using a [FogMaterial] with a negative [member FogMaterial.density].\n"
"Performance of [FogVolume]s is directly related to their relative size on the "
"screen and the complexity of their attached [FogMaterial]. It is best to keep "
"[FogVolume]s relatively small and simple where possible.\n"
"[b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment."
"volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be "
"globally visible (but only within [FogVolume] nodes), set [member Environment."
"volumetric_fog_density] to [code]0.0[/code]."
msgstr ""
"[FogVolume] 用於將局部霧新增到全域體積霧效果中。如果使用具有負 [member "
"FogMaterial.density] 的 [FogMaterial][FogVolume] 也可以從特定區域移除體積"
"霧。\n"
"[FogVolume] 的性能與它在螢幕上的相對大小以及它所附加的 [FogMaterial] 的複雜性"
"直接相關。最好盡可能保持 [FogVolume] 相對較小且簡單。\n"
"[b]注意:[/b][FogVolume] 只有在 [member Environment.volumetric_fog_enabled] "
"為 [code]true[/code] 時才會有可見效果。如果不希望霧全域可見(而只是在 "
"[FogVolume] 節點內),請將 [member Environment.volumetric_fog_density] 設定為 "
"[code]0.0[/code]。"
msgid "Volumetric fog and fog volumes"
msgstr "體積霧和霧體積"
msgid ""
"The [Material] used by the [FogVolume]. Can be either a built-in "
"[FogMaterial] or a custom [ShaderMaterial]."
msgstr ""
"[FogVolume] 使用的 [Material]。可以是一個內建的 [FogMaterial] 或一個自訂的 "
"[ShaderMaterial]。"
msgid ""
"The shape of the [FogVolume]. This can be set to either [constant "
"RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], "
"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer."
"FOG_VOLUME_SHAPE_WORLD]."
msgstr ""
"[FogVolume] 的形狀。這可以被設定為 [constant RenderingServer."
"FOG_VOLUME_SHAPE_ELLIPSOID]、[constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER]、"
"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] 或 [constant RenderingServer."
"FOG_VOLUME_SHAPE_WORLD]。"
msgid ""
"The size of the [FogVolume] when [member shape] is [constant RenderingServer."
"FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] "
"or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].\n"
"[b]Note:[/b] Thin fog volumes may appear to flicker when the camera moves or "
"rotates. This can be alleviated by increasing [member ProjectSettings."
"rendering/environment/volumetric_fog/volume_depth] (at a performance cost) or "
"by decreasing [member Environment.volumetric_fog_length] (at no performance "
"cost, but at the cost of lower fog range). Alternatively, the [FogVolume] can "
"be made thicker and use a lower density in the [member material].\n"
"[b]Note:[/b] If [member shape] is [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE] or [constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER], the cone/cylinder will be adjusted to fit within "
"the size. Non-uniform scaling of cone/cylinder shapes via the [member size] "
"property is not supported, but you can scale the [FogVolume] node instead."
msgstr ""
"當 [member shape] 為 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、"
"[constant RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX]"
"時,該 [FogVolume] 的大小。\n"
"[b]注意:[/b]當相機移動或旋轉時,薄霧體積可能會出現閃爍。這可以通過增加 "
"[member ProjectSettings.rendering/environment/volumetric_fog/volume_depth](以"
"性能為代價)或減少 [member Environment.volumetric_fog_length](無性能成本,但"
"以降低霧的範圍為代價)來緩解。或者,[FogVolume] 可以做得更厚,並在 [member "
"material] 中使用較低的密度。\n"
"[b]注意:[/b]如果 [member shape] 為 [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE] 或 [constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER],圓錐體/圓柱體將被調整以適應該大小。不支援通過 "
"[member size] 屬性對圓錐體/圓柱體形狀進行非均勻縮放,但可以改為縮放該 "
"[FogVolume] 節點。"
msgid "Abstract base class for fonts and font variations."
msgstr "字形和字形變體的抽象基底類別。"
msgid ""
"Abstract base class for different font types. It has methods for drawing text "
"and font character introspection."
msgstr "各種字形型別的抽象基底類別。提供了繪製文字以及內省字形字元的方法。"
msgid ""
"Draw a single Unicode character [param char] into a canvas item using the "
"font, at a given position, with [param modulate] color. [param pos] specifies "
"the baseline, not the top. To draw from the top, [i]ascent[/i] must be added "
"to the Y axis.\n"
"[b]Note:[/b] Do not use this function to draw strings character by character, "
"use [method draw_string] or [TextLine] instead."
msgstr ""
"使用該字形將單個 Unicode 字元 [param char] 繪製在畫布專案中的給定的位置,顏色"
"為 [param modulate]。[param pos] 指定的是基線位置而不是頂部。如果要按頂部位置"
"繪製,則必須在 Y 軸中加入[i]升部[/i]。\n"
"[b]注意:[/b]請勿使用這個方法進行逐字元的繪製,請改用 [method draw_string] 或 "
"[TextLine]。"
msgid ""
"Draw a single Unicode character [param char] outline into a canvas item using "
"the font, at a given position, with [param modulate] color and [param size] "
"outline size. [param pos] specifies the baseline, not the top. To draw from "
"the top, [i]ascent[/i] must be added to the Y axis.\n"
"[b]Note:[/b] Do not use this function to draw strings character by character, "
"use [method draw_string] or [TextLine] instead."
msgstr ""
"使用該字形將單個 Unicode 字元 [param char] 的輪廓繪製在畫布專案中的給定的位"
"置,顏色為 [param modulate]。[param pos] 指定的是基線位置而不是頂部。如果要按"
"頂部位置繪製,則必須在 Y 軸中加入[i]升部[/i]。\n"
"[b]注意:[/b]請勿使用這個方法進行逐字元的繪製,請改用 [method draw_string] 或 "
"[TextLine]。"
msgid ""
"Breaks [param text] into lines using rules specified by [param brk_flags] and "
"draws it into a canvas item using the font, at a given position, with [param "
"modulate] color, optionally clipping the width and aligning horizontally. "
"[param pos] specifies the baseline of the first line, not the top. To draw "
"from the top, [i]ascent[/i] must be added to the Y axis.\n"
"See also [method CanvasItem.draw_multiline_string]."
msgstr ""
"使用 [param brk_flags] 指定的規則對 [param text] 進行斷行,並使用該字形將其繪"
"制在畫布專案中的給定位置,顏色為 [param modulate],也可以指定裁剪寬度並進行水"
"平對齊。[param pos] 指定的是基線位置而不是頂部。如果要按頂部位置繪製,則必須"
"在 Y 軸中加入[i]升部[/i]。\n"
"另見 [method CanvasItem.draw_multiline_string]。"
msgid ""
"Breaks [param text] to the lines using rules specified by [param brk_flags] "
"and draws text outline into a canvas item using the font, at a given "
"position, with [param modulate] color and [param size] outline size, "
"optionally clipping the width and aligning horizontally. [param pos] "
"specifies the baseline of the first line, not the top. To draw from the top, "
"[i]ascent[/i] must be added to the Y axis.\n"
"See also [method CanvasItem.draw_multiline_string_outline]."
msgstr ""
"使用 [param brk_flags] 指定的規則對 [param text] 進行斷行,並使用該字形將其輪"
"廓繪製在畫布專案中的給定位置,顏色為 [param modulate],也可以指定裁剪寬度並進"
"行水平對齊。[param pos] 指定的是基線位置而不是頂部。如果要按頂部位置繪製,則必"
"須在 Y 軸中加入[i]升部[/i]。\n"
"另見 [method CanvasItem.draw_multiline_string_outline]。"
msgid ""
"Draw [param text] into a canvas item using the font, at a given position, "
"with [param modulate] color, optionally clipping the width and aligning "
"horizontally. [param pos] specifies the baseline, not the top. To draw from "
"the top, [i]ascent[/i] must be added to the Y axis.\n"
"See also [method CanvasItem.draw_string]."
msgstr ""
"使用該字形將 [param text] 繪製在畫布專案中的給定位置,顏色為 [param "
"modulate],也可以指定裁剪寬度並進行水平對齊。[param pos] 指定的是基線位置而不"
"是頂部。如果要按頂部位置繪製,則必須在 Y 軸中加入[i]升部[/i]。\n"
"另見 [method CanvasItem.draw_string]。"
msgid ""
"Draw [param text] outline into a canvas item using the font, at a given "
"position, with [param modulate] color and [param size] outline size, "
"optionally clipping the width and aligning horizontally. [param pos] "
"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] must "
"be added to the Y axis.\n"
"See also [method CanvasItem.draw_string_outline]."
msgstr ""
"使用該字形將 [param text] 的輪廓繪製在畫布專案中的給定位置,顏色為 [param "
"modulate],也可以指定裁剪寬度並進行水平對齊。[param pos] 指定的是基線位置而不"
"是頂部。如果要按頂部位置繪製,則必須在 Y 軸中加入[i]升部[/i]。\n"
"另見 [method CanvasItem.draw_string]。"
msgid "Returns [TextServer] RID of the font cache for specific variation."
msgstr "返回特定變體的字形快取的 [TextServer] RID。"
msgid ""
"Returns the average font ascent (number of pixels above the baseline).\n"
"[b]Note:[/b] Real ascent of the string is context-dependent and can be "
"significantly different from the value returned by this function. Use it only "
"as rough estimate (e.g. as the ascent of empty line)."
msgstr ""
"返回平均上高(基線以上的圖元數)。\n"
"[b]注意:[/b]字串的實際上高是本文相關的,並且可能與該函式返回的值有很大不同。"
"僅將其用作粗略估計(例如作為空行的上高)。"
msgid ""
"Returns the size of a character, optionally taking kerning into account if "
"the next character is provided.\n"
"[b]Note:[/b] Do not use this function to calculate width of the string "
"character by character, use [method get_string_size] or [TextLine] instead. "
"The height returned is the font height (see also [method get_height]) and has "
"no relation to the glyph height."
msgstr ""
"返回字元的大小,如果提供了下一個字元,則可以選擇考慮字距調整。\n"
"[b]注意:[/b]不要使用這個函式逐個字元地計算字串的寬度,而是使用 [method "
"get_string_size] 或 [TextLine]。返回的高度是字形高度(另見 [method "
"get_height])並且與字形高度無關。"
msgid ""
"Returns the average font descent (number of pixels below the baseline).\n"
"[b]Note:[/b] Real descent of the string is context-dependent and can be "
"significantly different from the value returned by this function. Use it only "
"as rough estimate (e.g. as the descent of empty line)."
msgstr ""
"返回平均下深(基線以下的圖元數)。\n"
"[b]注意:[/b]字串的真實下深是依賴於本文的,並且可能與此函式返回的值有很大不"
"同。僅將其用作粗略估計(例如作為空行的下深)。"
msgid "Returns number of faces in the TrueType / OpenType collection."
msgstr "返回 TrueType / OpenType 集合中的字形數。"
msgid "Returns font family name."
msgstr "返回字形家族名稱。"
msgid ""
"Returns font stretch amount, compared to a normal width. A percentage value "
"between [code]50%[/code] and [code]200%[/code]."
msgstr ""
"返回與正常寬度相比的字形拉伸量。一個介於 [code]50%[/code] 和 [code]200%[/"
"code] 之間的百分比值。"
msgid "Returns font style flags, see [enum TextServer.FontStyle]."
msgstr "返回字形樣式旗標,見 [enum TextServer.FontStyle]。"
msgid "Returns font style name."
msgstr "返回字形樣式名稱。"
msgid ""
"Returns weight (boldness) of the font. A value in the [code]100...999[/code] "
"range, normal font weight is [code]400[/code], bold font weight is [code]700[/"
"code]."
msgstr ""
"返回該字形的字重(粗度)。一個在 [code]100...999[/code] 範圍內的值,正常字形字"
"重為 [code]400[/code],粗體字形字重為 [code]700[/code]。"
msgid ""
"Returns the total average font height (ascent plus descent) in pixels.\n"
"[b]Note:[/b] Real height of the string is context-dependent and can be "
"significantly different from the value returned by this function. Use it only "
"as rough estimate (e.g. as the height of empty line)."
msgstr ""
"返回總的平均字形高度(上高加下深),單位為圖元。\n"
"[b]注意:[/b]字串的實際高度取決於本文,並且可能與該函式返回的值有很大差異。僅"
"將其用作粗略估計(例如作為空行的高度)。"
msgid ""
"Returns the size of a bounding box of a string broken into the lines, taking "
"kerning and advance into account.\n"
"See also [method draw_multiline_string]."
msgstr ""
"返回分割成行的字串的邊界框的大小,將字距調整和前進量考慮在內。\n"
"另見 [method draw_multiline_string]。"
msgid ""
"Returns a set of OpenType feature tags. More info: [url=https://docs."
"microsoft.com/en-us/typography/opentype/spec/featuretags]OpenType feature "
"tags[/url]."
msgstr ""
"返回一組 OpenType 功能標籤。更多資訊:[url=https://docs.microsoft.com/en-us/"
"typography/opentype/spec/featuretags]OpenType 功能標籤[/url]。"
msgid ""
"Returns [Dictionary] with OpenType font name strings (localized font names, "
"version, description, license information, sample text, etc.)."
msgstr ""
"返回 OpenType 字形名稱字串的 [Dictionary](當地語系化的字形名稱、版本、描述、"
"許可資訊、範例文字等)。"
msgid ""
"Returns [Array] of valid [Font] [RID]s, which can be passed to the "
"[TextServer] methods."
msgstr "返回有效 [Font] [RID] 的 [Array],可以將其傳給 [TextServer] 的方法。"
msgid ""
"Returns the spacing for the given [code]type[/code] (see [enum TextServer."
"SpacingType])."
msgstr ""
"返回給定 [code]type[/code] 的間距(請參閱 [enum TextServer.SpacingType])。"
msgid ""
"Returns the size of a bounding box of a single-line string, taking kerning, "
"advance and subpixel positioning into account. See also [method "
"get_multiline_string_size] and [method draw_string].\n"
"For example, to get the string size as displayed by a single-line Label, "
"use:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var string_size = $Label.get_theme_font(\"font\").get_string_size($Label."
"text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label."
"get_theme_font_size(\"font_size\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"Label label = GetNode<Label>(\"Label\");\n"
"Vector2 stringSize = label.GetThemeFont(\"font\").GetStringSize(label.Text, "
"HorizontalAlignment.Left, -1, label.GetThemeFontSize(\"font_size\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Since kerning, advance and subpixel positioning are taken into "
"account by [method get_string_size], using separate [method get_string_size] "
"calls on substrings of a string then adding the results together will return "
"a different result compared to using a single [method get_string_size] call "
"on the full string.\n"
"[b]Note:[/b] Real height of the string is context-dependent and can be "
"significantly different from the value returned by [method get_height]."
msgstr ""
"返回一個單行字串的邊界框的大小,考慮字距調整、提前量和子圖元定位。另見 "
"[method get_multiline_string_size] 和 [method draw_string]。\n"
"例如,要獲取單行 Label 所顯示的字串大小,請使用:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var string_size = $Label.get_theme_font(\"font\").get_string_size($Label."
"text, HORIZONTAL_ALIGNMENT_LEFT, -1, $Label."
"get_theme_font_size(\"font_size\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"Label label = GetNode<Label>(\"Label\");\n"
"Vector2 stringSize = label.GetThemeFont(\"font\").GetStringSize(label.Text, "
"HorizontalAlignment.Left, -1, label.GetThemeFontSize(\"font_size\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]由於 [method get_string_size] 考慮了字距調整、提前量和子圖元定位"
"元,因此對字串的子字串使用單獨的 [method get_string_size] 呼叫,然後將結果加在"
"一起,將返回與對完整字串使用單個 [method get_string_size] 呼叫的返回值不同的結"
"果 。\n"
"[b]注意:[/b]字串的實際高度取決於本文,並且可能與 [method get_height] 返回的值"
"有很大不同。"
msgid ""
"Returns a string containing all the characters available in the font.\n"
"If a given character is included in more than one font data source, it "
"appears only once in the returned string."
msgstr ""
"返回一個包含字形中所有可用字元的字串。\n"
"如果給定字元被包含在多個字形資料來源中,則它在返回的字串中只出現一次。"
msgid "Returns list of OpenType features supported by font."
msgstr "返回字形支援的 OpenType 功能列表。"
msgid ""
"Returns list of supported [url=https://docs.microsoft.com/en-us/typography/"
"opentype/spec/dvaraxisreg]variation coordinates[/url], each coordinate is "
"returned as [code]tag: Vector3i(min_value,max_value,default_value)[/code].\n"
"Font variations allow for continuous change of glyph characteristics along "
"some given design axis, such as weight, width or slant.\n"
"To print available variation axes of a variable font:\n"
"[codeblock]\n"
"var fv = FontVariation.new()\n"
"fv.set_base_font = load(\"res://RobotoFlex.ttf\")\n"
"var variation_list = fv.get_supported_variation_list()\n"
"for tag in variation_list:\n"
" var name = TextServerManager.get_primary_interface().tag_to_name(tag)\n"
" var values = variation_list[tag]\n"
" print(\"variation axis: %s (%d)\\n\\tmin, max, default: %s\" % [name, "
"tag, values])\n"
"[/codeblock]\n"
"[b]Note:[/b] To set and get variation coordinates of a [FontVariation], use "
"[member FontVariation.variation_opentype]."
msgstr ""
"返回支援的[url=https://docs.microsoft.com/en-us/typography/opentype/spec/"
"dvaraxisreg]變體座標[/url]列表,座標以 [code]tag: Vector3i(min_value,"
"max_value,default_value)[/code] 的形式返回。\n"
"字形變體能夠沿著某個給定的設計軸對字形的功能進行連續的變化,例如字重、寬度、斜"
"度。\n"
"要輸出可變字形的可用變體軸:\n"
"[codeblock]\n"
"var fv = FontVariation.new()\n"
"fv.set_base_font = load(\"res://RobotoFlex.ttf\")\n"
"var variation_list = fv.get_supported_variation_list()\n"
"for tag in variation_list:\n"
" var name = TextServerManager.get_primary_interface().tag_to_name(tag)\n"
" var values = variation_list[tag]\n"
" print(\"變體軸:%s (%d)\\n\\t最小值、最大值、預設值%s\" % [name, tag, "
"values])\n"
"[/codeblock]\n"
"[b]注意:[/b][FontVariation] 變體座標的設定和獲取請使用 [member FontVariation."
"variation_opentype]。"
msgid ""
"Returns average pixel offset of the underline below the baseline.\n"
"[b]Note:[/b] Real underline position of the string is context-dependent and "
"can be significantly different from the value returned by this function. Use "
"it only as rough estimate."
msgstr ""
"返回基線下方底線的平均圖元偏移。\n"
"[b]注意:[/b]字串的實際底線位置取決於本文,並且可能與該函式返回的值有很大不"
"同。僅將其用作粗略估計。"
msgid ""
"Returns average thickness of the underline.\n"
"[b]Note:[/b] Real underline thickness of the string is context-dependent and "
"can be significantly different from the value returned by this function. Use "
"it only as rough estimate."
msgstr ""
"返回底線的平均粗細。\n"
"[b]注意:[/b]字串的實際底線粗細取決於本文,並且可能與該函式返回的值有很大不"
"同。僅將其用作粗略估計。"
msgid ""
"Returns [code]true[/code] if a Unicode [param char] is available in the font."
msgstr "如果該字形中包含 Unicode 字元 [param char],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if font supports given language ([url=https://en."
"wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code)."
msgstr ""
"如果該字形支援給定的語言([url=https://zh.wikipedia.org/wiki/ISO_639-1]ISO "
"639[/url] 程式碼),則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if font supports given script ([url=https://en."
"wikipedia.org/wiki/ISO_15924]ISO 15924[/url] code)."
msgstr ""
"如果該字形支援給定的文字([url=https://zh.wikipedia.org/wiki/ISO_15924]ISO "
"15924[/url] 程式碼),則返回 [code]true[/code]。"
msgid "Sets LRU cache capacity for [code]draw_*[/code] methods."
msgstr "為 [code]draw_*[/code] 方法設定 LRU 快取容量。"
msgid ""
"Array of fallback [Font]s to use as a substitute if a glyph is not found in "
"this current [Font].\n"
"If this array is empty in a [FontVariation], the [member FontVariation."
"base_font]'s fallbacks are used instead."
msgstr ""
"如果在該 [FontVariation] 中找不到字形,則用作替代的退回 [Font] 陣列。如果沒有"
"設定,則使用 [member base_font] 的退回字形。"
msgid ""
"Holds font source data and prerendered glyph cache, imported from a dynamic "
"or a bitmap font."
msgstr "存放字形來源資料和預渲染字形的快取,從動態字形或點陣字型匯入。"
msgid ""
"[FontFile] contains a set of glyphs to represent Unicode characters imported "
"from a font file, as well as a cache of rasterized glyphs, and a set of "
"fallback [Font]s to use.\n"
"Use [FontVariation] to access specific OpenType variation of the font, create "
"simulated bold / slanted version, and draw lines of text.\n"
"For more complex text processing, use [FontVariation] in conjunction with "
"[TextLine] or [TextParagraph].\n"
"Supported font formats:\n"
"- Dynamic font importer: TrueType (.ttf), TrueType collection (.ttc), "
"OpenType (.otf), OpenType collection (.otc), WOFF (.woff), WOFF2 (.woff2), "
"Type 1 (.pfb, .pfm).\n"
"- Bitmap font importer: AngelCode BMFont (.fnt, .font), text and binary "
"(version 3) format variants.\n"
"- Monospace image font importer: All supported image formats.\n"
"[b]Note:[/b] A character is a symbol that represents an item (letter, digit "
"etc.) in an abstract way.\n"
"[b]Note:[/b] A glyph is a bitmap or a shape used to draw one or more "
"characters in a context-dependent manner. Glyph indices are bound to the "
"specific font data source.\n"
"[b]Note:[/b] If none of the font data sources contain glyphs for a character "
"used in a string, the character in question will be replaced with a box "
"displaying its hexadecimal code.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n"
"$Label.add_theme_font_override(\"font\", f)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"var f = ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Bold.ttf\");\n"
"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n"
"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[FontFile] 包含了一組字形,代表從字形檔中匯入的 Unicode 字元,還包含了光柵化字"
"形的快取,以及一組備用的退回 [Font]。\n"
"要存取字形的 OpenType 變體,建立模擬的粗體/斜體版本,或者繪製文字行,請使用 "
"[FontVariation]。\n"
"要進行更複雜的文字處理,請將 [FontVariation] 與 [TextLine] 或 [TextParagraph] "
"結合使用。\n"
"支援的字形格式:\n"
"- 動態字形匯入器TrueType.ttf、TrueType 合集(.ttc、OpenType.otf、"
"OpenType 合集(.otc、WOFF.woff、WOFF2.woff2、Type 1.pfb."
"pfm。\n"
"- 點陣字型匯入器AngelCode BMFont.fnt.font支援文字和二進位版本 3"
"格式變體。\n"
"- 等寬圖像字形匯入器:所有支援的圖像格式。\n"
"[b]注意:[/b]字元character是一種表示某個專案字母、數位等的抽象符號。\n"
"[b]注意:[/b]字形glphy是一種點陣圖或形狀用於根據本文繪製一個或多個字符。"
"字形索引綁定的是某個字形資料來源。\n"
"[b]注意:[/b]如果所有字形資料來源都不包含字串中某個字元的字形,那麼該字元就會"
"被替換為一個中間是對應十六進位碼的方框。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var f = load(\"res://BarlowCondensed-Bold.ttf\")\n"
"$Label.add_theme_font_override(\"font\", f)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"var f = ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Bold.ttf\");\n"
"GetNode(\"Label\").AddThemeFontOverride(\"font\", f);\n"
"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Removes all font cache entries."
msgstr "移除所有字形快取條目。"
msgid ""
"Removes all rendered glyphs information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method remove_texture] to remove them manually."
msgstr ""
"從字形快取條目中,移除所有渲染的字形資訊。\n"
"[b]注意:[/b]該函式不會移除與字形相關的紋理,請使用 [method remove_texture] 手"
"動移除它們。"
msgid "Removes all kerning overrides."
msgstr "移除所有字距調整覆蓋。"
msgid "Removes all font sizes from the cache entry"
msgstr "從快取條目中移除所有字形大小"
msgid ""
"Removes all textures from font cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture, use [method remove_glyph] to remove them manually."
msgstr ""
"從字形快取條目中,移除所有紋理。\n"
"[b]注意:[/b]該函式不會移除與紋理相關的字形,請使用 [method remove_glyph] 手動"
"移除它們。"
msgid "Returns the font ascent (number of pixels above the baseline)."
msgstr "返回字形的上升幅度(超出基線的圖元數)。"
msgid "Returns number of the font cache entries."
msgstr "返回字形快取條目的數量。"
msgid "Returns the font descent (number of pixels below the baseline)."
msgstr "返回字形的減少量(低於基線的圖元數)。"
msgid "Returns scaling factor of the color bitmap font."
msgstr "返回顏色點陣字型的縮放係數。"
msgid "Returns pixel offset of the underline below the baseline."
msgstr "返回基線下方底線的圖元偏移。"
msgid "Returns thickness of the underline in pixels."
msgstr "返回底線的粗細度,單位為圖元。"
msgid ""
"Returns character code associated with [param glyph_index], or [code]0[/code] "
"if [param glyph_index] is invalid. See [method get_glyph_index]."
msgstr ""
"返回與 [param glyph_index] 關聯的字元程式碼,如果 [param glyph_index] 無效則返"
"回 [code]0[/code]。見 [method get_glyph_index]。"
msgid ""
"Returns embolden strength, if is not equal to zero, emboldens the font "
"outlines. Negative values reduce the outline thickness."
msgstr "返回加粗強度,如果不等於零,則加粗字形輪廓。負值會減小輪廓粗細。"
msgid ""
"Returns spacing for [param spacing] (see [enum TextServer.SpacingType]) in "
"pixels (not relative to the font size)."
msgstr ""
"將 [code]type[/code](參見 [enum TextServer.SpacingType])的間距設定為 [param "
"value] 圖元(與字形大小無關)。"
msgid "Returns an active face index in the TrueType / OpenType collection."
msgstr "返回 TrueType / OpenType 集合中的活動字形索引。"
msgid ""
"Returns glyph advance (offset of the next glyph).\n"
"[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph "
"advance and is not saved."
msgstr ""
"返回字形前進量(下一個字形的偏移量)。\n"
"[b]注意:[/b]字形輪廓的前進量,與基礎字形的前進量相同,不會被保存。"
msgid ""
"Returns the glyph index of a [param char], optionally modified by the [param "
"variation_selector]."
msgstr "返回 [param char] 的字形索引,可以用 [param variation_selector] 修改。"
msgid "Returns list of rendered glyphs in the cache entry."
msgstr "返回快取條目中的已渲染字形列表。"
msgid "Returns glyph offset from the baseline."
msgstr "返回字形的基線偏移量。"
msgid "Returns glyph size."
msgstr "返回字形大小。"
msgid "Returns index of the cache texture containing the glyph."
msgstr "返回包含該字形的快取紋理的索引。"
msgid "Returns rectangle in the cache texture containing the glyph."
msgstr "返回包含該字形的快取紋理中的矩形。"
msgid "Returns kerning for the pair of glyphs."
msgstr "返回字形對的字距調整。"
msgid "Returns list of the kerning overrides."
msgstr "返回字距調整覆蓋的列表。"
msgid ""
"Returns [code]true[/code] if support override is enabled for the [param "
"language]."
msgstr "如果為 [param language] 啟用了支援覆蓋,則返回 [code]true[/code]。"
msgid "Returns list of language support overrides."
msgstr "返回語言支援覆蓋的列表。"
msgid ""
"Returns [code]true[/code] if support override is enabled for the [param "
"script]."
msgstr "如果為 [param script] 啟用了支援覆蓋,則返回 [code]true[/code]。"
msgid "Returns list of script support overrides."
msgstr "返回文字支援覆蓋的列表。"
msgid "Returns number of textures used by font cache entry."
msgstr "返回字形快取條目所使用的紋理數。"
msgid "Returns a copy of the font cache texture image."
msgstr "返回字形快取紋理圖像的副本。"
msgid "Returns a copy of the array containing glyph packing data."
msgstr "返回包含字形打包資料的陣列副本。"
msgid ""
"Returns 2D transform, applied to the font outlines, can be used for slanting, "
"flipping and rotating glyphs."
msgstr "返回套用於字形輪廓的 2D 變換,可用於傾斜、翻轉和旋轉字形。"
msgid ""
"Returns variation coordinates for the specified font cache entry. See [method "
"Font.get_supported_variation_list] for more info."
msgstr ""
"返回指定字形快取條目的變體座標。有關詳細資訊,請參閱 [method Font."
"get_supported_variation_list]。"
msgid ""
"Loads an AngelCode BMFont (.fnt, .font) bitmap font from file [param path].\n"
"[b]Warning:[/b] This method should only be used in the editor or in cases "
"when you need to load external fonts at run-time, such as fonts located at "
"the [code]user://[/code] directory."
msgstr ""
"從檔 [param path] 中載入一個 AngelCode BMFont (.fnt, .font) 點陣字型。\n"
"[b]警告:[/b]該方法只能在編輯器中或需要在運作時載入外部字形的情況下使用,例如"
"位於 [code]user://[/code] 目錄的字形。"
msgid ""
"Loads a TrueType (.ttf), OpenType (.otf), WOFF (.woff), WOFF2 (.woff2) or "
"Type 1 (.pfb, .pfm) dynamic font from file [param path].\n"
"[b]Warning:[/b] This method should only be used in the editor or in cases "
"when you need to load external fonts at run-time, such as fonts located at "
"the [code]user://[/code] directory."
msgstr ""
"從檔 [param path] 中載入 TrueType.ttf、OpenType.otf、WOFF.woff、"
"WOFF2.woff2或 Type 1.pfb、.pfm動態字形。\n"
"[b]警告:[/b]該方法只能在編輯器中或需要在運作時載入外部字形的情況下使用,例如"
"位於 [code]user://[/code] 目錄的字形。"
msgid "Removes specified font cache entry."
msgstr "刪除指定的字形快取條目。"
msgid ""
"Removes specified rendered glyph information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method remove_texture] to remove them manually."
msgstr ""
"從快取條目中移除指定的渲染的字形資訊。\n"
"[b]注意:[/b]該函式不會移除與字形相關的紋理,請使用 [method remove_texture] 手"
"動移除它們。"
msgid "Removes kerning override for the pair of glyphs."
msgstr "移除字形對的字距調整覆蓋。"
msgid "Remove language support override."
msgstr "移除語言支援覆蓋。"
msgid "Removes script support override."
msgstr "移除文字支援覆蓋。"
msgid "Removes specified font size from the cache entry."
msgstr "從快取條目中移除指定的字形大小。"
msgid ""
"Removes specified texture from the cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture. Remove them manually using [method remove_glyph]."
msgstr ""
"從快取條目中移除指定的紋理。\n"
"[b]注意:[/b]該函式不會移除與紋理相關的字形,請使用 [method remove_glyph] 手動"
"移除它們。"
msgid "Renders specified glyph to the font cache texture."
msgstr "將指定的字元渲染到字形快取紋理。"
msgid "Renders the range of characters to the font cache texture."
msgstr "將範圍內的字元渲染到字形快取紋理。"
msgid "Sets the font ascent (number of pixels above the baseline)."
msgstr "設定字形的升部(基線上方的圖元數)。"
msgid "Sets the font descent (number of pixels below the baseline)."
msgstr "設定字形的降部(基線下方的圖元數)。"
msgid "Sets scaling factor of the color bitmap font."
msgstr "設定彩色點陣字型的縮放係數。"
msgid "Sets pixel offset of the underline below the baseline."
msgstr "設定基線下方底線的圖元偏移。"
msgid "Sets thickness of the underline in pixels."
msgstr "設定底線的粗細度,單位為圖元。"
msgid ""
"Sets embolden strength, if is not equal to zero, emboldens the font outlines. "
"Negative values reduce the outline thickness."
msgstr "設定加粗強度,如果不等於零,則會加粗字形的輪廓。負值會減小輪廓的厚度。"
msgid ""
"Sets the spacing for [param spacing] (see [enum TextServer.SpacingType]) to "
"[param value] in pixels (not relative to the font size)."
msgstr ""
"將 [code]type[/code](參見 [enum TextServer.SpacingType])的間距設定為 [param "
"value] 圖元(與字形大小無關)。"
msgid "Sets an active face index in the TrueType / OpenType collection."
msgstr "在 TrueType / OpenType 集合中設定活動字形索引。"
msgid ""
"Sets glyph advance (offset of the next glyph).\n"
"[b]Note:[/b] Advance for glyphs outlines is the same as the base glyph "
"advance and is not saved."
msgstr ""
"設定字形前進量(下一個字形的偏移量)。\n"
"[b]注意:[/b]字形輪廓的前進量與基礎字形的前進量相同,不會被保存。"
msgid "Sets glyph offset from the baseline."
msgstr "設定字形相對於基線的偏移量。"
msgid "Sets glyph size."
msgstr "設定字形大小。"
msgid "Sets index of the cache texture containing the glyph."
msgstr "設定包含該字形的快取紋理的索引。"
msgid "Sets rectangle in the cache texture containing the glyph."
msgstr "設定包含該字形的快取紋理中,該字形的矩形區域。"
msgid "Sets kerning for the pair of glyphs."
msgstr "設定字形對的字距調整。"
msgid "Adds override for [method Font.is_language_supported]."
msgstr "為 [method Font.is_language_supported] 新增覆蓋。"
msgid "Adds override for [method Font.is_script_supported]."
msgstr "為 [method Font.is_script_supported] 新增覆蓋。"
msgid "Sets font cache texture image."
msgstr "設定字形快取紋理圖像。"
msgid "Sets array containing glyph packing data."
msgstr "設定包含字形打包資料的陣列。"
msgid ""
"Sets 2D transform, applied to the font outlines, can be used for slanting, "
"flipping and rotating glyphs."
msgstr "設定套用於字形輪廓的 2D 變換,可用於傾斜、翻轉和旋轉字形。"
msgid ""
"Sets variation coordinates for the specified font cache entry. See [method "
"Font.get_supported_variation_list] for more info."
msgstr ""
"為指定的字形快取條目設定變體座標。有關詳細資訊,請參閱 [method Font."
"get_supported_variation_list]。"
msgid ""
"If set to [code]true[/code], system fonts can be automatically used as "
"fallbacks."
msgstr "如果設定為 [code]true[/code],則可以自動將系統字形作為退回使用。"
msgid "Font anti-aliasing mode."
msgstr "字形抗鋸齒模式。"
msgid "Contents of the dynamic font source file."
msgstr "動態字形原始檔案的內容。"
msgid "Font size, used only for the bitmap fonts."
msgstr "字形大小,僅用於點陣字型。"
msgid "Font family name."
msgstr "字形家族名稱。"
msgid ""
"Font stretch amount, compared to a normal width. A percentage value between "
"[code]50%[/code] and [code]200%[/code]."
msgstr ""
"與正常寬度相比的字形的拉伸量。 一個介於 [code]50%[/code] 和 [code]200%[/code] "
"之間的百分比值。"
msgid "Font style flags, see [enum TextServer.FontStyle]."
msgstr "字形樣式旗標,見 [enum TextServer.FontStyle]。"
msgid ""
"Weight (boldness) of the font. A value in the [code]100...999[/code] range, "
"normal font weight is [code]400[/code], bold font weight is [code]700[/code]."
msgstr ""
"該字形的字重(粗度)。一個在 [code]100...999[/code] 範圍內的值,正常字形字重"
"為 [code]400[/code],粗體字形字重為 [code]700[/code]。"
msgid ""
"If set to [code]true[/code], auto-hinting is supported and preferred over "
"font built-in hinting. Used by dynamic fonts only (MSDF fonts don't support "
"hinting)."
msgstr ""
"如果設定為 [code]true[/code],則支援自動提示並且優先於字形內建提示。僅由動態字"
"形使用MSDF 字形不支援提示)。"
msgid "If set to [code]true[/code], generate mipmaps for the font textures."
msgstr "如果設定為 [code]true[/code],則為字形紋理生成 mipmap。"
msgid "Font hinting mode. Used by dynamic fonts only."
msgstr "字形微調模式。僅由動態字形使用。"
msgid ""
"The width of the range around the shape between the minimum and maximum "
"representable signed distance. If using font outlines, [member "
"msdf_pixel_range] must be set to at least [i]twice[/i] the size of the "
"largest font outline. The default [member msdf_pixel_range] value of "
"[code]16[/code] allows outline sizes up to [code]8[/code] to look correct."
msgstr ""
"最小和最大可表示的有符號距離之間的形狀周圍的範圍寬度。如果使用字形輪廓,"
"[member msdf_pixel_range] 必須至少設定為最大字形輪廓大小的[i]兩倍[/i]。"
"[member msdf_pixel_range] 的預設值為 [code]16[/code],允許大小最大到 [code]8[/"
"code] 的輪廓看起來正確。"
msgid ""
"Source font size used to generate MSDF textures. Higher values allow for more "
"precision, but are slower to render and require more memory. Only increase "
"this value if you notice a visible lack of precision in glyph rendering."
msgstr ""
"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但渲染速度較慢並且需要"
"更多記憶體。只有當注意到字形渲染中明顯缺乏精度時,才增加該屬性的值。"
msgid ""
"If set to [code]true[/code], glyphs of all sizes are rendered using single "
"multichannel signed distance field (MSDF) generated from the dynamic font "
"vector data. Since this approach does not rely on rasterizing the font every "
"time its size changes, this allows for resizing the font in real-time without "
"any performance penalty. Text will also not look grainy for [Control]s that "
"are scaled down (or for [Label3D]s viewed from a long distance). As a "
"downside, font hinting is not available with MSDF. The lack of font hinting "
"may result in less crisp and less readable fonts at small sizes.\n"
"[b]Note:[/b] If using font outlines, [member msdf_pixel_range] must be set to "
"at least [i]twice[/i] the size of the largest font outline.\n"
"[b]Note:[/b] MSDF font rendering does not render glyphs with overlapping "
"shapes correctly. Overlapping shapes are not valid per the OpenType standard, "
"but are still commonly found in many font files, especially those converted "
"by Google Fonts. To avoid issues with overlapping glyphs, consider "
"downloading the font file directly from the type foundry instead of relying "
"on Google Fonts."
msgstr ""
"如果被設定為 [code]true[/code],則所有大小的字形進行渲染時,都使用從動態字形向"
"量資料中生成的單個多通道帶符號距離場MSDF。由於這種方法不依賴於在每次字體大"
"小發生變化時,對字形進行柵格化,因此可以即時調整字形大小而不會造成任何性能損"
"失。對於按比例縮小的 [Control](或從遠距離查看的 [Label3D]),文字也不會看起來"
"有顆粒感。有一個缺點MSDF 不提供字形提示。缺少字形提示可能會導致大小較小的字"
"形的清晰度和可讀性較差。\n"
"[b]注意:[/b]如果使用字形輪廓,[member msdf_pixel_range] 必須至少設定為最大字"
"體輪廓大小的[i]兩倍[/i]。\n"
"[b]注意:[/b]MSDF 字形渲染不能正確渲染具有重疊形狀的字形。根據 OpenType 標准,"
"重疊形狀是無效的,但在許多字形檔中仍然很常見,尤其是那些由 Google 字形轉換的字"
"形檔。為避免字形重疊的問題,請考慮直接從字形開發公司下載字形檔,而不是依賴 "
"Google 字形。"
msgid "Font OpenType feature set override."
msgstr "字形 OpenType 功能集覆蓋。"
msgid ""
"Font oversampling factor. If set to [code]0.0[/code], the global oversampling "
"factor is used instead. Used by dynamic fonts only (MSDF fonts ignore "
"oversampling)."
msgstr ""
"字形過取樣係數。如果設定為 [code]0.0[/code] ,則使用全域過取樣係數。僅由動態字"
"形使用MSDF 字形忽略過取樣)。"
msgid "Font style name."
msgstr "字形樣式名稱。"
msgid ""
"Font glyph subpixel positioning mode. Subpixel positioning provides shaper "
"text and better kerning for smaller font sizes, at the cost of higher memory "
"usage and lower font rasterization speed. Use [constant TextServer."
"SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size."
msgstr ""
"字形字形的子圖元定位模式。子圖元定位為較小的字形提供了更清晰的文字和更好的字距"
"調整,但代價是更高的記憶體佔用和更低的字形光柵化速度。使用 [constant "
"TextServer.SUBPIXEL_POSITIONING_AUTO] 來根據字形大小自動啟用它。"
msgid "A variation of a font with additional settings."
msgstr "字形的變體,提供額外的設定。"
msgid ""
"Provides OpenType variations, simulated bold / slant, and additional font "
"settings like OpenType features and extra spacing.\n"
"To use simulated bold font variant:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fv = FontVariation.new()\n"
"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n"
"fv.set_variation_embolden(1.2)\n"
"$Label.add_theme_font_override(\"font\", fv)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"var fv = new FontVariation();\n"
"fv.SetBaseFont(ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Regular."
"ttf\"));\n"
"fv.SetVariationEmbolden(1.2);\n"
"GetNode(\"Label\").AddThemeFontOverride(\"font\", fv);\n"
"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To set the coordinate of multiple variation axes:\n"
"[codeblock]\n"
"var fv = FontVariation.new();\n"
"var ts = TextServerManager.get_primary_interface()\n"
"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n"
"fv.variation_opentype = { ts.name_to_tag(\"wght\"): 900, ts."
"name_to_tag(\"custom_hght\"): 900 }\n"
"[/codeblock]"
msgstr ""
"提供 OpenType 變體,模擬的粗體/斜體,以及 OpenType 功能和額外間距等額外的字形"
"設定。\n"
"要使用模擬的粗體變體:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fv = FontVariation.new()\n"
"fv.set_base_font(load(\"res://BarlowCondensed-Regular.ttf\"))\n"
"fv.set_variation_embolden(1.2)\n"
"$Label.add_theme_font_override(\"font\", fv)\n"
"$Label.add_theme_font_size_override(\"font_size\", 64)\n"
"[/gdscript]\n"
"[csharp]\n"
"var fv = new FontVariation();\n"
"fv.SetBaseFont(ResourceLoader.Load<FontFile>(\"res://BarlowCondensed-Regular."
"ttf\"));\n"
"fv.SetVariationEmbolden(1.2);\n"
"GetNode(\"Label\").AddThemeFontOverride(\"font\", fv);\n"
"GetNode(\"Label\").AddThemeFontSizeOverride(\"font_size\", 64);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要設定多個變體軸的座標:\n"
"[codeblock]\n"
"var fv = FontVariation.new();\n"
"var ts = TextServerManager.get_primary_interface()\n"
"fv.base_font = load(\"res://BarlowCondensed-Regular.ttf\")\n"
"fv.variation_opentype = { ts.name_to_tag(\"wght\"): 900, ts."
"name_to_tag(\"custom_hght\"): 900 }\n"
"[/codeblock]"
msgid ""
"Base font used to create a variation. If not set, default [Theme] font is "
"used."
msgstr "用於建立變體的基礎字形。如果未設定,則使用預設的 [Theme] 字形。"
msgid ""
"A set of OpenType feature tags. More info: [url=https://docs.microsoft.com/en-"
"us/typography/opentype/spec/featuretags]OpenType feature tags[/url]."
msgstr ""
"一組 OpenType 功能標籤。更多資訊:[url=https://docs.microsoft.com/en-us/"
"typography/opentype/spec/featuretags]OpenType 功能標籤[/url]。"
msgid "Extra spacing at the bottom of the line in pixels."
msgstr "行底部的額外間距,單位為圖元。"
msgid "Extra spacing between graphical glyphs."
msgstr "圖形字形之間的額外間距。"
msgid "Extra width of the space glyphs."
msgstr "空格字形的額外寬度。"
msgid "Extra spacing at the top of the line in pixels."
msgstr "行頂部的額外間距,單位為圖元。"
msgid ""
"If is not equal to zero, emboldens the font outlines. Negative values reduce "
"the outline thickness.\n"
"[b]Note:[/b] Emboldened fonts might have self-intersecting outlines, which "
"will prevent MSDF fonts and [TextMesh] from working correctly."
msgstr ""
"如果不等於零,則加粗字形輪廓。負值會減小輪廓厚度。\n"
"[b]注意:[/b]加粗字形可能有自相交的輪廓,這將阻止 MSDF 字形和 [TextMesh] 正常"
"工作。"
msgid "Active face index in the TrueType / OpenType collection file."
msgstr "在 TrueType / OpenType 集合檔中的活動字形索引。"
msgid ""
"2D transform, applied to the font outlines, can be used for slanting, "
"flipping and rotating glyphs.\n"
"For example, to simulate italic typeface by slanting, apply the following "
"transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code]."
msgstr ""
"套用於字形輪廓的 2D 變換,可用於傾斜、翻轉和旋轉字形。\n"
"例如,要通過傾斜來類比斜體字形,請套用以下變換 [code]Transform2D(1.0, slant, "
"0.0, 1.0, 0.0, 0.0)[/code]。"
msgid "Emitted after the editor has automatically reloaded any extensions."
msgstr "編輯器自動重新載入任何擴充後發出。"
msgid "A script implemented in the GDScript programming language."
msgstr "用 GDScript 程式設計語言實作的腳本。"
msgid ""
"A script implemented in the GDScript programming language, saved with the "
"[code].gd[/code] extension. The script extends the functionality of all "
"objects that instantiate it.\n"
"Calling [method new] creates a new instance of the script. [method Object."
"set_script] extends an existing object, if that object's class matches one of "
"the script's base classes.\n"
"If you are looking for GDScript's built-in functions, see [@GDScript] instead."
msgstr ""
"用 GDScript 程式設計語言實作的腳本,使用 [code].gd[/code] 副檔名保存。該腳本擴"
"充了將其產生實體的所有物件的功能。\n"
"呼叫 [method new] 會建立該腳本的全新實例。如果現有物件的類與該腳本的基底類別相"
"匹配,那麼 [method Object.set_script] 就能夠擴充該物件。\n"
"如果你想要查看 GDScript 的內建函式,請移步 [@GDScript]。"
msgid "GDScript documentation index"
msgstr "GDScript 文件索引"
msgid ""
"Returns a new instance of the script.\n"
"For example:\n"
"[codeblock]\n"
"var MyClass = load(\"myclass.gd\")\n"
"var instance = MyClass.new()\n"
"assert(instance.get_script() == MyClass)\n"
"[/codeblock]"
msgstr ""
"返回該腳本的一個新產生實體物件。\n"
"舉例:\n"
"[codeblock]\n"
"var MyClass = load(\"myclass.gd\")\n"
"var instance = MyClass.new()\n"
"assert(instance.get_script() == MyClass)\n"
"[/codeblock]"
msgid ""
"A physics joint that allows for complex movement and rotation between two 3D "
"physics bodies."
msgstr "一種物理關節,允許在兩個 3D 物理物件之間進行複雜的移動和旋轉。"
msgid ""
"The [Generic6DOFJoint3D] (6 Degrees Of Freedom) joint allows for implementing "
"custom types of joints by locking the rotation and translation of certain "
"axes.\n"
"The first 3 DOF represent the linear motion of the physics bodies and the "
"last 3 DOF represent the angular motion of the physics bodies. Each axis can "
"be either locked, or limited."
msgstr ""
"[Generic6DOFJoint3D]6 Degrees Of Freedom六自由度關節允許通過鎖定某些軸的"
"旋轉和平移來實作自訂型別的關節。\n"
"前三個自由度代表物理體的線性運動,後三個自由度代表物理題的角度運動。每個軸都可"
"以進行鎖定或限制。"
msgid ""
"The amount of rotational damping across the X axis.\n"
"The lower, the longer an impulse from one side takes to travel to the other "
"side."
msgstr ""
"跨 X 軸的旋轉阻尼量。\n"
"越低,來自一側的脈衝到達另一側的時間越長。"
msgid "If [code]true[/code], rotation across the X axis is limited."
msgstr "如果為 [code]true[/code],則跨越 X 軸的旋轉將受到限制。"
msgid ""
"When rotating across the X axis, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"當在X軸上旋轉時這個誤差容限係數定義了修正的速度被減慢的程度。值越低旋轉越"
"慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the X axis."
msgstr "繞 X 軸旋轉時所能產生的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the X axis."
msgstr "負方向的最小旋轉,以掙脫並圍繞 X 軸旋轉。"
msgid ""
"The amount of rotational restitution across the X axis. The lower, the more "
"restitution occurs."
msgstr "X 軸上的旋轉恢復量。值越小,產生的恢復量越大。"
msgid "The speed of all rotations across the X axis."
msgstr "跨越 X 軸的所有旋轉的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the X axis."
msgstr "正方向的最小旋轉,以掙脫並繞 X 軸旋轉。"
msgid ""
"The amount of rotational damping across the Y axis. The lower, the more "
"damping occurs."
msgstr "Y軸上的旋轉阻尼量。值越小產生的阻尼就越大。"
msgid "If [code]true[/code], rotation across the Y axis is limited."
msgstr "如果為 [code]true[/code],則跨越 Y 軸的旋轉將受到限制。"
msgid ""
"When rotating across the Y axis, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"當在 Y 軸上旋轉時,這個誤差容限係數定義了修正的速度被減慢的程度。值越低,旋轉"
"越慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the Y axis."
msgstr "圍繞 Y 軸旋轉時,可能發生的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Y axis."
msgstr "負方向的最小旋轉,以掙脫並圍繞 Y 軸旋轉。"
msgid ""
"The amount of rotational restitution across the Y axis. The lower, the more "
"restitution occurs."
msgstr "跨越 Y 軸的旋轉恢復量。越低,發生的恢復量越大。"
msgid "The speed of all rotations across the Y axis."
msgstr "跨越 Y 軸的所有旋轉的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Y axis."
msgstr "正方向的最小旋轉,以掙脫並繞 Y 軸旋轉。"
msgid ""
"The amount of rotational damping across the Z axis. The lower, the more "
"damping occurs."
msgstr "跨越 Z 軸的旋轉阻尼量。值越小,產生的阻尼就越大。"
msgid "If [code]true[/code], rotation across the Z axis is limited."
msgstr "如果為 [code]true[/code],則跨越 Z 軸的旋轉將受到限制。"
msgid ""
"When rotating across the Z axis, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"當在 Z 軸上旋轉時,這個誤差容限係數定義了修正的速度被減慢的程度。值越低,旋轉"
"越慢。"
msgid ""
"The maximum amount of force that can occur, when rotating around the Z axis."
msgstr "圍繞 Z 軸旋轉時,可能發生的最角度。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the Z axis."
msgstr "負方向的最小旋轉,以掙脫並圍繞 Z 軸旋轉。"
msgid ""
"The amount of rotational restitution across the Z axis. The lower, the more "
"restitution occurs."
msgstr "跨越 Z 軸的旋轉恢復量。越低,發生的恢復量越大。"
msgid "The speed of all rotations across the Z axis."
msgstr "跨越 Z 軸的所有旋轉的速度。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the Z axis."
msgstr "正方向的最小旋轉,並繞 Z 軸旋轉。"
msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
msgstr "如果為 [code]true[/code],則啟用 X 軸的旋轉馬達。"
msgid "Maximum acceleration for the motor at the X axis."
msgstr "在 X 軸旋轉的最大加速度。"
msgid "Target speed for the motor at the X axis."
msgstr "X 軸上馬達的目標速度。"
msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
msgstr "如果為 [code]true[/code],則啟用 Y 軸的旋轉馬達。"
msgid "Maximum acceleration for the motor at the Y axis."
msgstr "馬達在 X 軸的最大加速度。"
msgid "Target speed for the motor at the Y axis."
msgstr "馬達在 Y 軸的目標速度。"
msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
msgstr "如果為 [code]true[/code],則啟用 Z 軸的旋轉馬達。"
msgid "Maximum acceleration for the motor at the Z axis."
msgstr "馬達在 Z 軸的最大加速度。"
msgid "Target speed for the motor at the Z axis."
msgstr "Z 軸上馬達的目標速度。"
msgid "The amount of damping that happens at the X motion."
msgstr "發生在 X 運動的阻尼量。"
msgid "If [code]true[/code], the linear motion across the X axis is limited."
msgstr "如果為 [code]true[/code],則跨越 X 軸的線性運動將受到限制。"
msgid "The minimum difference between the pivot points' X axis."
msgstr "軸心點的 X 軸之間的最小差異。"
msgid ""
"The amount of restitution on the X axis movement. The lower, the more "
"momentum gets lost."
msgstr "X 軸運動的恢復量。越低,動量損失越大。"
msgid ""
"A factor applied to the movement across the X axis. The lower, the slower the "
"movement."
msgstr "套用於 X 軸上移動的一個係數。值越低,移動的就越慢。"
msgid "The maximum difference between the pivot points' X axis."
msgstr "軸心點的 X 軸之間的最大差異。"
msgid "The amount of damping that happens at the Y motion."
msgstr "發生在 Y 運動的阻尼量。"
msgid "If [code]true[/code], the linear motion across the Y axis is limited."
msgstr "如果為 [code]true[/code],則跨越 Y 軸的線性運動將受到限制。"
msgid "The minimum difference between the pivot points' Y axis."
msgstr "軸心點的 Y 軸之間的最小差異。"
msgid ""
"The amount of restitution on the Y axis movement. The lower, the more "
"momentum gets lost."
msgstr "Y 軸運動的恢復量。值越低,動量損失越大。"
msgid ""
"A factor applied to the movement across the Y axis. The lower, the slower the "
"movement."
msgstr "套用於 Y 軸上移動的一個係數。值越低,移動的就越慢。"
msgid "The maximum difference between the pivot points' Y axis."
msgstr "軸心點的 Y 軸之間的最大差異。"
msgid "The amount of damping that happens at the Z motion."
msgstr "發生在 Z 運動的阻尼量。"
msgid "If [code]true[/code], the linear motion across the Z axis is limited."
msgstr "如果為 [code]true[/code],則跨越 Z 軸的線性運動將受到限制。"
msgid "The minimum difference between the pivot points' Z axis."
msgstr "軸心點的 Z 軸之間的最小差異。"
msgid ""
"The amount of restitution on the Z axis movement. The lower, the more "
"momentum gets lost."
msgstr "Y 軸運動的恢復量。越低,動量損失越大。"
msgid ""
"A factor applied to the movement across the Z axis. The lower, the slower the "
"movement."
msgstr "適用於跨 Z 軸移動的一個係數。值越低,移動的就越慢。"
msgid "The maximum difference between the pivot points' Z axis."
msgstr "軸心點的 Z 軸之間的最大差異。"
msgid ""
"If [code]true[/code], then there is a linear motor on the X axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果為 [code]true[/code],則 X 軸上存在線性馬達。它將試圖達到目標速度,同時保"
"持在力的限度內。"
msgid ""
"The maximum force the linear motor can apply on the X axis while trying to "
"reach the target velocity."
msgstr "當嘗試達到目標速度時,線性馬達可以在 X 軸上套用的最大力。"
msgid "The speed that the linear motor will attempt to reach on the X axis."
msgstr "線性馬達在 X 軸上嘗試達到的速度。"
msgid ""
"If [code]true[/code], then there is a linear motor on the Y axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果為 [code]true[/code],則 Y 軸上存在線性馬達。它將試圖達到目標速度,同時保"
"持在力的限度內。"
msgid ""
"The maximum force the linear motor can apply on the Y axis while trying to "
"reach the target velocity."
msgstr "直線馬達在試圖達到目標速度時可施加在 Y 軸上的最大力。"
msgid "The speed that the linear motor will attempt to reach on the Y axis."
msgstr "線性馬達在 Y 軸上將會達到的速度。"
msgid ""
"If [code]true[/code], then there is a linear motor on the Z axis. It will "
"attempt to reach the target velocity while staying within the force limits."
msgstr ""
"如果為 [code]true[/code],則 Z 軸上存在線性馬達。它將試圖達到目標速度,同時保"
"持在力的限度內。"
msgid ""
"The maximum force the linear motor can apply on the Z axis while trying to "
"reach the target velocity."
msgstr "當試圖達到目標速度時,線性馬達可以在 X 軸上套用的最大力。"
msgid "The speed that the linear motor will attempt to reach on the Z axis."
msgstr "線性馬達在 Z 軸上試圖達到的速度。"
msgid "The minimum difference between the pivot points' axes."
msgstr "軸心點的軸之間的最小差異。"
msgid "The maximum difference between the pivot points' axes."
msgstr "軸心點的軸之間的最大差異。"
msgid ""
"A factor applied to the movement across the axes. The lower, the slower the "
"movement."
msgstr "適用於跨軸移動的一個係數。值越低,移動的就越慢。"
msgid ""
"The amount of restitution on the axes' movement. The lower, the more momentum "
"gets lost."
msgstr "軸的運動的恢復量。值越低,動量損失越大。"
msgid "The amount of damping that happens at the linear motion across the axes."
msgstr "發生在跨軸線性運動的阻尼量。"
msgid "The velocity the linear motor will try to reach."
msgstr "線性馬達將嘗試達到的速度。"
msgid ""
"The maximum force the linear motor will apply while trying to reach the "
"velocity target."
msgstr "線性馬達在試圖達到速度目標時將施加的最大力。"
msgid ""
"The minimum rotation in negative direction to break loose and rotate around "
"the axes."
msgstr "負方向的最小旋轉,以脫離和繞軸旋轉。"
msgid ""
"The minimum rotation in positive direction to break loose and rotate around "
"the axes."
msgstr "正方向的最小旋轉,以掙脫和繞軸旋轉。"
msgid "The speed of all rotations across the axes."
msgstr "所有跨軸旋轉的速度。"
msgid ""
"The amount of rotational damping across the axes. The lower, the more damping "
"occurs."
msgstr "跨該軸的旋轉阻尼量。值越低,發生的阻尼就越多。"
msgid ""
"The amount of rotational restitution across the axes. The lower, the more "
"restitution occurs."
msgstr "在各軸上的旋轉恢復量。值越低,發生的恢復量越大。"
msgid ""
"The maximum amount of force that can occur, when rotating around the axes."
msgstr "圍繞 Z 軸旋轉時,可能發生的最大力。"
msgid ""
"When rotating across the axes, this error tolerance factor defines how much "
"the correction gets slowed down. The lower, the slower."
msgstr ""
"當跨軸旋轉時,這個誤差容限係數定義了修正的速度被減慢的程度。值越低,旋轉越慢。"
msgid "Target speed for the motor at the axes."
msgstr "軸上馬達的目標速度。"
msgid "Maximum acceleration for the motor at the axes."
msgstr "馬達在軸上的最大加速度。"
msgid "If enabled, linear motion is possible within the given limits."
msgstr "如果啟用,在給定範圍內可以進行線性運動。"
msgid "If enabled, rotational motion is possible within the given limits."
msgstr "如果啟用,在給定的限度內可以進行旋轉運動。"
msgid "If enabled, there is a rotational motor across these axes."
msgstr "如果啟用,則存在跨這些軸的旋轉馬達。"
msgid "If enabled, there is a linear motor across these axes."
msgstr "如果啟用,則存在跨這些軸的線性馬達。"
msgid "Represents the size of the [enum Flag] enum."
msgstr "代表 [enum Flag] 列舉的大小。"
msgid "Provides methods for some common 2D geometric operations."
msgstr "提供常見 2D 幾何運算的方法。"
msgid ""
"Provides a set of helper functions to create geometric shapes, compute "
"intersections between shapes, and process various other geometric operations "
"in 2D."
msgstr ""
"為建立幾何形狀,計算形狀之間的交集,以及處理 2D 中的各種其他幾何操作提供了一組"
"輔助函式。"
msgid ""
"Clips [param polygon_a] against [param polygon_b] and returns an array of "
"clipped polygons. This performs [constant OPERATION_DIFFERENCE] between "
"polygons. Returns an empty array if [param polygon_b] completely overlaps "
"[param polygon_a].\n"
"If [param polygon_b] is enclosed by [param polygon_a], returns an outer "
"polygon (boundary) and inner polygon (hole) which could be distinguished by "
"calling [method is_polygon_clockwise]."
msgstr ""
"根據 [param polygon_b] 裁剪 [param polygon_a],並返回一組裁剪後的多邊形。這會"
"在多邊形之間執行 [constant OPERATION_DIFFERENCE]。如果 [param polygon_b] 與 "
"[param polygon_a] 完全重疊,則返回一個空陣列。\n"
"如果 [param polygon_b] 被 [param polygon_a] 包圍,則返回一個外多邊形(邊界)和"
"一個內多邊形(孔),可以通過呼叫 [method is_polygon_clockwise] 來區分。"
msgid ""
"Clips [param polyline] against [param polygon] and returns an array of "
"clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the "
"polyline and the polygon. This operation can be thought of as cutting a line "
"with a closed shape."
msgstr ""
"根據 [param polygon] 裁剪 [param polyline],並返回一組裁剪後的折線。這會在折線"
"和多邊形之間執行 [constant OPERATION_DIFFERENCE]。這個操作可以被認為是用一個封"
"閉的形狀切割一條線。"
msgid ""
"Given an array of [Vector2]s, returns the convex hull as a list of points in "
"counterclockwise order. The last point is the same as the first one."
msgstr ""
"給出一個 [Vector2] 的陣列,以逆時針的順序返回凸面的點的列表。最後一個點與第一"
"個點相同。"
msgid ""
"Decomposes the [param polygon] into multiple convex hulls and returns an "
"array of [PackedVector2Array]."
msgstr ""
"將 [param polygon] 分解為多個凸面,並返回一個 [PackedVector2Array] 的陣列。"
msgid ""
"Mutually excludes common area defined by intersection of [param polygon_a] "
"and [param polygon_b] (see [method intersect_polygons]) and returns an array "
"of excluded polygons. This performs [constant OPERATION_XOR] between "
"polygons. In other words, returns all but common area between polygons.\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
"相互排除由 [param polygon_a] 和 [param polygon_b] 的交集(參見 [method "
"intersect_polygons])定義的公共區域,並返回一組排除的多邊形。這會在多邊形之間"
"執行 [constant OPERATION_XOR]。換句話說,返回各多邊形之間除公共區域之外的所有"
"區域。\n"
"該操作可能會產生一個外多邊形(邊界)和一個內多邊形(孔),這可以通過呼叫 "
"[method is_polygon_clockwise] 來區分。"
msgid ""
"Returns the 2D point on the 2D segment ([param s1], [param s2]) that is "
"closest to [param point]. The returned point will always be inside the "
"specified segment."
msgstr ""
"返回 2D 線段 ([param s1], [param s2]) 上與 [param point] 最接近的 2D 點。返回"
"的點始終在指定的線段上。"
msgid ""
"Returns the 2D point on the 2D line defined by ([param s1], [param s2]) that "
"is closest to [param point]. The returned point can be inside the segment "
"([param s1], [param s2]) or outside of it, i.e. somewhere on the line "
"extending from the segment."
msgstr ""
"返回 2D 直線 ([param s1], [param s2]) 上與 [param point] 最接近的 2D 點。返回"
"的點可能在 ([param s1], [param s2]) 線段上,也有可能不在,即直線上該線段之外的"
"部分。"
msgid ""
"Given the two 2D segments ([param p1], [param q1]) and ([param p2], [param "
"q2]), finds those two points on the two segments that are closest to each "
"other. Returns a [PackedVector2Array] that contains this point on ([param "
"p1], [param q1]) as well the accompanying point on ([param p2], [param q2])."
msgstr ""
"給定兩個 2D 線段 ([param p1], [param q1]) 和 ([param p2], [param q2]),找出這"
"兩個線段見距離最近的兩個點。返回 [PackedVector2Array],包含 ([param p1], "
"[param q1]) 和 ([param p2], [param q2]) 上的點。"
msgid ""
"Intersects [param polygon_a] with [param polygon_b] and returns an array of "
"intersected polygons. This performs [constant OPERATION_INTERSECTION] between "
"polygons. In other words, returns common area shared by polygons. Returns an "
"empty array if no intersection occurs.\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
"將 [param polygon_a] 與 [param polygon_b] 相交,並返回一組相交的多邊形。這會在"
"多邊形之間執行 [constant OPERATION_INTERSECTION]。換句話說,返回由各多邊形共用"
"的公共區域。如果沒有交集,則返回一個空陣列。\n"
"該操作可能會產生一個外多邊形(邊界)和一個內多邊形(孔),這可以通過呼叫 "
"[method is_polygon_clockwise] 來區分。"
msgid ""
"Intersects [param polyline] with [param polygon] and returns an array of "
"intersected polylines. This performs [constant OPERATION_INTERSECTION] "
"between the polyline and the polygon. This operation can be thought of as "
"chopping a line with a closed shape."
msgstr ""
"將 [param polyline] 與 [param polygon] 相交,並返回一組相交的折線。這會在折線"
"和多邊形之間執行 [constant OPERATION_INTERSECTION]。這個操作可以被認為是用一個"
"封閉的形狀切割一條線。"
msgid ""
"Returns [code]true[/code] if [param point] is inside the circle or if it's "
"located exactly [i]on[/i] the circle's boundary, otherwise returns "
"[code]false[/code]."
msgstr ""
"如果 [param point] 在圓內或恰好位於圓的邊界[i]上[/i],則返回 [code]true[/"
"code];否則返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if [param point] is inside [param polygon] or if "
"it's located exactly [i]on[/i] polygon's boundary, otherwise returns "
"[code]false[/code]."
msgstr ""
"如果 [param point] 在 [param polygon] 內或者它恰好位於多邊形的邊界[i]上[/i]"
"則返回 [code]true[/code];否則返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if [param polygon]'s vertices are ordered in "
"clockwise order, otherwise returns [code]false[/code]."
msgstr ""
"如果 [param polygon] 的頂點按順時針順序排序,則返回 [code]true[/code];否則返"
"回 [code]false[/code]。"
msgid ""
"Checks if the two lines ([param from_a], [param dir_a]) and ([param from_b], "
"[param dir_b]) intersect. If yes, return the point of intersection as "
"[Vector2]. If no intersection takes place, returns [code]null[/code].\n"
"[b]Note:[/b] The lines are specified using direction vectors, not end points."
msgstr ""
"檢查兩條直線 ([param from_a], [param dir_a]) 和 ([param from_b], [param "
"dir_b]) 是否相交。如果相交,則返回交點 [Vector2]。如果不相交,則返回 "
"[code]null[/code]。\n"
"[b]注意:[/b]直線使用方向向量指定,而不是終點。"
msgid ""
"Given an array of [Vector2]s representing tiles, builds an atlas. The "
"returned dictionary has two keys: [code]points[/code] is a "
"[PackedVector2Array] that specifies the positions of each tile, [code]size[/"
"code] contains the overall size of the whole atlas as [Vector2i]."
msgstr ""
"給定一個表示圖塊的 [Vector2] 陣列,建構一個合集。返回的字典有兩個鍵:"
"[code]points[/code] 是一個 [PackedVector2Array],指定每個圖塊的位置;"
"[code]size[/code] 包含整個合集的整體大小,是一個 [Vector2i]。"
msgid ""
"Merges (combines) [param polygon_a] and [param polygon_b] and returns an "
"array of merged polygons. This performs [constant OPERATION_UNION] between "
"polygons.\n"
"The operation may result in an outer polygon (boundary) and multiple inner "
"polygons (holes) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
"合併(結合)[param polygon_a] 和 [param polygon_b],並返回一組合並的多邊形。這"
"在多邊形之間執行 [constant OPERATION_UNION]。\n"
"該操作可能會產生一個外部多邊形(邊界)和多個內部多邊形(孔),可以通過呼叫 "
"[method is_polygon_clockwise] 來區分它們。"
msgid ""
"Inflates or deflates [param polygon] by [param delta] units (pixels). If "
"[param delta] is positive, makes the polygon grow outward. If [param delta] "
"is negative, shrinks the polygon inward. Returns an array of polygons because "
"inflating/deflating may result in multiple discrete polygons. Returns an "
"empty array if [param delta] is negative and the absolute value of it "
"approximately exceeds the minimum bounding rectangle dimensions of the "
"polygon.\n"
"Each polygon's vertices will be rounded as determined by [param join_type], "
"see [enum PolyJoinType].\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise].\n"
"[b]Note:[/b] To translate the polygon's vertices specifically, multiply them "
"to a [Transform2D]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), "
"Vector2(100, 100), Vector2(0, 100)])\n"
"var offset = Vector2(50, 50)\n"
"polygon = Transform2D(0, offset) * polygon\n"
"print(polygon) # prints [(50, 50), (150, 50), (150, 150), (50, 150)]\n"
"[/gdscript]\n"
"[csharp]\n"
"var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new "
"Vector2(100, 100), new Vector2(0, 100) };\n"
"var offset = new Vector2(50, 50);\n"
"polygon = new Transform2D(0, offset) * polygon;\n"
"GD.Print((Variant)polygon); // prints [(50, 50), (150, 50), (150, 150), (50, "
"150)]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"按 [param delta] 單位(圖元)膨脹或縮小 [param polygon]。如果 [param delta] 為"
"正,則使多邊形向外增長。如果 [param delta] 為負,則使多邊形向內收縮。返回一個"
"多邊形陣列,因為膨脹/收縮可能會產生多個離散的多邊形。如果 [param delta] 為負,"
"且其絕對值大約超過多邊形的最小邊界矩形尺寸,則返回一個空陣列。\n"
"每個多邊形的頂點將根據 [param join_type] 決定進行四捨五入,參見 [enum "
"PolyJoinType]。\n"
"該操作可能會產生一個外部多邊形(邊界)和內部多邊形(孔),這可以通過呼叫 "
"[method is_polygon_clockwise] 來區分。\n"
"[b]注意:[/b]要具體平移多邊形的頂點,將它們乘以一個 [Transform2D]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), "
"Vector2(100, 100), Vector2(0, 100)])\n"
"var offset = Vector2(50, 50)\n"
"polygon = Transform2D(0, offset) * polygon\n"
"print(polygon) # 輸出 [(50, 50), (150, 50), (150, 150), (50, 150)]\n"
"[/gdscript]\n"
"[csharp]\n"
"var polygon = new Vector2[] { new Vector2(0, 0), new Vector2(100, 0), new "
"Vector2(100, 100), new Vector2(0, 100) };\n"
"var offset = new Vector2(50, 50);\n"
"polygon = new Transform2D(0, offset) * polygon;\n"
"GD.Print((Variant)polygon); // 輸出 [(50, 50), (150, 50), (150, 150), (50, "
"150)]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Inflates or deflates [param polyline] by [param delta] units (pixels), "
"producing polygons. If [param delta] is positive, makes the polyline grow "
"outward. Returns an array of polygons because inflating/deflating may result "
"in multiple discrete polygons. If [param delta] is negative, returns an empty "
"array.\n"
"Each polygon's vertices will be rounded as determined by [param join_type], "
"see [enum PolyJoinType].\n"
"Each polygon's endpoints will be rounded as determined by [param end_type], "
"see [enum PolyEndType].\n"
"The operation may result in an outer polygon (boundary) and inner polygon "
"(hole) produced which could be distinguished by calling [method "
"is_polygon_clockwise]."
msgstr ""
"將 [param polyline] 膨脹或縮小 [param delta] 個單位(圖元),以產生多邊形。如"
"果 [param delta] 為正,則使折線向外增長。返回一組多邊形,因為膨脹/收縮可能會產"
"生多個離散的多邊形。如果 [param delta] 為負,則返回一個空陣列。\n"
"每個多邊形的頂點將由 [param join_type] 決定進行四捨五入,參見 [enum "
"PolyJoinType]。\n"
"每個多邊形的端點將由 [param end_type] 決定進行四捨五入,參見 [enum "
"PolyEndType]。\n"
"該操作可能會產生一個外多邊形(邊界)和一個內多邊形(孔),這可以通過呼叫 "
"[method is_polygon_clockwise] 來區分。"
msgid ""
"Returns if [param point] is inside the triangle specified by [param a], "
"[param b] and [param c]."
msgstr ""
"返回 [param point] 是否位於由 [param a]、[param b]、[param c] 指定的三角形中。"
msgid ""
"Given the 2D segment ([param segment_from], [param segment_to]), returns the "
"position on the segment (as a number between 0 and 1) at which the segment "
"hits the circle that is located at position [param circle_position] and has "
"radius [param circle_radius]. If the segment does not intersect the circle, "
"-1 is returned (this is also the case if the line extending the segment would "
"intersect the circle, but the segment does not)."
msgstr ""
"給定 2D 線段 ([param segment_from], [param segment_to]),返回該線段與圓相交的"
"位置0 和 1 之間的數),這個圓位於 [param circle_position],半徑為 [param "
"circle_radius]。如果該線段與圓不相交,則返回 -1同樣也適用於這條線段的延長線"
"所在的直線與圓相交,而線段本身不相交的情況)。"
msgid ""
"Checks if the two segments ([param from_a], [param to_a]) and ([param "
"from_b], [param to_b]) intersect. If yes, return the point of intersection as "
"[Vector2]. If no intersection takes place, returns [code]null[/code]."
msgstr ""
"檢查兩條線段 ([param from_a], [param to_a]) 和 ([param from_b], [param to_b]) "
"是否相交。如果相交,則返回交點 [Vector2]。如果不相交,則返回 [code]null[/"
"code]。"
msgid ""
"Triangulates the area specified by discrete set of [param points] such that "
"no point is inside the circumcircle of any resulting triangle. Returns a "
"[PackedInt32Array] where each triangle consists of three consecutive point "
"indices into [param points] (i.e. the returned array will have [code]n * 3[/"
"code] elements, with [code]n[/code] being the number of found triangles). If "
"the triangulation did not succeed, an empty [PackedInt32Array] is returned."
msgstr ""
"對由離散的 [param points] 集指定的區域進行三角化,使得任何點都不在任何生成的三"
"角形的外接圓內。返回一個 [PackedInt32Array],其中每個三角形由 [param points] "
"中的三個連續點的索引組成(即返回的陣列將具有 [code]n * 3[/code] 個元素,其中 "
"[code]n[/code] 是找到的三角形的數量)。如果三角化沒有成功,則返回一個空的 "
"[PackedInt32Array]。"
msgid ""
"Triangulates the polygon specified by the points in [param polygon]. Returns "
"a [PackedInt32Array] where each triangle consists of three consecutive point "
"indices into [param polygon] (i.e. the returned array will have [code]n * 3[/"
"code] elements, with [code]n[/code] being the number of found triangles). "
"Output triangles will always be counter clockwise, and the contour will be "
"flipped if it's clockwise. If the triangulation did not succeed, an empty "
"[PackedInt32Array] is returned."
msgstr ""
"對由 [param polygon] 中的點指定的多邊形進行三角化。 返回一個 "
"[PackedInt32Array],其中每個三角形由 [param polygon] 中的三個連續點的索引組成"
"(即返回的陣列將具有 [code]n * 3[/code] 個元素,其中 [code]n[/code] 是找到的三"
"角形的數量)。輸出三角形將始終為逆時針旋轉,如果為順時針旋轉,則輪廓將翻轉。如"
"果三角化沒有成功,則返回一個空的 [PackedInt32Array]。"
msgid ""
"Create regions where either subject or clip polygons (or both) are filled."
msgstr "建立區域,其中主體或剪輯多邊形(或兩者)被填充。"
msgid ""
"Create regions where subject polygons are filled except where clip polygons "
"are filled."
msgstr "建立主體多邊形被填充的區域,但剪輯多邊形被填充的區域除外。"
msgid "Create regions where both subject and clip polygons are filled."
msgstr "建立主體和剪輯多邊形都被填充的區域。"
msgid ""
"Create regions where either subject or clip polygons are filled but not where "
"both are filled."
msgstr "建立主體或剪輯多邊形被填充的區域,但不是兩者都被填充的區域。"
msgid ""
"Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
"code]."
msgstr "在 [code]1 * delta[/code] 的所有凸邊連接處均勻地套用平方。"
msgid ""
"While flattened paths can never perfectly trace an arc, they are approximated "
"by a series of arc chords."
msgstr ""
"雖然扁平化路徑不可能完美地追蹤一個弧線,但它們可以通過一系列弧弦來近似。"
msgid ""
"There's a necessary limit to mitered joins since offsetting edges that join "
"at very acute angles will produce excessively long and narrow \"spikes\". For "
"any given edge join, when miter offsetting would exceed that maximum "
"distance, \"square\" joining is applied."
msgstr ""
"對斜接有一個必要的限制,因為以非常尖銳的角度連接的邊緣偏移會產生過長和過窄的 "
"\"尖刺\"。對於任何給定的邊緣連接,當斜接偏移會超過最大距離時,就採用 \"方形 "
"\"連接。"
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polygon."
msgstr "端點使用 [enum PolyJoinType] 值連接,路徑被填充為多邊形。"
msgid ""
"Endpoints are joined using the [enum PolyJoinType] value and the path filled "
"as a polyline."
msgstr "端點使用 [enum PolyJoinType] 值連接,路徑被填充為多邊形線。"
msgid "Endpoints are squared off with no extension."
msgstr "端點是方形的,沒有延伸。"
msgid "Endpoints are squared off and extended by [code]delta[/code] units."
msgstr "端點被平方化並擴充了 [code]delta[/code] 單位。"
msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
msgstr "端點被四捨五入,並以 [code]delta[/code] 為單位進行擴充。"
msgid "Provides methods for some common 3D geometric operations."
msgstr "提供常見 3D 幾何運算的方法。"
msgid ""
"Provides a set of helper functions to create geometric shapes, compute "
"intersections between shapes, and process various other geometric operations "
"in 3D."
msgstr ""
"為建立幾何形狀,計算形狀之間的交集,以及處理 3D 中的各種其他幾何操作提供了一組"
"輔助函式。"
msgid ""
"Returns an array with 6 [Plane]s that describe the sides of a box centered at "
"the origin. The box size is defined by [param extents], which represents one "
"(positive) corner of the box (i.e. half its actual size)."
msgstr ""
"返回一個包含 6 個 [Plane] 的陣列,這些 [Plane] 描述以原點為中心的盒子的邊。盒"
"子大小由 [param extents] 定義,它代表盒子的一個(正)角(即實際大小的一半)。"
msgid ""
"Returns an array of [Plane]s closely bounding a faceted capsule centered at "
"the origin with radius [param radius] and height [param height]. The "
"parameter [param sides] defines how many planes will be generated for the "
"side part of the capsule, whereas [param lats] gives the number of "
"latitudinal steps at the bottom and top of the capsule. The parameter [param "
"axis] describes the axis along which the capsule is oriented (0 for X, 1 for "
"Y, 2 for Z)."
msgstr ""
"返回一個 [Plane] 的陣列,這些 [Plane] 緊密圍繞著以原點為中心的多面膠囊,該膠囊"
"半徑為 [param radius]、高度為 [param height]。參數 [param sides] 定義了將為膠"
"囊的側面部分生成多少個平面,而 [param lats] 給出了膠囊底部和頂部的緯向步數。參"
"數 [param axis] 描述了膠囊的方向軸0 代表 X1 代表 Y2 代表 Z。"
msgid ""
"Returns an array of [Plane]s closely bounding a faceted cylinder centered at "
"the origin with radius [param radius] and height [param height]. The "
"parameter [param sides] defines how many planes will be generated for the "
"round part of the cylinder. The parameter [param axis] describes the axis "
"along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z)."
msgstr ""
"返回一組 [Plane],這些 [Plane] 緊密圍繞著以原點為中心的多面圓柱體,該圓柱體半"
"徑為 [param radius]、高度為 [param height] 。參數 [param sides] 定義了將為圓柱"
"體的圓形部分生成多少個平面。參數 [param axis] 描述了圓柱體的方向軸0 代表 X"
"1 代表 Y2 代表 Z。"
msgid ""
"Clips the polygon defined by the points in [param points] against the [param "
"plane] and returns the points of the clipped polygon."
msgstr ""
"將 [param points] 中的點所定義的多邊形,裁剪該 [param plane] 並返回該裁剪後的"
"多邊形的點。"
msgid ""
"Calculates and returns all the vertex points of a convex shape defined by an "
"array of [param planes]."
msgstr "計算並傳回所有由 [param planes] 陣列定義的凸形狀的頂點。"
msgid ""
"Returns the 3D point on the 3D segment ([param s1], [param s2]) that is "
"closest to [param point]. The returned point will always be inside the "
"specified segment."
msgstr ""
"返回 3D 線段 ([param s1], [param s2]) 上與 [param point] 最近的 3D 點。返回的"
"點始終在指定的線段內部。"
msgid ""
"Returns the 3D point on the 3D line defined by ([param s1], [param s2]) that "
"is closest to [param point]. The returned point can be inside the segment "
"([param s1], [param s2]) or outside of it, i.e. somewhere on the line "
"extending from the segment."
msgstr ""
"返回直線上與 [param point] 最近的 3D 點,該直線由 ([param s1], [param s2]) 定"
"義。返回的點可能在線段 ([param s1], [param s2]) 上,也可能不在,即位於線段的延"
"長線上。"
msgid ""
"Given the two 3D segments ([param p1], [param p2]) and ([param q1], [param "
"q2]), finds those two points on the two segments that are closest to each "
"other. Returns a [PackedVector3Array] that contains this point on ([param "
"p1], [param p2]) as well the accompanying point on ([param q1], [param q2])."
msgstr ""
"給定兩個 3D 線段 ([param p1], [param p2]) 和 ([param q1], [param q2]),找出這"
"兩個線段見距離最近的兩個點。返回 [PackedVector3Array],包含 ([param p1], "
"[param q1]) 和 ([param p2], [param q2]) 上的點。"
msgid ""
"Returns a [Vector3] containing weights based on how close a 3D position "
"([param point]) is to a triangle's different vertices ([param a], [param b] "
"and [param c]). This is useful for interpolating between the data of "
"different vertices in a triangle. One example use case is using this to "
"smoothly rotate over a mesh instead of relying solely on face normals.\n"
"[url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]Here is a "
"more detailed explanation of barycentric coordinates.[/url]"
msgstr ""
"傳回一個 [Vector3],其中包含基於 3D 位置([param point])與三角形不同頂點"
"[param a]、[param b] 和 [param c]).這對於在三角形中不同頂點的資料之間進行插"
"值非常有用。一個範例用例是使用它在網格上平滑旋轉,而不是僅依賴面法線。\n"
"[url=https://en.wikipedia.org/wiki/Barycentric_coordinate_system]這裡是重心座"
"標的更詳細解釋。[/url]"
msgid ""
"Tests if the 3D ray starting at [param from] with the direction of [param "
"dir] intersects the triangle specified by [param a], [param b] and [param c]. "
"If yes, returns the point of intersection as [Vector3]. If no intersection "
"takes place, returns [code]null[/code]."
msgstr ""
"測試起始於 [param from]、方向為 [param dir] 的 3D 射線是否與 [param a]、"
"[param b]、[param c] 構成的三角形相交。如果相交則返回交點 [Vector3]。如果不相"
"交則返回 [code]null[/code]。"
msgid ""
"Given a convex hull defined though the [Plane]s in the array [param planes], "
"tests if the segment ([param from], [param to]) intersects with that hull. If "
"an intersection is found, returns a [PackedVector3Array] containing the point "
"the intersection and the hull's normal. Otherwise, returns an empty array."
msgstr ""
"給定一個通過陣列 [param planes] 中的 [Plane] 定義的凸面體,測試線段([param "
"from][param to])是否與該面體相交。如果找到交點,則返回一個 "
"[PackedVector3Array],其中包含交點和凸面體的法線。否則,返回一個空陣列。"
msgid ""
"Checks if the segment ([param from], [param to]) intersects the cylinder with "
"height [param height] that is centered at the origin and has radius [param "
"radius]. If no, returns an empty [PackedVector3Array]. If an intersection "
"takes place, the returned array contains the point of intersection and the "
"cylinder's normal at the point of intersection."
msgstr ""
"檢查線段([param from][param to])是否與以原點為中心且高度為 [param "
"height]、半徑為 [param radius] 的圓柱相交。如果不相交,則返回一個空的 "
"[PackedVector3Array]。如果相交,則返回的陣列包含交點和圓柱體在交點處的法線。"
msgid ""
"Checks if the segment ([param from], [param to]) intersects the sphere that "
"is located at [param sphere_position] and has radius [param sphere_radius]. "
"If no, returns an empty [PackedVector3Array]. If yes, returns a "
"[PackedVector3Array] containing the point of intersection and the sphere's "
"normal at the point of intersection."
msgstr ""
"檢查線段([param from][param to])是否與球心位於 [param sphere_position] 且"
"半徑為 [param sphere_radius] 的球體相交。如果不相交,則返回一個空的 "
"[PackedVector3Array]。如果相交,則返回一個 [PackedVector3Array],其中包含交點"
"和球體在交點處的法線。"
msgid ""
"Tests if the segment ([param from], [param to]) intersects the triangle "
"[param a], [param b], [param c]. If yes, returns the point of intersection as "
"[Vector3]. If no intersection takes place, returns [code]null[/code]."
msgstr ""
"測試線段([param from][param to])是否與三角形 [param a]、[param b]、[param "
"c] 相交。如果相交,則將交點作為 [Vector3] 返回。如果不相交,則返回 "
"[code]null[/code]。"
msgid "Base node for geometry-based visual instances."
msgstr "基於幾何圖形的視覺實例的基礎節點。"
msgid ""
"Base node for geometry-based visual instances. Shares some common "
"functionality like visibility and custom materials."
msgstr ""
"基於幾何圖形的視覺實例的基礎節點。分享一些共同的機制,如可見性和自訂材質。"
msgid "Visibility ranges (HLOD)"
msgstr "可見範圍HLOD"
msgid "Get the value of a shader parameter as set on this instance."
msgstr "獲取在該實例上設定的著色器參數值。"
msgid ""
"Set the value of a shader uniform for this instance only ([url=$DOCS_URL/"
"tutorials/shaders/shader_reference/shading_language.html#per-instance-"
"uniforms]per-instance uniform[/url]). See also [method ShaderMaterial."
"set_shader_parameter] to assign a uniform on all instances using the same "
"[ShaderMaterial].\n"
"[b]Note:[/b] For a shader uniform to be assignable on a per-instance basis, "
"it [i]must[/i] be defined with [code]instance uniform ...[/code] rather than "
"[code]uniform ...[/code] in the shader code.\n"
"[b]Note:[/b] [param name] is case-sensitive and must match the name of the "
"uniform in the code exactly (not the capitalized name in the inspector).\n"
"[b]Note:[/b] Per-instance shader uniforms are currently only available in 3D, "
"so there is no 2D equivalent of this method."
msgstr ""
"僅為該實例設定一個著色器 uniform 值([url=$DOCS_URL/tutorials/shaders/"
"shader_reference/shading_language.html#per-instance-uniforms]每實例 uniform[/"
"url] 。另請參閱 [method ShaderMaterial.set_shader_parameter] 以使用相同的 "
"[ShaderMaterial] 在所有實例上分配一個 uniform。\n"
"[b]注意:[/b]要在每個實例的基礎上分配一個著色器 uniform則[i]必須[/i]在著色器"
"程式碼中,使用 [code]instance uniform ...[/code],而不是 [code]uniform ...[/"
"code] 來定義。\n"
"[b]注意:[/b][param name] 是區分大小寫的,並且必須與程式碼中的 uniform 名稱完"
"全配對(而不是屬性面板中大寫的名稱)。\n"
"[b]注意:[/b]逐實例著色器 uniform 目前僅在 3D 中可用,因此沒有該方法的 2D 等效"
"方法。"
msgid ""
"The selected shadow casting flag. See [enum ShadowCastingSetting] for "
"possible values."
msgstr "選擇的陰影投射旗標。可能的取值見 [enum ShadowCastingSetting]。"
msgid ""
"Overrides the bounding box of this node with a custom one. This can be used "
"to avoid the expensive [AABB] recalculation that happens when a skeleton is "
"used with a [MeshInstance3D] or to have fine control over the "
"[MeshInstance3D]'s bounding box. To use the default AABB, set value to an "
"[AABB] with all fields set to [code]0.0[/code]. To avoid frustum culling, set "
"[member custom_aabb] to a very large AABB that covers your entire game world "
"such as [code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]. To "
"disable all forms of culling (including occlusion culling), call [method "
"RenderingServer.instance_set_ignore_culling] on the [GeometryInstance3D]'s "
"[RID]."
msgstr ""
"使用自訂邊界框覆蓋該節點的邊界框。骨架使用 [MeshInstance3D] 時可以避免重新計"
"算 [AABB] 節省性能,也可以用來對 [MeshInstance3D] 的邊界框進行精確控制。要使用"
"預設的 AABB請將其設為所有欄位均為 [code]0.0[/code] 的 [AABB]。要避免視錐剔"
"除,請將 [member custom_aabb] 設為大到能夠覆蓋整個遊戲世界的 AABB例如 "
"[code]AABB(-10000, -10000, -10000, 20000, 20000, 20000)[/code]。要禁用所有形式"
"的剔除(包括遮擋剔除),請使用該 [GeometryInstance3D] 的 [RID] 呼叫 [method "
"RenderingServer.instance_set_ignore_culling]。"
msgid ""
"The extra distance added to the GeometryInstance3D's bounding box ([AABB]) to "
"increase its cull box."
msgstr ""
"新增到 GeometryInstance3D 的邊界框([AABB]),以增加其剔除框的額外距離。"
msgid ""
"The texel density to use for lightmapping in [LightmapGI]. Greater scale "
"values provide higher resolution in the lightmap, which can result in sharper "
"shadows for lights that have both direct and indirect light baked. However, "
"greater scale values will also increase the space taken by the mesh in the "
"lightmap texture, which increases the memory, storage, and bake time "
"requirements. When using a single mesh at different scales, consider "
"adjusting this value to keep the lightmap texel density consistent across "
"meshes."
msgstr ""
"[LightmapGI] 中用於光照貼圖的紋素密度。較大的縮放值可在光照貼圖中提供更高的分"
"辨率,這可以為同時烘焙了直接光和間接光的燈光,生成更清晰的陰影。但是,更大的縮"
"放值也會增加光照貼圖紋理中網格佔用的空間,從而增加需要的記憶體、儲存空間、和烘"
"焙時間。在不同縮放下使用單個網格時,請考慮調整該值,以保持光照貼圖紋素密度在網"
"格之間保持一致。"
msgid ""
"The global illumination mode to use for the whole geometry. To avoid "
"inconsistent results, use a mode that matches the purpose of the mesh during "
"gameplay (static/dynamic).\n"
"[b]Note:[/b] Lights' bake mode will also affect the global illumination "
"rendering. See [member Light3D.light_bake_mode]."
msgstr ""
"用於整個幾何體的全域照明模式。為避免結果不一致,請在遊戲過程中,使用與網格用途"
"相配對的模式(靜態/動態)。\n"
"[b]注意:[/b]燈光的烘焙模式,也會影響全域照明渲染。請參閱 [member Light3D."
"light_bake_mode]。"
msgid ""
"If [code]true[/code], disables occlusion culling for this instance. Useful "
"for gizmos that must be rendered even when occlusion culling is in use.\n"
"[b]Note:[/b] [member ignore_occlusion_culling] does not affect frustum "
"culling (which is what happens when an object is not visible given the "
"camera's angle). To avoid frustum culling, set [member custom_aabb] to a very "
"large AABB that covers your entire game world such as [code]AABB(-10000, "
"-10000, -10000, 20000, 20000, 20000)[/code]."
msgstr ""
"如果為 [code]true[/code],則禁用這個實例的遮擋剔除。可用於即便開啟遮擋剔除也必"
"須渲染的小工具。\n"
"[b]注意:[/b][member ignore_occlusion_culling] 不會影響視錐剔除(物件因為相機"
"的角度而不可見時觸發)。要避免視錐剔除,請將 [member custom_aabb] 設定為很大"
"的 AABB覆蓋住整個遊戲世界例如 [code]AABB(-10000, -10000, -10000, 20000, "
"20000, 20000)[/code]。"
msgid ""
"Changes how quickly the mesh transitions to a lower level of detail. A value "
"of 0 will force the mesh to its lowest level of detail, a value of 1 will use "
"the default settings, and larger values will keep the mesh in a higher level "
"of detail at farther distances.\n"
"Useful for testing level of detail transitions in the editor."
msgstr ""
"改變網格過渡到較低細節級別的速度。值為 0 將強制網格達到最低細節級別,值為 1 將"
"使用預設設定,更大的值將使網格在更遠的距離處保持更高的細節級別。\n"
"對於測試編輯器中的細節級別的過渡很有用。"
msgid ""
"The material overlay for the whole geometry.\n"
"If a material is assigned to this property, it will be rendered on top of any "
"other active material for all the surfaces."
msgstr ""
"整個幾何體的材質覆蓋層。\n"
"如果一個材質被分配給這個屬性,它將會被渲染在所有表面的任何其他活動材質之上。"
msgid ""
"The material override for the whole geometry.\n"
"If a material is assigned to this property, it will be used instead of any "
"material set in any material slot of the mesh."
msgstr ""
"整個幾何體的材質覆蓋。\n"
"如果一個材質被分配給這個屬性,它將會被用來代替在網格的任何材質槽中設定的任何材"
"質。"
msgid ""
"The transparency applied to the whole geometry (as a multiplier of the "
"materials' existing transparency). [code]0.0[/code] is fully opaque, while "
"[code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] "
"(exclusive) will force the geometry's materials to go through the transparent "
"pipeline, which is slower to render and can exhibit rendering issues due to "
"incorrect transparency sorting. However, unlike using a transparent material, "
"setting [member transparency] to a value greater than [code]0.0[/code] "
"(exclusive) will [i]not[/i] disable shadow rendering.\n"
"In spatial shaders, [code]1.0 - transparency[/code] is set as the default "
"value of the [code]ALPHA[/code] built-in.\n"
"[b]Note:[/b] [member transparency] is clamped between [code]0.0[/code] and "
"[code]1.0[/code], so this property cannot be used to make transparent "
"materials more opaque than they originally are."
msgstr ""
"套用於整個幾何體的透明度(作為材質現有透明度的乘數)。[code]0.0[/code] 是完全"
"不透明的,而 [code]1.0[/code] 是完全透明的。大於 [code]0.0[/code](不含)的值"
"將強制幾何體的材質通過透明管道,這會導致渲染速度變慢,並且可能會因不正確的透明"
"度排序而出現渲染問題。但是,與使用透明材質不同的是,將 [member transparency] "
"設定為大於 [code]0.0[/code](不含)的值並[i]不會[/i]禁用陰影渲染。\n"
"在空間著色器中,[code]1.0 - transparency[/code] 被設定為內建 [code]ALPHA[/"
"code] 的預設值。\n"
"[b]注意:[/b][member transparency] 被鉗制在 [code]0.0[/code] 和 [code]1.0[/"
"code] 之間,所以這個屬性不能被用來使透明材質變得比原來更加不透明。"
msgid ""
"Starting distance from which the GeometryInstance3D will be visible, taking "
"[member visibility_range_begin_margin] into account as well. The default "
"value of 0 is used to disable the range check."
msgstr ""
"GeometryInstance3D 可見的起始距離,同時考慮 [member "
"visibility_range_begin_margin]。預設值 0 用於禁用範圍檢查。"
msgid ""
"Margin for the [member visibility_range_begin] threshold. The "
"GeometryInstance3D will only change its visibility state when it goes over or "
"under the [member visibility_range_begin] threshold by this amount.\n"
"If [member visibility_range_fade_mode] is [constant "
"VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If "
"[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] "
"or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade "
"transition distance and must be set to a value greater than [code]0.0[/code] "
"for the effect to be noticeable."
msgstr ""
"[member visibility_range_begin] 閾值的邊距。GeometryInstance3D 只有在超出或低"
"於 [member visibility_range_begin] 閾值達到這個量時,才會更改其可見性狀態。\n"
"如果 [member visibility_range_fade_mode] 為 [constant "
"VISIBILITY_RANGE_FADE_DISABLED],這將作為滯後距離。如果 [member "
"visibility_range_fade_mode] 為 [constant VISIBILITY_RANGE_FADE_SELF] 或 "
"[constant VISIBILITY_RANGE_FADE_DEPENDENCIES],這將作為淡入淡出過渡距離,並且"
"必須被設定為大於 [code]0.0[/code] 的值,才能使效果顯眼。"
msgid ""
"Distance from which the GeometryInstance3D will be hidden, taking [member "
"visibility_range_end_margin] into account as well. The default value of 0 is "
"used to disable the range check."
msgstr ""
"GeometryInstance3D 將被隱藏的距離,同時考慮 [member "
"visibility_range_end_margin]。預設值 0 用於禁用範圍檢查。"
msgid ""
"Margin for the [member visibility_range_end] threshold. The "
"GeometryInstance3D will only change its visibility state when it goes over or "
"under the [member visibility_range_end] threshold by this amount.\n"
"If [member visibility_range_fade_mode] is [constant "
"VISIBILITY_RANGE_FADE_DISABLED], this acts as a hysteresis distance. If "
"[member visibility_range_fade_mode] is [constant VISIBILITY_RANGE_FADE_SELF] "
"or [constant VISIBILITY_RANGE_FADE_DEPENDENCIES], this acts as a fade "
"transition distance and must be set to a value greater than [code]0.0[/code] "
"for the effect to be noticeable."
msgstr ""
"[member visibility_range_end] 閾值的邊距。GeometryInstance3D 只有在超出或低於 "
"[member visibility_range_end] 閾值達到這個量時,才會更改其可見性狀態。\n"
"如果 [member visibility_range_fade_mode] 為 [constant "
"VISIBILITY_RANGE_FADE_DISABLED],這將作為滯後距離。如果 [member "
"visibility_range_fade_mode] 為 [constant VISIBILITY_RANGE_FADE_SELF] 或 "
"[constant VISIBILITY_RANGE_FADE_DEPENDENCIES],這將作為淡入淡出過渡距離,並且"
"必須被設定為大於 [code]0.0[/code] 的值,才能使效果顯眼。"
msgid ""
"Controls which instances will be faded when approaching the limits of the "
"visibility range. See [enum VisibilityRangeFadeMode] for possible values."
msgstr ""
"控制在接近可見範圍的限制時,哪些實例將被淡化。有關可能的值,請參閱 [enum "
"VisibilityRangeFadeMode]。"
msgid ""
"Will not cast any shadows. Use this to improve performance for small geometry "
"that is unlikely to cast noticeable shadows (such as debris)."
msgstr ""
"不會投射任何陰影。使用該選項,可提高不太可能投射明顯陰影的小型幾何體(例如碎"
"片)的性能。"
msgid ""
"Will cast shadows from all visible faces in the GeometryInstance3D.\n"
"Will take culling into account, so faces not being rendered will not be taken "
"into account when shadow casting."
msgstr ""
"將從 GeometryInstance3D 中的所有可見面投射陰影。\n"
"將考慮剔除,因此在陰影投射時,不會考慮那些不會被渲染的面。"
msgid ""
"Will cast shadows from all visible faces in the GeometryInstance3D.\n"
"Will not take culling into account, so all faces will be taken into account "
"when shadow casting."
msgstr ""
"將從 GeometryInstance3D 中的所有可見面投射陰影。\n"
"不會考慮剔除,因此在陰影投射時,將考慮所有面。"
msgid ""
"Will only show the shadows casted from this object.\n"
"In other words, the actual mesh will not be visible, only the shadows casted "
"from the mesh will be."
msgstr ""
"只顯示從這個物體投射出來的陰影。\n"
"換句話說,實際的網格將不可見,只有網格投影可見。"
msgid ""
"Disabled global illumination mode. Use for dynamic objects that do not "
"contribute to global illumination (such as characters). When using [VoxelGI] "
"and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections "
"but the geometry will not be considered in GI baking. When using "
"[LightmapGI], the object will receive indirect lighting using lightmap probes "
"instead of using the baked lightmap texture."
msgstr ""
"禁用全域照明模式。用於對全域照明沒有貢獻的動態物件(例如角色)。使用 "
"[VoxelGI] 和 SDFGI 時,幾何體將[i]接收[/i]間接照明和反射,但在 GI 烘焙中不會考"
"慮幾何體。使用 [LightmapGI] 時,物件將使用光照貼圖探查接收間接光照,而不是使用"
"烘焙的光照貼圖紋理。"
msgid ""
"Baked global illumination mode. Use for static objects that contribute to "
"global illumination (such as level geometry). This GI mode is effective when "
"using [VoxelGI], SDFGI and [LightmapGI]."
msgstr ""
"烘焙全域照明模式。用於有助於全域照明的靜態物件(例如關卡幾何體)。該 GI 模式在"
"使用 [VoxelGI]、SDFGI 和 [LightmapGI] 時有效。"
msgid ""
"Dynamic global illumination mode. Use for dynamic objects that contribute to "
"global illumination. This GI mode is only effective when using [VoxelGI], but "
"it has a higher performance impact than [constant GI_MODE_STATIC]. When using "
"other GI methods, this will act the same as [constant GI_MODE_DISABLED]."
msgstr ""
"動態全域照明模式。用於有助於全域照明的動態物件。這種 GI 模式只有在使用 "
"[VoxelGI] 時才有效,但它對性能的影響,比 [constant GI_MODE_STATIC] 更高。當使"
"用其他 GI 方法時,它的作用與 [constant GI_MODE_DISABLED] 相同。"
msgid "The standard texel density for lightmapping with [LightmapGI]."
msgstr "使用 [LightmapGI] 進行光照貼圖的標準紋素密度。"
msgid ""
"Multiplies texel density by 2× for lightmapping with [LightmapGI]. To ensure "
"consistency in texel density, use this when scaling a mesh by a factor "
"between 1.5 and 3.0."
msgstr ""
"使用 [LightmapGI] 進行光照貼圖時,將紋素密度乘以 2 倍。為確保紋素密度的一致"
"性,請在按 1.5 到 3.0 之間的係數縮放網格時,使用該選項。"
msgid ""
"Multiplies texel density by 4× for lightmapping with [LightmapGI]. To ensure "
"consistency in texel density, use this when scaling a mesh by a factor "
"between 3.0 and 6.0."
msgstr ""
"使用 [LightmapGI] 進行光照貼圖時,將紋素密度乘以 4 倍。為確保紋素密度的一致"
"性,請在按 3.0 到 6.0 之間的係數縮放網格時,使用該選項。"
msgid ""
"Multiplies texel density by 8× for lightmapping with [LightmapGI]. To ensure "
"consistency in texel density, use this when scaling a mesh by a factor "
"greater than 6.0."
msgstr ""
"使用 [LightmapGI] 進行光照貼圖時,將紋素密度乘以 8 倍。為確保紋素密度的一致"
"性,請在以大於 6.0 的係數縮放網格時,使用該選項。"
msgid "Represents the size of the [enum LightmapScale] enum."
msgstr "代表 [enum LightmapScale] 列舉的大小。"
msgid ""
"Will not fade itself nor its visibility dependencies, hysteresis will be used "
"instead. This is the fastest approach to manual LOD, but it can result in "
"noticeable LOD transitions depending on how the LOD meshes are authored. See "
"[member visibility_range_begin] and [member Node3D.visibility_parent] for "
"more information."
msgstr ""
"不會自行淡化,也不會淡化其可見性依賴項,而是使用滯後。這是手動 LOD 的最快方"
"法,但它可能會導致明顯的 LOD 過渡,具體取決於 LOD 網格的創作方式。有關更多信"
"息,請參閱 [member visibility_range_begin] 和 [member Node3D."
"visibility_parent]。"
msgid ""
"Will fade-out itself when reaching the limits of its own visibility range. "
"This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can "
"provide smoother transitions. The fading range is determined by [member "
"visibility_range_begin_margin] and [member visibility_range_end_margin]."
msgstr ""
"當達到自身可見範圍的極限時,會自行淡出。這比 [constant "
"VISIBILITY_RANGE_FADE_DISABLED] 慢,但它可以提供更平滑的過渡。淡出範圍由 "
"[member visibility_range_begin_margin] 和 [member "
"visibility_range_end_margin] 決定。"
msgid ""
"Will fade-in its visibility dependencies (see [member Node3D."
"visibility_parent]) when reaching the limits of its own visibility range. "
"This is slower than [constant VISIBILITY_RANGE_FADE_DISABLED], but it can "
"provide smoother transitions. The fading range is determined by [member "
"visibility_range_begin_margin] and [member visibility_range_end_margin]."
msgstr ""
"當達到其自身可見性範圍的限制時,將淡入其可見性依賴項(參見 [member Node3D."
"visibility_parent])。這比 [constant VISIBILITY_RANGE_FADE_DISABLED] 慢,但它"
"可以提供更平滑的過渡。淡出範圍由 [member visibility_range_begin_margin] 和 "
"[member visibility_range_end_margin] 決定。"
msgid "Represents a GLTF camera."
msgstr "代表 GLTF 相機。"
msgid "Represents a camera as defined by the base GLTF spec."
msgstr "代表基礎 GLTF 規格中定義的相機。"
msgid "GLTF camera detailed specification"
msgstr "GLTF 相機的詳細規格"
msgid "GLTF camera spec and example file"
msgstr "GLTF 相機規格和範例檔"
msgid "Creates a new GLTFCamera instance by parsing the given [Dictionary]."
msgstr "通過解析給定的 [Dictionary] 新建 GLTFCamera 實例。"
msgid "Create a new GLTFCamera instance from the given Godot [Camera3D] node."
msgstr "從給定的 Godot [Camera3D] 節點新建 GLTFCamera 實例。"
msgid "Serializes this GLTFCamera instance into a [Dictionary]."
msgstr "將這個 GLTFCamera 實例序列化為 [Dictionary]。"
msgid "Converts this GLTFCamera instance into a Godot [Camera3D] node."
msgstr "將這個 GLTFCamera 實例轉換為 Godot [Camera3D] 節點。"
msgid ""
"The distance to the far culling boundary for this camera relative to its "
"local Z axis, in meters. This maps to GLTF's [code]zfar[/code] property."
msgstr ""
"該相機與遠剔除邊界的距離,相對於其本地 Z 軸,單位為米。對應到 GLTF 的 "
"[code]zfar[/code] 屬性。"
msgid ""
"The distance to the near culling boundary for this camera relative to its "
"local Z axis, in meters. This maps to GLTF's [code]znear[/code] property."
msgstr ""
"該相機與近剔除邊界的距離,相對於其本地 Z 軸,單位為米。對應到 GLTF 的 "
"[code]znear[/code] 屬性。"
msgid ""
"The FOV of the camera. This class and GLTF define the camera FOV in radians, "
"while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. "
"This value is only used for perspective cameras, when [member perspective] is "
"true."
msgstr ""
"該相機的 FOV。這個類和 GLTF 在定義相機 FOV 時使用的都是弧度,但 Godot 使用的是"
"度。對應到 GLTF 的 [code]yfov[/code] 屬性。只在透視相機中使用,即 [member "
"perspective] 為 true 時。"
msgid ""
"Whether or not the camera is in perspective mode. If false, the camera is in "
"orthographic/orthogonal mode. This maps to GLTF's camera [code]type[/code] "
"property. See [member Camera3D.projection] and the GLTF spec for more "
"information."
msgstr ""
"該相機是否處於透視模式。如果為 false則該相機處於正交模式。對應到 GLTF 的相"
"機 [code]type[/code] 屬性。詳情見 [member Camera3D.projection] 及 GLTF 規格。"
msgid ""
"The size of the camera. This class and GLTF define the camera size magnitude "
"as a radius in meters, while Godot defines it as a diameter in meters. This "
"maps to GLTF's [code]ymag[/code] property. This value is only used for "
"orthographic/orthogonal cameras, when [member perspective] is false."
msgstr ""
"該相機的大小。這個類和 GLTF 在定義相機大小尺度時使用的都是半徑的米數,但 "
"Godot 使用的是直徑的米數。對應到 GLTF 的 [code]ymag[/code] 屬性。只在正交相機"
"中使用,即 [member perspective] 為 false 時。"
msgid "Class for importing and exporting glTF files in and out of Godot."
msgstr "用於在 Godot 中匯入和匯出 glTF 檔案的類別。"
msgid ""
"GLTFDocument supports reading data from a glTF file, buffer, or Godot scene. "
"This data can then be written to the filesystem, buffer, or used to create a "
"Godot scene.\n"
"All of the data in a GLTF scene is stored in the [GLTFState] class. "
"GLTFDocument processes state objects, but does not contain any scene data "
"itself. GLTFDocument has member variables to store export configuration "
"settings such as the image format, but is otherwise stateless. Multiple "
"scenes can be processed with the same settings using the same GLTFDocument "
"object and different [GLTFState] objects.\n"
"GLTFDocument can be extended with arbitrary functionality by extending the "
"[GLTFDocumentExtension] class and registering it with GLTFDocument via "
"[method register_gltf_document_extension]. This allows for custom data to be "
"imported and exported."
msgstr ""
"GLTFDocument 支援從 glTF 檔案、緩衝區或 Godot 場景讀取資料。然後可以將該資料寫"
"入檔案系統、緩衝區或用於建立 Godot 場景。\n"
"GLTF 場景中的所有資料都儲存在 [GLTFState] 類別中。 GLTFDocument 處理狀態對象,"
"但本身不包含任何場景資料。 GLTFDocument 有成員變數來儲存匯出配置設定(例如影像"
"格式),但在其他方面是無狀態的。可以使用相同的 GLTFDocument 物件和不同的 "
"[GLTFState] 物件以相同的設定處理多個場景。\n"
"透過擴充 [GLTFDocumentExtension] 類別並透過 [method "
"register_gltf_document_extension] 將其註冊到 GLTFDocument可以使用任何功能來"
"擴充 GLTFDocument。這允許匯入和匯出自訂資料。"
msgid "glTF 'What the duck?' guide"
msgstr "glTF '什麼鴨子?'指南"
msgid "Khronos glTF specification"
msgstr "Khronos glTF 規範"
msgid ""
"Takes a [PackedByteArray] defining a GLTF and imports the data to the given "
"[GLTFState] object through the [param state] parameter.\n"
"[b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to "
"find dependencies and can be empty."
msgstr ""
"接收一個定義 GLTF 的 [PackedByteArray],並通過 [param state] 參數將資料匯入給"
"定的 [GLTFState] 對象。\n"
"[b]注意:[/b][param base_path] 被 [method append_from_buffer] 用作依賴關係的搜"
"尋路徑,可以為空。"
msgid ""
"Takes a path to a GLTF file and imports the data at that file path to the "
"given [GLTFState] object through the [param state] parameter.\n"
"[b]Note:[/b] The [param base_path] tells [method append_from_file] where to "
"find dependencies and can be empty."
msgstr ""
"接收一個 GLTF 檔的路徑,並通過 [param state] 參數將該檔路徑上的資料匯入到給定"
"的 [GLTFState] 對象。\n"
"[b]注意:[/b][param base_path] 被 [method append_from_file] 用作依賴關係的查找"
"路徑,可以為空。"
msgid ""
"Takes a Godot Engine scene node and exports it and its descendants to the "
"given [GLTFState] object through the [param state] parameter."
msgstr ""
"接收一個 Godot 引擎的場景節點,並通過 [param state] 參數將其及其後代匯出到給定"
"的 [GLTFState] 對象。"
msgid ""
"Takes a [GLTFState] object through the [param state] parameter and returns a "
"GLTF [PackedByteArray]."
msgstr ""
"通過 [param state] 參數接收一個 [GLTFState] 物件,並返回一個 GLTF "
"[PackedByteArray]。"
msgid ""
"Takes a [GLTFState] object through the [param state] parameter and returns a "
"Godot Engine scene node."
msgstr ""
"通過 [param state] 參數接收一個 [GLTFState] 物件,並返回一個 Godot 引擎的場景"
"節點。"
msgid ""
"Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If "
"[param first_priority] is true, this extension will be run first. Otherwise, "
"it will be run last.\n"
"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must "
"be stateless in order to function properly. If you need to store data, use "
"the [code]set_additional_data[/code] and [code]get_additional_data[/code] "
"methods in [GLTFState] or [GLTFNode]."
msgstr ""
"使用 GLTFDocument 註冊給定的 [GLTFDocumentExtension] 實例。如果 [param "
"first_priority] 為 true則該擴充將被首先運作。否則它將被最後運作。\n"
"[b]注意:[/b]與 GLTFDocument 本身一樣,所有 GLTFDocumentExtension 類都必須是無"
"狀態的才能正常運作。如果需要儲存資料,使用 [GLTFState] 或 [GLTFNode] 中的 "
"[code]set_additional_data[/code] 和 [code]get_additional_data[/code] 方法。"
msgid "Unregisters the given [GLTFDocumentExtension] instance."
msgstr "將給定的 [GLTFDocumentExtension] 實例取消註冊。"
msgid ""
"Takes a [GLTFState] object through the [param state] parameter and writes a "
"glTF file to the filesystem.\n"
"[b]Note:[/b] The extension of the glTF file determines if it is a .glb binary "
"file or a .gltf file."
msgstr ""
"通過 [param state] 參數接收一個 [GLTFState] 物件,並將一個 glTF 檔寫入檔系"
"統。\n"
"[b]注意:[/b]glTF 檔的副檔名決定了它是一個 .glb 二進位檔案還是一個 .gltf 文"
"件。"
msgid ""
"The user-friendly name of the export image format. This is used when "
"exporting the GLTF file, including writing to a file and writing to a byte "
"array.\n"
"By default, Godot allows the following options: \"None\", \"PNG\", \"JPEG\", "
"\"Lossless WebP\", and \"Lossy WebP\". Support for more image formats can be "
"added in [GLTFDocumentExtension] classes."
msgstr ""
"匯出影像格式的使用者友善名稱。匯出 GLTF 檔案時使用此名稱,包括寫入檔案和寫入位"
"元組陣列。\n"
"預設情況下Godot 允許以下選項「無」、「PNG」、「JPEG」、「無損 WebP」和「有"
"損 WebP」。可在 [GLTFDocumentExtension] 類別中新增對更多影像格式的支援。"
msgid ""
"If [member image_format] is a lossy image format, this determines the lossy "
"quality of the image. On a range of [code]0.0[/code] to [code]1.0[/code], "
"where [code]0.0[/code] is the lowest quality and [code]1.0[/code] is the "
"highest quality. A lossy quality of [code]1.0[/code] is not the same as "
"lossless."
msgstr ""
"如果[member image_format]是有損影像格式,則這決定了影像的有損品質。範圍在"
"[code]0.0[/code]到[code]1.0 [/code],其中[code]0.0[/code] 是最低質量,"
"[code]1.0[/code] 是最高品質。[code]1.0[/code] 有損質量與無損不同。“,““,“ "
"“,“錯誤的”,””,”,””\n"
"modules/gltf/doc_classes/GLTFDocument.xml\""
msgid ""
"How to process the root node during export. See [enum RootNodeMode] for "
"details. The default and recommended value is [constant "
"ROOT_NODE_MODE_SINGLE_ROOT].\n"
"[b]Note:[/b] Regardless of how the glTF file is exported, when importing, the "
"root node type and name can be overridden in the scene import settings tab."
msgstr ""
"如何在匯出過程中處理根節點。有關詳細信息,請參閱 [enum RootNodeMode]。預設和建"
"議值為 [constant ROOT_NODE_MODE_SINGLE_ROOT]。\n"
"[b]注意:[/b]無論如何匯出glTF檔案匯入時都可以在場景匯入設定標籤中覆寫根節"
"點型別和名稱。"
msgid ""
"Treat the Godot scene's root node as the root node of the glTF file, and mark "
"it as the single root node via the [code]GODOT_single_root[/code] glTF "
"extension. This will be parsed the same as [constant "
"ROOT_NODE_MODE_KEEP_ROOT] if the implementation does not support "
"[code]GODOT_single_root[/code]."
msgstr ""
"將Godot場景的根節點視為glTF檔案的根節點並透過[code]GODOT_single_root[/code] "
"glTF擴充將其標記為單一根節點。這如果實作不支援[code]GODOT_single_root[/code]"
"則會與[constant ROOT_NODE_MODE_KEEP_ROOT] 相同的解析。"
msgid ""
"Treat the Godot scene's root node as the root node of the glTF file, but do "
"not mark it as anything special. An extra root node will be generated when "
"importing into Godot. This uses only vanilla glTF features. This is "
"equivalent to the behavior in Godot 4.1 and earlier."
msgstr ""
"將Godot場景的根節點視為glTF檔案的根節點但不要將其標記為任何特殊的東西。匯入"
"Godot時會產生一個額外的根節點。這僅使用普通glTF 功能。這相當於Godot 4.1 及更早"
"版本中的行為。"
msgid ""
"Treat the Godot scene's root node as the name of the glTF scene, and add all "
"of its children as root nodes of the glTF file. This uses only vanilla glTF "
"features. This avoids an extra root node, but only the name of the Godot "
"scene's root node will be preserved, as it will not be saved as a node."
msgstr ""
"將 Godot 場景的根節點視為 glTF 場景的名稱,並將其所有子節點新增為 glTF 檔案的"
"根節點。這只使用普通 glTF 功能。這避免了一個額外的根節點但只會保留Godot 場景"
"根節點的名稱,因為它不會儲存為節點。"
msgid "[GLTFDocument] extension class."
msgstr "[GLTFDocument] 擴充類。"
msgid ""
"Extends the functionality of the [GLTFDocument] class by allowing you to run "
"arbitrary code at various stages of GLTF import or export.\n"
"To use, make a new class extending GLTFDocumentExtension, override any "
"methods you need, make an instance of your class, and register it using "
"[method GLTFDocument.register_gltf_document_extension].\n"
"[b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must "
"be stateless in order to function properly. If you need to store data, use "
"the [code]set_additional_data[/code] and [code]get_additional_data[/code] "
"methods in [GLTFState] or [GLTFNode]."
msgstr ""
"通過允許在 GLTF 匯入或匯出的各個階段運作任意程式碼,來擴充 [GLTFDocument] 類的"
"功能。\n"
"要使用它,請建立一個擴充 GLTFDocumentExtension 的新類,覆蓋需要的任何方法,創"
"建你的類的實例,然後使用 [method GLTFDocument."
"register_gltf_document_extension] 註冊它。\n"
"[b]注意:[/b]與 GLTFDocument 本身一樣,所有 GLTFDocumentExtension 類都必須是無"
"狀態的才能正常運作。如果需要儲存資料,請使用 [GLTFState] 或 [GLTFNode] 中的 "
"[code]set_additional_data[/code] 和 [code]get_additional_data[/code] 方法。"
msgid ""
"Part of the export process. This method is run after [method "
"_export_preflight] and before [method _export_preserialize].\n"
"Runs when converting the data from a Godot scene node. This method can be "
"used to process the Godot scene node data into a format that can be used by "
"[method _export_node]."
msgstr ""
"匯出過程的一部分。該方法在 [method _export_preflight] 之後和 [method "
"_export_node] 之前運作。\n"
"在轉換來自 Godot 場景節點的資料時運作。該方法可用於將 Godot 場景節點的資料,處"
"理成可以被 [method _export_node] 使用的格式。"
msgid ""
"Part of the export process. This method is run after [method "
"_get_saveable_image_formats] and before [method _export_post]. If this "
"[GLTFDocumentExtension] is used for exporting images, this runs after [method "
"_serialize_texture_json].\n"
"This method can be used to modify the final JSON of each node."
msgstr ""
"匯出過程的一部分。該方法在 [method _convert_scene_node] 之後 [method "
"_export_post] 之前運作。\n"
"該方法可用於修改每個節點的最終 JSON。"
msgid ""
"Part of the export process. This method is run last, after all other parts of "
"the export process.\n"
"This method can be used to modify the final JSON of the generated GLTF file."
msgstr ""
"匯出過程的一部分。該方法在最後運作,在匯出過程的所有其他部分之後。\n"
"該方法可用於修改生成的 GLTF 檔的最終 JSON。"
msgid ""
"Part of the export process. This method is run first, before all other parts "
"of the export process.\n"
"The return value is used to determine if this [GLTFDocumentExtension] "
"instance should be used for exporting a given GLTF file. If [constant OK], "
"the export will use this [GLTFDocumentExtension] instance. If not overridden, "
"[constant OK] is returned."
msgstr ""
"匯出過程的一部分。該方法將最初運作,在匯出過程的所有其他部分之前。\n"
"返回值用於確定該 [GLTFDocumentExtension] 實例是否應該用於匯出一個給定的 GLTF "
"檔案。如果為 [constant OK],則匯出將使用該 [GLTFDocumentExtension] 實例。如果"
"沒有被重寫,則返回 [constant OK]。"
msgid ""
"Part of the export process. This method is run after [method "
"_convert_scene_node] and before [method _get_saveable_image_formats].\n"
"This method can be used to alter the state before performing serialization. "
"It runs every time when generating a buffer with [method GLTFDocument."
"generate_buffer] or writing to the file system with [method GLTFDocument."
"write_to_filesystem]."
msgstr ""
"匯入過程的一部分。該方法在 [method _generate_scene_node] 之後 [method "
"_import_node] 之前運作。\n"
"在運作最終的各節點匯入步驟之前,該方法可用於修改到目前為止匯入的任何資料,包括"
"任何場景節點。"
msgid ""
"Part of the import process. This method is run after [method "
"_import_post_parse] and before [method _import_node].\n"
"Runs when generating a Godot scene node from a GLTFNode. The returned node "
"will be added to the scene tree. Multiple nodes can be generated in this step "
"if they are added as a child of the returned node.\n"
"[b]Note:[/b] The [param scene_parent] parameter may be null if this is the "
"single root node."
msgstr ""
"匯入過程的一部分。該方法在 [method _parse_node_extensions] 之後 [method "
"_import_post_parse] 之前運作。\n"
"當從 GLTFNode 生成一個 Godot 場景節點時運作。返回的節點將被新增到場景樹中。如"
"果將多個節點新增為返回節點的子節點,則可以在該步驟中生成這些節點。"
msgid ""
"Returns the file extension to use for saving image data into, for example, "
"[code]\".png\"[/code]. If defined, when this extension is used to handle "
"images, and the images are saved to a separate file, the image bytes will be "
"copied to a file with this extension. If this is set, there should be a "
"[ResourceImporter] class able to import the file. If not defined or empty, "
"Godot will save the image into a PNG file."
msgstr ""
"傳回用於將映像資料儲存到的檔案副檔名,例如[code]\".png\"[/code]。如果已定義,"
"則使用此副檔名時處理圖像,並且圖像保存到單獨的檔案中,圖像位元組將被複製到具有"
"此副檔名的檔案中。如果設定了此選項,則應該有一個[ResourceImporter] 類別能夠匯"
"入該檔案。如果未定義或為空時Godot 會將影像儲存為 PNG 檔案。"
msgid ""
"Part of the export process. This method is run after [method "
"_convert_scene_node] and before [method _export_node].\n"
"Returns an array of the image formats that can be saved/exported by this "
"extension. This extension will only be selected as the image exporter if the "
"[GLTFDocument]'s [member GLTFDocument.image_format] is in this array. If this "
"[GLTFDocumentExtension] is selected as the image exporter, one of the [method "
"_save_image_at_path] or [method _serialize_image_to_bytes] methods will run "
"next, otherwise [method _export_node] will run next. If the format name "
"contains [code]\"Lossy\"[/code], the lossy quality slider will be displayed."
msgstr ""
"匯出過程的一部分。此方法在 [method _convert_scene_node] 之後和 [method "
"_export_node] 之前執行。\n"
"傳回可以由此擴充保存/匯出的影像格式的陣列。只有當 [GLTFDocument] 的 [member "
"GLTFDocument.image_format] 在此陣列中時,才會選擇此擴充功能作為影像匯出器。如"
"果選擇此 [GLTFDocumentExtension] 作為映像匯出器,則接下來將執行 [method "
"_save_image_at_path] 或 [method _serialize_image_to_bytes] 方法之一,否則接下"
"來將執行 [method _export_node]。如果格式名稱包含 [code]\"Lossy\"[/code],將顯"
"示有損品質滑桿。"
msgid ""
"Part of the import process. This method is run after [method "
"_import_preflight] and before [method _parse_node_extensions].\n"
"Returns an array of the GLTF extensions supported by this "
"GLTFDocumentExtension class. This is used to validate if a GLTF file with "
"required extensions can be loaded."
msgstr ""
"匯入過程的一部分。該方法在 [method _import_preflight] 之後 [method "
"_parse_node_extensions] 之前運作。\n"
"返回一組被該 GLTFDocumentExtension 類支援的 GLTF 擴充。這用於驗證是否可以載入"
"一個具有所需副檔名的 GLTF 檔。"
msgid ""
"Part of the import process. This method is run after [method "
"_generate_scene_node] and before [method _import_post].\n"
"This method can be used to make modifications to each of the generated Godot "
"scene nodes."
msgstr ""
"匯入過程的一部分。該方法在 [method _import_post_parse] 之後 [method "
"_import_post] 之前運作。\n"
"該方法可用於對每個生成的 Godot 場景節點進行修改。"
msgid ""
"Part of the import process. This method is run last, after all other parts of "
"the import process.\n"
"This method can be used to modify the final Godot scene generated by the "
"import process."
msgstr ""
"匯入過程的一部分。該方法在最後運作,在匯入過程的所有其他部分之後。\n"
"該方法可用於修改匯入過程生成的最終 Godot 場景。"
msgid ""
"Part of the import process. This method is run after [method "
"_parse_node_extensions] and before [method _generate_scene_node].\n"
"This method can be used to modify any of the data imported so far, including "
"any scene nodes, before running the final per-node import step."
msgstr ""
"匯入過程的一部分。該方法在 [method _generate_scene_node] 之後 [method "
"_import_node] 之前運作。\n"
"在運作最終的各節點匯入步驟之前,該方法可用於修改到目前為止匯入的任何資料,包括"
"任何場景節點。"
msgid ""
"Part of the import process. This method is run first, before all other parts "
"of the import process.\n"
"The return value is used to determine if this [GLTFDocumentExtension] "
"instance should be used for importing a given GLTF file. If [constant OK], "
"the import will use this [GLTFDocumentExtension] instance. If not overridden, "
"[constant OK] is returned."
msgstr ""
"匯入過程的一部分。該方法在最初運作,在匯入過程的所有其他部分之前。\n"
"返回值用於確定該 [GLTFDocumentExtension] 實例是否應該用於匯入一個給定的 GLTF "
"檔案。如果為 [constant OK],匯入將使用該 [GLTFDocumentExtension] 實例。如果沒"
"有被重寫,則返回 [constant OK]。"
msgid ""
"Part of the import process. This method is run after [method "
"_parse_node_extensions] and before [method _parse_texture_json].\n"
"Runs when parsing image data from a GLTF file. The data could be sourced from "
"a separate file, a URI, or a buffer, and then is passed as a byte array."
msgstr ""
"匯入過程的一部分。該方法在 [method _parse_node_extensions] 之後 [method "
"_parse_texture_json] 之前運作。\n"
"從 GLTF 檔中解析圖像資料時運作。資料可以從單獨的檔、URI 或緩衝中獲取,然後作為"
"位元組陣列傳遞。"
msgid ""
"Part of the import process. This method is run after [method "
"_get_supported_extensions] and before [method _import_post_parse].\n"
"Runs when parsing the node extensions of a GLTFNode. This method can be used "
"to process the extension JSON data into a format that can be used by [method "
"_generate_scene_node]. The return value should be a member of the [enum "
"Error] enum."
msgstr ""
"匯入過程的一部分。該方法在 [method _get_supported_extensions] 之後和 [method "
"_generate_scene_node] 之前運作。\n"
"在解析 GLTFNode 的節點擴充時運作。該方法可用於將擴充 JSON 資料,處理成可被 "
"[method _generate_scene_node] 使用的格式。該返回值應該是 [enum Error] 列舉中的"
"一個成員。"
msgid ""
"Part of the import process. This method is run after [method "
"_parse_image_data] and before [method _generate_scene_node].\n"
"Runs when parsing the texture JSON from the GLTF textures array. This can be "
"used to set the source image index to use as the texture."
msgstr ""
"匯入過程的一部分。該方法在 [method _parse_image_data] 之後 [method "
"_generate_scene_node] 之前運作。\n"
"從 GLTF 紋理陣列中解析紋理 JSON 時運作。可用於設定用作紋理的源圖像索引。"
msgid ""
"Part of the export process. This method is run after [method "
"_get_saveable_image_formats] and before [method _serialize_texture_json].\n"
"This method is run when saving images separately from the GLTF file. When "
"images are embedded, [method _serialize_image_to_bytes] runs instead. Note "
"that these methods only run when this [GLTFDocumentExtension] is selected as "
"the image exporter."
msgstr ""
"匯入過程的一部分。該方法在 [method _parse_node_extensions] 之後 [method "
"_parse_texture_json] 之前運作。\n"
"從 GLTF 檔中解析圖像資料時運作。資料可以從單獨的檔、URI 或緩衝中獲取,然後作為"
"位元組陣列傳遞。"
msgid ""
"Part of the export process. This method is run after [method "
"_get_saveable_image_formats] and before [method _serialize_texture_json].\n"
"This method is run when embedding images in the GLTF file. When images are "
"saved separately, [method _save_image_at_path] runs instead. Note that these "
"methods only run when this [GLTFDocumentExtension] is selected as the image "
"exporter.\n"
"This method must set the image MIME type in the [param image_dict] with the "
"[code]\"mimeType\"[/code] key. For example, for a PNG image, it would be set "
"to [code]\"image/png\"[/code]. The return value must be a [PackedByteArray] "
"containing the image data."
msgstr ""
"匯出過程的一部分。此方法在 [method _get_saveable_image_formats] 之後和 "
"[method _serialize_texture_json] 之前執行。\n"
"在 GLTF 檔案中嵌入映像時執行此方法。當影像單獨儲存時,將執行 [method "
"_save_image_at_path]。請注意,這些方法僅在選擇此 [GLTFDocumentExtension] 作為"
"映像匯出器時運作。\n"
"此方法必須使用 [code]\"mimeType\"[/code] 鍵在 [param image_dict] 中設定影像 "
"MIME 型別。例如,對於 PNG 映像,它將設定為 [code]\"image/png\"[/code]。傳回值"
"必須是包含影像資料的 [PackedByteArray]。"
msgid ""
"Part of the export process. This method is run after [method "
"_save_image_at_path] or [method _serialize_image_to_bytes], and before "
"[method _export_node]. Note that this method only runs when this "
"[GLTFDocumentExtension] is selected as the image exporter.\n"
"This method can be used to set up the extensions for the texture JSON by "
"editing [param texture_json]. The extension must also be added as used "
"extension with [method GLTFState.add_used_extension], be sure to set "
"[code]required[/code] to [code]true[/code] if you are not providing a "
"fallback."
msgstr ""
"匯出過程的一部分。此方法在[method _save_image_at_path] 或[method "
"_serialize_image_to_bytes] 之後、[method _export_node] 之前執行下列情況,此方"
"法僅在下列情況下執行下列情況。 :選擇 [GLTFDocumentExtension] 作為影像匯出"
"器。\n"
"此方法可用於透過編輯 [paramtexture_json] 設定紋理 JSON 的擴充。也必須使用 "
"[method GLTFState.add_used_extension] 將擴充新增為已用擴充,如果您不提供後備,"
"請務必將 [code]required[/code] 設為 [code]true[/code]。"
msgid "Represents a GLTF light."
msgstr "代表 GLTF 燈光。"
msgid ""
"Represents a light as defined by the [code]KHR_lights_punctual[/code] GLTF "
"extension."
msgstr "代表由 [code]KHR_lights_punctual[/code] GLTF 擴充定義的燈光。"
msgid "KHR_lights_punctual GLTF extension spec"
msgstr "KHR_lights_punctual GLTF 擴充規格"
msgid "Creates a new GLTFLight instance by parsing the given [Dictionary]."
msgstr "通過解析給定的 [Dictionary] 新建 GLTFLight 實例。"
msgid "Create a new GLTFLight instance from the given Godot [Light3D] node."
msgstr "從給定的 Godot [Light3D] 節點新建 GLTFLight 實例。"
msgid "Serializes this GLTFLight instance into a [Dictionary]."
msgstr "將這個 GLTFLight 實例序列化為 [Dictionary]。"
msgid "Converts this GLTFLight instance into a Godot [Light3D] node."
msgstr "將這個 GLTFLight 實例轉換為 Godot [Light3D] 節點。"
msgid ""
"The [Color] of the light. Defaults to white. A black color causes the light "
"to have no effect."
msgstr "燈的 [Color]。預設為白色。黑色會導致燈光無效。"
msgid ""
"The inner angle of the cone in a spotlight. Must be less than or equal to the "
"outer cone angle.\n"
"Within this angle, the light is at full brightness. Between the inner and "
"outer cone angles, there is a transition from full brightness to zero "
"brightness. When creating a Godot [SpotLight3D], the ratio between the inner "
"and outer cone angles is used to calculate the attenuation of the light."
msgstr ""
"聚光燈下圓錐體的內角。必須小於等於外錐角。\n"
"在這個角度內,光線處於全亮狀態。在內錐角和外錐角之間,存在一個從全亮度到零亮度"
"的過渡。建立 Godot [SpotLight3D] 時,內外錐角之間的比率將被來計算光的衰減。"
msgid ""
"The intensity of the light. This is expressed in candelas (lumens per "
"steradian) for point and spot lights, and lux (lumens per m²) for directional "
"lights. When creating a Godot light, this value is converted to a unitless "
"multiplier."
msgstr ""
"光的強度。對於點光和聚光,用燭光(流明/立體光)表示;對於平行光,用勒克斯(流"
"明/平方米)表示。在建立 Godot 燈光時,這個值會被轉換為無單位的乘數。"
msgid ""
"The type of the light. The values accepted by Godot are \"point\", \"spot\", "
"and \"directional\", which correspond to Godot's [OmniLight3D], "
"[SpotLight3D], and [DirectionalLight3D] respectively."
msgstr ""
"燈光的型別。Godot接受的值有“point”、“spot”、“directional”分別對應 Godot 的 "
"[OmniLight3D]、[SpotLight3D]、[DirectionalLight3D]。"
msgid ""
"The outer angle of the cone in a spotlight. Must be greater than or equal to "
"the inner angle.\n"
"At this angle, the light drops off to zero brightness. Between the inner and "
"outer cone angles, there is a transition from full brightness to zero "
"brightness. If this angle is a half turn, then the spotlight emits in all "
"directions. When creating a Godot [SpotLight3D], the outer cone angle is used "
"as the angle of the spotlight."
msgstr ""
"聚光燈下圓錐體的外角。必須大於等於內錐角。\n"
"在這個角度,光線會下降到零亮度。在內錐角和外錐角之間,存在一個從全亮度到零亮度"
"的過渡。如果這個角度是一個半圓,那麼聚光燈會向所有方向發射。建立一個 Godot "
"[SpotLight3D] 時,外錐角被用作聚光燈的角度。"
msgid ""
"The range of the light, beyond which the light has no effect. GLTF lights "
"with no range defined behave like physical lights (which have infinite "
"range). When creating a Godot light, the range is clamped to 4096."
msgstr ""
"燈光的範圍,超過這個範圍燈光無效。沒有定義範圍的 GLTF 燈光的行為與無限範圍的物"
"理燈光一樣。當建立 Godot 燈光時,範圍限制在 4096。"
msgid "GLTF node class."
msgstr "GLTF 節點類。"
msgid ""
"Represents a GLTF node. GLTF nodes may have names, transforms, children "
"(other GLTF nodes), and more specialized properties (represented by their own "
"classes).\n"
"GLTF nodes generally exist inside of [GLTFState] which represents all data of "
"a GLTF file. Most of GLTFNode's properties are indices of other data in the "
"GLTF file. You can extend a GLTF node with additional properties by using "
"[method get_additional_data] and [method set_additional_data]."
msgstr ""
"代表 GLTF 節點。GLTF 節點中可以包含名稱、變換、子節點GLTF 節點)以及其他專門"
"的屬性(由各自不同的類表示)。\n"
"GLTF 節點通常存在於表示 GLTF 檔中的所有資料的 [GLTFState] 內部。大多數 "
"GLTFNode 的屬性都是 GLTF 檔中其他資料的索引。你可以使用 [method "
"get_additional_data] 和 [method set_additional_data] 來新增額外的屬性,擴充 "
"GLTF 節點。"
msgid "GLTF scene and node spec"
msgstr "GLTF 場景和節點規格"
msgid ""
"Gets additional arbitrary data in this [GLTFNode] instance. This can be used "
"to keep per-node state data in [GLTFDocumentExtension] classes, which is "
"important because they are stateless.\n"
"The argument should be the [GLTFDocumentExtension] name (does not have to "
"match the extension name in the GLTF file), and the return value can be "
"anything you set. If nothing was set, the return value is null."
msgstr ""
"在這個 [GLTFNode] 實例中獲取額外的任意資料。這可以用來保持 "
"[GLTFDocumentExtension] 類中每個節點的狀態資料,這很重要,因為它們是無狀態"
"的。\n"
"參數應該是 [GLTFDocumentExtension] 的名字(不必與 GLTF 檔中的副檔名相匹配),"
"而該返回值可以是你設定的任何值。如果沒有設定任何值,則返回值為 null。"
msgid ""
"Sets additional arbitrary data in this [GLTFNode] instance. This can be used "
"to keep per-node state data in [GLTFDocumentExtension] classes, which is "
"important because they are stateless.\n"
"The first argument should be the [GLTFDocumentExtension] name (does not have "
"to match the extension name in the GLTF file), and the second argument can be "
"anything you want."
msgstr ""
"在這個 [GLTFNode] 實例中設定額外的任意資料。這可以用來保持 "
"[GLTFDocumentExtension] 類中每個節點的狀態資料,這很重要,因為它們是無狀態"
"的。\n"
"第一個參數應該是 [GLTFDocumentExtension] 的名字(不必與 GLTF 檔中的副檔名相配"
"對),第二個參數可以是任何你想要的東西。"
msgid ""
"If this GLTF node is a camera, the index of the [GLTFCamera] in the "
"[GLTFState] that describes the camera's properties. If -1, this node is not a "
"camera."
msgstr ""
"如果該 GLTF 節點是一個相機,則 [GLTFState] 中 [GLTFCamera] 的索引將描述該相機"
"的屬性。如果為 -1則該節點不是相機。"
msgid ""
"The indices of the children nodes in the [GLTFState]. If this GLTF node has "
"no children, this will be an empty array."
msgstr ""
"[GLTFState] 中子節點的索引。如果該 GLTF 節點沒有子節點,則這將是一個空陣列。"
msgid ""
"How deep into the node hierarchy this node is. A root node will have a height "
"of 0, its children will have a height of 1, and so on. If -1, the height has "
"not been calculated."
msgstr ""
"該節點在節點層次結構中的深度。根節點的高度為 0其子節點的高度為 1依此類推。"
"如果為 -1則尚未計算高度。"
msgid ""
"If this GLTF node is a light, the index of the [GLTFLight] in the [GLTFState] "
"that describes the light's properties. If -1, this node is not a light."
msgstr ""
"如果該 GLTF 節點是一盞燈,則 [GLTFState] 中 [GLTFLight] 的索引將描述該燈的屬"
"性。如果為 -1則該節點不是燈。"
msgid ""
"If this GLTF node is a mesh, the index of the [GLTFMesh] in the [GLTFState] "
"that describes the mesh's properties. If -1, this node is not a mesh."
msgstr ""
"如果該 GLTF 節點是網格,則 [GLTFState] 中 [GLTFMesh] 的索引將描述該網格的屬"
"性。如果為 -1則該節點不是網格。"
msgid ""
"The index of the parent node in the [GLTFState]. If -1, this node is a root "
"node."
msgstr "[GLTFState] 中父節點的索引。如果為 -1則該節點為根節點。"
msgid "The position of the GLTF node relative to its parent."
msgstr "該 GLTF 節點相對於其父節點的位置。"
msgid "The rotation of the GLTF node relative to its parent."
msgstr "該 GLTF 節點相對於其父節點的旋轉。"
msgid "The scale of the GLTF node relative to its parent."
msgstr "該 GLTF 節點相對於其父節點的縮放。"
msgid ""
"If this GLTF node has a skeleton, the index of the [GLTFSkeleton] in the "
"[GLTFState] that describes the skeleton's properties. If -1, this node does "
"not have a skeleton."
msgstr ""
"如果該 GLTF 節點具有骨架,則 [GLTFState] 中的 [GLTFSkeleton] 的索引將描述骨架"
"的屬性。如果為 -1則該節點沒有骨架。"
msgid ""
"If this GLTF node has a skin, the index of the [GLTFSkin] in the [GLTFState] "
"that describes the skin's properties. If -1, this node does not have a skin."
msgstr ""
"如果該 GLTF 節點有皮膚,則 [GLTFState] 中的 [GLTFSkin] 的索引將描述皮膚的屬"
"性。如果為 -1則該節點沒有皮膚。"
msgid ""
"The transform of the GLTF node relative to its parent. This property is "
"usually unused since the position, rotation, and scale properties are "
"preferred."
msgstr ""
"GLTF 節點相對於其父節點的變換。由於通常首選位置、旋轉和縮放屬性,因此不使用該"
"屬性。"
msgid "Represents a GLTF physics body."
msgstr "代表 GLTF 物理體。"
msgid ""
"Represents a physics body as defined by the [code]OMI_physics_body[/code] "
"GLTF extension. This class is an intermediary between the GLTF data and "
"Godot's nodes, and it's abstracted in a way that allows adding support for "
"different GLTF physics extensions in the future."
msgstr ""
"代表 [code]OMI_physics_body[/code] GLTF 擴充中定義的物理體。這個類是 GLTF 數據"
"與 Godot 節點的仲介,並且經過了抽象,支援將來加入各種 GLTF 物理擴充。"
msgid "OMI_physics_body GLTF extension"
msgstr "OMI_physics_body GLTF 擴充"
msgid ""
"Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary]."
msgstr "通過解析給定的 [Dictionary] 新建 GLTFPhysicsBody 實例。"
msgid ""
"Create a new GLTFPhysicsBody instance from the given Godot "
"[CollisionObject3D] node."
msgstr "從給定的 Godot [CollisionObject3D] 節點新建 GLTFPhysicsBody 實例。"
msgid "Serializes this GLTFPhysicsBody instance into a [Dictionary]."
msgstr "將這個 GLTFPhysicsBody 實例序列化為 [Dictionary]。"
msgid ""
"Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node."
msgstr "將這個 GLTFPhysicsBody 實例轉換為 Godot [CollisionObject3D] 節點。"
msgid ""
"The angular velocity of the physics body, in radians per second. This is only "
"used when the body type is \"rigid\" or \"vehicle\"."
msgstr ""
"該物理體的角速度單位為弧度每秒。僅在物體型別為“rigid”或“vehicle”時使用。"
msgid ""
"The type of the body. When importing, this controls what type of "
"[CollisionObject3D] node Godot should generate. Valid values are \"static\", "
"\"kinematic\", \"character\", \"rigid\", \"vehicle\", and \"trigger\"."
msgstr ""
"該物體的型別。有效值"
"有“static”“kinematic”“character”“rigid”“vehicle”“trigger”。"
msgid ""
"The center of mass of the body, in meters. This is in local space relative to "
"the body. By default, the center of the mass is the body's origin."
msgstr ""
"主體的質心,以米為單位。這是在相對於主體的局部空間中。預設情況下,質心是主體的"
"原點。"
msgid ""
"The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). "
"This is only used when the body type is \"rigid\" or \"vehicle\".\n"
"When converted to a Godot [RigidBody3D] node, if this value is zero, then the "
"inertia will be calculated automatically."
msgstr ""
"該物理體的慣性張量單位為千克平方米kg⋅m²。僅在物體型別"
"為“rigid”或“vehicle”時使用。\n"
"轉換為 Godot [RigidBody3D] 節點時,如果該值為零,則會自動計算慣性。"
msgid ""
"The linear velocity of the physics body, in meters per second. This is only "
"used when the body type is \"rigid\" or \"vehicle\"."
msgstr ""
"該物理體的線速度單位為米每秒。僅在物體型別為“rigid”或“vehicle”時使用。"
msgid ""
"The mass of the physics body, in kilograms. This is only used when the body "
"type is \"rigid\" or \"vehicle\"."
msgstr "該物理體的品質單位為千克。僅在物體型別為“rigid”或“vehicle”時使用。"
msgid "Represents a GLTF physics shape."
msgstr "代表 GLTF 物理形狀。"
msgid ""
"Represents a physics shape as defined by the [code]OMI_collider[/code] GLTF "
"extension. This class is an intermediary between the GLTF data and Godot's "
"nodes, and it's abstracted in a way that allows adding support for different "
"GLTF physics extensions in the future."
msgstr ""
"代表 [code]OMI_collider[/code] GLTF 擴充中定義的物理形狀。這個類是 GLTF 資料"
"與 Godot 節點的仲介,並且經過了抽象,支援將來加入各種 GLTF 物理擴充。"
msgid "OMI_collider GLTF extension"
msgstr "OMI_collider GLTF 擴充"
msgid ""
"Creates a new GLTFPhysicsShape instance by parsing the given [Dictionary]."
msgstr "通過解析給定的 [Dictionary] 新建 GLTFPhysicsShape 實例。"
msgid ""
"Create a new GLTFPhysicsShape instance from the given Godot "
"[CollisionShape3D] node."
msgstr "根據給定的 Godot [CollisionShape3D] 節點新建 GLTFPhysicsShape 實例。"
msgid "Serializes this GLTFPhysicsShape instance into a [Dictionary]."
msgstr "將這個 GLTFPhysicsShape 實例序列化為 [Dictionary]。"
msgid ""
"Converts this GLTFPhysicsShape instance into a Godot [CollisionShape3D] node."
msgstr "將這個 GLTFPhysicsShape 實例轉換為 Godot [CollisionShape3D] 節點。"
msgid ""
"The height of the shape, in meters. This is only used when the shape type is "
"\"capsule\" or \"cylinder\". This value should not be negative, and for "
"\"capsule\" it should be at least twice the radius."
msgstr ""
"形狀的高度單位為米。僅在形狀型別為“capsule”或“cylinder”時使用。這個值不能為"
"負數並且對於“capsule”而言應當至少是半徑的兩倍。"
msgid ""
"The [ImporterMesh] resource of the shape. This is only used when the shape "
"type is \"hull\" (convex hull) or \"trimesh\" (concave trimesh)."
msgstr ""
"形狀的 [ImporterMesh] 資源。僅在形狀型別為“hull”凸包和“trimesh”凹三角網"
"格)時使用。"
msgid ""
"If [code]true[/code], indicates that this shape is a trigger. For Godot, this "
"means that the shape should be a child of an Area3D node.\n"
"This is the only variable not used in the [method to_node] method, it's "
"intended to be used alongside when deciding where to add the generated node "
"as a child."
msgstr ""
"如果為 [code]true[/code],則表示這個形狀是觸發器。對於 Godot 而言,這意味著該"
"形狀應當是 Area3D 節點的子節點。\n"
"這是 [method to_node] 方法中唯一沒有用到的變數,應該單獨用來確定要將生成的節點"
"新增到哪個節點之下。"
msgid ""
"The index of the shape's mesh in the GLTF file. This is only used when the "
"shape type is \"hull\" (convex hull) or \"trimesh\" (concave trimesh)."
msgstr ""
"形狀網格在 GLTF 檔中的索引。僅在形狀型別為“hull”凸包和“trimesh”凹三角網"
"格)時使用。"
msgid ""
"The radius of the shape, in meters. This is only used when the shape type is "
"\"capsule\", \"cylinder\", or \"sphere\". This value should not be negative."
msgstr ""
"形狀的半徑單位為米。僅在形狀型別為“capsule”“cylinder”或“sphere”時使用。這個"
"值不應為負數。"
msgid ""
"The type of shape this shape represents. Valid values are \"box\", "
"\"capsule\", \"cylinder\", \"sphere\", \"hull\", and \"trimesh\"."
msgstr ""
"這個形狀所代表的形狀型別。有效取值有“box”“capsule”“cylinder”“sphere”“hull”以"
"及“trimesh”。"
msgid ""
"The size of the shape, in meters. This is only used when the shape type is "
"\"box\", and it represents the \"diameter\" of the box. This value should not "
"be negative."
msgstr ""
"形狀的大小單位為米。僅在碰撞體型別為“box”時使用代表盒子的“直徑”。這個值不"
"應為負數。"
msgid ""
"Returns a [Dictionary] that maps skeleton bone indices to the indices of GLTF "
"nodes. This property is unused during import, and only set during export. In "
"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes."
msgstr ""
"返回將骨架的骨骼索引對應到 GLTF 節點索引的 [Dictionary]。匯入時不使用該屬性,"
"僅在匯出時設定。在 GLTF 檔中,骨骼是一種節點,因此 Godot 將骨架中的骨骼轉換為 "
"GLTF 節點。"
msgid ""
"Sets a [Dictionary] that maps skeleton bone indices to the indices of GLTF "
"nodes. This property is unused during import, and only set during export. In "
"a GLTF file, a bone is a node, so Godot converts skeleton bones to GLTF nodes."
msgstr ""
"設定將骨架的骨骼索引對應到 GLTF 節點索引的 [Dictionary]。匯入時不使用該屬性,"
"僅在匯出時設定。在 GLTF 檔中,骨骼是一種節點,因此 Godot 將骨架中的骨骼轉換為 "
"GLTF 節點。"
msgid "Archived GLTF extension for specular/glossy materials."
msgstr "已歸檔的 GLTF 擴充,用於鏡面/光澤材質。"
msgid ""
"KHR_materials_pbrSpecularGlossiness is an archived GLTF extension. This means "
"that it is deprecated and not recommended for new files. However, it is still "
"supported for loading old files."
msgstr ""
"KHR_materials_pbrSpecularGlossiness 是一個已歸檔的 GLTF 擴充。這意味著它已被放"
"棄使用,不推薦用於新檔案。但是,它仍然被支援用於載入舊檔。"
msgid "KHR_materials_pbrSpecularGlossiness GLTF extension spec"
msgstr "KHR_materials_pbrSpecularGlossiness GLTF 擴充規範"
msgid "The reflected diffuse factor of the material."
msgstr "該材質反射漫反射係數。"
msgid "The diffuse texture."
msgstr "漫反射紋理。"
msgid "The glossiness or smoothness of the material."
msgstr "材質的光澤度或光滑度。"
msgid "The specular-glossiness texture."
msgstr "鏡面光澤度紋理。"
msgid "The specular RGB color of the material. The alpha channel is unused."
msgstr "材質的鏡面反射 RGB 顏色。不使用 Alpha 通道。"
msgid "Represents all data of a GLTF file."
msgstr "代表 GLTF 檔中的所有資料。"
msgid ""
"Contains all nodes and resources of a GLTF file. This is used by "
"[GLTFDocument] as data storage, which allows [GLTFDocument] and all "
"[GLTFDocumentExtension] classes to remain stateless.\n"
"GLTFState can be populated by [GLTFDocument] reading a file or by converting "
"a Godot scene. Then the data can either be used to create a Godot scene or "
"save to a GLTF file. The code that converts to/from a Godot scene can be "
"intercepted at arbitrary points by [GLTFDocumentExtension] classes. This "
"allows for custom data to be stored in the GLTF file or for custom data to be "
"converted to/from Godot nodes."
msgstr ""
"包含 GLTF 檔中的所有節點和資源。用於 [GLTFDocument] 的資料儲存,能夠讓 "
"[GLTFDocument] 和所有 [GLTFDocumentExtension] 類保持無狀態。\n"
"GLTFState 的填寫可以通過 [GLTFDocument] 讀取檔進行,也可以通過轉換 Godot 場景"
"進行。填寫完成後,可以將資料用於 Godot 場景的建立或者 GLTF 檔的保存。與 Godot "
"場景之間進行轉換的程式碼可以通過 [GLTFDocumentExtension] 類在任意時刻攔截。這"
"樣就能夠在 GLTF 檔中儲存自訂資料,也可以將自訂資料保存到 Godot 節點或者從 "
"Godot 節點讀取。"
msgid "GLTF asset header schema"
msgstr "GLTF 素材標頭架構"
msgid ""
"Appends an extension to the list of extensions used by this GLTF file during "
"serialization. If [param required] is true, the extension will also be added "
"to the list of required extensions. Do not run this in [method "
"GLTFDocumentExtension._export_post], as that stage is too late to add "
"extensions. The final list is sorted alphabetically."
msgstr ""
"在序列化期間,將一個副檔名追加到該 GLTF 檔使用的副檔名列表在。如果 [param "
"required] 為 true則該副檔名也將被新增到所需副檔名列表中。不要在 [method "
"GLTFDocumentExtension._export_post] 中運作它,因為那個階段已來不及新增擴充。最"
"終的列表將按字母順序排序。"
msgid ""
"Gets additional arbitrary data in this [GLTFState] instance. This can be used "
"to keep per-file state data in [GLTFDocumentExtension] classes, which is "
"important because they are stateless.\n"
"The argument should be the [GLTFDocumentExtension] name (does not have to "
"match the extension name in the GLTF file), and the return value can be "
"anything you set. If nothing was set, the return value is null."
msgstr ""
"在該 [GLTFState] 實例中,獲取額外的任意資料。這可用於保留在 "
"[GLTFDocumentExtension] 類中的每個檔的狀態資料,這很重要,因為它們是無狀態"
"的。\n"
"該參數應該是 [GLTFDocumentExtension] 的名稱(不必與 GLTF 檔中的副檔名相匹"
"配),而該返回值可以是你設定的任何東西。如果沒有設定任何東西,則該返回值為 "
"null。"
msgid ""
"Returns the [AnimationPlayer] node with the given index. These nodes are only "
"used during the export process when converting Godot [AnimationPlayer] nodes "
"to GLTF animations."
msgstr ""
"返回具有給定索引的 [AnimationPlayer] 節點。這些節點僅在將 Godot "
"[AnimationPlayer] 節點轉換為 GLTF 動畫時的匯出過程中使用。"
msgid ""
"Returns the number of [AnimationPlayer] nodes in this [GLTFState]. These "
"nodes are only used during the export process when converting Godot "
"[AnimationPlayer] nodes to GLTF animations."
msgstr ""
"返回該 [GLTFState] 中 [AnimationPlayer] 節點的數量。這些節點僅在將 Godot "
"[AnimationPlayer] 節點轉換為 GLTF 動畫時的匯出過程中使用。"
msgid ""
"Returns an array of all [GLTFAnimation]s in the GLTF file. When importing, "
"these will be generated as animations in an [AnimationPlayer] node. When "
"exporting, these will be generated from Godot [AnimationPlayer] nodes."
msgstr ""
"返回 GLTF 檔中所有 [GLTFAnimation] 的陣列。匯入時,這些將在一個 "
"[AnimationPlayer] 節點生成為動畫。匯出時,這些將從 Godot [AnimationPlayer] 節"
"點生成。"
msgid ""
"Returns an array of all [GLTFCamera]s in the GLTF file. These are the cameras "
"that the [member GLTFNode.camera] index refers to."
msgstr ""
"返回 GLTF 檔中所有 [GLTFCamera] 的陣列。這些是 [member GLTFNode.camera] 索引引"
"用的相機。"
msgid ""
"Gets the images of the GLTF file as an array of [Texture2D]s. These are the "
"images that the [member GLTFTexture.src_image] index refers to."
msgstr ""
"以 [Texture2D] 陣列的形式獲取 GLTF 檔中的圖像。這些是 [member GLTFTexture."
"src_image] 索引引用的圖像。"
msgid ""
"Returns an array of all [GLTFLight]s in the GLTF file. These are the lights "
"that the [member GLTFNode.light] index refers to."
msgstr ""
"返回 GLTF 檔中所有 [GLTFLight] 的陣列。這些是 [member GLTFNode.light] 索引引用"
"的燈。"
msgid ""
"Returns an array of all [GLTFMesh]es in the GLTF file. These are the meshes "
"that the [member GLTFNode.mesh] index refers to."
msgstr ""
"返回 GLTF 檔中所有 [GLTFMesh] 的陣列。這些是 [member GLTFNode.mesh] 索引引用的"
"網格。"
msgid ""
"Returns the index of the [GLTFNode] corresponding to this Godot scene node. "
"This is the inverse of [method get_scene_node]. Useful during the export "
"process.\n"
"[b]Note:[/b] Not every Godot scene node will have a corresponding [GLTFNode], "
"and not every [GLTFNode] will have a scene node generated. If there is no "
"[GLTFNode] index for this scene node, [code]-1[/code] is returned."
msgstr ""
"返回與該 Godot 場景節點對應的 [GLTFNode] 的索引。這個方法與 [method "
"get_scene_node] 互逆。可以在匯出過程中使用。\n"
"[b]注意:[/b]並不是所有 Godot 場景節點都有對應的 [GLTFNode],也並不是所有 "
"[GLTFNode] 都會生成場景節點。如果該場景節點沒有 [GLTFNode] 索引,則會返回 "
"[code]-1[/code]。"
msgid ""
"Returns an array of all [GLTFNode]s in the GLTF file. These are the nodes "
"that [member GLTFNode.children] and [member root_nodes] refer to. This "
"includes nodes that may not be generated in the Godot scene, or nodes that "
"may generate multiple Godot scene nodes."
msgstr ""
"返回 GLTF 檔中所有 [GLTFNode] 的陣列。這些是 [member GLTFNode.children] 和 "
"[member root_nodes] 引用的節點。這包括可能不會在 Godot 場景中生成的節點,或者"
"可能生成多個 Godot 場景節點的節點。"
msgid ""
"Returns the Godot scene node that corresponds to the same index as the "
"[GLTFNode] it was generated from. This is the inverse of [method "
"get_node_index]. Useful during the import process.\n"
"[b]Note:[/b] Not every [GLTFNode] will have a scene node generated, and not "
"every generated scene node will have a corresponding [GLTFNode]. If there is "
"no scene node for this [GLTFNode] index, [code]null[/code] is returned."
msgstr ""
"返回指定索引的 [GLTFNode] 對應生成的 Godot 場景節點。這個方法與 [method "
"get_node_index] 互逆。可以在匯入過程中使用。\n"
"[b]注意:[/b]並不是所有 [GLTFNode] 都會生成場景節點,也並不是所有 Godot 場景節"
"點都有對應的 [GLTFNode]。如果該 [GLTFNode] 索引沒有場景節點,則會返回 "
"[code]null[/code]。"
msgid ""
"Returns an array of all [GLTFSkeleton]s in the GLTF file. These are the "
"skeletons that the [member GLTFNode.skeleton] index refers to."
msgstr ""
"返回 GLTF 檔中所有 [GLTFSkeleton] 的陣列。這些是 [member GLTFNode.skeleton] 索"
"引引用的骨架。"
msgid ""
"Returns an array of all [GLTFSkin]s in the GLTF file. These are the skins "
"that the [member GLTFNode.skin] index refers to."
msgstr ""
"返回 GLTF 檔中所有 [GLTFSkin] 的陣列。這些是 [member GLTFNode.skin] 索引引用的"
"皮膚。"
msgid ""
"Retrieves the array of texture samplers that are used by the textures "
"contained in the GLTF."
msgstr "檢索 GLTF 中包含的紋理所使用的紋理取樣器的陣列。"
msgid ""
"Returns an array of unique animation names. This is only used during the "
"import process."
msgstr "返回一組唯一的動畫名稱。這僅在匯入過程中使用。"
msgid ""
"Returns an array of unique node names. This is used in both the import "
"process and export process."
msgstr "返回唯一節點名稱的陣列。這用於匯入過程和匯出過程。"
msgid ""
"Sets additional arbitrary data in this [GLTFState] instance. This can be used "
"to keep per-file state data in [GLTFDocumentExtension] classes, which is "
"important because they are stateless.\n"
"The first argument should be the [GLTFDocumentExtension] name (does not have "
"to match the extension name in the GLTF file), and the second argument can be "
"anything you want."
msgstr ""
"在這個 [GLTFState] 實例中設定額外的任意資料。這可以用來保留在 "
"[GLTFDocumentExtension] 類中的每個檔的狀態資料,這很重要,因為它們是無狀態"
"的。\n"
"第一個參數應該是 [GLTFDocumentExtension] 的名稱(不必與 GLTF 檔中的副檔名相配"
"對),第二個參數可以是任何你想要的東西。"
msgid ""
"Sets the [GLTFAnimation]s in the state. When importing, these will be "
"generated as animations in an [AnimationPlayer] node. When exporting, these "
"will be generated from Godot [AnimationPlayer] nodes."
msgstr ""
"設定該狀態中的 [GLTFAnimation]。匯入時,這些將在 [AnimationPlayer] 節點中生成"
"為動畫。匯出時,這些將由 Godot [AnimationPlayer] 節點生成。"
msgid ""
"Sets the [GLTFCamera]s in the state. These are the cameras that the [member "
"GLTFNode.camera] index refers to."
msgstr ""
"設定該狀態中的 [GLTFCamera]。這些是 [member GLTFNode.camera] 索引引用的相機。"
msgid ""
"Sets the images in the state stored as an array of [Texture2D]s. This can be "
"used during export. These are the images that the [member GLTFTexture."
"src_image] index refers to."
msgstr ""
"設定狀態中以 [Texture2D] 陣列形式儲存的圖像。可以在匯出時使用。這些是 [member "
"GLTFTexture.src_image] 索引所引用的圖像。"
msgid ""
"Sets the [GLTFLight]s in the state. These are the lights that the [member "
"GLTFNode.light] index refers to."
msgstr ""
"設定該狀態中的 [GLTFLight]。這些是 [member GLTFNode.light] 索引引用的燈。"
msgid ""
"Sets the [GLTFMesh]es in the state. These are the meshes that the [member "
"GLTFNode.mesh] index refers to."
msgstr ""
"設定該狀態中的 [GLTFMesh]。這些是 [member GLTFNode.mesh] 索引引用的網格。"
msgid ""
"Sets the [GLTFNode]s in the state. These are the nodes that [member GLTFNode."
"children] and [member root_nodes] refer to. Some of the nodes set here may "
"not be generated in the Godot scene, or may generate multiple Godot scene "
"nodes."
msgstr ""
"設定該狀態中的 [GLTFNode]。這些是 [member GLTFNode.children] 和 [member "
"root_nodes] 引用的節點。這裡設定的一些節點在 Godot 場景中可能不會生成,也可能"
"會生成多個 Godot 場景節點。"
msgid ""
"Sets the [GLTFSkeleton]s in the state. These are the skeletons that the "
"[member GLTFNode.skeleton] index refers to."
msgstr ""
"設定該狀態中的 [GLTFSkeleton]。這些是 [member GLTFNode.skeleton] 索引引用的骨"
"架。"
msgid ""
"Sets the [GLTFSkin]s in the state. These are the skins that the [member "
"GLTFNode.skin] index refers to."
msgstr ""
"設定該狀態中的 [GLTFSkin]。這些是 [member GLTFNode.skin] 索引引用的皮膚。"
msgid ""
"Sets the array of texture samplers that are used by the textures contained in "
"the GLTF."
msgstr "設定由 GLTF 中包含的紋理所使用的紋理取樣器的陣列。"
msgid ""
"Sets the unique animation names in the state. This is only used during the "
"import process."
msgstr "設定該狀態中的唯一動畫名稱。這僅在匯入過程中使用。"
msgid ""
"Sets the unique node names in the state. This is used in both the import "
"process and export process."
msgstr "設定該狀態中的唯一節點名稱。這用於匯入過程和匯出過程。"
msgid ""
"The folder path associated with this GLTF data. This is used to find other "
"files the GLTF file references, like images or binary buffers. This will be "
"set during import when appending from a file, and will be set during export "
"when writing to a file."
msgstr ""
"與此 GLTF 資料關聯的資料夾路徑。這用於搜尋 GLTF 檔案引用的其他檔案,例如映像或"
"二進位緩衝區。這將在匯入期間從檔案,並將在匯出期間寫入檔案時設定。"
msgid ""
"The copyright string in the asset header of the GLTF file. This is set during "
"import if present and export if non-empty. See the GLTF asset header "
"documentation for more information."
msgstr ""
"GLTF 檔案素材標頭中的版權字串。如果存在,則在匯入期間設定,如果非空,則在匯出"
"期間設定。有關詳細信息請參閱GLTF素材標頭檔案。 ,““,“,“錯誤的”,””,””,”"
msgid ""
"The file name associated with this GLTF data. If it ends with [code].gltf[/"
"code], this is text-based GLTF, otherwise this is binary GLB. This will be "
"set during import when appending from a file, and will be set during export "
"when writing to a file. If writing to a buffer, this will be an empty string."
msgstr ""
"與此 GLTF 資料關聯的檔案名稱。如果以 [code].gltf[/code] 結尾,則這是基於文字"
"的 GLTF否則這是二進位 GLB。這從檔案追加時將在匯入期間設定寫入檔案時會在匯"
"出期間設定。如果寫入緩衝區,這將是一個空字串。"
msgid ""
"The root nodes of the GLTF file. Typically, a GLTF file will only have one "
"scene, and therefore one root node. However, a GLTF file may have multiple "
"scenes and therefore multiple root nodes, which will be generated as siblings "
"of each other and as children of the root node of the generated Godot scene."
msgstr ""
"GLTF 檔案的根節點。通常,一個 GLTF 檔只有一個場景,因此只有一個根節點。然而,"
"一個 GLTF 檔可能有多個場景,因此可以有多個根節點,它們將作為彼此的兄弟節點生"
"成,並作為生成的 Godot 場景的根節點的子節點生成。"
msgid ""
"The name of the scene. When importing, if not specified, this will be the "
"file name. When exporting, if specified, the scene name will be saved to the "
"GLTF file."
msgstr ""
"場景的名稱。匯入時,如果沒有指定,這將是檔案名。匯出時,如果指定,場景名稱將被"
"保存到 GLTF 檔中。"
msgid "Discards all embedded textures and uses untextured materials."
msgstr "丟棄所有內嵌的紋理,並使用無紋理的材質。"
msgid ""
"Extracts embedded textures to be reimported and compressed. Editor only. Acts "
"as uncompressed at runtime."
msgstr "提取內嵌的紋理以重新匯入和壓縮。僅限編輯器。在運作時充當未壓縮的。"
msgid ""
"Embeds textures VRAM compressed with Basis Universal into the generated scene."
msgstr "將使用 Basis Universal 壓縮的紋理 VRAM 嵌入到生成的場景中。"
msgid ""
"Embeds textures compressed losslessly into the generated scene, matching old "
"behavior."
msgstr "將無失真壓縮的紋理嵌入到生成的場景中,配對舊行為。"
msgid ""
"ID of the texture sampler to use when sampling the image. If -1, then the "
"default texture sampler is used (linear filtering, and repeat wrapping in "
"both axes)."
msgstr ""
"紋理取樣器的 ID在對圖像進行取樣時使用。如果為 -1則使用預設的紋理取樣器線"
"性篩選,並在兩個軸上重複環繞)。"
msgid ""
"The index of the image associated with this texture, see [method GLTFState."
"get_images]. If -1, then this texture does not have an image assigned."
msgstr ""
"與該紋理關聯的圖像索引,見 [method GLTFState.get_images]。如果為 -1則該紋理"
"未與圖像相關聯。"
msgid "Represents a GLTF texture sampler"
msgstr "代表 GLTF 紋理取樣器"
msgid ""
"Represents a texture sampler as defined by the base GLTF spec. Texture "
"samplers in GLTF specify how to sample data from the texture's base image, "
"when rendering the texture on an object."
msgstr ""
"表示由基本 GLTF 規範定義的紋理取樣器。GLTF 中的紋理取樣器指定在物件上渲染紋理"
"時,如何從紋理的基礎圖像中取樣資料。"
msgid ""
"Texture's magnification filter, used when texture appears larger on screen "
"than the source image."
msgstr "紋理的放大濾鏡,當紋理在螢幕上看起來比源圖像大時使用。"
msgid ""
"Texture's minification filter, used when the texture appears smaller on "
"screen than the source image."
msgstr "紋理的縮小濾鏡,當紋理在螢幕上看起來比源圖像小時使用。"
msgid "Wrapping mode to use for S-axis (horizontal) texture coordinates."
msgstr "用於 S 軸(水平)紋理座標的環繞模式。"
msgid "Wrapping mode to use for T-axis (vertical) texture coordinates."
msgstr "用於 T 軸(垂直)紋理座標的環繞模式。"
msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
msgstr "Godot 和 Mono 運作時之間的橋樑(僅支援 Mono 的建構)。"
msgid ""
"This class is a bridge between Godot and the Mono runtime. It exposes several "
"low-level operations and is only available in Mono-enabled Godot builds.\n"
"See also [CSharpScript]."
msgstr ""
"該類是連接 Godot 和 Mono 運作時的橋樑。它暴露了一些低級別的操作,只在支援 "
"Mono 的 Godot 建構中可用。\n"
"參閱 [CSharpScript] 。"
msgid ""
"Returns [code]true[/code] if the .NET runtime is initialized, [code]false[/"
"code] otherwise."
msgstr ""
"如果 .NET 運作時已初始化,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。"
msgid "A 2D particle emitter."
msgstr "2D 粒子發射器。"
msgid ""
"2D particle node used to create a variety of particle systems and effects. "
"[GPUParticles2D] features an emitter that generates some number of particles "
"at a given rate.\n"
"Use the [member process_material] property to add a [ParticleProcessMaterial] "
"to configure particle appearance and behavior. Alternatively, you can add a "
"[ShaderMaterial] which will be applied to all particles.\n"
"2D particles can optionally collide with [LightOccluder2D], but they don't "
"collide with [PhysicsBody2D] nodes."
msgstr ""
"2D 粒子節點,用於建立各種粒子系統和效果。[GPUParticles2D] 是一個發射器,特點是"
"以給定的速度生成一定數量的粒子。\n"
"使用 [member process_material] 屬性來新增一個配置粒子的外觀和行為的 "
"[ParticleProcessMaterial]。或者,你可以新增一個套用於所有粒子的 "
"[ShaderMaterial]。\n"
"2D 粒子可以與 [LightOccluder2D] 節點碰撞(注意:它們不會與 [PhysicsBody2D] 節"
"點碰撞)。"
msgid "2D Particles Demo"
msgstr "2D 粒子演示"
msgid ""
"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the player)"
msgstr "2D Dodge The Creeps 演示(玩家身後的拖尾使用的是 GPUParticles2D"
msgid ""
"Returns a rectangle containing the positions of all existing particles.\n"
"[b]Note:[/b] When using threaded rendering this method synchronizes the "
"rendering thread. Calling it often may have a negative impact on performance."
msgstr ""
"傳回一個包含所有現有粒子位置的矩形。\n"
"[b]注意:[/b] 當使用執行緒渲染時,此方法會同步渲染執行緒。經常呼叫可能會對效能"
"產生負面影響。"
msgid "Sets this node's properties to match a given [CPUParticles2D] node."
msgstr ""
"設定該節點的屬性以配對給定的 [GPUParticles2D] 節點,該給定節點已分配了一個 "
"[ParticleProcessMaterial]。"
msgid ""
"Emits a single particle. Whether [param xform], [param velocity], [param "
"color] and [param custom] are applied depends on the value of [param flags]. "
"See [enum EmitFlags]."
msgstr ""
"發射單個粒子。是否套用 [param xform]、[param velocity]、[param color] 和 "
"[param custom] 取決於 [param flags] 的值。請參閱 [enum EmitFlags]。"
msgid "Restarts all the existing particles."
msgstr "重新啟動所有現有的粒子。"
msgid ""
"Enables particle interpolation, which makes the particle movement smoother "
"when their [member fixed_fps] is lower than the screen refresh rate."
msgstr "啟用粒子插值,當[member fixed_fps] 低於螢幕更新率時,使粒子運動更平滑。"
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space (known "
"as local coordinates). This will cause particles to move and rotate along the "
"[GPUParticles2D] node (and its parents) when it is moved or rotated. If "
"[code]false[/code], particles use global coordinates; they will not move or "
"rotate along the [GPUParticles2D] node (and its parents) when it is moved or "
"rotated."
msgstr ""
"如果為 [code]true[/code],則粒子使用父節點的座標空間(稱為局部座標)。這將導致"
"粒子在移動或旋轉時沿著 [GPUParticles2D] 節點(及其父節點)移動和旋轉。如果為 "
"[code]false[/code],則粒子使用全域座標;當移動或旋轉時,它們不會沿著 "
"[GPUParticles2D] 節點(及其父節點)移動或旋轉。"
msgid ""
"[Material] for processing particles. Can be a [ParticleProcessMaterial] or a "
"[ShaderMaterial]."
msgstr ""
"用於處理粒子的 [Material] 。可以是 [ParticleProcessMaterial] 或 "
"[ShaderMaterial] 。"
msgid ""
"If [code]true[/code], enables particle trails using a mesh skinning system.\n"
"[b]Note:[/b] Unlike [GPUParticles3D], the number of trail sections and "
"subdivisions is set with the [member trail_sections] and [member "
"trail_section_subdivisions] properties."
msgstr ""
"如果[code]true[/code] ,可以使用網格換膚系統來啟用粒子軌跡。\n"
"[b]注意:[/b]與[GPUParticles3D]不同的是trail sections和subdivisions的數量是"
"通過屬性[member trail_sections]和[member trail_section_subdivisions]設定的。"
msgid ""
"The amount of time the particle's trail should represent (in seconds). Only "
"effective if [member trail_enabled] is [code]true[/code]."
msgstr ""
"代表粒子軌跡的時間量(以秒為單位)。僅當 [member trail_enabled] 為 "
"[code]true[/code] 時有效。"
msgid ""
"The number of subdivisions to use for the particle trail rendering. Higher "
"values can result in smoother trail curves, at the cost of performance due to "
"increased mesh complexity. See also [member trail_sections]. Only effective "
"if [member trail_enabled] is [code]true[/code]."
msgstr ""
"用於粒子尾跡渲染的細分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的"
"複雜度,因此會犧牲性能。另見 [member trail_sections]。僅當 [member "
"trail_enabled] 為 [code]true[/code] 時有效。"
msgid ""
"The number of sections to use for the particle trail rendering. Higher values "
"can result in smoother trail curves, at the cost of performance due to "
"increased mesh complexity. See also [member trail_section_subdivisions]. Only "
"effective if [member trail_enabled] is [code]true[/code]."
msgstr ""
"用於粒子軌跡渲染的部分數。較高的值可以產生更平滑的尾跡曲線,但由於增加了網格的"
"複雜度,因此會犧牲性能。另見 [member trail_section_subdivisions]。僅當 "
"[member trail_enabled] 為 [code]true[/code] 時有效。"
msgid ""
"The [Rect2] that determines the node's region which needs to be visible on "
"screen for the particle system to be active.\n"
"Grow the rect if particles suddenly appear/disappear when the node enters/"
"exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
"→ Generate Visibility Rect[/b] editor tool."
msgstr ""
"[Rect2] 確定節點的區域,該區域需要在螢幕上可見才能使粒子系統處於活動狀態。\n"
"如果當節點進入/退出螢幕時粒子突然出現/消失,則增長矩形。[Rect2] 可以通過程式碼"
"或使用 [b]Particles → Generate Visibility Rect[/b] 編輯器工具生成。"
msgid ""
"Emitted when all active particles have finished processing. When [member "
"one_shot] is disabled, particles will process continuously, so this is never "
"emitted.\n"
"[b]Note:[/b] Due to the particles being computed on the GPU there might be a "
"delay before the signal gets emitted."
msgstr ""
"當所有活動粒子完成處理時發出。當 [member one_shot] 停用時,粒子將連續處理,因"
"此永遠不會發出。\n"
"[b]注意:[/b] 由於粒子是在 GPU 上計算的,因此在發出訊號之前可能會有延遲。"
msgid "Particle starts at the specified position."
msgstr "粒子在指定位置開始。"
msgid "Particle starts with specified rotation and scale."
msgstr "粒子以指定的旋轉和縮放開始。"
msgid ""
"Particle starts with the specified velocity vector, which defines the "
"emission direction and speed."
msgstr "粒子從指定的速度向量開始,該向量定義了發射方向和速度。"
msgid "Particle starts with specified color."
msgstr "粒子以指定的顏色開始。"
msgid "Particle starts with specified [code]CUSTOM[/code] data."
msgstr "粒子以指定的 [code]CUSTOM[/code] 資料開始。"
msgid "A 3D particle emitter."
msgstr "3D 粒子發射器。"
msgid "Controlling thousands of fish with Particles"
msgstr "用粒子控制數千條魚"
msgid ""
"Returns the axis-aligned bounding box that contains all the particles that "
"are active in the current frame."
msgstr "返回包含目前影格中所有活動粒子的軸對齊邊界框。"
msgid "Sets this node's properties to match a given [CPUParticles3D] node."
msgstr ""
"設定該節點的屬性以配對給定的 [GPUParticles3D] 節點,該給定節點已分配了一個 "
"[ParticleProcessMaterial]。"
msgid "Returns the [Mesh] that is drawn at index [param pass]."
msgstr "返回在索引 [param pass] 處繪製的 [Mesh] 。"
msgid "Restarts the particle emission, clearing existing particles."
msgstr "重新發射粒子,清除現有的粒子。"
msgid "Sets the [Mesh] that is drawn at index [param pass]."
msgstr "設定在索引 [param pass] 處繪製的 [Mesh] 。"
msgid ""
"Particle draw order. Uses [enum DrawOrder] values.\n"
"[b]Note:[/b] [constant DRAW_ORDER_INDEX] is the only option that supports "
"motion vectors for effects like TAA. It is suggested to use this draw order "
"if the particles are opaque to fix ghosting artifacts."
msgstr ""
"粒子繪製順序。使用 [enum DrawOrder] 值。\n"
"[b]注意:[/b] [constant DRAW_ORDER_INDEX] 是支援 TAA 等效果的運動向量的唯一選"
"項。如果粒子不透明,建議使用此繪製順序來修復重影偽影。"
msgid "[Mesh] that is drawn for the first draw pass."
msgstr "第一繪製階段所繪製的 [Mesh]。"
msgid "[Mesh] that is drawn for the second draw pass."
msgstr "第二繪製階段所繪製的 [Mesh]。"
msgid "[Mesh] that is drawn for the third draw pass."
msgstr "第三繪製階段所繪製的 [Mesh]。"
msgid "[Mesh] that is drawn for the fourth draw pass."
msgstr "第四繪製階段所繪製的 [Mesh]。"
msgid "The number of draw passes when rendering particles."
msgstr "渲染粒子時的繪製階段數。"
msgid ""
"Time ratio between each emission. If [code]0[/code], particles are emitted "
"continuously. If [code]1[/code], all particles are emitted simultaneously."
msgstr ""
"每次發射之間的時間比。如果為 [code]0[/code],則粒子是連續發射的。如果為 "
"[code]1[/code],則所有的粒子都同時發射。"
msgid ""
"If [code]true[/code], particles use the parent node's coordinate space (known "
"as local coordinates). This will cause particles to move and rotate along the "
"[GPUParticles3D] node (and its parents) when it is moved or rotated. If "
"[code]false[/code], particles use global coordinates; they will not move or "
"rotate along the [GPUParticles3D] node (and its parents) when it is moved or "
"rotated."
msgstr ""
"如果為 [code]true[/code],則粒子使用父節點的座標空間(稱為局部座標)。這將導致"
"粒子在移動或旋轉時沿著 [GPUParticles3D] 節點(及其父節點)移動和旋轉。如果為 "
"[code]false[/code],則粒子使用全域座標;當移動或旋轉時,它們不會沿著 "
"[GPUParticles3D] 節點(及其父節點)移動或旋轉。"
msgid ""
"Amount of time to preprocess the particles before animation starts. Lets you "
"start the animation some time after particles have started emitting."
msgstr ""
"動畫開始前對粒子進行預處理的時間。讓你在粒子開始發射後的一段時間內開始動畫。"
msgid "Emission randomness ratio."
msgstr "發出隨機率。"
msgid ""
"Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
"particles."
msgstr "速度縮放比例。[code]0[/code] 的值可被用於暫停粒子。"
msgid ""
"If [code]true[/code], enables particle trails using a mesh skinning system. "
"Designed to work with [RibbonTrailMesh] and [TubeTrailMesh].\n"
"[b]Note:[/b] [member BaseMaterial3D.use_particle_trails] must also be enabled "
"on the particle mesh's material. Otherwise, setting [member trail_enabled] to "
"[code]true[/code] will have no effect.\n"
"[b]Note:[/b] Unlike [GPUParticles2D], the number of trail sections and "
"subdivisions is set in the [RibbonTrailMesh] or the [TubeTrailMesh]'s "
"properties."
msgstr ""
"如果為 [code]true[/code],則使用網格蒙皮系統來啟用粒子尾跡。旨在與 "
"[RibbonTrailMesh] 和 [TubeTrailMesh] 一起使用。\n"
"[b]注意:[/b]還必須在粒子網格的材質上啟用 [member BaseMaterial3D."
"use_particle_trails]。否則,將 [member trail_enabled] 設定為 [code]true[/"
"code] 將無效。\n"
"[b]注意:[/b]與 [GPUParticles2D] 不同,尾跡部分及其細分的數量是在 "
"[RibbonTrailMesh] 或 [TubeTrailMesh] 的屬性中設定的。"
msgid "Maximum number of draw passes supported."
msgstr "支援的最大繪製階段數。"
msgid "Abstract base class for 3D particle attractors."
msgstr "分隔線的抽象基底類別。"
msgid ""
"Particle attractors can be used to attract particles towards the attractor's "
"origin, or to push them away from the attractor's origin.\n"
"Particle attractors work in real-time and can be moved, rotated and scaled "
"during gameplay. Unlike collision shapes, non-uniform scaling of attractors "
"is also supported.\n"
"Attractors can be temporarily disabled by hiding them, or by setting their "
"[member strength] to [code]0.0[/code].\n"
"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"粒子吸引器可以將粒子朝吸引器的原點吸,也可以將粒子推離吸引器的原點。\n"
"粒子吸引器是即時進行的,可以在遊戲過程中進行移動、旋轉、縮放。與碰撞形狀不同,"
"吸引器支援不均勻的縮放。\n"
"臨時禁用吸引器的方法是將其隱藏,也可以將 [member strength] 設定為 [code]0.0[/"
"code]。\n"
"[b]注意:[/b]粒子吸引器只會影響 [GPUParticles3D],不影響 [CPUParticles3D]。"
msgid ""
"The particle attractor's attenuation. Higher values result in more gradual "
"pushing of particles as they come closer to the attractor's origin. Zero or "
"negative values will cause particles to be pushed very fast as soon as the "
"touch the attractor's edges."
msgstr ""
"粒子吸引器的衰減。較高的值會導致粒子在靠近吸引器的原點時逐漸被推動。零值或負值"
"將導致粒子一接觸吸引器的邊緣就會被快速推動。"
msgid ""
"The particle rendering layers ([member VisualInstance3D.layers]) that will be "
"affected by the attractor. By default, all particles are affected by an "
"attractor.\n"
"After configuring particle nodes accordingly, specific layers can be "
"unchecked to prevent certain particles from being affected by attractors. For "
"example, this can be used if you're using an attractor as part of a spell "
"effect but don't want the attractor to affect unrelated weather particles at "
"the same position.\n"
"Particle attraction can also be disabled on a per-process material basis by "
"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the "
"[GPUParticles3D] node."
msgstr ""
"將受吸引器影響的粒子渲染層([member VisualInstance3D.layers])。預設情況下,所"
"有粒子都受吸引子器影響。\n"
"相應地配置粒子節點後,可以取消勾選特定層,以防止某些粒子受到吸引器的影響。例"
"如,如果將吸引器用作法術效果的一部分,但不希望吸引器影響同一位置的不相關天氣粒"
"子,則可以使用該屬性。\n"
"通過在 [GPUParticles3D] 節點上設定 [member ParticleProcessMaterial."
"attractor_interaction_enabled],也可以在每個程序材質的基上禁用粒子吸引。"
msgid ""
"Adjusts how directional the attractor is. At [code]0.0[/code], the attractor "
"is not directional at all: it will attract particles towards its center. At "
"[code]1.0[/code], the attractor is fully directional: particles will always "
"be pushed towards local -Z (or +Z if [member strength] is negative).\n"
"[b]Note:[/b] If [member directionality] is greater than [code]0.0[/code], the "
"direction in which particles are pushed can be changed by rotating the "
"[GPUParticlesAttractor3D] node."
msgstr ""
"調整吸引器的方向。在 [code]0.0[/code] 處,吸引器完全沒有方向性:它會將粒子吸引"
"到其中心。在 [code]1.0[/code] 中,吸引器是完全定向的:粒子將始終被推向局部 -Z"
"(如果 [member strength] 為負數,則推向 +Z。\n"
"[b]注意:[/b]如果 [member directionality] 大於 [code]0.0[/code],則可以通過旋"
"轉 [GPUParticlesAttractor3D] 節點,來改變粒子推送的方向。"
msgid ""
"Adjusts the strength of the attractor. If [member strength] is negative, "
"particles will be pushed in the opposite direction. Particles will be pushed "
"[i]away[/i] from the attractor's origin if [member directionality] is "
"[code]0.0[/code], or towards local +Z if [member directionality] is greater "
"than [code]0.0[/code]."
msgstr ""
"如果 [member strength] 為負,則粒子將被反向推動。如果 [member directionality] "
"為 [code]0.0[/code],則粒子將被推[i]離[/i]吸引器的原點,如果 [member "
"directionality] 大於 [code]0.0[/code],則粒子將被推向局部 +Z。"
msgid ""
"A box-shaped attractor that influences particles from [GPUParticles3D] nodes."
msgstr "盒狀 3D 粒子吸引器,會影響 [GPUParticles3D] 節點。"
msgid ""
"A box-shaped attractor that influences particles from [GPUParticles3D] nodes. "
"Can be used to attract particles towards its origin, or to push them away "
"from its origin.\n"
"Particle attractors work in real-time and can be moved, rotated and scaled "
"during gameplay. Unlike collision shapes, non-uniform scaling of attractors "
"is also supported.\n"
"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"粒子吸引器可以將粒子朝吸引器的原點吸,也可以將粒子推離吸引器的原點。\n"
"粒子吸引器是即時進行的,可以在遊戲過程中進行移動、旋轉、縮放。與碰撞形狀不同,"
"吸引器支援不均勻的縮放。\n"
"臨時禁用吸引器的方法是將其隱藏,也可以將 [member strength] 設定為 [code]0.0[/"
"code]。\n"
"[b]注意:[/b]粒子吸引器只會影響 [GPUParticles3D],不影響 [CPUParticles3D]。"
msgid "The attractor box's size in 3D units."
msgstr "吸引器盒的尺寸,使用 3D 單位。"
msgid ""
"A spheroid-shaped attractor that influences particles from [GPUParticles3D] "
"nodes."
msgstr "盒狀 3D 粒子吸引器,會影響 [GPUParticles3D] 節點。"
msgid ""
"A spheroid-shaped attractor that influences particles from [GPUParticles3D] "
"nodes. Can be used to attract particles towards its origin, or to push them "
"away from its origin.\n"
"Particle attractors work in real-time and can be moved, rotated and scaled "
"during gameplay. Unlike collision shapes, non-uniform scaling of attractors "
"is also supported.\n"
"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"粒子吸引器可以將粒子朝吸引器的原點吸,也可以將粒子推離吸引器的原點。\n"
"粒子吸引器是即時進行的,可以在遊戲過程中進行移動、旋轉、縮放。與碰撞形狀不同,"
"吸引器支援不均勻的縮放。\n"
"臨時禁用吸引器的方法是將其隱藏,也可以將 [member strength] 設定為 [code]0.0[/"
"code]。\n"
"[b]注意:[/b]粒子吸引器只會影響 [GPUParticles3D],不影響 [CPUParticles3D]。"
msgid ""
"The attractor sphere's radius in 3D units.\n"
"[b]Note:[/b] Stretched ellipses can be obtained by using non-uniform scaling "
"on the [GPUParticlesAttractorSphere3D] node."
msgstr ""
"吸引器球體的半徑,使用 3D 單位。\n"
"[b]注意:[/b]要得到拉伸橢圓形,可以對 [GPUParticlesAttractorSphere3D] 節點使用"
"非均勻縮放。"
msgid ""
"A box-shaped attractor with varying directions and strengths defined in it "
"that influences particles from [GPUParticles3D] nodes."
msgstr "盒狀 3D 粒子吸引器,內部存在強度變化,會影響 [GPUParticles3D] 節點。"
msgid ""
"A box-shaped attractor with varying directions and strengths defined in it "
"that influences particles from [GPUParticles3D] nodes.\n"
"Unlike [GPUParticlesAttractorBox3D], [GPUParticlesAttractorVectorField3D] "
"uses a [member texture] to affect attraction strength within the box. This "
"can be used to create complex attraction scenarios where particles travel in "
"different directions depending on their location. This can be useful for "
"weather effects such as sandstorms.\n"
"Particle attractors work in real-time and can be moved, rotated and scaled "
"during gameplay. Unlike collision shapes, non-uniform scaling of attractors "
"is also supported.\n"
"[b]Note:[/b] Particle attractors only affect [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"盒狀 3D 粒子吸引器,內部存在強度變化,會影響 [GPUParticles3D] 節點。\n"
"與 [GPUParticlesAttractorBox3D] 不同,[GPUParticlesAttractorVectorField3D] 使"
"用 [member texture] 來影響盒子內的吸引力強度。可用於建立複雜的吸引場景,其中粒"
"子根據其位置向不同方向移動。這對於沙塵暴等天氣影響很有用。\n"
"[b]注意:[/b]粒子吸引器只會影響 [GPUParticles3D],不影響 [CPUParticles3D]。"
msgid "The size of the vector field box in 3D units."
msgstr "向量場盒子的尺寸,使用 3D 單位。"
msgid ""
"The 3D texture to be used. Values are linearly interpolated between the "
"texture's pixels.\n"
"[b]Note:[/b] To get better performance, the 3D texture's resolution should "
"reflect the [member size] of the attractor. Since particle attraction is "
"usually low-frequency data, the texture can be kept at a low resolution such "
"as 64×64×64."
msgstr ""
"要使用的 3D 紋理。會在紋理圖元之間進行線性插值。\n"
"[b]注意:[/b]為了獲得更好的性能3D 紋理的解析度應該反映該吸引器的 [member "
"size]。由於粒子吸引力通常是低頻資料,因此可以將紋理保持在較低解析度,例如 "
"64×64×64。"
msgid ""
"Abstract base class for 3D particle collision shapes affecting "
"[GPUParticles3D] nodes."
msgstr "影響 [GPUParticles3D] 節點的 3D 粒子碰撞形狀的抽象類別。"
msgid ""
"Particle collision shapes can be used to make particles stop or bounce "
"against them.\n"
"Particle collision shapes work in real-time and can be moved, rotated and "
"scaled during gameplay. Unlike attractors, non-uniform scaling of collision "
"shapes is [i]not[/i] supported.\n"
"Particle collision shapes can be temporarily disabled by hiding them.\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant "
"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s "
"process material for collision to work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D].\n"
"[b]Note:[/b] Particles pushed by a collider that is being moved will not be "
"interpolated, which can result in visible stuttering. This can be alleviated "
"by setting [member GPUParticles3D.fixed_fps] to [code]0[/code] or a value "
"that matches or exceeds the target framerate."
msgstr ""
"粒子碰撞形狀可用於使粒子停止或對其反彈。\n"
"粒子碰撞形狀是即時的,在遊戲過程中可以移動、旋轉和縮放。與吸引器不同,碰撞形狀"
"的非均勻縮放[i]不[/i]受支援。\n"
"粒子碰撞形狀可以通過隱藏而暫時禁用。\n"
"[b]注意:[/b]在 [GPUParticles3D] 的處理材質上,[member "
"ParticleProcessMaterial.collision_mode] 必須是 [constant "
"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n"
"[b]注意:[/b]粒子碰撞只影響 [GPUParticles3D],不影響 [CPUParticles3D]。\n"
"[b]注意:[/b]由正在移動的碰撞器推動的粒子不會被插值,這可能會導致可見的卡頓。"
"這可以通過將 [member GPUParticles3D.fixed_fps] 設定為 [code]0[/code] 或一個符"
"合或超過目標畫面播放速率的值來緩解。"
msgid ""
"The particle rendering layers ([member VisualInstance3D.layers]) that will be "
"affected by the collision shape. By default, all particles that have [member "
"ParticleProcessMaterial.collision_mode] set to [constant "
"ParticleProcessMaterial.COLLISION_RIGID] or [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT] will be affected by a collision shape.\n"
"After configuring particle nodes accordingly, specific layers can be "
"unchecked to prevent certain particles from being affected by attractors. For "
"example, this can be used if you're using an attractor as part of a spell "
"effect but don't want the attractor to affect unrelated weather particles at "
"the same position.\n"
"Particle attraction can also be disabled on a per-process material basis by "
"setting [member ParticleProcessMaterial.attractor_interaction_enabled] on the "
"[GPUParticles3D] node."
msgstr ""
"將受碰撞形狀影響的粒子渲染層([member VisualInstance3D.layers])。預設情況下,"
"所有 [member ParticleProcessMaterial.collision_mode] 設定為 [constant "
"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT] 的粒子都將受到碰撞形狀的影響。\n"
"相應地配置粒子節點後,可以取消選中特定層,以防止某些粒子受到吸引子的影響。例"
"如,如果你將吸引子用作法術效果的一部分但不希望吸引子影響同一位置的不相關天氣粒"
"子,則可以使用此選項。\n"
"通過在 [GPUParticles3D] 節點上設定 [member ParticleProcessMaterial."
"attractor_interaction_enabled],也可以在每個程序材質的基礎上禁用粒子吸引。"
msgid ""
"A box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes."
msgstr "Box-3D 粒子碰撞的形狀影響 [GPUParticles3D] 節點。"
msgid ""
"A box-shaped 3D particle collision shape affecting [GPUParticles3D] nodes.\n"
"Particle collision shapes work in real-time and can be moved, rotated and "
"scaled during gameplay. Unlike attractors, non-uniform scaling of collision "
"shapes is [i]not[/i] supported.\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant "
"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s "
"process material for collision to work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"盒狀3D粒子碰撞形狀影響[GPUParticles3D]節點。\n"
"[b]注意:[/b][member ParticleProcessMaterial.collision_mode]必須是[constant "
"ParticleProcessMaterial.COLLISION_RIGID]或[constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT]在經過[GPUParticles3D]的材質上,碰撞才能發揮作用。\n"
"[b]注意:[/b]粒子碰撞只影響到[GPUParticles3D],而不是[CPUParticles3D]。"
msgid "The collision box's size in 3D units."
msgstr "碰撞框的範圍,使用 3D 單位。"
msgid ""
"A real-time heightmap-shaped 3D particle collision shape affecting "
"[GPUParticles3D] nodes."
msgstr "球狀的 3D 粒子碰撞形狀,影響 [GPUParticles3D] 節點。"
msgid ""
"A real-time heightmap-shaped 3D particle collision shape affecting "
"[GPUParticles3D] nodes.\n"
"Heightmap shapes allow for efficiently representing collisions for convex and "
"concave objects with a single \"floor\" (such as terrain). This is less "
"flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking "
"step.\n"
"[GPUParticlesCollisionHeightField3D] can also be regenerated in real-time "
"when it is moved, when the camera moves, or even continuously. This makes "
"[GPUParticlesCollisionHeightField3D] a good choice for weather effects such "
"as rain and snow and games with highly dynamic geometry. However, this class "
"is limited since heightmaps cannot represent overhangs (e.g. indoors or "
"caves).\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[code]true[/code] on the [GPUParticles3D]'s process material for collision to "
"work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"即時高度圖形狀的 3D 粒子吸引器會影響 [GPUParticles3D] 節點。\n"
"高度圖形狀允許有效地表示凸面和凹面物件與單個“地板”(例如地形)的碰撞。它不如 "
"[GPUParticlesCollisionSDF3D] 靈活,但不需要烘焙步驟。\n"
"也可以在移動時、相機移動時、甚至連續時,即時重新生成 "
"[GPUParticlesCollisionHeightField3D]。這對雨雪等天氣效果、以及具有高度動態幾何"
"體的遊戲來說,[GPUParticlesCollisionHeightField3D] 是一個不錯的選擇。但是,由"
"於高度圖不能表示懸垂,因此 [GPUParticlesCollisionHeightField3D] 不適用於室內粒"
"子碰撞。\n"
"[b]注意:[/b]在 [GPUParticles3D] 的處理材質上,[member "
"ParticleProcessMaterial.collision_mode] 必須為 [code]true[/code],才能使碰撞生"
"效。\n"
"[b]注意:[/b]粒子碰撞只影響 [GPUParticles3D],不影響 [CPUParticles3D]。"
msgid ""
"If [code]true[/code], the [GPUParticlesCollisionHeightField3D] will follow "
"the current camera in global space. The [GPUParticlesCollisionHeightField3D] "
"does not need to be a child of the [Camera3D] node for this to work.\n"
"Following the camera has a performance cost, as it will force the heightmap "
"to update whenever the camera moves. Consider lowering [member resolution] to "
"improve performance if [member follow_camera_enabled] is [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則 [GPUParticlesCollisionHeightField3D] 將在全域空間"
"中跟隨目前相機。[GPUParticlesCollisionHeightField3D] 不需要是該 [Camera3D] 節"
"點的子節點也能工作。\n"
"跟隨相機會有性能成本,因為它會在相機移動時強制更新高度圖。如果 [member "
"follow_camera_enabled] 為 [code]true[/code],請考慮降低 [member resolution] 以"
"提高性能。"
msgid ""
"Higher resolutions can represent small details more accurately in large "
"scenes, at the cost of lower performance. If [member update_mode] is "
"[constant UPDATE_MODE_ALWAYS], consider using the lowest resolution possible."
msgstr ""
"更高的解析度可以更準確地表示大場景中的小細節,但會降低性能。如果 [member "
"update_mode] 為 [constant UPDATE_MODE_ALWAYS],請考慮使用可能的最低解析度。"
msgid ""
"The collision heightmap's size in 3D units. To improve heightmap quality, "
"[member size] should be set as small as possible while covering the parts of "
"the scene you need."
msgstr ""
"碰撞高度圖的 3D 單位大小。為了提高高度圖品質,[member size] 應被設定得盡可能"
"小,同時覆蓋需要的場景部分。"
msgid "The update policy to use for the generated heightmap."
msgstr "生成的高度圖的更新策略。"
msgid ""
"Generate a 256×256 heightmap. Intended for small-scale scenes, or larger "
"scenes with no distant particles."
msgstr "生成 256×256 的高度圖。適用於小規模場景,或沒有遠景粒子的較大場景。"
msgid ""
"Generate a 512×512 heightmap. Intended for medium-scale scenes, or larger "
"scenes with no distant particles."
msgstr "生成 512×512 的高度圖。適用於中等規模的場景,或沒有遠景粒子的較大場景。"
msgid ""
"Generate a 1024×1024 heightmap. Intended for large scenes with distant "
"particles."
msgstr "生成 1024×1024 的高度圖。適用於具有遠景粒子的大型場景。"
msgid ""
"Generate a 2048×2048 heightmap. Intended for very large scenes with distant "
"particles."
msgstr "生成 2048×2048 的高度圖。適用於具有遠景粒子的非常大的場景。"
msgid ""
"Generate a 4096×4096 heightmap. Intended for huge scenes with distant "
"particles."
msgstr "生成 4096×4096 的高度圖。適用於具有遠景粒子的巨大場景。"
msgid ""
"Generate a 8192×8192 heightmap. Intended for gigantic scenes with distant "
"particles."
msgstr "生成 8192×8192 的高度圖。適用於具有遠景粒子的巨大場景。"
msgid "Represents the size of the [enum Resolution] enum."
msgstr "代表 [enum Resolution] 列舉的大小。"
msgid ""
"Only update the heightmap when the [GPUParticlesCollisionHeightField3D] node "
"is moved, or when the camera moves if [member follow_camera_enabled] is "
"[code]true[/code]. An update can be forced by slightly moving the "
"[GPUParticlesCollisionHeightField3D] in any direction, or by calling [method "
"RenderingServer.particles_collision_height_field_update]."
msgstr ""
"僅在 [GPUParticlesCollisionHeightField3D] 節點移動時,或者當 [member "
"follow_camera_enabled] 為 [code]true[/code] 且相機移動時,更新高度圖。可以通過"
"向任意方向稍微移動 [GPUParticlesCollisionHeightField3D] 或者呼叫 [method "
"RenderingServer.particles_collision_height_field_update] 來強制更新。"
msgid ""
"Update the heightmap every frame. This has a significant performance cost. "
"This update should only be used when geometry that particles can collide with "
"changes significantly during gameplay."
msgstr ""
"每影格更新高度圖。這具有顯著的性能成本。只有當粒子可以碰撞的幾何體在遊戲過程中"
"發生顯著變化時,才應使用該更新選項。"
msgid ""
"A baked signed distance field 3D particle collision shape affecting "
"[GPUParticles3D] nodes."
msgstr "烘焙的有符號距離場 3D 粒子吸引器,影響 [GPUParticles3D] 節點。"
msgid ""
"A baked signed distance field 3D particle collision shape affecting "
"[GPUParticles3D] nodes.\n"
"Signed distance fields (SDF) allow for efficiently representing approximate "
"collision shapes for convex and concave objects of any shape. This is more "
"flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking "
"step.\n"
"[b]Baking:[/b] The signed distance field texture can be baked by selecting "
"the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake "
"SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s "
"within the [member size] will be taken into account for baking, regardless of "
"their [member GeometryInstance3D.gi_mode].\n"
"[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only "
"possible within the editor, as there is no bake method exposed for use in "
"exported projects. However, it's still possible to load pre-baked "
"[Texture3D]s into its [member texture] property in an exported project.\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant "
"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s "
"process material for collision to work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"烘焙的有符號距離場 3D 粒子吸引器,影響 [GPUParticles3D] 節點。\n"
"有符號的距離場SDF允許有效地表示任何形狀的凸面和凹面物件的近似碰撞形狀。它"
"比 [GPUParticlesCollisionHeightField3D] 更靈活,但需要一個烘焙步驟。\n"
"[b]烘焙:[/b]可以通過在編輯器中選擇 [GPUParticlesCollisionSDF3D] 節點,然後點"
"擊 3D 視口頂部的[b]烘焙 SDF[/b],來烘焙有符號的距離場紋理。[member size] 內的"
"任何[i]可見[/i] [MeshInstance3D],無論它們的 [member GeometryInstance3D."
"gi_mode] 如何,都將被考慮用於烘焙。\n"
"[b]注意:[/b]烘焙 [GPUParticlesCollisionSDF3D] 的 [member texture] 只能在編輯"
"器中進行,因為沒有公開的烘焙方法可用於匯出的遊戲專案中。但是,在匯出的遊戲項目"
"中,仍然可以將預先烘焙的 [Texture3D] 載入到 [member texture] 屬性中。\n"
"[b]注意:[/b]在 [GPUParticles3D] 的處理材質上,[member "
"ParticleProcessMaterial.collision_mode] 必須是 [constant "
"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT],才能使碰撞生效。\n"
"[b]注意:[/b]粒子碰撞只影響 [GPUParticles3D],不影響 [CPUParticles3D]。"
msgid ""
"Returns whether or not the specified layer of the [member bake_mask] is "
"enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回是否啟用了 [member bake_mask] 的指定層,該層由給定的一個介於 1 和 32 之間"
"的 [param layer_number] 指定。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member bake_mask], given a [param layer_number] between 1 and 32."
msgstr ""
"基於 [param value],啟用或禁用 [member bake_mask] 中的指定層,該層由給定的一個"
"介於 1 和 32 之間的 [param layer_number] 指定。"
msgid ""
"The visual layers to account for when baking the particle collision SDF. Only "
"[MeshInstance3D]s whose [member VisualInstance3D.layers] match with this "
"[member bake_mask] will be included in the generated particle collision SDF. "
"By default, all objects are taken into account for the particle collision SDF "
"baking."
msgstr ""
"烘焙粒子碰撞 SDF 時要考慮的可視層。只有其 [member VisualInstance3D.layers] 與"
"該 [member bake_mask] 配對的 [MeshInstance3D],才會被包含在生成的粒子碰撞 SDF "
"中。預設情況下,粒子碰撞 SDF 烘焙會考慮所有物件。"
msgid ""
"The bake resolution to use for the signed distance field [member texture]. "
"The texture must be baked again for changes to the [member resolution] "
"property to be effective. Higher resolutions have a greater performance cost "
"and take more time to bake. Higher resolutions also result in larger baked "
"textures, leading to increased VRAM and storage space requirements. To "
"improve performance and reduce bake times, use the lowest resolution possible "
"for the object you're representing the collision of."
msgstr ""
"用於有符號距離場 [member texture] 的烘焙解析度。必須再次烘焙紋理,才能使 "
"[member resolution] 屬性的更改生效。更高的解析度具有更高的性能成本,並且需要更"
"多的時間來烘焙。更高的解析度還會產生更大的烘焙紋理,從而增加 VRAM 和儲存的空間"
"需求。要提高性能並減少烘焙時間,請為表示碰撞的對象使用盡可能低的解析度。"
msgid ""
"The collision SDF's size in 3D units. To improve SDF quality, the [member "
"size] should be set as small as possible while covering the parts of the "
"scene you need."
msgstr ""
"碰撞 SDF 的大小,單位為 3D 單位。為了提高 SDF 品質,應在能覆蓋需要的場景部分的"
"同時,將 [member size] 設定得盡可能小。"
msgid "The 3D texture representing the signed distance field."
msgstr "代表有符號距離場的 3D 紋理。"
msgid ""
"The collision shape's thickness. Unlike other particle colliders, "
"[GPUParticlesCollisionSDF3D] is actually hollow on the inside. [member "
"thickness] can be increased to prevent particles from tunneling through the "
"collision shape at high speeds, or when the [GPUParticlesCollisionSDF3D] is "
"moved."
msgstr ""
"碰撞形狀的厚度。與其他粒子碰撞器不同,[GPUParticlesCollisionSDF3D] 實際上內部"
"是空心的。可以增加 [member thickness],以防止粒子在高速運動、或者當 "
"[GPUParticlesCollisionSDF3D] 移動時,穿過碰撞形狀。"
msgid ""
"Bake a 16×16×16 signed distance field. This is the fastest option, but also "
"the least precise."
msgstr "烘焙 16×16×16 的有符號距離場。這是最快的選項,但也是最不精確的。"
msgid "Bake a 32×32×32 signed distance field."
msgstr "烘焙 32×32×32 的有符號距離場。"
msgid "Bake a 64×64×64 signed distance field."
msgstr "烘焙 64×64×64 的有符號距離場。"
msgid "Bake a 128×128×128 signed distance field."
msgstr "烘焙 128×128×128 的有符號距離場。"
msgid "Bake a 256×256×256 signed distance field."
msgstr "烘焙 256×256×256 的有符號距離場。"
msgid ""
"Bake a 512×512×512 signed distance field. This is the slowest option, but "
"also the most precise."
msgstr "烘焙 512×512×512 的有符號距離場。這是最慢的選項,但也是最精確的。"
msgid ""
"A sphere-shaped 3D particle collision shape affecting [GPUParticles3D] nodes."
msgstr "球狀的 3D 粒子碰撞形狀,影響 [GPUParticles3D] 節點。"
msgid ""
"A sphere-shaped 3D particle collision shape affecting [GPUParticles3D] "
"nodes.\n"
"Particle collision shapes work in real-time and can be moved, rotated and "
"scaled during gameplay. Unlike attractors, non-uniform scaling of collision "
"shapes is [i]not[/i] supported.\n"
"[b]Note:[/b] [member ParticleProcessMaterial.collision_mode] must be "
"[constant ParticleProcessMaterial.COLLISION_RIGID] or [constant "
"ParticleProcessMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s "
"process material for collision to work.\n"
"[b]Note:[/b] Particle collision only affects [GPUParticles3D], not "
"[CPUParticles3D]."
msgstr ""
"球狀的 3D 粒子碰撞形狀,影響 [GPUParticles3D] 節點。\n"
"[b]注意:[/b]在 [GPUParticles3D] 的處理材質上,[member "
"ParticleProcessMaterial.collision_mode] 必須是 [constant "
"ParticleProcessMaterial.COLLISION_RIGID] 或 [constant ParticleProcessMaterial."
"COLLISION_HIDE_ON_CONTACT] ,才能使碰撞生效。\n"
"[b]注意:[/b]粒子碰撞只影響 [GPUParticles3D],不影響 [CPUParticles3D]。"
msgid "The collision sphere's radius in 3D units."
msgstr "碰撞球的半徑,以 3D 單位表示。"
msgid "A color transition."
msgstr "顏色過渡。"
msgid ""
"This resource describes a color transition by defining a set of colored "
"points and how to interpolate between them.\n"
"See also [Curve] which supports more complex easing methods, but does not "
"support colors."
msgstr ""
"此資源透過定義一組彩色點以及如何在它們之間進行內插來描述顏色過渡。\n"
"另請參見 [Curve],它支援更複雜的緩動方法,但不支援顏色。"
msgid "Adds the specified color to the gradient, with the specified offset."
msgstr "使用指定的偏移,將指定的顏色新增到該漸變的末尾。"
msgid "Returns the color of the gradient color at index [param point]."
msgstr "返回漸變色在索引 [param point] 處的顏色。"
msgid "Returns the offset of the gradient color at index [param point]."
msgstr "返回漸變色在索引 [param point] 處的偏移。"
msgid "Returns the number of colors in the gradient."
msgstr "返回漸變中的顏色數。"
msgid "Removes the color at index [param point]."
msgstr "移除索引 [param point] 處的顏色。"
msgid ""
"Reverses/mirrors the gradient.\n"
"[b]Note:[/b] This method mirrors all points around the middle of the "
"gradient, which may produce unexpected results when [member "
"interpolation_mode] is set to [constant GRADIENT_INTERPOLATE_CONSTANT]."
msgstr ""
"將漸變進行翻轉/鏡像。\n"
"[b]注意:[/b]這個方法會將所有點以漸變的中點進行鏡像,[member "
"interpolation_mode] 為 [constant GRADIENT_INTERPOLATE_CONSTANT] 時可能產生意外"
"的結果。"
msgid "Returns the interpolated color specified by [param offset]."
msgstr "返回由偏移 [param offset] 指定的插值顏色。"
msgid "Sets the color of the gradient color at index [param point]."
msgstr "設定漸變色在索引 [param point] 處的顏色。"
msgid "Sets the offset for the gradient color at index [param point]."
msgstr "設定漸變色在索引 [param point] 處的偏移。"
msgid ""
"Gradient's colors returned as a [PackedColorArray].\n"
"[b]Note:[/b] This property returns a copy, modifying the return value does "
"not update the gradient. To update the gradient use [method set_color] method "
"(for updating colors individually) or assign to this property directly (for "
"bulk-updating all colors at once)."
msgstr ""
"[PackedColorArray] 形式的漸變色顏色。\n"
"[b]注意:[/b]這個屬性返回的是副本,修改返回值並不會對漸變色進行更新。要更新漸"
"變色,請使用 [method set_color] 方法(單獨更新顏色)或直接為這個屬性賦值(一次"
"性更新所有顏色)。"
msgid ""
"The color space used to interpolate between points of the gradient. It does "
"not affect the returned colors, which will always be in sRGB space. See [enum "
"ColorSpace] for available modes.\n"
"[b]Note:[/b] This setting has no effect when [member interpolation_mode] is "
"set to [constant GRADIENT_INTERPOLATE_CONSTANT]."
msgstr ""
"用於在漸變點之間進行插值的色彩空間。不影響返回的顏色,返回的顏色始終在 sRGB 空"
"間。可用的模式見 [enum ColorSpace]。\n"
"[b]注意:[/b][member interpolation_mode] 為 [constant "
"GRADIENT_INTERPOLATE_CONSTANT] 時該設定無效。"
msgid ""
"The algorithm used to interpolate between points of the gradient. See [enum "
"InterpolationMode] for available modes."
msgstr ""
"用於在漸變點之間進行插值的演算法。可用的模式見 [enum InterpolationMode]。"
msgid ""
"Gradient's offsets returned as a [PackedFloat32Array].\n"
"[b]Note:[/b] This property returns a copy, modifying the return value does "
"not update the gradient. To update the gradient use [method set_offset] "
"method (for updating offsets individually) or assign to this property "
"directly (for bulk-updating all offsets at once)."
msgstr ""
"[PackedFloat32Array] 形式的漸變色偏移。\n"
"[b]注意:[/b]這個屬性返回的是副本,修改返回值並不會對漸變色進行更新。要更新漸"
"變色,請使用 [method set_offset] 方法(單獨更新偏移)或直接為這個屬性賦值(一"
"次性更新所有偏移)。"
msgid ""
"Constant interpolation, color changes abruptly at each point and stays "
"uniform between. This might cause visible aliasing when used for a gradient "
"texture in some cases."
msgstr ""
"常數插值,顏色會在每個點上突變,在點和點之間保持一致。在某些情況下用於漸變紋理"
"時,可能會造成明顯的鋸齒。"
msgid "Cubic interpolation."
msgstr "三次插值。"
msgid "sRGB color space."
msgstr "sRGB 色彩空間。"
msgid "Linear sRGB color space."
msgstr "線性 sRGB 色彩空間。"
msgid ""
"[url=https://bottosson.github.io/posts/oklab/]Oklab[/url] color space. This "
"color space provides a smooth and uniform-looking transition between colors."
msgstr ""
"[url=https://bottosson.github.io/posts/oklab/]Oklab[/url] 色彩空間。該色彩空間"
"能夠在不同顏色之間進行平滑、外觀均勻的過渡。"
msgid "A 1D texture that uses colors obtained from a [Gradient]."
msgstr "使用從 [Gradient] 獲得的顏色的 1D 紋理。"
msgid ""
"A 1D texture that obtains colors from a [Gradient] to fill the texture data. "
"The texture is filled by sampling the gradient for each pixel. Therefore, the "
"texture does not necessarily represent an exact copy of the gradient, as it "
"may miss some colors if there are not enough pixels. See also "
"[GradientTexture2D], [CurveTexture] and [CurveXYZTexture]."
msgstr ""
"GradientTexture1D 使用一個 [Gradient] 來填充紋理資料。該漸變紋理將使用從漸變中"
"獲得的顏色從左到右進行填充。這意味著該紋理不一定代表漸變的精確副本,而是以固定"
"步長從漸變中獲得的樣本的插值(見 [member width])。另見 [GradientTexture2D]、"
"[CurveTexture] 和 [CurveXYZTexture]。"
msgid "The [Gradient] used to fill the texture."
msgstr "用於填充紋理的 [Gradient]。"
msgid ""
"If [code]true[/code], the generated texture will support high dynamic range "
"([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work "
"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/"
"code], the generated texture will use low dynamic range; overbright colors "
"will be clamped ([constant Image.FORMAT_RGBA8] format)."
msgstr ""
"如果為 [code]true[/code],則生成的紋理會支援高動態範圍([constant Image."
"FORMAT_RGBAF] 格式)。可以在 [member Environment.glow_enabled] 為 [code]true[/"
"code] 時實作輝光效果。如果為 [code]false[/code],則生成的紋理會使用低動態範"
"圍;過亮的顏色會被鉗制([constant Image.FORMAT_RGBA8] 格式)。"
msgid "The number of color samples that will be obtained from the [Gradient]."
msgstr "將從 [Gradient] 中獲得的顏色樣本的數量。"
msgid ""
"A 2D texture that creates a pattern with colors obtained from a [Gradient]."
msgstr "將從 [Gradient] 中獲得的顏色樣本的數量。"
msgid ""
"A 2D texture that obtains colors from a [Gradient] to fill the texture data. "
"This texture is able to transform a color transition into different patterns "
"such as a linear or a radial gradient. The gradient is sampled individually "
"for each pixel so it does not necessarily represent an exact copy of the "
"gradient(see [member width] and [member height]). See also "
"[GradientTexture1D], [CurveTexture] and [CurveXYZTexture]."
msgstr ""
"該紋理使用一個 [Gradient] 來填充 2D 空間中的紋理資料。使用從漸變中獲得的顏色,"
"根據指定的 [member fill] 和 [member repeat] 型別來填充該漸變紋理。該紋理不一定"
"代表漸變的精確副本,而是以固定步長從漸變獲得的樣本的插值(見 [member width] "
"和 [member height])。另見 [GradientTexture1D]、[CurveTexture] 和 "
"[CurveXYZTexture]。"
msgid ""
"The gradient fill type, one of the [enum Fill] values. The texture is filled "
"by interpolating colors starting from [member fill_from] to [member fill_to] "
"offsets."
msgstr ""
"漸變填充型別,是 [enum Fill] 中的某個值。該紋理使用的是位於 [member "
"fill_from] 到 [member fill_to] 偏移量的顏色,對它們進行插值填充。"
msgid "The initial offset used to fill the texture specified in UV coordinates."
msgstr "用於填充紋理的初始偏移量,使用 UV 座標。"
msgid "The final offset used to fill the texture specified in UV coordinates."
msgstr "用於填充紋理的結束偏移量,使用 UV 座標。"
msgid ""
"The number of vertical color samples that will be obtained from the "
"[Gradient], which also represents the texture's height."
msgstr "從 [Gradient] 上獲取的垂直顏色取樣數,也表示紋理的高度。"
msgid ""
"The gradient repeat type, one of the [enum Repeat] values. The texture is "
"filled starting from [member fill_from] to [member fill_to] offsets by "
"default, but the gradient fill can be repeated to cover the entire texture."
msgstr ""
"漸變重複型別,是 [enum Repeat] 中的某個值。該紋理預設從偏移量 [member "
"fill_from] 到 [member fill_to] 填充,但漸變填充可以重複,從而覆蓋整個紋理。"
msgid ""
"The number of horizontal color samples that will be obtained from the "
"[Gradient], which also represents the texture's width."
msgstr "從 [Gradient] 上獲取的水平顏色取樣數,也表示紋理的寬度。"
msgid "The colors are linearly interpolated in a straight line."
msgstr "顏色按照直線進行線性插值。"
msgid "The colors are linearly interpolated in a circular pattern."
msgstr "顏色按照圓形模式進行線性插值。"
msgid "The colors are linearly interpolated in a square pattern."
msgstr "顏色按照方形模式進行線性插值。"
msgid ""
"The gradient fill is restricted to the range defined by [member fill_from] to "
"[member fill_to] offsets."
msgstr ""
"漸變填充限制在由 [member fill_from] 到 [member fill_to] 的偏移量範圍內。"
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, repeating the same pattern in both directions."
msgstr ""
"紋理的填充從偏移量 [member fill_from] 開始到 [member fill_to],兩個方向都按照"
"相同的模式重複。"
msgid ""
"The texture is filled starting from [member fill_from] to [member fill_to] "
"offsets, mirroring the pattern in both directions."
msgstr ""
"紋理的填充從偏移量 [member fill_from] 開始到 [member fill_to],兩個方向都按照"
"相同的模式鏡像重複。"
msgid "An editor for graph-like structures, using [GraphNode]s."
msgstr "圖結構編輯器,使用 [GraphNode]。"
msgid ""
"[GraphEdit] provides tools for creation, manipulation, and display of various "
"graphs. Its main purpose in the engine is to power the visual programming "
"systems, such as visual shaders, but it is also available for use in user "
"projects.\n"
"[GraphEdit] by itself is only an empty container, representing an infinite "
"grid where [GraphNode]s can be placed. Each [GraphNode] represents a node in "
"the graph, a single unit of data in the connected scheme. [GraphEdit], in "
"turn, helps to control various interactions with nodes and between nodes. "
"When the user attempts to connect, disconnect, or delete a [GraphNode], a "
"signal is emitted in the [GraphEdit], but no action is taken by default. It "
"is the responsibility of the programmer utilizing this control to implement "
"the necessary logic to determine how each request should be handled.\n"
"[b]Performance:[/b] It is greatly advised to enable low-processor usage mode "
"(see [member OS.low_processor_usage_mode]) when using GraphEdits."
msgstr ""
"[GraphEdit] 提供了用於對各種圖進行建立、操作、顯示的工具。它在引擎中的主要目的"
"是驅動視覺化程式設計系統,例如視覺化著色器,但也可以在使用者專案中使用。\n"
"[GraphEdit] 本身只是一個空容器,表示一個可以放置 [GraphNode] 的無限柵格。每個 "
"[GraphNode] 代表圖中的一個節點,是連接方案中的單個資料單元。而 [GraphEdit] 則"
"有助於控制節點和節點之間的各種互動。當使用者嘗試連接、斷開或關閉 [GraphNode] "
"時,[GraphEdit] 中會發出對應的訊號,但預設情況下不執行任何動作。使用此控制項的"
"程式師負責實作必要的邏輯,來確定應如何處理每個請求。\n"
"[b]性能:[/b]強烈建議在使用 GraphEdit 時啟用低處理器使用模式(見 [member OS."
"low_processor_usage_mode])。"
msgid ""
"Virtual method which can be overridden to customize how connections are drawn."
msgstr "可以重寫的虛方法,以自訂如何繪製連接。"
msgid ""
"Returns whether the [param mouse_position] is in the input hot zone.\n"
"By default, a hot zone is a [Rect2] positioned such that its center is at "
"[param in_node].[method GraphNode.get_input_port_position]([param in_port]) "
"(For output's case, call [method GraphNode.get_output_port_position] "
"instead). The hot zone's width is twice the Theme Property "
"[code]port_grab_distance_horizontal[/code], and its height is twice the "
"[code]port_grab_distance_vertical[/code].\n"
"Below is a sample code to help get started:\n"
"[codeblock]\n"
"func _is_in_input_hotzone(in_node, in_port, mouse_position):\n"
" var port_size: Vector2 = "
"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), "
"get_theme_constant(\"port_grab_distance_vertical\"))\n"
" var port_pos: Vector2 = in_node.get_position() + in_node."
"get_input_port_position(in_port) - port_size / 2\n"
" var rect = Rect2(port_pos, port_size)\n"
"\n"
" return rect.has_point(mouse_position)\n"
"[/codeblock]"
msgstr ""
"返回 [param mouse_position] 是否在輸入熱區。\n"
"預設情況下,熱區是一個 [Rect2],其中心位於 [param in_node].[method GraphNode."
"get_connection_input_position]([param in_port])(對於輸出的情況,請改為呼叫 "
"[method GraphNode.get_connection_output_position])。熱區的寬度是主題屬性 "
"[code]port_grab_distance_horizontal[/code] 的兩倍,高度是 "
"[code]port_grab_distance_vertical[/code] 的兩倍。\n"
"下面是一個範例程式碼,以幫助入門:\n"
"[codeblock]\n"
"func _is_in_input_hotzone(in_node, in_port, mouse_position):\n"
" var port_size: Vector2 = "
"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), "
"get_theme_constant(\"port_grab_distance_vertical\"))\n"
" var port_pos: Vector2 = in_node.get_position() + in_node."
"get_connection_input_position(in_port) - port_size / 2\n"
" var rect = Rect2(port_pos, port_size)\n"
"\n"
" return rect.has_point(mouse_position)\n"
"[/codeblock]"
msgid ""
"Returns whether the [param mouse_position] is in the output hot zone. For "
"more information on hot zones, see [method _is_in_input_hotzone].\n"
"Below is a sample code to help get started:\n"
"[codeblock]\n"
"func _is_in_output_hotzone(in_node, in_port, mouse_position):\n"
" var port_size: Vector2 = "
"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), "
"get_theme_constant(\"port_grab_distance_vertical\"))\n"
" var port_pos: Vector2 = in_node.get_position() + in_node."
"get_output_port_position(in_port) - port_size / 2\n"
" var rect = Rect2(port_pos, port_size)\n"
"\n"
" return rect.has_point(mouse_position)\n"
"[/codeblock]"
msgstr ""
"返回 [param mouse_position] 是否在輸出熱區。有關熱區的更多資訊,請參閱 "
"[method _is_in_input_hotzone]。\n"
"下面是一個範例程式碼,以幫助入門:\n"
"[codeblock]\n"
"func _is_in_output_hotzone(in_node, in_port, mouse_position):\n"
" var port_size: Vector2 = "
"Vector2(get_theme_constant(\"port_grab_distance_horizontal\"), "
"get_theme_constant(\"port_grab_distance_vertical\"))\n"
" var port_pos: Vector2 = in_node.get_position() + in_node."
"get_connection_output_position(in_port) - port_size / 2\n"
" var rect = Rect2(port_pos, port_size)\n"
"\n"
" return rect.has_point(mouse_position)\n"
"[/codeblock]"
msgid ""
"This virtual method can be used to insert additional error detection while "
"the user is dragging a connection over a valid port.\n"
"Return [code]true[/code] if the connection is indeed valid or return "
"[code]false[/code] if the connection is impossible. If the connection is "
"impossible, no snapping to the port and thus no connection request to that "
"port will happen.\n"
"In this example a connection to same node is suppressed:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _is_node_hover_valid(from, from_port, to, to_port):\n"
" return from != to\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _IsNodeHoverValid(StringName fromNode, int fromPort, "
"StringName toNode, int toPort)\n"
"{\n"
" return fromNode != toNode;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"當使用者在有效埠上拖動連接時,該虛擬方法可用於插入額外的錯誤偵測。\n"
"如果連接確實有效,則返回 [code]true[/code];如果連接不可能,則返回 "
"[code]false[/code]。如果連接是不可能的,則不會捕捉到該埠,因此不會發起對該埠的"
"連接請求。\n"
"在該範例中,抑制了與同一節點的連接:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _is_node_hover_valid(from, from_port, to, to_port):\n"
" return from != to\n"
"[/gdscript]\n"
"[csharp]\n"
"public override bool _IsNodeHoverValid(StringName fromNode, int fromPort, "
"StringName toNode, int toPort)\n"
"{\n"
" return fromNode != toNode;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Allows the connection between two different port types. The port type is "
"defined individually for the left and the right port of each slot with the "
"[method GraphNode.set_slot] method.\n"
"See also [method is_valid_connection_type] and [method "
"remove_valid_connection_type]."
msgstr ""
"允許兩種不同埠型別之間的連接。埠型別是使用 [method GraphNode.set_slot] 方法為"
"每個插槽的左右埠單獨定義的。\n"
"另請參閱 [method is_valid_connection_type] 和 [method "
"remove_valid_connection_type]。"
msgid ""
"Allows to disconnect nodes when dragging from the left port of the "
"[GraphNode]'s slot if it has the specified type. See also [method "
"remove_valid_left_disconnect_type]."
msgstr ""
"如果 [GraphNode] 插槽的左側埠具有指定的型別,則允許在從該埠拖動時斷開節點。另"
"請參閱 [method remove_valid_left_disconnect_type]。"
msgid ""
"Allows to disconnect nodes when dragging from the right port of the "
"[GraphNode]'s slot if it has the specified type. See also [method "
"remove_valid_right_disconnect_type]."
msgstr ""
"如果 [GraphNode] 插槽的右側埠具有指定的型別,則允許在從該埠拖動時斷開節點。另"
"請參閱 [method remove_valid_right_disconnect_type]。"
msgid ""
"Rearranges selected nodes in a layout with minimum crossings between "
"connections and uniform horizontal and vertical gap between nodes."
msgstr ""
"重新排列佈局中的選定節點,使連接之間的交叉最少,節點之間的水平和垂直間隙保持一"
"致。"
msgid "Removes all connections between nodes."
msgstr "移除節點之間的所有連接。"
msgid ""
"Create a connection between the [param from_port] of the [param from_node] "
"[GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If "
"the connection already exists, no connection is created."
msgstr ""
"在來源 [GraphNode] 節點 [param from_node] 的 [param from_port] 埠和目標 "
"[GraphNode] 節點 [param to_node] 的 [param to_port] 埠之間建立連接。如果已存在"
"連接,則不會建立連接。"
msgid ""
"Removes the connection between the [param from_port] of the [param from_node] "
"[GraphNode] and the [param to_port] of the [param to_node] [GraphNode]. If "
"the connection does not exist, no connection is removed."
msgstr ""
"移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param to_node] "
"[GraphNode] 的 [param to_port] 之間的連接。如果該連接不存在,則不移除任何連"
"接。"
msgid ""
"Ends the creation of the current connection. In other words, if you are "
"dragging a connection you can use this method to abort the process and remove "
"the line that followed your cursor.\n"
"This is best used together with [signal connection_drag_started] and [signal "
"connection_drag_ended] to add custom behavior like node addition through "
"shortcuts.\n"
"[b]Note:[/b] This method suppresses any other connection request signals "
"apart from [signal connection_drag_ended]."
msgstr ""
"結束目前連接的建立。換句話說,如果正在拖動一個連接,可以使用該方法中止該過程,"
"並移除滑鼠游標後面的線。\n"
"這最好與 [signal connection_drag_started] 和 [signal connection_drag_ended] 一"
"起使用,以新增自訂的行為,如通過快捷方式新增節點。\n"
"[b]注意:[/b]該方法會抑制除 [signal connection_drag_ended] 之外的任何其他連接"
"請求訊號。"
msgid ""
"Returns the points which would make up a connection between [param from_node] "
"and [param to_node]."
msgstr "返回構成 [param from_node] 和 [param to_node] 之間的連接的點。"
msgid ""
"Returns an Array containing the list of connections. A connection consists in "
"a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
"to_port: 1, to: \"GraphNode name 1\" }[/code]."
msgstr ""
"返回一個包含連接列表的陣列。一個連接包括一個結構,其形式為 [code]"
"{ from_port:0, from: \"GraphNode name 0\", to_port:1, to:\"GraphNode name "
"1\" }[/code]。"
msgid ""
"Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
"the top left of the graph. You can use this method to reposition the toolbar "
"or to add your own custom controls to it.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"獲取包含圖形左上角的縮放和網格捕捉控制項的 [HBoxContainer]。你可以使用此方法重"
"新定位工具列或向其新增自訂控制項。\n"
"[b]警告:[/b]這是一個必需的內部節點,刪除和釋放它可能會導致當機。如果你希望隱"
"藏它或其任何子項,請使用它們的 [member CanvasItem.visible] 屬性。"
msgid ""
"Returns [code]true[/code] if the [param from_port] of the [param from_node] "
"[GraphNode] is connected to the [param to_port] of the [param to_node] "
"[GraphNode]."
msgstr ""
"如果 [param from_node] [GraphNode] 的 [param from_port] 連接到 [param "
"to_node] [GraphNode] 的 [param to_port],則返回 [code]true[/code]。"
msgid ""
"Returns whether it's possible to make a connection between two different port "
"types. The port type is defined individually for the left and the right port "
"of each slot with the [method GraphNode.set_slot] method.\n"
"See also [method add_valid_connection_type] and [method "
"remove_valid_connection_type]."
msgstr ""
"返回是否可以在兩種不同的埠型別之間建立連接。埠型別是使用 [method GraphNode."
"set_slot] 方法為每個插槽的左右埠單獨定義的。\n"
"另請參閱 [method add_valid_connection_type] 和 [method "
"remove_valid_connection_type]。"
msgid ""
"Disallows the connection between two different port types previously allowed "
"by [method add_valid_connection_type]. The port type is defined individually "
"for the left and the right port of each slot with the [method GraphNode."
"set_slot] method.\n"
"See also [method is_valid_connection_type]."
msgstr ""
"不允許先前由 [method add_valid_connection_type] 允許的兩種不同埠型別之間的連"
"接。埠型別是通過 [method GraphNode.set_slot] 方法為每個插槽的左右埠單獨定義"
"的。\n"
"另請參閱 [method is_valid_connection_type]。"
msgid ""
"Disallows to disconnect nodes when dragging from the left port of the "
"[GraphNode]'s slot if it has the specified type. Use this to disable "
"disconnection previously allowed with [method add_valid_left_disconnect_type]."
msgstr ""
"如果 [GraphNode] 插槽的左側埠具有指定型別,當從該埠拖動時,則不允許斷開節點的"
"連接。使用該方法來禁用以前使用 [method add_valid_left_disconnect_type] 允許的"
"斷開連接。"
msgid ""
"Disallows to disconnect nodes when dragging from the right port of the "
"[GraphNode]'s slot if it has the specified type. Use this to disable "
"disconnection previously allowed with [method "
"add_valid_right_disconnect_type]."
msgstr ""
"如果 [GraphNode] 插槽的右側埠具有指定型別,當從該埠拖動時,則不允許斷開節點的"
"連接。使用該方法來禁用以前使用 [method add_valid_right_disconnect_type] 允許的"
"斷開連接。"
msgid "Sets the specified [param node] as the one selected."
msgstr "將指定的 [param node] 節點設定為選中的節點。"
msgid "If [code]true[/code], the lines between nodes will use antialiasing."
msgstr "如果為 [code]true[/code],節點之間的線將使用抗鋸齒。"
msgid ""
"The curvature of the lines between the nodes. 0 results in straight lines."
msgstr "節點之間連線的曲率。0 得到的是直線。"
msgid "The thickness of the lines between the nodes."
msgstr "節點之間連線的粗細。"
msgid "If [code]true[/code], the minimap is visible."
msgstr "如果為 [code]true[/code],小圖是可見的。"
msgid "The opacity of the minimap rectangle."
msgstr "小圖矩形的不透明度。"
msgid ""
"The size of the minimap rectangle. The map itself is based on the size of the "
"grid area and is scaled to fit this rectangle."
msgstr "小圖矩形的大小。地圖自身基於網格區域的大小,並被縮放以適應這個矩形。"
msgid "Defines the control scheme for panning with mouse wheel."
msgstr "定義使用滑鼠滾輪平移的控制方案。"
msgid ""
"If [code]true[/code], enables disconnection of existing connections in the "
"GraphEdit by dragging the right end."
msgstr ""
"如果為 [code]true[/code],通過拖動右端,可以斷開 GraphEdit 中現有的連接。"
msgid "The scroll offset."
msgstr "滾動偏移量。"
msgid ""
"If [code]true[/code], the button to automatically arrange graph nodes is "
"visible."
msgstr "如果為 [code]true[/code],控制項將自動調整高度以適合其內容。"
msgid "If [code]true[/code], the grid is visible."
msgstr "如果為 [code]true[/code],則該視窗可見。"
msgid ""
"If [code]true[/code], buttons that allow to configure grid and snapping "
"options are visible."
msgstr "如果為 [code]true[/code],則禁用形狀所有者及其形狀。"
msgid "If [code]true[/code], the menu toolbar is visible."
msgstr "如果為 [code]true[/code],小圖是可見的。"
msgid "If [code]true[/code], the button to toggle the minimap is visible."
msgstr "如果為 [code]true[/code],小圖是可見的。"
msgid ""
"If [code]true[/code], buttons that allow to change and reset the zoom level "
"are visible."
msgstr "如果為 [code]true[/code],則色板和近期顏色預設可見。"
msgid ""
"If [code]true[/code], the label with the current zoom level is visible. The "
"zoom level is displayed in percents."
msgstr ""
"如果為 [code]true[/code],則使目前縮放級別的標籤可見。縮放值以百分比顯示。"
msgid "The snapping distance in pixels, also determines the grid line distance."
msgstr "吸附距離,單位為圖元。"
msgid "If [code]true[/code], enables snapping."
msgstr "如果為 [code]true[/code],啟用自動吸附。"
msgid "The current zoom value."
msgstr "目前縮放值。"
msgid "The upper zoom limit."
msgstr "縮放上限。"
msgid "The lower zoom limit."
msgstr "縮放下限。"
msgid "The step of each zoom level."
msgstr "每個縮放級別的步長。"
msgid "Emitted at the beginning of a GraphNode movement."
msgstr "在 GraphNode 移動開始時發出。"
msgid "Emitted at the end of a connection drag."
msgstr "在連接拖動結束時發出。"
msgid "Emitted at the beginning of a connection drag."
msgstr "在連接拖動開始時發出。"
msgid ""
"Emitted when user drags a connection from an input port into the empty space "
"of the graph."
msgstr "當使用者將連接從輸入埠拖動到圖形的空白區域時發出。"
msgid ""
"Emitted to the GraphEdit when the connection between the [param from_port] of "
"the [param from_node] [GraphNode] and the [param to_port] of the [param "
"to_node] [GraphNode] is attempted to be created."
msgstr ""
"當嘗試建立 [param from_node] [GraphNode] 的 [param from_port] 和 [param "
"to_node] [GraphNode] 的 [param to_port] 之間的連接時發出。"
msgid ""
"Emitted when user drags a connection from an output port into the empty space "
"of the graph."
msgstr "當使用者將連接從輸出埠拖動到圖形的空白區域時發出。"
msgid "Emitted when the user presses [kbd]Ctrl + C[/kbd]."
msgstr "當使用者按下 [kbd]Ctrl + C[/kbd] 時發出。"
msgid ""
"Emitted when attempting to remove a GraphNode from the GraphEdit. Provides a "
"list of node names to be removed (all selected nodes, excluding nodes without "
"closing button)."
msgstr ""
"當有 GraphNode 嘗試從該 GraphEdit 中移除時觸發。提供要移除的節點名稱列表(所有"
"選中的節點,除去不包含關閉按鈕的節點)。"
msgid ""
"Emitted to the GraphEdit when the connection between [param from_port] of "
"[param from_node] [GraphNode] and [param to_port] of [param to_node] "
"[GraphNode] is attempted to be removed."
msgstr ""
"當試圖移除 [param from_node] [GraphNode] 的 [param from_port] 和 [param "
"to_node] [GraphNode] 的 [param to_port] 之間的連接時發出。"
msgid "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
msgstr "當 GraphNode 試圖在 GraphEdit 中被複製時發出的。"
msgid "Emitted at the end of a GraphNode movement."
msgstr "在 GraphNode 移動結束時發出。"
msgid "Emitted when a GraphNode is selected."
msgstr "當 GraphNode 被選擇時發出。"
msgid "Emitted when the user presses [kbd]Ctrl + V[/kbd]."
msgstr "當使用者按下 [kbd]Ctrl + V[/kbd] 時發出。"
msgid ""
"Emitted when a popup is requested. Happens on right-clicking in the "
"GraphEdit. [param position] is the position of the mouse pointer when the "
"signal is sent."
msgstr ""
"當請求快顯視窗時發出。在 GraphEdit 中右鍵點擊時發生。[param position]為該訊號"
"被發出時滑鼠指標的位置。"
msgid ""
"Emitted when the scroll offset is changed by the user. It will not be emitted "
"when changed in code."
msgstr ""
"當使用者改變滾動偏移量時發出。在程式碼中改變滾動偏移量時,它不會被觸發。"
msgid ""
"[kbd]Mouse Wheel[/kbd] will zoom, [kbd]Ctrl + Mouse Wheel[/kbd] will move the "
"view."
msgstr "[kbd]滑鼠滾輪[/kbd]進行縮放,[kbd]Ctrl + 滑鼠滾輪[/kbd]進行視圖的移動。"
msgid ""
"[kbd]Mouse Wheel[/kbd] will move the view, [kbd]Ctrl + Mouse Wheel[/kbd] will "
"zoom."
msgstr "[kbd]滑鼠滾輪[/kbd]進行視圖的移動,[kbd]Ctrl + 滑鼠滾輪[/kbd]進行縮放。"
msgid "Color of major grid lines."
msgstr "主要柵格線的顏色。"
msgid "Color of minor grid lines."
msgstr "次要柵格線的顏色。"
msgid "The fill color of the selection rectangle."
msgstr "選定的矩形的填充顏色。"
msgid "The outline color of the selection rectangle."
msgstr "選擇的矩形的輪廓顏色。"
msgid "The horizontal range within which a port can be grabbed (inner side)."
msgstr "能夠抓取埠的(內側)橫向範圍。"
msgid "The horizontal range within which a port can be grabbed (outer side)."
msgstr "能夠抓取埠的(外側)橫向範圍。"
msgid "The icon for the grid toggle button."
msgstr "吸附動按鈕的圖示。"
msgid "The icon for the layout button for auto-arranging the graph."
msgstr "關閉按鈕被按下時的圖示。"
msgid "The icon for the minimap toggle button."
msgstr "吸附動按鈕的圖示。"
msgid "The icon for the snapping toggle button."
msgstr "吸附動按鈕的圖示。"
msgid "The icon for the zoom in button."
msgstr "放大按鈕的圖示。"
msgid "The icon for the zoom out button."
msgstr "縮小按鈕的圖示。"
msgid "The icon for the zoom reset button."
msgstr "縮放重新開機按鈕的圖示。"
msgid "The background drawn under the grid."
msgstr "繪製在柵格下方的背景。"
msgid ""
"A container that represents a basic element that can be placed inside a "
"[GraphEdit] control."
msgstr "帶有連接埠的容器,代表 [GraphEdit] 中的一個節點。"
msgid ""
"[GraphElement] allows to create custom elements for a [GraphEdit] graph. By "
"default such elements can be selected, resized, and repositioned, but they "
"cannot be connected. For a graph element that allows for connections see "
"[GraphNode]."
msgstr ""
"[GraphElement] 允許為 [GraphEdit] 圖表建立自訂元素。預設情況下,可以選擇此類元"
"素、調整大小和重新定位,但無法連接它們。對於允許連接,請參閱[GraphNode]。"
msgid "If [code]true[/code], the user can drag the GraphElement."
msgstr "如果為 [code]true[/code],則使用者能夠拖動該 GraphNode。"
msgid ""
"The offset of the GraphElement, relative to the scroll offset of the "
"[GraphEdit]."
msgstr ""
"GraphNode 的偏移量,相對於 [GraphEdit] 的滾動偏移量。\n"
"[b]注意:[/b]不能直接使用位置偏移,因為 [GraphEdit] 是一個 [Container]。"
msgid ""
"If [code]true[/code], the user can resize the GraphElement.\n"
"[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
"signal, the GraphElement needs to be resized manually."
msgstr ""
"如果為 [code]true[/code],使用者可以調整 GraphNode 的大小。\n"
"[b]注意:[/b]拖動手柄只會發出 [signal resize_request] 訊號GraphNode 需要手動"
"調整大小。"
msgid "If [code]true[/code], the user can select the GraphElement."
msgstr "如果為 [code]true[/code],則使用者能夠選中該 GraphNode。"
msgid "If [code]true[/code], the GraphElement is selected."
msgstr "如果為 [code]true[/code],則該 GraphNode 被選中。"
msgid "Emitted when removing the GraphElement is requested."
msgstr "需要對子節點進行排序時發出。"
msgid "Emitted when the GraphElement is dragged."
msgstr "當 GraphNode 被拖動時發出。"
msgid "Emitted when the GraphElement is deselected."
msgstr "當 GraphNode 被取消選擇時發出。"
msgid "Emitted when the GraphElement is selected."
msgstr "當 GraphNode 被選中時發出。"
msgid "Emitted when the GraphElement is moved."
msgstr "當 GraphNode 被移動時觸發。"
msgid ""
"Emitted when displaying the GraphElement over other ones is requested. "
"Happens on focusing (clicking into) the GraphElement."
msgstr ""
"當 GraphNode 被要求顯示在其他節點之上時觸發。在 GraphNode 獲得焦點時觸發,即滑"
"鼠點擊進入。"
msgid ""
"Emitted when resizing the GraphElement is requested. Happens on dragging the "
"resizer handle (see [member resizable])."
msgstr ""
"當 GraphNode 被要求調整大小時發出。在拖動調整器手柄時發生(見 [member "
"resizable])。"
msgid ""
"The icon used for the resizer, visible when [member resizable] is enabled."
msgstr "用於調整大小的圖示,在 [member resizable] 被啟用時可見。"
msgid "A container with connection ports, representing a node in a [GraphEdit]."
msgstr "帶有連接埠的容器,代表 [GraphEdit] 中的一個節點。"
msgid ""
"[GraphNode] allows to create nodes for a [GraphEdit] graph with customizable "
"content based on its child controls. [GraphNode] is derived from [Container] "
"and it is responsible for placing its children on screen. This works similar "
"to [VBoxContainer]. Children, in turn, provide [GraphNode] with so-called "
"slots, each of which can have a connection port on either side.\n"
"Each [GraphNode] slot is defined by its index and can provide the node with "
"up to two ports: one on the left, and one on the right. By convention the "
"left port is also referred to as the [b]input port[/b] and the right port is "
"referred to as the [b]output port[/b]. Each port can be enabled and "
"configured individually, using different type and color. The type is an "
"arbitrary value that you can define using your own considerations. The parent "
"[GraphEdit] will receive this information on each connect and disconnect "
"request.\n"
"Slots can be configured in the Inspector dock once you add at least one child "
"[Control]. The properties are grouped by each slot's index in the \"Slot\" "
"section.\n"
"[b]Note:[/b] While GraphNode is set up using slots and slot indices, "
"connections are made between the ports which are enabled. Because of that "
"[GraphEdit] uses the port's index and not the slot's index. You can use "
"[method get_input_port_slot] and [method get_output_port_slot] to get the "
"slot index from the port index."
msgstr ""
"[GraphNode] 能夠在 [GraphEdit] 圖中建立節點,節點會根據其子控制項定制內容。"
"[GraphNode] 衍生自 [Container],負責將其子節點放置在螢幕上。工作原理類似於 "
"[VBoxContainer]。而子節點為 [GraphNode] 提供所謂的插槽,每個插槽的兩側都可以有"
"一個連接埠。\n"
"[GraphNode] 的插槽由其索引定義,一個插槽可以為節點提供最多兩個埠:一個在左側,"
"一個在右側。根據慣例,左側埠也被稱為[b]輸入埠[/b],右側埠被稱為[b]輸出埠[/b]。"
"每個埠都可以單獨啟用和配置,使用不同的型別和顏色。型別是你按照自己的需要來定義"
"的任意值。父 [GraphEdit] 將在每個連接和斷開連接請求中收到此信息。\n"
"新增至少一個子 [Control] 後,就可以在“屬性面板”面板中配置插槽。這些屬性"
"在“Slot”部分中按每個插槽的索引進行群組。\n"
"[b]注意:[/b]雖然 GraphNode 是使用插槽和插槽索引設定的,但連接是在啟用的埠之間"
"建立的。因此 [GraphEdit] 使用埠的索引,而不是插槽的索引。可以使用 [method "
"get_connection_input_slot] 和 [method get_connection_output_slot] 從埠索引中獲"
"取插槽索引。"
msgid ""
"Disables all slots of the GraphNode. This will remove all input/output ports "
"from the GraphNode."
msgstr "禁用 GraphNode 的所有輸入和輸出槽。"
msgid ""
"Disables the slot with the given [param slot_index]. This will remove the "
"corresponding input and output port from the GraphNode."
msgstr ""
"使用給定的[param slot_index] 停用插槽。這將從GraphNode 中刪除對應的輸入和輸出"
"連接埠。"
msgid "Returns the [Color] of the input port with the given [param port_idx]."
msgstr "返回輸入連接埠 [param port] 的 [Color]。"
msgid "Returns the number of slots with an enabled input port."
msgstr "返回漸變中的顏色數。"
msgid "Returns the position of the input port with the given [param port_idx]."
msgstr "返回與給定 [param id] 相關聯的點的位置。"
msgid ""
"Returns the corresponding slot index of the input port with the given [param "
"port_idx]."
msgstr "返回輸入連接埠 [param port] 對應的插槽索引。"
msgid "Returns the type of the input port with the given [param port_idx]."
msgstr "返回 ID 為 [param id] 的功能表專案的索引。"
msgid "Returns the [Color] of the output port with the given [param port_idx]."
msgstr "返回輸出連接埠 [param port] 的 [Color]。"
msgid "Returns the number of slots with an enabled output port."
msgstr "返回混合空間中的點的數量。"
msgid "Returns the position of the output port with the given [param port_idx]."
msgstr "返回與給定 [param id] 相關聯的點的位置。"
msgid ""
"Returns the corresponding slot index of the output port with the given [param "
"port_idx]."
msgstr "返回輸出連接埠 [param port] 對應的插槽索引。"
msgid "Returns the type of the output port with the given [param port_idx]."
msgstr "返回輸出連接埠 [param port] 的型別。"
msgid ""
"Returns the left (input) [Color] of the slot with the given [param "
"slot_index]."
msgstr "返回索引為 [param slot_index] 的插槽的左側(輸入)[Color]。"
msgid ""
"Returns the right (output) [Color] of the slot with the given [param "
"slot_index]."
msgstr "返回索引為 [param slot_index] 的插槽的右側(輸出)[Color]。"
msgid ""
"Returns the left (input) type of the slot with the given [param slot_index]."
msgstr "返回索引為 [param slot_index] 的插槽的左側(輸入)型別。"
msgid ""
"Returns the right (output) type of the slot with the given [param slot_index]."
msgstr "返回索引為 [param slot_index] 的插槽的右側(輸出)型別。"
msgid ""
"Returns the [HBoxContainer] used for the title bar, only containing a [Label] "
"for displaying the title by default. This can be used to add custom controls "
"to the title bar such as option or close buttons."
msgstr ""
"傳回標題列的[HBoxContainer],預設只包含一個用於顯示標題的[Label]。可用於在標題"
"列中新增自訂控制項,例如選項或關閉按鈕。"
msgid ""
"Returns true if the background [StyleBox] of the slot with the given [param "
"slot_index] is drawn."
msgstr "如果插槽 [param slot_index] 的背景 [StyleBox] 被繪製,則返回 true。"
msgid ""
"Returns [code]true[/code] if left (input) side of the slot with the given "
"[param slot_index] is enabled."
msgstr ""
"如果插槽 [param slot_index] 的左側(輸入)被啟用,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if right (output) side of the slot with the given "
"[param slot_index] is enabled."
msgstr ""
"如果插槽 [param slot_index] 的右側(輸出)被啟用,則返回 [code]true[/code]。"
msgid ""
"Sets properties of the slot with the given [param slot_index].\n"
"If [param enable_left_port]/[param enable_right_port] is [code]true[/code], a "
"port will appear and the slot will be able to be connected from this side.\n"
"With [param type_left]/[param type_right] an arbitrary type can be assigned "
"to each port. Two ports can be connected if they share the same type, or if "
"the connection between their types is allowed in the parent [GraphEdit] (see "
"[method GraphEdit.add_valid_connection_type]). Keep in mind that the "
"[GraphEdit] has the final say in accepting the connection. Type compatibility "
"simply allows the [signal GraphEdit.connection_request] signal to be "
"emitted.\n"
"Ports can be further customized using [param color_left]/[param color_right] "
"and [param custom_icon_left]/[param custom_icon_right]. The color parameter "
"adds a tint to the icon. The custom icon can be used to override the default "
"port dot.\n"
"Additionally, [param draw_stylebox] can be used to enable or disable drawing "
"of the background stylebox for each slot. See [theme_item slot].\n"
"Individual properties can also be set using one of the [code]set_slot_*[/"
"code] methods.\n"
"[b]Note:[/b] This method only sets properties of the slot. To create the slot "
"itself, add a [Control]-derived child to the GraphNode."
msgstr ""
"設定具有 [param slot_index] 索引的插槽的屬性。\n"
"如果 [param enable_left_port]/[param enable_right_port] 為 [code]true[/code]"
"則將出現一個埠,插槽將能夠從這一側連接。\n"
"使用 [param type_left]/[param type_right] 可以為每個埠分配一個任意型別。如果兩"
"個埠具有相同的型別,或者如果它們的型別之間的連接在父 [GraphEdit] 中被允許(參"
"見 [method GraphEdit.add_valid_connection_type]),那麼這兩個埠就可以被連接。"
"請記住,[GraphEdit] 在接受連接上擁有最終決定權。型別相容性只允許發出 [signal "
"GraphEdit.connection_request] 訊號。\n"
"可以使用 [param color_left]/[param color_right] 和 [param custom_icon_left]/"
"[param custom_icon_right] 進一步定制埠。顏色參數為圖示新增了一個色調。自定義圖"
"示可以用來覆蓋預設的埠點。\n"
"此外,[param draw_stylebox] 可以用來啟用或禁用每個插槽的背景樣式框的繪製。參"
"見 [theme_item slot]。\n"
"單個屬性也可以使用 [code]set_slot_*[/code] 方法之一來設定。\n"
"[b]注意:[/b]該方法只設定插槽的屬性。要建立插槽本身,請將 [Control] 衍生的子節"
"點新增到該 GraphNode。"
msgid ""
"Sets the [Color] of the left (input) side of the slot with the given [param "
"slot_index] to [param color]."
msgstr "將插槽 [param slot_index] 左側(輸入)的 [Color] 設定為 [param color]。"
msgid ""
"Sets the [Color] of the right (output) side of the slot with the given [param "
"slot_index] to [param color]."
msgstr "將插槽 [param slot_index] 右側(輸出)的 [Color] 設定為 [param color]。"
msgid ""
"Toggles the background [StyleBox] of the slot with the given [param "
"slot_index]."
msgstr "切換插槽 [param slot_index] 的背景 [StyleBox]。"
msgid ""
"Toggles the left (input) side of the slot with the given [param slot_index]. "
"If [param enable] is [code]true[/code], a port will appear on the left side "
"and the slot will be able to be connected from this side."
msgstr ""
"切換插槽 [param slot_index] 的左側(輸入)埠。如果[param enable] 為"
"[code]true[/code],則左側會出現一個埠,插槽可以從這一側連接。"
msgid ""
"Toggles the right (output) side of the slot with the given [param "
"slot_index]. If [param enable] is [code]true[/code], a port will appear on "
"the right side and the slot will be able to be connected from this side."
msgstr ""
"切換插槽 [param slot_index] 的右側(輸出)埠。如果[param enable] 為"
"[code]true[/code],則右側會出現一個埠,插槽可以從這一側連接。"
msgid ""
"Sets the left (input) type of the slot with the given [param slot_index] to "
"[param type]. If the value is negative, all connections will be disallowed to "
"be created via user inputs."
msgstr ""
"將插槽 [param slot_index] 的左側(輸入)型別設定為 [param type]。如果值為負,"
"則所有的連接將不允許通過使用者輸入來建立。"
msgid ""
"Sets the right (output) type of the slot with the given [param slot_index] to "
"[param type]. If the value is negative, all connections will be disallowed to "
"be created via user inputs."
msgstr ""
"將插槽 [param slot_index] 的右側(輸出)型別設定為 [param type]。如果值為負,"
"則所有的連接將不允許通過使用者輸入來建立。"
msgid "The text displayed in the GraphNode's title bar."
msgstr "顯示在 GraphNode 標題列中的文字。"
msgid "Emitted when any GraphNode's slot is updated."
msgstr "當任何圖形節點的插槽更新時發出。"
msgid "The color modulation applied to the resizer icon."
msgstr "套用於調整尺寸大小圖示的顏色調變。"
msgid "Horizontal offset for the ports."
msgstr "埠的水平偏移量。"
msgid "The vertical distance between ports."
msgstr "埠之間的垂直距離。"
msgid "The icon used for representing ports."
msgstr "該圖示用於表示埠。"
msgid "The default background for the slot area of the [GraphNode]."
msgstr "[GraphNode] 的預設背景。"
msgid "The [StyleBox] used for the slot area when selected."
msgstr "用於 [GraphNode] 的每個插槽的 [StyleBox]。"
msgid "The [StyleBox] used for each slot of the [GraphNode]."
msgstr "用於 [GraphNode] 的每個插槽的 [StyleBox]。"
msgid "The [StyleBox] used for the title bar of the [GraphNode]."
msgstr "用於 [GraphNode] 的每個插槽的 [StyleBox]。"
msgid ""
"The [StyleBox] used for the title bar of the [GraphNode] when it is selected."
msgstr "用於 [GraphNode] 的每個插槽的 [StyleBox]。"
msgid "A container that arranges its child controls in a grid layout."
msgstr "將子控制項按照網格佈局排列的容器。"
msgid ""
"[GridContainer] arranges its child controls in a grid layout. The number of "
"columns is specified by the [member columns] property, whereas the number of "
"rows depends on how many are needed for the child controls. The number of "
"rows and columns is preserved for every size of the container.\n"
"[b]Note:[/b] [GridContainer] only works with child nodes inheriting from "
"[Control]. It won't rearrange child nodes inheriting from [Node2D]."
msgstr ""
"[GridContainer] 會將其子控制項按照網格佈局排列。網格的列數由 [member columns] "
"屬性指定,行數取決於容器中子控制項的數量。將保留每個大小的容器的列和行。\n"
"[b]注意:[/b][GridContainer] 只對繼承自 [Control] 的子節點生效。它不會重新排列"
"繼承自 [Node2D] 的子節點。"
msgid ""
"The number of columns in the [GridContainer]. If modified, [GridContainer] "
"reorders its Control-derived children to accommodate the new layout."
msgstr ""
"[GridContainer] 中的列數。修改後,[GridContainer] 會重新排列其衍生自 Control "
"的子節點,以適應新的佈局。"
msgid "Node for 3D tile-based maps."
msgstr "基於 3D 圖塊地圖的節點。"
msgid ""
"GridMap lets you place meshes on a grid interactively. It works both from the "
"editor and from scripts, which can help you create in-game level editors.\n"
"GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a "
"mesh with materials plus optional collision and navigation shapes.\n"
"A GridMap contains a collection of cells. Each grid cell refers to a tile in "
"the [MeshLibrary]. All cells in the map have the same dimensions.\n"
"Internally, a GridMap is split into a sparse collection of octants for "
"efficient rendering and physics processing. Every octant has the same "
"dimensions and can contain several cells.\n"
"[b]Note:[/b] GridMap doesn't extend [VisualInstance3D] and therefore can't be "
"hidden or cull masked based on [member VisualInstance3D.layers]. If you make "
"a light not affect the first layer, the whole GridMap won't be lit by the "
"light in question."
msgstr ""
"GridMap 允許以互動的方式將網格放置在柵格上。它在編輯器和腳本中均可使用,可幫助"
"建立遊戲內的關卡編輯器。\n"
"GridMap 使用一個包含圖塊列表的 [MeshLibrary]。每個圖塊都是一個帶有材質的網格以"
"及可選的碰撞和導覽形狀。\n"
"GridMap 包含一組儲存格。每個柵格儲存格引用 [MeshLibrary] 中的一個圖塊。地圖中"
"的所有儲存格都具有相同的大小。\n"
"在內部GridMap 會根據卦限進行拆分,形成卦限的稀疏合集,能夠進行高效的渲染和物"
"理處理。每個卦限的大小是相同的,可以包含多個儲存格。\n"
"[b]注意:[/b]GridMap 不是從 [VisualInstance3D] 擴充的,因此不能基於 [member "
"VisualInstance3D.layers] 隱藏或剔除遮罩。如果使燈光不影響第一層,則整個 "
"GridMap 將不會被該燈光照亮。"
msgid "Using gridmaps"
msgstr "使用網格地圖"
msgid "Clear all cells."
msgstr "清除所有儲存格。"
msgid "Clears all baked meshes. See [method make_baked_meshes]."
msgstr "清除所有烘焙過的網格。見 [method make_baked_meshes]。"
msgid "Returns [RID] of a baked mesh with the given [param idx]."
msgstr "返回是否存在帶有給定 ID 的節點。"
msgid ""
"Returns an array of [ArrayMesh]es and [Transform3D] references of all bake "
"meshes that exist within the current GridMap."
msgstr ""
"返回目前 GridMap 中存在的所有烘焙網格的 [ArrayMesh] 和 [Transform3D] 引用的數"
"組。"
msgid ""
"Returns one of 24 possible rotations that lie along the vectors (x,y,z) with "
"each component being either -1, 0, or 1. For further details, refer to the "
"Godot source code."
msgstr ""
"返回沿向量 (x,y,z) 的 24 種可能旋轉中的一種,每個分量為 -1、0 或 1。有關詳細資"
"訊,請參閱 Godot 原始程式碼。"
msgid ""
"The [MeshLibrary] item index located at the given grid coordinates. If the "
"cell is empty, [constant INVALID_CELL_ITEM] will be returned."
msgstr ""
"位於給定柵格座標的 [MeshLibrary] 專案的索引。如果儲存格為空,則將返回 "
"[constant INVALID_CELL_ITEM]。"
msgid "Returns the basis that gives the specified cell its orientation."
msgstr "返回為指定儲存格提供方向的基。"
msgid ""
"The orientation of the cell at the given grid coordinates. [code]-1[/code] is "
"returned if the cell is empty."
msgstr ""
"給定柵格座標處的儲存格的方向。如果該儲存格為空,則返回 [code]-1[/code]。"
msgid ""
"Returns an array of [Transform3D] and [Mesh] references corresponding to the "
"non-empty cells in the grid. The transforms are specified in local space."
msgstr ""
"返回對應於柵格中非空儲存格的 [Transform3D] 和 [Mesh] 引用的陣列。變換在局部空"
"間中指定。"
msgid ""
"Returns the [RID] of the navigation map this GridMap node uses for its cell "
"baked navigation meshes.\n"
"This function returns always the map set on the GridMap node and not the map "
"on the NavigationServer. If the map is changed directly with the "
"NavigationServer API the GridMap node will not be aware of the map change."
msgstr ""
"返回該 GridMap 節點用於其儲存格烘焙導覽網格的導覽地圖的 [RID]。\n"
"該函式始終返回在 GridMap 節點上設定的地圖,而不是 NavigationServer 上的地圖。"
"如果直接使用 NavigationServer API 更改地圖,則 GridMap 節點將不會感知到地圖的"
"更改。"
msgid ""
"This function considers a discretization of rotations into 24 points on unit "
"sphere, lying along the vectors (x,y,z) with each component being either -1, "
"0, or 1, and returns the index (in the range from 0 to 23) of the point best "
"representing the orientation of the object. For further details, refer to the "
"Godot source code."
msgstr ""
"該函式考慮將旋轉離散化為單位球體上的 24 個點,沿向量 (x,y,z) 放置,每個分量為 "
"-1、0 或 1並返回索引在 0 到 23 的範圍內 ) 最能代表物體方向的點。 有關詳細"
"資訊,請參閱 Godot 原始程式碼。"
msgid ""
"Returns an array of [Vector3] with the non-empty cell coordinates in the grid "
"map."
msgstr "返回一個包含網格中非空儲存格座標的 [Vector3] 陣列。"
msgid ""
"Returns an array of all cells with the given item index specified in [param "
"item]."
msgstr "返回所有具有 [param item] 中指定的專案索引的儲存格的陣列。"
msgid ""
"Returns the map coordinates of the cell containing the given [param "
"local_position]. If [param local_position] is in global coordinates, consider "
"using [method Node3D.to_local] before passing it to this method. See also "
"[method map_to_local]."
msgstr ""
"返回包含給定 [param local_position] 的儲存格的地圖座標。如果 [param "
"local_position] 在全域座標中,請考慮在將其傳遞給該方法之前使用 [method Node3D."
"to_local]。另請參閱 [method map_to_local]。"
msgid "Bakes lightmap data for all meshes in the assigned [MeshLibrary]."
msgstr "為指定的 [MeshLibrary] 中的所有網格烘焙光照貼圖資料。"
msgid ""
"Returns the position of a grid cell in the GridMap's local coordinate space. "
"To convert the returned value into global coordinates, use [method Node3D."
"to_global]. See also [method map_to_local]."
msgstr ""
"返回柵格儲存格在 GridMap 的局部座標空間中的位置。要將返回值轉換為全域座標,請"
"使用 [method Node3D.to_global]。另請參閱 [method map_to_local]。"
msgid ""
"Sets the mesh index for the cell referenced by its grid coordinates.\n"
"A negative item index such as [constant INVALID_CELL_ITEM] will clear the "
"cell.\n"
"Optionally, the item's orientation can be passed. For valid orientation "
"values, see [method get_orthogonal_index_from_basis]."
msgstr ""
"設定由其柵格座標引用的儲存格的網格索引。\n"
"諸如 [constant INVALID_CELL_ITEM] 之類的負的專案索引將清除該儲存格。\n"
"可選地,可以傳入該專案的方向。有關有效的方向值,請參閱 [method "
"get_orthogonal_index_from_basis]。"
msgid ""
"Sets the [RID] of the navigation map this GridMap node should use for its "
"cell baked navigation meshes."
msgstr "設定該導覽地圖的 [RID],該 GridMap 節點應該用於其儲存格烘焙導覽網格。"
msgid ""
"If [code]true[/code], this GridMap creates a navigation region for each cell "
"that uses a [member mesh_library] item with a navigation mesh. The created "
"navigation region will use the navigation layers bitmask assigned to the "
"[MeshLibrary]'s item."
msgstr ""
"如果為 [code]true[/code],則為每個使用帶有導覽網格的 [member mesh_library] 項"
"目的儲存格,該 GridMap 將建立一個導覽區域。建立的導覽區域將使用分配給該 "
"[MeshLibrary] 專案的導覽層位元遮罩。"
msgid "If [code]true[/code], grid items are centered on the X axis."
msgstr "如果為 [code]true[/code],則網格項以 X 軸為中心。"
msgid "If [code]true[/code], grid items are centered on the Y axis."
msgstr "如果為 [code]true[/code],則網格項以 Y 軸為中心。"
msgid "If [code]true[/code], grid items are centered on the Z axis."
msgstr "如果為 [code]true[/code],則網格項以 Z 軸為中心。"
msgid ""
"The size of each octant measured in number of cells. This applies to all "
"three axis."
msgstr "每個卦限的大小,單位為儲存格的數量。適用於全部三個軸。"
msgid ""
"The scale of the cell items.\n"
"This does not affect the size of the grid cells themselves, only the items in "
"them. This can be used to make cell items overlap their neighbors."
msgstr ""
"儲存格專案的比例。\n"
"這不會影響網格單元本身的大小,只會影響其中的專案。這可用於使儲存格專案與其鄰居"
"重疊。"
msgid ""
"The dimensions of the grid's cells.\n"
"This does not affect the size of the meshes. See [member cell_scale]."
msgstr ""
"網格單元的尺寸。\n"
"這並不影響網格的尺寸大小。見 [member cell_scale]。"
msgid ""
"The physics layers this GridMap is in.\n"
"GridMaps act as static bodies, meaning they aren't affected by gravity or "
"other forces. They only affect other physics bodies that collide with them."
msgstr ""
"這個 GridMap 所處的實體層。\n"
"GridMap 作為靜態體,意味著它們不會受到重力或是其他力的影響。它們只會受到其他與"
"它們碰撞的物理體的影響。"
msgid ""
"The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/"
"tutorials/physics/physics_introduction.html#collision-layers-and-"
"masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"此 GridMap 偵測碰撞的實體層。更多資訊請參閱文件[url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》"
"[/url]。"
msgid "The assigned [MeshLibrary]."
msgstr "指定的 [MeshLibrary]。"
msgid ""
"Overrides the default friction and bounce physics properties for the whole "
"[GridMap]."
msgstr "覆蓋整個 [GridMap] 的預設摩擦力和反彈物理屬性。"
msgid "Emitted when [member cell_size] changes."
msgstr "當 [member cell_size] 改變時觸發。"
msgid "Emitted when the [MeshLibrary] of this GridMap changes."
msgstr "該 TileMap 的 [TileSet] 發生改變時發出。"
msgid ""
"Invalid cell item that can be used in [method set_cell_item] to clear cells "
"(or represent an empty cell in [method get_cell_item])."
msgstr ""
"可以在 [method set_cell_item] 中清除儲存格(或在 [method get_cell_item] 中重新"
"代表一個空的儲存格)的無效儲存格。"
msgid ""
"A physics joint that restricts the movement of two 2D physics bodies to a "
"fixed axis."
msgstr "將兩個物理體的運動限制在某個固定軸上的物理關節。"
msgid ""
"A physics joint that restricts the movement of two 2D physics bodies to a "
"fixed axis. For example, a [StaticBody2D] representing a piston base can be "
"attached to a [RigidBody2D] representing the piston head, moving up and down."
msgstr ""
"將兩個物理體的運動限制在某個固定軸上的物理關節。例如代表活塞基底的 "
"[StaticBody2D] 可以附加至代表能夠上下移動的活塞頭的 [RigidBody2D] 之上。"
msgid ""
"The body B's initial anchor position defined by the joint's origin and a "
"local offset [member initial_offset] along the joint's Y axis (along the "
"groove)."
msgstr ""
"這個物體B的初始錨點位置由關鍵的原點和沿關節Y軸沿著溝槽的局部偏移 "
"[member initial_offset] 定義。"
msgid ""
"The groove's length. The groove is from the joint's origin towards [member "
"length] along the joint's local Y axis."
msgstr "溝槽的長度。溝槽是從關鍵原點沿著關節局部 Y 軸朝向 [member length] 。"
msgid ""
"Provides functionality for computing cryptographic hashes chunk by chunk."
msgstr "提供分段計算加密雜湊的功能。"
msgid ""
"The HashingContext class provides an interface for computing cryptographic "
"hashes over multiple iterations. Useful for computing hashes of big files (so "
"you don't have to load them all in memory), network streams, and data streams "
"in general (so you don't have to hold buffers).\n"
"The [enum HashType] enum shows the supported hashing algorithms.\n"
"[codeblocks]\n"
"[gdscript]\n"
"const CHUNK_SIZE = 1024\n"
"\n"
"func hash_file(path):\n"
" # Check that file exists.\n"
" if not FileAccess.file_exists(path):\n"
" return\n"
" # Start a SHA-256 context.\n"
" var ctx = HashingContext.new()\n"
" ctx.start(HashingContext.HASH_SHA256)\n"
" # Open the file to hash.\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" # Update the context after reading each chunk.\n"
" while not file.eof_reached():\n"
" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
" # Get the computed hash.\n"
" var res = ctx.finish()\n"
" # Print the result as hex string and array.\n"
" printt(res.hex_encode(), Array(res))\n"
"[/gdscript]\n"
"[csharp]\n"
"public const int ChunkSize = 1024;\n"
"\n"
"public void HashFile(string path)\n"
"{\n"
" // Check that file exists.\n"
" if (!FileAccess.FileExists(path))\n"
" {\n"
" return;\n"
" }\n"
" // Start a SHA-256 context.\n"
" var ctx = new HashingContext();\n"
" ctx.Start(HashingContext.HashType.Sha256);\n"
" // Open the file to hash.\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" // Update the context after reading each chunk.\n"
" while (!file.EofReached())\n"
" {\n"
" ctx.Update(file.GetBuffer(ChunkSize));\n"
" }\n"
" // Get the computed hash.\n"
" byte[] res = ctx.Finish();\n"
" // Print the result as hex string and array.\n"
" GD.PrintT(res.HexEncode(), (Variant)res);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"HashingContext 類提供了一個介面,用於在多次反覆運算中計算加密雜湊值。常用於計"
"算大檔(不必全部載入到記憶體中)、網路流和一般資料流程(不必持有緩衝區)的雜湊"
"值。\n"
"[enum HashType] 列舉顯示了支援的雜湊演算法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"const CHUNK_SIZE = 1024\n"
"\n"
"func hash_file(path):\n"
" # 檢查檔是否存在。\n"
" if not FileAccess.file_exists(path):\n"
" return\n"
" # 啟動一個 SHA-256 本文。\n"
" var ctx = HashingContext.new()\n"
" ctx.start(HashingContext.HASH_SHA256)\n"
" # 打開檔進行雜湊處理。\n"
" var file = FileAccess.open(path, FileAccess.READ)\n"
" # 讀取每個塊後更新本文。\n"
" while not file.eof_reached():\n"
" ctx.update(file.get_buffer(CHUNK_SIZE))\n"
" # 獲取計算的雜湊值。\n"
" var res = ctx.finish()\n"
" # 將結果列印為十六進位字串和陣列。\n"
" printt(res.hex_encode(), Array(res))\n"
"[/gdscript]\n"
"[csharp]\n"
"public const int ChunkSize = 1024;\n"
"\n"
"public void HashFile(string path)\n"
"{\n"
" // 檢查檔是否存在。\n"
" if (!FileAccess.FileExists(path))\n"
" {\n"
" return;\n"
" }\n"
" // 啟動一個 SHA-256 本文。\n"
" var ctx = new HashingContext();\n"
" ctx.Start(HashingContext.HashType.Sha256);\n"
" // 打開檔進行雜湊處理。\n"
" using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n"
" // 讀取每個塊後更新本文。\n"
" while (!file.EofReached())\n"
" {\n"
" ctx.Update(file.GetBuffer(ChunkSize));\n"
" }\n"
" // 獲取計算的雜湊值。\n"
" byte[] res = ctx.Finish();\n"
" // 將結果列印為十六進位字串和陣列。\n"
" GD.PrintT(res.HexEncode(), (Variant)res);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Closes the current context, and return the computed hash."
msgstr "關閉目前本文,並返回計算出的雜湊值。"
msgid ""
"Starts a new hash computation of the given [param type] (e.g. [constant "
"HASH_SHA256] to start computation of a SHA-256)."
msgstr ""
"開始對給定型別 [param type] 的雜湊計算(例如 [constant HASH_SHA256] 會開始計"
"算 SHA-256。"
msgid "Updates the computation with the given [param chunk] of data."
msgstr "使用給定的資料塊 [param chunk] 更新計算。"
msgid "Hashing algorithm: MD5."
msgstr "雜湊演算法MD5。"
msgid "Hashing algorithm: SHA-1."
msgstr "雜湊演算法SHA-1。"
msgid "Hashing algorithm: SHA-256."
msgstr "雜湊演算法SHA-256。"
msgid "A container that arranges its child controls horizontally."
msgstr "將子控制項橫向排列的容器。"
msgid ""
"A variant of [BoxContainer] that can only arrange its child controls "
"horizontally. Child controls are rearranged automatically when their minimum "
"size changes."
msgstr ""
"[BoxContainer] 的變體,只會將子控制項橫向排列。子控制項的最小尺寸發生變化時會"
"自動進行重新排列。"
msgid "A 3D height map shape used for physics collision."
msgstr "3D 高度圖形狀,用於物理碰撞。"
msgid ""
"A 3D heightmap shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D]. This is useful for terrain, but it is limited "
"as overhangs (such as caves) cannot be stored. Holes in a [HeightMapShape3D] "
"are created by assigning very low values to points in the desired area.\n"
"[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against "
"than [ConcavePolygonShape3D], but it is significantly slower than primitive "
"shapes like [BoxShape3D]."
msgstr ""
"3D 高度圖形狀,旨在用於物理。常用於為 [CollisionShape3D] 提供形狀。可用於地"
"形,但是有無法儲存懸垂部分(如洞窟)的限制。[HeightMapShape3D] 中建立洞的方法"
"是為所需區域分配極低的值。\n"
"[b]性能:[/b]對 [HeightMapShape3D] 的碰撞偵測比 [ConcavePolygonShape3D] 快,但"
"與 [BoxShape3D] 等圖元形狀相比顯著要慢。"
msgid ""
"Height map data, pool array must be of [member map_width] * [member "
"map_depth] size."
msgstr ""
"高度圖資料,池陣列的大小必須是 [member map_width] * [member map_depth]。"
msgid ""
"Number of vertices in the depth of the height map. Changing this will resize "
"the [member map_data]."
msgstr "高度圖深度中的頂點數。更改該項將調整 [member map_data] 的大小。"
msgid ""
"Number of vertices in the width of the height map. Changing this will resize "
"the [member map_data]."
msgstr "高度圖寬度中的頂點數。更改該項將調整 [member map_data] 的大小。"
msgid ""
"A container that arranges its child controls horizontally and wraps them "
"around at the borders."
msgstr "將子控制項橫向排列並在邊界處換行的容器。"
msgid ""
"A variant of [FlowContainer] that can only arrange its child controls "
"horizontally, wrapping them around at the borders. This is similar to how "
"text in a book wraps around when no more words can fit on a line."
msgstr ""
"[FlowContainer] 的一種,只能將其子控制項橫向排列並在邊界處換行。類似於書本中文"
"字在一行中寫不下以後的換行方式。"
msgid ""
"A physics joint that restricts the rotation of a 3D physics body around an "
"axis relative to another physics body."
msgstr "限制 3D 物理體旋轉軸的物理關節,旋轉軸相對於另一個物理體。"
msgid ""
"A physics joint that restricts the rotation of a 3D physics body around an "
"axis relative to another physics body. For example, Body A can be a "
"[StaticBody3D] representing a door hinge that a [RigidBody3D] rotates around."
msgstr ""
"限制 3D 物理體旋轉軸的物理關節,旋轉軸相對於另一個物理體。例如甲物體可以是代表"
"門鉸鏈的 [StaticBody3D][RigidBody3D] 可以圍繞它旋轉。"
msgid "Returns the value of the specified flag."
msgstr "返回指定旗標的值。"
msgid "If [code]true[/code], enables the specified flag."
msgstr "如果為 [code]true[/code],啟用指定的旗標。"
msgid ""
"The speed with which the rotation across the axis perpendicular to the hinge "
"gets corrected."
msgstr "垂直於鉸鏈的軸線上的旋轉得到糾正的速度。"
msgid ""
"If [code]true[/code], the hinges maximum and minimum rotation, defined by "
"[member angular_limit/lower] and [member angular_limit/upper] has effects."
msgstr ""
"如果為 [code]true[/code],則會對由[member angular_limit/lower]和[member "
"angular_limit/upper]定義的鉸鏈最大和最小旋轉量產生影響。"
msgid ""
"The minimum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
"最小的旋轉量。只有在[member angular_limit/enable]為 [code]true[/code] 時才有"
"效。"
msgid "The lower this value, the more the rotation gets slowed down."
msgstr "該值越低,旋轉速度越慢。"
msgid ""
"The maximum rotation. Only active if [member angular_limit/enable] is "
"[code]true[/code]."
msgstr ""
"最大的旋轉量。只有在[member angular_limit/enable]為 [code]true[/code] 時才有"
"效。"
msgid "When activated, a motor turns the hinge."
msgstr "啟動後,馬達會使鉸鏈轉動。"
msgid "Maximum acceleration for the motor."
msgstr "馬達的最大加速度。"
msgid "Target speed for the motor."
msgstr "目標馬達的目標速度。"
msgid ""
"The speed with which the two bodies get pulled together when they move in "
"different directions."
msgstr "兩個物體向不同方向移動時被拉回到一起的速度。"
msgid "Used to create an HMAC for a message using a key."
msgstr "用來為一個使用金鑰的資訊建立 HMAC。"
msgid ""
"The HMACContext class is useful for advanced HMAC use cases, such as "
"streaming the message as it supports creating the message over time rather "
"than providing it all at once.\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"var ctx = HMACContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"supersecret\".to_utf8_buffer()\n"
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8_buffer()\n"
" var msg2 = \"super duper secret\".to_utf8_buffer()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
" assert(err == OK)\n"
" var hmac = ctx.finish()\n"
" print(hmac.hex_encode())\n"
"\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private HmacContext _ctx = new HmacContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" byte[] key = \"supersecret\".ToUtf8Buffer();\n"
" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] msg1 = \"this is \".ToUtf8Buffer();\n"
" byte[] msg2 = \"super duper secret\".ToUtf8Buffer();\n"
" err = _ctx.Update(msg1);\n"
" Debug.Assert(err == Error.Ok);\n"
" err = _ctx.Update(msg2);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] hmac = _ctx.Finish();\n"
" GD.Print(hmac.HexEncode());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"HMACContext 類對於高級的 HMAC 用例非常有用,例如流式消息,因為它支援在一段時間"
"內建立消息,而非一次性提供。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"var ctx = HMACContext.new()\n"
"\n"
"func _ready():\n"
" var key = \"supersecret\".to_utf8_buffer()\n"
" var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
" assert(err == OK)\n"
" var msg1 = \"this is \".to_utf8_buffer()\n"
" var msg2 = \"super duper secret\".to_utf8_buffer()\n"
" err = ctx.update(msg1)\n"
" assert(err == OK)\n"
" err = ctx.update(msg2)\n"
" assert(err == OK)\n"
" var hmac = ctx.finish()\n"
" print(hmac.hex_encode())\n"
"\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"using System.Diagnostics;\n"
"\n"
"public partial class MyNode : Node\n"
"{\n"
" private HmacContext _ctx = new HmacContext();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" byte[] key = \"supersecret\".ToUtf8Buffer();\n"
" Error err = _ctx.Start(HashingContext.HashType.Sha256, key);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] msg1 = \"this is \".ToUtf8Buffer();\n"
" byte[] msg2 = \"super duper secret\".ToUtf8Buffer();\n"
" err = _ctx.Update(msg1);\n"
" Debug.Assert(err == Error.Ok);\n"
" err = _ctx.Update(msg2);\n"
" Debug.Assert(err == Error.Ok);\n"
" byte[] hmac = _ctx.Finish();\n"
" GD.Print(hmac.HexEncode());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the resulting HMAC. If the HMAC failed, an empty [PackedByteArray] is "
"returned."
msgstr "返回生成的 HMAC。如果該 HMAC 失敗,則返回一個空的 [PackedByteArray]。"
msgid ""
"Initializes the HMACContext. This method cannot be called again on the same "
"HMACContext until [method finish] has been called."
msgstr ""
"初始化 HMACContext。在 [method finish] 被呼叫之前,不能在同一個 HMACContext 上"
"再次呼叫此方法。"
msgid ""
"Updates the message to be HMACed. This can be called multiple times before "
"[method finish] is called to append [param data] to the message, but cannot "
"be called until [method start] has been called."
msgstr ""
"更新要進行 HMAC 處理的消息。在 [method finish] 被呼叫以將 [param data] 追加到"
"該消息之前,該函式可以多次被呼叫,但在 [method start] 被呼叫之前不能被呼叫。"
msgid "A horizontal scrollbar that goes from left (min) to right (max)."
msgstr "水平捲軸,從左側(最小)滾動到右側(最大)。"
msgid ""
"A horizontal scrollbar, typically used to navigate through content that "
"extends beyond the visible width of a control. It is a [Range]-based control "
"and goes from left (min) to right (max)."
msgstr ""
"水平捲軸,通常用於為超出控制項可見寬度的內容進行導覽。這是基於 [Range] 的控"
"件,從左側(最小)滾動到右側(最大)。"
msgid "A horizontal line used for separating other controls."
msgstr "分隔其他控制項的水平線。"
msgid ""
"A horizontal separator used for separating other controls that are arranged "
"[b]vertically[/b]. [HSeparator] is purely visual and normally drawn as a "
"[StyleBoxLine]."
msgstr ""
"分隔其他[b]垂直[/b]排列的控制項的水平線。[HSeparator] 只提供視覺上的分隔,通常"
"用 [StyleBoxLine] 繪製。"
msgid "A horizontal slider that goes from left (min) to right (max)."
msgstr "從左(最小)到右(最大)的水平捲軸。"
msgid ""
"A horizontal slider, used to adjust a value by moving a grabber along a "
"horizontal axis. It is a [Range]-based control and goes from left (min) to "
"right (max)."
msgstr ""
"水平捲軸,可用通過沿著水平軸移動抓取器來調整取值。這個控制項繼承自 [Range],從"
"左(最小)到右(最大)滾動。"
msgid ""
"A container that splits two child controls horizontally and provides a "
"grabber for adjusting the split ratio."
msgstr ""
"會將兩個子控制項進行水平分隔的容器,並且提供了用於調整分隔比例的抓取器。"
msgid ""
"A container that accepts only two child controls, then arranges them "
"horizontally and creates a divisor between them. The divisor can be dragged "
"around to change the size relation between the child controls."
msgstr ""
"僅接受兩個子控制項的容器,會將這兩個控制項水平排列,在兩者之間建立一條分隔線。"
"分隔線可以拖動,從而改變兩個子控制項之間的大小關係。"
msgid "Low-level hyper-text transfer protocol client."
msgstr "低級別的超文字傳輸協定使用者端。"
msgid ""
"Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
"to make HTTP requests to download web content, upload files and other data or "
"to communicate with various services, among other use cases.\n"
"See the [HTTPRequest] node for a higher-level alternative.\n"
"[b]Note:[/b] This client only needs to connect to a host once (see [method "
"connect_to_host]) to send multiple requests. Because of this, methods that "
"take URLs usually take just the part after the host instead of the full URL, "
"as the client is already connected to a host. See [method request] for a full "
"example and to get started.\n"
"A [HTTPClient] should be reused between multiple requests or to connect to "
"different hosts instead of creating one client per request. Supports "
"Transport Layer Security (TLS), including server certificate verification. "
"HTTP status codes in the 2xx range indicate success, 3xx redirection (i.e. "
"\"try again, but over here\"), 4xx something was wrong with the request, and "
"5xx something went wrong on the server's side.\n"
"For more information on HTTP, see [url=https://developer.mozilla.org/en-US/"
"docs/Web/HTTP]MDN's documentation on HTTP[/url] (or read [url=https://tools."
"ietf.org/html/rfc2616]RFC 2616[/url] to get it straight from the source).\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android.\n"
"[b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid "
"sending sensitive information (such as login credentials) in HTTP GET URL "
"parameters. Consider using HTTP POST requests or HTTP headers for such "
"information instead.\n"
"[b]Note:[/b] When performing HTTP requests from a project exported to Web, "
"keep in mind the remote server may not allow requests from foreign origins "
"due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/"
"url]. If you host the server in question, you should modify its backend to "
"allow requests from foreign origins by adding the [code]Access-Control-Allow-"
"Origin: *[/code] HTTP header.\n"
"[b]Note:[/b] TLS support is currently limited to TLS 1.0, TLS 1.1, and TLS "
"1.2. Attempting to connect to a TLS 1.3-only server will return an error.\n"
"[b]Warning:[/b] TLS certificate revocation and certificate pinning are "
"currently not supported. Revoked certificates are accepted as long as they "
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
"超文字傳輸協定使用者端(有時稱為“使用者代理”)。用於發出 HTTP 請求以下載網路內"
"容,上傳檔和其他資料、或與各種服務通信,以及其他用例。\n"
"請參閱 [HTTPRequest] 節點以獲取更高級別的替代方案。\n"
"[b]注意:[/b]這個使用者端只需要連接一個主機一次(見[method "
"connect_to_host]),就可以發送多個請求。因此,使用 URL 的方法通常只使用主機後"
"面的部分而不是完整的 URL因為使用者端已經連接到主機。請參閱 [method request] "
"以獲取完整範例並開始使用。\n"
"[HTTPClient] 應該在多個請求之間重用、或連接到不同的主機,而不是為每個請求建立"
"一個使用者端。支援傳輸層安全 (TLS)包括伺服器憑證驗證。2xx 範圍內的 HTTP 狀態"
"程式碼表示成功3xx 表示重定向即“再試一次但在這裡”4xx 表示請求有問題,"
"5xx 表示伺服器端出了問題。\n"
"有關 HTTP 的更多資訊,請參閱 [url=https://developer.mozilla.org/en-US/docs/"
"Web/HTTP]MDN 上 HTTP 的文件[/url](或閱讀 [url=https://tools.ietf.org/html/"
"rfc2616]RFC 2616[/url],直接從根源瞭解)。\n"
"[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署前,請確保在 Android "
"匯出預設中啟用 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 "
"Android 阻止。\n"
"[b]注意:[/b]建議使用傳輸加密TLS並避免在 HTTP GET URL 參數中發送敏感資訊"
"(例如登錄憑據)。考慮改用 HTTP POST 請求或 HTTP 標頭來獲取此類資訊。\n"
"[b]注意:[/b]當從匯出到 Web 的專案執行 HTTP 請求時,請記住,由於 [url=https://"
"developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url],遠程伺服器可能不允"
"許來自站外的請求。如果託管到有問題的伺服器,應該修改其後臺,以通過新增 "
"[code]Access-Control-Allow-Origin: *[/code] HTTP 標頭來允許來自站外的請求。\n"
"[b]注意:[/b]TLS 支援目前僅限於 TLS 1.0、TLS 1.1 和 TLS 1.2。嘗試連接到僅支持 "
"TLS 1.3 的伺服器時將返回一個錯誤。\n"
"[b]警告:[/b]目前不支援 TLS 憑證撤銷和憑證綁定。只要吊銷的憑證在其他方面有效,"
"就會被接受。如果這是一個問題,你可能希望使用有效期較短的自動管理的憑證。"
msgid "HTTP client class"
msgstr "HTTP 使用者端類"
msgid "TLS certificates"
msgstr "TLS 憑證"
msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
msgstr "關閉目前連接,允許重用此[HTTPClient]。"
msgid ""
"Connects to a host. This needs to be done before any requests are sent.\n"
"If no [param port] is specified (or [code]-1[/code] is used), it is "
"automatically set to 80 for HTTP and 443 for HTTPS. You can pass the optional "
"[param tls_options] parameter to customize the trusted certification "
"authorities, or the common name verification when using HTTPS. See [method "
"TLSOptions.client] and [method TLSOptions.client_unsafe]."
msgstr ""
"連接到主機。這需要在發送任何請求之前完成。\n"
"如果未指定 [param port](或使用 [code]-1[/code]),則自動將其設定為 80用於 "
"HTTP和 443用於 HTTPS。可以傳入可選的 [param tls_options] 參數來自訂受信"
"任的憑證授權,或者使用 HTTPS 時的通用名稱驗證。請參閱 [method TLSOptions."
"client] 和 [method TLSOptions.client_unsafe]。"
msgid ""
"Returns the response's body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code].\n"
"[b]Note:[/b] This function always returns [code]-1[/code] on the Web platform "
"due to browsers limitations."
msgstr ""
"返回回應體長度。\n"
"[b]注意:[/b]部分 Web 伺服器可能不發送回應體長度,此時返回值將為 [code]-1[/"
"code]。如果使用分塊傳輸編碼,回應體的長度也將為 [code]-1[/code]。"
msgid "Returns the response's HTTP status code."
msgstr "返回回應的 HTTP 狀態碼。"
msgid "Returns the response headers."
msgstr "返回回應報頭。"
msgid ""
"Returns all response headers as a Dictionary of structure [code]{ \"key\": "
"\"value1; value2\" }[/code] where the case-sensitivity of the keys and values "
"is kept like the server delivers it. A value is a simple String, this string "
"can have more than one value where \"; \" is used as separator.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"{\n"
" \"content-length\": 12,\n"
" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
"}\n"
"[/codeblock]"
msgstr ""
"返回所有回應報頭,是 [code]{ \"報頭欄位名稱\": \"欄位取值1; 欄位取值2\" }[/"
"code] 格式的字典,字典的鍵和值均保持伺服器所發送的大小寫。欄位取值為簡單的 "
"String該字串可能包含多個值使用“; ”分隔。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"{\n"
" \"content-length\": 12,\n"
" \"Content-Type\": \"application/json; charset=UTF-8\",\n"
"}\n"
"[/codeblock]"
msgid ""
"Returns a [enum Status] constant. Need to call [method poll] in order to get "
"status updates."
msgstr "返回 [enum Status] 常數。需要呼叫 [method poll] 才能更新狀態。"
msgid "If [code]true[/code], this [HTTPClient] has a response available."
msgstr "為 [code]true[/code] 時,則該 [HTTPClient] 有可用的回應。"
msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
msgstr "為 [code]true[/code] 時,則該 [HTTPClient] 有分塊的回應。"
msgid ""
"This needs to be called in order to have any request processed. Check results "
"with [method get_status]."
msgstr "呼叫此方法才能對請求進行處理。使用 [method get_status] 獲取檢查。"
msgid ""
"Generates a GET/POST application/x-www-form-urlencoded style query string "
"from a provided dictionary, e.g.:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# Returns \"username=user&password=pass\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// Returns \"username=user&password=pass\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Furthermore, if a key has a [code]null[/code] value, only the key itself is "
"added, without equal sign and value. If the value is an array, for each value "
"in it a pair with the same key is added.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
"44]}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary\n"
"{\n"
" { \"single\", 123 },\n"
" { \"notValued\", default },\n"
" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n"
"};\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// Returns \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"從提供的字典生成 GET/POST application/x-www-form-urlencoded 樣式的查詢字元串,"
"例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# 返回 \"username=user&password=pass\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// 返回 \"username=user&password=pass\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"此外,如果鍵具有 [code]null[/code] 值,則僅新增鍵本身,而不新增等號和值。如果"
"該值是一個陣列,則新增該相同鍵,與其中的每個值組成一對。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
"44]}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"# 返回 \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary\n"
"{\n"
" { \"single\", 123 },\n"
" { \"notValued\", default },\n"
" { \"multiple\", new Godot.Collections.Array { 22, 33, 44 } },\n"
"};\n"
"string queryString = httpClient.QueryStringFromDict(fields);\n"
"// 返回 \"single=123&not_valued&multiple=22&multiple=33&multiple=44\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Reads one chunk from the response."
msgstr "從回應中讀取一塊資料。"
msgid ""
"Sends a request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"To create a POST request with query strings to push to the server, do:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-"
"Length: \" + str(query_string.length())]\n"
"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
"headers, query_string)\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = new HTTPClient().QueryStringFromDict(fields);\n"
"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $"
"\"Content-Length: {queryString.Length}\" };\n"
"var result = new HTTPClient().Request(HTTPClient.Method.Post, \"index.php\", "
"headers, queryString);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The [param body] parameter is ignored if [param method] is "
"[constant HTTPClient.METHOD_GET]. This is because GET methods can't contain "
"request data. As a workaround, you can pass request data as a query string in "
"the URL. See [method String.uri_encode] for an example."
msgstr ""
"向連接的伺服器發送請求。\n"
"URL 參數通常只是主機名稱後面的部分,所以對於 [code]https://somehost.com/index."
"php[/code] 來說就是 [code]/index.php[/code]。當向 HTTP 代理伺服器發送請求時,"
"它應該是一個絕對 URL。對於 [constant HTTPClient.METHOD_OPTIONS] 請求,"
"[code]*[/code] 也是允許的。對於 [constant HTTPClient.METHOD_CONNECT] 請求,它"
"應該是許可權組件 ([code]host:port[/code])。\n"
"Headers 參數是 HTTP 請求的報頭。有關可用的 HTTP 方法,請參閱 [enum Method]。\n"
"要建立帶有查詢字串的 POST 請求以推送到伺服器,請執行以下操作:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
"var query_string = http_client.query_string_from_dict(fields)\n"
"var headers = [\"Content-Type: application/x-www-form-urlencoded\", \"Content-"
"Length: \" + str(query_string.length())]\n"
"var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
"headers, query_string)\n"
"[/gdscript]\n"
"[csharp]\n"
"var fields = new Godot.Collections.Dictionary { { \"username\", \"user\" }, "
"{ \"password\", \"pass\" } };\n"
"string queryString = new HTTPClient().QueryStringFromDict(fields);\n"
"string[] headers = { \"Content-Type: application/x-www-form-urlencoded\", $"
"\"Content-Length: {queryString.Length}\" };\n"
"var result = new HTTPClient().Request(HTTPClient.Method.Post, \"index.php\", "
"headers, queryString);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果 [param method] 是 [constant HTTPClient.METHOD_GET],則忽略 "
"[param body] 參數。這是因為 GET 方法不能包含請求資料。解決方法是,可以將請求資"
"料作為 URL 中的查詢字串傳遞。有關範例,請參見 [method String.uri_encode]。"
msgid ""
"Sends a raw request to the connected host.\n"
"The URL parameter is usually just the part after the host, so for "
"[code]https://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
"When sending requests to an HTTP proxy server, it should be an absolute URL. "
"For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
"allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
"authority component ([code]host:port[/code]).\n"
"Headers are HTTP request headers. For available HTTP methods, see [enum "
"Method].\n"
"Sends the body data raw, as a byte array and does not encode it in any way."
msgstr ""
"向連接的伺服器發送請求。\n"
"URL 參數通常只是主機名稱後面的部分,所以對於 [code]https://somehost.com/index."
"php[/code] 來說就是 [code]/index.php[/code]。當向 HTTP 代理伺服器發送請求時,"
"它應該是一個絕對 URL。對於 [constant HTTPClient.METHOD_OPTIONS] 請求,"
"[code]*[/code] 也是允許的。對於 [constant HTTPClient.METHOD_CONNECT] 請求,它"
"應該是許可權組件 ([code]host:port[/code])。\n"
"Headers 參數是 HTTP 請求的報頭。有關可用的 HTTP 方法,請參閱 [enum Method]。\n"
"請求體是以位元組陣列的形式原樣發送的,不會進行任何形式的編碼。"
msgid ""
"Sets the proxy server for HTTP requests.\n"
"The proxy server is unset if [param host] is empty or [param port] is -1."
msgstr ""
"設定 HTTP 請求使用的代理伺服器。\n"
"如果 [param host] 為空或者 [param port] 為 -1則會取消設定代理伺服器。"
msgid ""
"Sets the proxy server for HTTPS requests.\n"
"The proxy server is unset if [param host] is empty or [param port] is -1."
msgstr ""
"設定 HTTPS 請求使用的代理伺服器。\n"
"如果 [param host] 為空或者 [param port] 為 -1則會取消設定代理伺服器。"
msgid ""
"If [code]true[/code], execution will block until all data is read from the "
"response."
msgstr "為 [code]true[/code] 時,執行會阻塞至從回應中讀取所有資料為止。"
msgid "The connection to use for this client."
msgstr "該使用者端所使用的連接。"
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[method read_response_body_chunk]."
msgstr ""
"使用的緩衝區大小,即每次反覆運算讀取的最大位元組數。見 [method "
"read_response_body_chunk]。"
msgid ""
"HTTP GET method. The GET method requests a representation of the specified "
"resource. Requests using GET should only retrieve data."
msgstr ""
"HTTP GET 方法。GET 方法用於請求指定資源的某種表示。使用 GET 的請求應該只進行資"
"料的獲取。"
msgid ""
"HTTP HEAD method. The HEAD method asks for a response identical to that of a "
"GET request, but without the response body. This is useful to request "
"metadata like HTTP headers or to check if a resource exists."
msgstr ""
"HTTP HEAD 方法。HEAD 方法請求的是和 GET 請求一樣的相應,但不包含回應體。用來請"
"求中繼資料很方便,比如可以通過請求 HTTP 報頭來判斷資源是否存在。"
msgid ""
"HTTP POST method. The POST method is used to submit an entity to the "
"specified resource, often causing a change in state or side effects on the "
"server. This is often used for forms and submitting data or uploading files."
msgstr ""
"HTTP POST 方法。POST 方法用於將實體提交給指定的資源,經常會造成伺服器端狀態的"
"更改或者其他副作用。常用於提交表單和其他資料,或者上傳檔。"
msgid ""
"HTTP PUT method. The PUT method asks to replace all current representations "
"of the target resource with the request payload. (You can think of POST as "
"\"create or update\" and PUT as \"update\", although many services tend to "
"not make a clear distinction or change their meaning)."
msgstr ""
"HTTP PUT 方法。PUT 方法的目的是使用請求負載替換目標資源的所有目前表示。(可以"
"把 POST 理解為“建立或更新”,把 PUT 理解為“更小”,不過很多服務在這兩者的含義之"
"間並不作明顯的區別)。"
msgid ""
"HTTP DELETE method. The DELETE method requests to delete the specified "
"resource."
msgstr "HTTP DELETE 方法。DELETE 方法請求刪除指定的資源。"
msgid ""
"HTTP OPTIONS method. The OPTIONS method asks for a description of the "
"communication options for the target resource. Rarely used."
msgstr ""
"HTTP OPTIONS 方法。OPTIONS 方法的目的是獲取目標資源的通訊選項。很少使用。"
msgid ""
"HTTP TRACE method. The TRACE method performs a message loop-back test along "
"the path to the target resource. Returns the entire HTTP request received in "
"the response body. Rarely used."
msgstr ""
"HTTP TRACE 方法。TRACE 方法會沿目標資源的路徑做消息回環測試。返回的回應體中會"
"包含完整的 HTTP 請求。很少使用。"
msgid ""
"HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
"identified by the target resource. Rarely used."
msgstr ""
"HTTP CONNECT 方法。CONNECT 方法會與目標資源所表示的伺服器建立隧道。很少使用。"
msgid ""
"HTTP PATCH method. The PATCH method is used to apply partial modifications to "
"a resource."
msgstr "HTTP PATCH 方法。PATCH 方法用於對資源進行部分修改。"
msgid "Represents the size of the [enum Method] enum."
msgstr "代表 [enum Method] 列舉的大小。"
msgid "Status: Disconnected from the server."
msgstr "狀態:與伺服器斷開連接。"
msgid "Status: Currently resolving the hostname for the given URL into an IP."
msgstr "狀態:正在根據 URL 的主機名稱解析 IP。"
msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
msgstr "狀態DNS 失敗:無法解析指定 URL 的主機名稱。"
msgid "Status: Currently connecting to server."
msgstr "狀態:正在連接到伺服器。"
msgid "Status: Can't connect to the server."
msgstr "狀態:無法連接到伺服器。"
msgid "Status: Connection established."
msgstr "狀態:連接已建立。"
msgid "Status: Currently sending request."
msgstr "狀態:正在發送請求。"
msgid "Status: HTTP body received."
msgstr "狀態:已獲取 HTTP 回應體。"
msgid "Status: Error in HTTP connection."
msgstr "狀態HTTP 連接出錯。"
msgid "Status: Error in TLS handshake."
msgstr "狀態TLS 握手出錯。"
msgid ""
"HTTP status code [code]100 Continue[/code]. Interim response that indicates "
"everything so far is OK and that the client should continue with the request "
"(or ignore this status if already finished)."
msgstr ""
"HTTP 狀態碼 [code]100 Continue[/code]。是表示目前為止一切正常的中間回應,客戶"
"端應該繼續請求(如果已經請求完就可以直接忽略這個狀態)。"
msgid ""
"HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
"[code]Upgrade[/code] request header by the client. Indicates the protocol the "
"server is switching to."
msgstr ""
"HTTP 狀態碼 [code]101 Switching Protocol[/code]。針對客戶 [code]Upgrade[/"
"code] 請求的回應,表示伺服器所轉換到的協議。"
msgid ""
"HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
"server has received and is processing the request, but no response is "
"available yet."
msgstr ""
"HTTP 狀態碼 [code]102 Processing[/code]WebDAV。表示伺服器已收到請求並且正"
"在處理,尚未生成回應。"
msgid ""
"HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
"response for successful requests. Meaning varies depending on the request. "
"GET: The resource has been fetched and is transmitted in the message body. "
"HEAD: The entity headers are in the message body. POST: The resource "
"describing the result of the action is transmitted in the message body. "
"TRACE: The message body contains the request message as received by the "
"server."
msgstr ""
"HTTP 狀態碼 [code]200 OK[/code]。請求已成功,是成功請求的預設回應,根據請求的"
"不同表示的含義也不同。GET已獲取資源並通過消息體發送。HEAD實體報頭在消息體"
"中。POST描述操作結果的資源已通過消息體發送。TRACE消息體包含伺服器所收到的"
"請求消息。"
msgid ""
"HTTP status code [code]201 Created[/code]. The request has succeeded and a "
"new resource has been created as a result of it. This is typically the "
"response sent after a PUT request."
msgstr ""
"HTTP 狀態碼 [code]201 Created[/code]。請求成功,並且建立了新資源。通常是針對 "
"PUT 請求的回應."
msgid ""
"HTTP status code [code]202 Accepted[/code]. The request has been received but "
"not yet acted upon. It is non-committal, meaning that there is no way in HTTP "
"to later send an asynchronous response indicating the outcome of processing "
"the request. It is intended for cases where another process or server handles "
"the request, or for batch processing."
msgstr ""
"HTTP 狀態碼 [code]202 Accepted[/code]。請求已收到但尚未處理。HTTP 協議中無法"
"實作在完成對請求的處理後非同步地把請求發回來。這個回應的使用場景應該是會有其他"
"程序或者伺服器去處理這個請求,或者會進行批量處理。"
msgid ""
"HTTP status code [code]203 Non-Authoritative Information[/code]. This "
"response code means returned meta-information set is not exact set as "
"available from the origin server, but collected from a local or a third party "
"copy. Except this condition, 200 OK response should be preferred instead of "
"this response."
msgstr ""
"HTTP 狀態碼 [code]203 Non-Authoritative Information[/code]。該回應狀態碼表示返"
"回的元消息與原始伺服器所返回的不一致,而是從本地或者協力廠商副本中收集而來。除"
"了特殊情況,應該優先選用 200 OK 回應所返回的內容。"
msgid ""
"HTTP status code [code]204 No Content[/code]. There is no content to send for "
"this request, but the headers may be useful. The user-agent may update its "
"cached headers for this resource with the new ones."
msgstr ""
"HTTP 狀態碼 [code]204 No Content[/code]。本請求無回應內容,但報頭可能有用。用"
"戶代理可能會根據該資源更新快取報頭。"
msgid ""
"HTTP status code [code]205 Reset Content[/code]. The server has fulfilled the "
"request and desires that the client resets the \"document view\" that caused "
"the request to be sent to its original state as received from the origin "
"server."
msgstr ""
"HTTP 狀態碼 [code]205 Reset Content[/code]。伺服器已完成對請求的處理,並要求使"
"用者端將導致該請求的“文件視圖”重設回原始狀態。"
msgid ""
"HTTP status code [code]206 Partial Content[/code]. This response code is used "
"because of a range header sent by the client to separate download into "
"multiple streams."
msgstr ""
"HTTP 狀態碼 [code]206 Partial Content[/code]。使用者端如果發送範圍Range報"
"頭就會收到該響應碼,用於將下載拆分成多個資料流程。"
msgid ""
"HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
"response conveys information about multiple resources in situations where "
"multiple status codes might be appropriate."
msgstr ""
"HTTP 狀態碼 [code]207 Multi-Status[/code]WebDAV。關於多個資源的多狀態響"
"應,適用於需要返回多個狀態碼的情況。"
msgid ""
"HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
"DAV: propstat response element to avoid enumerating the internal members of "
"multiple bindings to the same collection repeatedly."
msgstr ""
"HTTP 狀態碼 [code]208 Already Reported[/code]WebDAV。在 DAV: propstat 相應"
"元素內部使用,可以防止重複走訪同一合集中不同綁定的內部成員。"
msgid ""
"HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
"a GET request for the resource, and the response is a representation of the "
"result of one or more instance-manipulations applied to the current instance."
msgstr ""
"HTTP 狀態碼 [code]226 IM Used[/code]WebDAV。伺服器完成了對該資源的 GET 請"
"求,所回應的資源表示,是針對目前實例進行若干共同修改的結果。"
msgid ""
"HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
"one possible responses and there is no standardized way to choose one of the "
"responses. User-agent or user should choose one of them."
msgstr ""
"HTTP 狀態碼 [code]300 Multiple Choice[/code]。請求有多個可能的回應,並且沒有從"
"中挑選其一的標準方法。使用者代理或者使用者應該自行挑選。"
msgid ""
"HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
"response code means the URI of requested resource has been changed. The new "
"URI is usually included in the response."
msgstr ""
"HTTP 狀態碼 [code]301 Moved Permanently[/code]。重定向。該回應碼表示所請求資源"
"的 URI 已改變。新的 URI 通常包含在響應中。"
msgid ""
"HTTP status code [code]302 Found[/code]. Temporary redirection. This response "
"code means the URI of requested resource has been changed temporarily. New "
"changes in the URI might be made in the future. Therefore, this same URI "
"should be used by the client in future requests."
msgstr ""
"HTTP 狀態碼 [code]302 Found[/code]。臨時重定向。該回應碼表示所請求資源的 URI "
"已臨時改變。該 URI 將來還可能發生變,因此後續的請求應該仍然使用相同的 URI。"
msgid ""
"HTTP status code [code]303 See Other[/code]. The server is redirecting the "
"user agent to a different resource, as indicated by a URI in the Location "
"header field, which is intended to provide an indirect response to the "
"original request."
msgstr ""
"HTTP 狀態碼 [code]303 See Other[/code]。伺服器將使用者代理重定向到另一個資源,"
"資源由 Location 報頭中的 URI 指定。用於提供針對原始請求的間接回應。"
msgid ""
"HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
"request has been received and would have resulted in a 200 OK response if it "
"were not for the fact that the condition evaluated to [code]false[/code]."
msgstr ""
"HTTP 狀態碼 [code]304 Not Modified[/code]。收到了條件 GET 或者 HEAD並且要不"
"是因為該條件為 [code]false[/code] 就會返回 200 OK 回應。"
msgid "[i]Deprecated.[/i] HTTP status code [code]305 Use Proxy[/code]."
msgstr "[i]已廢棄。[/i]HTTP 狀態碼 [code]305 Use Proxy[/code]。"
msgid "[i]Deprecated.[/i] HTTP status code [code]306 Switch Proxy[/code]."
msgstr "[i]已廢棄。[/i]HTTP 狀態碼 [code]306 Switch Proxy[/code]。"
msgid ""
"HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
"resides temporarily under a different URI and the user agent MUST NOT change "
"the request method if it performs an automatic redirection to that URI."
msgstr ""
"HTTP 狀態碼 [code]307 Temporary Redirect[/code]。目標資源暫時位於不同的 URI"
"使用者代理如果要自動重定向到該 URI就一定不能更改所使用的請求方法。"
msgid ""
"HTTP status code [code]308 Permanent Redirect[/code]. The target resource has "
"been assigned a new permanent URI and any future references to this resource "
"ought to use one of the enclosed URIs."
msgstr ""
"HTTP 狀態碼 [code]308 Permanent Redirect[/code]。目標資源已被賦予全新的永久 "
"URI後續針對該資源的請求應當使用所提供的 URI。"
msgid ""
"HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
"server cannot or will not process the request due to something that is "
"perceived to be a client error (e.g., malformed request syntax, invalid "
"request message framing, invalid request contents, or deceptive request "
"routing)."
msgstr ""
"HTTP 狀態碼 [code]400 Bad Request[/code]。請求無效。伺服器認為使用者端出錯,所"
"以無法或者拒絕處理該請求(例如:請求語法錯誤、請求消息影格無效、請求內容無效、"
"請求路由可疑)。"
msgid ""
"HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
"request has not been applied because it lacks valid authentication "
"credentials for the target resource."
msgstr ""
"HTTP 狀態碼 [code]401 Unauthorized[/code]。需要提供認證資訊。未執行請求,原因"
"是缺少針對目標資源的授權認證資訊。"
msgid ""
"HTTP status code [code]402 Payment Required[/code]. This response code is "
"reserved for future use. Initial aim for creating this code was using it for "
"digital payment systems, however this is not currently used."
msgstr ""
"HTTP 狀態碼 [code]402 Payment Required[/code]。該回應碼是為將來使用保留的,本"
"意是供數位支付系統使用,但目前尚未有所使用。"
msgid ""
"HTTP status code [code]403 Forbidden[/code]. The client does not have access "
"rights to the content, i.e. they are unauthorized, so server is rejecting to "
"give proper response. Unlike [code]401[/code], the client's identity is known "
"to the server."
msgstr ""
"HTTP 狀態碼 [code]403 Forbidden[/code]。使用者端沒有該內容的存取權限,即未授"
"權,伺服器拒絕給出正確回應。與 [code]401[/code] 不同,伺服器已收到使用者端的身"
"份信息。"
msgid ""
"HTTP status code [code]404 Not Found[/code]. The server can not find "
"requested resource. Either the URL is not recognized or the endpoint is valid "
"but the resource itself does not exist. May also be sent instead of 403 to "
"hide existence of a resource if the client is not authorized."
msgstr ""
"HTTP 狀態碼 [code]404 Not Found[/code]。伺服器無法找到所請求的資源。可能是無法"
"識別 URL也可能是 URL 有效但資源本身不存在。也有可能在使用者端未提供認證資訊"
"時代替 403 返回,從而達到隱藏資源存在性的目的。"
msgid ""
"HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
"method is known by the server but has been disabled and cannot be used. For "
"example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
"GET and HEAD, must never be disabled and should not return this error code."
msgstr ""
"HTTP 狀態碼 [code]405 Method Not Allowed[/code]。伺服器理解請求所使用的 HTTP "
"方法但該方法已被禁止使用。例如API 可能禁止 DELETE 資源。GET 和 HEAD 這兩個"
"方法是必須的,所以不能被禁用,也不應該返回該錯誤碼。"
msgid ""
"HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
"not have a current representation that would be acceptable to the user agent, "
"according to the proactive negotiation header fields received in the request. "
"Used when negotiation content."
msgstr ""
"HTTP 狀態碼 [code]406 Not Acceptable[/code]。根據請求中主動注明的交涉報頭字"
"段,目標資源沒有使用者代理所能接受的表示。用於內容交涉過程。"
msgid ""
"HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
"401 Unauthorized, but it indicates that the client needs to authenticate "
"itself in order to use a proxy."
msgstr ""
"HTTP 狀態碼 [code]407 Proxy Authentication Required[/code]。類似於 401 "
"Unauthorized表示使用者端需要在提供認證資訊後使用代理。"
msgid ""
"HTTP status code [code]408 Request Timeout[/code]. The server did not receive "
"a complete request message within the time that it was prepared to wait."
msgstr ""
"HTTP 狀態碼 [code]408 Request Timeout[/code]。伺服器在其準備等待的時間段內未獲"
"取完整的請求資訊。"
msgid ""
"HTTP status code [code]409 Conflict[/code]. The request could not be "
"completed due to a conflict with the current state of the target resource. "
"This code is used in situations where the user might be able to resolve the "
"conflict and resubmit the request."
msgstr ""
"HTTP 狀態碼 [code]409 Conflict[/code]。請求無法完成,原因與是目標資源的目前狀"
"態存在衝突。該程式碼的使用場景應該是使用者也許能夠解決衝突並重新提交請求。"
msgid ""
"HTTP status code [code]410 Gone[/code]. The target resource is no longer "
"available at the origin server and this condition is likely permanent."
msgstr ""
"HTTP 狀態碼 [code]410 Gone[/code]。目標資源在原始伺服器上已不復存在,並且可能"
"永遠如此。"
msgid ""
"HTTP status code [code]411 Length Required[/code]. The server refuses to "
"accept the request without a defined Content-Length header."
msgstr ""
"HTTP 狀態碼 [code]411 Length Required[/code]。伺服器拒絕接受沒有定義 Content-"
"Length 報頭的請求。"
msgid ""
"HTTP status code [code]412 Precondition Failed[/code]. One or more conditions "
"given in the request header fields evaluated to [code]false[/code] when "
"tested on the server."
msgstr ""
"HTTP 狀態碼 [code]412 Percondition Failed[/code]。請求報頭中給出的若干條件在伺"
"服器上檢查為 [code]false[/code]。"
msgid ""
"HTTP status code [code]413 Entity Too Large[/code]. The server is refusing to "
"process a request because the request payload is larger than the server is "
"willing or able to process."
msgstr ""
"HTTP 狀態碼 [code]413 Entity Too Large[/code]。伺服器拒絕處理請求,因為請求的"
"負載超過了伺服器所允許或者所能夠處理的上限。"
msgid ""
"HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
"refusing to service the request because the request-target is longer than the "
"server is willing to interpret."
msgstr ""
"HTTP 狀態碼 [code]414 Request-URI Too Long[/code]。伺服器拒絕為請求提供服務,"
"因為請求目標的長度超過了伺服器所願意解析的上限。"
msgid ""
"HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
"is refusing to service the request because the payload is in a format not "
"supported by this method on the target resource."
msgstr ""
"HTTP 狀態碼 [code]415 Unsupported Media Type[/code]。原始伺服器拒絕為請求提供"
"服務,因為負載所使用的格式目標資源的該方法不支援。"
msgid ""
"HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
"the ranges in the request's Range header field overlap the current extent of "
"the selected resource or the set of ranges requested has been rejected due to "
"invalid ranges or an excessive request of small or overlapping ranges."
msgstr ""
"HTTP 狀態碼 [code]416 Requested Range Not Satisfiable[/code]。請求的 Range 報"
"頭中指定的所有範圍都與所選資源的有效範圍不重合,或者拒絕處理該範圍的集合。拒絕"
"的可能原因是存在無效的範圍,或者存在過多細小或者重疊的範圍。"
msgid ""
"HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
"in the request's Expect header field could not be met by at least one of the "
"inbound servers."
msgstr ""
"HTTP 狀態碼 [code]417 Expectation Failed[/code]。請求的 Expect 報頭中給出的預"
"期無法被任何內部伺服器滿足。"
msgid ""
"HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
"with a teapot should result in the error code \"418 I'm a teapot\". The "
"resulting entity body MAY be short and stout."
msgstr ""
"HTTP 狀態碼 [code]418 I'm A Teapot[/code]。想要嘗試用茶壺煮咖啡就會得到錯誤"
"碼“418 因為我是個茶壺”得到的實體大概又矮又胖。這個錯誤是對1998年愚人節玩笑的"
"超文字咖啡壺控制協議的引用。"
msgid ""
"HTTP status code [code]421 Misdirected Request[/code]. The request was "
"directed at a server that is not able to produce a response. This can be sent "
"by a server that is not configured to produce responses for the combination "
"of scheme and authority that are included in the request URI."
msgstr ""
"HTTP 狀態碼 [code]421 Misdirected Request[/code]。請求被重定向到了一台無法生成"
"回應的伺服器。如果一台伺服器沒有針對請求 URI 的協定型別和主機身份配置回應,就"
"有可能返回這個程式碼。"
msgid ""
"HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
"understands the content type of the request entity (hence a 415 Unsupported "
"Media Type status code is inappropriate), and the syntax of the request "
"entity is correct (thus a 400 Bad Request status code is inappropriate) but "
"was unable to process the contained instructions."
msgstr ""
"HTTP 狀態碼 [code]422 Unprocessable Entity[/code]WebDAV。伺服器能夠理解請"
"求實體的內容類別型(所以不適用 415 Unsupported Media Type 狀態碼),請求實體的"
"語法也是正確的(所以不適用 400 Bad Request 狀態碼),但仍然無法執行請求中所包"
"含的指令。"
msgid ""
"HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
"resource of a method is locked."
msgstr ""
"HTTP 狀態碼 [code]423 Locked[/code]WebDAV。方法的來源資源或目標資源被鎖"
"定。"
msgid ""
"HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
"could not be performed on the resource because the requested action depended "
"on another action and that action failed."
msgstr ""
"HTTP 狀態碼 [code]424 Failed Dependency[/code]WebDAV。無法在該資源上執行該"
"方法,因為請求的操作依賴於另一個操作,而那個操作失敗了。"
msgid ""
"HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
"perform the request using the current protocol but might be willing to do so "
"after the client upgrades to a different protocol."
msgstr ""
"HTTP 狀態碼 [code]426 Upgrade Required[/code]。伺服器拒絕以目前協議執行請求,"
"但使用者端升級到另一個協議之後可能會願意執行。"
msgid ""
"HTTP status code [code]428 Precondition Required[/code]. The origin server "
"requires the request to be conditional."
msgstr ""
"HTTP 狀態碼 [code]428 Precondition Required[/code]。原始伺服器要求進行條件請"
"求。"
msgid ""
"HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
"many requests in a given amount of time (see \"rate limiting\"). Back off and "
"increase time between requests or try again later."
msgstr ""
"HTTP 狀態碼 [code]429 Too Many Requests[/code]。使用者在指定時間段中(見“限"
"流”)發送了過多的請求。靜默一段時間後增加請求之間的時間間隔,稍後再試。"
msgid ""
"HTTP status code [code]431 Request Header Fields Too Large[/code]. The server "
"is unwilling to process the request because its header fields are too large. "
"The request MAY be resubmitted after reducing the size of the request header "
"fields."
msgstr ""
"HTTP 狀態碼 [code]431 Request Header Fields Too Large[/code]。伺服器拒絕處理請"
"求,因為報頭欄位過大。請求可以在減小報頭欄位後重新提交。"
msgid ""
"HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. The "
"server is denying access to the resource as a consequence of a legal demand."
msgstr ""
"HTTP 狀態碼 [code]451 Response Unavailable For Legal Reasons[/code]。伺服器因"
"法律要求而拒絕存取該資源。"
msgid ""
"HTTP status code [code]500 Internal Server Error[/code]. The server "
"encountered an unexpected condition that prevented it from fulfilling the "
"request."
msgstr ""
"HTTP 狀態碼 [code]500 Internal Server Error[/code]。伺服器遭遇預料之外的情況,"
"無法完成請求。"
msgid ""
"HTTP status code [code]501 Not Implemented[/code]. The server does not "
"support the functionality required to fulfill the request."
msgstr ""
"HTTP 狀態碼 [code]501 Not Implemented[/code]。伺服器不支援完成請求所需的功能。"
msgid ""
"HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
"gateway or proxy, received an invalid response from an inbound server it "
"accessed while attempting to fulfill the request. Usually returned by load "
"balancers or proxies."
msgstr ""
"HTTP 狀態碼 [code]502 Bad Gateway[/code]。閘道或代理伺服器嘗試使用內部伺服器處"
"理請求,但從該伺服器收到了無效的回應。通常由負載等化器或者代理伺服器返回。"
msgid ""
"HTTP status code [code]503 Service Unavailable[/code]. The server is "
"currently unable to handle the request due to a temporary overload or "
"scheduled maintenance, which will likely be alleviated after some delay. Try "
"again later."
msgstr ""
"HTTP 狀態碼 [code]503 Service Unavailable[/code]。伺服器目前無法處理請求,原因"
"是暫時超載或者處於定期維護狀態,可能在一段延遲後就能恢復,請稍後再試。"
msgid ""
"HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
"as a gateway or proxy, did not receive a timely response from an upstream "
"server it needed to access in order to complete the request. Usually returned "
"by load balancers or proxies."
msgstr ""
"HTTP 狀態碼 [code]504 Gateway Timeout[/code]。閘道或代理伺服器嘗試使用上游服務"
"器處理請求,但無法在指定時間內從該伺服器收到響應。通常由負載等化器或者代理伺服"
"器返回。"
msgid ""
"HTTP status code [code]505 HTTP Version Not Supported[/code]. The server does "
"not support, or refuses to support, the major version of HTTP that was used "
"in the request message."
msgstr ""
"HTTP 狀態碼 [code]505 HTTP Version Not Supported[/code]。伺服器不支援或者拒絕"
"支援請求消息所使用的 HTTP 主版本。"
msgid ""
"HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
"internal configuration error: the chosen variant resource is configured to "
"engage in transparent content negotiation itself, and is therefore not a "
"proper end point in the negotiation process."
msgstr ""
"HTTP 狀態碼 [code]506 Variant Also Negotiates[/code]。伺服器存在內部配置錯誤:"
"所選的可變資源被配置為參與自身的透明內容交涉,因此不是交涉過程中的正確端點。"
msgid ""
"HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
"be performed on the resource because the server is unable to store the "
"representation needed to successfully complete the request."
msgstr ""
"HTTP 狀態碼 [code]507 Insufficient Storage[/code]。無法在該資源上執行該方法,"
"因為伺服器無法保存成功完成請求所需的表示。"
msgid ""
"HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
"operation because it encountered an infinite loop while processing a request "
"with \"Depth: infinity\". This status indicates that the entire operation "
"failed."
msgstr ""
"HTTP 狀態碼 [code]508 Loop Detected[/code]。伺服器在處理“Depth: infinity”請求"
"時遇到了閉環並終止了操作。該狀態表示該操作整體失敗。"
msgid ""
"HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
"resource has not been met in the request. The server should send back all the "
"information necessary for the client to issue an extended request."
msgstr ""
"HTTP 狀態碼 [code]510 Not Extended[/code]。請求未滿足存取該資源的策略。伺服器"
"應當將所需資訊返回給使用者端,以便其提交後續請求。"
msgid ""
"HTTP status code [code]511 Network Authentication Required[/code]. The client "
"needs to authenticate to gain network access."
msgstr ""
"HTTP 狀態碼 [code]511 Network Authentication Required[/code]。使用者端需要身份"
"認證才能存取網路。"
msgid "A node with the ability to send HTTP(S) requests."
msgstr "具有發送 HTTP(S) 請求能力的節點。"
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] internally.\n"
"Can be used to make HTTP requests, i.e. download or upload files or web "
"content via HTTP.\n"
"[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, "
"especially regarding TLS security.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android.\n"
"[b]Example of contacting a REST API and printing one of its returned fields:[/"
"b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # Create an HTTP request node and connect its completion signal.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.request_completed.connect(self._http_request_completed)\n"
"\n"
" # Perform a GET request. The URL below returns JSON as of writing.\n"
" var error = http_request.request(\"https://httpbin.org/get\")\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
" # Perform a POST request. The URL below returns JSON as of writing.\n"
" # Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" # The snippet below is provided for reference only.\n"
" var body = JSON.new().stringify({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient."
"METHOD_POST, body)\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
"# Called when the HTTP request is completed.\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" var json = JSON.new()\n"
" json.parse(body.get_string_from_utf8())\n"
" var response = json.get_data()\n"
"\n"
" # Will print the user agent string used by the HTTPRequest node (as "
"recognized by httpbin.org).\n"
" print(response.headers[\"User-Agent\"])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // Create an HTTP request node and connect its completion signal.\n"
" var httpRequest = new HTTPRequest();\n"
" AddChild(httpRequest);\n"
" httpRequest.RequestCompleted += HttpRequestCompleted;\n"
"\n"
" // Perform a GET request. The URL below returns JSON as of writing.\n"
" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"An error occurred in the HTTP request.\");\n"
" }\n"
"\n"
" // Perform a POST request. The URL below returns JSON as of writing.\n"
" // Note: Don't make simultaneous requests using a single HTTPRequest "
"node.\n"
" // The snippet below is provided for reference only.\n"
" string body = new Json().Stringify(new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"Godette\" }\n"
" });\n"
" error = httpRequest.Request(\"https://httpbin.org/post\", null, "
"HTTPClient.Method.Post, body);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"An error occurred in the HTTP request.\");\n"
" }\n"
"}\n"
"\n"
"// Called when the HTTP request is completed.\n"
"private void HttpRequestCompleted(long result, long responseCode, string[] "
"headers, byte[] body)\n"
"{\n"
" var json = new Json();\n"
" json.Parse(body.GetStringFromUtf8());\n"
" var response = json.GetData().AsGodotDictionary();\n"
"\n"
" // Will print the user agent string used by the HTTPRequest node (as "
"recognized by httpbin.org).\n"
" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example of loading and displaying an image using HTTPRequest:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # Create an HTTP request node and connect its completion signal.\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.request_completed.connect(self._http_request_completed)\n"
"\n"
" # Perform the HTTP request. The URL below returns a PNG image as of "
"writing.\n"
" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
" if error != OK:\n"
" push_error(\"An error occurred in the HTTP request.\")\n"
"\n"
"# Called when the HTTP request is completed.\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" if result != HTTPRequest.RESULT_SUCCESS:\n"
" push_error(\"Image couldn't be downloaded. Try a different image.\")\n"
"\n"
" var image = Image.new()\n"
" var error = image.load_png_from_buffer(body)\n"
" if error != OK:\n"
" push_error(\"Couldn't load the image.\")\n"
"\n"
" var texture = ImageTexture.create_from_image(image)\n"
"\n"
" # Display the image in a TextureRect node.\n"
" var texture_rect = TextureRect.new()\n"
" add_child(texture_rect)\n"
" texture_rect.texture = texture\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // Create an HTTP request node and connect its completion signal.\n"
" var httpRequest = new HTTPRequest();\n"
" AddChild(httpRequest);\n"
" httpRequest.RequestCompleted += HttpRequestCompleted;\n"
"\n"
" // Perform the HTTP request. The URL below returns a PNG image as of "
"writing.\n"
" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"An error occurred in the HTTP request.\");\n"
" }\n"
"}\n"
"\n"
"// Called when the HTTP request is completed.\n"
"private void HttpRequestCompleted(long result, long responseCode, string[] "
"headers, byte[] body)\n"
"{\n"
" if (result != (long)HTTPRequest.Result.Success)\n"
" {\n"
" GD.PushError(\"Image couldn't be downloaded. Try a different image."
"\");\n"
" }\n"
" var image = new Image();\n"
" Error error = image.LoadPngFromBuffer(body);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"Couldn't load the image.\");\n"
" }\n"
"\n"
" var texture = ImageTexture.CreateFromImage(image);\n"
"\n"
" // Display the image in a TextureRect node.\n"
" var textureRect = new TextureRect();\n"
" AddChild(textureRect);\n"
" textureRect.Texture = texture;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Gzipped response bodies[/b]: HTTPRequest will automatically handle "
"decompression of response bodies. A [code]Accept-Encoding[/code] header will "
"be automatically added to each of your requests, unless one is already "
"specified. Any response with a [code]Content-Encoding: gzip[/code] header "
"will automatically be decompressed and delivered to you as uncompressed bytes."
msgstr ""
"一種具有發送 HTTP 請求能力的節點。內部使用 [HTTPClient]。\n"
"可用於發出 HTTP 請求,即通過 HTTP 下載或上傳檔或網路內容。\n"
"[b]警告:[/b]請參閱 [HTTPClient] 中的注釋和警告以瞭解限制,尤其是有關 TLS 安全"
"性的限制。\n"
"[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署前,請確保在 Android "
"匯出預設中啟用 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 "
"Android 阻止。\n"
"[b]聯繫 REST API 並列印其返回欄位之一的範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # 建立一個 HTTP 請求節點並連接其完成訊號。\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.request_completed.connect(self._http_request_completed)\n"
"\n"
" # 執行一個 GET 請求。以下 URL 會將寫入作為 JSON 返回。\n"
" var error = http_request.request(\"https://httpbin.org/get\")\n"
" if error != OK:\n"
" push_error(\"在HTTP請求中發生了一個錯誤。\")\n"
"\n"
" # 執行一個 POST 請求。 以下 URL 會將寫入作為 JSON 返回。\n"
" # 注意:不要使用單個 HTTPRequest 節點同時發出請求。\n"
" # 下面的程式碼片段僅供參考。\n"
" var body = JSON.new().stringify({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], HTTPClient."
"METHOD_POST, body)\n"
" if error != OK:\n"
" push_error(\"在HTTP請求中發生了一個錯誤。\")\n"
"\n"
"# 當 HTTP 請求完成時呼叫。\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" var json = JSON.new()\n"
" json.parse(body.get_string_from_utf8())\n"
" var response = json.get_data()\n"
"\n"
" # 將列印 HTTPRequest 節點使用的使用者代理字串(由 httpbin.org 識別)。\n"
" print(response.headers[\"User-Agent\"])\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // 建立一個 HTTP 請求節點並連接其完成訊號。\n"
" var httpRequest = new HTTPRequest();\n"
" AddChild(httpRequest);\n"
" httpRequest.RequestCompleted += HttpRequestCompleted;\n"
"\n"
" // 執行一個 GET 請求。以下 URL 會將寫入作為 JSON 返回。\n"
" Error error = httpRequest.Request(\"https://httpbin.org/get\");\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"在HTTP請求中發生了一個錯誤。\");\n"
" }\n"
"\n"
" // 執行一個 POST 請求。 以下 URL 會將寫入作為 JSON 返回。\n"
" // 注意:不要使用單個 HTTPRequest 節點同時發出請求。\n"
" // 下面的程式碼片段僅供參考。\n"
" string body = new Json().Stringify(new Godot.Collections.Dictionary\n"
" {\n"
" { \"name\", \"Godette\" }\n"
" });\n"
" error = httpRequest.Request(\"https://httpbin.org/post\", null, "
"HTTPClient.Method.Post, body);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"在HTTP請求中發生了一個錯誤。\");\n"
" }\n"
"}\n"
"\n"
"// 當 HTTP 請求完成時呼叫。\n"
"private void HttpRequestCompleted(long result, long responseCode, string[] "
"headers, byte[] body)\n"
"{\n"
" var json = new Json();\n"
" json.Parse(body.GetStringFromUtf8());\n"
" var response = json.GetData().AsGodotDictionary();\n"
"\n"
" // 將列印 HTTPRequest 節點使用的使用者代理字串(由 httpbin.org 識別)。\n"
" GD.Print((response[\"headers\"].AsGodotDictionary())[\"User-Agent\"]);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]使用 HTTPRequest 載入和顯示圖像的範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" # 建立一個 HTTP 請求節點並連接其完成訊號。\n"
" var http_request = HTTPRequest.new()\n"
" add_child(http_request)\n"
" http_request.request_completed.connect(self._http_request_completed)\n"
"\n"
" # 執行一個 HTTP 請求。下面的 URL 將寫入作為一個 PNG 圖像返回。\n"
" var error = http_request.request(\"https://via.placeholder.com/512\")\n"
" if error != OK:\n"
" push_error(\"在HTTP請求中發生了一個錯誤。\")\n"
"\n"
"# 當 HTTP 請求完成時呼叫。\n"
"func _http_request_completed(result, response_code, headers, body):\n"
" if result != HTTPRequest.RESULT_SUCCESS:\n"
" push_error(\"無法下載圖像。嘗試一個不同的圖像。\")\n"
"\n"
" var image = Image.new()\n"
" var error = image.load_png_from_buffer(body)\n"
" if error != OK:\n"
" push_error(\"無法載入圖像。\")\n"
"\n"
" var texture = ImageTexture.create_from_image(image)\n"
"\n"
" # 在 TextureRect 節點中顯示圖像。\n"
" var texture_rect = TextureRect.new()\n"
" add_child(texture_rect)\n"
" texture_rect.texture = texture\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" // 建立一個 HTTP 請求節點並連接其完成訊號。\n"
" var httpRequest = new HTTPRequest();\n"
" AddChild(httpRequest);\n"
" httpRequest.RequestCompleted += HttpRequestCompleted;\n"
"\n"
" // 執行一個 HTTP 請求。下面的 URL 將寫入作為一個 PNG 圖像返回。\n"
" Error error = httpRequest.Request(\"https://via.placeholder.com/512\");\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"在HTTP請求中發生了一個錯誤。\");\n"
" }\n"
"}\n"
"\n"
"// 當 HTTP 請求完成時呼叫。\n"
"private void HttpRequestCompleted(long result, long responseCode, string[] "
"headers, byte[] body)\n"
"{\n"
" if (result != (long)HTTPRequest.Result.Success)\n"
" {\n"
" GD.PushError(\"無法下載圖像。嘗試一個不同的圖像。\");\n"
" }\n"
" var image = new Image();\n"
" Error error = image.LoadPngFromBuffer(body);\n"
" if (error != Error.Ok)\n"
" {\n"
" GD.PushError(\"無法載入圖像。\");\n"
" }\n"
"\n"
" var texture = ImageTexture.CreateFromImage(image);\n"
"\n"
" // 在 TextureRect 節點中顯示圖像。\n"
" var textureRect = new TextureRect();\n"
" AddChild(textureRect);\n"
" textureRect.Texture = texture;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Gzipped 回應體[/b]HTTPRequest 將自動處理回應體的解壓縮。除非已經指定了一"
"個,否則 [code]Accept-Encoding[/code] 報頭將自動新增到你的每個請求中。任何帶"
"有 [code]Content-Encoding: gzip[/code] 報頭的回應都將自動解壓,並作為未壓縮的"
"位元組傳送給你。"
msgid "Making HTTP requests"
msgstr "發出 HTTP 請求"
msgid "Cancels the current request."
msgstr "取消目前請求。"
msgid ""
"Returns the response body length.\n"
"[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
"value returned will be [code]-1[/code]. If using chunked transfer encoding, "
"the body length will also be [code]-1[/code]."
msgstr ""
"返回回應體長度。\n"
"[b]注意:[/b]部分 Web 伺服器可能不發送回應體長度,此時返回值將為 [code]-1[/"
"code]。如果使用分塊傳輸編碼,回應體的長度也將為 [code]-1[/code]。"
msgid "Returns the number of bytes this HTTPRequest downloaded."
msgstr "返回該 HTTPRequest 已下載的位元組數。"
msgid ""
"Returns the current status of the underlying [HTTPClient]. See [enum "
"HTTPClient.Status]."
msgstr "返回內部 [HTTPClient] 的目前狀態。見 [enum HTTPClient.Status]。"
msgid ""
"Creates request on the underlying [HTTPClient]. If there is no configuration "
"errors, it tries to connect using [method HTTPClient.connect_to_host] and "
"passes parameters onto [method HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host.\n"
"[b]Note:[/b] When [param method] is [constant HTTPClient.METHOD_GET], the "
"payload sent via [param request_data] might be ignored by the server or even "
"cause the server to reject the request (check [url=https://datatracker.ietf."
"org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/url] for more "
"details). As a workaround, you can send data as a query string in the URL "
"(see [method String.uri_encode] for an example).\n"
"[b]Note:[/b] It's recommended to use transport encryption (TLS) and to avoid "
"sending sensitive information (such as login credentials) in HTTP GET URL "
"parameters. Consider using HTTP POST requests or HTTP headers for such "
"information instead."
msgstr ""
"在底層的 [HTTPClient] 上建立請求。如果沒有配置錯誤,它會嘗試使用 [method "
"HTTPClient.connect_to_host] 連接並將參數傳遞給 [method HTTPClient.request]。\n"
"如果成功建立請求,則返回 [constant OK]。(並不意味著伺服器已回應),如果不在樹"
"中,則返回 [constant ERR_UNCONFIGURED];如果仍在處理先前的請求,則返回 "
"[constant ERR_BUSY];如果給定的字串不是有效的 URL 格式,則返回 [constant "
"ERR_INVALID_PARAMETER];或者如果不使用執行緒並且 [HTTPClient] 無法連接到主機,"
"則返回 [constant ERR_CANT_CONNECT]。\n"
"[b]注意:[/b]當 [param method] 為 [constant HTTPClient.METHOD_GET] 時,通過 "
"[param request_data] 發送的有效載荷可能會被伺服器忽略,甚至導致伺服器拒絕請求"
"(見 [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC "
"7231 第 4.3.1 節[/url]瞭解更多詳情)。作為一種變通方法,可以在 URL 中將資料作"
"為查詢字串發送(有關範例,請參見 [method String.uri_encode])。\n"
"[b]注意:[/b]建議使用傳輸加密TLS並避免在 HTTP GET URL 參數中發送敏感資訊"
"(例如登錄憑據)。考慮改用 HTTP POST 請求或 HTTP 報頭來獲取此類資訊。"
msgid ""
"Creates request on the underlying [HTTPClient] using a raw array of bytes for "
"the request body. If there is no configuration errors, it tries to connect "
"using [method HTTPClient.connect_to_host] and passes parameters onto [method "
"HTTPClient.request].\n"
"Returns [constant OK] if request is successfully created. (Does not imply "
"that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
"tree, [constant ERR_BUSY] if still processing previous request, [constant "
"ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
"[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
"connect to host."
msgstr ""
"在底層的[HTTPClient]上建立請求,使用一個原始位元組陣列作為請求主體。如果沒有配"
"置錯誤,它會嘗試使用 [method HTTPClient.connect_to_host] 連接並將參數傳遞給 "
"[method HTTPClient.request]。\n"
"如果請求建立成功,則返回 [constant OK]。(並不意味著伺服器已回應),[constant "
"ERR_UNCONFIGURED] 如果不在樹中,[constant ERR_BUSY] 如果仍在處理先前的請求,"
"[constant ERR_INVALID_PARAMETER] 如果給定的字串不是有效的 URL 格式,或 "
"[constant ERR_CANT_CONNECT]如果不使用執行緒並且 [HTTPClient] 無法連接到主機。"
msgid ""
"Sets the [TLSOptions] to be used when connecting to an HTTPS server. See "
"[method TLSOptions.client]."
msgstr ""
"設定連接到 HTTPS 伺服器時使用的 [TLSOptions]。見 [method TLSOptions.client]。"
msgid ""
"Maximum allowed size for response bodies. If the response body is compressed, "
"this will be used as the maximum allowed size for the decompressed body."
msgstr ""
"回應正文的最大允許大小。如果回應正文被壓縮,這將用作解壓縮的正文的最大允許大"
"小。"
msgid ""
"The size of the buffer used and maximum bytes to read per iteration. See "
"[member HTTPClient.read_chunk_size].\n"
"Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
"to decrease memory usage at the cost of download speeds."
msgstr ""
"使用的緩衝區大小和每次反覆運算讀取的最大位元組數。參閱 [member HTTPClient."
"read_chunk_size]。\n"
"下載小檔時將其設定為較低的值,以降低記憶體使用量,但會降低下載速度,例如 4096 "
"表示 4 KiB。"
msgid "The file to download into. Will output any received file into it."
msgstr "要下載到的檔案。將任何接收到的檔輸出到其中。"
msgid "Maximum number of allowed redirects."
msgstr "允許的最大重定向數。"
msgid ""
"The duration to wait in seconds before a request times out. If [member "
"timeout] is set to [code]0.0[/code] then the request will never time out. For "
"simple requests, such as communication with a REST API, it is recommended "
"that [member timeout] is set to a value suitable for the server response time "
"(e.g. between [code]1.0[/code] and [code]10.0[/code]). This will help prevent "
"unwanted timeouts caused by variation in server response times while still "
"allowing the application to detect when a request has timed out. For larger "
"requests such as file downloads it is suggested the [member timeout] be set "
"to [code]0.0[/code], disabling the timeout functionality. This will help to "
"prevent large transfers from failing due to exceeding the timeout value."
msgstr ""
"請求超時前等待的秒數。如果 [member timeout] 為 [code]0.0[/code],則請求不會超"
"時。對於簡單的請求,例如與 REST API 通信,建議將 [member timeout] 設為與服務器"
"回應時間配對的值(例如 [code]1.0[/code] 和 [code]10.0[/code] 之間)。這樣能夠"
"防止由於伺服器回應時間的變化而造成的超時,同時仍然允許套用程式偵測到請求超時。"
"對於大型請求,例如下載檔案,建議將 [member timeout] 設定為 [code]0.0[/code] 禁"
"用超時功能。這樣有助於防止由於超時而讓大型傳輸失敗。"
msgid "If [code]true[/code], multithreading is used to improve performance."
msgstr "為 [code]true[/code] 時,將啟用多執行緒提高性能。"
msgid "Emitted when a request is completed."
msgstr "請求完成時觸發。"
msgid "Request successful."
msgstr "請求成功。"
msgid "Request failed while connecting."
msgstr "連接時請求失敗。"
msgid "Request failed while resolving."
msgstr "解析時請求失敗。"
msgid "Request failed due to connection (read/write) error."
msgstr "因連接(讀寫)錯誤而失敗。"
msgid "Request failed on TLS handshake."
msgstr "TLS 握手時請求失敗。"
msgid "Request does not have a response (yet)."
msgstr "請求(目前還)沒有獲得相應。"
msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
msgstr "請求超出了大小上限,見 [member body_size_limit]。"
msgid "Request failed (currently unused)."
msgstr "請求失敗(目前未使用)。"
msgid "HTTPRequest couldn't open the download file."
msgstr "HTTPRequest 無法打開下載檔案。"
msgid "HTTPRequest couldn't write to the download file."
msgstr "HTTPRequest 無法寫入下載檔案。"
msgid "Request reached its maximum redirect limit, see [member max_redirects]."
msgstr "請求超出了重定向次數上限,見 [member max_redirects]。"
msgid ""
"Request failed due to a timeout. If you expect requests to take a long time, "
"try increasing the value of [member timeout] or setting it to [code]0.0[/"
"code] to remove the timeout completely."
msgstr ""
"請求由於超時而失敗。如果本就希望請求花費較長的時間,請嘗試增大 [member "
"timeout],或將其設為 [code]0.0[/code] 從而完全移除超時。"
msgid "Image datatype."
msgstr "圖像資料型別。"
msgid "Importing images"
msgstr "匯入圖像"
msgid ""
"Alpha-blends [param src_rect] from [param src] image to this image at "
"coordinates [param dst], clipped accordingly to both image bounds. This image "
"and [param src] image [b]must[/b] have the same format. [param src_rect] with "
"non-positive size is treated as empty."
msgstr ""
"將 [param src] 圖像上的 [param src_rect] 與該圖像的座標 [param dst] 處進行 "
"Alpha 混合,將根據兩個圖像的邊界進行裁剪。該圖像和 [param src] 圖像[b]必須[/b]"
"具有相同的格式。具有非正大小的 [param src_rect] 將被視為空。"
msgid ""
"Alpha-blends [param src_rect] from [param src] image to this image using "
"[param mask] image at coordinates [param dst], clipped accordingly to both "
"image bounds. Alpha channels are required for both [param src] and [param "
"mask]. [param dst] pixels and [param src] pixels will blend if the "
"corresponding mask pixel's alpha value is not 0. This image and [param src] "
"image [b]must[/b] have the same format. [param src] image and [param mask] "
"image [b]must[/b] have the same size (width and height) but they can have "
"different formats. [param src_rect] with non-positive size is treated as "
"empty."
msgstr ""
"使用遮罩圖 [param mask],將源圖像 [param src] 中的 [param src_rect] 區域的圖"
"像Alpha 混合到本圖像從座標 [param dst] 起的區域,會根據兩者的圖像區域進行裁"
"剪。[param src] 和 [param mask] 都需要有 Alpha 通道。如果遮罩圖 mask 上某個像"
"素的 Alpha 值非 0則相應的 [param dst] 的圖元和 [param src] 的圖元將混合。這"
"張圖像和 [param src] 圖像的格式[b]必須[/b]一致。[param src] 圖像和 [param "
"mask] 圖像的大小(寬度和高度)[b]必須[/b]相同,格式可以不同。[param src_rect] "
"的大小如果非正,則會作為空矩形處理。"
msgid ""
"Copies [param src_rect] from [param src] image to this image at coordinates "
"[param dst], clipped accordingly to both image bounds. This image and [param "
"src] image [b]must[/b] have the same format. [param src_rect] with non-"
"positive size is treated as empty."
msgstr ""
"將 [param src] 圖像上的 [param src_rect] 複製到該圖像的座標 [param dst] 處,並"
"根據兩個圖像邊界進行裁剪。該圖像和 [param src] 圖像[b]必須[/b]具有相同的格式。"
"具有非正大小的 [param src_rect] 將被視為空矩形。"
msgid ""
"Blits [param src_rect] area from [param src] image to this image at the "
"coordinates given by [param dst], clipped accordingly to both image bounds. "
"[param src] pixel is copied onto [param dst] if the corresponding [param "
"mask] pixel's alpha value is not 0. This image and [param src] image [b]must[/"
"b] have the same format. [param src] image and [param mask] image [b]must[/b] "
"have the same size (width and height) but they can have different formats. "
"[param src_rect] with non-positive size is treated as empty."
msgstr ""
"將源圖像 [param src] 上的矩形區域 [param src_rect] 複製到本圖像從座標 [param "
"dst] 起的區域,會根據兩者的圖像區域進行裁剪。如果遮罩圖 [param mask] 上某個像"
"素的 Alpha 值非 0就會把 [param src] 上對應的圖元複製到 [param dst] 上。這張"
"圖像和 [param src] 圖像的格式[b]必須[/b]一致。[param src] 圖像和 [param mask] "
"圖像的大小(寬度和高度)[b]必須[/b]相同,格式可以不同。[param src_rect] 的大小"
"如果非正,則會作為空矩形處理。"
msgid ""
"Converts a bump map to a normal map. A bump map provides a height offset per-"
"pixel, while a normal map provides a normal direction per pixel."
msgstr ""
"將凹凸貼圖轉換為法線貼圖。凹凸貼圖提供每個圖元的高度偏移,而法線貼圖提供每個圖"
"元的法線方向。"
msgid "Removes the image's mipmaps."
msgstr "刪除圖像的多級漸遠紋理。"
msgid ""
"Compresses the image to use less memory. Can not directly access pixel data "
"while the image is compressed. Returns error if the chosen compression mode "
"is not available.\n"
"The [param source] parameter helps to pick the best compression method for "
"DXT and ETC2 formats. It is ignored for ASTC compression.\n"
"For ASTC compression, the [param astc_format] parameter must be supplied."
msgstr ""
"壓縮圖像以減少記憶體的使用。當圖像被壓縮時,不能直接存取圖元資料。如果選擇的壓"
"縮模式不可用,則返回錯誤。\n"
"[param source] 參數有助於為 DXT 和 ETC2 格式選擇最佳壓縮方法。對於 ASTC 壓縮,"
"它會被忽略。\n"
"對於 ASTC 壓縮,必須提供 [param astc_format] 參數。"
msgid ""
"Compresses the image to use less memory. Can not directly access pixel data "
"while the image is compressed. Returns error if the chosen compression mode "
"is not available.\n"
"This is an alternative to [method compress] that lets the user supply the "
"channels used in order for the compressor to pick the best DXT and ETC2 "
"formats. For other formats (non DXT or ETC2), this argument is ignored.\n"
"For ASTC compression, the [param astc_format] parameter must be supplied."
msgstr ""
"壓縮圖像以減少記憶體的使用。當圖像被壓縮時,不能直接存取圖元資料。如果選擇的壓"
"縮模式不可用,則返回錯誤。\n"
"這是 [method compress] 的一種替代方法,允許使用者提供使用的通道,以便壓縮器選"
"擇最佳的 DXT 和 ETC2 格式。對於其他格式(非 DXT 或 ETC2將忽略此參數。\n"
"對於 ASTC 壓縮,必須提供 [param astc_format] 參數。"
msgid ""
"Compute image metrics on the current image and the compared image.\n"
"The dictionary contains [code]max[/code], [code]mean[/code], "
"[code]mean_squared[/code], [code]root_mean_squared[/code] and [code]peak_snr[/"
"code]."
msgstr ""
"在目前圖像和被比較圖像上,計算圖像指標。\n"
"該字典包含 [code]max[/code]、[code]mean[/code]、[code]mean_squared[/code]、"
"[code]root_mean_squared[/code] 和 [code]peak_snr[/code]。"
msgid "Converts the image's format. See [enum Format] constants."
msgstr "轉換圖像的格式。請參閱 [enum Format] 常數。"
msgid "Copies [param src] image to this image."
msgstr "將源圖像 [param src] 複製到本圖像。"
msgid ""
"Creates an empty image of given size and format. See [enum Format] constants. "
"If [param use_mipmaps] is [code]true[/code], then generate mipmaps for this "
"image. See the [method generate_mipmaps]."
msgstr ""
"建立一個給定大小和格式的空圖像。請參閱 [enum Format] 常數。如果 [param "
"use_mipmaps] 為 [code]true[/code],則為該圖像生成 Mipmaps。請參閱 [method "
"generate_mipmaps]。"
msgid ""
"Creates a new image of given size and format. See [enum Format] constants. "
"Fills the image with the given raw data. If [param use_mipmaps] is "
"[code]true[/code] then loads mipmaps for this image from [param data]. See "
"[method generate_mipmaps]."
msgstr ""
"建立一個給定大小和格式的新圖像。請參閱 [enum Format] 常數。用給定的原始資料填"
"充圖像。如果 [param use_mipmaps] 為 [code]true[/code],則從 [param data] 為該"
"圖像載入 Mipmaps。請參閱 [method generate_mipmaps]。"
msgid ""
"Crops the image to the given [param width] and [param height]. If the "
"specified size is larger than the current size, the extra area is filled with "
"black pixels."
msgstr ""
"將該圖像裁剪成給定的 [param width] 和 [param height]。如果指定的大小大於目前大"
"小,則額外的區域用黑色圖元填充。"
msgid ""
"Decompresses the image if it is VRAM compressed in a supported format. "
"Returns [constant OK] if the format is supported, otherwise [constant "
"ERR_UNAVAILABLE].\n"
"[b]Note:[/b] The following formats can be decompressed: DXT, RGTC, BPTC. The "
"formats ETC1 and ETC2 are not supported."
msgstr ""
"如果圖像是以一個支援的格式壓縮的 VRAM則解壓縮該圖像。如果該格式受支援則返"
"回 [constant OK],否則返回 [constant ERR_UNAVAILABLE]。\n"
"[b]注意:[/b]可以解壓的格式有DXT、RGTC、BPTC。不支援 ETC1 和 ETC2 格式。"
msgid ""
"Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
"Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
"bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
msgstr ""
"如果圖像有 Alpha 值的資料,則返回 [constant ALPHA_BLEND]。如果所有的 Alpha 值"
"都儲存在一個位上,則返回 [constant ALPHA_BIT]。如果沒有找到 Alpha 值的資料,則"
"返回 [constant ALPHA_NONE]。"
msgid "Fills the image with [param color]."
msgstr "使用顏色 [param color] 填充圖像。"
msgid "Fills [param rect] with [param color]."
msgstr "使用顏色 [param color] 填充矩形 [param rect]。"
msgid "Blends low-alpha pixels with nearby pixels."
msgstr "將 Alpha 較低的圖元與附近圖元混合。"
msgid "Flips the image horizontally."
msgstr "水平翻轉圖像。"
msgid "Flips the image vertically."
msgstr "垂直翻轉圖像。"
msgid "Returns a copy of the image's raw data."
msgstr "返回圖像原始資料的副本。"
msgid "Returns the image's format. See [enum Format] constants."
msgstr "返回圖像的格式。參閱 [enum Format] 常數。"
msgid "Returns the image's height."
msgstr "返回圖像的高度。"
msgid ""
"Returns the number of mipmap levels or 0 if the image has no mipmaps. The "
"largest main level image is not counted as a mipmap level by this method, so "
"if you want to include it you can add 1 to this count."
msgstr ""
"傳回mipmap 級別數如果影像沒有mipmap則傳回0。透過此方法最大的主級別影像不"
"會被計為mipmap 級別,因此如果您想要包含它,您此計數可加 1。"
msgid ""
"Returns the color of the pixel at [code](x, y)[/code].\n"
"This is the same as [method get_pixelv], but with two integer arguments "
"instead of a [Vector2i] argument."
msgstr ""
"返回 [code](x, y)[/code] 處的圖元的顏色。\n"
"這與 [method get_pixelv] 相同,但使用兩個整數參數而不是一個 [Vector2i] 參數。"
msgid ""
"Returns the color of the pixel at [param point].\n"
"This is the same as [method get_pixel], but with a [Vector2i] argument "
"instead of two integer arguments."
msgstr ""
"返回 [param point] 處圖元的顏色。\n"
"這與 [method get_pixel] 相同,只是用一個 [Vector2i] 參數代替了兩個整數參數。"
msgid ""
"Returns a new [Image] that is a copy of this [Image]'s area specified with "
"[param region]."
msgstr ""
"返回一個新的 [Image],它是使用 [param region] 指定的該 [Image] 區域的副本。"
msgid "Returns the image's size (width and height)."
msgstr "返回圖像的大小(寬度和高度)。"
msgid ""
"Returns a [Rect2i] enclosing the visible portion of the image, considering "
"each pixel with a non-zero alpha channel as visible."
msgstr ""
"返回一個包含該圖像可見部分的 [Rect2i],將具有非零 alpha 通道的每個圖元視為可"
"見。"
msgid "Returns the image's width."
msgstr "返回圖像的寬度。"
msgid "Returns [code]true[/code] if the image has generated mipmaps."
msgstr "如果圖像已經生成多級漸遠紋理,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the image is compressed."
msgstr "如果圖像被壓縮,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the image has no data."
msgstr "如果圖像沒有資料,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if all the image's pixels have an alpha value of 0. "
"Returns [code]false[/code] if any pixel has an alpha value higher than 0."
msgstr ""
"如果圖像中所有圖元的 Alpha 都是 0則返回 [code]true[/code]。如果有任何圖元的 "
"Alpha 高於 0則返回 [code]false[/code]。"
msgid ""
"Loads an image from file [param path]. See [url=$DOCS_URL/tutorials/"
"assets_pipeline/importing_images.html#supported-image-formats]Supported image "
"formats[/url] for a list of supported image formats and limitations.\n"
"[b]Warning:[/b] This method should only be used in the editor or in cases "
"when you need to load external images at run-time, such as images located at "
"the [code]user://[/code] directory, and may not work in exported projects.\n"
"See also [ImageTexture] description for usage examples."
msgstr ""
"從檔 [param path] 載入圖像。有關支援的圖像格式的列表和限制,請參閱"
"[url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#supported-"
"image-formats]支援的圖像格式[/url]。\n"
"[b]警告:[/b]該方法只能用於編輯器,或需要在運作時載入外部圖像的情況,例如位元"
"於 [code]user://[/code] 目錄的圖像,並且可能不適用於匯出的專案。\n"
"另請參閱 [ImageTexture] 說明,以獲取使用範例。"
msgid "Creates a new [Image] and loads data from the specified file."
msgstr "建立一個新的 [Image] 並從指定檔載入資料。"
msgid "Loads an image from the binary contents of a JPEG file."
msgstr "從 JPEG 檔的二進位內容載入圖像。"
msgid "Loads an image from the binary contents of a PNG file."
msgstr "從 PNG 檔的二進位內容載入圖像。"
msgid ""
"Loads an image from the UTF-8 binary contents of an [b]uncompressed[/b] SVG "
"file ([b].svg[/b]).\n"
"[b]Note:[/b] Beware when using compressed SVG files (like [b].svgz[/b]), they "
"need to be [code]decompressed[/code] before loading.\n"
"[b]Note:[/b] This method is only available in engine builds with the SVG "
"module enabled. By default, the SVG module is enabled, but it can be disabled "
"at build-time using the [code]module_svg_enabled=no[/code] SCons option."
msgstr ""
"從[b]未壓縮[/b] SVG 檔案 ([b].svg[/b]) 的 UTF-8 二進位內容載入映像。\n"
"[b]注意:[/b] 使用壓縮的 SVG 檔案(例如 [b].svgz[/b])時請注意,在載入之前需要"
"對其進行[code]解壓縮[/code]。\n"
"[b]注意:[/b]此方法僅在啟用了 SVG 模組的引擎版本中可用。預設情況下SVG 模組處"
"於啟用狀態,但可以使用 [code]module_svg_enabled=no[/code] SCons 選項在建置時停"
"用它。"
msgid ""
"Loads an image from the string contents of a SVG file ([b].svg[/b]).\n"
"[b]Note:[/b] This method is only available in engine builds with the SVG "
"module enabled. By default, the SVG module is enabled, but it can be disabled "
"at build-time using the [code]module_svg_enabled=no[/code] SCons option."
msgstr ""
"從 SVG 檔案 ([b].svg[/b]) 的字串內容載入映像。\n"
"[b]注意:[/b]此方法僅在啟用了 SVG 模組的引擎版本中可用。預設情況下SVG 模組處"
"於啟用狀態,但可以使用 [code]module_svg_enabled=no[/code] SCons 選項在建置時停"
"用它。"
msgid "Loads an image from the binary contents of a WebP file."
msgstr "從 WebP 檔的二進位內容載入圖像。"
msgid ""
"Converts the image's data to represent coordinates on a 3D plane. This is "
"used when the image represents a normal map. A normal map can add lots of "
"detail to a 3D surface without increasing the polygon count."
msgstr ""
"轉換圖像的資料以表示 3D 平面上的座標。可以在該圖像標記法線貼圖時使用。法線貼圖"
"可以在不增加多邊形數量的情況下向 3D 表面新增大量細節。"
msgid ""
"Resizes the image to the given [param width] and [param height]. New pixels "
"are calculated using the [param interpolation] mode defined via [enum "
"Interpolation] constants."
msgstr ""
"將該圖像的寬度調整為 [param width]、高度調整為 [param height]。新的圖元使用 "
"[param interpolation] 插值模式計算,插值模式由 [enum Interpolation] 常數定義。"
msgid ""
"Resizes the image to the nearest power of 2 for the width and height. If "
"[param square] is [code]true[/code] then set width and height to be the same. "
"New pixels are calculated using the [param interpolation] mode defined via "
"[enum Interpolation] constants."
msgstr ""
"將圖像的寬度和高度調整為最接近的 2 的冪。如果 [param square] 為 [code]true[/"
"code],則將寬度和高度設定為相同。新圖元將通過使用 [enum Interpolation] 常數定"
"義的 [param interpolation] 模式計算。"
msgid ""
"Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
msgstr "將標準 RGBE紅綠藍指數圖像轉換為 sRGB 圖像。"
msgid ""
"Rotates the image in the specified [param direction] by [code]90[/code] "
"degrees. The width and height of the image must be greater than [code]1[/"
"code]. If the width and height are not equal, the image will be resized."
msgstr ""
"將該圖像按照 [param direction] 指定的方向旋轉 [code]90[/code] 度。該圖像的寬度"
"和高度必須大於 [code]1[/code]。如果寬和高不相等,則會調整圖像的大小。"
msgid ""
"Rotates the image by [code]180[/code] degrees. The width and height of the "
"image must be greater than [code]1[/code]."
msgstr ""
"將該圖像旋轉 [code]180[/code] 度。該圖像的寬度和高度必須大於 [code]1[/code]。"
msgid ""
"Saves the image as an EXR file to [param path]. If [param grayscale] is "
"[code]true[/code] and the image has only one channel, it will be saved "
"explicitly as monochrome rather than one red channel. This function will "
"return [constant ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR "
"module.\n"
"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means "
"[method save_exr] will return [constant ERR_UNAVAILABLE] when it is called "
"from an exported project."
msgstr ""
"將圖像作為 EXR 檔保存到 [param path]。如果 [param grayscale] 為 [code]true[/"
"code],並且圖像只有一個通道,它將被明確地保存為單色而不是一個紅色通道。如果 "
"Godot 是在沒有 TinyEXR 模組的情況下編譯的,則該函式將返回 [constant "
"ERR_UNAVAILABLE]。\n"
"[b]注意:[/b]TinyEXR 模組在非編輯器建構中被禁用,這意味著當 [method save_exr] "
"從匯出的專案中被呼叫時將返回 [constant ERR_UNAVAILABLE]。"
msgid ""
"Saves the image as an EXR file to a byte array. If [param grayscale] is "
"[code]true[/code] and the image has only one channel, it will be saved "
"explicitly as monochrome rather than one red channel. This function will "
"return an empty byte array if Godot was compiled without the TinyEXR module.\n"
"[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which means "
"[method save_exr] will return an empty byte array when it is called from an "
"exported project."
msgstr ""
"將圖像作為 EXR 檔保存到一個位元組陣列。如果 [param grayscale] 為 [code]true[/"
"code] 並且圖像只有一個通道,它將被明確地保存為單色而不是一個紅色通道。如果 "
"Godot 是在沒有 TinyEXR 模組的情況下編譯的,則該函式將返回一個空位元組陣列。\n"
"[b]注意:[/b]TinyEXR 模組在非編輯器建構中被禁用,這意味著當 [method save_exr] "
"從匯出的專案中被呼叫時將返回一個空位元組陣列。"
msgid ""
"Saves the image as a JPEG file to [param path] with the specified [param "
"quality] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher "
"[param quality] values result in better-looking output at the cost of larger "
"file sizes. Recommended [param quality] values are between [code]0.75[/code] "
"and [code]0.90[/code]. Even at quality [code]1.00[/code], JPEG compression "
"remains lossy.\n"
"[b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an "
"alpha channel, the image will still be saved, but the resulting JPEG file "
"won't contain the alpha channel."
msgstr ""
"將該圖像作為 JPEG 檔保存到 [param path],指定的 [param quality] 介於 "
"[code]0.01[/code] 和 [code]1.0[/code](包括)之間。更高的 [param quality] 值會"
"以更大的檔大小為代價產生更好看的輸出。推薦的 [param quality] 值介於 "
"[code]0.75[/code] 和 [code]0.90[/code] 之間。即使品質為 [code]1.00[/code]"
"JPEG 壓縮仍然是有損的。\n"
"[b]注意:[/b]JPEG 不保存 alpha 通道。如果該 [Image] 包含 alpha 通道,該圖像仍"
"將被保存,但產生的 JPEG 檔將不包含 alpha 通道。"
msgid ""
"Saves the image as a JPEG file to a byte array with the specified [param "
"quality] between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher "
"[param quality] values result in better-looking output at the cost of larger "
"byte array sizes (and therefore memory usage). Recommended [param quality] "
"values are between [code]0.75[/code] and [code]0.90[/code]. Even at quality "
"[code]1.00[/code], JPEG compression remains lossy.\n"
"[b]Note:[/b] JPEG does not save an alpha channel. If the [Image] contains an "
"alpha channel, the image will still be saved, but the resulting byte array "
"won't contain the alpha channel."
msgstr ""
"將該圖像作為 JPEG 檔保存到位元組陣列中,指定的 [param quality] 介於 "
"[code]0.01[/code] 和 [code]1.0[/code](包括)之間。更高的 [param quality] 值會"
"以更大的位元組陣列大小(以及因此的記憶體使用)為代價產生更好看的輸出。推薦的 "
"[param quality] 值介於 [code]0.75[/code] 和 [code]0.90[/code] 之間。即使品質"
"為 [code]1.00[/code]JPEG 壓縮仍然是有損的。\n"
"[b]注意:[/b]JPEG 不保存 alpha 通道。如果該 [Image] 包含 alpha 通道,該圖像仍"
"將被保存,但產生的位元組陣列將不包含 alpha 通道。"
msgid "Saves the image as a PNG file to the file at [param path]."
msgstr "將該圖像作為 PNG 檔保存到位於 [param path] 的檔中。"
msgid "Saves the image as a PNG file to a byte array."
msgstr "將該圖像作為 PNG 檔保存到位元組陣列中。"
msgid ""
"Overwrites data of an existing [Image]. Non-static equivalent of [method "
"create_from_data]."
msgstr "覆蓋現有 [Image] 的資料。[method create_from_data] 的非靜態等價物。"
msgid ""
"Sets the [Color] of the pixel at [code](x, y)[/code] to [param color].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var img_width = 10\n"
"var img_height = 5\n"
"var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"\n"
"img.set_pixel(1, 2, Color.RED) # Sets the color at (1, 2) to red.\n"
"[/gdscript]\n"
"[csharp]\n"
"int imgWidth = 10;\n"
"int imgHeight = 5;\n"
"var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n"
"\n"
"img.SetPixel(1, 2, Colors.Red); // Sets the color at (1, 2) to red.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This is the same as [method set_pixelv], but with a two integer arguments "
"instead of a [Vector2i] argument."
msgstr ""
"將 [code](x, y)[/code] 處圖元的 [Color] 設定為 [param color]。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var img_width = 10\n"
"var img_height = 5\n"
"var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"\n"
"img.set_pixel(1, 2, Color.RED) # 將 (1, 2) 處的顏色設定為紅色。\n"
"[/gdscript]\n"
"[csharp]\n"
"int imgWidth = 10;\n"
"int imgHeight = 5;\n"
"var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n"
"\n"
"img.SetPixel(1, 2, Colors.Red); // 將 (1, 2) 處的顏色設定為紅色。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"這與 [method set_pixelv] 相同,只是使用兩個整數參數而不是一個 [Vector2i] 參"
"數。"
msgid ""
"Sets the [Color] of the pixel at [param point] to [param color].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var img_width = 10\n"
"var img_height = 5\n"
"var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"\n"
"img.set_pixelv(Vector2i(1, 2), Color.RED) # Sets the color at (1, 2) to red.\n"
"[/gdscript]\n"
"[csharp]\n"
"int imgWidth = 10;\n"
"int imgHeight = 5;\n"
"var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n"
"\n"
"img.SetPixelv(new Vector2I(1, 2), Colors.Red); // Sets the color at (1, 2) to "
"red.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This is the same as [method set_pixel], but with a [Vector2i] argument "
"instead of two integer arguments."
msgstr ""
"將 [param point] 處圖元的 [Color] 設定為 [param color]。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var img_width = 10\n"
"var img_height = 5\n"
"var img = Image.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
"\n"
"img.set_pixelv(Vector2i(1, 2), Color.RED) # 將 (1, 2) 處的顏色設定為紅色。\n"
"[/gdscript]\n"
"[csharp]\n"
"int imgWidth = 10;\n"
"int imgHeight = 5;\n"
"var img = Image.Create(imgWidth, imgHeight, false, Image.Format.Rgba8);\n"
"\n"
"img.SetPixelv(new Vector2I(1, 2), Colors.Red); // 將 (1, 2) 處的顏色設定為紅"
"色。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"這與 [method set_pixel] 相同,只是使用一個 [Vector2i] 參數而不是兩個整數參數。"
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
msgstr "將原始資料從 sRGB 色彩空間轉換為線性比例。"
msgid ""
"Holds all the image's color data in a given format. See [enum Format] "
"constants."
msgstr "以給定的格式保存圖像的所有顏色資料。參閱 [enum Format] 常數。"
msgid "The maximal width allowed for [Image] resources."
msgstr "[Image] 資源允許的最大寬度。"
msgid "The maximal height allowed for [Image] resources."
msgstr "[Image] 資源允許的最大高度。"
msgid "Texture format with a single 8-bit depth representing luminance."
msgstr "紋理格式,具有代表亮度的單一 8 位深度。"
msgid ""
"OpenGL texture format with two values, luminance and alpha each stored with 8 "
"bits."
msgstr "OpenGL 紋理格式,具有兩個值,亮度和 Alpha都以 8 位元儲存。"
msgid ""
"OpenGL texture format [code]RED[/code] with a single component and a bitdepth "
"of 8."
msgstr "OpenGL 紋理格式 [code]RED[/code],具有單個分量和 8 位深度。"
msgid ""
"OpenGL texture format [code]RG[/code] with two components and a bitdepth of 8 "
"for each."
msgstr "OpenGL 紋理格式 [code]RG[/code],具有兩個部分,每個部分的位元深度為 8。"
msgid ""
"OpenGL texture format [code]RGB[/code] with three components, each with a "
"bitdepth of 8.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"OpenGL 紋理格式 [code]RGB[/code] 具有三個部分,每個分量部分的位元深度為 8。\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 8.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"OpenGL 紋理格式 [code]RGBA[/code] 有四個部分,每個分量部分的位元深度為 8。\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"OpenGL texture format [code]RGBA[/code] with four components, each with a "
"bitdepth of 4."
msgstr ""
"OpenGL 紋理格式 [code]RGBA[/code] 有四個部分,每個分量部分的位元深度為 4。"
msgid ""
"OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
"bit floating-point value."
msgstr "OpenGL 紋理格式 [code]GL_R32F[/code]其中有一個分量是32 位浮點值。"
msgid ""
"OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
"each a 32-bit floating-point values."
msgstr ""
"OpenGL 紋理格式 [code]GL_RG32F[/code] 這裡有兩個部分,每個部分是一個 32 位浮點"
"值。"
msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
"OpenGL 紋理格式 [code]GL_RGB32F[/code],其中有三個部分,每個部分都是 32 位元浮"
"點值。"
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
"OpenGL 紋理格式 [code]GL_RGBA32F[/code],其中有四個部分,每個部分都是 32 位元"
"浮點值。"
msgid ""
"OpenGL texture format [code]GL_R16F[/code] where there's one component, a 16-"
"bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 紋理格式 [code]GL_R32F[/code],其中有一個分量,即 16 位“半精度”浮點值。"
msgid ""
"OpenGL texture format [code]GL_RG16F[/code] where there are two components, "
"each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 紋理格式 [code]GL_RG32F[/code],其中有兩個部分,每個部分都是 16 位元“半"
"精度”浮點值。"
msgid ""
"OpenGL texture format [code]GL_RGB16F[/code] where there are three "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 紋理格式 [code]GL_RGB32F[/code],其中有三個部分,每個部分都是 16 位"
"元“半精度”浮點值。"
msgid ""
"OpenGL texture format [code]GL_RGBA16F[/code] where there are four "
"components, each a 16-bit \"half-precision\" floating-point value."
msgstr ""
"OpenGL 紋理格式 [code]GL_RGBA32F[/code],其中有四個部分,每個都是 16 位“半精"
"度”浮點值。"
msgid ""
"A special OpenGL texture format where the three color components have 9 bits "
"of precision and all three share a single 5-bit exponent."
msgstr ""
"一種特殊的 OpenGL 紋理格式,其中三個顏色成分的精度為 9 位,所有三個成分共用一"
"個 5 比特位的指數。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format that uses Block Compression 1, and is the smallest variation "
"of S3TC, only providing 1 bit of alpha and color data being premultiplied "
"with alpha.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 紋理格式"
"使用塊壓縮 1並且是 S3TC 的最小變化,僅提供 1 位元的 Alpha 和顏色資料 預乘以 "
"Alpha。\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format that uses Block Compression 2, and color data is interpreted "
"as not having been premultiplied by alpha. Well suited for images with sharp "
"alpha transitions between translucent and opaque areas.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"使用塊壓縮 2 的 [url=https://en.wikipedia.org/wiki/"
"S3_Texture_Compression]S3TC[/url] 貼圖格式,並且顏色資料被解析為沒有與 Alpha 預"
"先相乘。非常適用於具有 半透明和不透明區域之間的清晰的 Alpha 過渡。\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
"texture format also known as Block Compression 3 or BC3 that contains 64 bits "
"of alpha channel data followed by 64 bits of DXT1-encoded color data. Color "
"data is not premultiplied by alpha, same as DXT3. DXT5 generally produces "
"superior results for transparent gradients compared to DXT3.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 紋理格式"
"也稱為塊壓縮 3 或 BC3其中包含 64 位元的 Alpha 通道資料,後跟 64 位的 DXT1 編"
"碼顏色資料。顏色資料不會與 DXT3 預先乘以 Alpha。與 DXT3 相比DXT5 對於透明漸"
"變通常會產生更好的結果。\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
"normalizing the red channel data using the same compression algorithm that "
"DXT5 uses for the alpha channel."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]紅"
"綠貼圖壓縮[/url]的貼圖格式,使用與 DXT5 用於 Alpha 通道相同的壓縮演算法對紅色"
"通道資料進行正規化。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
"normalizing the red and green channel data using the same compression "
"algorithm that DXT5 uses for the alpha channel."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]紅"
"綠貼圖壓縮[/url]的貼圖格式,使用與 DXT5 用於 Alpha 的壓縮演算法相同的紅綠資料"
"通道。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized RGBA "
"components.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC壓"
"縮[/url] 和無符號正規化RGBA分量的貼圖格式.\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
"RGB components."
msgstr ""
"使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/"
"url] 壓縮和有符號浮點RGB分量的貼圖格式."
msgid ""
"Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
"BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
"RGB components."
msgstr ""
"使用[url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/"
"url] 壓縮和無符號浮點RGB分量的貼圖格式."
msgid ""
"[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson "
"Texture Compression format 1[/url], also referred to as \"ETC1\", and is part "
"of the OpenGL ES graphics standard. This format cannot store an alpha channel."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#ETC1]愛立信紋"
"理壓縮格式 1[/url]又稱“ETC1”是 OpenGL ES 圖形標準的一部分。這種格式無法存"
"儲 Alpha 通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]R11_EAC[/code] variant), which provides one channel of "
"unsigned data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"愛立信紋理壓縮格式 2[/url][code]R11_EAC[/code] 變體),它提供一個無符號資料"
"通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one channel of "
"signed data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"愛立信紋理壓縮格式 2[/url][code]SIGNED_R11_EAC[/code] 變體),它提供一個有符"
"號資料通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]RG11_EAC[/code] variant), which provides two channels of "
"unsigned data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"愛立信紋理壓縮格式 2[/url][code]RG11_EAC[/code] 變體),它提供一個無符號數據"
"通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two channels "
"of signed data."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"愛立信紋理壓縮格式 2[/url][code]SIGNED_RG11_EAC[/code] 變體),它提供兩個有"
"符號資料通道。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and "
"compresses RGB888 data.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"愛立信紋理壓縮格式 2[/url][code]RGB8[/code] 變體),它是 ETC1 的後續版本,可"
"壓縮 RGB888 資料。\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data with full "
"alpha support.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"愛立信紋理壓縮格式 2[/url][code]RGBA8[/code] 變體),它可以壓縮 RGBA8888 數"
"據,完全支援 Alpha。\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression format "
"2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which compresses "
"RGBA data to make alpha either fully transparent or fully opaque.\n"
"[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
"conversion is performed."
msgstr ""
"[url=https://zh.wikipedia.org/zh-cn/"
"%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]"
"愛立信紋理壓縮格式 2[/url][code]RGB8_PUNCHTHROUGH_ALPHA1[/code] 變體),它可"
"以壓縮 RGBA 資料,使 Alpha 完全透明或完全不透明。\n"
"[b]注意:[/b]建立 [ImageTexture] 時,會執行 sRGB 到線性色彩空間的轉換。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/"
"url]. This implements the 4x4 (high quality) mode."
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]"
"自我調整可伸縮紋理壓縮[/url]。這實作了 4x4高品質模式。"
msgid ""
"Same format as [constant FORMAT_ASTC_4x4], but with the hint to let the GPU "
"know it is used for HDR."
msgstr ""
"與 [constant FORMAT_ASTC_4x4] 相同的格式,但有提示以讓 GPU 知道它用於 HDR。"
msgid ""
"[url=https://en.wikipedia.org/wiki/"
"Adaptive_scalable_texture_compression]Adaptive Scalable Texture Compression[/"
"url]. This implements the 8x8 (low quality) mode."
msgstr ""
"[url=https://zh.wikipedia.org/wiki/"
"%E8%87%AA%E9%80%82%E5%BA%94%E5%8F%AF%E4%BC%B8%E7%BC%A9%E7%BA%B9%E7%90%86%E5%8E%8B%E7%BC%A9]"
"自我調整可伸縮紋理壓縮[/url]。這實作了 8x8低品質模式。"
msgid ""
"Same format as [constant FORMAT_ASTC_8x8], but with the hint to let the GPU "
"know it is used for HDR."
msgstr ""
"與 [constant FORMAT_ASTC_8x8] 相同的格式,但有提示以讓 GPU 知道它用於 HDR。"
msgid "Represents the size of the [enum Format] enum."
msgstr "代表 [enum Format] 列舉的大小。"
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
msgstr "執行最近鄰插值。如果調整圖像大小,它將被圖元化。"
msgid ""
"Performs bilinear interpolation. If the image is resized, it will be blurry. "
"This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
"lower quality."
msgstr ""
"執行雙線性插值。如果調整圖像大小,則圖像將模糊。此模式比 [constant "
"INTERPOLATE_CUBIC] 更快,但品質較低。"
msgid ""
"Performs cubic interpolation. If the image is resized, it will be blurry. "
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
"執行三次插值。如果調整圖像大小,則圖像將模糊。與 [constant "
"INTERPOLATE_BILINEAR] 相比,此模式通常會產生更好的結果,但代價是速度較慢。"
msgid ""
"Performs bilinear separately on the two most-suited mipmap levels, then "
"linearly interpolates between them.\n"
"It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-quality "
"results with far fewer aliasing artifacts.\n"
"If the image does not have mipmaps, they will be generated and used "
"internally, but no mipmaps will be generated on the resulting image.\n"
"[b]Note:[/b] If you intend to scale multiple copies of the original image, "
"it's better to call [method generate_mipmaps]] on it in advance, to avoid "
"wasting processing power in generating them again and again.\n"
"On the other hand, if the image already has mipmaps, they will be used, and a "
"new set will be generated for the resulting image."
msgstr ""
"在兩個最適合的多級漸遠紋理級別上分別執行雙線性取樣,然後在取樣結果之間進行線性"
"插值。\n"
"它比 [constant INTERPOLATE_BILINEAR] 慢,但能產生更高品質的效果,減少鋸齒偽"
"影。\n"
"如果圖像沒有多級漸遠紋理,它們將被生成並在內部使用,但不會在生成的圖像之上生成"
"多級漸遠紋理。\n"
"[b]注意:[/b]如果你打算縮放原始圖像的多個副本,最好事先對其呼叫 [method "
"generate_mipmaps],以避免在生成它們時反復浪費處理能力。\n"
"另一方面,如果圖像已經有了多級漸遠紋理,其將被使用,並為生成的圖像生成新的一"
"組。"
msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
"執行 Lanczos 插值。這是最慢的圖像調整大小模式,但通常可以提供最佳效果,尤其是"
"在縮小圖像時。"
msgid "Image does not have alpha."
msgstr "圖片沒有 Alpha 通道。"
msgid "Image stores alpha in a single bit."
msgstr "圖像將 Alpha 儲存在單個 bit 中。"
msgid "Image uses alpha."
msgstr "圖像使用 Alpha。"
msgid "Use S3TC compression."
msgstr "使用 S3TC 壓縮。"
msgid "Use ETC compression."
msgstr "使用 ETC 壓縮。"
msgid "Use ETC2 compression."
msgstr "使用 ETC2 壓縮。"
msgid "Use BPTC compression."
msgstr "使用 BPTC 壓縮。"
msgid "Use ASTC compression."
msgstr "使用 ASTC 壓縮。"
msgid "Represents the size of the [enum CompressMode] enum."
msgstr "代表 [enum CompressMode] 列舉的大小。"
msgid ""
"Source texture (before compression) is a regular texture. Default for all "
"textures."
msgstr "原始紋理(在壓縮前)是常規紋理。所有紋理的預設值。"
msgid "Source texture (before compression) is in sRGB space."
msgstr "原始紋理(在壓縮前)使用 sRGB 空間。"
msgid ""
"Source texture (before compression) is a normal texture (e.g. it can be "
"compressed into two channels)."
msgstr "原始紋理(在壓縮前)是法線紋理(例如可以壓縮為兩個通道)。"
msgid ""
"Hint to indicate that the high quality 4x4 ASTC compression format should be "
"used."
msgstr "表示應該使用高品質 4x4 ASTC 壓縮格式的提示。"
msgid ""
"Hint to indicate that the low quality 8x8 ASTC compression format should be "
"used."
msgstr "表示應該使用低品質 8x8 ASTC 壓縮格式的提示。"
msgid "Base class to add support for specific image formats."
msgstr "用於新增特定圖像格式支援的基底類別。"
msgid ""
"The engine supports multiple image formats out of the box (PNG, SVG, JPEG, "
"WebP to name a few), but you can choose to implement support for additional "
"image formats by extending [ImageFormatLoaderExtension]."
msgstr ""
"該引擎支援多種開箱即用的圖像格式PNG、SVG、JPEG、WebP 等),但也可以選擇通過"
"擴充 [ImageFormatLoaderExtension],來實作對其他圖像格式的支援。"
msgid ""
"Base class for creating [ImageFormatLoader] extensions (adding support for "
"extra image formats)."
msgstr ""
"用於建立 [ImageFormatLoader] 擴充的基底類別(新增對額外圖像格式的支援)。"
msgid ""
"The engine supports multiple image formats out of the box (PNG, SVG, JPEG, "
"WebP to name a few), but you can choose to implement support for additional "
"image formats by extending this class.\n"
"Be sure to respect the documented return types and values. You should create "
"an instance of it, and call [method add_format_loader] to register that "
"loader during the initialization phase."
msgstr ""
"該引擎支援多種開箱即用的圖像格式PNG、SVG、JPEG、WebP 等),但也可以選擇通過"
"擴充該類,來實作對其他圖像格式的支援。\n"
"請務必遵守文件中的返回型別和值。應該建立它的一個實例,並在初始化階段呼叫 "
"[method add_format_loader] 來註冊該載入器。"
msgid ""
"Returns the list of file extensions for this image format. Files with the "
"given extensions will be treated as image file and loaded using this class."
msgstr ""
"返回該圖像格式的檔副檔名列表。具有給定副檔名的檔將被視為影像檔並使用該類載入。"
msgid "Loads the content of [param fileaccess] into the provided [param image]."
msgstr "將 [param fileaccess] 的內容載入至提供的 [param image]。"
msgid ""
"Add this format loader to the engine, allowing it to recognize the file "
"extensions returned by [method _get_recognized_extensions]."
msgstr ""
"將這個格式載入器新增至引擎,使其能夠識別 [method _get_recognized_extensions] "
"返回的檔案副檔名。"
msgid "Remove this format loader from the engine."
msgstr "從引擎中移除這個格式載入器。"
msgid "A [Texture2D] based on an [Image]."
msgstr "基於 [Image] 的 [Texture2D]。"
msgid ""
"A [Texture2D] based on an [Image]. For an image to be displayed, an "
"[ImageTexture] has to be created from it using the [method create_from_image] "
"method:\n"
"[codeblock]\n"
"var image = Image.load_from_file(\"res://icon.svg\")\n"
"var texture = ImageTexture.create_from_image(image)\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]\n"
"This way, textures can be created at run-time by loading images both from "
"within the editor and externally.\n"
"[b]Warning:[/b] Prefer to load imported textures with [method @GDScript.load] "
"over loading them from within the filesystem dynamically with [method Image."
"load], as it may not work in exported projects:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.svg\")\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]\n"
"This is because images have to be imported as a [CompressedTexture2D] first "
"to be loaded with [method @GDScript.load]. If you'd still like to load an "
"image file just like any other [Resource], import it as an [Image] resource "
"instead, and then load it normally using the [method @GDScript.load] method.\n"
"[b]Note:[/b] The image can be retrieved from an imported texture using the "
"[method Texture2D.get_image] method, which returns a copy of the image:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.svg\")\n"
"var image: Image = texture.get_image()\n"
"[/codeblock]\n"
"An [ImageTexture] is not meant to be operated from within the editor "
"interface directly, and is mostly useful for rendering images on screen "
"dynamically via code. If you need to generate images procedurally from within "
"the editor, consider saving and importing images as custom texture resources "
"implementing a new [EditorImportPlugin].\n"
"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
"hardware limitations."
msgstr ""
"基於 [Image] 的 [Texture2D]。對於圖像的顯示,必須使用 [method "
"create_from_image] 方法從中建立一個 [ImageTexture]\n"
"[codeblock]\n"
"var image = Image.load_from_file(\"res://icon.svg\")\n"
"var texture = ImageTexture.create_from_image(image)\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]\n"
"這樣,可以在運作時通過從編輯器內部和外部載入圖像來建立紋理。\n"
"[b]警告:[/b]最好使用 [method @GDScript.load] 載入匯入的紋理,而不是使用 "
"[method Image.load] 從檔案系統中動態載入它們,因為後者可能不適用於匯出的項"
"目:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.svg\")\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]\n"
"這是因為圖像必須首先作為 [CompressedTexture2D] 匯入,然後才能使用 [method "
"@GDScript.load] 載入。如果仍想像載入任何其他 [Resource] 一樣載入影像檔,請將其"
"匯入為 [Image] 資源,然後使用 [method @GDScript.load] 方法正常載入它。\n"
"[b]注意:[/b]可以使用 [method Texture2D.get_image] 方法從匯入的紋理中檢索該圖"
"像,該方法返回該圖像的副本:\n"
"[codeblock]\n"
"var texture = load(\"res://icon.svg\")\n"
"var image: Image = texture.get_image()\n"
"[/codeblock]\n"
"[ImageTexture] 並不意味著直接在編輯器介面中進行操作,主要用於通過程式碼在螢幕"
"上動態渲染圖像。如果需要從編輯器中按程式生成圖像,請考慮實作一個新的 "
"[EditorImportPlugin],將圖像保存和匯入為自訂紋理資源。\n"
"[b]注意:[/b]由於圖形硬體限制,最大紋理大小為 16384×16384 圖元。"
msgid ""
"Creates a new [ImageTexture] and initializes it by allocating and setting the "
"data from an [Image]."
msgstr ""
"建立一個新的 [ImageTexture],並通過分配和設定來自 [Image] 的資料來初始化它。"
msgid "Returns the format of the texture, one of [enum Image.Format]."
msgstr "返回紋理的格式,[enum Image.Format] 之一。"
msgid ""
"Replaces the texture's data with a new [Image]. This will re-allocate new "
"memory for the texture.\n"
"If you want to update the image, but don't need to change its parameters "
"(format, size), use [method update] instead for better performance."
msgstr ""
"用新的 [Image] 替換該紋理的資料。這將為該紋理重新分配新記憶體。\n"
"如果要更新圖像,但不需要更改其參數(格式、大小),請改用 [method update] 以獲"
"得更好的性能。"
msgid "Resizes the texture to the specified dimensions."
msgstr "將紋理的大小調整為指定的尺寸。"
msgid ""
"Replaces the texture's data with a new [Image].\n"
"[b]Note:[/b] The texture has to be created using [method create_from_image] "
"or initialized first with the [method set_image] method before it can be "
"updated. The new image dimensions, format, and mipmaps configuration should "
"match the existing texture's image configuration.\n"
"Use this method over [method set_image] if you need to update the texture "
"frequently, which is faster than allocating additional memory for a new "
"texture each time."
msgstr ""
"用新的 [Image] 替換該紋理的資料。\n"
"[b]注意:[/b]該紋理必須使用 [method create_from_image] 建立、或首先使用 "
"[method set_image] 方法初始化,然後才能更新。新的圖像大小、格式和 mipmaps 配"
"置,應與現有紋理的圖像配置相配對。\n"
"如果需要頻繁更新紋理,請使用該方法而不是 [method set_image],這比每次為一個新"
"紋理分配額外記憶體要快。"
msgid "Texture with 3 dimensions."
msgstr "具有 3 個維度的紋理。"
msgid ""
"[ImageTexture3D] is a 3-dimensional [ImageTexture] that has a width, height, "
"and depth. See also [ImageTextureLayered].\n"
"3D textures are typically used to store density maps for [FogMaterial], color "
"correction LUTs for [Environment], vector fields for "
"[GPUParticlesAttractorVectorField3D] and collision maps for "
"[GPUParticlesCollisionSDF3D]. 3D textures can also be used in custom shaders."
msgstr ""
"[ImageTexture3D] 是一種具有寬度、高度、和深度的三維 [ImageTexture]。另請參閱 "
"[ImageTextureLayered]。\n"
"3D 紋理通常用於儲存 [FogMaterial] 的密度圖、[Environment] 的色彩校正 LUT、"
"[GPUParticlesAttractorVectorField3D] 的向量場、和 "
"[GPUParticlesCollisionSDF3D] 的碰撞圖。3D 紋理也可用於自訂著色器。"
msgid ""
"Creates the [ImageTexture3D] with specified [param width], [param height], "
"and [param depth]. See [enum Image.Format] for [param format] options. If "
"[param use_mipmaps] is [code]true[/code], then generate mipmaps for the "
"[ImageTexture3D]."
msgstr ""
"建立具有指定 [param width]、[param height] 和 [param depth] 的 "
"[ImageTexture3D]。請參閱 [enum Image.Format] 瞭解 [param format] 選項。如果 "
"[param use_mipmaps] 為 [code]true[/code],則為該 [ImageTexture3D] 生成 "
"Mipmaps。"
msgid ""
"Replaces the texture's existing data with the layers specified in [param "
"data]. The size of [param data] must match the parameters that were used for "
"[method create]. In other words, the texture cannot be resized or have its "
"format changed by calling [method update]."
msgstr ""
"將紋理的現有資料替換為 [param data] 中指定的圖層。[param data] 的大小必須與用"
"於 [method create] 的參數一致。換句話說,不能通過呼叫 [method update] 來調整紋"
"理的大小或改變其格式。"
msgid ""
"Base class for texture types which contain the data of multiple "
"[ImageTexture]s. Each image is of the same size and format."
msgstr ""
"紋理型別的基底類別,包含多個 [ImageTexture] 的資料。各個圖像具有相同的大小和格"
"式。"
msgid ""
"Base class for [Texture2DArray], [Cubemap] and [CubemapArray]. Cannot be used "
"directly, but contains all the functions necessary for accessing the derived "
"resource types. See also [Texture3D]."
msgstr ""
"[Texture2DArray]、[Cubemap] 和 [CubemapArray] 的基底類別。不能直接使用,但包含"
"了存取衍生資源型別所需的所有函式。另請參閱 [Texture3D]。"
msgid ""
"Creates an [ImageTextureLayered] from an array of [Image]s. See [method Image."
"create] for the expected data format. The first image decides the width, "
"height, image format and mipmapping setting. The other images [i]must[/i] "
"have the same width, height, image format and mipmapping setting.\n"
"Each [Image] represents one [code]layer[/code]."
msgstr ""
"從一組 [Image] 建立一個 [ImageTextureLayered]。有關預期的資料格式,請參閱 "
"[method Image.create]。第一張圖像決定寬度、高度、圖像格式和 mipmapping 設定。"
"其他圖像[i]必須[/i]具有相同的寬度、高度、圖像格式和 mipmapping 設定。\n"
"每個 [Image] 代表一個 [code]layer[/code]。"
msgid "Mesh optimized for creating geometry manually."
msgstr "為手動建立幾何體,而優化的網格。"
msgid "Using ImmediateMesh"
msgstr "使用 ImmediateMesh"
msgid "Clear all surfaces."
msgstr "清除所有表面。"
msgid "Add a 3D vertex using the current attributes previously set."
msgstr "使用先前設定的目前屬性,新增一個 3D 頂點。"
msgid "Add a 2D vertex using the current attributes previously set."
msgstr "使用先前設定的目前屬性,新增一個 2D 頂點。"
msgid "Begin a new surface."
msgstr "開始一個新的表面。"
msgid ""
"End and commit current surface. Note that surface being created will not be "
"visible until this function is called."
msgstr "結束並提交目前表面。請注意,在該函式被呼叫之前,建立的表面將不可見。"
msgid "Set the color attribute that will be pushed with the next vertex."
msgstr "設定將與下一個頂點一起推送的顏色屬性。"
msgid "Set the normal attribute that will be pushed with the next vertex."
msgstr "設定將與下一個頂點一起推送的法線屬性。"
msgid "Set the tangent attribute that will be pushed with the next vertex."
msgstr "設定將與下一個頂點一起推送的切線屬性。"
msgid "Set the UV attribute that will be pushed with the next vertex."
msgstr "設定將與下一個頂點一起推送的 UV 屬性。"
msgid "Set the UV2 attribute that will be pushed with the next vertex."
msgstr "設定將與下一個頂點一起推送的 UV2 屬性。"
msgid ""
"A [Resource] that contains vertex array-based geometry during the import "
"process."
msgstr "在匯入過程中,包含基於頂點陣列的幾何體的 [Resource]。"
msgid ""
"ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains "
"vertex array-based geometry, divided in [i]surfaces[/i]. Each surface "
"contains a completely separate array and a material used to draw it. Design "
"wise, a mesh with multiple surfaces is preferred to a single surface, because "
"objects created in 3D editing software commonly contain multiple materials.\n"
"Unlike its runtime counterpart, [ImporterMesh] contains mesh data before "
"various import steps, such as lod and shadow mesh generation, have taken "
"place. Modify surface data by calling [method clear], followed by [method "
"add_surface] for each surface."
msgstr ""
"ImporterMesh 是一種類似於 [ArrayMesh] 的 [Resource]。它包含基於頂點陣列的幾何"
"體,被分為[i]表面[/i]。每個表面都包含一個完全獨立的陣列和一個用於繪製它的材"
"質。在設計方面,具有多個表面的網格優於單個表面,因為在 3D 編輯軟體中建立的對象"
"通常包含多種材質。\n"
"與其運作時對應物不同,[ImporterMesh] 在各種匯入步驟(例如 lod 和陰影網格生成)"
"發生之前包含網格資料。修改表面資料時,通過先呼叫 [method clear] ,然後為每個表"
"面呼叫 [method add_surface]。"
msgid ""
"Adds name for a blend shape that will be added with [method add_surface]. "
"Must be called before surface is added."
msgstr ""
"為將使用 [method add_surface] 新增的混合形狀新增名稱。必須在表面被新增之前調"
"用。"
msgid "Removes all surfaces and blend shapes from this [ImporterMesh]."
msgstr "從該 [ImporterMesh] 中,移除所有表面和混合形狀。"
msgid ""
"Generates all lods for this ImporterMesh.\n"
"[param normal_merge_angle] and [param normal_split_angle] are in degrees and "
"used in the same way as the importer settings in [code]lods[/code]. As a good "
"default, use 25 and 60 respectively.\n"
"The number of generated lods can be accessed using [method "
"get_surface_lod_count], and each LOD is available in [method "
"get_surface_lod_size] and [method get_surface_lod_indices].\n"
"[param bone_transform_array] is an [Array] which can be either empty or "
"contain [Transform3D]s which, for each of the mesh's bone IDs, will apply "
"mesh skinning when generating the LOD mesh variations. This is usually used "
"to account for discrepancies in scale between the mesh itself and its "
"skinning data."
msgstr ""
"為這個 ImporterMesh 生成所有 lod。\n"
"[param normal_merge_angle] 和 [param normal_split_angle] 以度為單位,並以與 "
"[code]lods[/code] 中的匯入器設定相同的方式使用。作為一個好的預設值,分別使用 "
"25 和 60。\n"
"生成的 LOD 的數量可以使用 [method get_surface_lod_count] 存取,並且每個 LOD "
"在 [method get_surface_lod_size] 和 [method get_surface_lod_indices] 中可"
"用。\n"
"[param bone_transform_array] 是一個 [Array],可以是空的,也可以包含"
"[Transform3D],對於每個網格的骨骼 ID在生成 LOD 網格變化時將套用網格蒙皮。這"
"通常用於解釋網格本身與其蒙皮資料之間的縮放差異。"
msgid "Returns the number of blend shapes that the mesh holds."
msgstr "返回該網格包含的混合形狀的數量。"
msgid "Returns the blend shape mode for this Mesh."
msgstr "返回該網格的混合形狀模式。"
msgid "Returns the size hint of this mesh for lightmap-unwrapping in UV-space."
msgstr "返回該網格的大小提示,用於在 UV 空間中展開光照貼圖。"
msgid ""
"Returns the mesh data represented by this [ImporterMesh] as a usable "
"[ArrayMesh].\n"
"This method caches the returned mesh, and subsequent calls will return the "
"cached data until [method clear] is called.\n"
"If not yet cached and [param base_mesh] is provided, [param base_mesh] will "
"be used and mutated."
msgstr ""
"將該 [ImporterMesh] 表示的網格資料作為一個可用的 [ArrayMesh] 返回。\n"
"這個方法快取了返回的網格,後續的呼叫將返回快取的資料,直到 [method clear] 被呼"
"叫。\n"
"如果還沒有快取並且提供了 [param base_mesh],則 [param base_mesh] 將被使用並被"
"改變。"
msgid ""
"Returns a single set of blend shape arrays for the requested blend shape "
"index for a surface."
msgstr "為一個表面請求的混合形狀索引,返回一組混合形狀陣列。"
msgid "Returns the number of surfaces that the mesh holds."
msgstr "返回該網格擁有的表面數。"
msgid "Returns the format of the surface that the mesh holds."
msgstr "返回該網格擁有的表面的格式。"
msgid "Returns the number of lods that the mesh holds on a given surface."
msgstr "返回該網格在給定表面上保留的 lod 數。"
msgid "Returns the index buffer of a lod for a surface."
msgstr "返回表面的 lod 的索引緩衝區。"
msgid "Returns the screen ratio which activates a lod for a surface."
msgstr "返回為一個表面啟動 lod 的螢幕比率。"
msgid ""
"Returns a [Material] in a given surface. Surface is rendered using this "
"material."
msgstr "返回給定面的 [Material] 材質。面將由該材質來渲染。"
msgid ""
"Returns the primitive type of the requested surface (see [method "
"add_surface])."
msgstr "返回所請求表面的基元型別(參見 [method add_surface])。"
msgid "Sets the size hint of this mesh for lightmap-unwrapping in UV-space."
msgstr "設定該網格的大小提示,以便在 UV 空間中展開光照貼圖。"
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
"material."
msgstr "設定給定面的 [Material] 材質。該面將會使用此材質渲染。"
msgid "A singleton for handling inputs."
msgstr "用於處理輸入的單例。"
msgid ""
"The [Input] singleton handles key presses, mouse buttons and movement, "
"gamepads, and input actions. Actions and their events can be set in the "
"[b]Input Map[/b] tab in [b]Project > Project Settings[/b], or with the "
"[InputMap] class.\n"
"[b]Note:[/b] [Input]'s methods reflect the global input state and are not "
"affected by [method Control.accept_event] or [method Viewport."
"set_input_as_handled], as those methods only deal with the way input is "
"propagated in the [SceneTree]."
msgstr ""
"[Input] 是處理鍵盤按鍵、滑鼠按鈕及移動、遊戲手柄、輸入動作等的單例。動作以及對"
"應的事件可以在[b]專案 > 專案設定[/b]的[b]輸入對應[/b]分頁中設定,也可以使用 "
"[InputMap] 類設定。\n"
"[b]注意:[/b][Input] 的方法反映的是全域輸入狀態,不受 [method Control."
"accept_event] 和 [method Viewport.set_input_as_handled] 的影響,因為這兩個方法"
"處理的是輸入在 [SceneTree] 中傳播的方式。"
msgid "Inputs documentation index"
msgstr "輸入文件索引"
msgid ""
"This will simulate pressing the specified action.\n"
"The strength can be used for non-boolean actions, it's ranged between 0 and 1 "
"representing the intensity of the given action.\n"
"[b]Note:[/b] This method will not cause any [method Node._input] calls. It is "
"intended to be used with [method is_action_pressed] and [method "
"is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
"[method parse_input_event] instead."
msgstr ""
"這將類比按下指定的按鍵動作。\n"
"強度可以用於非布耳運算的動作,它的範圍在 0 到 1 之間,代表給定動作的力度。\n"
"[b]注意:[/b]這個方法不會引起任何 [method Node._input] 呼叫。它旨在與 [method "
"is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果你想模擬 "
"[code]_input[/code],請使用 [method parse_input_event] 代替。"
msgid "If the specified action is already pressed, this will release it."
msgstr "如果已按下指定操作,那麼將釋放它。"
msgid ""
"Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally "
"update already connected devices."
msgstr "在對應資料庫中新增新的對應條目SDL2 格式)。可選更新已連接的裝置。"
msgid ""
"Sends all input events which are in the current buffer to the game loop. "
"These events may have been buffered as a result of accumulated input ([member "
"use_accumulated_input]) or agile input flushing ([member ProjectSettings."
"input_devices/buffering/agile_event_flushing]).\n"
"The engine will already do this itself at key execution points (at least once "
"per frame). However, this can be useful in advanced cases where you want "
"precise control over the timing of event handling."
msgstr ""
"將目前緩衝區內的所有輸入事件發送給遊戲迴圈。這些事件可能是由於累積輸入"
"[member use_accumulated_input])或敏捷輸入更新([member ProjectSettings."
"input_devices/buffering/agile_event_flushing])而被緩衝的結果。\n"
"引擎已經會在關鍵的執行點執行此操作,至少每影格一次。然而,在你想要精確控制事件"
"處理時間的高級情況下,這可能是有用的。"
msgid ""
"Returns the acceleration in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"Note this method returns an empty [Vector3] when running from the editor even "
"when your device has an accelerometer. You must export your project to a "
"supported device to read values from the accelerometer.\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果裝置有加速度計感測器,則返回該裝置加速度計感測器的加速度,單位為 m/s²。否"
"則,該方法返回 [constant Vector3.ZERO]。\\\n"
"請注意,即使你的裝置具有一個加速度計,在從編輯器運作時,該方法也會返回一個空"
"的 [Vector3]。必須將專案匯出到一個支援的裝置上,才能從加速度計讀取值。\n"
"[b]注意:[/b]該方法僅適用於 iOS、Android 和 UWP。在其他平臺上它總是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns a value between 0 and 1 representing the raw intensity of the given "
"action, ignoring the action's deadzone. In most cases, you should use [method "
"get_action_strength] instead.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"返回一個介於 0 和 1 之間的值,表示給定動作的原始強度,忽略動作的死區。在大多數"
"情況下,應該改用 [method get_action_strength]。\n"
"如果 [param exact_match] 為 [code]false[/code],它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Get axis input by specifying two actions, one negative and one positive.\n"
"This is a shorthand for writing [code]Input."
"get_action_strength(\"positive_action\") - Input."
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
"通過指定兩個動作來獲取軸的輸入,一個是負的,一個是正的。\n"
"這是 [code]Input.get_action_strength(\"positive_action\")-Input."
"get_action_strength(\"negative_action\")[/code] 的簡寫。"
msgid ""
"Returns an [Array] containing the device IDs of all currently connected "
"joypads."
msgstr "返回一個 [Array],包含目前所有連接手柄的裝置 ID。"
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
msgstr "返回目前指定的游標形狀(見 [enum CursorShape])。"
msgid ""
"Returns the gravity in m/s² of the device's accelerometer sensor, if the "
"device has one. Otherwise, the method returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果裝置有加速度計感測器,則返回該裝置有加速度計感測器的重力,單位為 m/s²。否"
"則,該方法返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]該方法僅適用於 Android 和 iOS。在其他平臺上它總是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the "
"gyroscope sensor, if the device has one. Otherwise, the method returns "
"[constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果裝置有陀螺儀感測器,則返回圍繞裝置 X、Y、Z 軸的旋轉速率,單位為 rad/s。否"
"則,該方法返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]這個方法只在 Android 和 iOS 上工作。在其他平臺上,總是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoyAxis])."
msgstr "返回給定索引(參見 [enum JoyAxis])處的遊戲手柄軸的目前值。"
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns "
"[code]\"Default Gamepad\"[/code] otherwise. Godot uses the [url=https://"
"github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] "
"to determine gamepad names and mappings based on this GUID."
msgstr ""
"如果平臺使用遊戲手柄重對應,則返回裝置的 GUID與 SDL2 相容,例如 "
"[code]030000004c050000c405000000010000[/code]。否則返回 [code]\"Default "
"Gamepad\"[/code]。Godot 會根據這個 GUI 使用 [url=https://github.com/gabomdq/"
"SDL_GameControllerDB]SDL2 遊戲控制器資料庫[/url]來確定遊戲手柄的名稱和對應。"
msgid ""
"Returns a dictionary with extra platform-specific information about the "
"device, e.g. the raw gamepad name from the OS or the Steam Input index.\n"
"On Windows the dictionary contains the following fields:\n"
"[code]xinput_index[/code]: The index of the controller in the XInput system.\n"
"On Linux:\n"
"[code]raw_name[/code]: The name of the controller as it came from the OS, "
"before getting renamed by the godot controller database.\n"
"[code]vendor_id[/code]: The USB vendor ID of the device.\n"
"[code]product_id[/code]: The USB product ID of the device.\n"
"[code]steam_input_index[/code]: The Steam Input gamepad index, if the device "
"is not a Steam Input device this key won't be present."
msgstr ""
"傳回一個字典,其中包含有關裝置的額外平台特定訊息,例如來自作業系統的原始遊戲手"
"把名稱或 Steam 輸入索引。\n"
"在 Windows 上,字典包含以下欄位:\n"
"[code]xinput_index[/code]XInput系統中控制器的索引。\n"
"在 Linux 上:\n"
"[code]raw_name[/code]:控制器在被 godot 控制器資料庫重新命名之前來自作業系統的"
"名稱。\n"
"[code]vendor_id[/code]:裝置的 USB 供應商 ID。\n"
"[code]product_id[/code]:裝置的 USB 產品 ID。\n"
"[code]steam_input_index[/code]Steam 輸入遊戲手把索引,如果裝置不是 Steam 輸"
"入裝置,則不會出現此鍵。"
msgid ""
"Returns the name of the joypad at the specified device index, e.g. [code]PS4 "
"Controller[/code]. Godot uses the [url=https://github.com/gabomdq/"
"SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad "
"names."
msgstr ""
"返回位於指定裝置索引的遊戲手柄名稱,例如 [code]PS4 Controller[/code]。Godot 使"
"用 [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 遊戲控制器資料庫"
"[/url]來確定遊戲手柄的名稱。"
msgid "Returns the duration of the current vibration effect in seconds."
msgstr "以秒為單位返回目前振動效果的持續時間。"
msgid ""
"Returns the strength of the joypad vibration: x is the strength of the weak "
"motor, and y is the strength of the strong motor."
msgstr "返回手柄振動的強度x 是弱馬達的強度y 是強馬達的強度。"
msgid ""
"Returns the last mouse velocity. To provide a precise and jitter-free "
"velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse "
"velocity will lag mouse movements."
msgstr ""
"返回上次的滑鼠速度。為了提供精確且無抖動的速度,滑鼠速度僅每 0.1 秒計算一次。"
"因此,滑鼠速度將滯後於滑鼠移動。"
msgid ""
"Returns the magnetic field strength in micro-Tesla for all axes of the "
"device's magnetometer sensor, if the device has one. Otherwise, the method "
"returns [constant Vector3.ZERO].\n"
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
"如果裝置有磁力感測器,則返回裝置所有軸的磁場強度,單位為微特斯拉。否則,該方法"
"返回 [constant Vector3.ZERO]。\n"
"[b]注意:[/b]這個方法只在 Android、iOS 和 UWP 上有效。在其他平臺上,總是返回 "
"[constant Vector3.ZERO]。"
msgid ""
"Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
"the same time, the bits are added together. Equivalent to [method "
"DisplayServer.mouse_get_button_state]."
msgstr ""
"將滑鼠按鍵作為一個位遮罩返回。如果多個滑鼠按鈕同時被按下,則這些位將被加在一"
"起。相當於 [method DisplayServer.mouse_get_button_state]。"
msgid ""
"Gets an input vector by specifying four actions for the positive and negative "
"X and Y axes.\n"
"This method is useful when getting vector input, such as from a joystick, "
"directional pad, arrows, or WASD. The vector has its length limited to 1 and "
"has a circular deadzone, which is useful for using vector input as movement.\n"
"By default, the deadzone is automatically calculated from the average of the "
"action deadzones. However, you can override the deadzone to be whatever you "
"want (on the range of 0 to 1)."
msgstr ""
"通過指定正負 X 和 Y 軸的四個動作來獲取輸入向量。\n"
"這個方法在獲取向量輸入時很有用,比如從操縱桿、方向盤、箭頭或 WASD。向量的長度"
"被限制為 1並且有一個圓形的死區這對於使用向量輸入進行運動很有用。\n"
"預設情況下,死區根據動作死區的平均值自動計算。然而,你可以把死區覆蓋為任何你想"
"要的值(在 0 到 1 的範圍內)。"
msgid ""
"Returns [code]true[/code] if you are pressing the action event.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果給定的動作正被按下,則返回 [code]true[/code](除非 [param allow_echo] 為 "
"[code]true[/code],否則不是 [InputEventKey] 事件中的回顯事件)。與 "
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 型別的事件無關。\n"
"如果 [param exact_match] 為 [code]false[/code],則它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。\n"
"[b]注意:[/b]由於鍵盤重影,[method is_action_pressed] 可能會返回 [code]false[/"
"code],即使動作的某個鍵被按下時也是如此。有關詳細資訊,請參閱文檔中的 "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《輸入範"
"例》[/url]。"
msgid ""
"Returns [code]true[/code] if any action, key, joypad button, or mouse button "
"is being pressed. This will also return [code]true[/code] if any action is "
"simulated via code by calling [method action_press]."
msgstr ""
"如果任何動作、按鍵、遊戲手柄按鈕、或滑鼠按鈕正被按下,則返回 [code]true[/"
"code]。如果動作是通過呼叫 [method action_press] 以通過程式碼來模擬,該方法也將"
"返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if you are pressing the joypad button (see [enum "
"JoyButton])."
msgstr ""
"如果遊戲手柄按鈕(參見 [enum JoyButton])正被按下,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the system knows the specified device. This "
"means that it sets all button and axis indices. Unknown joypads are not "
"expected to match these constants, but you can still retrieve events from "
"them."
msgstr ""
"如果系統知道指定的裝置,則返回 [code]true[/code]。這意味著它設定了所有按鈕和軸"
"索引。未知的遊戲手柄預計不會配對這些常數,但仍然可以從中檢索事件。"
msgid ""
"Returns [code]true[/code] if you are pressing the key with the [param "
"keycode] printed on it. You can pass a [enum Key] constant or any Unicode "
"character code."
msgstr ""
"如果正按下印有 [param keycode] 的鍵,則返回 [code]true[/code]。可以傳遞一個 "
"[enum Key] 常數或任何 Unicode 字元程式碼。"
msgid ""
"Returns [code]true[/code] if you are pressing the Latin key in the current "
"keyboard layout. You can pass a [enum Key] constant.\n"
"[method is_key_pressed] is only recommended over [method "
"is_physical_key_pressed] in non-game applications. This ensures that shortcut "
"keys behave as expected depending on the user's keyboard layout, as keyboard "
"shortcuts are generally dependent on the keyboard layout in non-game "
"applications. If in doubt, use [method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果在目前鍵盤配置中正在按該拉丁鍵,則返回 [code]true[/code]。可以傳遞一個 "
"[enum Key] 常數。\n"
"只有在非遊戲套用程式中,才推薦使用 [method is_key_pressed] 而不是 [method "
"is_physical_key_pressed]。這可確保快捷鍵將根據使用者的鍵盤配置按預期運作,因為"
"在非遊戲套用程式中,鍵盤快捷鍵通常取決於鍵盤配置。如有疑問,請使用 [method "
"is_physical_key_pressed]。\n"
"[b]注意:[/b]由於鍵盤重影,即使按下動作的某個鍵,[method is_key_pressed] 也有"
"可能會返回 [code]false[/code]。有關詳細資訊,請參閱文件中的[url=$DOCS_URL/"
"tutorials/inputs/input_examples.html#keyboard-events]《輸入範例》[/url]。"
msgid ""
"Returns [code]true[/code] if you are pressing the mouse button specified with "
"[enum MouseButton]."
msgstr ""
"如果正在按下由 [enum MouseButton] 指定的滑鼠按鈕,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if you are pressing the key in the physical "
"location on the 101/102-key US QWERTY keyboard. You can pass a [enum Key] "
"constant.\n"
"[method is_physical_key_pressed] is recommended over [method is_key_pressed] "
"for in-game actions, as it will make [kbd]W[/kbd]/[kbd]A[/kbd]/[kbd]S[/kbd]/"
"[kbd]D[/kbd] layouts work regardless of the user's keyboard layout. [method "
"is_physical_key_pressed] will also ensure that the top row number keys work "
"on any keyboard layout. If in doubt, use [method is_physical_key_pressed].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may "
"return [code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果正按下 101/102 鍵美式 QWERTY 鍵盤物理位置上的鍵,則返回 [code]true[/"
"code]。可以傳遞一個 [enum Key] 常數。\n"
"與 [method is_key_pressed] 相比,[method is_physical_key_pressed] 被推薦用於遊"
"戲內的動作,因為無論使用者的鍵盤配置如何,它都會使 [kbd]W[/kbd]/[kbd]A[/kbd]/"
"[kbd]S[/kbd]/[kbd]D[/kbd] 佈局有效。[method is_physical_key_pressed] 還將確保"
"頂行數字鍵在任何鍵盤配置上有效。如有疑問,請使用 [method "
"is_physical_key_pressed]。\n"
"[b]注意:[/b]由於鍵盤重影,即使按下動作的某個鍵,[method "
"is_physical_key_pressed] 也有可能會返回 [code]false[/code]。有關詳細資訊,請參"
"閱文件中的[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]"
"《輸入範例》[/url]。"
msgid ""
"Feeds an [InputEvent] to the game. Can be used to artificially trigger input "
"events from code. Also generates [method Node._input] calls.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var cancel_event = InputEventAction.new()\n"
"cancel_event.action = \"ui_cancel\"\n"
"cancel_event.pressed = true\n"
"Input.parse_input_event(cancel_event)\n"
"[/gdscript]\n"
"[csharp]\n"
"var cancelEvent = new InputEventAction();\n"
"cancelEvent.Action = \"ui_cancel\";\n"
"cancelEvent.Pressed = true;\n"
"Input.ParseInputEvent(cancelEvent);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"向遊戲提供一個 [InputEvent]。可用於從程式碼中人為地觸發輸入事件。也會產生 "
"[method Node._input] 呼叫。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var cancel_event = InputEventAction.new()\n"
"cancel_event.action = \"ui_cancel\"\n"
"cancel_event.pressed = true\n"
"Input.parse_input_event(cancel_event)\n"
"[/gdscript]\n"
"[csharp]\n"
"var cancelEvent = new InputEventAction();\n"
"cancelEvent.Action = \"ui_cancel\";\n"
"cancelEvent.Pressed = true;\n"
"Input.ParseInputEvent(cancelEvent);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes all mappings from the internal database that match the given GUID."
msgstr "從內部資料庫中刪除與給定 GUID 配對的所有對應。"
msgid ""
"Sets the acceleration value of the accelerometer sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on a "
"PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor "
"value on Android and iOS."
msgstr ""
"設定加速度感測器的加速度值。可以用於在沒有硬體感測器的裝置上進行除錯,例如在 "
"PC 上的編輯器中。\n"
"[b]注意:[/b]這個值在 Android 和 iOS 上可立即被硬體感測器的值所覆蓋。"
msgid ""
"Sets a custom mouse cursor image, which is only visible inside the game "
"window. The hotspot can also be specified. Passing [code]null[/code] to the "
"image parameter resets to the system cursor. See [enum CursorShape] for the "
"list of shapes.\n"
"[param image]'s size must be lower than or equal to 256×256. To avoid "
"rendering issues, sizes lower than or equal to 128×128 are recommended.\n"
"[param hotspot] must be within [param image]'s size.\n"
"[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
"using an [AnimatedTexture], only the first frame will be displayed.\n"
"[b]Note:[/b] The [b]Lossless[/b], [b]Lossy[/b] or [b]Uncompressed[/b] "
"compression modes are recommended. The [b]Video RAM[/b] compression mode can "
"be used, but it will be decompressed on the CPU, which means loading times "
"are slowed down and no memory is saved compared to lossless modes.\n"
"[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
"128×128. Cursor images larger than 32×32 will also only be displayed if the "
"mouse cursor image is entirely located within the page for [url=https://"
"chromestatus.com/feature/5825971391299584]security reasons[/url]."
msgstr ""
"設定自訂滑鼠游標圖像,該圖像僅在遊戲視窗內可見。還可以指定熱點。將 "
"[code]null[/code] 傳遞給 image 參數將重設為系統游標。形狀列表見 [enum "
"CursorShape]。\n"
"[param image] 的大小必須小於等於 256×256。為了避免渲染問題建議使用小於等於 "
"128×128 的大小。\n"
"[param hotspot] 必須在 [param image] 的大小範圍內。\n"
"[b]注意:[/b]不支援使用 [AnimatedTexture] 作為自訂滑鼠游標。如果使用 "
"[AnimatedTexture],則只會顯示第一影格。\n"
"[b]注意:[/b]推薦使用 [b]Lossless[/b]、[b]Lossy[/b] 或 [b]Uncompressed[/b] 壓"
"縮模式。[b]Video RAM[/b] 壓縮模式也可以,但會使用 CPU 解壓,拖慢載入,相對於無"
"損模式也並不節省記憶體。\n"
"[b]注意:[/b]在網路平臺上,游標圖像允許的最大尺寸為 128×128。 出於"
"[url=https://chromestatus.com/feature/5825971391299584]安全原因[/url],只有當"
"滑鼠游標圖像完全位於頁面內時,大於 32×32 的游標圖像才會顯示。"
msgid ""
"Sets the default cursor shape to be used in the viewport instead of [constant "
"CURSOR_ARROW].\n"
"[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
"nodes, use [member Control.mouse_default_cursor_shape] instead.\n"
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
"設定該視口中使用的預設游標形狀,而不是 [constant CURSOR_ARROW]。\n"
"[b]注意:[/b]如果要更改 [Control] 節點的預設游標形狀,請改用 [member Control."
"mouse_default_cursor_shape]。\n"
"[b]注意:[/b]這個方法會生成一個 [InputEventMouseMotion] 以立即更新游標。"
msgid ""
"Sets the gravity value of the accelerometer sensor. Can be used for debugging "
"on devices without a hardware sensor, for example in an editor on a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor "
"value on Android and iOS."
msgstr ""
"設定加速度感測器的重力值。可用於在沒有硬體感測器的裝置上進行除錯,例如在 PC 上"
"的編輯器中。\n"
"[b]注意:[/b]這個值在 Android 和 iOS 上可立即被硬體感測器的值覆蓋。"
msgid ""
"Sets the value of the rotation rate of the gyroscope sensor. Can be used for "
"debugging on devices without a hardware sensor, for example in an editor on a "
"PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor "
"value on Android and iOS."
msgstr ""
"設定陀螺儀感測器的旋轉速率值。可用於在沒有硬體感測器的裝置上進行除錯,例如在 "
"PC 上的編輯器中。\n"
"[b]注意:[/b]在 Android 和 iOS 上,這個值可立即被硬體感測器的值所覆蓋。"
msgid ""
"Sets the value of the magnetic field of the magnetometer sensor. Can be used "
"for debugging on devices without a hardware sensor, for example in an editor "
"on a PC.\n"
"[b]Note:[/b] This value can be immediately overwritten by the hardware sensor "
"value on Android and iOS."
msgstr ""
"設定磁力感測器的磁場值。可用於在沒有硬體感測器的裝置上進行除錯,例如在 PC 上的"
"編輯器中。\n"
"[b]注意:[/b]在 Android 和 iOS 上,這個值可立即被硬體感測器的值所覆蓋。"
msgid ""
"Queries whether an input device should be ignored or not. Devices can be "
"ignored by setting the environment variable "
"[code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code]. Read the [url=https://wiki."
"libsdl.org/SDL2]SDL documentation[/url] for more information.\n"
"[b]Note:[/b] Some 3rd party tools can contribute to the list of ignored "
"devices. For example, [i]SteamInput[/i] creates virtual devices from physical "
"devices for remapping purposes. To avoid handling the same input device "
"twice, the original device is added to the ignore list."
msgstr ""
"查詢是否要忽略輸入裝置。可以透過設定環境變數 "
"[code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code] 來忽略裝置。閱讀 [url=https://"
"wiki .libsdl.org/SDL2]SDL 檔案[/url] 以了解更多資訊。\n"
"[b]注意:[/b] 某些第三方工具可以新增忽略裝置列表。例如,[i]SteamInput[/i] 從實"
"體裝置建立虛擬裝置以進行重新對應。為了避免處理相同輸入裝置兩次,原始裝置將新增"
"到忽略列表中。"
msgid ""
"Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
"strong and a weak one. [param weak_magnitude] is the strength of the weak "
"motor (between 0 and 1) and [param strong_magnitude] is the strength of the "
"strong motor (between 0 and 1). [param duration] is the duration of the "
"effect in seconds (a duration of 0 will try to play the vibration "
"indefinitely). The vibration can be stopped early by calling [method "
"stop_joy_vibration].\n"
"[b]Note:[/b] Not every hardware is compatible with long effect durations; it "
"is recommended to restart an effect if it has to be played for more than a "
"few seconds."
msgstr ""
"開始振動遊戲手柄。遊戲手柄通常帶有兩個震動馬達,一強一弱。[param "
"weak_magnitude] 是弱馬達的強度(介於 0 和 1 之間),[param strong_magnitude] "
"是強馬達的強度(介於 0 和 1 之間)。[param duration] 是效果的持續時間(以秒為"
"單位)(持續時間為 0 將嘗試無限期地播放振動)。呼叫 [method "
"stop_joy_vibration] 可以提前停止震動。\n"
"[b]注意:[/b]並非所有硬體都相容長效果持續時間;如果播放的時長必須超過幾秒鐘,"
"建議重新啟動效果。"
msgid ""
"Stops the vibration of the joypad started with [method start_joy_vibration]."
msgstr "停止使用 [method start_joy_vibration] 啟動的遊戲手柄的振動。"
msgid ""
"Vibrate the handheld device for the specified duration in milliseconds.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, and Web. It has no "
"effect on other platforms.\n"
"[b]Note:[/b] For Android, [method vibrate_handheld] requires enabling the "
"[code]VIBRATE[/code] permission in the export preset. Otherwise, [method "
"vibrate_handheld] will have no effect.\n"
"[b]Note:[/b] For iOS, specifying the duration is only supported in iOS 13 and "
"later.\n"
"[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
"support [method vibrate_handheld]."
msgstr ""
"使手持裝置振動指定的持續時間,單位為毫秒。\n"
"[b]注意:[/b]該方法在 Android、iOS 和 Web 上實作。它對其他平臺沒有影響。\n"
"[b]注意:[/b]對於 Android[method vibrate_handheld] 需要在匯出預設中啟用 "
"[code]VIBRATE[/code] 許可權。否則,[method vibrate_handheld] 將無效。\n"
"[b]注意:[/b]對於 iOS僅 iOS 13 及更高版本支援指定持續時間。\n"
"[b]注意:[/b]某些網路流覽器,如 Safari 和 Android 版的 Firefox 不支援 [method "
"vibrate_handheld]。"
msgid ""
"Sets the mouse position to the specified vector, provided in pixels and "
"relative to an origin at the upper left corner of the currently focused "
"Window Manager game window.\n"
"Mouse position is clipped to the limits of the screen resolution, or to the "
"limits of the game window if [enum MouseMode] is set to [constant "
"MOUSE_MODE_CONFINED] or [constant MOUSE_MODE_CONFINED_HIDDEN].\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"將滑鼠位置設定為指定的向量,單位為圖元,並相對於目前聚焦的視窗管理器遊戲視窗左"
"上角的原點。\n"
"如果 [enum MouseMode] 被設定為 [constant MOUSE_MODE_CONFINED] 或 [constant "
"MOUSE_MODE_CONFINED_HIDDEN],則滑鼠位置會被鉗制在螢幕解析度的限制內,或者鉗制"
"在遊戲視窗的限制內。\n"
"[b]注意:[/b][method warp_mouse] 僅支援 Windows、macOS 和 Linux。它對 "
"Android、iOS 和 Web 沒有影響。"
msgid "Controls the mouse mode. See [enum MouseMode] for more information."
msgstr "控制滑鼠模式。詳情請參閱 [enum MouseMode]。"
msgid ""
"If [code]true[/code], similar input events sent by the operating system are "
"accumulated. When input accumulation is enabled, all input events generated "
"during a frame will be merged and emitted when the frame is done rendering. "
"Therefore, this limits the number of input method calls per second to the "
"rendering FPS.\n"
"Input accumulation can be disabled to get slightly more precise/reactive "
"input at the cost of increased CPU usage. In applications where drawing "
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default."
msgstr ""
"如果為 [code]true[/code],則作業系統發送的相似輸入事件將被累積。當輸入累積被啟"
"用時,在影格期間內所有生成的輸入事件,將在影格完成渲染時被合併並行出。因此,這"
"會將每秒輸入方法被呼叫的數量限制為渲染 FPS。\n"
"輸入累積可以被禁用,以增加 CPU 使用率為代價,獲得稍微更具精確性/反應性的輸入。"
"在需要徒手繪製線條的套用程式中,輸入累積通常應在使用者繪製線條時被禁用,以獲得"
"與實際輸入非常接近的結果。\n"
"[b]注意:[/b]輸入累積預設是[i]啟用的[/i] 。"
msgid "Emitted when a joypad device has been connected or disconnected."
msgstr "連接或斷開遊戲手柄裝置時觸發。"
msgid "Arrow cursor. Standard, default pointing cursor."
msgstr "箭頭游標。標準,預設指向游標。"
msgid ""
"I-beam cursor. Usually used to show where the text cursor will appear when "
"the mouse is clicked."
msgstr "I 形游標。通常用於指示點擊滑鼠後文字游標的位置。"
msgid ""
"Pointing hand cursor. Usually used to indicate the pointer is over a link or "
"other interactable item."
msgstr "指向手形游標。通常用在指示連結或其他可互動項上。"
msgid ""
"Cross cursor. Typically appears over regions in which a drawing operation can "
"be performed or for selections."
msgstr "十字游標。通常出現在可以執行繪製操作或進行選擇的區域上方。"
msgid ""
"Wait cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application isn't usable during the "
"operation (e.g. something is blocking its main thread)."
msgstr ""
"等待游標。表示套用程式正忙於執行操作。此游標形狀表示套用程式在操作過程中不可用"
"(例如,有東西阻塞了主執行緒)。"
msgid ""
"Busy cursor. Indicates that the application is busy performing an operation. "
"This cursor shape denotes that the application is still usable during the "
"operation."
msgstr ""
"忙碌游標。表示套用程式正忙於執行一項操作。這種游標形狀表示套用程式在操作過程中"
"仍然可以使用。"
msgid ""
"Drag cursor. Usually displayed when dragging something.\n"
"[b]Note:[/b] Windows lacks a dragging cursor, so [constant CURSOR_DRAG] is "
"the same as [constant CURSOR_MOVE] for this platform."
msgstr ""
"拖動游標。通常在拖動某物時顯示。\n"
"[b]注意:[/b]Windows 上沒有拖動游標,因此 [constant CURSOR_DRAG] 與該平臺的 "
"[constant CURSOR_MOVE] 相同。"
msgid ""
"Can drop cursor. Usually displayed when dragging something to indicate that "
"it can be dropped at the current position."
msgstr "可以放下的游標。通常在拖動東西時顯示,表示可以在目前位置放下。"
msgid ""
"Forbidden cursor. Indicates that the current action is forbidden (for "
"example, when dragging something) or that the control at a position is "
"disabled."
msgstr ""
"禁止的游標。表示目前操作是被禁止的(例如,拖動東西時)或某個位置的控制項被禁"
"用。"
msgid ""
"Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
"user they can resize the window or the panel vertically."
msgstr ""
"垂直調整大小的游標。一個雙頭的垂直箭頭。它告訴使用者他們可以垂直地調整視窗或面"
"板的大小。"
msgid ""
"Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
"the user they can resize the window or the panel horizontally."
msgstr ""
"水平調整尺寸的游標。一個雙頭的水平箭頭。它告訴使用者他們可以水平調整視窗或面板"
"的大小。"
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the bottom left to the top right. It tells the user they can resize the "
"window or the panel both horizontally and vertically."
msgstr ""
"視窗調整大小的游標。該游標是一個雙頭箭頭,從左下方到右上方。它告訴使用者他們可"
"以在水平和垂直方向上調整視窗或面板的大小。"
msgid ""
"Window resize mouse cursor. The cursor is a double-headed arrow that goes "
"from the top left to the bottom right, the opposite of [constant "
"CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
"both horizontally and vertically."
msgstr ""
"視窗調整大小的游標。是一個雙頭的箭頭,從左上角到右下角,與 [constant "
"CURSOR_BDIAGSIZE] 相反。它告訴使用者他們可以在水平和垂直方向上調整視窗或面板的"
"大小。"
msgid "Move cursor. Indicates that something can be moved."
msgstr "移動游標。表示那些東西可以移動。"
msgid ""
"Vertical split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_VSIZE]."
msgstr "垂直拆分滑鼠游標。在 Windows 上與 [constant CURSOR_VSIZE] 相同。"
msgid ""
"Horizontal split mouse cursor. On Windows, it's the same as [constant "
"CURSOR_HSIZE]."
msgstr "水平分割的滑鼠游標。在 Windows 上與 [constant CURSOR_HSIZE] 相同。"
msgid "Help cursor. Usually a question mark."
msgstr "幫助游標。通常是一個問號。"
msgid "Abstract base class for input events."
msgstr "輸入事件的抽象基底類別。"
msgid ""
"Abstract base class of all types of input events. See [method Node._input]."
msgstr "各種輸入事件的抽象基底類別。見 [method Node._input]。"
msgid "Using InputEvent"
msgstr "使用 InputEvent"
msgid ""
"Returns [code]true[/code] if the given input event and this input event can "
"be added together (only for events of type [InputEventMouseMotion]).\n"
"The given input event's position, global position and speed will be copied. "
"The resulting [code]relative[/code] is a sum of both events. Both events' "
"modifiers have to be identical."
msgstr ""
"如果給定的輸入事件和這個輸入事件可以相加,則返回 [code]true[/code](只針對 "
"[InputEventMouseMotion] 型別的事件)。\n"
"給定輸入事件的位置、全域位置和速度將被複製。產生的 [code]relative[/code] 是兩"
"個事件的總和。兩個事件的修飾符必須是相同的。"
msgid "Returns a [String] representation of the event."
msgstr "返回事件的 [String] 字串表示。"
msgid ""
"Returns a value between 0.0 and 1.0 depending on the given actions' state. "
"Useful for getting the value of events of type [InputEventJoypadMotion].\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"根據給定動作的狀態返回 0.0 到 1.0 之間的值。獲取 [InputEventJoypadMotion] 類型"
"事件的值時很有用。\n"
"如果 [param exact_match] 為 [code]false[/code],它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns [code]true[/code] if this input event matches a pre-defined action of "
"any type.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"如果該輸入事件配對任何型別的預定義動作,則返回 [code]true[/code]。\n"
"如果 [param exact_match] 為 [code]false[/code],它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns [code]true[/code] if the given action is being pressed (and is not an "
"echo event for [InputEventKey] events, unless [param allow_echo] is "
"[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
"or [InputEventScreenDrag].\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events.\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果給定的動作正被按下,則返回 [code]true[/code](除非 [param allow_echo] 為 "
"[code]true[/code],否則不是 [InputEventKey] 事件中的回顯事件)。與 "
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 型別的事件無關。\n"
"如果 [param exact_match] 為 [code]false[/code],則它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。\n"
"[b]注意:[/b]由於鍵盤重影,[method is_action_pressed] 可能會返回 [code]false[/"
"code],即使動作的某個鍵被按下時也是如此。有關詳細資訊,請參閱文檔中的 "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]《輸入範"
"例》[/url]。"
msgid ""
"Returns [code]true[/code] if the given action is released (i.e. not pressed). "
"Not relevant for events of type [InputEventMouseMotion] or "
"[InputEventScreenDrag].\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"如果給定的動作被釋放(即未按下),則返回 [code]true[/code]。與 "
"[InputEventMouseMotion] 或 [InputEventScreenDrag] 型別的事件無關。\n"
"如果 [param exact_match] 為 [code]false[/code],它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns [code]true[/code] if this input event's type is one that can be "
"assigned to an input action."
msgstr ""
"如果這個輸入事件的型別是可以分配給輸入動作的型別,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if this input event has been canceled."
msgstr "如果這個輸入事件已被取消,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this input event is an echo event (only for "
"events of type [InputEventKey]). Any other event type returns [code]false[/"
"code]."
msgstr ""
"如果該輸入事件是回顯事件(僅適用於 [InputEventKey] 型別的事件),則返回 "
"[code]true[/code]。任何其他事件型別將返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the specified [param event] matches this event. "
"Only valid for action events i.e key ([InputEventKey]), button "
"([InputEventMouseButton] or [InputEventJoypadButton]), axis "
"[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"如果指定的 [param event] 與該事件配對,則返回 [code]true[/code]。僅對動作事件"
"有效,即鍵([InputEventKey])、按鈕([InputEventMouseButton] 或 "
"[InputEventJoypadButton])、軸 [InputEventJoypadMotion] 或動作"
"[InputEventAction])事件。\n"
"如果 [param exact_match] 為 [code]false[/code],它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid ""
"Returns [code]true[/code] if this input event is pressed. Not relevant for "
"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
"[b]Note:[/b] Due to keyboard ghosting, [method is_pressed] may return "
"[code]false[/code] even if one of the action's keys is pressed. See "
"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
"examples[/url] in the documentation for more information."
msgstr ""
"如果該輸入事件被按下,則返回 [code]true[/code]。與 [InputEventMouseMotion] 或 "
"[InputEventScreenDrag] 型別的事件無關。\n"
"[b]注意:[/b]由於鍵盤重影,即使按下動作的某個鍵,[method is_pressed] 也有可能"
"會返回 [code]false[/code]。有關詳細資訊,請參閱文件中的[url=$DOCS_URL/"
"tutorials/inputs/input_examples.html#keyboard-events]《輸入範例》[/url]。"
msgid ""
"Returns [code]true[/code] if this input event is released. Not relevant for "
"events of type [InputEventMouseMotion] or [InputEventScreenDrag]."
msgstr ""
"如果該輸入事件是回顯事件,則返回 [code]true[/code]。不適用於型別為 "
"[InputEventMouseMotion] 和 [InputEventScreenDrag] 的事件。"
msgid ""
"Returns a copy of the given input event which has been offset by [param "
"local_ofs] and transformed by [param xform]. Relevant for events of type "
"[InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], "
"[InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture]."
msgstr ""
"返回給定輸入事件的副本,該副本已被 [param local_ofs] 偏移並被 [param xform] 變"
"換。與 [InputEventMouseButton]、[InputEventMouseMotion]、"
"[InputEventScreenTouch]、[InputEventScreenDrag]、[InputEventMagnifyGesture]、"
"和 [InputEventPanGesture] 型別的事件相關。"
msgid ""
"The event's device ID.\n"
"[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse "
"input from a touchscreen. This can be used to distinguish emulated mouse "
"input from physical mouse input."
msgstr ""
"該事件的裝置 ID。\n"
"[b]注意:[/b]對於來自觸控式螢幕的類比滑鼠輸入,該裝置 ID 將總是 [code]-1[/"
"code]。可用於區分類比滑鼠輸入和物理滑鼠輸入。"
msgid "An input event type for actions."
msgstr "動作的輸入事件型別。"
msgid ""
"Contains a generic action which can be targeted from several types of inputs. "
"Actions and their events can be set in the [b]Input Map[/b] tab in [b]Project "
"> Project Settings[/b], or with the [InputMap] class.\n"
"[b]Note:[/b] Unlike the other [InputEvent] subclasses which map to unique "
"physical events, this virtual one is not emitted by the engine. This class is "
"useful to emit actions manually with [method Input.parse_input_event], which "
"are then received in [method Node._input]. To check if a physical event "
"matches an action from the Input Map, use [method InputEvent.is_action] and "
"[method InputEvent.is_action_pressed]."
msgstr ""
"包含一個通用動作,該動作可以被多種型別的輸入作為目標。動作及其事件可以在[b]項"
"目 > 專案設定[/b]的[b]輸入對應[/b]分頁中設定,也可以使用 [InputMap] 類設置。\n"
"[b]注意:[/b]與對應到唯一物理事件的其他 [InputEvent] 子類別不同,這個虛擬事件"
"不是由引擎發出的。這個類可以用來使用 [method Input.parse_input_event] 手動發出"
"動作,這樣就能夠在 [method Node._input] 中接收到這些動作。要檢查物理事件是否"
"與“輸入對應”中的動作相配對,請使用 [method InputEvent.is_action] 和 [method "
"InputEvent.is_action_pressed]。"
msgid "Using InputEvent: Actions"
msgstr "使用 InputEvent動作"
msgid "The action's name. Actions are accessed via this [String]."
msgstr "動作的名稱。動作可以通過此 [String] 存取。"
msgid ""
"If [code]true[/code], the action's state is pressed. If [code]false[/code], "
"the action's state is released."
msgstr ""
"為 [code]true[/code] 時該動作處於被按下的狀態。為 [code]false[/code] 時該動作"
"處於被釋放狀態。"
msgid ""
"The action's strength between 0 and 1. This value is considered as equal to 0 "
"if pressed is [code]false[/code]. The event strength allows faking analog "
"joypad motion events, by specifying how strongly the joypad axis is bent or "
"pressed."
msgstr ""
"動作的強度,介於 0 和 1 之間。當 pressed 為 [code]false[/code] 時,該值被視為"
"等於 0。通過將事件強度設定為手柄軸的彎曲或按壓強度可以仿造模擬手柄的移動事"
"件。"
msgid "Abstract base class for [Viewport]-based input events."
msgstr "基於 [Viewport] 的輸入事件的抽象基底類別。"
msgid ""
"InputEventFromWindow represents events specifically received by windows. This "
"includes mouse events, keyboard events in focused windows or touch screen "
"actions."
msgstr ""
"InputEventFromWindow 代表明確由視窗接收的事件。包括滑鼠事件、聚焦視窗中的鍵盤"
"事件或觸屏動作。"
msgid "The ID of a [Window] that received this event."
msgstr "接收這個事件的 [Window] 的 ID。"
msgid "Abstract base class for touch gestures."
msgstr "觸摸手勢的抽象基底類別。"
msgid ""
"InputEventGestures are sent when a user performs a supported gesture on a "
"touch screen. Gestures can't be emulated using mouse, because they typically "
"require multi-touch."
msgstr ""
"使用者在觸控式螢幕上執行支援的手勢時會發送 InputEventGesture。無法用滑鼠類比手"
"勢,因為手勢一般都要求多點觸控。"
msgid ""
"The local gesture position relative to the [Viewport]. If used in [method "
"Control._gui_input], the position is relative to the current [Control] that "
"received this gesture."
msgstr ""
"相對於[Viewport]的本地手勢位置。如果在[method Control._gui_input]中使用,位置"
"是相對於目前接收該手勢的控制項[Control]而言的。"
msgid "Represents a gamepad button being pressed or released."
msgstr "代表按下或鬆開的遊戲手柄按鈕。"
msgid ""
"Input event type for gamepad buttons. For gamepad analog sticks and "
"joysticks, see [InputEventJoypadMotion]."
msgstr ""
"遊戲手柄按鈕的輸入事件型別。對於遊戲手柄模擬搖桿和操縱桿,請參閱 "
"[InputEventJoypadMotion]。"
msgid "Button identifier. One of the [enum JoyButton] button constants."
msgstr "按鈕識別字。[enum JoyButton] 按鈕常數之一。"
msgid ""
"If [code]true[/code], the button's state is pressed. If [code]false[/code], "
"the button's state is released."
msgstr ""
"如果為 [code]true[/code],按鈕的狀態被按下。如果為 [code]false[/code],按鈕的"
"狀態被釋放。"
msgid ""
"Represents the pressure the user puts on the button with their finger, if the "
"controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
msgstr ""
"如果控制器支援,則表示使用者用手指在按鈕上施加的壓力。範圍從 [code]0[/code] "
"到 [code]1[/code]。"
msgid ""
"Represents axis motions (such as joystick or analog triggers) from a gamepad."
msgstr "代表遊戲手柄的軸運動(例如搖桿和模擬扳機)。"
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time. For gamepad buttons, see "
"[InputEventJoypadButton]."
msgstr ""
"儲存關於搖桿運動的資訊。一個 [InputEventJoypadMotion] 一次代表一個軸。遊戲手柄"
"按鈕見 [InputEventJoypadButton]。"
msgid "Axis identifier. Use one of the [enum JoyAxis] axis constants."
msgstr "軸識別字。使用 [enum JoyAxis] 軸常數。"
msgid ""
"Current position of the joystick on the given axis. The value ranges from "
"[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
"axis is in its resting position."
msgstr ""
"操縱桿在給定軸上的目前位置。該值範圍從 [code]-1.0[/code] 到 [code]1.0[/code]。"
"值為 [code]0[/code] 意味著軸處於靜止位置。"
msgid "Represents a key on a keyboard being pressed or released."
msgstr "代表鍵盤上的某個按鍵被按下或鬆開。"
msgid ""
"An input event for keys on a keyboard. Supports key presses, key releases and "
"[member echo] events. It can also be received in [method Node."
"_unhandled_key_input].\n"
"[b]Note:[/b] Events received from the keyboard usually have all properties "
"set. Event mappings should have only one of the [member keycode], [member "
"physical_keycode] or [member unicode] set.\n"
"When events are compared, properties are checked in the following priority - "
"[member keycode], [member physical_keycode] and [member unicode]. Events with "
"the first matching value will be considered equal."
msgstr ""
"鍵盤上的按鍵操作對應的輸入事件。支援按鍵按下、釋放和 [member echo] 事件。還可"
"以在 [method Node._unhandled_key_input] 收到。\n"
"[b]注意:[/b]從鍵盤上接收的事件通常設定了所有屬性。事件對應應該只設定 [member "
"keycode]、[member physical_keycode]、[member unicode] 的其中之一。\n"
"比較事件時,將按以下優先順序檢查屬性——[member keycode]、[member "
"physical_keycode]、[member unicode]。有一個配對就會認為事件相等。"
msgid ""
"Returns a [String] representation of the event's [member key_label] and "
"modifiers."
msgstr "返回該事件 [member key_label] 及修飾鍵的 [String] 字串表示。"
msgid ""
"Returns a [String] representation of the event's [member keycode] and "
"modifiers."
msgstr "返回該事件 [member keycode] 及修飾鍵的 [String] 字串表示。"
msgid ""
"Returns a [String] representation of the event's [member physical_keycode] "
"and modifiers."
msgstr "返回該事件 [member physical_keycode] 及修飾鍵的 [String] 字串表示。"
msgid ""
"Returns the localized key label combined with modifier keys such as "
"[kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with modifiers, "
"use [code]OS.get_keycode_string(event.get_key_label_with_modifiers())[/code] "
"where [code]event[/code] is the [InputEventKey]."
msgstr ""
"返回與修飾鍵,例如 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 組合的當地語系化鍵標籤。"
"另見 [InputEventWithModifiers]。\n"
"要獲得帶有修飾鍵的 [InputEventKey] 的人類可讀表示,請使用 [code]OS."
"get_keycode_string(event.get_key_label_with_modifiers())[/code],其中 "
"[code]event[/code] 是 [InputEventKey]。"
msgid ""
"Returns the Latin keycode combined with modifier keys such as [kbd]Shift[/"
"kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with modifiers, "
"use [code]OS.get_keycode_string(event.get_keycode_with_modifiers())[/code] "
"where [code]event[/code] is the [InputEventKey]."
msgstr ""
"返回與 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 等修飾鍵組合的拉丁鍵碼。另見 "
"[InputEventWithModifiers]。\n"
"要獲得帶有修飾鍵的 [InputEventKey] 的人類可讀表示,請使用 [code]OS."
"get_keycode_string(event.get_keycode_with_modifiers())[/code],其中 "
"[code]event[/code] 是 [InputEventKey]。"
msgid ""
"Returns the physical keycode combined with modifier keys such as [kbd]Shift[/"
"kbd] or [kbd]Alt[/kbd]. See also [InputEventWithModifiers].\n"
"To get a human-readable representation of the [InputEventKey] with modifiers, "
"use [code]OS.get_keycode_string(event.get_physical_keycode_with_modifiers())[/"
"code] where [code]event[/code] is the [InputEventKey]."
msgstr ""
"返回與諸如 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd] 的修飾鍵組合的物理鍵碼。另請參"
"閱 [InputEventWithModifiers]。\n"
"要獲得帶有修飾符的 [InputEventKey] 的人類可讀表示,請使用 [code]OS."
"get_keycode_string(event.get_physical_keycode_with_modifiers())[/code],其中 "
"[code]event[/code] 是 [InputEventKey]。"
msgid ""
"If [code]true[/code], the key was already pressed before this event. It means "
"the user is holding the key down."
msgstr ""
"如果為 [code]true[/code],則該鍵在此事件之前已被按下。這意味著使用者正在按住該"
"鍵。"
msgid ""
"Represents the localized label printed on the key in the current keyboard "
"layout, which corresponds to one of the [enum Key] constants or any valid "
"Unicode character.\n"
"For keyboard layouts with a single label on the key, it is equivalent to "
"[member keycode].\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_keycode_string(event.key_label)[/code] where [code]event[/code] is the "
"[InputEventKey].\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - keycode\n"
" | Й | | ض | - \"Й\" and \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgstr ""
"表示目前鍵盤配置中印在鍵上的當地語系化標籤,對應於 [enum Key] 常數之一或任何有"
"效的 Unicode 字元。\n"
"對於鍵上只有一個標籤的鍵盤配置,它等同於 [member keycode]。\n"
"要獲得 [InputEventKey] 的人類可讀表示,請使用 [code]OS."
"get_keycode_string(event.key_label)[/code],其中 [code]event[/code] 是 "
"[InputEventKey]。\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - keycode\n"
" | Й | | ض | - \"Й\" and \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgid ""
"Latin label printed on the key in the current keyboard layout, which "
"corresponds to one of the [enum Key] constants.\n"
"To get a human-readable representation of the [InputEventKey], use [code]OS."
"get_keycode_string(event.keycode)[/code] where [code]event[/code] is the "
"[InputEventKey].\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - keycode\n"
" | Й | | ض | - \"Й\" and \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgstr ""
"目前鍵盤配置中鍵上列印的拉丁標籤,對應於 [enum Key] 常數之一。\n"
"要獲得 [InputEventKey] 的人類可讀表示,請使用 [code]OS."
"get_keycode_string(event.keycode)[/code],其中 [code]event[/code] 是 "
"[InputEventKey]。\n"
"[codeblock]\n"
" +-----+ +-----+\n"
" | Q | | Q | - \"Q\" - 鍵碼\n"
" | Й | | ض | - \"Й\" 和 \"ض\" - key_label\n"
" +-----+ +-----+\n"
"[/codeblock]"
msgid ""
"If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
"key's state is released."
msgstr ""
"如果為 [code]true[/code],按鍵的狀態是被按下。如果為 [code]false[/code],該鍵"
"的狀態被釋放。"
msgid ""
"The key Unicode character code (when relevant), shifted by modifier keys. "
"Unicode character codes for composite characters and complex scripts may not "
"be available unless IME input mode is active. See [method Window."
"set_ime_active] for more information."
msgstr ""
"按鍵 Unicode 字元程式碼(當相關時),由修飾鍵移動。除非 IME 輸入模式處於活動狀"
"態,否則複合字元和複雜文字的 Unicode 字元程式碼可能不可用。有關詳細資訊,請參"
"閱 [method Window.set_ime_active]。"
msgid "Represents a magnifying touch gesture."
msgstr "代表放大觸摸手勢。"
msgid ""
"The amount (or delta) of the event. This value is closer to [code]1.0[/code] "
"the slower the gesture is performed."
msgstr "事件的量(或差異量)。這個值越接近 [code]1.0[/code],手勢執行地越快。"
msgid "Represents an input event from a MIDI device, such as a piano."
msgstr "代表來自 MIDI 裝置的輸入事件,例如鋼琴。"
msgid ""
"InputEventMIDI allows receiving input events from MIDI (Musical Instrument "
"Digital Interface) devices such as a piano.\n"
"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your "
"device supports both be sure to check the settings in the device to see which "
"output it's using.\n"
"To receive input events from MIDI devices, you need to call [method OS."
"open_midi_inputs]. You can check which devices are detected using [method OS."
"get_connected_midi_inputs].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" OS.open_midi_inputs()\n"
" print(OS.get_connected_midi_inputs())\n"
"\n"
"func _input(input_event):\n"
" if input_event is InputEventMIDI:\n"
" _print_midi_info(input_event)\n"
"\n"
"func _print_midi_info(midi_event: InputEventMIDI):\n"
" print(midi_event)\n"
" print(\"Channel \" + str(midi_event.channel))\n"
" print(\"Message \" + str(midi_event.message))\n"
" print(\"Pitch \" + str(midi_event.pitch))\n"
" print(\"Velocity \" + str(midi_event.velocity))\n"
" print(\"Instrument \" + str(midi_event.instrument))\n"
" print(\"Pressure \" + str(midi_event.pressure))\n"
" print(\"Controller number: \" + str(midi_event.controller_number))\n"
" print(\"Controller value: \" + str(midi_event.controller_value))\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" OS.OpenMidiInputs();\n"
" GD.Print(OS.GetConnectedMidiInputs());\n"
"}\n"
"\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMIDI midiEvent)\n"
" {\n"
" PrintMIDIInfo(midiEvent);\n"
" }\n"
"}\n"
"\n"
"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n"
"{\n"
" GD.Print(midiEvent);\n"
" GD.Print($\"Channel {midiEvent.Channel}\");\n"
" GD.Print($\"Message {midiEvent.Message}\");\n"
" GD.Print($\"Pitch {midiEvent.Pitch}\");\n"
" GD.Print($\"Velocity {midiEvent.Velocity}\");\n"
" GD.Print($\"Instrument {midiEvent.Instrument}\");\n"
" GD.Print($\"Pressure {midiEvent.Pressure}\");\n"
" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n"
" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Note that Godot does not currently support MIDI output, so there is no way to "
"emit MIDI signals from Godot. Only MIDI input works."
msgstr ""
"InputEventMIDI 允許從鋼琴等 MIDIMusical Instrument Digital Interface裝置接"
"收輸入事件。\n"
"MIDI 訊號可以通過 5 針 MIDI 連接器或 USB 發送,如果你的裝置支援這兩種方式,請"
"務必檢查裝置中的設定以查看它使用的是哪種輸出。\n"
"要從 MIDI 裝置接收輸入事件,需要呼叫 [method OS.open_midi_inputs]。可以使用 "
"[method OS.get_connected_midi_inputs] 檢查偵測到哪些裝置。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" OS.open_midi_inputs()\n"
" print(OS.get_connected_midi_inputs())\n"
"\n"
"func _input(input_event):\n"
" if input_event is InputEventMIDI:\n"
" _print_midi_info(input_event)\n"
"\n"
"func _print_midi_info(midi_event: InputEventMIDI):\n"
" print(midi_event)\n"
" print(\"Channel \" + str(midi_event.channel))\n"
" print(\"Message \" + str(midi_event.message))\n"
" print(\"Pitch \" + str(midi_event.pitch))\n"
" print(\"Velocity \" + str(midi_event.velocity))\n"
" print(\"Instrument \" + str(midi_event.instrument))\n"
" print(\"Pressure \" + str(midi_event.pressure))\n"
" print(\"Controller number: \" + str(midi_event.controller_number))\n"
" print(\"Controller value: \" + str(midi_event.controller_value))\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" OS.OpenMidiInputs();\n"
" GD.Print(OS.GetConnectedMidiInputs());\n"
"}\n"
"\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMIDI midiEvent)\n"
" {\n"
" PrintMIDIInfo(midiEvent);\n"
" }\n"
"}\n"
"\n"
"private void PrintMIDIInfo(InputEventMIDI midiEvent)\n"
"{\n"
" GD.Print(midiEvent);\n"
" GD.Print($\"Channel {midiEvent.Channel}\");\n"
" GD.Print($\"Message {midiEvent.Message}\");\n"
" GD.Print($\"Pitch {midiEvent.Pitch}\");\n"
" GD.Print($\"Velocity {midiEvent.Velocity}\");\n"
" GD.Print($\"Instrument {midiEvent.Instrument}\");\n"
" GD.Print($\"Pressure {midiEvent.Pressure}\");\n"
" GD.Print($\"Controller number: {midiEvent.ControllerNumber}\");\n"
" GD.Print($\"Controller value: {midiEvent.ControllerValue}\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"請注意Godot 目前不支援 MIDI 輸出,因此無法從 Godot 發出 MIDI 訊號。只有 "
"MIDI 輸入有效。"
msgid "MIDI Message Status Byte List"
msgstr "MIDI 消息狀態位元組列表"
msgid "Wikipedia General MIDI Instrument List"
msgstr "維琪百科通用 MIDI 樂器列表"
msgid "Wikipedia Piano Key Frequencies List"
msgstr "維琪百科鋼琴琴鍵頻率列表"
msgid ""
"The MIDI channel of this input event. There are 16 channels, so this value "
"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
"instruments, the rest of the channels are for non-percussion instruments."
msgstr ""
"這個輸入事件的 MIDI 通道。總共有 16 個通道,所以這個值的範圍是 0 到 15。MIDI "
"通道 9 是為打擊樂器保留的,其餘通道供非打擊樂器使用。"
msgid ""
"If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the "
"controller number, otherwise this is zero. Controllers include devices such "
"as pedals and levers."
msgstr ""
"如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],則表示控制器號,否則為零。"
"控制器包含踏板、推杆等裝置。"
msgid ""
"If the message is [constant MIDI_MESSAGE_CONTROL_CHANGE], this indicates the "
"controller value, otherwise this is zero. Controllers include devices such as "
"pedals and levers."
msgstr ""
"如果消息是 [constant MIDI_MESSAGE_CONTROL_CHANGE],則表示控制器值,否則為零。"
"控制器包含踏板、推杆等裝置。"
msgid ""
"The instrument of this input event. This value ranges from 0 to 127. Refer to "
"the instrument list on the General MIDI wikipedia article to see a list of "
"instruments, except that this value is 0-index, so subtract one from every "
"number on that chart. A standard piano will have an instrument number of 0."
msgstr ""
"這個輸入事件的樂器。這個值的範圍是 0 到 127。樂器列表請參考維琪百科的 General "
"MIDI 文中的樂器列表,不過這個值是從 0 開始的,所以請把那張表中的數字都減一。標"
"準鋼琴的樂器號為 0。"
msgid ""
"Returns a value indicating the type of message for this MIDI signal. This is "
"a member of the [enum MIDIMessage] enum.\n"
"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
"returned as this value, as the other part is the channel (ex: 0x94 becomes "
"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
"Notes will return [constant MIDI_MESSAGE_NOTE_ON] when activated, but they "
"might not always return [constant MIDI_MESSAGE_NOTE_OFF] when deactivated, "
"therefore your code should treat the input as stopped if some period of time "
"has passed.\n"
"Some MIDI devices may send [constant MIDI_MESSAGE_NOTE_ON] with zero velocity "
"instead of [constant MIDI_MESSAGE_NOTE_OFF].\n"
"For more information, see the note in [member velocity] and the MIDI message "
"status byte list chart linked above."
msgstr ""
"返回表示這個 MIDI 訊號型別的值,是 [enum MIDIMessage] 列舉的成員。\n"
"對於在 0x80 和 0xEF 之間的 MIDI 消息,這個值返回的是左半部分的比特位元,另一半"
"是通道0x94 會變成 0x9。對於在 0xF0 到 0xFF 之間的 MIDI 消息,這個值是"
"原樣返回的。\n"
"啟動音符時會返回 [constant MIDI_MESSAGE_NOTE_ON],但失活時並不一定會返回 "
"[constant MIDI_MESSAGE_NOTE_OFF],因此你的程式碼應該在經過一段時間後將輸入處理"
"為停止。\n"
"有些 MIDI 裝置可能發送速度為零的 [constant MIDI_MESSAGE_NOTE_ON] 來代替 "
"[constant MIDI_MESSAGE_NOTE_OFF]。\n"
"更多消息請參閱 [member velocity] 中的備註,以及上面連結的 MIDI 消息狀態位元組"
"列表。"
msgid ""
"The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
"the piano key frequency chart on Wikipedia for more information."
msgstr ""
"這個 MIDI 訊號的音高索引號。這個值的範圍為 0 到 127。在鋼琴上中央 C 是 60"
"而 A440 是 69更多資訊請參閱維琪百科鋼琴琴鍵頻率表的“MIDI 音符”列。"
msgid ""
"The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
"devices, this value is always zero."
msgstr "MIDI 訊號的壓力。這個值在 0 到 127 之間。對於很多裝置,這個值總是 0。"
msgid ""
"The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
"piano, this corresponds to how quickly the key was pressed, and is rarely "
"above about 110 in practice.\n"
"[b]Note:[/b] Some MIDI devices may send a [constant MIDI_MESSAGE_NOTE_ON] "
"message with zero velocity and expect this to be treated the same as a "
"[constant MIDI_MESSAGE_NOTE_OFF] message, but device implementations vary so "
"Godot reports event data exactly as received. Depending on the hardware and "
"the needs of the game/app, this MIDI quirk can be handled robustly with a "
"couple lines of script (check for [constant MIDI_MESSAGE_NOTE_ON] with "
"velocity zero)."
msgstr ""
"MIDI 訊號的速度。這個值在 0 到 127 之間。對於鋼琴,這對應的是按鍵有多快,實際"
"很少超過 110。\n"
"[b]注意:[/b]部分 MIDI 裝置可能會發送速度為零的 [constant "
"MIDI_MESSAGE_NOTE_ON] 並期望進行和 [constant MIDI_MESSAGE_NOTE_OFF] 一樣的處"
"理,但因裝置實作而異,所以 Godot 會原樣彙報事件資料。根據硬體和遊戲/套用的需求"
"的不同,可以用幾行腳本來可靠地處理這種 MIDI 特質(檢查 [constant "
"MIDI_MESSAGE_NOTE_ON] 的速度是否為零)。"
msgid "Base input event type for mouse events."
msgstr "滑鼠事件的基本輸入事件型別。"
msgid "Stores general information about mouse events."
msgstr "儲存與滑鼠事件相關的通用資訊。"
msgid ""
"The mouse button mask identifier, one of or a bitwise combination of the "
"[enum MouseButton] button masks."
msgstr "滑鼠按鍵遮罩識別字,[enum MouseButton] 按鈕遮罩或將其按位元組合。"
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the root [Viewport] using the coordinate "
"system of the root [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position in "
"the [CanvasLayer] that the [Control] is in using the coordinate system of the "
"[CanvasLayer]."
msgstr ""
"在 [method Node._input] 或 [method Node._unhandled_input] 中獲取時,返回根 "
"[Viewport] 中滑鼠的位置,使用根 [Viewport] 的坐標系。\n"
"在 [method Control._gui_input] 中獲取時,返回該 [Control] 所在的 "
"[CanvasLayer] 中滑鼠的位置,使用該 [CanvasLayer] 的坐標系。"
msgid ""
"When received in [method Node._input] or [method Node._unhandled_input], "
"returns the mouse's position in the [Viewport] this [Node] is in using the "
"coordinate system of this [Viewport].\n"
"When received in [method Control._gui_input], returns the mouse's position in "
"the [Control] using the local coordinate system of the [Control]."
msgstr ""
"在 [method Node._input] 或 [method Node._unhandled_input] 中獲取時,返回該 "
"[Node] 所在 [Viewport] 中滑鼠的位置,使用該 [Viewport] 的坐標系。\n"
"在 [method Control._gui_input] 中獲取時,返回該 [Control] 中滑鼠的位置,使用"
"該 [Control] 的坐標系。"
msgid "Represents a mouse button being pressed or released."
msgstr "代表某個滑鼠按鍵被按下或鬆開。"
msgid "Stores information about mouse click events. See [method Node._input]."
msgstr "儲存與滑鼠點擊事件相關的資訊。見 [method Node._input]。"
msgid "Mouse and input coordinates"
msgstr "滑鼠和輸入座標"
msgid ""
"The mouse button identifier, one of the [enum MouseButton] button or button "
"wheel constants."
msgstr "滑鼠按鍵識別字,[enum MouseButton] 按鈕或按鈕滾輪常數。"
msgid "If [code]true[/code], the mouse button event has been canceled."
msgstr "如果為 [code]true[/code],則滑鼠按鍵事件被取消。"
msgid "If [code]true[/code], the mouse button's state is a double-click."
msgstr "如果為 [code]true[/code],則滑鼠按鍵的狀態是按兩下。"
msgid ""
"The amount (or delta) of the event. When used for high-precision scroll "
"events, this indicates the scroll amount (vertical or horizontal). This is "
"only supported on some platforms; the reported sensitivity varies depending "
"on the platform. May be [code]0[/code] if not supported."
msgstr ""
"事件的數量(或 delta。當用於高精度滾動事件時這表示滾動量垂直或水平。這"
"只在一些平臺上被支援;報告的靈敏度因平臺不同而不同。如果不支援,可能是"
"[code]0[/code]。"
msgid ""
"If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
"code], the mouse button's state is released."
msgstr ""
"如果為 [code]true[/code],滑鼠按鍵的狀態為按下。如果為 [code]false[/code],鼠"
"標按鈕的狀態被釋放。"
msgid "Represents a mouse or a pen movement."
msgstr "代表滑鼠或筆的移動。"
msgid ""
"Stores information about a mouse or a pen motion. This includes relative "
"position, absolute position, and velocity. See [method Node._input].\n"
"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
"at most. If you need more precise input reporting, set [member Input."
"use_accumulated_input] to [code]false[/code] to make events emitted as often "
"as possible. If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
"儲存滑鼠或筆的運動資訊。支援相對位置、絕對位置和速度。見 [method Node."
"_input]。\n"
"[b]注意:[/b]預設情況下,該事件每個渲染影格最多只會發出一個。如果你需要更精確"
"的輸入彙報,請將 [member Input.use_accumulated_input] 設定為 [code]false[/"
"code],盡可能頻繁地發出事件。如果你使用 InputEventMouseMotion 來畫線,請考慮同"
"時實作[url=https://zh.wikipedia.org/zh-cn/"
"%E5%B8%83%E9%9B%B7%E6%A3%AE%E6%BC%A2%E5%A7%86%E7%9B%B4%E7%B7%9A%E6%BC%94%E7%AE%97%E6%B3%95]"
"佈雷森漢姆直線演算法[/url],以避免在使用者快速移動滑鼠時出現可見的線條空隙。"
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
"使用手寫筆的橡皮端時,返回 [code]true[/code]。\n"
"[b]注意:[/b]這個屬性在 Linux、macOS 和 Windows 上實作。"
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
msgstr ""
"表示使用者對筆施加的壓力。範圍從 [code]0.0[/code] 到 [code]1.0[/code] 。"
msgid ""
"The mouse position relative to the previous position (position at the last "
"frame).\n"
"[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
"moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
"code] when the user stops moving the mouse."
msgstr ""
"滑鼠相對於前一個位置的位置(上一影格的位置)。\n"
"[b]注意:[/b]因為 [InputEventMouseMotion] 只在滑鼠移動時發出,當使用者停止移動"
"滑鼠時,最後一個事件的相對位置不會是 [code]Vector2(0, 0)[/code]。"
msgid ""
"Represents the angles of tilt of the pen. Positive X-coordinate value "
"indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
"toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
"axes."
msgstr ""
"代表筆的傾斜角度。正的 X 座標值表示向右傾斜。正的Y座標值表示向使用者自身傾斜。"
"兩個軸的範圍是 [code]-1.0[/code] 到 [code]1.0[/code]。"
msgid "The mouse velocity in pixels per second."
msgstr "滑鼠速度,以圖元每秒為單位。"
msgid "Represents a panning touch gesture."
msgstr "代表平移觸摸手勢。"
msgid "Panning amount since last pan event."
msgstr "上一次平移事件以來的平移量。"
msgid "Represents a screen drag event."
msgstr "代表螢幕拖拽事件。"
msgid "Stores information about screen drag events. See [method Node._input]."
msgstr "存放與螢幕拖拽事件相關的資訊。見 [method Node._input]。"
msgid "The drag event index in the case of a multi-drag event."
msgstr "多次拖動事件中的拖動事件索引。"
msgid "Returns [code]true[/code] when using the eraser end of a stylus pen."
msgstr "正在使用手寫筆的橡皮端時,會返回 [code]true[/code]。"
msgid "The drag position."
msgstr "拖拽的位置。"
msgid ""
"The drag position relative to the previous position (position at the last "
"frame)."
msgstr "相對於之前位置(上一影格時的位置)的拖拽位置。"
msgid "The drag velocity."
msgstr "拖拽的速度。"
msgid "Represents a screen touch event."
msgstr "代表螢幕觸摸事件。"
msgid ""
"Stores information about multi-touch press/release input events. Supports "
"touch press, touch release and [member index] for multi-touch count and order."
msgstr ""
"儲存多點觸摸的按壓/釋放資訊。支援觸摸按壓、觸摸釋放以及用於多點觸摸計數和定序"
"的 [member index]。"
msgid "If [code]true[/code], the touch event has been canceled."
msgstr "如果為 [code]true[/code],則觸摸事件被取消。"
msgid "If [code]true[/code], the touch's state is a double tap."
msgstr "如果為 [code]true[/code],則觸摸狀態為按兩下。"
msgid ""
"The touch index in the case of a multi-touch event. One index = one finger."
msgstr "在多點觸摸事件中的觸摸指數。一個索引 = 一個手指。"
msgid "The touch position, in screen (global) coordinates."
msgstr "觸摸位置,使用螢幕(全域)座標。"
msgid ""
"If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
"the touch's state is released."
msgstr ""
"如果為 [code]true[/code],觸摸的狀態為按下。如果為 [code]false[/code],觸摸的"
"狀態被釋放。"
msgid "Represents a triggered keyboard [Shortcut]."
msgstr "代表觸發的鍵盤快捷鍵 [Shortcut]。"
msgid ""
"InputEventShortcut is a special event that can be received in [method Node."
"_unhandled_key_input]. It is typically sent by the editor's Command Palette "
"to trigger actions, but can also be sent manually using [method Viewport."
"push_input]."
msgstr ""
"InputEventShortcut 是一種可以在 [method Node._unhandled_key_input] 中收到的特"
"殊事件。通常由編輯器的“命令面板”發送,用於觸發動作,但也可以使用 [method "
"Viewport.push_input] 手動發送。"
msgid ""
"The [Shortcut] represented by this event. Its [method Shortcut.matches_event] "
"method will always return [code]true[/code] for this event."
msgstr ""
"這個事件代表的 [Shortcut]。它的 [method Shortcut.matches_event] 方法對這個事件"
"始終返回 [code]true[/code]。"
msgid ""
"Abstract base class for input events affected by modifier keys like "
"[kbd]Shift[/kbd] and [kbd]Alt[/kbd]."
msgstr ""
"受 [kbd]Shift[/kbd] 和 [kbd]Alt[/kbd] 等修飾鍵影響的輸入事件的抽象基底類別。"
msgid ""
"Stores information about mouse, keyboard, and touch gesture input events. "
"This includes information about which modifier keys are pressed, such as "
"[kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input]."
msgstr ""
"儲存滑鼠、鍵盤、觸摸手勢等輸入事件的相關資訊。包括按下了哪些修飾鍵等資訊,修飾"
"鍵包括 [kbd]Shift[/kbd]、[kbd]Alt[/kbd] 等。見 [method Node._input]。"
msgid "Returns the keycode combination of modifier keys."
msgstr "返回修飾鍵的鍵碼組合。"
msgid ""
"On macOS, returns [code]true[/code] if [kbd]Meta[/kbd] ([kbd]Cmd[/kbd]) is "
"pressed.\n"
"On other platforms, returns [code]true[/code] if [kbd]Ctrl[/kbd] is pressed."
msgstr ""
"在 macOS 上,如果 [kbd]Meta[/kbd][kbd]Command[/kbd])是按下狀態,則返回 "
"[code]true[/code] 。\n"
"在其他平臺上,如果 [kbd]Ctrl[/kbd] 是按下狀態,則返回 [code]true[/code] 。"
msgid "State of the [kbd]Alt[/kbd] modifier."
msgstr "[kbd]Alt[/kbd] 修飾鍵的狀態。"
msgid ""
"Automatically use [kbd]Meta[/kbd] ([kbd]Cmd[/kbd]) on macOS and [kbd]Ctrl[/"
"kbd] on other platforms. If [code]true[/code], [member ctrl_pressed] and "
"[member meta_pressed] cannot be set."
msgstr ""
"自動在 macOS 上使用 [kbd]Meta[/kbd][kbd]Command[/kbd]),在其他平臺上使用 "
"[kbd]Ctrl[/kbd]。如果為 [code]true[/code],則無法設定 [member ctrl_pressed] "
"和 [member meta_pressed]。"
msgid "State of the [kbd]Ctrl[/kbd] modifier."
msgstr "[kbd]Ctrl[/kbd] 修飾鍵的狀態。"
msgid ""
"State of the [kbd]Meta[/kbd] modifier. On Windows and Linux, this represents "
"the Windows key (sometimes called \"meta\" or \"super\" on Linux). On macOS, "
"this represents the Command key."
msgstr ""
"[kbd]Meta[/kbd] 修飾鍵的狀態。在 Windows 和 Linux 上代表 Windows 鍵(有時在 "
"Linux 上稱為“meta”或“super”鍵。在 macOS 上代表 Command 鍵。"
msgid "State of the [kbd]Shift[/kbd] modifier."
msgstr "[kbd]Shift[/kbd] 修飾鍵的狀態。"
msgid "A singleton that manages all [InputEventAction]s."
msgstr "管理所有 [InputEventAction] 的單例。"
msgid ""
"Manages all [InputEventAction] which can be created/modified from the project "
"settings menu [b]Project > Project Settings > Input Map[/b] or in code with "
"[method add_action] and [method action_add_event]. See [method Node._input]."
msgstr ""
"管理所有的 [InputEventAction],可以通過專案設定功能表[b]專案 > 專案設定 > 輸入"
"對應[/b]或在程式碼中用 [method add_action] 和 [method action_add_event] 建立/"
"修改。請參閱 [method Node._input]。"
msgid "Using InputEvent: InputMap"
msgstr "使用 InputEventInputMap"
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
msgstr "給某個動作新增一個 [InputEvent]。這個 [InputEvent] 將觸發這個動作。"
msgid "Removes an [InputEvent] from an action."
msgstr "從某個動作中刪除一個 [InputEvent]。"
msgid "Removes all events from an action."
msgstr "從某個動作中刪除所有事件。"
msgid "Returns a deadzone value for the action."
msgstr "返回該操作的死區值。"
msgid ""
"Returns an array of [InputEvent]s associated with a given action.\n"
"[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
"this method will return events for the editor action. If you want to access "
"your project's input binds from the editor, read the [code]input/*[/code] "
"settings from [ProjectSettings]."
msgstr ""
"返回與給定動作關聯的 [InputEvent] 的陣列。\n"
"[b]注意:[/b]在編輯器中使用時(例如在工具腳本或 [EditorPlugin] 中使用),這個"
"方法返回的是編輯器動作對應的事件。如果你想要在編輯器中存取你的專案的輸入綁定,"
"請讀取 [ProjectSettings] 的 [code]input/*[/code] 設定。"
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] associated "
"with it."
msgstr "如果該動作有給定的 [InputEvent] 與之相關,則返回 [code]true[/code]。"
msgid "Sets a deadzone value for the action."
msgstr "為該動作設定死區值。"
msgid ""
"Adds an empty action to the [InputMap] with a configurable [param deadzone].\n"
"An [InputEvent] can then be added to this action with [method "
"action_add_event]."
msgstr ""
"在 [InputMap] 上新增空的動作,死區可使用 [param deadzone] 配置。\n"
"然後可以用 [method action_add_event] 給這個動作新增 [InputEvent]。"
msgid "Removes an action from the [InputMap]."
msgstr "從 [InputMap] 中刪除一個動作。"
msgid ""
"Returns [code]true[/code] if the given event is part of an existing action. "
"This method ignores keyboard modifiers if the given [InputEvent] is not "
"pressed (for proper release detection). See [method action_has_event] if you "
"don't want this behavior.\n"
"If [param exact_match] is [code]false[/code], it ignores additional input "
"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
"direction for [InputEventJoypadMotion] events."
msgstr ""
"如果給定的事件是現有動作的一部分,返回 [code]true[/code]。如果給定的 "
"[InputEvent] 沒有被按下,這個方法會忽略鍵盤(為了正確地偵測釋放)。如果你不想"
"要這種行為,請參閱 [method action_has_event]。\n"
"如果 [param exact_match] 是 [code]false[/code],它會忽略 [InputEventKey] 和 "
"[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
"件的方向。"
msgid "Returns an array of all actions in the [InputMap]."
msgstr "返回 [InputMap] 中所有動作的陣列。"
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
msgstr "如果 [InputMap] 有一個給定名稱的註冊動作,返回 [code]true[/code]。"
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
"清除 [InputMap] 中的所有 [InputEventAction],並從 [ProjectSettings] 專案設定中"
"重新載入它。"
msgid "Placeholder for the root [Node] of a [PackedScene]."
msgstr "[PackedScene] 根 [Node] 的預留位置。"
msgid ""
"Turning on the option [b]Load As Placeholder[/b] for an instantiated scene in "
"the editor causes it to be replaced by an [InstancePlaceholder] when running "
"the game, this will not replace the node in the editor. This makes it "
"possible to delay actually loading the scene until calling [method "
"create_instance]. This is useful to avoid loading large scenes all at once by "
"loading parts of it selectively.\n"
"The [InstancePlaceholder] does not have a transform. This causes any child "
"nodes to be positioned relatively to the [Viewport] from point (0,0), rather "
"than their parent as displayed in the editor. Replacing the placeholder with "
"a scene with a transform will transform children relatively to their parent "
"again."
msgstr ""
"在編輯器中為產生實體的場景打開[b]載入為預留位置[/b]選項會導致在運作遊戲時將其"
"替換為 [InstancePlaceholder]。這樣就可以將場景的實際載入推遲到呼叫 [method "
"create_instance] 時。這對於通過選擇性載入部分場景來避免一次性載入大場景很有"
"用。\n"
"[InstancePlaceholder] 不具備變換屬性。因此任何子節點都會相對於 [Viewport] 從 "
"(0, 0) 點開始定位,而不是在編輯器中顯示的父節點。用一個具有變換屬性的場景來替"
"換預留位置,將使子節點再次相對於它們的父節點進行變換。"
msgid ""
"Call this method to actually load in the node. The created node will be "
"placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene tree. "
"The [Node]'s reference is also returned for convenience.\n"
"[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
"call_deferred] if calling from a thread."
msgstr ""
"呼叫這個方法會實際載入節點。建立的節點會被放置在場景樹中該 "
"[InstancePlaceholder] 的[i]上方[/i]。出於方便的考慮,還會返回該 [Node] 的引"
"用。\n"
"[b]注意:[/b][method create_instance] 不是執行緒安全的。從執行緒中呼叫時請使"
"用 [method Object.call_deferred]。"
msgid ""
"Gets the path to the [PackedScene] resource file that is loaded by default "
"when calling [method create_instance]. Not thread-safe. Use [method Object."
"call_deferred] if calling from a thread."
msgstr ""
"獲取呼叫 [method create_instance] 時預設載入的 [PackedScene] 資源檔的路徑。不"
"是執行緒安全的。如果從執行緒呼叫,請使用 [method Object.call_deferred]。"
msgid ""
"Returns the list of properties that will be applied to the node when [method "
"create_instance] is called.\n"
"If [param with_order] is [code]true[/code], a key named [code].order[/code] "
"(note the leading period) is added to the dictionary. This [code].order[/"
"code] key is an [Array] of [String] property names specifying the order in "
"which properties will be applied (with index 0 being the first)."
msgstr ""
"返回在呼叫 [method create_instance] 時會套用到節點上的屬性列表。\n"
"如果 [param with_order] 為 [code]true[/code],會在字典中加入 [code].order[/"
"code] 欄位(注意有個前綴的點)。這個 [code].order[/code] 欄位是屬性名稱 "
"[String] 的 [Array],指定屬性的套用順序(索引為 0 的是第一個)。"
msgid "A built-in type for integers."
msgstr "整數內建型別。"
msgid ""
"Signed 64-bit integer type. This means that it can take values from "
"[code]-2^63[/code] to [code]2^63 - 1[/code], i.e. from "
"[code]-9223372036854775808[/code] to [code]9223372036854775807[/code]. When "
"it exceeds these bounds, it will wrap around.\n"
"[int]s can be automatically converted to [float]s when necessary, for example "
"when passing them as arguments in functions. The [float] will be as close to "
"the original integer as possible.\n"
"Likewise, [float]s can be automatically converted into [int]s. This will "
"truncate the [float], discarding anything after the floating point.\n"
"[b]Note:[/b] In a boolean context, an [int] will evaluate to [code]false[/"
"code] if it equals [code]0[/code], and to [code]true[/code] otherwise.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var x: int = 1 # x is 1\n"
"x = 4.2 # x is 4, because 4.2 gets truncated\n"
"var max_int = 9223372036854775807 # Biggest value an int can store\n"
"max_int += 1 # max_int is -9223372036854775808, because it wrapped around\n"
"[/gdscript]\n"
"[csharp]\n"
"int x = 1; // x is 1\n"
"x = (int)4.2; // x is 4, because 4.2 gets truncated\n"
"// We use long below, because GDScript's int is 64-bit while C#'s int is 32-"
"bit.\n"
"long maxLong = 9223372036854775807; // Biggest value a long can store\n"
"maxLong++; // maxLong is now -9223372036854775808, because it wrapped "
"around.\n"
"\n"
"// Alternatively with C#'s 32-bit int type, which has a smaller maximum "
"value.\n"
"int maxInt = 2147483647; // Biggest value an int can store\n"
"maxInt++; // maxInt is now -2147483648, because it wrapped around\n"
"[/csharp]\n"
"[/codeblocks]\n"
"You can use the [code]0b[/code] literal for binary representation, the "
"[code]0x[/code] literal for hexadecimal representation, and the [code]_[/"
"code] symbol to separate long numbers and improve readability.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var x = 0b1001 # x is 9\n"
"var y = 0xF5 # y is 245\n"
"var z = 10_000_000 # z is 10000000\n"
"[/gdscript]\n"
"[csharp]\n"
"int x = 0b1001; // x is 9\n"
"int y = 0xF5; // y is 245\n"
"int z = 10_000_000; // z is 10000000\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"帶符號 64 位元整數型別。這意味著它能夠接受從 [code]-2^63[/code] 到 [code]2^63 "
"- 1[/code] 的值,即從 [code]-9223372036854775808[/code] 到 "
"[code]9223372036854775807[/code]。超出這個範圍後,值會繞回到另一端。\n"
"[int] 可以在需要時自動轉換為 [float],例如在作為函式的參數傳遞的時候。[float] "
"會盡可能與原始整數接近。\n"
"類似地,[float] 可以自動轉換為 [int]。這樣會截斷該 [float],丟棄小數點之後的部"
"分。\n"
"[b]注意:[/b]布林環境中會將等於 [code]0[/code] 的 [int] 評估為 [code]false[/"
"code],其他值則為 [code]true[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var x: int = 1 # x 為 1\n"
"x = 4.2 # x 為 4因為 4.2 發生了截斷\n"
"var max_int = 9223372036854775807 # int 所能儲存的最大值\n"
"max_int += 1 # max_int 現在是 -9223372036854775808因為它繞到了另一端\n"
"[/gdscript]\n"
"[csharp]\n"
"int x = 1; // x 為 1\n"
"x = 4.2; // x 為 4因為 4.2 發生了截斷\n"
"// 下面使用 long因為 GDScript 的 int 為 64 位,而 C# 的 int 為 32 位。\n"
"long maxLong = 9223372036854775807; // long 所能儲存的最大值\n"
"maxLong++; // maxLong 現在是 -9223372036854775808因為它繞到了另一端。\n"
"\n"
"// 也可以使用 C# 的 32 位 int 型別,最大值較小。\n"
"int maxInt = 2147483647; // int 所能儲存的最大值\n"
"maxInt++; // maxInt 現在是 -2147483648因為它繞到了另一端。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在 GDScript 中,你可以使用 [code]0b[/code] 字面量書寫二進位值,使用 [code]0x[/"
"code] 字面量書寫十六進位值,使用 [code]_[/code] 符號分隔較長的數字,提升可讀"
"性。\n"
"[codeblock]\n"
"var x = 0b1001 # x 為 9\n"
"var y = 0xF5 # y 為 245\n"
"var z = 10_000_000 # z 為 10000000\n"
"[/codeblock]"
msgid "Constructs an [int] set to [code]0[/code]."
msgstr "建構設為 [code]0[/code] 的 [int]。"
msgid "Constructs an [int] as a copy of the given [int]."
msgstr "建構給定 [int] 的副本 [int]。"
msgid ""
"Constructs a new [int] from a [String], following the same rules as [method "
"String.to_int]."
msgstr "從 [String] 建構新的 [int],遵循與 [method String.to_int] 相同的規則。"
msgid ""
"Constructs a new [int] from a [bool]. [code]true[/code] is converted to "
"[code]1[/code] and [code]false[/code] is converted to [code]0[/code]."
msgstr ""
"從 [bool] 建構新的 [int]。[code]true[/code] 會轉換為 [code]1[/code]"
"[code]false[/code] 會轉換為 [code]0[/code]。"
msgid ""
"Constructs a new [int] from a [float]. This will truncate the [float], "
"discarding anything after the floating point."
msgstr "從 [float] 建構新的 [int]。這樣會截斷該 [float],丟棄小數點之後的部分。"
msgid "Returns [code]true[/code] if the [int] is not equivalent to the [float]."
msgstr "如果該 [int] 與該 [float] 不等價,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [int]s are not equal."
msgstr "如果 [int] 不相等,則返回 [code]true[/code]。"
msgid ""
"Returns the remainder after dividing two [int]s. Uses truncated division, "
"which returns a negative number if the dividend is negative. If this is not "
"desired, consider using [method @GlobalScope.posmod].\n"
"[codeblock]\n"
"print(6 % 2) # Prints 0\n"
"print(11 % 4) # Prints 3\n"
"print(-5 % 3) # Prints -2\n"
"[/codeblock]"
msgstr ""
"返回兩個 [int] 相除後的餘數。該操作使用截斷除法,被除數為負數時會返回負數。如"
"果不希望如此,請考慮使用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(6 % 2) # 輸出 0\n"
"print(11 % 4) # 輸出 3\n"
"print(-5 % 3) # 輸出 -2\n"
"[/codeblock]"
msgid ""
"Performs the bitwise [code]AND[/code] operation.\n"
"[codeblock]\n"
"print(0b1100 & 0b1010) # Prints 8 (binary 1000)\n"
"[/codeblock]\n"
"This is useful for retrieving binary flags from a variable.\n"
"[codeblock]\n"
"var flags = 0b101\n"
"# Check if the first or second bit are enabled.\n"
"if flags & 0b011:\n"
" do_stuff() # This line will run.\n"
"[/codeblock]"
msgstr ""
"執行按位 [code]AND[/code] 運算。\n"
"[codeblock]\n"
"print(0b1100 & 0b1010) # 輸出 8二進位 1000\n"
"[/codeblock]\n"
"可用於從變數中檢索二進位旗標。\n"
"[codeblock]\n"
"var flags = 0b101\n"
"# 檢查是否啟用了第一或第二個比特位。\n"
"if flags & 0b011:\n"
" do_stuff() # 會執行這一行。\n"
"[/codeblock]"
msgid "Multiplies each component of the [Color] by the [int]."
msgstr "將 [Color] 的每個分量乘以該 [int]。"
msgid ""
"Multiplies each component of the [Quaternion] by the [int]. This operation is "
"not meaningful on its own, but it can be used as a part of a larger "
"expression."
msgstr ""
"將 [Quaternion] 的每個分量乘以該 [int]。此操作本身沒有意義,但可以用作更大表達"
"式的一部分。"
msgid ""
"Multiplies each component of the [Vector2] by the [int].\n"
"[codeblock]\n"
"print(2 * Vector2(1, 4)) # Prints (2, 8)\n"
"[/codeblock]"
msgstr ""
"將 [Vector2] 的每個分量乘以該 [float]。\n"
"[codeblock]\n"
"print(2 * Vector2(1, 4)) # 輸出 (2, 8)\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector2i] by the [int]."
msgstr "將 [Vector2i] 的每個分量乘以該 [int]。"
msgid "Multiplies each component of the [Vector3] by the [int]."
msgstr "將 [Vector3] 的每個分量乘以該 [int]。"
msgid "Multiplies each component of the [Vector3i] by the [int]."
msgstr "將 [Vector3i] 的每個分量乘以該 [int]。"
msgid "Multiplies each component of the [Vector4] by the [int]."
msgstr "將 [Vector4] 的每個分量乘以該 [int]。"
msgid "Multiplies each component of the [Vector4i] by the [int]."
msgstr "將 [Vector4i] 的每個分量乘以該 [int]。"
msgid "Multiplies the [float] by the [int]. The result is a [float]."
msgstr "將 [float] 和該 [int] 相乘。結果為 [float]。"
msgid "Multiplies the two [int]s."
msgstr "將兩個 [int] 相乘。"
msgid ""
"Raises an [int] to a power of a [float]. The result is a [float].\n"
"[codeblock]\n"
"print(2 ** 0.5) # Prints 1.4142135623731\n"
"[/codeblock]"
msgstr ""
"將 [int] 提升到 [float] 次冪。結果為 [float]。\n"
"[codeblock]\n"
"print(2 ** 0.5) # 輸出 1.4142135623731\n"
"[/codeblock]"
msgid ""
"Raises the left [int] to a power of the right [int].\n"
"[codeblock]\n"
"print(3 ** 4) # Prints 81\n"
"[/codeblock]"
msgstr ""
"將左側的 [int] 提升到右側的 [int] 次冪。\n"
"[codeblock]\n"
"print(3 ** 4) # 輸出 81\n"
"[/codeblock]"
msgid "Adds the [int] and the [float]. The result is a [float]."
msgstr "將該 [int] 加上該 [float]。結果為 [float]。"
msgid "Adds the two [int]s."
msgstr "將兩個 [int] 相加。"
msgid "Subtracts the [float] from the [int]. The result is a [float]."
msgstr "將該 [int] 減去該 [float]。結果為 [float]。"
msgid "Subtracts the two [int]s."
msgstr "將兩個 [int] 相減。"
msgid ""
"Divides the [int] by the [float]. The result is a [float].\n"
"[codeblock]\n"
"print(10 / 3.0) # Prints 3.33333333333333\n"
"[/codeblock]"
msgstr ""
"將該 [int] 除以該 [float]。結果為 [float]。\n"
"[codeblock]\n"
"print(10 / 3.0) # 輸出 3.33333333333333\n"
"[/codeblock]"
msgid ""
"Divides the two [int]s. The result is an [int]. This will truncate the "
"[float], discarding anything after the floating point.\n"
"[codeblock]\n"
"print(6 / 2) # Prints 3\n"
"print(5 / 3) # Prints 1\n"
"[/codeblock]"
msgstr ""
"將兩個 [int] 相除。結果為 [int]。這樣會截斷該 [float],丟棄小數點後的部分。\n"
"[codeblock]\n"
"print(6 / 2) # 輸出 3\n"
"print(5 / 3) # 輸出 1\n"
"[/codeblock]"
msgid "Returns [code]true[/code] if the [int] is less than the [float]."
msgstr "如果該 [int] 小於該 [float],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [int] is less than the right [int]."
msgstr "如果左側的 [int] 小於右側的 [int],則返回 [code]true[/code]。"
msgid ""
"Performs the bitwise shift left operation. Effectively the same as "
"multiplying by a power of 2.\n"
"[codeblock]\n"
"print(0b1010 << 1) # Prints 20 (binary 10100)\n"
"print(0b1010 << 3) # Prints 80 (binary 1010000)\n"
"[/codeblock]"
msgstr ""
"執行按位左移操作。效果上與乘以 2 的冪相同。\n"
"[codeblock]\n"
"print(0b1010 << 1) # 輸出 20二進位 10100\n"
"print(0b1010 << 3) # 輸出 80二進位 1010000\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the [int] is less than or equal to the [float]."
msgstr "如果該 [int] 小於等於該 [float],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [int] is less than or equal to the "
"right [int]."
msgstr "如果左側的 [int] 小於等於右側的 [int],則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [int] is equal to the [float]."
msgstr "如果該 [int] 等於該 [float],則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the two [int]s are equal."
msgstr "如果兩個 [int] 相等,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [int] is greater than the [float]."
msgstr "如果該 [int] 大於該 [float],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [int] is greater than the right [int]."
msgstr "如果左側的 [int] 大於右側的 [int],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [int] is greater than or equal to the "
"[float]."
msgstr "如果該 [int] 大於等於該 [float],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [int] is greater than or equal to the "
"right [int]."
msgstr "如果左側的 [int] 大於等於右側的 [int],則返回 [code]true[/code]。"
msgid ""
"Performs the bitwise shift right operation. Effectively the same as dividing "
"by a power of 2.\n"
"[codeblock]\n"
"print(0b1010 >> 1) # Prints 5 (binary 101)\n"
"print(0b1010 >> 2) # Prints 2 (binary 10)\n"
"[/codeblock]"
msgstr ""
"執行按位右移操作。效果上與除以 2 的冪相同。\n"
"[codeblock]\n"
"print(0b1010 >> 1) # 輸出 5二進位 101\n"
"print(0b1010 >> 2) # 輸出 2二進位 10\n"
"[/codeblock]"
msgid ""
"Performs the bitwise [code]XOR[/code] operation.\n"
"[codeblock]\n"
"print(0b1100 ^ 0b1010) # Prints 6 (binary 110)\n"
"[/codeblock]"
msgstr ""
"執行按位 [code]XOR[/code](異或)運算。\n"
"[codeblock]\n"
"print(0b1100 ^ 0b1010) # 輸出 6二進位 110\n"
"[/codeblock]"
msgid ""
"Returns the negated value of the [int]. If positive, turns the number "
"negative. If negative, turns the number positive. If zero, does nothing."
msgstr ""
"返回該 [int] 的相反值。如果為正數,則該將數變為負數。如果為負數,則將該數變為"
"正數。如果為零,則不執行任何操作。"
msgid ""
"Performs the bitwise [code]OR[/code] operation.\n"
"[codeblock]\n"
"print(0b1100 | 0b1010) # Prints 14 (binary 1110)\n"
"[/codeblock]\n"
"This is useful for storing binary flags in a variable.\n"
"[codeblock]\n"
"var flags = 0\n"
"flags |= 0b101 # Turn the first and third bits on.\n"
"[/codeblock]"
msgstr ""
"執行按位 [code]OR[/code](或)運算。\n"
"[codeblock]\n"
"print(0b1100 | 0b1010) # 輸出 14二進位 1110\n"
"[/codeblock]\n"
"可用於在變數中儲存二進位標記。\n"
"[codeblock]\n"
"var flags = 0\n"
"flags |= 0b101 # 置第一和第三位。\n"
"[/codeblock]"
msgid ""
"Performs the bitwise [code]NOT[/code] operation on the [int]. Due to "
"[url=https://en.wikipedia.org/wiki/Two%27s_complement]2's complement[/url], "
"it's effectively equal to [code]-(int + 1)[/code].\n"
"[codeblock]\n"
"print(~4) # Prints -5\n"
"print(~(-7)) # Prints 6\n"
"[/codeblock]"
msgstr ""
"執行按位 [code]NOT[/code](反)運算。由於[url=https://zh.wikipedia.org/zh-cn/"
"%E4%BA%8C%E8%A3%9C%E6%95%B8]補數[/url],效果上與 [code]-(int + 1)[/code] 相"
"同。\n"
"[codeblock]\n"
"print(~4) # 輸出 -5\n"
"print(~(-7)) # 輸出 6\n"
"[/codeblock]"
msgid "Creates an idle interval in a [Tween] animation."
msgstr "在 [Tween] 動畫中建立空閒間隔。"
msgid ""
"[IntervalTweener] is used to make delays in a tweening sequence. See [method "
"Tween.tween_interval] for more usage information.\n"
"[b]Note:[/b] [method Tween.tween_interval] is the only correct way to create "
"[IntervalTweener]. Any [IntervalTweener] created manually will not function "
"correctly."
msgstr ""
"[IntervalTweener] 可用於在補間序列中製作延遲。更多用法資訊請參閱 [method "
"Tween.tween_interval]。\n"
"[b]注意:[/b]建立 [IntervalTweener] 的唯一正確方法是 [method Tween."
"tween_interval]。任何手動建立的 [IntervalTweener] 都無法正常工作。"
msgid "Internet protocol (IP) support functions such as DNS resolution."
msgstr "網際協定IP支援函式如 DNS 解析。"
msgid ""
"IP contains support functions for the Internet Protocol (IP). TCP/IP support "
"is in different classes (see [StreamPeerTCP] and [TCPServer]). IP provides "
"DNS hostname resolution support, both blocking and threaded."
msgstr ""
"IP 包含網際協定IP的支援函式。TCP/IP 的支援在其他類中(請參閱 "
"[StreamPeerTCP] 和 [TCPServer]。IP 提供 DNS 主機名稱解析支援,包括阻塞式和線"
"程式。"
msgid ""
"Removes all of a [param hostname]'s cached references. If no [param hostname] "
"is given, all cached IP addresses are removed."
msgstr ""
"移除所有 [param hostname] 主機名稱的快取引用。如果沒有給出 [param hostname]"
"所有快取的 IP 地址將被刪除。"
msgid ""
"Removes a given item [param id] from the queue. This should be used to free a "
"queue after it has completed to enable more queries to happen."
msgstr ""
"從佇列中刪除一個給定的專案 [param id]。這應該被用來在佇列完成後釋放佇列,以便"
"進行更多的查詢。"
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
msgstr "以陣列形式返回所有使用者的目前 IPv4 和 IPv6 地址。"
msgid ""
"Returns all network adapters as an array.\n"
"Each adapter is a dictionary of the form:\n"
"[codeblock]\n"
"{\n"
" \"index\": \"1\", # Interface index.\n"
" \"name\": \"eth0\", # Interface name.\n"
" \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n"
" \"addresses\": [\"192.168.1.101\"], # An array of IP addresses associated "
"to this interface.\n"
"}\n"
"[/codeblock]"
msgstr ""
"以陣列形式返回所有網路介面卡。\n"
"每個適配器都是一個以下形式的字典:\n"
"[codeblock]\n"
"{\n"
" \"index\":\"1\", # 介面索引。\n"
" \"name\":\"eth0\", # 介面名稱。\n"
" \"friendly\":\"Ethernet One\", # 友好的名字(可能是空的)。\n"
" \"address\":[\"192.168.1.101\"], # 與此介面相關的 IP 位址陣列。\n"
"}\n"
"[/codeblock]"
msgid ""
"Returns a queued hostname's IP address, given its queue [param id]. Returns "
"an empty string on error or if resolution hasn't happened yet (see [method "
"get_resolve_item_status])."
msgstr ""
"給定佇列 [param id],返回排隊主機名稱的 IP 位址。出現錯誤或解析尚未發生時返回"
"一個空字串(見 [method get_resolve_item_status])。"
msgid ""
"Returns resolved addresses, or an empty array if an error happened or "
"resolution didn't happen yet (see [method get_resolve_item_status])."
msgstr ""
"如果發生錯誤或尚未發生解析,則返回已解析的位址或空陣列(請參閱 [method "
"get_resolve_item_status])。"
msgid ""
"Returns a queued hostname's status as a [enum ResolverStatus] constant, given "
"its queue [param id]."
msgstr ""
"給定佇列 [param id],以 [enum ResolverStatus] 常數的形式返回排隊主機名稱的狀"
"態。"
msgid ""
"Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type "
"method). The address type returned depends on the [enum Type] constant given "
"as [param ip_type]."
msgstr ""
"在解析時返回一個給定的主機名稱的 IPv4 或 IPv6 位址(阻塞型別方法)。返回的地址"
"型別取決於作為 [param ip_type] 的 [enum Type] 常數。"
msgid ""
"Resolves a given hostname in a blocking way. Addresses are returned as an "
"[Array] of IPv4 or IPv6 addresses depending on [param ip_type]."
msgstr ""
"以阻塞方式解析給定的主機名稱。位址作為 IPv4 或 IPv6 的 [Array] 陣列返回,具體"
"取決於 [param ip_type]。"
msgid ""
"Creates a queue item to resolve a hostname to an IPv4 or IPv6 address "
"depending on the [enum Type] constant given as [param ip_type]. Returns the "
"queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
msgstr ""
"建立一個佇列專案,根據 [enum Type] 常數 [param ip_type],將主機名稱解析為 "
"IPv4 或 IPv6 地址。如果成功,則返回佇列 ID否則返回 [constant "
"RESOLVER_INVALID_ID]。"
msgid "DNS hostname resolver status: No status."
msgstr "DNS 主機名稱解析器狀態:無狀態。"
msgid "DNS hostname resolver status: Waiting."
msgstr "DNS 主機名稱解析器狀態:正在等待。"
msgid "DNS hostname resolver status: Done."
msgstr "DNS 主機名稱解析器狀態:完成。"
msgid "DNS hostname resolver status: Error."
msgstr "DNS 主機名稱解析器狀態:錯誤。"
msgid ""
"Maximum number of concurrent DNS resolver queries allowed, [constant "
"RESOLVER_INVALID_ID] is returned if exceeded."
msgstr ""
"允許的最大併發 DNS 解析器查詢數量,如果超過,則返回 [constant "
"RESOLVER_INVALID_ID]。"
msgid ""
"Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
msgstr "無效的 ID 常數。在超過 [constant RESOLVER_MAX_QUERIES] 時返回。"
msgid "Address type: None."
msgstr "網址類別型:無。"
msgid "Address type: Internet protocol version 4 (IPv4)."
msgstr "網址類別型:網際協議版本 4IPv4。"
msgid "Address type: Internet protocol version 6 (IPv6)."
msgstr "網址類別型:網際協議版本 6IPv6。"
msgid "Address type: Any."
msgstr "網址類別型:任意。"
msgid "A vertical list of selectable items with one or multiple columns."
msgstr "可選專案的垂直列表,可以有一列或多列。"
msgid ""
"This control provides a vertical list of selectable items that may be in a "
"single or in multiple columns, with each item having options for text and an "
"icon. Tooltips are supported and may be different for every item in the "
"list.\n"
"Selectable items in the list may be selected or deselected and multiple "
"selection may be enabled. Selection with right mouse button may also be "
"enabled to allow use of popup context menus. Items may also be \"activated\" "
"by double-clicking them or by pressing [kbd]Enter[/kbd].\n"
"Item text only supports single-line strings. Newline characters (e.g. "
"[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
"enabled in [constant ICON_MODE_TOP] mode, but the column's width is adjusted "
"to fully fit its content by default. You need to set [member "
"fixed_column_width] greater than zero to wrap the text.\n"
"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/"
"code] to access the last item, [code]-2[/code] to select the second-to-last "
"item, and so on.\n"
"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"該控制項提供了可選專案的垂直列表,這些專案可能位於單列或多列中,每個專案都有文"
"本和圖示選項。支援工具提示,並且列表中的每個專案可能會有所不同。\n"
"可以選擇或取消選擇列表中的可選專案,並且可以啟用多項選擇。也可以啟用用滑鼠右鍵"
"進行選擇,以允許使用彈出本文功能表。專案也可以通過按兩下它們,或按 "
"[kbd]Enter[/kbd] 來“啟動”。\n"
"專案文字只支援單行字串。字串中的分行符號(例如 [code]\\n[/code])不會產生換"
"行。在 [constant ICON_MODE_TOP] 模式下會啟用文字換行,但預設情況下會調整列的寬"
"度以完全適合其內容。需要將 [member fixed_column_width] 設定得大於零,才能換行"
"文字。\n"
"所有 [code]set_*[/code] 方法都允許負的專案索引,例如 [code]-1[/code] 存取的是"
"最後一個專案,[code]-2[/code] 選擇的是倒數第二個專案,以此類推。\n"
"[b]差異量搜索:[/b]與 [PopupMenu] 和 [Tree] 一樣,[ItemList] 支援在控制項獲得"
"焦點時在列表內進行搜索。按下與專案名稱的第一個字母配對的鍵,以選擇以給定字母開"
"頭的第一個專案。在該點之後,有兩種方法可以執行差異量搜索: 1) 在超時持續時間之"
"前再次按下相同的鍵,以選擇下一個以相同字母開頭的專案。 2) 在超時時間前,按配對"
"單詞剩餘部分的字母鍵,將直接選擇問題項。如果自上次擊鍵被註冊後,超時持續時間已"
"過,則這兩個動作都將被重設為列表的開頭。可以通過更改 [member ProjectSettings."
"gui/timers/incremental_search_max_interval_msec] 來調整超時持續時間。"
msgid ""
"Adds an item to the item list with no text, only an icon. Returns the index "
"of an added item."
msgstr ""
"將一個專案新增到專案列表中,沒有文字,只有一個圖示。返回新增的項的索引。"
msgid ""
"Adds an item to the item list with specified text. Returns the index of an "
"added item.\n"
"Specify an [param icon], or use [code]null[/code] as the [param icon] for a "
"list item with no icon.\n"
"If selectable is [code]true[/code], the list item will be selectable."
msgstr ""
"將一個專案新增到專案列表中,並指定文字。返回新增的專案的索引。\n"
"指定一個 [param icon],或列表項沒有圖示時使用 [code]null[/code] 作為 [param "
"icon]。\n"
"如果 selectable 為 [code]true[/code],則列表項將是可選擇的。"
msgid "Removes all items from the list."
msgstr "移除列表中的所有專案。"
msgid "Ensures the item associated with the specified index is not selected."
msgstr "確保與指定索引相關的專案不被選中。"
msgid "Ensures there are no items selected."
msgstr "確保沒有選擇任何專案。"
msgid ""
"Ensure current selection is visible, adjusting the scroll position as "
"necessary."
msgstr "確保目前選擇可見,根據需要調整滾動位置。"
msgid ""
"Forces an update to the list size based on its items. This happens "
"automatically whenever size of the items, or other relevant settings like "
"[member auto_height], change. The method can be used to trigger the update "
"ahead of next drawing pass."
msgstr ""
"根據其專案強制更新列表大小。只要專案的大小或其他相關設定(例如 [member "
"auto_height])發生更改,這種情況就會自動發生。該方法可用於在下方一次繪圖前觸發"
"更新。"
msgid ""
"Returns the item index at the given [param position].\n"
"When there is no item at that point, -1 will be returned if [param exact] is "
"[code]true[/code], and the closest item index will be returned otherwise.\n"
"[b]Note:[/b] The returned value is unreliable if called right after modifying "
"the [ItemList], before it redraws in the next frame."
msgstr ""
"返回位於給定位置 [param position] 的專案的索引。\n"
"這個位置沒有專案時,如果 [param exact] 為 [code]true[/code] 則會返回 -1否則"
"會返回距離最近的專案的索引。\n"
"[b]注意:[/b]如果修改 [ItemList] 後立即呼叫,尚未在下一影格中重繪,則返回值不"
"可靠。"
msgid ""
"Returns the custom background color of the item specified by [param idx] "
"index."
msgstr "返回專案的自訂背景色,專案由索引 [param idx] 指定。"
msgid ""
"Returns the custom foreground color of the item specified by [param idx] "
"index."
msgstr "返回專案的自訂前景色,專案由索引 [param idx] 指定。"
msgid "Returns the icon associated with the specified index."
msgstr "返回與指定索引相關的圖示。"
msgid "Returns a [Color] modulating item's icon at the specified index."
msgstr "返回指定索引處的 [Color] 顏色調變項的圖示。"
msgid ""
"Returns the region of item's icon used. The whole icon will be used if the "
"region has no area."
msgstr "返回專案圖示的使用區域。如果該區域大小為 0整個圖示將被使用。"
msgid "Returns item's text language code."
msgstr "返回專案文字的語言程式碼。"
msgid "Returns the metadata value of the specified index."
msgstr "返回指定索引的中繼資料值。"
msgid ""
"Returns the position and size of the item with the specified index, in the "
"coordinate system of the [ItemList] node. If [param expand] is [code]true[/"
"code] the last column expands to fill the rest of the row.\n"
"[b]Note:[/b] The returned value is unreliable if called right after modifying "
"the [ItemList], before it redraws in the next frame."
msgstr ""
"返回具有給定索引的專案的位置和大小,使用 [ItemList] 節點的坐標系。如果 [param "
"expand] 為 [code]true[/code],則會將最後一列進行擴充,充滿該行剩餘的大小。\n"
"[b]注意:[/b]如果修改 [ItemList] 後立即呼叫,尚未在下一影格中重繪,則返回值不"
"可靠。"
msgid "Returns the text associated with the specified index."
msgstr "返回與指定索引關聯的文字。"
msgid "Returns item's text base writing direction."
msgstr "返回專案文字的基礎書寫方向。"
msgid "Returns the tooltip hint associated with the specified index."
msgstr "返回與指定索引關聯的工具提示。"
msgid "Returns an array with the indexes of the selected items."
msgstr "返回一個包含所選專案索引的陣列。"
msgid ""
"Returns the vertical scrollbar.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回垂直捲動條。\n"
"[b]警告:[/b]這是一個必需的內部節點,刪除和釋放它可能會導致當機。如果你希望隱"
"藏它或其任何子項,請使用它們的 [member CanvasItem.visible] 屬性。"
msgid "Returns [code]true[/code] if one or more items are selected."
msgstr "選中了一個或多個專案時,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is disabled."
msgstr "索引所對應的專案被禁用時,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item icon will be drawn transposed, i.e. the "
"X and Y axes are swapped."
msgstr "專案圖示被轉置繪製,即 X 和 Y 軸互換時,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is selectable."
msgstr "索引所對應的專案可以被選中時,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the tooltip is enabled for specified item index."
msgstr "索引所對應的專案已啟用工具提示時,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the specified index is currently "
"selected."
msgstr "索引所對應的專案被選中時,返回 [code]true[/code]。"
msgid "Moves item from index [param from_idx] to [param to_idx]."
msgstr "將專案從索引 [param from_idx] 移到 [param to_idx]。"
msgid "Removes the item specified by [param idx] index from the list."
msgstr "從列表中刪除索引 [param idx] 指定的專案。"
msgid ""
"Select the item at the specified index.\n"
"[b]Note:[/b] This method does not trigger the item selection signal."
msgstr ""
"選擇指定索引處的專案。\n"
"[b]注意:[/b]此方法不觸發專案選擇訊號。"
msgid ""
"Sets the background color of the item specified by [param idx] index to the "
"specified [Color]."
msgstr "將索引 [param idx] 指定的專案的背景色設定為指定的 [Color]。"
msgid ""
"Sets the foreground color of the item specified by [param idx] index to the "
"specified [Color]."
msgstr "將索引 [param idx] 指定的專案的前景色設定為指定的 [Color]。"
msgid ""
"Disables (or enables) the item at the specified index.\n"
"Disabled items cannot be selected and do not trigger activation signals (when "
"double-clicking or pressing [kbd]Enter[/kbd])."
msgstr ""
"禁用(或啟用)指定索引處的專案。\n"
"禁用的專案不能被選中,也不會觸發(按兩下或按 [kbd]Enter[/kbd] 時的)啟動訊號。"
msgid ""
"Sets (or replaces) the icon's [Texture2D] associated with the specified index."
msgstr "設定(或替換)與指定索引關聯的圖示 [Texture2D]。"
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
msgstr "設定與指定索引相關的專案的調變顏色 [Color]。"
msgid ""
"Sets the region of item's icon used. The whole icon will be used if the "
"region has no area."
msgstr "設定專案圖示的使用區域。如果該區域大小為 0將使用整個圖示。"
msgid "Sets whether the item icon will be drawn transposed."
msgstr "設定專案圖示是否將被轉置繪製。"
msgid ""
"Sets language code of item's text used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"設定專案文字的語言程式碼,用於斷行和文字塑形演算法,如果留空則使用目前區域設"
"定。"
msgid ""
"Sets a value (of any type) to be stored with the item associated with the "
"specified index."
msgstr "設定與指定索引相關的專案儲存的值(任何型別的值)。"
msgid ""
"Allows or disallows selection of the item associated with the specified index."
msgstr "允許或禁止選擇與指定索引關聯的專案。"
msgid "Sets text of the item associated with the specified index."
msgstr "設定與指定索引相關的專案的文字。"
msgid "Sets item's text base writing direction."
msgstr "設定專案文字的基礎書寫方向。"
msgid "Sets the tooltip hint for the item associated with the specified index."
msgstr "設定與指定索引相關的專案的工具提示。"
msgid "Sets whether the tooltip hint is enabled for specified item index."
msgstr "設定是否為指定的專案索引啟用工具提示。"
msgid "Sorts items in the list by their text."
msgstr "按文字對列表中的專案進行排序。"
msgid "If [code]true[/code], the currently selected item can be selected again."
msgstr "如果為 [code]true[/code],則可以再次選擇目前選中的專案。"
msgid "If [code]true[/code], right mouse button click can select items."
msgstr "如果為 [code]true[/code],點擊滑鼠右鍵可以選中專案。"
msgid ""
"If [code]true[/code], allows navigating the [ItemList] with letter keys "
"through incremental search."
msgstr "如果為 [code]true[/code],則允許用字母鍵通過差異量搜索導覽 [ItemList]。"
msgid ""
"If [code]true[/code], the control will automatically resize the height to fit "
"its content."
msgstr "如果為 [code]true[/code],控制項將自動調整高度以適合其內容。"
msgid ""
"The width all columns will be adjusted to.\n"
"A value of zero disables the adjustment, each item will have a width equal to "
"the width of its content and the columns will have an uneven width."
msgstr ""
"所有列的寬度將調整為。\n"
"零值禁用調整,每個專案的寬度將等於其內容的寬度,列的寬度將不均勻。"
msgid ""
"The size all icons will be adjusted to.\n"
"If either X or Y component is not greater than zero, icon size won't be "
"affected."
msgstr ""
"所有圖示將被調整到的尺寸。\n"
"如果 X 或 Y 分量不大於 0圖示的大小將不會受到影響。"
msgid ""
"The icon position, whether above or to the left of the text. See the [enum "
"IconMode] constants."
msgstr "圖示的位置,是在文字的上方還是在文字的左邊。參閱 [enum IconMode] 常數。"
msgid ""
"The scale of icon applied after [member fixed_icon_size] and transposing "
"takes effect."
msgstr "在 [member fixed_icon_size] 和轉置生效後套用的圖示比例。"
msgid "The number of items currently in the list."
msgstr "目前列表中的專案數。"
msgid ""
"Maximum columns the list will have.\n"
"If greater than zero, the content will be split among the specified columns.\n"
"A value of zero means unlimited columns, i.e. all items will be put in the "
"same row."
msgstr ""
"列表將具有的最大列。\n"
"如果大於零,內容將被拆分為指定列。\n"
"零值意味著無限列,即所有專案將放在同一行中。"
msgid ""
"Maximum lines of text allowed in each item. Space will be reserved even when "
"there is not enough lines of text to display.\n"
"[b]Note:[/b] This property takes effect only when [member icon_mode] is "
"[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] "
"should be greater than zero."
msgstr ""
"每個子項中允許的最大文字行數。即使沒有足夠的文字行數來顯示,也會保留空間。\n"
"[b]注意:[/b]這個屬性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] 時"
"才會生效。要使文字自動換行,[member fixed_column_width]應大於零。"
msgid ""
"Whether all columns will have the same width.\n"
"If [code]true[/code], the width is equal to the largest column width of all "
"columns."
msgstr ""
"是否所有列的寬度相同。\n"
"如果為 [code]true[/code],則寬度等於所有列的最大列寬度。"
msgid ""
"Allows single or multiple item selection. See the [enum SelectMode] constants."
msgstr "允許單選或多選。參閱[enum SelectMode]常數。"
msgid ""
"Sets the clipping behavior when the text exceeds an item's bounding "
"rectangle. See [enum TextServer.OverrunBehavior] for a description of all "
"modes."
msgstr ""
"設定文字超出專案的邊界矩形時的裁剪行為。所有模式的說明見 [enum TextServer."
"OverrunBehavior]。"
msgid ""
"Triggered when any mouse click is issued within the rect of the list but on "
"empty space."
msgstr "在列表矩形內的非空白區域點擊滑鼠時觸發。"
msgid ""
"Triggered when specified list item is activated via double-clicking or by "
"pressing [kbd]Enter[/kbd]."
msgstr "通過按兩下或按[kbd]確認[/kbd]鍵啟動指定的列表項時觸發。"
msgid ""
"Triggered when specified list item has been clicked with any mouse button.\n"
"The click position is also provided to allow appropriate popup of context "
"menus at the correct location."
msgstr ""
"滑鼠按鍵按一下指定的列表項時觸發。\n"
"還提供了按一下的位置,這樣就能夠在正確位置彈出相應的本文選單。"
msgid ""
"Triggered when specified item has been selected.\n"
"[member allow_reselect] must be enabled to reselect an item."
msgstr ""
"選擇指定專案時觸發。\n"
"[member allow_reselect] 必須啟用才能重新選擇專案。"
msgid ""
"Triggered when a multiple selection is altered on a list allowing multiple "
"selection."
msgstr "在允許多選的列表上更改多選時觸發。"
msgid "Icon is drawn above the text."
msgstr "圖示繪製在文字上方。"
msgid "Icon is drawn to the left of the text."
msgstr "圖示繪製在文字的左側。"
msgid "Only allow selecting a single item."
msgstr "僅允許選擇單個專案。"
msgid ""
"Allows selecting multiple items by holding [kbd]Ctrl[/kbd] or [kbd]Shift[/"
"kbd]."
msgstr "允許通過按住 [kbd]Ctrl[/kbd] 或 [kbd]Shift[/kbd] 來選擇多個專案。"
msgid "Default text [Color] of the item."
msgstr "專案的預設文字顏色 [Color]。"
msgid "Text [Color] used when the item is hovered and not selected yet."
msgstr "專案處於懸停但未選中狀態時使用的文字 [Color]。"
msgid "The tint of text outline of the item."
msgstr "專案文字輪廓的色調。"
msgid "Text [Color] used when the item is selected."
msgstr "選擇專案時使用的文字顏色 [Color]。"
msgid ""
"[Color] of the guideline. The guideline is a line drawn between each row of "
"items."
msgstr "輔助線的顏色 [Color]。輔助線是在每行專案之間畫的一條線。"
msgid "The horizontal spacing between items."
msgstr "專案之間的水平間距。"
msgid "The spacing between item's icon and text."
msgstr "專案的圖示和文字之間的間距。"
msgid "The vertical spacing between each line of text."
msgstr "每行文字之間的行距。"
msgid ""
"The size of the item text outline.\n"
"[b]Note:[/b] If using a font with [member FontFile."
"multichannel_signed_distance_field] enabled, its [member FontFile."
"msdf_pixel_range] must be set to at least [i]twice[/i] the value of "
"[theme_item outline_size] for outline rendering to look correct. Otherwise, "
"the outline may appear to be cut off earlier than intended."
msgstr ""
"專案文字輪廓的大小。\n"
"[b]注意:[/b]如果使用啟用了 [member FontFile."
"multichannel_signed_distance_field] 的字形,其 [member FontFile."
"msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓"
"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。"
msgid "The vertical spacing between items."
msgstr "專案選單之間的垂直間距。"
msgid "[Font] of the item's text."
msgstr "專案文字的字形 [Font] 。"
msgid "Font size of the item's text."
msgstr "專案文字的字形大小。"
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
msgstr "當該 [ItemList] 獲得焦點時,用作游標的樣式盒 [StyleBox]。"
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
msgstr "當該 [ItemList] 未獲得焦點時,用作游標的樣式盒 [StyleBox]。"
msgid ""
"The focused style for the [ItemList], drawn on top of the background, but "
"below everything else."
msgstr "該 [ItemList] 的焦點樣式,繪製在背景之上,但低於其他東西。"
msgid "[StyleBox] for the hovered, but not selected items."
msgstr "懸停但未被選中的專案的 [StyleBox]。"
msgid "The background style for the [ItemList]."
msgstr "該 [ItemList] 的預設背景。"
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
msgstr "所選項的樣式盒 [StyleBox],當該 [ItemList] 未獲得焦點時使用。"
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
msgstr "所選項的樣式盒 [StyleBox],當該 [ItemList] 獲得焦點時使用。"
msgid ""
"Singleton that connects the engine with the browser's JavaScript context in "
"Web export."
msgstr "單例,在 Web 匯出中將引擎與流覽器的 JavaScript 本文連接。"
msgid ""
"The JavaScriptBridge singleton is implemented only in the Web export. It's "
"used to access the browser's JavaScript context. This allows interaction with "
"embedding pages or calling third-party JavaScript APIs.\n"
"[b]Note:[/b] This singleton can be disabled at build-time to improve "
"security. By default, the JavaScriptBridge singleton is enabled. Official "
"export templates also have the JavaScriptBridge singleton enabled. See "
"[url=$DOCS_URL/contributing/development/compiling/compiling_for_web."
"html]Compiling for the Web[/url] in the documentation for more information."
msgstr ""
"JavaScriptBridge 單例僅在 Web 匯出中實作。它用於存取流覽器的 JavaScript 上下"
"文。這允許與嵌入頁面或呼叫協力廠商 JavaScript API 進行互動。\n"
"[b]注意:[/b]可以在建構時禁用該單例以提高安全性。預設情況下,啟用 "
"JavaScriptBridge 單例。官方匯出範本也啟用了 JavaScriptBridge 單例。有關詳細信"
"息,請參閱文件中的[url=$DOCS_URL/contributing/development/compiling/"
"compiling_for_web.html]《為 Web 平臺編譯》[/url]。"
msgid "Exporting for the Web: Calling JavaScript from script"
msgstr "為 Web 匯出:從腳本呼叫 JavaScript"
msgid ""
"Creates a reference to a [Callable] that can be used as a callback by "
"JavaScript. The reference must be kept until the callback happens, or it "
"won't be called at all. See [JavaScriptObject] for usage."
msgstr ""
"建立一個對可被 JavaScript 用作回呼函式的 [Callable] 的引用。該引用必須一直保留"
"到回呼函式發生,否則根本不會被呼叫。有關用法,請參閱 [JavaScriptObject]。"
msgid ""
"Creates a new JavaScript object using the [code]new[/code] constructor. The "
"[param object] must a valid property of the JavaScript [code]window[/code]. "
"See [JavaScriptObject] for usage."
msgstr ""
"使用 [code]new[/code] 建構子建立一個新的 JavaScript 物件。[param object] 必須"
"是 JavaScript [code]window[/code] 的有效屬性。有關用法,請參閱 "
"[JavaScriptObject]。"
msgid ""
"Prompts the user to download a file containing the specified [param buffer]. "
"The file will have the given [param name] and [param mime] type.\n"
"[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/"
"Media_type]MIME type[/url] provided based on the file [param name]'s "
"extension.\n"
"[b]Note:[/b] Browsers might block the download if [method download_buffer] is "
"not being called from a user interaction (e.g. button click).\n"
"[b]Note:[/b] Browsers might ask the user for permission or block the download "
"if multiple download requests are made in a quick succession."
msgstr ""
"提示使用者下載一個包含指定 [param buffer] 的檔。該檔將具有給定的 [param name] "
"和 [param mime] 型別。\n"
"[b]注意:[/b]流覽器可能會覆蓋根據檔 [param name] 的副檔名提供的 [url=https://"
"en.wikipedia.org/wiki/Media_type]MIME 型別[/url]。\n"
"[b]注意:[/b]如果 [method download_buffer] 不是從使用者互動(例如按鈕點擊)中"
"調用的,流覽器可能會阻止下載。\n"
"[b]注意:[/b]如果快速連續發出多個下載請求,流覽器可能會要求使用者同意或阻止下"
"載。"
msgid ""
"Force synchronization of the persistent file system (when enabled).\n"
"[b]Note:[/b] This is only useful for modules or extensions that can't use "
"[FileAccess] to write files."
msgstr ""
"強制同步持久化檔案系統(當啟用時)。\n"
"[b]注意:[/b]這僅對不能使用 [FileAccess] 寫入檔的模組或擴充有用。"
msgid ""
"Returns an interface to a JavaScript object that can be used by scripts. The "
"[param interface] must be a valid property of the JavaScript [code]window[/"
"code]. The callback must accept a single [Array] argument, which will contain "
"the JavaScript [code]arguments[/code]. See [JavaScriptObject] for usage."
msgstr ""
"返回一個可以被腳本使用的 JavaScript 物件的介面。[param interface] 必須是 "
"JavaScript [code]window[/code] 的有效屬性。回呼函式必須接受單個 [Array] 參數,"
"它將包含 JavaScript [code]arguments[/code]。有關用法,請參閱 "
"[JavaScriptObject]。"
msgid ""
"Returns [code]true[/code] if a new version of the progressive web app is "
"waiting to be activated.\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App."
msgstr ""
"如果該漸進式網路套用程式有新版本等待啟動,則返回 [code]true[/code]。\n"
"[b]注意:[/b]只在匯出為漸進式網路套用程式Progressive Web App時相關。"
msgid ""
"Performs the live update of the progressive web app. Forcing the new version "
"to be installed and the page to be reloaded.\n"
"[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n"
"[b]Note:[/b] Only relevant when exported as a Progressive Web App and [method "
"pwa_needs_update] returns [code]true[/code]."
msgstr ""
"執行該漸進式網路套用程式的線上更新。強制安裝新版本並重新載入該頁面。\n"
"[b]注意:[/b]你的套用程式將[b]在所有流覽器標籤頁中重新載入[/b]。\n"
"[b]注意:[/b]只在匯出為漸進式網路套用程式Progressive Web App且 [method "
"pwa_needs_update] 返回 [code]true[/code] 時相關。"
msgid ""
"Emitted when an update for this progressive web app has been detected but is "
"waiting to be activated because a previous version is active. See [method "
"pwa_update] to force the update to take place immediately."
msgstr ""
"在偵測到該漸進式網路套用程式的更新,但因為存在活動的較早版本而等待啟動時觸發。"
"要強制立即執行更新,請參閱 [method pwa_update]。"
msgid "A wrapper class for web native JavaScript objects."
msgstr "Web 原生 JavaScript 對象的封裝類。"
msgid ""
"JavaScriptObject is used to interact with JavaScript objects retrieved or "
"created via [method JavaScriptBridge.get_interface], [method JavaScriptBridge."
"create_object], or [method JavaScriptBridge.create_callback].\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var _my_js_callback = JavaScriptBridge.create_callback(myCallback) # This "
"reference must be kept\n"
"var console = JavaScriptBridge.get_interface(\"console\")\n"
"\n"
"func _init():\n"
" var buf = JavaScriptBridge.create_object(\"ArrayBuffer\", 10) # new "
"ArrayBuffer(10)\n"
" print(buf) # prints [JavaScriptObject:OBJECT_ID]\n"
" var uint8arr = JavaScriptBridge.create_object(\"Uint8Array\", buf) # new "
"Uint8Array(buf)\n"
" uint8arr[1] = 255\n"
" prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n"
" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
"\n"
" # Equivalent of JavaScriptBridge: Array.from(uint8arr)."
"forEach(myCallback)\n"
" JavaScriptBridge.get_interface(\"Array\").from(uint8arr)."
"forEach(_my_js_callback)\n"
"\n"
"func myCallback(args):\n"
" # Will be called with the parameters passed to the \"forEach\" callback\n"
" # [0, 0, [JavaScriptObject:1173]]\n"
" # [255, 1, [JavaScriptObject:1173]]\n"
" # ...\n"
" # [0, 9, [JavaScriptObject:1180]]\n"
" print(args)\n"
"[/codeblock]\n"
"[b]Note:[/b] Only available in the Web platform."
msgstr ""
"JavaScriptObject 用於與通過 [method JavaScriptBridge.get_interface]、[method "
"JavaScriptBridge.create_object] 或 [method JavaScriptBridge.create_callback] "
"檢索或建立的 JavaScript 物件進行互動。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"extends Node\n"
"\n"
"var _my_js_callback = JavaScriptBridge.create_callback(myCallback) # 必須保留"
"該引用\n"
"var console = JavaScriptBridge.get_interface(\"console\")\n"
"\n"
"func _init():\n"
" var buf = JavaScriptBridge.create_object(\"ArrayBuffer\", 10) # 新建 "
"ArrayBuffer(10)\n"
" print(buf) # 輸出 [JavaScriptObject:OBJECT_ID]\n"
" var uint8arr = JavaScriptBridge.create_object(\"Uint8Array\", buf) # 新建 "
"Uint8Array(buf)\n"
" uint8arr[1] = 255\n"
" prints(uint8arr[1], uint8arr.byteLength) # 輸出 255 10\n"
" console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
"255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
"\n"
" # 等效於 JavaScriptBridge: Array.from(uint8arr).forEach(myCallback)\n"
" JavaScriptBridge.get_interface(\"Array\").from(uint8arr)."
"forEach(_my_js_callback)\n"
"\n"
"func myCallback(args):\n"
" # 將使用傳遞給“forEach”回呼函式的參數呼叫\n"
" # [0, 0, [JavaScriptObject:1173]]\n"
" # [255, 1, [JavaScriptObject:1173]]\n"
" # ...\n"
" # [0, 9, [JavaScriptObject:1180]]\n"
" print(args)\n"
"[/codeblock]\n"
"[b]注意:[/b]僅在 Web 平臺上可用。"
msgid ""
"Singleton that connects the engine with Android plugins to interface with "
"native Android code."
msgstr "將引擎與 Android 外掛程式連接起來以與原生 Android 程式碼互動的單例。"
msgid ""
"The JNISingleton is implemented only in the Android export. It's used to call "
"methods and connect signals from an Android plugin written in Java or Kotlin. "
"Methods and signals can be called and connected to the JNISingleton as if it "
"is a Node. See [url=https://en.wikipedia.org/wiki/Java_Native_Interface]Java "
"Native Interface - Wikipedia[/url] for more information."
msgstr ""
"JNISingleton 僅在 Android 匯出中實作。它用於從用 Java 或 Kotlin 編寫的 "
"Android 外掛程式呼叫方法、連接訊號。方法和訊號可以被呼叫並連接到 "
"JNISingleton就好像它是一個 Node 一樣。有關更多資訊,請參閱 [url=https://zh."
"wikipedia.org/zh-cn/Java%E6%9C%AC%E5%9C%B0%E6%8E%A5%E5%8F%A3]Java 本地介面 - "
"維琪百科[/url]。"
msgid "Creating Android plugins"
msgstr "建立 Android 外掛程式"
msgid "Abstract base class for all 2D physics joints."
msgstr "所有 2D 物理關節的抽象基底類別。"
msgid ""
"Abstract base class for all joints in 2D physics. 2D joints bind together two "
"physics bodies and apply a constraint."
msgstr ""
"2D 物理中所有關節的抽象基底類別。2D 關節能夠將兩個物理體綁定在一起並施加約束。"
msgid "Returns the joint's [RID]."
msgstr "返回對象的 [RID]。"
msgid ""
"If [code]true[/code], [member node_a] and [member node_b] can not collide."
msgstr ""
"如果為 [code]true[/code],則 [member node_a] 和 [member node_b] 無法碰撞。"
msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr "連接到關節的第一個實體。必須繼承自 [PhysicsBody2D] 。"
msgid "The second body attached to the joint. Must derive from [PhysicsBody2D]."
msgstr "連接到關節的第二個實體。必須繼承自 [PhysicsBody2D]。"
msgid "Abstract base class for all 3D physics joints."
msgstr "所有 3D 物理關節的抽象基底類別。"
msgid ""
"Abstract base class for all joints in 3D physics. 3D joints bind together two "
"physics bodies and apply a constraint."
msgstr ""
"3D 物理中所有關節的抽象基底類別。3D 關節能夠將兩個物理體綁定在一起並施加約束。"
msgid "3D Truck Town Demo"
msgstr "3D 貨車鎮演示"
msgid ""
"If [code]true[/code], the two bodies of the nodes are not able to collide "
"with each other."
msgstr "如果為 [code]true[/code],則節點的兩個主體無法相互碰撞。"
msgid "The node attached to the first side (A) of the joint."
msgstr "連接到關節第一側A的節點。"
msgid "The node attached to the second side (B) of the joint."
msgstr "連接到關節第二側B的節點。"
msgid ""
"The priority used to define which solver is executed first for multiple "
"joints. The lower the value, the higher the priority."
msgstr ""
"用於定義哪個解算器在多個關節中被首先執行的優先順序。數值越低,優先順序越高。"
msgid "Helper class for creating and parsing JSON data."
msgstr "用於建立和解析 JSON 資料的輔助類。"
msgid ""
"The [JSON] enables all data types to be converted to and from a JSON string. "
"This useful for serializing data to save to a file or send over the network.\n"
"[method stringify] is used to convert any data type into a JSON string.\n"
"[method parse] is used to convert any existing JSON data into a [Variant] "
"that can be used within Godot. If successfully parsed, use [member data] to "
"retrieve the [Variant], and use [code]typeof[/code] to check if the Variant's "
"type is what you expect. JSON Objects are converted into a [Dictionary], but "
"JSON data can be used to store [Array]s, numbers, [String]s and even just a "
"boolean.\n"
"[b]Example[/b]\n"
"[codeblock]\n"
"var data_to_send = [\"a\", \"b\", \"c\"]\n"
"var json_string = JSON.stringify(data_to_send)\n"
"# Save data\n"
"# ...\n"
"# Retrieve data\n"
"var json = JSON.new()\n"
"var error = json.parse(json_string)\n"
"if error == OK:\n"
" var data_received = json.data\n"
" if typeof(data_received) == TYPE_ARRAY:\n"
" print(data_received) # Prints array\n"
" else:\n"
" print(\"Unexpected data\")\n"
"else:\n"
" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
"json_string, \" at line \", json.get_error_line())\n"
"[/codeblock]\n"
"Alternatively, you can parse string using the static [method parse_string] "
"method, but it doesn't allow to handle errors.\n"
"[codeblock]\n"
"var data = JSON.parse_string(json_string) # Returns null if parsing failed.\n"
"[/codeblock]\n"
"[b]Note:[/b] Both parse methods do not fully comply with the JSON "
"specification:\n"
"- Trailing commas in arrays or objects are ignored, instead of causing a "
"parser error.\n"
"- New line and tab characters are accepted in string literals, and are "
"treated like their corresponding escape sequences [code]\\n[/code] and "
"[code]\\t[/code].\n"
"- Numbers are parsed using [method String.to_float] which is generally more "
"lax than the JSON specification.\n"
"- Certain errors, such as invalid Unicode sequences, do not cause a parser "
"error. Instead, the string is cleansed and an error is logged to the console."
msgstr ""
"[JSON] 允許所有資料型別與 JSON 字串相互轉換。 這對於序列化資料以保存到檔或通過"
"網路發送很有用。\n"
"[method stringify] 用於將任何資料型別轉換為 JSON 字串。\n"
"[method parse] 用於將任何現有的 JSON 資料轉換為可以在 Godot 中使用的 "
"[Variant]。如果解析成功,使用 [member data] 檢索 [Variant],並使用 "
"[code]typeof[/code] 檢查 Variant 的型別是否符合你的預期。JSON 對象被轉換為 "
"[Dictionary],但 JSON 資料可用於儲存 [Array]、數位、[String],甚至只是一個布爾"
"值。\n"
"[b]範例[/b]\n"
"[codeblock]\n"
"var data_to_send = [\"a\", \"b\", \"c\"]\n"
"var json_string = JSON.stringify(data_to_send)\n"
"# 保存資料\n"
"# ...\n"
"# 檢索資料\n"
"var json = JSON.new()\n"
"var error = json.parse(json_string)\n"
"if error == OK:\n"
" var data_received = json.data\n"
" if typeof(data_received) == TYPE_ARRAY:\n"
" print(data_received) # 輸出 array\n"
" else:\n"
" print(\"Unexpected data\")\n"
"else:\n"
" print(\"JSON Parse Error: \", json.get_error_message(), \" in \", "
"json_string, \" at line \", json.get_error_line())\n"
"[/codeblock]\n"
"或者,你可以使用靜態 [method parse_string] 方法解析字串,但它不允許處理錯"
"誤。\n"
"[codeblock]\n"
"var data = JSON.parse_string(json_string) # 如果解析失敗則返回 null。\n"
"[/codeblock]\n"
"[b]注意:[/b]兩種解析方式都不完全符合 JSON 規範:\n"
"- 陣列或物件中的尾隨逗號將被忽略,而不是引起解析器錯誤。\n"
"- 分行符號和定位字元在字串文字中被接受,並被視為它們相應的轉義序列 [code]\\n[/"
"code] 和 [code]\\t[/code]。\n"
"- 使用 [method String.to_float] 解析數位,這通常比 JSON 規範更寬鬆。\n"
"- 某些錯誤,例如無效的 Unicode 序列,不會導致解析器錯誤。相反,該字串會被清理"
"並將錯誤記錄到控制台。"
msgid ""
"Returns [code]0[/code] if the last call to [method parse] was successful, or "
"the line number where the parse failed."
msgstr ""
"如果上一次呼叫 [method parse] 成功,則返回 [code]0[/code],否則返回解析失敗的"
"行號。"
msgid ""
"Returns an empty string if the last call to [method parse] was successful, or "
"the error message if it failed."
msgstr ""
"如果上一次呼叫 [method parse] 成功,則返回空字串,否則返回失敗時的錯誤消息。"
msgid ""
"Return the text parsed by [method parse] as long as the function is "
"instructed to keep it."
msgstr "只要該函式被指示以保留該文字,就返回由 [method parse] 解析的文字。"
msgid ""
"Attempts to parse the [param json_text] provided.\n"
"Returns an [enum Error]. If the parse was successful, it returns [constant "
"OK] and the result can be retrieved using [member data]. If unsuccessful, use "
"[method get_error_line] and [method get_error_message] for identifying the "
"source of the failure.\n"
"Non-static variant of [method parse_string], if you want custom error "
"handling.\n"
"The optional [param keep_text] argument instructs the parser to keep a copy "
"of the original text. This text can be obtained later by using the [method "
"get_parsed_text] function and is used when saving the resource (instead of "
"generating new text from [member data])."
msgstr ""
"嘗試解析提供的 [param json_text]。\n"
"返回一個 [enum Error]。如果解析成功,則它返回 [constant OK],並且可以使用 "
"[member data] 檢索該結果。如果不成功,請使用 [method get_error_line] 和 "
"[method get_error_message] 來識別失敗的原因。\n"
"如果想要自訂錯誤處理,可以使用的 [method parse_string] 的非靜態變體。\n"
"可選的 [param keep_text] 參數指示該解析器保留一份原始文字的副本。該文字稍後可"
"以使用 [method get_parsed_text] 函式獲取,並在保存資源時使用(而不是從 "
"[member data] 生成新文字)。"
msgid ""
"Attempts to parse the [param json_string] provided and returns the parsed "
"data. Returns [code]null[/code] if parse failed."
msgstr ""
"試圖解析提供的 [param json_string],並返回解析後的資料。如果解析失敗,返回 "
"[code]null[/code]。"
msgid ""
"Converts a [Variant] var to JSON text and returns the result. Useful for "
"serializing data to store or send over the network.\n"
"[b]Note:[/b] The JSON specification does not define integer or float types, "
"but only a [i]number[/i] type. Therefore, converting a Variant to JSON text "
"will convert all numerical values to [float] types.\n"
"[b]Note:[/b] If [param full_precision] is [code]true[/code], when "
"stringifying floats, the unreliable digits are stringified in addition to the "
"reliable digits to guarantee exact decoding.\n"
"The [param indent] parameter controls if and how something is indented, the "
"string used for this parameter will be used where there should be an indent "
"in the output, even spaces like [code]\" \"[/code] will work. [code]\\t[/"
"code] and [code]\\n[/code] can also be used for a tab indent, or to make a "
"newline for each indent respectively.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"## JSON.stringify(my_dictionary)\n"
"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
"\"value_1\"}]}\n"
"\n"
"## JSON.stringify(my_dictionary, \"\\t\")\n"
"{\n"
" \"name\": \"my_dictionary\",\n"
" \"version\": \"1.0.0\",\n"
" \"entities\": [\n"
" {\n"
" \"name\": \"entity_0\",\n"
" \"value\": \"value_0\"\n"
" },\n"
" {\n"
" \"name\": \"entity_1\",\n"
" \"value\": \"value_1\"\n"
" }\n"
" ]\n"
"}\n"
"\n"
"## JSON.stringify(my_dictionary, \"...\")\n"
"{\n"
"...\"name\": \"my_dictionary\",\n"
"...\"version\": \"1.0.0\",\n"
"...\"entities\": [\n"
"......{\n"
".........\"name\": \"entity_0\",\n"
".........\"value\": \"value_0\"\n"
"......},\n"
"......{\n"
".........\"name\": \"entity_1\",\n"
".........\"value\": \"value_1\"\n"
"......}\n"
"...]\n"
"}\n"
"[/codeblock]"
msgstr ""
"將 [Variant] 變數轉換為 JSON 文字並返回結果。可用於將資料進行序列化保存或通過"
"網路發送。\n"
"[b]注意:[/b]JSON 規範沒有定義整數和浮點數型別,只有一個[i]數字[/i]型別。因"
"此,將 Variant 轉換為 JSON 文字會將所有數位值轉換為 [float] 型別。\n"
"[b]注意:[/b]如果 [param full_precision] 為 [code]true[/code],則在字串化浮點"
"數時,除可靠數位外,還將對不可靠數位進行字串化,以保證準確解碼。\n"
"[param indent] 參數控制是否縮進以及如何縮進,用於輸出該參數的字串時應該有縮進"
"的地方,甚至可以使用空格 [code]\" \"[/code]。[code]\\t[/code] 和 [code]\\n[/"
"code] 可用於定位字元縮進,或分別為每個縮進換行。\n"
"[b]範例輸出:[/b]\n"
"[codeblock]\n"
"## JSON.stringify(my_dictionary)\n"
"{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
"\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
"\"value_1\"}]}\n"
"\n"
"## JSON.stringify(my_dictionary, \"\\t\")\n"
"{\n"
" \"name\": \"my_dictionary\",\n"
" \"version\": \"1.0.0\",\n"
" \"entities\": [\n"
" {\n"
" \"name\": \"entity_0\",\n"
" \"value\": \"value_0\"\n"
" },\n"
" {\n"
" \"name\": \"entity_1\",\n"
" \"value\": \"value_1\"\n"
" }\n"
" ]\n"
"}\n"
"\n"
"## JSON.stringify(my_dictionary, \"...\")\n"
"{\n"
"...\"name\": \"my_dictionary\",\n"
"...\"version\": \"1.0.0\",\n"
"...\"entities\": [\n"
"......{\n"
".........\"name\": \"entity_0\",\n"
".........\"value\": \"value_0\"\n"
"......},\n"
"......{\n"
".........\"name\": \"entity_1\",\n"
".........\"value\": \"value_1\"\n"
"......}\n"
"...]\n"
"}\n"
"[/codeblock]"
msgid "Contains the parsed JSON data in [Variant] form."
msgstr "包含解析到的 JSON 資料,型別為 [Variant]。"
msgid "A helper to handle dictionaries which look like JSONRPC documents."
msgstr "用於處理看起來像 JSONRPC 文件的字典的輔助類。"
msgid ""
"[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a "
"method call in a [JSON] object. The object has a particular structure and "
"identifies which method is called, the parameters to that function, and "
"carries an ID to keep track of responses. This class implements that standard "
"on top of [Dictionary]; you will have to convert between a [Dictionary] and "
"[JSON] with other functions."
msgstr ""
"[url=https://www.jsonrpc.org/]JSON-RPC[/url] 是一項標準,它將方法呼叫包裝在一"
"個 [JSON] 對象中。該物件有一個特定的結構,並標識出哪個方法被呼叫,該函式的參"
"數,並攜帶一個 ID 來追蹤響應。這個類在 [Dictionary] 之上實作了該標準;你必須用"
"其他函式在 [Dictionary] 和 [JSON] 之間進行轉換。"
msgid ""
"Returns a dictionary in the form of a JSON-RPC notification. Notifications "
"are one-shot messages which do not expect a response.\n"
"- [param method]: Name of the method being called.\n"
"- [param params]: An array or dictionary of parameters being passed to the "
"method."
msgstr ""
"返回 JSON-RPC 通知形式的字典。通知是一次性的資訊,不需要有回應。\n"
"- [param method]:被呼叫的方法的名稱。\n"
"- [param params]:傳遞給該被呼叫的方法的參數的陣列或字典。"
msgid ""
"Returns a dictionary in the form of a JSON-RPC request. Requests are sent to "
"a server with the expectation of a response. The ID field is used for the "
"server to specify which exact request it is responding to.\n"
"- [param method]: Name of the method being called.\n"
"- [param params]: An array or dictionary of parameters being passed to the "
"method.\n"
"- [param id]: Uniquely identifies this request. The server is expected to "
"send a response with the same ID."
msgstr ""
"以 JSON-RPC 請求的形式返回字典。請求被發送到伺服器並期望得到回應。ID 欄位用於"
"伺服器指定它正在回應的確切請求。\n"
"- [param method]:被呼叫的方法的名稱。\n"
"- [param params]:傳遞給該被呼叫的方法的參數的陣列或字典。\n"
"- [param id]:唯一標識該請求。伺服器應發送具有相同 ID 的回應。"
msgid ""
"When a server has received and processed a request, it is expected to send a "
"response. If you did not want a response then you need to have sent a "
"Notification instead.\n"
"- [param result]: The return value of the function which was called.\n"
"- [param id]: The ID of the request this response is targeted to."
msgstr ""
"當伺服器接收並處理了請求時,它應該發送回應。如果不想要回應,則需要發送通知。\n"
"- [param result]:被呼叫的函式的返回值。\n"
"- [param id]:該回應針對的請求的 ID。"
msgid ""
"Creates a response which indicates a previous reply has failed in some way.\n"
"- [param code]: The error code corresponding to what kind of error this is. "
"See the [enum ErrorCode] constants.\n"
"- [param message]: A custom message about this error.\n"
"- [param id]: The request this error is a response to."
msgstr ""
"建立回應,指示先前的回復以某種方式失敗。\n"
"- [param code]:這是哪種錯誤對應的錯誤程式碼。請參閱 [enum ErrorCode] 常數。\n"
"- [param message]:關於該錯誤的自訂消息。\n"
"- [param id]:該錯誤作為回應對應的請求。"
msgid ""
"Given a Dictionary which takes the form of a JSON-RPC request: unpack the "
"request and run it. Methods are resolved by looking at the field called "
"\"method\" and looking for an equivalently named function in the JSONRPC "
"object. If one is found that method is called.\n"
"To add new supported methods extend the JSONRPC class and call [method "
"process_action] on your subclass.\n"
"[param action]: The action to be run, as a Dictionary in the form of a JSON-"
"RPC request or notification."
msgstr ""
"給定採用 JSON-RPC 請求形式的字典解壓請求並運作它。通過查看名為“method”的字"
"段,並在 JSONRPC 物件中搜尋等效命名的函式來解析方法。如果找到,則呼叫該方"
"法。\n"
"要新增新的受支援方法,請擴充 JSONRPC 類並在你的子類別上呼叫 [method "
"process_action]。\n"
"[param action]:要運作的動作,作為 JSON-RPC 請求或通知形式的字典。"
msgid ""
"A method call was requested but no function of that name existed in the "
"JSONRPC subclass."
msgstr "請求了方法呼叫,但 JSONRPC 子類別中不存在該名稱的函式。"
msgid "Holds collision data from the movement of a [PhysicsBody2D]."
msgstr "存放移動 [PhysicsBody2D] 所產生的碰撞資料。"
msgid ""
"Holds collision data from the movement of a [PhysicsBody2D], usually from "
"[method PhysicsBody2D.move_and_collide]. When a [PhysicsBody2D] is moved, it "
"stops if it detects a collision with another body. If a collision is "
"detected, a [KinematicCollision2D] object is returned.\n"
"The collision data includes the colliding object, the remaining motion, and "
"the collision position. This data can be used to determine a custom response "
"to the collision."
msgstr ""
"存放移動 [PhysicsBody2D] 所產生的碰撞資料,通常是由 [method PhysicsBody2D."
"move_and_collide] 產生的。移動 [PhysicsBody2D] 時,它會在偵測到與另一個實體發"
"生碰撞時停止。偵測到碰撞時就會返回 [KinematicCollision2D] 對象。\n"
"碰撞封包括碰撞物件、剩餘運動和碰撞位置。可以使用該資料進行碰撞的自訂響應。"
msgid ""
"Returns the collision angle according to [param up_direction], which is "
"[constant Vector2.UP] by default. This value is always positive."
msgstr ""
"根據 [param up_direction] 返回碰撞角度,[param up_direction] 預設為 [constant "
"Vector2.UP]。該返回值始終為正。"
msgid "Returns the colliding body's attached [Object]."
msgstr "返回該碰撞實體所附加的 [Object]。"
msgid ""
"Returns the unique instance ID of the colliding body's attached [Object]. See "
"[method Object.get_instance_id]."
msgstr ""
"返回該碰撞物體附加的 [Object] 的唯一實例 ID。見 [method Object."
"get_instance_id]。"
msgid "Returns the colliding body's [RID] used by the [PhysicsServer2D]."
msgstr "返回 [PhysicsServer2D] 使用的碰撞物體的 [RID]。"
msgid "Returns the colliding body's shape."
msgstr "返回該碰撞物體的形狀。"
msgid "Returns the colliding body's shape index. See [CollisionObject2D]."
msgstr "返回該碰撞物體形狀的索引。見 [CollisionObject2D]。"
msgid "Returns the colliding body's velocity."
msgstr "返回該碰撞物體的速度。"
msgid ""
"Returns the colliding body's length of overlap along the collision normal."
msgstr "返回該碰撞物體沿碰撞法線覆蓋的長度。"
msgid "Returns the moving object's colliding shape."
msgstr "返回移動對象的碰撞形狀。"
msgid "Returns the colliding body's shape's normal at the point of collision."
msgstr "返回該碰撞物體的形狀在碰撞點的法線。"
msgid "Returns the point of collision in global coordinates."
msgstr "返回碰撞點,使用全域座標。"
msgid "Returns the moving object's remaining movement vector."
msgstr "返回移動對象的剩餘移動向量。"
msgid "Returns the moving object's travel before collision."
msgstr "返回移動物件的在碰撞前的運動。"
msgid "Holds collision data from the movement of a [PhysicsBody3D]."
msgstr "存放移動 [PhysicsBody3D] 所產生的碰撞資料。"
msgid ""
"Holds collision data from the movement of a [PhysicsBody3D], usually from "
"[method PhysicsBody3D.move_and_collide]. When a [PhysicsBody3D] is moved, it "
"stops if it detects a collision with another body. If a collision is "
"detected, a [KinematicCollision3D] object is returned.\n"
"The collision data includes the colliding object, the remaining motion, and "
"the collision position. This data can be used to determine a custom response "
"to the collision."
msgstr ""
"存放移動 [PhysicsBody3D] 所產生的碰撞資料,通常是由 [method PhysicsBody3D."
"move_and_collide] 產生的。移動 [PhysicsBody3D] 時,它會在偵測到與另一個實體發"
"生碰撞時停止。偵測到碰撞時就會返回 [KinematicCollision3D] 對象。\n"
"碰撞封包括碰撞物件、剩餘運動和碰撞位置。可以使用該資料進行碰撞的自訂響應。"
msgid ""
"Returns the collision angle according to [param up_direction], which is "
"[constant Vector3.UP] by default. This value is always positive."
msgstr ""
"根據 [param up_direction] 返回碰撞角度,預設為 [constant Vector3.UP]。該值始終"
"為正。"
msgid ""
"Returns the colliding body's attached [Object] given a collision index (the "
"deepest collision by default)."
msgstr "給定碰撞索引(預設情況下最深的碰撞),返回該碰撞實體所附加的 [Object]。"
msgid ""
"Returns the unique instance ID of the colliding body's attached [Object] "
"given a collision index (the deepest collision by default). See [method "
"Object.get_instance_id]."
msgstr ""
"給定碰撞索引(預設情況下最深的碰撞),返回該碰撞實體所附加的 [Object] 的唯一實"
"例 ID。請參閱 [method Object.get_instance_id]。"
msgid ""
"Returns the colliding body's [RID] used by the [PhysicsServer3D] given a "
"collision index (the deepest collision by default)."
msgstr ""
"給定碰撞索引(預設情況下最深的碰撞),返回被 [PhysicsServer3D] 使用的碰撞實體"
"的 [RID]。"
msgid ""
"Returns the colliding body's shape given a collision index (the deepest "
"collision by default)."
msgstr "給定碰撞索引(預設情況下最深的碰撞),返回該碰撞實體的形狀。"
msgid ""
"Returns the colliding body's shape index given a collision index (the deepest "
"collision by default). See [CollisionObject3D]."
msgstr ""
"給定碰撞索引(預設情況下最深的碰撞),返回該碰撞實體的形狀索引。請參閱 "
"[CollisionObject3D]。"
msgid ""
"Returns the colliding body's velocity given a collision index (the deepest "
"collision by default)."
msgstr "給定碰撞索引(預設情況下最深的碰撞),返回該碰撞實體的速度。"
msgid "Returns the number of detected collisions."
msgstr "返回偵測到的碰撞次數。"
msgid ""
"Returns the moving object's colliding shape given a collision index (the "
"deepest collision by default)."
msgstr "給定碰撞索引(預設情況下最深的碰撞),返回移動的物件的碰撞形狀。"
msgid ""
"Returns the colliding body's shape's normal at the point of collision given a "
"collision index (the deepest collision by default)."
msgstr ""
"給定碰撞索引(預設情況下最深的碰撞),返回在碰撞點處該碰撞實體的形狀的法線。"
msgid ""
"Returns the point of collision in global coordinates given a collision index "
"(the deepest collision by default)."
msgstr "給定碰撞索引(預設情況下最深的碰撞),返回以全域座標表示的碰撞點。"
msgid "A control for displaying plain text."
msgstr "用於顯示純文字的控制項。"
msgid ""
"A control for displaying plain text. It gives you control over the horizontal "
"and vertical alignment and can wrap the text inside the node's bounding "
"rectangle. It doesn't support bold, italics, or other rich text formatting. "
"For that, use [RichTextLabel] instead."
msgstr ""
"用於顯示純文字的控制項。可以控制水平和垂直對齊方式以及文字在節點包圍框內的換行"
"方式。不支援粗體、斜體等富文字格式。這種需求請改用 [RichTextLabel]。"
msgid "Returns the number of lines of text the Label has."
msgstr "返回該 Label 的文字行數。"
msgid ""
"Returns the height of the line [param line].\n"
"If [param line] is set to [code]-1[/code], returns the biggest line height.\n"
"If there are no lines, returns font size in pixels."
msgstr ""
"返回行 [param line] 的高度。\n"
"如果 [param line] 被設定為 [code]-1[/code] ,則返回最大的行高。\n"
"如果沒有行,則返回字形大小,單位是圖元。"
msgid ""
"Returns the total number of printable characters in the text (excluding "
"spaces and newlines)."
msgstr "返回文字中可列印的字元總數,不包括空格和分行符號。"
msgid ""
"Returns the number of lines shown. Useful if the [Label]'s height cannot "
"currently display all lines."
msgstr "返回顯示的行數。如果 [Label] 的高度目前無法顯示所有的行數,將會有用。"
msgid ""
"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text "
"gets wrapped inside the node's bounding rectangle. If you resize the node, it "
"will change its height automatically to show all the text. To see how each "
"mode behaves, see [enum TextServer.AutowrapMode]."
msgstr ""
"如果設定為 [constant TextServer.AUTOWRAP_OFF] 以外的值,則文字將在節點的邊界矩"
"形內自動換行。如果你調整節點大小,就會自動更改其高度,從而顯示所有文字。要瞭解"
"每種模式的行為方式,請參閱 [enum TextServer.AutowrapMode]。"
msgid ""
"If [code]true[/code], the Label only shows the text that fits inside its "
"bounding rectangle and will clip text horizontally."
msgstr ""
"如果為 [code]true[/code]Label 將僅顯示位於其邊界矩形內部的文字,並將水平裁剪"
"文字。"
msgid ""
"Controls the text's horizontal alignment. Supports left, center, right, and "
"fill, or justify. Set it to one of the [enum HorizontalAlignment] constants."
msgstr ""
"控制文字的水平對齊方式。支援左對齊、居中對齊、右對齊、和填充、或兩端對齊。將其"
"設定為 [enum HorizontalAlignment] 常數之一。"
msgid ""
"Line fill alignment rules. For more info see [enum TextServer."
"JustificationFlag]."
msgstr "行兩端對齊規則。詳見 [enum TextServer.JustificationFlag]。"
msgid ""
"A [LabelSettings] resource that can be shared between multiple [Label] nodes. "
"Takes priority over theme properties."
msgstr "[LabelSettings] 資源,可以在多個 [Label] 節點之間共用。優先於主題屬性。"
msgid "Limits the lines of text the node shows on screen."
msgstr "限制節點在螢幕上顯示的文字行數。"
msgid "Set BiDi algorithm override for the structured text."
msgstr "為結構化文字設定 BiDi 演算法覆蓋。"
msgid "Set additional options for BiDi override."
msgstr "設定 BiDi 覆蓋的附加選項。"
msgid "Aligns text to the given tab-stops."
msgstr "將文字與給定的定位停駐點對齊。"
msgid "The text to display on screen."
msgstr "要在螢幕上顯示的文字。"
msgid "If [code]true[/code], all the text displays as UPPERCASE."
msgstr "如果為 [code]true[/code],所有文字都將顯示為大寫。"
msgid ""
"Controls the text's vertical alignment. Supports top, center, bottom, and "
"fill. Set it to one of the [enum VerticalAlignment] constants."
msgstr ""
"控制文字的垂直對齊方式。支援頂部對齊、居中對齊、底部對齊、和填充。將其設定為 "
"[enum VerticalAlignment] 常數之一。"
msgid ""
"The number of characters to display. If set to [code]-1[/code], all "
"characters are displayed. This can be useful when animating the text "
"appearing in a dialog box.\n"
"[b]Note:[/b] Setting this property updates [member visible_ratio] accordingly."
msgstr ""
"要顯示的字元數。如果設定為 [code]-1[/code],則顯示所有字元。這用於在對話方塊中"
"為顯示的文字設定動畫。\n"
"[b]注意:[/b]設定該屬性會相應地更新 [member visible_ratio]。"
msgid ""
"Sets the clipping behavior when [member visible_characters] or [member "
"visible_ratio] is set. See [enum TextServer.VisibleCharactersBehavior] for "
"more info."
msgstr ""
"設定 [member visible_characters] 或 [member visible_ratio] 被設定時的裁剪行"
"為。有關詳細資訊,請參閱 [enum TextServer.VisibleCharactersBehavior]。"
msgid ""
"The fraction of characters to display, relative to the total number of "
"characters (see [method get_total_character_count]). If set to [code]1.0[/"
"code], all characters are displayed. If set to [code]0.5[/code], only half of "
"the characters will be displayed. This can be useful when animating the text "
"appearing in a dialog box.\n"
"[b]Note:[/b] Setting this property updates [member visible_characters] "
"accordingly."
msgstr ""
"相對於字元總數(參見 [method get_total_character_count]),要顯示的字元的占"
"比。如果設定為 [code]1.0[/code],則顯示所有字元。如果設定為 [code]0.5[/code]"
"則只顯示一半的字元。這用於在對話方塊中為顯示的文字設定動畫。\n"
"[b]注意:[/b]設定該屬性會相應地更新 [member visible_characters]。"
msgid "Default text [Color] of the [Label]."
msgstr "[Label] 標籤的預設文字顏色 [Color]。"
msgid "The color of text outline."
msgstr "文字輪廓的顏色。"
msgid "[Color] of the text's shadow effect."
msgstr "文字陰影效果的顏色 [Color]。"
msgid "Vertical space between lines in multiline [Label]."
msgstr "多行 [Label] 中,行與行之間的垂直間距。"
msgid ""
"Text outline size.\n"
"[b]Note:[/b] If using a font with [member FontFile."
"multichannel_signed_distance_field] enabled, its [member FontFile."
"msdf_pixel_range] must be set to at least [i]twice[/i] the value of "
"[theme_item outline_size] for outline rendering to look correct. Otherwise, "
"the outline may appear to be cut off earlier than intended."
msgstr ""
"文字輪廓的大小。\n"
"[b]注意:[/b]如果使用啟用了 [member FontFile."
"multichannel_signed_distance_field] 的字形,其 [member FontFile."
"msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓"
"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。"
msgid "The horizontal offset of the text's shadow."
msgstr "文字陰影的水平偏移。"
msgid "The vertical offset of the text's shadow."
msgstr "文字陰影的垂直偏移。"
msgid "The size of the shadow outline."
msgstr "陰影輪廓的大小。"
msgid "[Font] used for the [Label]'s text."
msgstr "用於標籤 [Label] 文字的字形 [Font]。"
msgid "Font size of the [Label]'s text."
msgstr "該 [Label] 文字的字形大小。"
msgid "Background [StyleBox] for the [Label]."
msgstr "為 [Label] 設定背景樣式盒 [StyleBox]。"
msgid "A node for displaying plain text in 3D space."
msgstr "用於在 3D 空間顯示純文字的節點。"
msgid ""
"A node for displaying plain text in 3D space. By adjusting various properties "
"of this node, you can configure things such as the text's appearance and "
"whether it always faces the camera."
msgstr ""
"用於在 3D 空間顯示純文字的節點。通過調整該節點的各種屬性,可以配置文字外觀、是"
"否面朝相機等功能。"
msgid "3D text"
msgstr "3D 文字"
msgid ""
"Returns a [TriangleMesh] with the label's vertices following its current "
"configuration (such as its [member pixel_size])."
msgstr ""
"返回使用該標籤的頂點組成的 [TriangleMesh],遵循目前的配置(例如 [member "
"pixel_size])。"
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
"DrawFlags] for a list of flags."
msgstr ""
"如果為 [code]true[/code],會啟用指定的旗標。旗標列表請參閱 [enum Label3D."
"DrawFlags]。"
msgid ""
"The type of alpha antialiasing to apply. See [enum BaseMaterial3D."
"AlphaAntiAliasing]."
msgstr "要套用的 Alpha 抗鋸齒型別。見 [enum BaseMaterial3D.AlphaAntiAliasing]。"
msgid ""
"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
"possible values."
msgstr "該精靈的 Alpha 裁剪模式。可能的取值見 [enum AlphaCutMode]。"
msgid "Threshold at which the alpha scissor will discard values."
msgstr "Alpha 裁剪丟棄數值的閾值。"
msgid ""
"The billboard mode to use for the label. See [enum BaseMaterial3D."
"BillboardMode] for possible values."
msgstr "該標籤的公告板模式。可能的值見 [enum BaseMaterial3D.BillboardMode]。"
msgid ""
"If [code]true[/code], text can be seen from the back as well, if [code]false[/"
"code], it is invisible when looking at it from behind."
msgstr ""
"如果為 [code]true[/code],則從後面也可以看到文字,如果為 [code]false[/code]"
"則從後面看它是不可見的。"
msgid ""
"If [code]true[/code], the label is rendered at the same size regardless of "
"distance."
msgstr "如果為 [code]true[/code],則無論距離遠近,標籤都以相同的尺寸呈現。"
msgid "Font configuration used to display text."
msgstr "用於顯示文字的字形配置。"
msgid ""
"Font size of the [Label3D]'s text. To make the font look more detailed when "
"up close, increase [member font_size] while decreasing [member pixel_size] at "
"the same time.\n"
"Higher font sizes require more time to render new characters, which can cause "
"stuttering during gameplay."
msgstr ""
"[Label3D] 文字的字形大小。為了讓字形在近距離時看起來更細膩,可增加 [member "
"font_size],同時減小 [member pixel_size]。\n"
"較大的字形大小需要更多時間來渲染新字元,這可能會導致在遊戲過程中卡頓。"
msgid "Vertical space between lines in multiline [Label3D]."
msgstr "多行 [Label3D] 中,行與行之間的垂直間距。"
msgid "Text [Color] of the [Label3D]."
msgstr "該 [Label3D] 的文字顏色 [Color]。"
msgid "The text drawing offset (in pixels)."
msgstr "文字繪製偏移(單位為圖元)。"
msgid "The tint of text outline."
msgstr "文字輪廓的色調。"
msgid ""
"Sets the render priority for the text outline. Higher priority objects will "
"be sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"設定文字輪廓的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n"
"[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設"
"值)時適用。\n"
"[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序"
"方式。這是因為不透明物件不被排序,而透明物件則從後往前排序(取決於優先順序)。"
msgid "Text outline size."
msgstr "文字輪廓大小。"
msgid ""
"The size of one pixel's width on the label to scale it in 3D. To make the "
"font look more detailed when up close, increase [member font_size] while "
"decreasing [member pixel_size] at the same time."
msgstr ""
"標籤中一個圖元寬度對應縮放至的 3D 大小。要讓字形在較近距離時也能夠看到細節,請"
"在減小 [member pixel_size] 的同時增大 [member font_size]。"
msgid ""
"Sets the render priority for the text. Higher priority objects will be sorted "
"in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"設定文字的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n"
"[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設"
"值)時適用。\n"
"[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序"
"方式。這是因為不透明物件不被排序,而透明物件則從後往前排序(取決於優先順序)。"
msgid ""
"If [code]true[/code], the [Light3D] in the [Environment] has effects on the "
"label."
msgstr ""
"如果為 [code]true[/code],則 [Environment] 中的 [Light3D] 會影響該標籤。"
msgid ""
"Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for "
"options."
msgstr "紋理的篩選旗標。選項見 [enum BaseMaterial3D.TextureFilter]。"
msgid ""
"Controls the text's vertical alignment. Supports top, center, bottom. Set it "
"to one of the [enum VerticalAlignment] constants."
msgstr ""
"控制文字的垂直對齊方式。支援頂部對齊、居中對齊、底部對齊。請將其設定為 [enum "
"VerticalAlignment] 常數。"
msgid "Text width (in pixels), used for autowrap and fill alignment."
msgstr "文字寬度(單位為圖元),用於自動換行和填充對齊。"
msgid "If set, lights in the environment affect the label."
msgstr "如果打開,環境中的燈光會影響該標籤。"
msgid ""
"If set, text can be seen from the back as well. If not, the text is invisible "
"when looking at it from behind."
msgstr "如果打開,從後面也可以看到文字。如果不打開,從後面看該文字是不可見的。"
msgid ""
"Disables the depth test, so this object is drawn on top of all others. "
"However, objects drawn after it in the draw order may cover it."
msgstr ""
"禁用深度測試,所以這個物件被畫在所有其他物件的上面。但是,在繪製順序中,在它之"
"後繪製的物件可能會覆蓋它。"
msgid ""
"Label is scaled by depth so that it always appears the same size on screen."
msgstr "標籤會根據深度進行縮放,從而在螢幕上始終以相同的大小顯示。"
msgid "Represents the size of the [enum DrawFlags] enum."
msgstr "代表 [enum DrawFlags] 列舉的大小。"
msgid ""
"This mode performs standard alpha blending. It can display translucent areas, "
"but transparency sorting issues may be visible when multiple transparent "
"materials are overlapping. [member GeometryInstance3D.cast_shadow] has no "
"effect when this transparency mode is used; the [Label3D] will never cast "
"shadows."
msgstr ""
"該模式會執行標準的 Alpha 混合。它可以顯示半透明區域,但當多個透明材質重疊時,"
"可能會出現透明度排序問題。[member GeometryInstance3D.cast_shadow] 在使用該透明"
"模式時無效;[Label3D] 永遠不會投射陰影。"
msgid ""
"This mode only allows fully transparent or fully opaque pixels. Harsh edges "
"will be visible unless some form of screen-space antialiasing is enabled (see "
"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). "
"This mode is also known as [i]alpha testing[/i] or [i]1-bit transparency[/"
"i].\n"
"[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
"outlines, try adjusting [member alpha_scissor_threshold] or using MSDF font.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), "
"this mode might have transparency sorting issues between the main text and "
"the outline."
msgstr ""
"該模式僅允許完全透明、或完全不透明的圖元。除非啟用了某種形式的螢幕空間抗鋸齒"
"(請參閱 [member ProjectSettings.rendering/anti_aliasing/quality/"
"screen_space_aa]),否則會看到粗糙的邊緣。該模式也被稱為 [i]Alpha 測試[/i] 或 "
"[i]1 位透明度[/i]。\n"
"[b]注意:[/b]該模式可能會出現抗鋸齒字形和輪廓問題,請嘗試調整 [member "
"alpha_scissor_threshold] 或使用 MSDF 字形。\n"
"[b]注意:[/b]當使用具有重疊字形的文字(例如草書)時,該模式可能會在正文和輪廓"
"之間,出現透明度排序問題。"
msgid ""
"This mode draws fully opaque pixels in the depth prepass. This is slower than "
"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows "
"displaying translucent areas and smooth edges while using proper sorting.\n"
"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive scripts), "
"this mode might have transparency sorting issues between the main text and "
"the outline."
msgstr ""
"這個模式會在深度預處理時繪製完全不透明的圖元。比 [constant "
"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能夠對半透明區域和"
"平滑邊緣進行正確的排序。\n"
"[b]注意:[/b]文字中存在重疊的字形時(例如手寫體),這個模式可能會造成主文字和"
"輪廓的透明度排序問題。"
msgid ""
"This mode draws cuts off all values below a spatially-deterministic "
"threshold, the rest will remain opaque."
msgstr "該模式繪製時會截斷所有低於空間確定性閾值的值,其餘值將保持不透明。"
msgid "Provides common settings to customize the text in a [Label]."
msgstr "提供能夠在 [Label] 中自訂文字的常見設定。"
msgid ""
"[LabelSettings] is a resource that provides common settings to customize the "
"text in a [Label]. It will take priority over the properties defined in "
"[member Control.theme]. The resource can be shared between multiple labels "
"and changed on the fly, so it's convenient and flexible way to setup text "
"style."
msgstr ""
"[LabelSettings] 是一種提供在 [Label] 中自訂文字的常見設定的資源。優先於 "
"[member Control.theme] 中定義的屬性。該資源可以在多個標籤之間共用,可以隨時替"
"換,因此可以方便、靈活地設定文字樣式。"
msgid "[Font] used for the text."
msgstr "文字使用的 [Font]。"
msgid "Color of the text."
msgstr "文字的顏色。"
msgid "Size of the text."
msgstr "文字的大小。"
msgid "Vertical space between lines when the text is multiline."
msgstr "文字為多行時,行與行之間的垂直間距。"
msgid "The color of the outline."
msgstr "輪廓的顏色。"
msgid ""
"Color of the shadow effect. If alpha is [code]0[/code], no shadow will be "
"drawn."
msgstr "陰影效果的顏色。如果 Alpha 為 [code]0[/code] ,則不會繪製陰影。"
msgid "Offset of the shadow effect, in pixels."
msgstr "陰影效果的偏移,單位為圖元。"
msgid "Size of the shadow effect."
msgstr "陰影效果的大小。"
msgid "Casts light in a 2D environment."
msgstr "在 2D 環境中投射光線。"
msgid ""
"Casts light in a 2D environment. A light is defined as a color, an energy "
"value, a mode (see constants), and various other parameters (range and "
"shadows-related)."
msgstr ""
"在 2D 環境中投射光線。光線由顏色、能量值、模式(見常數)以及其他各種參數(與範"
"圍和陰影有關)來定義。"
msgid ""
"Returns the light's height, which is used in 2D normal mapping. See [member "
"PointLight2D.height] and [member DirectionalLight2D.height]."
msgstr ""
"返回該燈光的高度,用於 2D 法線對應。見 [member PointLight2D.height] 和 "
"[member DirectionalLight2D.height]。"
msgid ""
"Sets the light's height, which is used in 2D normal mapping. See [member "
"PointLight2D.height] and [member DirectionalLight2D.height]."
msgstr ""
"設定該燈光的高度,用於 2D 法線對應。見 [member PointLight2D.height] 和 "
"[member DirectionalLight2D.height]。"
msgid "The Light2D's blend mode. See [enum BlendMode] constants for values."
msgstr "該 Light2D 的混合模式。取值見 [enum BlendMode] 常數。"
msgid "The Light2D's [Color]."
msgstr "該 Light2D 的顏色 [Color]。"
msgid "If [code]true[/code], Light2D will only appear when editing the scene."
msgstr "如果為 [code]true[/code]Light2D 將只在編輯場景時出現。"
msgid "If [code]true[/code], Light2D will emit light."
msgstr "如果為 [code]true[/code]Light2D 會發光。"
msgid ""
"The Light2D's energy value. The larger the value, the stronger the light."
msgstr "Light2D 的能量值。該值越大,光線就越強。"
msgid ""
"The layer mask. Only objects with a matching [member CanvasItem.light_mask] "
"will be affected by the Light2D. See also [member shadow_item_cull_mask], "
"which affects which objects can cast shadows.\n"
"[b]Note:[/b] [member range_item_cull_mask] is ignored by "
"[DirectionalLight2D], which will always light a 2D node regardless of the 2D "
"node's [member CanvasItem.light_mask]."
msgstr ""
"層遮罩。[member CanvasItem.light_mask] 與之配對的對象才會被該 Light2D 影響。另"
"見 [member shadow_item_cull_mask],影響的是哪些物件能夠投射陰影。\n"
"[b]注意:[/b][DirectionalLight2D] 會忽略 [member range_item_cull_mask],始終"
"對 2D 節點進行照明,無論其 [member CanvasItem.light_mask] 的取值。"
msgid "Maximum layer value of objects that are affected by the Light2D."
msgstr "受 Light2D 影響的對象的最大層數值。"
msgid "Minimum layer value of objects that are affected by the Light2D."
msgstr "受 Light2D 影響的對象的最小層數值。"
msgid ""
"Maximum [code]z[/code] value of objects that are affected by the Light2D."
msgstr "受 Light2D 影響的物體的最大 [code]z[/code] 值。"
msgid ""
"Minimum [code]z[/code] value of objects that are affected by the Light2D."
msgstr "受 Light2D 影響的物體的最小 [code]z[/code] 值。"
msgid "[Color] of shadows cast by the Light2D."
msgstr "該 Light2D 投下的影子的顏色 [Color]。"
msgid "If [code]true[/code], the Light2D will cast shadows."
msgstr "如果為 [code]true[/code],則該 Light2D 將投下陰影。"
msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
msgstr "陰影篩檢程式型別。可能的取值見 [enum ShadowFilter]。"
msgid ""
"Smoothing value for shadows. Higher values will result in softer shadows, at "
"the cost of visible streaks that can appear in shadow rendering. [member "
"shadow_filter_smooth] only has an effect if [member shadow_filter] is "
"[constant SHADOW_FILTER_PCF5] or [constant SHADOW_FILTER_PCF13]."
msgstr ""
"陰影的平滑值。更高的值將導致更柔和的陰影,代價是在陰影渲染中可能出現可見的條"
"紋。只有在 [member shadow_filter] 為 [constant SHADOW_FILTER_PCF5] 或 "
"[constant SHADOW_FILTER_PCF13] 時,[member shadow_filter_smooth] 才有效果。"
msgid ""
"The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
"with a matching [member CanvasItem.light_mask] will cast shadows. See also "
"[member range_item_cull_mask], which affects which objects can [i]receive[/i] "
"the light."
msgstr ""
"陰影遮罩。與 [LightOccluder2D] 一起使用以投射陰影。只有配對 [member "
"CanvasItem.light_mask] 的遮擋物才會投射陰影。另見 [member "
"range_item_cull_mask],它影響哪些物件可以[i]接收[/i]光。"
msgid ""
"No filter applies to the shadow map. This provides hard shadow edges and is "
"the fastest to render. See [member shadow_filter]."
msgstr ""
"不對陰影貼圖套用篩選。提供較硬的陰影邊緣,渲染速度最快。見 [member "
"shadow_filter]。"
msgid ""
"Percentage closer filtering (5 samples) applies to the shadow map. This is "
"slower compared to hard shadow rendering. See [member shadow_filter]."
msgstr ""
"對陰影貼圖使用百分比接近篩選5 個樣本)。與硬陰影渲染相比較慢。見 [member "
"shadow_filter]。"
msgid ""
"Percentage closer filtering (13 samples) applies to the shadow map. This is "
"the slowest shadow filtering mode, and should be used sparingly. See [member "
"shadow_filter]."
msgstr ""
"對陰影貼圖使用百分比接近篩選13 個樣本)。最慢的陰影篩選模式,應謹慎使用。見 "
"[member shadow_filter]。"
msgid ""
"Adds the value of pixels corresponding to the Light2D to the values of pixels "
"under it. This is the common behavior of a light."
msgstr "將 Light2D 對應的圖元值與其下方的圖元值相加。這是燈的常見行為。"
msgid ""
"Subtracts the value of pixels corresponding to the Light2D to the values of "
"pixels under it, resulting in inversed light effect."
msgstr "將 Light2D 對應的圖元值減去其下方的圖元值,產生反光效果。"
msgid ""
"Mix the value of pixels corresponding to the Light2D to the values of pixels "
"under it by linear interpolation."
msgstr "通過線性插值將 Light2D 對應的圖元值與其下方的圖元值混合。"
msgid "Provides a base class for different kinds of light nodes."
msgstr "為不同型別的光節點提供基底類別。"
msgid ""
"Light3D is the [i]abstract[/i] base class for light nodes. As it can't be "
"instantiated, it shouldn't be used directly. Other types of light nodes "
"inherit from it. Light3D contains the common variables and parameters used "
"for lighting."
msgstr ""
"Light3D 是燈光節點的[i]抽象[/i]基底類別。由於無法產生實體,所以不應直接使用。"
"其他類型的燈光節點繼承自它。Light3D 包含用於照明的常見變數和參數。"
msgid ""
"Returns the [Color] of an idealized blackbody at the given [member "
"light_temperature]. This value is calculated internally based on the [member "
"light_temperature]. This [Color] is multiplied by [member light_color] before "
"being sent to the [RenderingServer]."
msgstr ""
"返回給定 [member light_temperature] 下的理想化黑體的 [Color]。該值是根據 "
"[member light_temperature] 在內部計算得出的。該 [Color] 在被發送到 "
"[RenderingServer] 之前,將乘以 [member light_color]。"
msgid "Returns the value of the specified [enum Light3D.Param] parameter."
msgstr "返回指定的 [enum Light3D.Param] 參數的值。"
msgid "Sets the value of the specified [enum Light3D.Param] parameter."
msgstr "設定指定的 [enum Light3D.Param] 參數的值。"
msgid ""
"The distance from the camera at which the light begins to fade away (in 3D "
"units).\n"
"[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]."
msgstr ""
"光線開始逐漸消失時與相機的距離(單位為 3D 單位)。\n"
"[b]注意:[/b]僅對 [OmniLight3D] 和 [SpotLight3D] 有效。"
msgid ""
"If [code]true[/code], the light will smoothly fade away when far from the "
"active [Camera3D] starting at [member distance_fade_begin]. This acts as a "
"form of level of detail (LOD). The light will fade out over [member "
"distance_fade_begin] + [member distance_fade_length], after which it will be "
"culled and not sent to the shader at all. Use this to reduce the number of "
"active lights in a scene and thus improve performance.\n"
"[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]."
msgstr ""
"如果為 [code]true[/code],從 [member distance_fade_begin] 開始,當遠離活動的 "
"[Camera3D] 時燈光會平滑地消失。這充當了一種多細節層次LOD形式。燈光將在 "
"[member distance_fade_begin] + [member distance_fade_length] 之外淡出,之後它"
"將被剔除並且根本不會被發送到著色器。使用它可以減少場景中的活動燈光數量,從而提"
"高性能。\n"
"[b]注意:[/b]僅對 [OmniLight3D] 和 [SpotLight3D] 有效。"
msgid ""
"Distance over which the light and its shadow fades. The light's energy and "
"shadow's opacity is progressively reduced over this distance and is "
"completely invisible at the end.\n"
"[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D]."
msgstr ""
"燈光及其陰影消失的距離。燈光的能量和陰影的不透明度,在此距離內逐漸降低,最終完"
"全不可見。\n"
"[b]注意:[/b]僅對 [OmniLight3D] 和 [SpotLight3D] 有效。"
msgid ""
"The distance from the camera at which the light's shadow cuts off (in 3D "
"units). Set this to a value lower than [member distance_fade_begin] + [member "
"distance_fade_length] to further improve performance, as shadow rendering is "
"often more expensive than light rendering itself.\n"
"[b]Note:[/b] Only effective for [OmniLight3D] and [SpotLight3D], and only "
"when [member shadow_enabled] is [code]true[/code]."
msgstr ""
"燈光陰影截止處與相機的距離(單位為 3D 單位)。將該屬性設定為低於 [member "
"distance_fade_begin] + [member distance_fade_length] 的值,以進一步提高性能,"
"因為陰影渲染通常比光線渲染本身更昂貴。\n"
"[b]注意:[/b]僅對 [OmniLight3D] 和 [SpotLight3D] 有效,且僅在 [member "
"shadow_enabled] 為 [code]true[/code] 時有效。"
msgid ""
"The light's angular size in degrees. Increasing this will make shadows softer "
"at greater distances (also called percentage-closer soft shadows, or PCSS). "
"Only available for [DirectionalLight3D]s. For reference, the Sun from the "
"Earth is approximately [code]0.5[/code]. Increasing this value above "
"[code]0.0[/code] for lights with shadows enabled will have a noticeable "
"performance cost due to PCSS.\n"
"[b]Note:[/b] [member light_angular_distance] is not affected by [member "
"Node3D.scale] (the light's scale or its parent's scale).\n"
"[b]Note:[/b] PCSS for directional lights is only supported in the Forward+ "
"rendering method, not Mobile or Compatibility."
msgstr ""
"燈光的角度大小,單位是度。增加此值將使陰影在更遠的距離處更柔和(也稱為百分比更"
"近的柔和陰影,或 PCSS。僅適用於 [DirectionalLight3D]。作為參考,太陽距離地球"
"大約是 [code]0.5[/code]。對於啟用了陰影的燈光,將此值增加到 [code]0.0[/code] "
"以上,將由於 PCSS 而產生明顯的性能成本。\n"
"[b]注意:[/b][member light_angular_distance] 不受 [member Node3D.scale](燈光"
"的縮放或其父級的縮放)的影響。\n"
"[b]注意:[/b]定向光的 PCSS 僅支援 Forward+ 渲染方式,不支援 Mobile 或 "
"Compatibility。"
msgid ""
"The light's bake mode. This will affect the global illumination techniques "
"that have an effect on the light's rendering. See [enum BakeMode].\n"
"[b]Note:[/b] Meshes' global illumination mode will also affect the global "
"illumination rendering. See [member GeometryInstance3D.gi_mode]."
msgstr ""
"燈光的烘焙模式。會影響對燈光渲染有影響的全域照明技術。見 [enum BakeMode]。\n"
"[b]注意:[/b]網格的全域照明模式也會影響全域照明渲染。見 [member "
"GeometryInstance3D.gi_mode]。"
msgid ""
"The light's color. An [i]overbright[/i] color can be used to achieve a result "
"equivalent to increasing the light's [member light_energy]."
msgstr ""
"光的顏色。[i]過亮[/i]的顏色可用於實作與增加光的 [member light_energy] 相等價的"
"結果。"
msgid "The light will affect objects in the selected layers."
msgstr "燈光將影響所選圖層中的物件。"
msgid ""
"The light's strength multiplier (this is not a physical unit). For "
"[OmniLight3D] and [SpotLight3D], changing this value will only change the "
"light color's intensity, not the light's radius."
msgstr ""
"燈光的強度乘數(不是物理單位)。對於 [OmniLight3D] 和 [SpotLight3D],更改此值"
"只會更改燈光顏色的強度,而不會更改燈光的半徑。"
msgid ""
"Secondary multiplier used with indirect light (light bounces). Used with "
"[VoxelGI] and SDFGI (see [member Environment.sdfgi_enabled]).\n"
"[b]Note:[/b] This property is ignored if [member light_energy] is equal to "
"[code]0.0[/code], as the light won't be present at all in the GI shader."
msgstr ""
"與間接光(光反射)一起使用的輔助乘數。與 [VoxelGI] 和 SDFGI 一起使用(參見 "
"[member Environment.sdfgi_enabled])。\n"
"[b]注意:[/b]如果 [member light_energy] 等於 [code]0.0[/code],則該屬性將被忽"
"略,因為在 GI 著色器中,該燈光根本不存在。"
msgid ""
"Used by positional lights ([OmniLight3D] and [SpotLight3D]) when [member "
"ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is "
"[code]true[/code]. Sets the intensity of the light source measured in Lumens. "
"Lumens are a measure of luminous flux, which is the total amount of visible "
"light emitted by a light source per unit of time.\n"
"For [SpotLight3D]s, we assume that the area outside the visible cone is "
"surrounded by a perfect light absorbing material. Accordingly, the apparent "
"brightness of the cone area does not change as the cone increases and "
"decreases in size.\n"
"A typical household lightbulb can range from around 600 lumens to 1,200 "
"lumens, a candle is about 13 lumens, while a streetlight can be approximately "
"60,000 lumens."
msgstr ""
"當 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 為 [code]true[/code] 時,由定位燈([OmniLight3D] 和 "
"[SpotLight3D])使用。設定光源的強度,測量單位為流明。流明是對光通量的一種度"
"量,它是光源在單位時間內發出的可見光總量。\n"
"對於 [SpotLight3D],我們假設可見錐體之外的區域將被完美的光吸收材質包圍。因此,"
"錐體區域的表觀亮度不會隨著錐體大小的增大和減小而改變。\n"
"一隻典型的家用燈泡的流明範圍從 600 流明到 1,200 流明不等,一支蠟燭的流明約為 "
"13 流明,而一盞路燈的流明約為 60,000 流明。"
msgid ""
"Used by [DirectionalLight3D]s when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is [code]true[/code]. Sets the "
"intensity of the light source measured in Lux. Lux is a measure of luminous "
"flux per unit area, it is equal to one lumen per square meter. Lux is the "
"measure of how much light hits a surface at a given time.\n"
"On a clear sunny day a surface in direct sunlight may be approximately "
"100,000 lux, a typical room in a home may be approximately 50 lux, while the "
"moonlit ground may be approximately 0.1 lux."
msgstr ""
"當 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 為 [code]true[/code] 時,由 [DirectionalLight3D] 使"
"用。設定光源的強度測量單位為勒克斯Lux。勒克斯是對單位面積內光通量的度"
"量,等於每平方米一流明。勒克斯是衡量在給定時間有多少光照射到一個表面。\n"
"在晴朗的晴天,陽光直射下的表面可能約為 100,000 勒克斯,家中的一個典型房間可能"
"約為 50 勒克斯,而月光下的地面可能約為 0.1 勒克斯。"
msgid ""
"If [code]true[/code], the light's effect is reversed, darkening areas and "
"casting bright shadows."
msgstr ""
"如果為 [code]true[/code],則光線的效果會逆轉,使區域變暗並投射明亮的陰影。"
msgid ""
"[Texture2D] projected by light. [member shadow_enabled] must be on for the "
"projector to work. Light projectors make the light appear as if it is shining "
"through a colored but transparent object, almost like light shining through "
"stained-glass.\n"
"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a "
"per-material basis, the filter mode for light projector textures is set "
"globally with [member ProjectSettings.rendering/textures/light_projectors/"
"filter].\n"
"[b]Note:[/b] Light projector textures are only supported in the Forward+ and "
"Mobile rendering methods, not Compatibility."
msgstr ""
"[Texture2D] 由燈光投影。[member shadow_enabled] 必須打開,投影儀才能工作。燈光"
"投影儀使光線看起來像是透過彩色但透明的物體照射,幾乎就像光線透過彩色玻璃照射一"
"樣。\n"
"[b]注意:[/b]不像 [BaseMaterial3D] 的篩檢程式模式可以在每個材質的基礎上進行調"
"整,燈光投影儀紋理的篩檢程式模式是通過 [member ProjectSettings.rendering/"
"textures/light_projectors/filter] 全域設定的。\n"
"[b]注意:[/b]燈光投影儀紋理僅支援 Forward+ 和 Mobile 渲染方法,不支援 "
"Compatibility。"
msgid ""
"The size of the light in Godot units. Only available for [OmniLight3D]s and "
"[SpotLight3D]s. Increasing this value will make the light fade out slower and "
"shadows appear blurrier (also called percentage-closer soft shadows, or "
"PCSS). This can be used to simulate area lights to an extent. Increasing this "
"value above [code]0.0[/code] for lights with shadows enabled will have a "
"noticeable performance cost due to PCSS.\n"
"[b]Note:[/b] [member light_size] is not affected by [member Node3D.scale] "
"(the light's scale or its parent's scale).\n"
"[b]Note:[/b] PCSS for positional lights is only supported in the Forward+ and "
"Mobile rendering methods, not Compatibility."
msgstr ""
"燈光的大小,使用 Godot 的單位。僅適用於 [OmniLight3D] 和 [SpotLight3D]。增加此"
"值將使光線淡出速度變慢,並且陰影看起來更模糊(也稱為百分比接近軟陰影或 "
"PCSS。這可用於在一定程度上類比區域光。對於啟用了陰影的燈光將此值增加到 "
"[code]0.0[/code] 以上,將由於 PCSS 而產生明顯的性能成本。\n"
"[b]注意:[/b][member light_size] 不受 [member Node3D.scale](燈光的縮放或其父"
"級的縮放)的影響。\n"
"[b]注意:[/b]定位光的 PCSS 僅支援 Forward+ 和 Mobile 渲染方法,不支援 "
"Compatibility。"
msgid ""
"The intensity of the specular blob in objects affected by the light. At "
"[code]0[/code], the light becomes a pure diffuse light. When not baking "
"emission, this can be used to avoid unrealistic reflections when placing "
"lights above an emissive surface."
msgstr ""
"受燈光影響的對象中鏡面反射斑點的強度。在 [code]0[/code] 處,燈光變成純漫反射燈"
"光。當不烘焙發射時,這可用於在發光表面上方放置燈光時避免不真實的反射。"
msgid ""
"Sets the color temperature of the light source, measured in Kelvin. This is "
"used to calculate a correlated color temperature which tints the [member "
"light_color].\n"
"The sun on a cloudy day is approximately 6500 Kelvin, on a clear day it is "
"between 5500 to 6000 Kelvin, and on a clear day at sunrise or sunset it "
"ranges to around 1850 Kelvin."
msgstr ""
"設定光源的色溫,測量單位為開爾文。這用於計算對 [member light_color] 著色的相關"
"色溫。\n"
"陰天的太陽溫度約為 6500 開爾文,晴天的太陽溫度在 5500 到 6000 開爾文之間,晴天"
"日出或日落時的太陽溫度範圍為 1850 開爾文左右。"
msgid ""
"Secondary multiplier multiplied with [member light_energy] then used with the "
"[Environment]'s volumetric fog (if enabled). If set to [code]0.0[/code], "
"computing volumetric fog will be skipped for this light, which can improve "
"performance for large amounts of lights when volumetric fog is enabled.\n"
"[b]Note:[/b] To prevent short-lived dynamic light effects from poorly "
"interacting with volumetric fog, lights used in those effects should have "
"[member light_volumetric_fog_energy] set to [code]0.0[/code] unless [member "
"Environment.volumetric_fog_temporal_reprojection_enabled] is disabled (or "
"unless the reprojection amount is significantly lowered)."
msgstr ""
"與 [member light_energy] 相乘的次級乘數,然後與 [Environment] 的體積霧(如果啟"
"用)一起使用。如果設定為 [code]0.0[/code],將用於該燈的體積霧計算將被跳過,這"
"可以在啟用體積霧時提高大量燈光的性能。\n"
"[b]注意:[/b]除非 [member Environment."
"volumetric_fog_temporal_reprojection_enabled] 被禁用(或者除非重投影的量顯著降"
"低),否則為防止短暫的動態光效與體積霧的互動性差,這些效果中使用的光應將 "
"[member light_volumetric_fog_energy] 設定為 [code]0.0[/code]。"
msgid ""
"Used to adjust shadow appearance. Too small a value results in self-shadowing "
"(\"shadow acne\"), while too large a value causes shadows to separate from "
"casters (\"peter-panning\"). Adjust as needed."
msgstr ""
"用於調整陰影表現。值太小會導致自陰影(“陰影失真”),而值太大會導致陰影與之分離"
"(“陰影懸浮”)。根據需要進行調整。"
msgid ""
"Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-"
"resolution shadow maps. A high value can impact performance, make shadows "
"appear grainy and can cause other unwanted artifacts. Try to keep as near "
"default as possible."
msgstr ""
"模糊陰影的邊緣。可用於隱藏低解析度陰影貼圖中的圖元偽影。高值會影響性能,使陰影"
"看起來有顆粒感,並可能導致其他不需要的偽影。儘量保持接近預設值。"
msgid ""
"If [code]true[/code], the light will cast real-time shadows. This has a "
"significant performance cost. Only enable shadow rendering when it makes a "
"noticeable difference in the scene's appearance, and consider using [member "
"distance_fade_enabled] to hide the light when far away from the [Camera3D]."
msgstr ""
"如果為 [code]true[/code],則燈光將投射即時陰影。這具有顯著的性能成本。僅當陰影"
"渲染對場景外觀產生明顯影響時,才啟用陰影渲染,並考慮在遠離 [Camera3D] 時使用 "
"[member distance_fade_enabled] 隱藏該燈光。"
msgid ""
"Offsets the lookup into the shadow map by the object's normal. This can be "
"used to reduce self-shadowing artifacts without using [member shadow_bias]. "
"In practice, this value should be tweaked along with [member shadow_bias] to "
"reduce artifacts as much as possible."
msgstr ""
"通過物件的法線,將搜尋偏移到陰影貼圖中。這可用於在不使用 [member shadow_bias] "
"的情況下,減少自身陰影偽影。在實踐中,這個值應該與 [member shadow_bias] 一起調"
"整,以盡可能減少偽影。"
msgid ""
"The opacity to use when rendering the light's shadow map. Values lower than "
"[code]1.0[/code] make the light appear through shadows. This can be used to "
"fake global illumination at a low performance cost."
msgstr ""
"渲染燈光的陰影貼圖時使用的不透明度。低於 [code]1.0[/code] 的值會使光線透過陰影"
"出現。這可以用於以較低的性能成本,偽造全域照明。"
msgid ""
"If [code]true[/code], reverses the backface culling of the mesh. This can be "
"useful when you have a flat mesh that has a light behind it. If you need to "
"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
"shadows with [constant GeometryInstance3D."
"SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
msgstr ""
"如果為 [code]true[/code],則反轉網格的背面剔除。可用於一個背後有燈光的平面網"
"格。如果需要在該網格的兩側投射陰影,請使用 [constant GeometryInstance3D."
"SHADOW_CASTING_SETTING_DOUBLE_SIDED],將該網格設定為使用雙面陰影。"
msgid "Constant for accessing [member light_energy]."
msgstr "用於存取 [member light_energy] 的常數。"
msgid "Constant for accessing [member light_indirect_energy]."
msgstr "用於存取 [member light_indirect_energy] 的常數。"
msgid "Constant for accessing [member light_volumetric_fog_energy]."
msgstr "用於存取 [member light_volumetric_fog_energy] 的常數。"
msgid "Constant for accessing [member light_specular]."
msgstr "用於存取 [member light_specular] 的常數。"
msgid ""
"Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D."
"spot_range]."
msgstr ""
"用於存取 [member OmniLight3D.omni_range] 或 [member SpotLight3D.spot_range] 的"
"常數。"
msgid "Constant for accessing [member light_size]."
msgstr "用於存取 [member light_size] 的常數。"
msgid ""
"Constant for accessing [member OmniLight3D.omni_attenuation] or [member "
"SpotLight3D.spot_attenuation]."
msgstr ""
"用於存取 [member OmniLight3D.omni_attenuation] 或 [member SpotLight3D."
"spot_attenuation] 的常數。"
msgid "Constant for accessing [member SpotLight3D.spot_angle]."
msgstr "用於存取 [member SpotLight3D.spot_angle] 的常數。"
msgid "Constant for accessing [member SpotLight3D.spot_angle_attenuation]."
msgstr "用於存取 [member SpotLight3D.spot_angle_attenuation] 的常數。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_max_distance]."
msgstr ""
"用於存取 [member DirectionalLight3D.directional_shadow_max_distance] 的常數。"
msgid ""
"Constant for accessing [member DirectionalLight3D.directional_shadow_split_1]."
msgstr ""
"用於存取 [member DirectionalLight3D.directional_shadow_split_1] 的常數。"
msgid ""
"Constant for accessing [member DirectionalLight3D.directional_shadow_split_2]."
msgstr ""
"用於存取 [member DirectionalLight3D.directional_shadow_split_2] 的常數。"
msgid ""
"Constant for accessing [member DirectionalLight3D.directional_shadow_split_3]."
msgstr ""
"用於存取 [member DirectionalLight3D.directional_shadow_split_3] 的常數。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_fade_start]."
msgstr ""
"用於存取 [member DirectionalLight3D.directional_shadow_fade_start] 的常數。"
msgid "Constant for accessing [member shadow_normal_bias]."
msgstr "用於存取 [member shadow_normal_bias] 的常數。"
msgid "Constant for accessing [member shadow_bias]."
msgstr "用於存取 [member shadow_bias] 的常數。"
msgid ""
"Constant for accessing [member DirectionalLight3D."
"directional_shadow_pancake_size]."
msgstr ""
"用於存取 [member DirectionalLight3D.directional_shadow_pancake_size] 的常數。"
msgid "Constant for accessing [member shadow_opacity]."
msgstr "用於存取 [member shadow_opacity] 的常數。"
msgid "Constant for accessing [member shadow_blur]."
msgstr "用於存取 [member shadow_blur] 的常數。"
msgid "Constant for accessing [member shadow_transmittance_bias]."
msgstr "用於存取 [member shadow_transmittance_bias] 的常數。"
msgid ""
"Constant for accessing [member light_intensity_lumens] and [member "
"light_intensity_lux]. Only used when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is [code]true[/code]."
msgstr ""
"用於存取 [member light_intensity_lumens] 和 [member light_intensity_lux] 的常"
"量。只在 [member ProjectSettings.rendering/lights_and_shadows/"
"use_physical_light_units] 為 [code]true[/code] 時使用。"
msgid ""
"Light is ignored when baking. This is the fastest mode, but the light will be "
"taken into account when baking global illumination. This mode should "
"generally be used for dynamic lights that change quickly, as the effect of "
"global illumination is less noticeable on those lights.\n"
"[b]Note:[/b] Hiding a light does [i]not[/i] affect baking [LightmapGI]. "
"Hiding a light will still affect baking [VoxelGI] and SDFGI (see [member "
"Environment.sdfgi_enabled)."
msgstr ""
"烘焙時燈光將被忽略。這是最快的模式,但是在烘焙全域照明時仍會考慮該燈光。該模式"
"通常套用於快速變化的動態燈光,因為全域照明的效果在這些燈光上不太明顯。\n"
"[b]注意:[/b]將燈光隱藏,[i]不[/i]影響烘焙 [LightmapGI]。但將燈光隱藏,仍會影"
"響烘焙 [VoxelGI] 和 SDFGI請參閱 [member Environment.sdfgi_enabled])。"
msgid ""
"Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member "
"Environment.sdfgi_enabled]) only). The light can be moved around or modified "
"with global illumination updating in real-time. The light's global "
"illumination appearance will be slightly different compared to [constant "
"BAKE_STATIC]. This has a greater performance cost compared to [constant "
"BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is "
"affected by [member ProjectSettings.rendering/global_illumination/sdfgi/"
"frames_to_update_lights]."
msgstr ""
"在動態烘焙(僅 [VoxelGI] 和 SDFGI[member Environment.sdfgi_enabled]))時,"
"考慮了燈光。燈光可以四處移動或修改,而且全域照明會即時更新。與 [constant "
"BAKE_STATIC] 相比,燈光的全域照明外觀會略有不同。與 [constant BAKE_STATIC] 相"
"比,這具有更大的性能成本。使用 SDFGI 時,動態燈光的更新速度受 [member "
"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights] "
"的影響。"
msgid "Computes and stores baked lightmaps for fast global illumination."
msgstr "計算並儲存烘焙光照貼圖,以實作快速全域照明。"
msgid ""
"The [LightmapGI] node is used to compute and store baked lightmaps. Lightmaps "
"are used to provide high-quality indirect lighting with very little light "
"leaking. [LightmapGI] can also provide rough reflections using spherical "
"harmonics if [member directional] is enabled. Dynamic objects can receive "
"indirect lighting thanks to [i]light probes[/i], which can be automatically "
"placed by setting [member generate_probes_subdiv] to a value other than "
"[constant GENERATE_PROBES_DISABLED]. Additional lightmap probes can also be "
"added by creating [LightmapProbe] nodes. The downside is that lightmaps are "
"fully static and cannot be baked in an exported project. Baking a "
"[LightmapGI] node is also slower compared to [VoxelGI].\n"
"[b]Procedural generation:[/b] Lightmap baking functionality is only available "
"in the editor. This means [LightmapGI] is not suited to procedurally "
"generated or user-built levels. For procedurally generated or user-built "
"levels, use [VoxelGI] or SDFGI instead (see [member Environment."
"sdfgi_enabled]).\n"
"[b]Performance:[/b] [LightmapGI] provides the best possible run-time "
"performance for global illumination. It is suitable for low-end hardware "
"including integrated graphics and mobile devices.\n"
"[b]Note:[/b] Due to how lightmaps work, most properties only have a visible "
"effect once lightmaps are baked again.\n"
"[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not "
"supported, as these cannot store UV2 data required for baking.\n"
"[b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only "
"be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL."
msgstr ""
"[LightmapGI] 節點用於計算和儲存烘焙的光照貼圖。光照貼圖用於提供高品質的間接照"
"明,並且漏光很少。如果啟用 [member directional][LightmapGI] 還可以使用球諧函"
"式,以提供粗略的反射。由於[i]光照探查[/i],動態物體可以接收間接光照,可以通過"
"將 [member generate_probes_subdiv] 設定為 [constant GENERATE_PROBES_DISABLED] "
"以外的值,來自動放置光照探查。也可以通過建立 [LightmapProbe] 節點,來新增額外"
"的光照貼圖探查。缺點是光照貼圖是完全靜態的,不能在匯出的專案中烘焙。與 "
"[VoxelGI] 相比,烘焙 [LightmapGI] 節點也更慢。\n"
"[b]程式生成:[/b]光照貼圖烘焙功能僅在編輯器中可用。這意味著 [LightmapGI] 不適"
"合程式生成或使用者建構的關卡。對於程式生成或使用者建構的關卡,請改用 "
"[VoxelGI] 或 SDFGI請參閱 [member Environment.sdfgi_enabled])。\n"
"[b]性能:[/b][LightmapGI] 為全域照明提供最佳的運作時性能。它適用於包括集成顯卡"
"和移動裝置在內的低端硬體。\n"
"[b]注意:[/b]由於光照貼圖的工作方式,大多數屬性只有在光照貼圖被再次烘焙後,才"
"會產生可見效果。\n"
"[b]注意:[/b]不支援在 [CSGShape3D] 和 [PrimitiveMesh] 上烘焙光照貼圖,因為它們"
"無法儲存烘焙所需的 UV2 資料。\n"
"[b]注意:[/b]如果沒有安裝自訂光照貼圖,[LightmapGI] 只能在使用 Vulkan 後端"
"Forward+ 或 Mobile時進行烘焙而不能在使用 OpenGL 時烘焙。"
msgid "Using Lightmap global illumination"
msgstr "使用光照貼圖全域光照"
msgid ""
"The bias to use when computing shadows. Increasing [member bias] can fix "
"shadow acne on the resulting baked lightmap, but can introduce peter-panning "
"(shadows not connecting to their casters). Real-time [Light3D] shadows are "
"not affected by this [member bias] property."
msgstr ""
"計算陰影時使用的偏置。增加 [member bias] 可以修復生成的烘焙光照貼圖上的陰影失"
"真,但會引入陰影懸浮(陰影未連接到其障礙物)。即時 [Light3D] 陰影不受該 "
"[member bias] 屬性的影響。"
msgid ""
"Number of light bounces that are taken into account during baking. Higher "
"values result in brighter, more realistic lighting, at the cost of longer "
"bake times. If set to [code]0[/code], only environment lighting, direct light "
"and emissive lighting is baked."
msgstr ""
"烘焙過程中考慮的光反彈次數。較高的值會產生更明亮、更逼真的光線,但代價是更長的"
"烘焙時間。如果設定為 [code]0[/code],則僅烘焙環境光線、直接光線和自發光光線。"
msgid ""
"The [CameraAttributes] resource that specifies exposure levels to bake at. "
"Auto-exposure and non exposure properties will be ignored. Exposure settings "
"should be used to reduce the dynamic range present when baking. If exposure "
"is too high, the [LightmapGI] will have banding artifacts or may have over-"
"exposure artifacts."
msgstr ""
"[CameraAttributes] 資源,指定要烘焙的曝光級別。自動曝光和非曝光屬性將被忽略。"
"應該使用曝光設定來減少烘焙時出現的動態範圍。如果曝光度太高,[LightmapGI] 將出"
"現帶狀偽影,或可能出現過度曝光偽影。"
msgid ""
"The color to use for environment lighting. Only effective if [member "
"environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]."
msgstr ""
"用於環境照明的顏色。僅在 [member environment_mode] 為 [constant "
"ENVIRONMENT_MODE_CUSTOM_COLOR] 時有效。"
msgid ""
"The color multiplier to use for environment lighting. Only effective if "
"[member environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]."
msgstr ""
"用於環境照明的顏色倍數。僅在 [member environment_mode] 為 [constant "
"ENVIRONMENT_MODE_CUSTOM_COLOR] 時有效。"
msgid ""
"The sky to use as a source of environment lighting. Only effective if [member "
"environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_SKY]."
msgstr ""
"用作環境照明光源的天空。僅在 [member environment_mode] 為 [constant "
"ENVIRONMENT_MODE_CUSTOM_SKY] 時有效。"
msgid "The environment mode to use when baking lightmaps."
msgstr "烘焙光照貼圖時使用的環境模式。"
msgid ""
"The level of subdivision to use when automatically generating "
"[LightmapProbe]s for dynamic object lighting. Higher values result in more "
"accurate indirect lighting on dynamic objects, at the cost of longer bake "
"times and larger file sizes.\n"
"[b]Note:[/b] Automatically generated [LightmapProbe]s are not visible as "
"nodes in the Scene tree dock, and cannot be modified this way after they are "
"generated.\n"
"[b]Note:[/b] Regardless of [member generate_probes_subdiv], direct lighting "
"on dynamic objects is always applied using [Light3D] nodes in real-time."
msgstr ""
"為動態物件照明自動生成 [LightmapProbe] 時使用的細分級別。較高的值會在動態物件"
"上產生更準確的間接照明,但代價是更長的烘焙時間和更大的檔大小。\n"
"[b]注意:[/b]自動生成的 [LightmapProbe],不作為在場景樹停靠面板中的節點可見,"
"並且生成後無法通過這種方式修改。\n"
"[b]注意:[/b]不管 [member generate_probes_subdiv],動態物件上的直接光照,總是"
"使用 [Light3D] 節點即時套用。"
msgid "If [code]true[/code], ignore environment lighting when baking lightmaps."
msgstr "如果為 [code]true[/code],則會在烘焙光照貼圖時忽略環境光照。"
msgid ""
"The [LightmapGIData] associated to this [LightmapGI] node. This resource is "
"automatically created after baking, and is not meant to be created manually."
msgstr ""
"與該 [LightmapGI] 節點關聯的 [LightmapGIData]。該資源是在烘焙後自動建立的,並"
"不意味著要手動建立。"
msgid ""
"The maximum texture size for the generated texture atlas. Higher values will "
"result in fewer slices being generated, but may not work on all hardware as a "
"result of hardware limitations on texture sizes. Leave [member "
"max_texture_size] at its default value of [code]16384[/code] if unsure."
msgstr ""
"生成的紋理合集的最大紋理大小。更高的值將導致生成的切片更少,但由於硬體對紋理大"
"小的限制,可能無法在所有硬體上工作。如果不確定,請將 [member "
"max_texture_size] 保留為其預設值 [code]16384[/code]。"
msgid ""
"The quality preset to use when baking lightmaps. This affects bake times, but "
"output file sizes remain mostly identical across quality levels.\n"
"To further speed up bake times, decrease [member bounces], disable [member "
"use_denoiser] and increase the lightmap texel size on 3D scenes in the Import "
"doc."
msgstr ""
"烘焙光照貼圖時使用的品質預設。這會影響烘焙時間,但輸出檔的大小在所有品質級別上"
"基本相同。\n"
"要進一步加快烘焙時間,請在匯入停靠面板中減少 [member bounces]、禁用 [member "
"use_denoiser]、並增加 3D 場景的光照貼圖紋素大小。"
msgid ""
"If [code]true[/code], uses a GPU-based denoising algorithm on the generated "
"lightmap. This eliminates most noise within the generated lightmap at the "
"cost of longer bake times. File sizes are generally not impacted "
"significantly by the use of a denoiser, although lossless compression may do "
"a better job at compressing a denoised image."
msgstr ""
"如果為 [code]true[/code],則在生成的光照貼圖上,使用基於 CPU 的降噪演算法。這"
"以更長的烘焙時間為代價,消除了生成的光照貼圖中的大部分噪點。儘管無失真壓縮在壓"
"縮降噪圖像方面可能做得更好,但使用降噪器通常不會顯著影響檔大小。\n"
"[b]注意:[/b]在大場景中對光照貼圖進行降噪時內建降噪器OpenImageDenoise可"
"能會當機。如果在光照貼圖烘焙結束時遇到當機,請嘗試禁用 [member use_denoiser]。"
msgid ""
"Low bake quality (fastest bake times). The quality of this preset can be "
"adjusted by changing [member ProjectSettings.rendering/lightmapping/"
"bake_quality/low_quality_ray_count] and [member ProjectSettings.rendering/"
"lightmapping/bake_quality/low_quality_probe_ray_count]."
msgstr ""
"較低的烘焙品質(最快的烘焙時間)。可以通過更改 [member ProjectSettings."
"rendering/lightmapping/bake_quality/low_quality_ray_count] 和 [member "
"ProjectSettings.rendering/lightmapping/bake_quality/"
"low_quality_probe_ray_count] 來調整此預設的品質。"
msgid ""
"Medium bake quality (fast bake times). The quality of this preset can be "
"adjusted by changing [member ProjectSettings.rendering/lightmapping/"
"bake_quality/medium_quality_ray_count] and [member ProjectSettings.rendering/"
"lightmapping/bake_quality/medium_quality_probe_ray_count]."
msgstr ""
"中等的烘焙品質(較快的烘焙時間)。可以通過更改 [member ProjectSettings."
"rendering/lightmapping/bake_quality/medium_quality_ray_count] 和 [member "
"ProjectSettings.rendering/lightmapping/bake_quality/"
"medium_quality_probe_ray_count] 來調整此預設的品質。"
msgid ""
"High bake quality (slow bake times). The quality of this preset can be "
"adjusted by changing [member ProjectSettings.rendering/lightmapping/"
"bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/"
"lightmapping/bake_quality/high_quality_probe_ray_count]."
msgstr ""
"較高的烘焙品質(較慢的烘焙時間)。可以通過更改 [member ProjectSettings."
"rendering/lightmapping/bake_quality/high_quality_ray_count] 和 [member "
"ProjectSettings.rendering/lightmapping/bake_quality/"
"high_quality_probe_ray_count] 來調整此預設的品質。"
msgid ""
"Highest bake quality (slowest bake times). The quality of this preset can be "
"adjusted by changing [member ProjectSettings.rendering/lightmapping/"
"bake_quality/ultra_quality_ray_count] and [member ProjectSettings.rendering/"
"lightmapping/bake_quality/ultra_quality_probe_ray_count]."
msgstr ""
"最高的烘焙品質(最慢的烘焙時間)。可以通過更改 [member ProjectSettings."
"rendering/lightmapping/bake_quality/high_quality_ray_count] 和 [member "
"ProjectSettings.rendering/lightmapping/bake_quality/"
"ultra_quality_probe_ray_count] 來調整此預設的品質。"
msgid "Don't generate lightmap probes for lighting dynamic objects."
msgstr "不要為光照動態物件生成光照貼圖探查。"
msgid "Lowest level of subdivision (fastest bake times, smallest file sizes)."
msgstr "最低級別的細分(烘焙時間最快,檔大小最小)。"
msgid "Low level of subdivision (fast bake times, small file sizes)."
msgstr "較低級別的細分(烘焙時間較快,檔大小較小)。"
msgid "High level of subdivision (slow bake times, large file sizes)."
msgstr "較高級別的細分(烘焙時間較慢,檔大小較大)。"
msgid "Highest level of subdivision (slowest bake times, largest file sizes)."
msgstr "最高級別的細分(烘焙時間最慢,檔大小最大)。"
msgid "Lightmap baking was successful."
msgstr "光照貼圖烘焙成功。"
msgid ""
"Lightmap baking failed because the root node for the edited scene could not "
"be accessed."
msgstr "光照貼圖烘焙失敗,原因是無法存取所編輯場景的根節點。"
msgid ""
"Lightmap baking failed as the lightmap data resource is embedded in a foreign "
"resource."
msgstr "光照貼圖烘焙失敗,原因是光照貼圖資料嵌入在外部資源之中。"
msgid ""
"Lightmap baking failed as there is no lightmapper available in this Godot "
"build."
msgstr "光照貼圖烘焙失敗,原因是這個 Godot 建構中沒有可用的光照貼圖器。"
msgid ""
"Lightmap baking failed as the [LightmapGIData] save path isn't configured in "
"the resource."
msgstr "光照貼圖烘焙失敗,原因是資源中沒有配置 [LightmapGIData] 保存路徑。"
msgid ""
"Lightmap baking failed as there are no meshes whose [member "
"GeometryInstance3D.gi_mode] is [constant GeometryInstance3D.GI_MODE_STATIC] "
"and with valid UV2 mapping in the current scene. You may need to select 3D "
"scenes in the Import dock and change their global illumination mode "
"accordingly."
msgstr ""
"光照貼圖烘焙失敗,原因是目前場景中沒有 [member GeometryInstance3D.gi_mode] 為 "
"[constant GeometryInstance3D.GI_MODE_STATIC] 且具有有效 UV2 對應的網格。可能需"
"要在匯入停靠面板中選擇 3D 場景,並相應地更改它們的全域照明模式。"
msgid ""
"Lightmap baking failed as the lightmapper failed to analyze some of the "
"meshes marked as static for baking."
msgstr ""
"光照貼圖烘焙失敗,原因是光照貼圖器無法分析一些標記為靜態的網格以進行烘焙。"
msgid ""
"Lightmap baking failed as the resulting image couldn't be saved or imported "
"by Godot after it was saved."
msgstr "光照貼圖烘焙失敗,原因是最終的圖像無法保存,或保存後無法被 Godot 匯入。"
msgid ""
"The user aborted the lightmap baking operation (typically by clicking the "
"[b]Cancel[/b] button in the progress dialog)."
msgstr ""
"使用者中止了光照貼圖烘焙操作(通常通過點擊進度對話方塊中的[b]取消[/b]按鈕)。"
msgid ""
"Lightmap baking failed as the maximum texture size is too small to fit some "
"of the meshes marked for baking."
msgstr ""
"光照貼圖烘焙失敗,原因是光照貼圖器無法分析一些標記為靜態的網格以進行烘焙。"
msgid "Ignore environment lighting when baking lightmaps."
msgstr "烘焙光照貼圖時忽略環境光照。"
msgid ""
"Use the scene's environment lighting when baking lightmaps.\n"
"[b]Note:[/b] If baking lightmaps in a scene with no [WorldEnvironment] node, "
"this will act like [constant ENVIRONMENT_MODE_DISABLED]. The editor's preview "
"sky and sun is [i]not[/i] taken into account by [LightmapGI] when baking "
"lightmaps."
msgstr ""
"烘焙光照貼圖時,使用場景的環境光照。\n"
"[b]注意:[/b]如果在沒有 [WorldEnvironment] 節點的場景中烘焙光照貼圖,這將表現"
"得像 [constant ENVIRONMENT_MODE_DISABLED]。在烘焙光照貼圖時,[LightmapGI] [i]"
"不會[/i]考慮編輯器的預覽天空和太陽。"
msgid ""
"Use [member environment_custom_sky] as a source of environment lighting when "
"baking lightmaps."
msgstr "烘焙光照貼圖時,使用 [member environment_custom_sky] 作為環境光照來源。"
msgid ""
"Use [member environment_custom_color] multiplied by [member "
"environment_custom_energy] as a constant source of environment lighting when "
"baking lightmaps."
msgstr ""
"烘焙光照貼圖時,使用 [member environment_custom_color] 和 [member "
"environment_custom_energy] 相乘的結果作為環境光照的恒定來源。"
msgid "Contains baked lightmap and dynamic object probe data for [LightmapGI]."
msgstr "包含用於 [LightmapGI] 的烘焙光照貼圖和動態物件探測資料。"
msgid ""
"[LightmapGIData] contains baked lightmap and dynamic object probe data for "
"[LightmapGI]. It is replaced every time lightmaps are baked in [LightmapGI]."
msgstr ""
"[LightmapGIData] 包含用於 [LightmapGI] 的烘焙光照貼圖和動態物件探測資料。在 "
"[LightmapGI] 中每當光照貼圖被烘焙時都會替換它。"
msgid "Adds an object that is considered baked within this [LightmapGIData]."
msgstr "新增一個在該 [LightmapGIData] 中被視為已烘焙的物件。"
msgid ""
"Clear all objects that are considered baked within this [LightmapGIData]."
msgstr "清除在該 [LightmapGIData] 中被視為已烘焙的所有物件。"
msgid ""
"Returns the number of objects that are considered baked within this "
"[LightmapGIData]."
msgstr "返回在該 [LightmapGIData] 中被視為烘焙的物件的數量。"
msgid "Returns the [NodePath] of the baked object at index [param user_idx]."
msgstr "返回索引 [param user_idx] 處烘焙對象的 [NodePath]。"
msgid ""
"If [code]true[/code], lightmaps were baked with directional information. See "
"also [member LightmapGI.directional]."
msgstr ""
"如果為 [code]true[/code],則光照貼圖使用定向資訊烘焙。另請參閱 [member "
"LightmapGI.directional]。"
msgid ""
"If [param uses_spherical_harmonics] is [code]true[/code], tells the engine to "
"treat the lightmap data as if it was baked with directional information.\n"
"[b]Note:[/b] Changing this value on already baked lightmaps will not cause "
"them to be baked again. This means the material appearance will look "
"incorrect until lightmaps are baked again, in which case the value set here "
"is discarded as the entire [LightmapGIData] resource is replaced by the "
"lightmapper."
msgstr ""
"如果 [param uses_spherical_harmonics] 為 [code]true[/code],則告訴引擎將光照貼"
"圖資料視為使用了定向資訊烘焙的。\n"
"[b]注意:[/b]在已烘焙的光照貼圖上更改此值不會導致再次烘焙它們。這意味著在再次"
"烘焙光照貼圖之前,材質外觀將看起來不正確,在這種情況下,此處設定的值將被丟棄,"
"因為整個 [LightmapGIData] 資源被光照貼圖器替換。"
msgid "Abstract class extended by lightmappers, for use in [LightmapGI]."
msgstr "由光照貼圖器擴充的抽象類別,用於 [LightmapGI]。"
msgid ""
"This class should be extended by custom lightmapper classes. Lightmappers can "
"then be used with [LightmapGI] to provide fast baked global illumination in "
"3D.\n"
"Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses "
"compute shaders, but custom lightmappers can be implemented by C++ modules."
msgstr ""
"此類應由自訂光照貼圖器類擴充。然後可以將光照貼圖器與 [LightmapGI] 一起使用,以"
"提供快速烘焙的 3D 全域光照。\n"
"Godot 包含一個基於 GPU 的內建光照貼圖器 [LightmapperRD],它使用計算著色器,但"
"自訂光照貼圖器可以由 C++ 模組實作。"
msgid "The built-in GPU-based lightmapper for use with [LightmapGI]."
msgstr "內建的基於 GPU 的光照貼圖器,與 [LightmapGI] 一起使用。"
msgid ""
"LightmapperRD (\"RD\" stands for [RenderingDevice]) is the built-in GPU-based "
"lightmapper for use with [LightmapGI]. On most dedicated GPUs, it can bake "
"lightmaps much faster than most CPU-based lightmappers. LightmapperRD uses "
"compute shaders to bake lightmaps, so it does not require CUDA or OpenCL "
"libraries to be installed to be usable.\n"
"[b]Note:[/b] Only usable when using the Vulkan backend (Forward+ or Mobile), "
"not OpenGL."
msgstr ""
"LightmapperRD“RD”代表 [RenderingDevice])是基於 GPU 的內建光照貼圖器,可與 "
"[LightmapGI] 一起使用。在大多數專用 GPU 上,它可以比大多數基於 CPU 的光照貼圖"
"更快地烘焙光照貼圖。LightmapperRD 使用計算著色器來烘焙光照貼圖,因此它不需要安"
"裝 CUDA 或 OpenCL 庫即可使用。\n"
"[b]注意:[/b]僅在使用 Vulkan 後端Forward+ 或移動),而不是 OpenGL 時可用。"
msgid ""
"Represents a single manually placed probe for dynamic object lighting with "
"[LightmapGI]."
msgstr "表示使用 [LightmapGI] 進行動態物體照明的單個手動放置的探查。"
msgid ""
"[LightmapProbe] represents the position of a single manually placed probe for "
"dynamic object lighting with [LightmapGI].\n"
"Typically, [LightmapGI] probes are placed automatically by setting [member "
"LightmapGI.generate_probes_subdiv] to a value other than [constant LightmapGI."
"GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes before baking "
"lightmaps, you can add more probes in specific areas for greater detail, or "
"disable automatic generation and rely only on manually placed probes instead."
msgstr ""
"[LightmapProbe] 表示單個手動放置探查的位置,用於使用 [LightmapGI] 進行動態物體"
"照明。\n"
"通常,通過將 [member LightmapGI.generate_probes_subdiv] 設定為 [constant "
"LightmapGI.GENERATE_PROBES_DISABLED] 以外的值,來自動放置 [LightmapGI] 探查。"
"通過在烘焙光照貼圖之前建立 [LightmapProbe] 節點,你可以在特定區域,新增更多探"
"針以獲得更多細節,或者禁用自動生成、並僅依賴手動放置的探查。"
msgid "Occludes light cast by a Light2D, casting shadows."
msgstr "遮擋由 Light2D 投射的光線,投射陰影。"
msgid ""
"Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must "
"be provided with an [OccluderPolygon2D] in order for the shadow to be "
"computed."
msgstr ""
"遮擋 Light2D 投射的燈光,投射陰影。為了計算陰影,必須為 LightOccluder2D 提供 "
"[OccluderPolygon2D]。"
msgid "The [OccluderPolygon2D] used to compute the shadow."
msgstr "用於計算陰影的 [OccluderPolygon2D]。"
msgid ""
"The LightOccluder2D's occluder light mask. The LightOccluder2D will cast "
"shadows only from Light2D(s) that have the same light mask(s)."
msgstr ""
"LightOccluder2D 的遮擋器光照遮罩。LightOccluder2D 將僅從具有相同光照遮罩的 "
"Light2D 投射陰影。"
msgid "A 2D polyline that can optionally be textured."
msgstr "可以選擇紋理的 2D 折線。"
msgid ""
"This node draws a 2D polyline, i.e. a shape consisting of several points "
"connected by segments. [Line2D] is not a mathematical polyline, i.e. the "
"segments are not infinitely thin. It is intended for rendering and it can be "
"colored and optionally textured.\n"
"[b]Warning:[/b] Certain configurations may be impossible to draw nicely, such "
"as very sharp angles. In these situations, the node uses fallback drawing "
"logic to look decent.\n"
"[b]Note:[/b] [Line2D] is drawn using a 2D mesh."
msgstr ""
"該節點繪製一條 2D 折線,即由線段連接的多個點組成的形狀。[Line2D] 不是數學折"
"線,即線段不是無限細的。它的目的是渲染,它可以著色,也可以選擇紋理。\n"
"[b]警告:[/b]某些配置可能無法很好地繪製,例如非常銳利的角度。在這些情況下,節"
"點使用後備繪製邏輯來看起來不錯。\n"
"[b]注意:[/b] [Line2D] 使用 2D 網格繪製。"
msgid ""
"Adds a point with the specified [param position] relative to the polyline's "
"own position. If no [param index] is provided, the new point will be added to "
"the end of the points array.\n"
"If [param index] is given, the new point is inserted before the existing "
"point identified by index [param index]. The indices of the points after the "
"new point get increased by 1. The provided [param index] must not exceed the "
"number of existing points in the polyline. See [method get_point_count]."
msgstr ""
"在指定的位置 [param position] 新增一個點,該位置相對於該線段自身的位置。新的點"
"會被加入到點的列表末尾。\n"
"如果給出 [param index],則將新點插入到由索引 [param index] 標識的已有點之前。"
"從 [param index] 開始的每個已有點都會進一步向下移動點列表。索引必須大於或等於 "
"[code]0[/code],並且不得超過線段中已有點的數量。請參閱 [method "
"get_point_count]。"
msgid "Removes all points from the polyline, making it empty."
msgstr "移除直線上的所有點。"
msgid "Returns the number of points in the polyline."
msgstr "返回該直線中的點的數量。"
msgid "Returns the position of the point at index [param index]."
msgstr "返回索引為 [param index] 的點的位置。"
msgid "Removes the point at index [param index] from the polyline."
msgstr "移除該直線中索引為 [param index] 的點。"
msgid ""
"Overwrites the position of the point at the given [param index] with the "
"supplied [param position]."
msgstr "用提供的 [param position] 覆蓋索引 [param index] 處的點的位置。"
msgid ""
"If [code]true[/code], the polyline's border will be anti-aliased.\n"
"[b]Note:[/b] [Line2D] is not accelerated by batching when being anti-aliased."
msgstr ""
"如果為 [code]true[/code],則線條的邊界將使用抗鋸齒。\n"
"[b]注意:[/b]Line2D 在使用抗鋸齒時,不會通過批次處理來加速。"
msgid ""
"The style of the beginning of the polyline, if [member closed] is "
"[code]false[/code]. Use [enum LineCapMode] constants."
msgstr ""
"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。"
msgid ""
"If [code]true[/code] and the polyline has more than 2 points, the last point "
"and the first one will be connected by a segment.\n"
"[b]Note:[/b] The shape of the closing segment is not guaranteed to be "
"seamless if a [member width_curve] is provided.\n"
"[b]Note:[/b] The joint between the closing segment and the first segment is "
"drawn first and it samples the [member gradient] and the [member width_curve] "
"at the beginning. This is an implementation detail that might change in a "
"future version."
msgstr ""
"如果 [code]true[/code] 且折線有超過 2 個點,則最後一個點和第一個點將透過線段連"
"接。\n"
"[b]注意:[/b]如果提供了[member width_curve],則不保證閉合線段的形狀是無縫"
"的。\n"
"[b]注意:[/b]首先繪製結束線段和第一線段之間的連接點,並在開始時對[member "
"gradient]和[member width_curve]進行取樣。這是未來版本中可能會變更的實作細節。"
msgid "The color of the polyline. Will not be used if a gradient is set."
msgstr "線條的顏色。如果設定了漸變,則不會生效。"
msgid ""
"The style of the end of the polyline, if [member closed] is [code]false[/"
"code]. Use [enum LineCapMode] constants."
msgstr "控制直線的第一個點的樣式。使用 [enum LineCapMode] 常數。"
msgid ""
"The gradient is drawn through the whole line from start to finish. The "
"[member default_color] will not be used if this property is set."
msgstr "從頭到尾貫穿整條線的漸變色。如果設定了漸變,則不會使用預設顏色。"
msgid ""
"The style of the connections between segments of the polyline. Use [enum "
"LineJointMode] constants."
msgstr ""
"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。"
msgid ""
"The points of the polyline, interpreted in local 2D coordinates. Segments are "
"drawn between the adjacent points in this array."
msgstr "折線的點,以局部 2D 座標解釋。線段在此陣列中的相鄰點之間繪製。"
msgid ""
"The smoothness used for rounded joints and caps. Higher values result in "
"smoother corners, but are more demanding to render and update."
msgstr "用於圓角接頭和帽的平滑度。值越高,邊角越平滑,但渲染和更新的要求更高。"
msgid ""
"Determines the miter limit of the polyline. Normally, when [member "
"joint_mode] is set to [constant LINE_JOINT_SHARP], sharp angles fall back to "
"using the logic of [constant LINE_JOINT_BEVEL] joints to prevent very long "
"miters. Higher values of this property mean that the fallback to a bevel "
"joint will happen at sharper angles."
msgstr ""
"決定折線的斜接限制。通常,當 [member joint_mode] 設定為 [constant "
"LINE_JOINT_SHARP] 時,銳角會退回到使用 [constant LINE_JOINT_BEVEL] 關節的邏輯"
"來防止非常長長的斜接。此屬性的值較高意味著會以更尖銳的角度退回到斜角接頭。"
msgid ""
"The style to render the [member texture] of the polyline. Use [enum "
"LineTextureMode] constants."
msgstr ""
"在線條上渲染 [code]texture[/code] 的樣式。使用 [enum LineTextureMode] 常數。"
msgid "The polyline's width."
msgstr "多邊形的寬度。"
msgid ""
"The polyline's width curve. The width of the polyline over its length will be "
"equivalent to the value of the width curve over its domain."
msgstr "折線的寬度曲線。折線在長度上的寬度將等於寬度曲線在其域上的值。"
msgid ""
"Makes the polyline's joints pointy, connecting the sides of the two segments "
"by extending them until they intersect. If the rotation of a joint is too big "
"(based on [member sharp_limit]), the joint falls back to [constant "
"LINE_JOINT_BEVEL] to prevent very long miters."
msgstr ""
"使折線的關節成為尖頭,透過延伸兩個線段的側面直到它們相交來連接它們。如果關節的"
"旋轉太大(基於[member sharp_limit]),則關節回落到[constant LINE_JOINT_BEVEL] "
"以防止過長的斜接。"
msgid ""
"Makes the polyline's joints bevelled/chamfered, connecting the sides of the "
"two segments with a simple line."
msgstr "使多段線的接頭傾斜/倒角,用一條簡單的線連接兩個線段的側面。"
msgid ""
"Makes the polyline's joints rounded, connecting the sides of the two segments "
"with an arc. The detail of this arc depends on [member round_precision]."
msgstr ""
"使折線的關節變圓,用圓弧連接兩個線段的側面。此圓弧的細部取決於[member round_ "
"precision]。"
msgid "Draws no line cap."
msgstr "不繪製線條的端點。"
msgid "Draws the line cap as a box, slightly extending the first/last segment."
msgstr "將線帽繪製為盒子,稍微延伸第一個/最後一個線段。"
msgid "Draws the line cap as a semicircle attached to the first/last segment."
msgstr "將線條端點繪製為圓形。"
msgid ""
"Takes the left pixels of the texture and renders them over the whole polyline."
msgstr "獲取紋理的左側圖元並在整個線條上渲染它。"
msgid ""
"Tiles the texture over the polyline. [member CanvasItem.texture_repeat] of "
"the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_ENABLED] or "
"[constant CanvasItem.TEXTURE_REPEAT_MIRROR] for it to work properly."
msgstr ""
"將紋理平鋪在該線條上。該 [Line2D] 節點的 [member CanvasItem.texture_repeat] 必"
"須為 [constant CanvasItem.TEXTURE_REPEAT_ENABLED] 或 [constant CanvasItem."
"TEXTURE_REPEAT_MIRROR],才能正常工作。"
msgid ""
"Stretches the texture across the polyline. [member CanvasItem.texture_repeat] "
"of the [Line2D] node must be [constant CanvasItem.TEXTURE_REPEAT_DISABLED] "
"for best results."
msgstr ""
"沿該線條拉伸紋理。該 [Line2D] 節點的 [member CanvasItem.texture_repeat] 必須"
"為 [constant CanvasItem.TEXTURE_REPEAT_DISABLED],以獲得最佳效果。"
msgid "An input field for single-line text."
msgstr "單行文字的輸入欄位。"
msgid ""
"[LineEdit] provides an input field for editing a single line of text. It "
"features many built-in shortcuts that are always available ([kbd]Ctrl[/kbd] "
"here maps to [kbd]Cmd[/kbd] on macOS):\n"
"- [kbd]Ctrl + C[/kbd]: Copy\n"
"- [kbd]Ctrl + X[/kbd]: Cut\n"
"- [kbd]Ctrl + V[/kbd] or [kbd]Ctrl + Y[/kbd]: Paste/\"yank\"\n"
"- [kbd]Ctrl + Z[/kbd]: Undo\n"
"- [kbd]Ctrl + ~[/kbd]: Swap input direction.\n"
"- [kbd]Ctrl + Shift + Z[/kbd]: Redo\n"
"- [kbd]Ctrl + U[/kbd]: Delete text from the caret position to the beginning "
"of the line\n"
"- [kbd]Ctrl + K[/kbd]: Delete text from the caret position to the end of the "
"line\n"
"- [kbd]Ctrl + A[/kbd]: Select all text\n"
"- [kbd]Up Arrow[/kbd]/[kbd]Down Arrow[/kbd]: Move the caret to the beginning/"
"end of the line\n"
"On macOS, some extra keyboard shortcuts are available:\n"
"- [kbd]Cmd + F[/kbd]: Same as [kbd]Right Arrow[/kbd], move the caret one "
"character right\n"
"- [kbd]Cmd + B[/kbd]: Same as [kbd]Left Arrow[/kbd], move the caret one "
"character left\n"
"- [kbd]Cmd + P[/kbd]: Same as [kbd]Up Arrow[/kbd], move the caret to the "
"previous line\n"
"- [kbd]Cmd + N[/kbd]: Same as [kbd]Down Arrow[/kbd], move the caret to the "
"next line\n"
"- [kbd]Cmd + D[/kbd]: Same as [kbd]Delete[/kbd], delete the character on the "
"right side of caret\n"
"- [kbd]Cmd + H[/kbd]: Same as [kbd]Backspace[/kbd], delete the character on "
"the left side of the caret\n"
"- [kbd]Cmd + A[/kbd]: Same as [kbd]Home[/kbd], move the caret to the "
"beginning of the line\n"
"- [kbd]Cmd + E[/kbd]: Same as [kbd]End[/kbd], move the caret to the end of "
"the line\n"
"- [kbd]Cmd + Left Arrow[/kbd]: Same as [kbd]Home[/kbd], move the caret to the "
"beginning of the line\n"
"- [kbd]Cmd + Right Arrow[/kbd]: Same as [kbd]End[/kbd], move the caret to the "
"end of the line"
msgstr ""
"[LineEdit] 提供了一個單行文字的輸入欄位,提供了許多始終可用的內建快捷鍵(此處"
"的 [kbd]Ctrl[/kbd] 在 macOS 上會對應到 [kbd]Cmd[/kbd]\n"
"- [kbd]Ctrl + C[/kbd]:複製\n"
"- [kbd]Ctrl + X[/kbd]:剪切\n"
"- [kbd]Ctrl + V[/kbd] 或 [kbd]Ctrl + Y[/kbd]:貼上/“拉扯”n\n"
"- [kbd]Ctrl + Z[/kbd]:撤銷\n"
"- [kbd]Ctrl + ~[/kbd]:交換輸入方向\n"
"- [kbd]Ctrl + Shift + Z[/kbd]:重做\n"
"- [kbd]Ctrl + U[/kbd]:刪除從文字游標位置到行首的文字\n"
"- [kbd]Ctrl + K[/kbd]:刪除從文字游標位置到行尾的文字\n"
"- [kbd]Ctrl + A[/kbd]:選擇所有文字\n"
"- [kbd]Up Arrow[/kbd]/[kbd]Down Arrow[/kbd]:將文字游標移動到行首/行尾\n"
"在 macOS 上,有一些額外的鍵盤快捷鍵可用:\n"
"- [kbd]Ctrl + F[/kbd]:同 [kbd]Right Arrow[/kbd],將文字游標向右移動一個字符\n"
"- [kbd]Ctrl + B[/kbd]:同 [kbd]Left Arrow[/kbd],將文字游標向左移動一個字元\n"
"- [kbd]Ctrl + P[/kbd]:同 [kbd]Up Arrow[/kbd],將文字游標移動到上一行\n"
"- [kbd]Ctrl + N[/kbd]:同 [kbd]Down Arrow[/kbd],將文字游標移動到下一行\n"
"- [kbd]Ctrl + D[/kbd]:同 [kbd]Delete[/kbd],刪除文字游標右側的字元\n"
"- [kbd]Ctrl + H[/kbd]:同 [kbd]Backspace[/kbd],刪除文字游標左側的字元\n"
"- [kbd]Ctrl + A[/kbd]:同 [kbd]Home[/kbd],將文字游標移動到行首\n"
"- [kbd]Ctrl + E[/kbd]:同 [kbd]End[/kbd],將文字游標移動到行首尾\n"
"- [kbd]Cmd + Left Arrow[/kbd]:同 [kbd]Home[/kbd],將文字游標移動到行首\n"
"- [kbd]Cmd + Right Arrow[/kbd]:同 [kbd]End[/kbd],將文字游標移動到行尾"
msgid "Erases the [LineEdit]'s [member text]."
msgstr "擦除 [LineEdit] 的 [member text]。"
msgid ""
"Deletes one character at the caret's current position (equivalent to pressing "
"[kbd]Delete[/kbd])."
msgstr "刪除游標目前位置處的一個字元(相當於按 [kbd]Delete[/kbd])。"
msgid ""
"Deletes a section of the [member text] going from position [param "
"from_column] to [param to_column]. Both parameters should be within the "
"text's length."
msgstr ""
"刪除 [member text] 中從起始列 [param from_column] 到結束列 [param to_column] "
"的部分。兩個參數都應該在文字的長度之內。"
msgid "Clears the current selection."
msgstr "清除目前選擇。"
msgid ""
"Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
"displayed when right-clicking on the [LineEdit].\n"
"You can add custom menu items or remove standard ones. Make sure your IDs "
"don't conflict with the standard ones (see [enum MenuItems]). For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # Remove all items after \"Redo\".\n"
" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
" # Add custom items.\n"
" menu.add_separator()\n"
" menu.add_item(\"Insert Date\", MENU_MAX + 1)\n"
" # Connect callback.\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" insert_text_at_caret(Time.get_date_string_from_system())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // Remove all items after \"Redo\".\n"
" menu.ItemCount = menu.GetItemIndex(LineEdit.MenuItems.Redo) + 1;\n"
" // Add custom items.\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Insert Date\", LineEdit.MenuItems.Max + 1);\n"
" // Add event handler.\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == LineEdit.MenuItems.Max + 1)\n"
" {\n"
" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回該 [LineEdit] 的 [PopupMenu]。預設情況下,右鍵點擊 [LineEdit] 會顯示該菜"
"單。\n"
"可以新增自訂功能表專案或移除標準功能表專案。確保你的 ID 不與標準 ID 衝突(請參"
"閱 [enum MenuItems])。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # 在“重做”之後移除所有專案。\n"
" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
" # 新增自訂專案。\n"
" menu.add_separator()\n"
" menu.add_item(\"Insert Date\", MENU_MAX + 1)\n"
" # 連接回呼函式。\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" insert_text_at_caret(Time.get_date_string_from_system())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // 在“重做”之後移除所有專案。\n"
" menu.ItemCount = menu.GetItemIndex(LineEdit.MenuItems.Redo) + 1;\n"
" // 新增自訂專案。\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Insert Date\", LineEdit.MenuItems.Max + 1);\n"
" // 新增事件處理器。\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == LineEdit.MenuItems.Max + 1)\n"
" {\n"
" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]警告:[/b]這是一個必需的內部節點,移除和釋放它可能會導致當機。如果希望隱藏"
"它或它的任何子節點,請使用它們的 [member Window.visible] 屬性。"
msgid ""
"Returns the scroll offset due to [member caret_column], as a number of "
"characters."
msgstr "返回 [member caret_column] 引起的滾動偏移量,單位為字元數。"
msgid "Returns the text inside the selection."
msgstr "返回選擇內的文字。"
msgid "Returns the selection begin column."
msgstr "返回選擇的開始列。"
msgid "Returns the selection end column."
msgstr "返回選擇結束列。"
msgid "Returns [code]true[/code] if the user has selected text."
msgstr "如果使用者選中了文字,則返回 [code]true[/code]。"
msgid ""
"Inserts [param text] at the caret. If the resulting value is longer than "
"[member max_length], nothing happens."
msgstr ""
"在游標處插入文字 [param text]。如果最終值比 [member max_length] 長,則不會發生"
"任何事情。"
msgid ""
"Returns whether the menu is visible. Use this instead of [code]get_menu()."
"visible[/code] to improve performance (so the creation of the menu is "
"avoided)."
msgstr ""
"返回選單是否可見。請使用這個方法來代替 [code]get_menu().visible[/code],可以提"
"高性能(因為避免了選單的建立)。"
msgid "Executes a given action as defined in the [enum MenuItems] enum."
msgstr "執行 [enum MenuItems] 列舉中定義的給定操作。"
msgid ""
"Selects characters inside [LineEdit] between [param from] and [param to]. By "
"default, [param from] is at the beginning and [param to] at the end.\n"
"[codeblocks]\n"
"[gdscript]\n"
"text = \"Welcome\"\n"
"select() # Will select \"Welcome\".\n"
"select(4) # Will select \"ome\".\n"
"select(2, 5) # Will select \"lco\".\n"
"[/gdscript]\n"
"[csharp]\n"
"Text = \"Welcome\";\n"
"Select(); // Will select \"Welcome\".\n"
"Select(4); // Will select \"ome\".\n"
"Select(2, 5); // Will select \"lco\".\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"選擇 [LineEdit] 內介於 [param from] 和 [param to] 之間的字元。預設情況下,"
"[param from] 位於開頭,[param to] 位於結尾。\n"
"[codeblocks]\n"
"[gdscript]\n"
"text = \"Welcome\"\n"
"select() # 將選擇“Welcome”。\n"
"select(4) # 將選擇“ome”。\n"
"select(2, 5) # 將選擇“lco”。\n"
"[/gdscript]\n"
"[csharp]\n"
"Text = \"Welcome\";\n"
"Select(); // 將選擇“Welcome”。\n"
"Select(4); // 將選擇“ome”。\n"
"Select(2, 5); // 將選擇“lco”。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Selects the whole [String]."
msgstr "選中整個 [String]。"
msgid "Text alignment as defined in the [enum HorizontalAlignment] enum."
msgstr "文字對齊方式,由 [enum HorizontalAlignment] 列舉定義。"
msgid "If [code]true[/code], makes the caret blink."
msgstr "如果為 [code]true[/code],則文字游標會閃爍。"
msgid "The interval at which the caret blinks (in seconds)."
msgstr "文字游標的閃爍間隔(單位為秒)。"
msgid ""
"The caret's column position inside the [LineEdit]. When set, the text may "
"scroll to accommodate it."
msgstr "[LineEdit] 中游標的列位置。設定後文字可能會滾動以適應它。"
msgid ""
"If [code]true[/code], the [LineEdit] will always show the caret, even if "
"focus is lost."
msgstr ""
"如果為 [code]true[/code],則該 [LineEdit] 會始終顯示游標,即使焦點丟失。"
msgid ""
"Allow moving caret, selecting and removing the individual composite character "
"components.\n"
"[b]Note:[/b] [kbd]Backspace[/kbd] is always removing individual composite "
"character components."
msgstr ""
"允許在單個複合字元的元件中進行移動游標、選中、刪除的操作。\n"
"[b]注意:[/b]倒退鍵 [kbd]Backspace[/kbd] 始終按複合字元的元件刪除。"
msgid ""
"If [code]true[/code], the [LineEdit] will show a clear button if [member "
"text] is not empty, which can be used to clear the text quickly."
msgstr ""
"如果為 [code]true[/code][LineEdit] 將在 [member text] 非空時顯示清空按鈕,可"
"以用來快速清除文字。"
msgid "If [code]true[/code], the context menu will appear when right-clicked."
msgstr "如果為 [code]true[/code],按右鍵將出現本文選單。"
msgid ""
"If [code]true[/code], the selected text will be deselected when focus is lost."
msgstr "如果為 [code]true[/code],則在丟失焦點時會取消選中文字。"
msgid "If [code]true[/code], allow drag and drop of selected text."
msgstr "如果為 [code]true[/code],則允許拖放選中的文字。"
msgid "If [code]true[/code], control characters are displayed."
msgstr "如果為 [code]true[/code],則會顯示控制字元。"
msgid ""
"If [code]false[/code], existing text cannot be modified and new text cannot "
"be added."
msgstr "如果為 [code]false[/code],則不能修改現在的文字,也不能新增新文字。"
msgid ""
"If [code]true[/code], the [LineEdit] width will increase to stay longer than "
"the [member text]. It will [b]not[/b] compress if the [member text] is "
"shortened."
msgstr ""
"如果為 [code]true[/code],則 [LineEdit] 寬度將增加到比 [member text] 長。如果 "
"[member text] 被縮短,它將[b]不[/b]壓縮。"
msgid "If [code]true[/code], the [LineEdit] doesn't display decoration."
msgstr "如果為 [code]true[/code],則 [LineEdit] 不顯示裝飾。"
msgid ""
"Language code used for line-breaking and text shaping algorithms. If left "
"empty, current locale is used instead."
msgstr "語言程式碼,用於斷行和文字塑形演算法,如果留空則使用目前區域設定。"
msgid ""
"Maximum number of characters that can be entered inside the [LineEdit]. If "
"[code]0[/code], there is no limit.\n"
"When a limit is defined, characters that would exceed [member max_length] are "
"truncated. This happens both for existing [member text] contents when setting "
"the max length, or for new text inserted in the [LineEdit], including "
"pasting. If any input text is truncated, the [signal text_change_rejected] "
"signal is emitted with the truncated substring as parameter.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"text = \"Hello world\"\n"
"max_length = 5\n"
"# `text` becomes \"Hello\".\n"
"max_length = 10\n"
"text += \" goodbye\"\n"
"# `text` becomes \"Hello good\".\n"
"# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/gdscript]\n"
"[csharp]\n"
"Text = \"Hello world\";\n"
"MaxLength = 5;\n"
"// `Text` becomes \"Hello\".\n"
"MaxLength = 10;\n"
"Text += \" goodbye\";\n"
"// `Text` becomes \"Hello good\".\n"
"// `text_change_rejected` is emitted with \"bye\" as parameter.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[LineEdit] 中可以輸入的最大字元數。如果為 [code]0[/code],則沒有限制。\n"
"定義限制後,將截斷超過 [member max_length] 的字元。在設定最大長度時,將適用於"
"現有的 [member text] 內容,以及在 [LineEdit] 中插入、包括貼上進來的新文字。如"
"果任何輸入文字被截斷,[signal text_change_rejected] 訊號將以截斷的子字串作為參"
"數發出。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"text = \"Hello world\"\n"
"max_length = 5\n"
"# `text` 變為 \"Hello\"。\n"
"max_length = 10\n"
"text += \" goodbye\"\n"
"# `text` 變為 \"Hello good\"。\n"
"# `text_change_rejected` 以 \"bye\" 作為參數發出。\n"
"[/gdscript]\n"
"[csharp]\n"
"Text = \"Hello world\";\n"
"MaxLength = 5;\n"
"// `Text` 變為 \"Hello\"。\n"
"MaxLength = 10;\n"
"Text += \" goodbye\";\n"
"// `text` 變為 \"Hello good\"。\n"
"// `text_change_rejected` 以 \"bye\" 作為參數發出。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If [code]false[/code], using middle mouse button to paste clipboard will be "
"disabled.\n"
"[b]Note:[/b] This method is only implemented on Linux."
msgstr ""
"如果為 [code]false[/code],將禁用滑鼠中鍵貼上剪貼板。\n"
"[b]注意:[/b]這個方法只在 Linux 上實作。"
msgid ""
"Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
"default value (see [member text])."
msgstr ""
"當 [LineEdit] 為空時顯示的文字。它[b]不是[/b] [LineEdit] 的預設值(見 [member "
"text])。"
msgid ""
"Sets the icon that will appear in the right end of the [LineEdit] if there's "
"no [member text], or always, if [member clear_button_enabled] is set to "
"[code]false[/code]."
msgstr ""
"設定 [LineEdit] 右端的圖示,這個圖示會在沒有 [member text] 時出現,如果 "
"[member clear_button_enabled] 為 [code]false[/code] 則始終可見。"
msgid ""
"If [code]true[/code], every character is replaced with the secret character "
"(see [member secret_character])."
msgstr ""
"如果為 [code]true[/code],則每個字元都會被替換成密碼字元(見 [member "
"secret_character])。"
msgid ""
"If [code]true[/code], the [LineEdit] will select the whole text when it gains "
"focus."
msgstr "如果為 [code]true[/code],則在獲得焦點時會全選文字。"
msgid ""
"If [code]false[/code], it's impossible to select the text using mouse nor "
"keyboard."
msgstr "如果為 [code]false[/code],則無法用滑鼠或鍵盤選擇文字。"
msgid "If [code]false[/code], using shortcuts will be disabled."
msgstr "如果為 [code]false[/code],快捷鍵將被禁用。"
msgid ""
"String value of the [LineEdit].\n"
"[b]Note:[/b] Changing text using this property won't emit the [signal "
"text_changed] signal."
msgstr ""
"[LineEdit] 的字串值。\n"
"[b]注意:[/b]使用這個屬性更改文字不會觸發 [signal text_changed] 訊號。"
msgid ""
"If [code]true[/code], the native virtual keyboard is shown when focused on "
"platforms that support it."
msgstr ""
"如果為 [code]true[/code],則在獲得焦點時會在支援的平臺上顯示原生虛擬鍵盤。"
msgid "Specifies the type of virtual keyboard to show."
msgstr "指定要顯示的虛擬鍵盤的型別。"
msgid ""
"Emitted when appending text that overflows the [member max_length]. The "
"appended text is truncated to fit [member max_length], and the part that "
"couldn't fit is passed as the [param rejected_substring] argument."
msgstr ""
"當追加的文字超過了 [member max_length] 時觸發。追加後的文字會被截斷以適應 "
"[member max_length],超出的部分會被作為 [param rejected_substring] 參數傳遞。"
msgid "Emitted when the text changes."
msgstr "當文字更改時觸發。"
msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
msgstr "當使用者在 [LineEdit] 上按 [constant KEY_ENTER] 時觸發。"
msgid "Cuts (copies and clears) the selected text."
msgstr "剪切(複製並刪除)選中的文字。"
msgid "Copies the selected text."
msgstr "複製選中的文字。"
msgid ""
"Pastes the clipboard text over the selected text (or at the caret's "
"position).\n"
"Non-printable escape characters are automatically stripped from the OS "
"clipboard via [method String.strip_escapes]."
msgstr ""
"將剪貼板中的文字貼上到選中文字之上(或者文字游標位置)。\n"
"會使用 [method String.strip_escapes] 自動剝離作業系統剪貼板中不可列印的轉義字"
"符。"
msgid "Erases the whole [LineEdit] text."
msgstr "刪除 [LineEdit] 中的全部文字。"
msgid "Selects the whole [LineEdit] text."
msgstr "選中 [LineEdit] 中的全部文字。"
msgid "Undoes the previous action."
msgstr "撤銷之前的操作。"
msgid "Reverse the last undo action."
msgstr "反轉最後一個撤銷動作。"
msgid "ID of \"Text Writing Direction\" submenu."
msgstr "“文字書寫方向”子功能表的 ID。"
msgid "Sets text direction to inherited."
msgstr "將文字方向設定為繼承。"
msgid "Sets text direction to automatic."
msgstr "將文字方向設定為自動。"
msgid "Sets text direction to left-to-right."
msgstr "將文字方向設定為從左至右。"
msgid "Sets text direction to right-to-left."
msgstr "將文字方向設定為從右至左。"
msgid "Toggles control character display."
msgstr "切換控制字元的顯示。"
msgid "ID of \"Insert Control Character\" submenu."
msgstr "“插入控制字元”子功能表的 ID。"
msgid "Inserts left-to-right mark (LRM) character."
msgstr "插入從左至右旗標LRM字元。"
msgid "Inserts right-to-left mark (RLM) character."
msgstr "插入從右至左旗標LRM字元。"
msgid "Inserts start of left-to-right embedding (LRE) character."
msgstr "插入開始從左至右嵌入LRE字元。"
msgid "Inserts start of right-to-left embedding (RLE) character."
msgstr "插入開始從右至左嵌入RLE字元。"
msgid "Inserts start of left-to-right override (LRO) character."
msgstr "插入開始從左至右強制LRO字元。"
msgid "Inserts start of right-to-left override (RLO) character."
msgstr "插入開始從右至左嵌入RLE字元。"
msgid "Inserts pop direction formatting (PDF) character."
msgstr "插入退出方向格式化PDF字元。"
msgid "Inserts Arabic letter mark (ALM) character."
msgstr "插入阿拉伯字母標記ALM字元。"
msgid "Inserts left-to-right isolate (LRI) character."
msgstr "插入從左至右隔離LRI字元。"
msgid "Inserts right-to-left isolate (RLI) character."
msgstr "插入從右至左隔離RLI字元。"
msgid "Inserts first strong isolate (FSI) character."
msgstr "插入第一個強隔離FSI字元。"
msgid "Inserts pop direction isolate (PDI) character."
msgstr "插入退出方向隔離PDI字元。"
msgid "Inserts zero width joiner (ZWJ) character."
msgstr "插入零寬連接子ZWJ字元。"
msgid "Inserts zero width non-joiner (ZWNJ) character."
msgstr "插入零寬非連接子ZWNJ字元。"
msgid "Inserts word joiner (WJ) character."
msgstr "插入文字連接子WJ字元。"
msgid "Inserts soft hyphen (SHY) character."
msgstr "插入軟連字號SHY字元。"
msgid "Represents the size of the [enum MenuItems] enum."
msgstr "代表 [enum MenuItems] 列舉的大小。"
msgid ""
"Color of the [LineEdit]'s caret (text cursor). This can be set to a fully "
"transparent color to hide the caret entirely."
msgstr ""
"[LineEdit] 的插入符號(文字游標)的顏色。可以設定為完全透明的顏色,從而完全隱"
"藏游標。"
msgid "Color used as default tint for the clear button."
msgstr "用作清除按鈕預設色調的顏色。"
msgid "Color used for the clear button when it's pressed."
msgstr "按下清除按鈕時使用的顏色。"
msgid "Default font color."
msgstr "預設字形顏色。"
msgid "The tint of text outline of the [LineEdit]."
msgstr "[LineEdit] 文字輪廓的色調。"
msgid "Font color for [member placeholder_text]."
msgstr "[member placeholder_text] 的字形顏色。"
msgid "Font color for selected text (inside the selection rectangle)."
msgstr "選定文字的字形顏色(在選擇矩形內)。"
msgid "Font color when editing is disabled."
msgstr "禁用編輯時的字形顏色。"
msgid "Color of the selection rectangle."
msgstr "選擇矩形的顏色。"
msgid ""
"The caret's width in pixels. Greater values can be used to improve "
"accessibility by ensuring the caret is easily visible, or to ensure "
"consistency with a large font size."
msgstr ""
"文字游標的圖元寬度。使用較大的數值可以提高可存取性,使文字游標更加顯眼,或者確"
"保文字與較大字形尺寸的一致性。"
msgid ""
"Minimum horizontal space for the text (not counting the clear button and "
"content margins). This value is measured in count of 'M' characters (i.e. "
"this number of 'M' characters can be displayed without scrolling)."
msgstr ""
"文字的最小水平空間不包括清除按鈕和內容邊距。這個值以“M”字元的數量來衡量"
"即能夠在不滾動的情況下顯示這麼多個“M”字元。"
msgid "Font used for the text."
msgstr "文字使用的字形。"
msgid "Font size of the [LineEdit]'s text."
msgstr "該 [LineEdit] 文字的字形大小。"
msgid "Texture for the clear button. See [member clear_button_enabled]."
msgstr "“清除”按鈕的紋理。見 [member clear_button_enabled]。"
msgid ""
"Background used when [LineEdit] has GUI focus. The [theme_item focus] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox], so a partially "
"transparent [StyleBox] should be used to ensure the base [StyleBox] remains "
"visible. A [StyleBox] that represents an outline or an underline works well "
"for this purpose. To disable the focus visual effect, assign a "
"[StyleBoxEmpty] resource. Note that disabling the focus visual effect will "
"harm keyboard/controller navigation usability, so this is not recommended for "
"accessibility reasons."
msgstr ""
"[LineEdit] 擁有 GUI 焦點時使用的背景。[theme_item focus] [StyleBox] 顯示在基"
"礎 [StyleBox] [i]之上[/i],所以應該使用部分透明的 [StyleBox],確保基礎 "
"[StyleBox] 仍然可見。代表輪廓或底線的 [StyleBox] 可以很好地實作這個目的。要禁"
"用聚焦的視覺效果,請指定 [StyleBoxEmpty] 資源。請注意,禁用聚焦的視覺效果會影"
"響使用鍵盤/手柄進行導覽的可用性,所以出於可存取性的原因,不建議這樣做。"
msgid "Default background for the [LineEdit]."
msgstr "該 [LineEdit] 的預設背景。"
msgid ""
"Background used when [LineEdit] is in read-only mode ([member editable] is "
"set to [code]false[/code])."
msgstr ""
"該 [LineEdit] 處於唯讀模式時使用的背景([member editable] 為 [code]false[/"
"code])。"
msgid "A button that represents a link."
msgstr "代表連結的按鈕。"
msgid ""
"A button that represents a link. This type of button is primarily used for "
"interactions that cause a context change (like linking to a web page).\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"代表連結的按鈕。這種按鈕主要用於與按鈕的互動引起本文變化時(如連結到網頁)。\n"
"另見 [BaseButton],它包含了該節點相關的常用屬性和方法。"
msgid ""
"The underline mode to use for the text. See [enum LinkButton.UnderlineMode] "
"for the available modes."
msgstr "文字的底線模式。可用模式見 [enum LinkButton.UnderlineMode]。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Uniform_Resource_Identifier]URI[/url] "
"for this [LinkButton]. If set to a valid URI, pressing the button opens the "
"URI using the operating system's default program for the protocol (via "
"[method OS.shell_open]). HTTP and HTTPS URLs open the default web browser.\n"
"[b]Examples:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"uri = \"https://godotengine.org\" # Opens the URL in the default web "
"browser.\n"
"uri = \"C:\\SomeFolder\" # Opens the file explorer at the given path.\n"
"uri = \"C:\\SomeImage.png\" # Opens the given image in the default viewing "
"app.\n"
"[/gdscript]\n"
"[csharp]\n"
"Uri = \"https://godotengine.org\"; // Opens the URL in the default web "
"browser.\n"
"Uri = \"C:\\SomeFolder\"; // Opens the file explorer at the given path.\n"
"Uri = \"C:\\SomeImage.png\"; // Opens the given image in the default viewing "
"app.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"這個 [LinkButton] 的 [url=https://zh.wikipedia.org/wiki/"
"%E7%BB%9F%E4%B8%80%E8%B5%84%E6%BA%90%E6%A0%87%E5%BF%97%E7%AC%A6]URI[/url]。如"
"果設定為有效的 URI按下按鈕就會使用作業系統中與該協定對應的預設程式打開該 URI"
"(使用 [method OS.shell_open]。HTTP 和 HTTPS 的 URL 會打開預設的流覽器。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"uri = \"https://godotengine.org\" # 在預設流覽器中打開 URL。\n"
"uri = \"C:\\SomeFolder\" # 將檔案流覽器打開到給定的路徑。\n"
"uri = \"C:\\SomeImage.png\" # 在預設查看套用中打開給定的圖像。\n"
"[/gdscript]\n"
"[csharp]\n"
"Uri = \"https://godotengine.org\"; // 在預設流覽器中打開 URL。\n"
"Uri = \"C:\\SomeFolder\"; // 將檔流覽器打開到給定的路徑。\n"
"Uri = \"C:\\SomeImage.png\"; // 在預設查看套用中打開給定的圖像。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "The LinkButton will always show an underline at the bottom of its text."
msgstr "LinkButton 將始終在其文字底部顯示底線。"
msgid ""
"The LinkButton will show an underline at the bottom of its text when the "
"mouse cursor is over it."
msgstr "LinkButton 將在滑鼠游標懸停時,在文字底部顯示底線。"
msgid "The LinkButton will never show an underline at the bottom of its text."
msgstr "LinkButton 永遠不會在其文字底部顯示底線。"
msgid "Default text [Color] of the [LinkButton]."
msgstr "[LinkButton] 預設的字形顏色 [Color]。"
msgid "Text [Color] used when the [LinkButton] is disabled."
msgstr "該 [Button] 處於禁用狀態時,使用的文字 [Color]。"
msgid ""
"Text [Color] used when the [LinkButton] is focused. Only replaces the normal "
"text color of the button. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"當 [LinkButton] 獲得焦點時使用的文字 [Color]。只替換按鈕的正常文字顏色。禁用、"
"懸停和按下狀態優先於這個顏色。"
msgid "Text [Color] used when the [LinkButton] is being hovered."
msgstr "當 [LinkButton] 被懸停時使用的文字顏色 [Color]。"
msgid "Text [Color] used when the [LinkButton] is being hovered and pressed."
msgstr "該 [Button] 處於懸停並按下狀態時,使用的文字 [Color]。"
msgid "The tint of text outline of the [LinkButton]."
msgstr "[LinkButton] 的文字輪廓的色調。"
msgid "Text [Color] used when the [LinkButton] is being pressed."
msgstr "當 [LinkButton] 被按下時使用的文字顏色 [Color]。"
msgid "The vertical space between the baseline of text and the underline."
msgstr "文字基線和底線之間的垂直空間。"
msgid "[Font] of the [LinkButton]'s text."
msgstr "該 [LinkButton] 文字的字形 [Font]。"
msgid "Font size of the [LinkButton]'s text."
msgstr "該 [LinkButton] 文字的字形大小。"
msgid "Abstract base class for the game's main loop."
msgstr "遊戲主迴圈的抽象基底類別。"
msgid ""
"[MainLoop] is the abstract base class for a Godot project's game loop. It is "
"inherited by [SceneTree], which is the default game loop implementation used "
"in Godot projects, though it is also possible to write and use one's own "
"[MainLoop] subclass instead of the scene tree.\n"
"Upon the application start, a [MainLoop] implementation must be provided to "
"the OS; otherwise, the application will exit. This happens automatically (and "
"a [SceneTree] is created) unless a [MainLoop] [Script] is provided from the "
"command line (with e.g. [code]godot -s my_loop.gd[/code] or the \"Main Loop "
"Type\" project setting is overwritten.\n"
"Here is an example script implementing a simple [MainLoop]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"class_name CustomMainLoop\n"
"extends MainLoop\n"
"\n"
"var time_elapsed = 0\n"
"\n"
"func _initialize():\n"
" print(\"Initialized:\")\n"
" print(\" Starting time: %s\" % str(time_elapsed))\n"
"\n"
"func _process(delta):\n"
" time_elapsed += delta\n"
" # Return true to end the main loop.\n"
" return Input.get_mouse_button_mask() != 0 || Input."
"is_key_pressed(KEY_ESCAPE)\n"
"\n"
"func _finalize():\n"
" print(\"Finalized:\")\n"
" print(\" End time: %s\" % str(time_elapsed))\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class CustomMainLoop : MainLoop\n"
"{\n"
" private double _timeElapsed = 0;\n"
"\n"
" public override void _Initialize()\n"
" {\n"
" GD.Print(\"Initialized:\");\n"
" GD.Print($\" Starting Time: {_timeElapsed}\");\n"
" }\n"
"\n"
" public override bool _Process(double delta)\n"
" {\n"
" _timeElapsed += delta;\n"
" // Return true to end the main loop.\n"
" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key."
"Escape);\n"
" }\n"
"\n"
" private void _Finalize()\n"
" {\n"
" GD.Print(\"Finalized:\");\n"
" GD.Print($\" End Time: {_timeElapsed}\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[MainLoop] 是 Godot 專案中遊戲迴圈的抽象基底類別。它被 [SceneTree] 繼承,"
"[SceneTree] 是 Godot 專案中使用的預設遊戲迴圈的實作,不過也可以編寫和使用自己"
"的 [MainLoop] 子類別,來代替場景樹。\n"
"在套用程式啟動時,必須向作業系統提供一個 [MainLoop] 實作;否則,套用程式將退"
"出。這會自動發生(並建立一個 [SceneTree]),除非從命令列提供一個 [MainLoop] "
"[Script](例如 [code]godot -s my_loop.gd[/code]或“主迴圈型別Main Loop "
"Type”專案設定被覆蓋。\n"
"有一個實作簡單 [MainLoop] 的範例腳本:\n"
"[codeblocks]\n"
"[gdscript]\n"
"class_name CustomMainLoop\n"
"extends MainLoop\n"
"\n"
"var time_elapsed = 0\n"
"\n"
"func _initialize():\n"
" print(\"Initialized:\")\n"
" print(\" Starting time: %s\" % str(time_elapsed))\n"
"\n"
"func _process(delta):\n"
" time_elapsed += delta\n"
" # 返回 true 結束主迴圈。\n"
" return Input.get_mouse_button_mask() != 0 || Input."
"is_key_pressed(KEY_ESCAPE)\n"
"\n"
"func _finalize():\n"
" print(\"Finalized:\")\n"
" print(\" End time: %s\" % str(time_elapsed))\n"
"[/gdscript]\n"
"[csharp]\n"
"using Godot;\n"
"\n"
"public partial class CustomMainLoop : MainLoop\n"
"{\n"
" private double _timeElapsed = 0;\n"
"\n"
" public override void _Initialize()\n"
" {\n"
" GD.Print(\"Initialized:\");\n"
" GD.Print($\" Starting Time: {_timeElapsed}\");\n"
" }\n"
"\n"
" public override bool _Process(double delta)\n"
" {\n"
" _timeElapsed += delta;\n"
" // 返回 true 結束主迴圈。\n"
" return Input.GetMouseButtonMask() != 0 || Input.IsKeyPressed(Key."
"Escape);\n"
" }\n"
"\n"
" private void _Finalize()\n"
" {\n"
" GD.Print(\"Finalized:\");\n"
" GD.Print($\" End Time: {_timeElapsed}\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Called before the program exits."
msgstr "在程式退出前呼叫。"
msgid "Called once during initialization."
msgstr "在初始化時呼叫一次。"
msgid ""
"Called each physics frame with the time since the last physics frame as "
"argument ([param delta], in seconds). Equivalent to [method Node."
"_physics_process].\n"
"If implemented, the method must return a boolean value. [code]true[/code] "
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
"在每個物理影格中呼叫,並將自上一個物理影格以來的時間作為參數([param delta]"
"以秒為單位)。相當於[method Node._physics_process]。\n"
"如果實作,該方法必須返回一個布林值。[code]true[/code] 會結束主迴圈,而 "
"[code]false[/code] 會讓它繼續下一影格。"
msgid ""
"Called each process (idle) frame with the time since the last process frame "
"as argument (in seconds). Equivalent to [method Node._process].\n"
"If implemented, the method must return a boolean value. [code]true[/code] "
"ends the main loop, while [code]false[/code] lets it proceed to the next "
"frame."
msgstr ""
"使用自上一個程序影格以來的時間作為參數(單位為秒),在每個程序(空閒)影格上被"
"調用。相當於 [method Node._process]。\n"
"如果被實作,該方法必須返回一個布林值。[code]true[/code] 會結束主迴圈,而 "
"[code]false[/code] 會讓它繼續到下一影格。"
msgid "Emitted when a user responds to a permission request."
msgstr "當使用者對許可權請求作出反應時發出。"
msgid ""
"Notification received from the OS when the application is exceeding its "
"allocated memory.\n"
"Specific to the iOS platform."
msgstr ""
"當套用程式超過其分配的記憶體時,從作業系統收到的通知。\n"
"僅限 iOS 平臺。"
msgid ""
"Notification received when translations may have changed. Can be triggered by "
"the user changing the locale. Can be used to respond to language changes, for "
"example to change the UI strings on the fly. Useful when working with the "
"built-in translation support, like [method Object.tr]."
msgstr ""
"當翻譯可能發生變化時收到的通知。會在使用者改變區域設定時觸發。可以用來回應語言"
"的變化,例如即時改變 UI 字串。可配合內建的翻譯支援使用,比如 [method Object."
"tr]。"
msgid ""
"Notification received from the OS when a request for \"About\" information is "
"sent.\n"
"Specific to the macOS platform."
msgstr ""
"當發出“關於”資訊請求時,從作業系統收到的通知。\n"
"僅限 macOS 平臺。"
msgid ""
"Notification received from Godot's crash handler when the engine is about to "
"crash.\n"
"Implemented on desktop platforms if the crash handler is enabled."
msgstr ""
"當引擎即將當機時從Godot的當機處理常式收到的通知。\n"
"如果當機處理常式被啟用,這只會在桌面平臺上實作。"
msgid ""
"Notification received from the OS when an update of the Input Method Engine "
"occurs (e.g. change of IME cursor position or composition string).\n"
"Specific to the macOS platform."
msgstr ""
"當輸入法引擎發生更新時從作業系統收到的通知例如IME 游標位置或組成字串的變"
"化)。\n"
"僅限 macOS 平臺。"
msgid ""
"Notification received from the OS when the application is resumed.\n"
"Specific to the Android platform."
msgstr ""
"當套用程式恢復時,從作業系統收到的通知。\n"
"僅限 Android 平臺。"
msgid ""
"Notification received from the OS when the application is paused.\n"
"Specific to the Android platform."
msgstr ""
"當套用程式暫停時,從作業系統收到的通知。\n"
"僅限 Android 平臺。"
msgid ""
"Notification received from the OS when the application is focused, i.e. when "
"changing the focus from the OS desktop or a thirdparty application to any "
"open window of the Godot instance.\n"
"Implemented on desktop platforms."
msgstr ""
"當套用程式獲得焦點時從作業系統收到的通知,即焦點將從作業系統桌面或協力廠商套用"
"程式更改為 Godot 實例的任何一個打開視窗時。\n"
"在桌面平臺上被實作。"
msgid ""
"Notification received from the OS when the application is defocused, i.e. "
"when changing the focus from any open window of the Godot instance to the OS "
"desktop or a thirdparty application.\n"
"Implemented on desktop platforms."
msgstr ""
"當套用程式失去焦點時從作業系統收到通知,即焦點將從 Godot 實例的任何一個打開窗"
"口,更改為作業系統桌面或協力廠商套用程式時。\n"
"在桌面平臺上被實作。"
msgid "Notification received when text server is changed."
msgstr "文字伺服器被更改時,收到的通知。"
msgid "A container that keeps a margin around its child controls."
msgstr "在子控制項周圍保留邊距的容器。"
msgid ""
"[MarginContainer] adds an adjustable margin on each side of its child "
"controls. The margins are added around all children, not around each "
"individual one. To control the [MarginContainer]'s margins, use the "
"[code]margin_*[/code] theme properties listed below.\n"
"[b]Note:[/b] The margin sizes are theme overrides, not normal properties. "
"This is an example of how to change them in code:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This code sample assumes the current script is extending MarginContainer.\n"
"var margin_value = 100\n"
"add_theme_constant_override(\"margin_top\", margin_value)\n"
"add_theme_constant_override(\"margin_left\", margin_value)\n"
"add_theme_constant_override(\"margin_bottom\", margin_value)\n"
"add_theme_constant_override(\"margin_right\", margin_value)\n"
"[/gdscript]\n"
"[csharp]\n"
"// This code sample assumes the current script is extending MarginContainer.\n"
"int marginValue = 100;\n"
"AddThemeConstantOverride(\"margin_top\", marginValue);\n"
"AddThemeConstantOverride(\"margin_left\", marginValue);\n"
"AddThemeConstantOverride(\"margin_bottom\", marginValue);\n"
"AddThemeConstantOverride(\"margin_right\", marginValue);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[MarginContainer] 會為子控制項的各條邊加上可調整的邊距。是在所有子項周圍新增邊"
"距,而不是在它們各自周圍新增邊距。要控制 [MarginContainer] 的邊距,請使用下列 "
"[code]margin_*[/code] 主題屬性。\n"
"[b]注意:[/b]邊距大小是主題覆蓋項,而不是普通的屬性。如果想要通過程式碼更改,"
"應使用以下範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 這段程式碼範例要求目前腳本擴充的是 MarginContainer。\n"
"var margin_value = 100\n"
"add_theme_constant_override(\"margin_top\", margin_value)\n"
"add_theme_constant_override(\"margin_left\", margin_value)\n"
"add_theme_constant_override(\"margin_bottom\", margin_value)\n"
"add_theme_constant_override(\"margin_right\", margin_value)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 這段程式碼範例要求目前腳本擴充的是 MarginContainer。\n"
"int marginValue = 100;\n"
"AddThemeConstantOverride(\"margin_top\", marginValue);\n"
"AddThemeConstantOverride(\"margin_left\", marginValue);\n"
"AddThemeConstantOverride(\"margin_bottom\", marginValue);\n"
"AddThemeConstantOverride(\"margin_right\", marginValue);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Generic 2D position hint for editing."
msgstr "通用 2D 位置提示,用於編輯。"
msgid ""
"Generic 2D position hint for editing. It's just like a plain [Node2D], but it "
"displays as a cross in the 2D editor at all times. You can set the cross' "
"visual size by using the gizmo in the 2D editor while the node is selected."
msgstr ""
"用於編輯的通用 2D 位置提示。類似於普通的 [Node2D],但它始終在 2D 編輯器中顯示"
"十字。該節點處於選中狀態時,可以使用 2D 編輯器中的小工具來設定十字的視覺大小。"
msgid "Size of the gizmo cross that appears in the editor."
msgstr "出現在編輯器中的小工具十字的大小。"
msgid "Generic 3D position hint for editing."
msgstr "通用 3D 位置提示,用於編輯。"
msgid ""
"Generic 3D position hint for editing. It's just like a plain [Node3D], but it "
"displays as a cross in the 3D editor at all times."
msgstr ""
"用於編輯的通用 3D 位置提示。類似於普通的 [Node3D],但它始終在 3D 編輯器中顯示"
"十字。"
msgid "Data transformation (marshaling) and encoding helpers."
msgstr "資料轉換marshalling和編碼輔助工具。"
msgid "Provides data transformation and encoding utility functions."
msgstr "提供進行資料轉換和編碼的實用函式。"
msgid ""
"Returns a decoded [PackedByteArray] corresponding to the Base64-encoded "
"string [param base64_str]."
msgstr ""
"返回對應於 Base64 編碼字串 [param base64_str] 的解碼的 [PackedByteArray]。"
msgid ""
"Returns a decoded string corresponding to the Base64-encoded string [param "
"base64_str]."
msgstr "返回與 Base64 編碼的字串 [param base64_str] 相對應的解碼字串。"
msgid ""
"Returns a decoded [Variant] corresponding to the Base64-encoded string [param "
"base64_str]. If [param allow_objects] is [code]true[/code], decoding objects "
"is allowed.\n"
"Internally, this uses the same decoding mechanism as the [method @GlobalScope."
"bytes_to_var] method.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats such as remote code execution."
msgstr ""
"返回一個對應於 Base64 編碼的字串 [param base64_str] 的解碼 [Variant]。如果 "
"[param allow_objects] 為 [code]true[/code],則允許對物件進行解碼。\n"
"內部實作時,使用的解碼機制與 [method @GlobalScope.bytes_to_var] 方法相同。\n"
"[b]警告:[/b]反序列化的物件可能包含會被執行的程式碼。如果序列化的物件來自不受"
"信任的來源,請不要使用這個選項,以避免潛在的安全威脅,如遠端程式碼執行。"
msgid "Returns a Base64-encoded string of a given [PackedByteArray]."
msgstr "返回給定 [PackedByteArray] 的 Base64 編碼的字串。"
msgid "Returns a Base64-encoded string of the UTF-8 string [param utf8_str]."
msgstr "返回 UTF-8 字串 [param utf8_str] 的 Base64 編碼的字串。"
msgid ""
"Returns a Base64-encoded string of the [Variant] [param variant]. If [param "
"full_objects] is [code]true[/code], encoding objects is allowed (and can "
"potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method @GlobalScope."
"var_to_bytes] method."
msgstr ""
"返回經過 Base64 編碼的 [Variant] [param variant] 的字串。如果 [param "
"full_objects] 為 [code]true[/code],則允許將物件進行編碼(有可能包括代碼)。\n"
"內部實作時,使用的編碼機制與 [method @GlobalScope.var_to_bytes] 方法相同。"
msgid "Creates a placeholder version of this resource ([PlaceholderMaterial])."
msgstr "建立該資源的預留位置版本([PlaceholderMaterial])。"
msgid "Maximum value for the [member render_priority] parameter."
msgstr "[member render_priority] 參數的最大值。"
msgid "Minimum value for the [member render_priority] parameter."
msgstr "[member render_priority] 參數的最小值。"
msgid ""
"A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child."
msgstr "水平功能表列,會為每個 [PopupMenu] 子項建立一個 [MenuButton]。"
msgid ""
"A horizontal menu bar that creates a [MenuButton] for each [PopupMenu] child. "
"New items are created by adding [PopupMenu]s to this node."
msgstr ""
"水平功能表列,會為每個 [PopupMenu] 子項建立一個 [MenuButton]。向這個節點新增 "
"[PopupMenu] 就會建立新的專案。"
msgid "Returns number of menu items."
msgstr "返回功能表專案的數量。"
msgid "Returns [PopupMenu] associated with menu item."
msgstr "返回與功能表專案關聯的 [PopupMenu]。"
msgid "Returns menu item title."
msgstr "返回功能表專案的標題。"
msgid "Returns menu item tooltip."
msgstr "返回功能表專案的工具提示。"
msgid "Returns [code]true[/code], if menu item is disabled."
msgstr "如果功能表專案為禁用狀態,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code], if menu item is hidden."
msgstr "如果功能表專案為隱藏狀態,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if system global menu is supported and used by "
"this [MenuBar]."
msgstr ""
"如果支援系統全域功能表,而且該 [MenuBar] 使用全域功能表,則返回 [code]true[/"
"code]。"
msgid ""
"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
"the button."
msgstr "如果為 [code]true[/code],快捷方式將被禁用,無法用於觸發按鈕。"
msgid "If [code]true[/code], menu item is disabled."
msgstr "為 [code]true[/code] 時,功能表專案為禁用狀態。"
msgid "If [code]true[/code], menu item is hidden."
msgstr "為 [code]true[/code] 時,功能表專案為隱藏狀態。"
msgid "Sets menu item title."
msgstr "設定功能表專案的標題。"
msgid "Sets menu item tooltip."
msgstr "設定功能表專案的工具提示。"
msgid "Flat [MenuBar] don't display item decoration."
msgstr "扁平的 [MenuBar],不顯示專案裝飾。"
msgid ""
"If [code]true[/code], [MenuBar] will use system global menu when supported."
msgstr ""
"如果為 [code]true[/code],則 [MenuBar] 會在支援系統全域功能表時使用系統全域菜"
"單。"
msgid "Position in the global menu to insert first [MenuBar] item at."
msgstr "在全域選單中插入第一個 [MenuBar] 專案的位置。"
msgid ""
"If [code]true[/code], when the cursor hovers above menu item, it will close "
"the current [PopupMenu] and open the other one."
msgstr ""
"如果為 [code]true[/code],當游標懸停在功能表專案上方時,將關閉目前的 "
"[PopupMenu] 並打開另一個。"
msgid "Default text [Color] of the menu item."
msgstr "功能表專案的預設文字 [Color]。"
msgid "Text [Color] used when the menu item is disabled."
msgstr "功能表專案處於禁用狀態時使用的文字 [Color]。"
msgid ""
"Text [Color] used when the menu item is focused. Only replaces the normal "
"text color of the menu item. Disabled, hovered, and pressed states take "
"precedence over this color."
msgstr ""
"功能表專案處於聚焦狀態時使用的文字 [Color]。只替換按鈕的正常文字顏色。禁用、懸"
"停和按下狀態優先於這個顏色。"
msgid "Text [Color] used when the menu item is being hovered."
msgstr "功能表專案處於懸停狀態時使用的文字 [Color]。"
msgid "Text [Color] used when the menu item is being hovered and pressed."
msgstr "功能表專案處於懸停且按下狀態時使用的文字 [Color]。"
msgid "The tint of text outline of the menu item."
msgstr "功能表專案文字輪廓的色調。"
msgid "Text [Color] used when the menu item is being pressed."
msgstr "功能表專案處於按下狀態時使用的文字 [Color]。"
msgid "The horizontal space between menu items."
msgstr "功能表專案之間的水平距離。"
msgid "[Font] of the menu item's text."
msgstr "功能表專案文字的字形 [Font]。"
msgid "Font size of the menu item's text."
msgstr "功能表專案文字的字形大小。"
msgid "[StyleBox] used when the menu item is disabled."
msgstr "功能表專案處於禁用狀態時使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is disabled (for right-to-left layouts)."
msgstr "該 [OptionButton] 處於禁用狀態時使用的 [StyleBox](用於從右至左佈局)。"
msgid "[StyleBox] used when the menu item is being hovered."
msgstr "功能表專案處於懸停狀態時使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is being hovered (for right-to-left "
"layouts)."
msgstr "該 [OptionButton] 處於懸停狀態時使用的 [StyleBox](用於從右至左佈局)。"
msgid ""
"[StyleBox] used when the menu item is being pressed and hovered at the same "
"time."
msgstr "功能表專案處於按下狀態時使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is being pressed and hovered at the same "
"time (for right-to-left layouts)."
msgstr "該 [OptionButton] 處於按下狀態時使用的 [StyleBox](用於從右至左佈局)。"
msgid "Default [StyleBox] for the menu item."
msgstr "功能表專案的預設 [StyleBox]。"
msgid "Default [StyleBox] for the menu item (for right-to-left layouts)."
msgstr "該 [OptionButton] 的預設 [StyleBox](用於從右至左佈局)。"
msgid "[StyleBox] used when the menu item is being pressed."
msgstr "功能表專案處於按下狀態時使用的 [StyleBox]。"
msgid ""
"[StyleBox] used when the menu item is being pressed (for right-to-left "
"layouts)."
msgstr "該 [OptionButton] 處於按下狀態時使用的 [StyleBox](用於從右至左佈局)。"
msgid "A button that brings up a [PopupMenu] when clicked."
msgstr "點擊後會彈出 [PopupMenu] 的按鈕。"
msgid ""
"A button that brings up a [PopupMenu] when clicked. To create new items "
"inside this [PopupMenu], use [code]get_popup().add_item(\"My Item Name\")[/"
"code]. You can also create them directly from Godot editor's inspector.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"點擊後會彈出 [PopupMenu] 的按鈕。可以使用 [code]get_popup().add_item(\"功能表"
"專案名稱\")[/code] 在這個 [PopupMenu] 中建立新的功能表專案,也可以直接從 "
"Godot 編輯器的屬性面板中建立。\n"
"另見 [BaseButton],提供了與該節點相關的常用屬性和方法。"
msgid ""
"Returns the [PopupMenu] contained in this button.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回這個按鈕中包含的 [PopupMenu]。\n"
"[b]警告:[/b]這是一個必需的內部節點,移除和釋放它可能會導致當機。如果你想隱藏"
"它或它的任何子節點,請使用其 [member Window.visible] 屬性。"
msgid ""
"Adjusts popup position and sizing for the [MenuButton], then shows the "
"[PopupMenu]. Prefer this over using [code]get_popup().popup()[/code]."
msgstr ""
"調整該 [MenuButton] 的彈出位置和大小,然後顯示該 [PopupMenu]。請優先使用此方"
"法,而不是使用 [code]get_popup().popup()[/code]。"
msgid "Emitted when the [PopupMenu] of this MenuButton is about to show."
msgstr "該 MenuButton 的 [PopupMenu] 即將顯示時發出。"
msgid "A [Resource] that contains vertex array-based geometry."
msgstr "一種包含基於頂點陣列的幾何資源。"
msgid ""
"Mesh is a type of [Resource] that contains vertex array-based geometry, "
"divided in [i]surfaces[/i]. Each surface contains a completely separate array "
"and a material used to draw it. Design wise, a mesh with multiple surfaces is "
"preferred to a single surface, because objects created in 3D editing software "
"commonly contain multiple materials."
msgstr ""
"網格是一種包含了基於頂點陣列的幾何資源。網格被分為各種[i]平面[/i],每一個平面"
"包含了一個完整的、單獨的頂點陣列和材質用來繪製它。通過明智的設計,一個由多個面"
"組成的網格勝過單個面的這是因為在3D編輯軟體中一個物體通常包含多種材質。"
msgid ""
"Virtual method to override the [AABB] for a custom class extending [Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋 [AABB]。"
msgid ""
"Virtual method to override the number of blend shapes for a custom class "
"extending [Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋混合形狀的數量。"
msgid ""
"Virtual method to override the retrieval of blend shape names for a custom "
"class extending [Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋混合形狀名稱的獲取過程。"
msgid ""
"Virtual method to override the surface count for a custom class extending "
"[Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋表面的數量。"
msgid ""
"Virtual method to override the names of blend shapes for a custom class "
"extending [Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋混合形狀的名稱。"
msgid ""
"Virtual method to override the surface array index length for a custom class "
"extending [Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋表面陣列索引的長度。"
msgid ""
"Virtual method to override the surface array length for a custom class "
"extending [Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋表面陣列的長度。"
msgid ""
"Virtual method to override the surface arrays for a custom class extending "
"[Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋表面陣列。"
msgid ""
"Virtual method to override the blend shape arrays for a custom class "
"extending [Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋混合形狀陣列。"
msgid ""
"Virtual method to override the surface format for a custom class extending "
"[Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋表面格式。"
msgid ""
"Virtual method to override the surface LODs for a custom class extending "
"[Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋表面 LOD。"
msgid ""
"Virtual method to override the surface material for a custom class extending "
"[Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋表面材質。"
msgid ""
"Virtual method to override the surface primitive type for a custom class "
"extending [Mesh]."
msgstr "虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋表面圖元型別。"
msgid ""
"Virtual method to override the setting of a [param material] at the given "
"[param index] for a custom class extending [Mesh]."
msgstr ""
"虛方法,能夠為擴充自 [Mesh] 的自訂類覆蓋索引為 [param index] 的材質 [param "
"material] 的設定。"
msgid ""
"Calculate a [ConvexPolygonShape3D] from the mesh.\n"
"If [param clean] is [code]true[/code] (default), duplicate and interior "
"vertices are removed automatically. You can set it to [code]false[/code] to "
"make the process faster if not needed.\n"
"If [param simplify] is [code]true[/code], the geometry can be further "
"simplified to reduce the number of vertices. Disabled by default."
msgstr ""
"從網格計算 [ConvexPolygonShape3D]。\n"
"如果 [param clean] 為 [code]true[/code](預設值),則自動移除重複頂點和內部頂"
"點。如果不需要如此的化話,可以將其設定為 [code]false[/code] 以加快處理速度。\n"
"如果 [param simplify] 為 [code]true[/code],則可以進一步簡化幾何體以減少頂點"
"數。預設情況下是禁用的。"
msgid ""
"Calculate an outline mesh at a defined offset (margin) from the original "
"mesh.\n"
"[b]Note:[/b] This method typically returns the vertices in reverse order (e."
"g. clockwise to counterclockwise)."
msgstr ""
"以一定的偏移量(邊距),計算出該網格的外輪廓。\n"
"[b]注意:[/b]這個方法實際上反序返回頂點(例如輸入順時針,返回逆時針)。"
msgid "Creates a placeholder version of this resource ([PlaceholderMesh])."
msgstr "建立該資源的預留位置版本([PlaceholderMesh])。"
msgid "Calculate a [ConcavePolygonShape3D] from the mesh."
msgstr "從該網格計算出 [ConcavePolygonShape3D]。"
msgid ""
"Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of "
"these primitive types: [constant PRIMITIVE_TRIANGLES], [constant "
"PRIMITIVE_TRIANGLE_STRIP]."
msgstr ""
"從網格生成 [TriangleMesh]。僅考慮使用以下圖元型別的表面:[constant "
"PRIMITIVE_TRIANGLES]、[constant PRIMITIVE_TRIANGLE_STRIP]。"
msgid ""
"Returns the smallest [AABB] enclosing this mesh in local space. Not affected "
"by [code]custom_aabb[/code].\n"
"[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
msgstr ""
"返回局部空間中包圍這個網格的最小 [AABB]。不受 [code]custom_aabb[/code] 的影"
"響。\n"
"[b]注意:[/b]只針對 [ArrayMesh] 和 [PrimitiveMesh] 進行了實作。"
msgid ""
"Returns all the vertices that make up the faces of the mesh. Each three "
"vertices represent one triangle."
msgstr "返回網格中所有構成面的頂點。每三個頂點代表一個三角形。"
msgid ""
"Returns the number of surfaces that the [Mesh] holds. This is equivalent to "
"[method MeshInstance3D.get_surface_override_material_count]."
msgstr "返回表面覆蓋材質的數量。相當於 [method Mesh.get_surface_count]。"
msgid ""
"Returns the arrays for the vertices, normals, UVs, etc. that make up the "
"requested surface (see [method ArrayMesh.add_surface_from_arrays])."
msgstr ""
"返回構成請求表面的頂點、法線、UV 等陣列。(見 [method ArrayMesh."
"add_surface_from_arrays])。"
msgid "Returns the blend shape arrays for the requested surface."
msgstr "返回請求表面的混合形狀陣列。"
msgid ""
"Returns a [Material] in a given surface. Surface is rendered using this "
"material.\n"
"[b]Note:[/b] This returns the material within the [Mesh] resource, not the "
"[Material] associated to the [MeshInstance3D]'s Surface Material Override "
"properties. To get the [Material] associated to the [MeshInstance3D]'s "
"Surface Material Override properties, use [method MeshInstance3D."
"get_surface_override_material] instead."
msgstr ""
"傳回給定表面中的[Material]。表面是使用此材質渲染的。\n"
"[b]注意:[/b] 這將傳回 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面材"
"質覆蓋屬性關聯的 [Material]。若要取得與 [MeshInstance3D] 的表面材質覆蓋屬性相"
"關的 [Material],請改用 [method MeshInstance3D."
"get_surface_override_material]。"
msgid ""
"Sets a [Material] for a given surface. Surface will be rendered using this "
"material.\n"
"[b]Note:[/b] This assigns the material within the [Mesh] resource, not the "
"[Material] associated to the [MeshInstance3D]'s Surface Material Override "
"properties. To set the [Material] associated to the [MeshInstance3D]'s "
"Surface Material Override properties, use [method MeshInstance3D."
"set_surface_override_material] instead."
msgstr ""
"設定為給定表面[Material]。表面將使用此材質渲染。\n"
"[b]注意:[/b] 這會分配 [Mesh] 資源中的材質,而不是與 [MeshInstance3D] 的表面材"
"質覆蓋屬性關聯的 [Material]。若要設定與 [MeshInstance3D] 的表面材質覆蓋屬性相"
"關的 [Material],請使用 [method MeshInstance3D."
"set_surface_override_material]。"
msgid "Sets a hint to be used for lightmap resolution."
msgstr "設定用於光照貼圖解析度的提示。"
msgid "Render array as points (one vertex equals one point)."
msgstr "將陣列渲染為點(一個頂點對應一個點)。"
msgid "Render array as lines (every two vertices a line is created)."
msgstr "將陣列渲染為線(每兩個頂點建立一條連線)。"
msgid "Render array as line strip."
msgstr "將陣列渲染為線條。"
msgid "Render array as triangles (every three vertices a triangle is created)."
msgstr "將陣列渲染為三角形(每三個頂點建立一個三角形)。"
msgid "Render array as triangle strips."
msgstr "將陣列渲染為三角形條。"
msgid ""
"[PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions."
msgstr "頂點位置的 [PackedVector3Array]、[PackedVector2Array] 或 [Array]。"
msgid "[PackedVector3Array] of vertex normals."
msgstr "頂點法線的 [PackedVector3Array]。"
msgid ""
"[PackedFloat32Array] of vertex tangents. Each element in groups of 4 floats, "
"first 3 floats determine the tangent, and the last the binormal direction as "
"-1 or 1."
msgstr ""
"頂點切線的 [PackedFloat32Array]。4 個浮點數為一組表示一個元素,前 3 個浮點數確"
"定切線,最後一個是為 -1 或 1 的副法線方向。"
msgid "[PackedColorArray] of vertex colors."
msgstr "頂點顏色的 [PackedColorArray]。"
msgid "[PackedVector2Array] for UV coordinates."
msgstr "UV 座標的 [PackedVector2Array]。"
msgid "[PackedVector2Array] for second UV coordinates."
msgstr "第二 UV 座標的 [PackedVector2Array]。"
msgid ""
"Contains custom color channel 0. [PackedByteArray] if [code](format >> Mesh."
"ARRAY_FORMAT_CUSTOM0_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is "
"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], "
"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. "
"[PackedFloat32Array] otherwise."
msgstr ""
"包含自訂顏色通道 0。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM0_SHIFT) & "
"Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 為 [constant ARRAY_CUSTOM_RGBA8_UNORM]、"
"[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RG_HALF] 或 "
"[constant ARRAY_CUSTOM_RGBA_HALF],則為 [PackedByteArray]。否則為 "
"[PackedFloat32Array]。"
msgid ""
"Contains custom color channel 1. [PackedByteArray] if [code](format >> Mesh."
"ARRAY_FORMAT_CUSTOM1_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is "
"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], "
"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. "
"[PackedFloat32Array] otherwise."
msgstr ""
"包含自訂顏色通道 1。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM1_SHIFT) & "
"Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 為 [constant ARRAY_CUSTOM_RGBA8_UNORM]、"
"[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RG_HALF] 或 "
"[constant ARRAY_CUSTOM_RGBA_HALF],則為 [PackedByteArray]。否則為 "
"[PackedFloat32Array]。"
msgid ""
"Contains custom color channel 2. [PackedByteArray] if [code](format >> Mesh."
"ARRAY_FORMAT_CUSTOM2_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is "
"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], "
"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. "
"[PackedFloat32Array] otherwise."
msgstr ""
"包含自訂顏色通道 2。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM2_SHIFT) & "
"Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 為 [constant ARRAY_CUSTOM_RGBA8_UNORM]、"
"[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RG_HALF] 或 "
"[constant ARRAY_CUSTOM_RGBA_HALF],則為 [PackedByteArray]。否則為 "
"[PackedFloat32Array]。"
msgid ""
"Contains custom color channel 3. [PackedByteArray] if [code](format >> Mesh."
"ARRAY_FORMAT_CUSTOM3_SHIFT) & Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] is "
"[constant ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RGBA8_UNORM], "
"[constant ARRAY_CUSTOM_RG_HALF] or [constant ARRAY_CUSTOM_RGBA_HALF]. "
"[PackedFloat32Array] otherwise."
msgstr ""
"包含自訂顏色通道 3。如果 [code](format >> Mesh.ARRAY_FORMAT_CUSTOM3_SHIFT) & "
"Mesh.ARRAY_FORMAT_CUSTOM_MASK[/code] 為 [constant ARRAY_CUSTOM_RGBA8_UNORM]、"
"[constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RG_HALF] 或 "
"[constant ARRAY_CUSTOM_RGBA_HALF],則為 [PackedByteArray]。否則為 "
"[PackedFloat32Array]。"
msgid ""
"[PackedFloat32Array] or [PackedInt32Array] of bone indices. Contains either 4 "
"or 8 numbers per vertex depending on the presence of the [constant "
"ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag."
msgstr ""
"骨骼索引的 [PackedFloat32Array] 或 [PackedInt32Array]。每個頂點包含 4 個還是 "
"8 個數字取決於是否存在 [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] 旗標。"
msgid ""
"[PackedFloat32Array] or [PackedFloat64Array] of bone weights in the range "
"[code]0.0[/code] to [code]1.0[/code] (inclusive). Contains either 4 or 8 "
"numbers per vertex depending on the presence of the [constant "
"ARRAY_FLAG_USE_8_BONE_WEIGHTS] flag."
msgstr ""
"骨骼權重的 [PackedFloat32Array] 或 [PackedInt32Array],取值範圍為 [code]0.0[/"
"code] 到 [code]1.0[/code](閉區間)。每個頂點包含 4 個還是 8 個數位取決於是否"
"存在 [constant ARRAY_FLAG_USE_8_BONE_WEIGHTS] 旗標。"
msgid ""
"[PackedInt32Array] of integers used as indices referencing vertices, colors, "
"normals, tangents, and textures. All of those arrays must have the same "
"number of elements as the vertex array. No index can be beyond the vertex "
"array size. When this index array is present, it puts the function into "
"\"index mode,\" where the index selects the [i]i[/i]'th vertex, normal, "
"tangent, color, UV, etc. This means if you want to have different normals or "
"colors along an edge, you have to duplicate the vertices.\n"
"For triangles, the index array is interpreted as triples, referring to the "
"vertices of each triangle. For lines, the index array is in pairs indicating "
"the start and end of each line."
msgstr ""
"整數的 [PackedInt32Array],用作引用頂點、顏色、法線、切線、和紋理的索引。所有"
"這些陣列必須具有與頂點陣列相同數量的元素。任何索引都不能超過頂點陣列的大小。當"
"該索引陣列存在時,它會將函式置於“索引模式”,其中索引選擇第 *i* 個頂點、法線、"
"切線、顏色、UV 等。這意味著,如果想要沿著一條邊有不同的法線或顏色,則必須複製"
"這些頂點。\n"
"對於三角形,索引陣列被解釋為三元組,指代每個三角形的頂點。對於線條,索引陣列成"
"對表示每條線的開始和結束。"
msgid "Represents the size of the [enum ArrayType] enum."
msgstr "代表 [enum ArrayType] 列舉的大小。"
msgid ""
"Indicates this custom channel contains unsigned normalized byte colors from 0 "
"to 1, encoded as [PackedByteArray]."
msgstr ""
"表示該自訂通道包含的是無符號正規化位元組顏色,範圍為 0 到 1編碼為 "
"[PackedByteArray]。"
msgid ""
"Indicates this custom channel contains signed normalized byte colors from -1 "
"to 1, encoded as [PackedByteArray]."
msgstr ""
"表示該自訂通道包含的是有符號正規化位元組顏色,範圍為 -1 到 1編碼為 "
"[PackedByteArray]。"
msgid ""
"Indicates this custom channel contains half precision float colors, encoded "
"as [PackedByteArray]. Only red and green channels are used."
msgstr ""
"表示該自訂通道包含的是半精度浮點數顏色,編碼為 [PackedByteArray]。僅使用紅、綠"
"通道。"
msgid ""
"Indicates this custom channel contains half precision float colors, encoded "
"as [PackedByteArray]."
msgstr "表示該自訂通道包含的是半精度浮點數顏色,編碼為 [PackedByteArray]。"
msgid ""
"Indicates this custom channel contains full float colors, in a "
"[PackedFloat32Array]. Only the red channel is used."
msgstr ""
"表示該自訂通道包含的是全精度浮點數顏色,使用 [PackedFloat32Array]。僅使用紅色"
"通道。"
msgid ""
"Indicates this custom channel contains full float colors, in a "
"[PackedFloat32Array]. Only red and green channels are used."
msgstr ""
"表示該自訂通道包含的是全精度浮點數顏色,使用 [PackedFloat32Array]。僅使用紅、"
"綠通道。"
msgid ""
"Indicates this custom channel contains full float colors, in a "
"[PackedFloat32Array]. Only red, green and blue channels are used."
msgstr ""
"表示該自訂通道包含的是全精度浮點數顏色,使用 [PackedFloat32Array]。僅使用紅、"
"綠、藍通道。"
msgid ""
"Indicates this custom channel contains full float colors, in a "
"[PackedFloat32Array]."
msgstr "表示該自訂通道包含的是全精度浮點數顏色,使用 [PackedFloat32Array]。"
msgid "Represents the size of the [enum ArrayCustomFormat] enum."
msgstr "代表 [enum ArrayCustomFormat] 列舉的大小。"
msgid ""
"Mesh array contains vertices. All meshes require a vertex array so this "
"should always be present."
msgstr "網格陣列包含頂點。所有網格都需要有頂點陣列,所以這應該始終存在。"
msgid "Mesh array contains normals."
msgstr "網格陣列包含法線。"
msgid "Mesh array contains tangents."
msgstr "網格陣列包含切線。"
msgid "Mesh array contains colors."
msgstr "網格陣列包含顏色。"
msgid "Mesh array contains UVs."
msgstr "網格陣列包含 UV。"
msgid "Mesh array contains second UV."
msgstr "網格陣列包含第二套 UV。"
msgid "Mesh array contains custom channel index 0."
msgstr "網格陣列包含自訂通道索引 0。"
msgid "Mesh array contains custom channel index 1."
msgstr "網格陣列包含自訂通道索引 1。"
msgid "Mesh array contains custom channel index 2."
msgstr "網格陣列包含自訂通道索引 2。"
msgid "Mesh array contains custom channel index 3."
msgstr "網格陣列包含自訂通道索引 3。"
msgid "Mesh array contains bones."
msgstr "網格陣列包含骨骼。"
msgid "Mesh array contains bone weights."
msgstr "網格陣列包含骨骼權重。"
msgid "Mesh array uses indices."
msgstr "網格陣列使用索引。"
msgid "Mask of mesh channels permitted in blend shapes."
msgstr "混合形狀中允許使用的網格通道的遮罩。"
msgid "Shift of first custom channel."
msgstr "第一個自訂通道的移位量。"
msgid "Number of format bits per custom channel. See [enum ArrayCustomFormat]."
msgstr "每個自訂通道的格式位數。請參閱 [enum ArrayCustomFormat]。"
msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 0."
msgstr "自訂通道索引 0 需要對 [enum ArrayCustomFormat] 進行的按位移動量。"
msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 1."
msgstr "自訂通道索引 1 需要對 [enum ArrayCustomFormat] 進行的按位移動量。"
msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 2."
msgstr "自訂通道索引 2 需要對 [enum ArrayCustomFormat] 進行的按位移動量。"
msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 3."
msgstr "自訂通道索引 3 需要對 [enum ArrayCustomFormat] 進行的按位移動量。"
msgid ""
"Mask of custom format bits per custom channel. Must be shifted by one of the "
"SHIFT constants. See [enum ArrayCustomFormat]."
msgstr ""
"每個自訂通道的自訂格式位元遮罩。必須按 SHIFT 常數之一進行移位。請參閱 [enum "
"ArrayCustomFormat]。"
msgid ""
"Shift of first compress flag. Compress flags should be passed to [method "
"ArrayMesh.add_surface_from_arrays] and [method SurfaceTool.commit]."
msgstr ""
"第一個壓縮旗標的移位元。壓縮旗標應該被傳遞給 [method ArrayMesh."
"add_surface_from_arrays] 和 [method SurfaceTool.commit]。"
msgid "Flag used to mark that the array contains 2D vertices."
msgstr "用於標記包含 2D 頂點的陣列的旗標。"
msgid ""
"Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on "
"GLES. Unused on Vulkan."
msgstr ""
"網格資料將在 GLES 上使用 [code]GL_DYNAMIC_DRAW[/code] 的標記索引。在 Vulkan 上"
"未被使用。"
msgid ""
"Flag used to mark that the mesh contains up to 8 bone influences per vertex. "
"This flag indicates that [constant ARRAY_BONES] and [constant ARRAY_WEIGHTS] "
"elements will have double length."
msgstr ""
"用於標記網格每個頂點最多包含 8 個骨骼影響的旗標。該旗標表示 [constant "
"ARRAY_BONES] 和 [constant ARRAY_WEIGHTS] 元素將具有雙倍長度。"
msgid "Flag used to mark that the mesh intentionally contains no vertex array."
msgstr "用於標記網格有意不包含頂點陣列的旗標。"
msgid "Blend shapes are normalized."
msgstr "混合形狀是被正規化了的。"
msgid "Blend shapes are relative to base weight."
msgstr "混合形狀是相對於基礎的權重。"
msgid "Parameters to be used with a [Mesh] convex decomposition operation."
msgstr "用於 [Mesh] 凸分解操作的參數。"
msgid "If enabled uses approximation for computing convex hulls."
msgstr "如果啟用,則在計算凸包時使用近似計算。"
msgid ""
"Controls the precision of the convex-hull generation process during the "
"clipping plane selection stage. Ranges from [code]1[/code] to [code]16[/code]."
msgstr ""
"控制凸包生成過程的精度,這個過程發生在選擇裁剪平面的階段。範圍從 [code]1[/"
"code] 到 [code]16[/code]。"
msgid "Maximum concavity. Ranges from [code]0.0[/code] to [code]1.0[/code]."
msgstr "最大凹度。範圍從 [code]0.0[/code] 到 [code]1.0[/code]。"
msgid "The maximum number of convex hulls to produce from the merge operation."
msgstr "合併操作能夠產生的最大凸包數。"
msgid ""
"Controls the maximum number of triangles per convex-hull. Ranges from "
"[code]4[/code] to [code]1024[/code]."
msgstr ""
"控制單個凸包的最大三角形數。範圍從 [code]4[/code] 到 [code]1024[/code] 。"
msgid ""
"Controls the adaptive sampling of the generated convex-hulls. Ranges from "
"[code]0.0[/code] to [code]0.01[/code]."
msgstr ""
"控制生成凸包的自我調整取樣。範圍從 [code]0.0[/code] 到 [code]0.01[/code] 。"
msgid "Mode for the approximate convex decomposition."
msgstr "近似凸分解的模式。"
msgid "If enabled normalizes the mesh before applying the convex decomposition."
msgstr "如果啟用,則會在套用凸分解前將網格正規化。"
msgid ""
"Controls the granularity of the search for the \"best\" clipping plane. "
"Ranges from [code]1[/code] to [code]16[/code]."
msgstr ""
"控制搜索“最佳”裁剪平面的顆粒度。範圍從 [code]1[/code] 到 [code]16[/code]。"
msgid ""
"If enabled projects output convex hull vertices onto original source mesh to "
"increase floating point accuracy of the results."
msgstr "如果啟用,則專案會將凸包頂點輸出到來源網格之上,提高結果的浮點數精度。"
msgid "Maximum number of voxels generated during the voxelization stage."
msgstr "體素化階段生成的最大體素數量。"
msgid ""
"Controls the bias toward clipping along revolution axes. Ranges from "
"[code]0.0[/code] to [code]1.0[/code]."
msgstr ""
"控制對沿回轉軸裁剪的偏置。範圍從 [code]0.0[/code] 到 [code]1.0[/code] 。"
msgid ""
"Controls the bias toward clipping along symmetry planes. Ranges from "
"[code]0.0[/code] to [code]1.0[/code]."
msgstr ""
"控制對沿對稱平面裁剪的偏置。範圍從 [code]0.0[/code] 到 [code]1.0[/code] 。"
msgid "Constant for voxel-based approximate convex decomposition."
msgstr "常數,表示基於體素的近似凸分解。"
msgid "Constant for tetrahedron-based approximate convex decomposition."
msgstr "常數,表示基於四面體的近似凸分解。"
msgid "Helper tool to access and edit [Mesh] data."
msgstr "用於存取和編輯 [Mesh] 資料的輔助工具。"
msgid ""
"MeshDataTool provides access to individual vertices in a [Mesh]. It allows "
"users to read and edit vertex data of meshes. It also creates an array of "
"faces and edges.\n"
"To use MeshDataTool, load a mesh with [method create_from_surface]. When you "
"are finished editing the data commit the data to a mesh with [method "
"commit_to_surface].\n"
"Below is an example of how MeshDataTool may be used.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var mesh = ArrayMesh.new()\n"
"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new()."
"get_mesh_arrays())\n"
"var mdt = MeshDataTool.new()\n"
"mdt.create_from_surface(mesh, 0)\n"
"for i in range(mdt.get_vertex_count()):\n"
" var vertex = mdt.get_vertex(i)\n"
" # In this example we extend the mesh by one unit, which results in "
"separated faces as it is flat shaded.\n"
" vertex += mdt.get_vertex_normal(i)\n"
" # Save your change.\n"
" mdt.set_vertex(i, vertex)\n"
"mesh.clear_surfaces()\n"
"mdt.commit_to_surface(mesh)\n"
"var mi = MeshInstance.new()\n"
"mi.mesh = mesh\n"
"add_child(mi)\n"
"[/gdscript]\n"
"[csharp]\n"
"var mesh = new ArrayMesh();\n"
"mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh()."
"GetMeshArrays());\n"
"var mdt = new MeshDataTool();\n"
"mdt.CreateFromSurface(mesh, 0);\n"
"for (var i = 0; i < mdt.GetVertexCount(); i++)\n"
"{\n"
" Vector3 vertex = mdt.GetVertex(i);\n"
" // In this example we extend the mesh by one unit, which results in "
"separated faces as it is flat shaded.\n"
" vertex += mdt.GetVertexNormal(i);\n"
" // Save your change.\n"
" mdt.SetVertex(i, vertex);\n"
"}\n"
"mesh.ClearSurfaces();\n"
"mdt.CommitToSurface(mesh);\n"
"var mi = new MeshInstance();\n"
"mi.Mesh = mesh;\n"
"AddChild(mi);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [ArrayMesh], [ImmediateMesh] and [SurfaceTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
"MeshDataTool 提供對 [Mesh] 中各個頂點的存取。它允許使用者讀取和編輯網格的頂點"
"數據。它還建立了一系列面和邊。\n"
"要使用 MeshDataTool請使用 [method create_from_surface] 載入一個網格。完成數"
"據編輯後,使用 [method commit_to_surface] 將資料提交到一個網格。\n"
"下面是如何使用 MeshDataTool 的範例。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var mesh = ArrayMesh.new()\n"
"mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new()."
"get_mesh_arrays())\n"
"var mdt = MeshDataTool.new()\n"
"mdt.create_from_surface(mesh, 0)\n"
"for i in range(mdt.get_vertex_count()):\n"
" var vertex = mdt.get_vertex(i)\n"
" # 在這個例子中,我們將網格擠出一個單位,這會導致分離的面,因為它是平直著色"
"的。\n"
" vertex += mdt.get_vertex_normal(i)\n"
" # 保存你的更改。\n"
" mdt.set_vertex(i, vertex)\n"
"mesh.clear_surfaces()\n"
"mdt.commit_to_surface(mesh)\n"
"var mi = MeshInstance.new()\n"
"mi.mesh = mesh\n"
"add_child(mi)\n"
"[/gdscript]\n"
"[csharp]\n"
"var mesh = new ArrayMesh();\n"
"mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh()."
"GetMeshArrays());\n"
"var mdt = new MeshDataTool();\n"
"mdt.CreateFromSurface(mesh, 0);\n"
"for (var i = 0; i < mdt.GetVertexCount(); i++)\n"
"{\n"
" Vector3 vertex = mdt.GetVertex(i);\n"
" // 在這個例子中,我們將網格擠出一個單位,這會導致分離的面,因為它是平直著"
"色的。\n"
" vertex += mdt.GetVertexNormal(i);\n"
" // 保存你的更改。\n"
" mdt.SetVertex(i, vertex);\n"
"}\n"
"mesh.ClearSurfaces();\n"
"mdt.CommitToSurface(mesh);\n"
"var mi = new MeshInstance();\n"
"mi.Mesh = mesh;\n"
"AddChild(mi);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另請參閱 [ArrayMesh]、[ImmediateMesh]、和 [SurfaceTool],以瞭解程式化幾何生"
"成。\n"
"[b]注意:[/b]對於三角形基元模式的前面Godot 使用順時針[url=https://"
"learnopengl.com/Advanced-OpenGL/Face-culling]纏繞順序[/url]。"
msgid "Using the MeshDataTool"
msgstr "使用 MeshDataTool"
msgid "Clears all data currently in MeshDataTool."
msgstr "將目前 MeshDataTool 中所有的資料全部清除。"
msgid "Adds a new surface to specified [Mesh] with edited data."
msgstr "使用編輯後的資料,向指定的 [Mesh] 中新增一個新的表面。"
msgid ""
"Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
"Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"使用給定 [Mesh] 的指定表面來填充 MeshDataTool 的資料。\n"
"要求 [Mesh] 的圖元型別為 [constant Mesh.PRIMITIVE_TRIANGLES]。"
msgid "Returns the number of edges in this [Mesh]."
msgstr "返回這個 [Mesh] 的邊數。"
msgid "Returns array of faces that touch given edge."
msgstr "返回與給定邊相鄰的面陣列。"
msgid "Returns meta information assigned to given edge."
msgstr "返回給定邊的中繼資料。"
msgid ""
"Returns index of specified vertex connected to given edge.\n"
"Vertex argument can only be 0 or 1 because edges are comprised of two "
"vertices."
msgstr ""
"返回連接到給定邊的指定頂點的索引。\n"
"頂點參數只能是 0 或 1因為邊是由兩個頂點組成的。"
msgid "Returns the number of faces in this [Mesh]."
msgstr "返回這個 [Mesh] 中的面數。"
msgid ""
"Returns specified edge associated with given face.\n"
"Edge argument must be either 0, 1, or 2 because a face only has three edges."
msgstr ""
"返回與給定面關聯的指定邊。\n"
"邊參數必須是 0、1、2 之一,因為面只有 3 條邊。"
msgid "Returns the metadata associated with the given face."
msgstr "返回與給定面關聯的中繼資料。"
msgid "Calculates and returns the face normal of the given face."
msgstr "計算並返回給定面的面法線。"
msgid ""
"Returns the specified vertex index of the given face.\n"
"Vertex argument must be either 0, 1, or 2 because faces contain three "
"vertices.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var index = mesh_data_tool.get_face_vertex(0, 1) # Gets the index of the "
"second vertex of the first face.\n"
"var position = mesh_data_tool.get_vertex(index)\n"
"var normal = mesh_data_tool.get_vertex_normal(index)\n"
"[/gdscript]\n"
"[csharp]\n"
"int index = meshDataTool.GetFaceVertex(0, 1); // Gets the index of the second "
"vertex of the first face.\n"
"Vector3 position = meshDataTool.GetVertex(index);\n"
"Vector3 normal = meshDataTool.GetVertexNormal(index);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"傳回給定面的指定頂點索引。\n"
"頂點參數必須為 0、1 或 2因為麵包含三個頂點。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var index = mesh_data_tool.get_face_vertex(0, 1) # Gets the index of the "
"second vertex of the first face.\n"
"var position = mesh_data_tool.get_vertex(index)\n"
"var normal = mesh_data_tool.get_vertex_normal(index)\n"
"[/gdscript]\n"
"[csharp]\n"
"int index = meshDataTool.GetFaceVertex(0, 1); // Gets the index of the second "
"vertex of the first face.\n"
"Vector3 position = meshDataTool.GetVertex(index);\n"
"Vector3 normal = meshDataTool.GetVertexNormal(index);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format "
"flags combined together. For example, a mesh containing both vertices and "
"normals would return a format of [code]3[/code] because [constant Mesh."
"ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant Mesh."
"ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
"See [enum Mesh.ArrayFormat] for a list of format flags."
msgstr ""
"返回該 [Mesh] 的格式。該格式是一個整數,由 [Mesh] 格式旗標組合在一起組成。例"
"如,包含頂點和法線的網格將返回為 [code]3[/code] 的格式,因為 [constant Mesh."
"ARRAY_FORMAT_VERTEX] 是 [code]1[/code],而 [constant Mesh."
"ARRAY_FORMAT_NORMAL] 是 [code]2[/code]。\n"
"有關格式旗標的列表,請參閱 [enum Mesh.ArrayFormat]。"
msgid "Returns the material assigned to the [Mesh]."
msgstr "返回分配給該 [Mesh] 的材質。"
msgid "Returns the position of the given vertex."
msgstr "設定給定頂點的位置。"
msgid "Returns the bones of the given vertex."
msgstr "返回給定頂點的骨骼。"
msgid "Returns the color of the given vertex."
msgstr "返回給定頂點的顏色。"
msgid "Returns the total number of vertices in [Mesh]."
msgstr "返回 [Mesh] 中頂點的總數。"
msgid "Returns an array of edges that share the given vertex."
msgstr "返回共用給定頂點的邊的陣列。"
msgid "Returns an array of faces that share the given vertex."
msgstr "返回共用給定頂點的面陣列。"
msgid "Returns the metadata associated with the given vertex."
msgstr "返回與給定頂點關聯的中繼資料。"
msgid "Returns the normal of the given vertex."
msgstr "返回給定頂點的法線。"
msgid "Returns the tangent of the given vertex."
msgstr "返回給定頂點的切線。"
msgid "Returns the UV of the given vertex."
msgstr "返回給定頂點的 UV。"
msgid "Returns the UV2 of the given vertex."
msgstr "返回給定頂點的 UV2。"
msgid "Returns bone weights of the given vertex."
msgstr "返回給定頂點的骨骼權重。"
msgid "Sets the metadata of the given edge."
msgstr "設定給定邊的中繼資料。"
msgid "Sets the metadata of the given face."
msgstr "設定給定面的中繼資料。"
msgid "Sets the material to be used by newly-constructed [Mesh]."
msgstr "設定新建構的 [Mesh] 使用的材質。"
msgid "Sets the position of the given vertex."
msgstr "設定給定頂點的位置。"
msgid "Sets the bones of the given vertex."
msgstr "設定給定頂點的骨骼。"
msgid "Sets the color of the given vertex."
msgstr "設定給定頂點的顏色。"
msgid "Sets the metadata associated with the given vertex."
msgstr "設定與給定頂點關聯的中繼資料。"
msgid "Sets the normal of the given vertex."
msgstr "設定給定頂點的法線。"
msgid "Sets the tangent of the given vertex."
msgstr "設定給定頂點的切線。"
msgid "Sets the UV of the given vertex."
msgstr "設定給定頂點的 UV。"
msgid "Sets the UV2 of the given vertex."
msgstr "設定給定頂點的 UV2。"
msgid "Sets the bone weights of the given vertex."
msgstr "設定給定頂點的骨骼權重。"
msgid "Node used for displaying a [Mesh] in 2D."
msgstr "用於在 2D 中顯示 [Mesh] 的節點。"
msgid ""
"Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
"automatically created from an existing [Sprite2D] via a tool in the editor "
"toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to "
"MeshInstance2D[/b] at the top of the 2D editor viewport."
msgstr ""
"用於在 2D 中顯示 [Mesh] 的節點。可以通過編輯器工具列中的工具,從現有的 "
"[Sprite2D] 自動建立 [MeshInstance2D]。請選中該 [Sprite2D] 節點,然後在 2D 編輯"
"器視口的頂部選擇 [b]Sprite2D > 轉換為 MeshInstance2D[/b]。"
msgid "2D meshes"
msgstr "2D 網格"
msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
msgstr "該 [MeshInstance2D] 繪製的 [Mesh]。"
msgid ""
"The [Texture2D] that will be used if using the default [CanvasItemMaterial]. "
"Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
msgstr ""
"使用預設 [CanvasItemMaterial] 時,將使用的 [Texture2D]。可以在 CanvasItem 著色"
"器中作為 [code]TEXTURE[/code] 存取。"
msgid "Emitted when the [member texture] is changed."
msgstr "當 [member texture] 被改變時觸發。"
msgid "Node that instances meshes into a scenario."
msgstr "網格實例與場景相結合的節點。"
msgid ""
"MeshInstance3D is a node that takes a [Mesh] resource and adds it to the "
"current scenario by creating an instance of it. This is the class most often "
"used render 3D geometry and can be used to instance a single [Mesh] in many "
"places. This allows reusing geometry, which can save on resources. When a "
"[Mesh] has to be instantiated more than thousands of times at close "
"proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead."
msgstr ""
"MeshInstance3D 節點接受 [Mesh] 資源,會為該網格建立一個實例,將其新增到目前的"
"場景中。這是渲染 3D 幾何體時最常用的類,可以將單個 [Mesh] 在不同的地方實例化。"
"這樣就能夠實作幾何體的複用,節省資源。如果需要在比較集中的區域內將某個 [Mesh] "
"產生實體超過幾千次,請考慮改為在 [MultiMeshInstance3D] 中使用 [MultiMesh]。"
msgid ""
"This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] "
"collision shape calculated from the mesh geometry. It's mainly used for "
"testing.\n"
"If [param clean] is [code]true[/code] (default), duplicate and interior "
"vertices are removed automatically. You can set it to [code]false[/code] to "
"make the process faster if not needed.\n"
"If [param simplify] is [code]true[/code], the geometry can be further "
"simplified to reduce the number of vertices. Disabled by default."
msgstr ""
"該助手建立一個 [StaticBody3D] 子節點,該子節點具有根據網格幾何計算的 "
"[ConvexPolygonShape3D] 碰撞形狀。它主要用於測試。\n"
"如果 [param clean] 為 [code]true[/code](預設值),則重複的頂點和內部頂點會被"
"自動移除。如果不需要,可以將其設定為 [code]false[/code],以加快處理速度。\n"
"如果 [param simplify] 為 [code]true[/code],則該幾何體可以進一步被簡化以減少頂"
"點的數量。預設情況下是禁用的。"
msgid ""
"This helper creates a [MeshInstance3D] child node with gizmos at every vertex "
"calculated from the mesh geometry. It's mainly used for testing."
msgstr ""
"建立 [MeshInstance3D] 子節點的輔助函式,會根據網格幾何體計算出各個頂點的小工"
"具。主要用於測試。"
msgid ""
"This helper creates a [StaticBody3D] child node with multiple "
"[ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via "
"convex decomposition. The convex decomposition operation can be controlled "
"with parameters from the optional [param settings]."
msgstr ""
"建立 [StaticBody3D] 子節點的輔助函式,會根據網格幾何體使用凸分解計算出多個 "
"[ConvexPolygonShape3D] 碰撞形狀。凸分解操作可以通過可選的 [param settings] 參"
"數控制。"
msgid ""
"This helper creates a [StaticBody3D] child node with a "
"[ConcavePolygonShape3D] collision shape calculated from the mesh geometry. "
"It's mainly used for testing."
msgstr ""
"該助手建立一個 [StaticBody3D] 子節點,該子節點具有一個 "
"[ConcavePolygonShape3D] 碰撞形狀,該形狀是根據網格幾何體計算出來的。它主要用於"
"測試。"
msgid ""
"Returns the index of the blend shape with the given [param name]. Returns "
"[code]-1[/code] if no blend shape with this name exists, including when "
"[member mesh] is [code]null[/code]."
msgstr ""
"返回具有給定 [param name] 的混合形狀的索引。如果不存在具有該名稱的混合形狀,以"
"及當 [member mesh] 為 [code]null[/code] 時,則返回 [code]-1[/code]。"
msgid ""
"Returns the [Material] that will be used by the [Mesh] when drawing. This can "
"return the [member GeometryInstance3D.material_override], the surface "
"override [Material] defined in this [MeshInstance3D], or the surface "
"[Material] defined in the [member mesh]. For example, if [member "
"GeometryInstance3D.material_override] is used, all surfaces will return the "
"override material.\n"
"Returns [code]null[/code] if no material is active, including when [member "
"mesh] is [code]null[/code]."
msgstr ""
"返回 [Mesh] 在繪製時將使用的 [Material]。這可以返回 [member "
"GeometryInstance3D.material_override]、在該 [MeshInstance3D] 中定義的表面覆蓋 "
"[Material]、或 [member mesh] 中定義的表面 [Material]。例如,如果使用 [member "
"GeometryInstance3D.material_override],則所有表面都將返回該覆蓋材質。\n"
"如果沒有材質處於活動狀態,包括當 [member mesh] 為 [code]null[/code] 時,則返"
"回 [code]null[/code]。"
msgid ""
"Returns the number of blend shapes available. Produces an error if [member "
"mesh] is [code]null[/code]."
msgstr ""
"返回可用混合形狀的數量。如果 [member mesh] 為 [code]null[/code] 則會報告有錯。"
msgid ""
"Returns the value of the blend shape at the given [param blend_shape_idx]. "
"Returns [code]0.0[/code] and produces an error if [member mesh] is "
"[code]null[/code] or doesn't have a blend shape at that index."
msgstr ""
"返回給定 [param blend_shape_idx] 處的混合形狀的值。如果 [member mesh] 為 "
"[code]null[/code],或在該索引處沒有混合形狀,則返回 [code]0.0[/code] 並產生一"
"個錯誤。"
msgid ""
"Returns the override [Material] for the specified [param surface] of the "
"[Mesh] resource. See also [method get_surface_override_material_count].\n"
"[b]Note:[/b] This returns the [Material] associated to the [MeshInstance3D]'s "
"Surface Material Override properties, not the material within the [Mesh] "
"resource. To get the material within the [Mesh] resource, use [method Mesh."
"surface_get_material] instead."
msgstr ""
"傳回 [Mesh] 資源的指定 [param surface] 的覆寫 [Material]。另請參閱 [method "
"get_surface_override_material_count]。\n"
"[b]注意:[/b] 這將傳回與 [MeshInstance3D] 的表面材質覆蓋屬性關聯的 "
"[Material],而不是 [Mesh] 資源內的材質。若要取得 [Mesh] 資源中的材質,請使用 "
"[method Mesh.surface_get_material]。"
msgid ""
"Returns the number of surface override materials. This is equivalent to "
"[method Mesh.get_surface_count]. See also [method "
"get_surface_override_material]."
msgstr "返回表面覆蓋材質的數量。相當於 [method Mesh.get_surface_count]。"
msgid ""
"Sets the value of the blend shape at [param blend_shape_idx] to [param "
"value]. Produces an error if [member mesh] is [code]null[/code] or doesn't "
"have a blend shape at that index."
msgstr ""
"將 [param blend_shape_idx] 處的混合形狀的值設定為 [param value]。如果 [member "
"mesh] 為 [code]null[/code],或在該索引處沒有混合形狀,則會產生一個錯誤。"
msgid ""
"Sets the override [param material] for the specified [param surface] of the "
"[Mesh] resource. This material is associated with this [MeshInstance3D] "
"rather than with [member mesh].\n"
"[b]Note:[/b] This assigns the [Material] associated to the [MeshInstance3D]'s "
"Surface Material Override properties, not the material within the [Mesh] "
"resource. To set the material within the [Mesh] resource, use [method Mesh."
"surface_get_material] instead."
msgstr ""
"為 [Mesh] 資源的指定 [param surface] 設定覆蓋 [param material]。此材質與此 "
"[MeshInstance3D] 關聯,而不是與 [member mesh] 關聯。\n"
"[b]注意:[/b] 這將分配與 [MeshInstance3D] 的表面材質覆蓋屬性關聯的 "
"[Material],而不是 [Mesh] 資源內的材質。若要在 [Mesh] 資源中設定材質,請改用 "
"[Mesh.surface_get_material] 方法。"
msgid "The [Mesh] resource for the instance."
msgstr "該實例的 [Mesh] 資源。"
msgid "[NodePath] to the [Skeleton3D] associated with the instance."
msgstr "到與此實例關聯的 [Skeleton3D] 的 [NodePath]。"
msgid "The [Skin] to be used by this instance."
msgstr "該實例要使用的 [Skin]。"
msgid "Library of meshes."
msgstr "網格庫。"
msgid ""
"A library of meshes. Contains a list of [Mesh] resources, each with a name "
"and ID. Each item can also include collision and navigation shapes. This "
"resource is used in [GridMap]."
msgstr ""
"網格庫包含一個 [Mesh] 資源列表,每個資源都有一個名稱和 ID。每個專案還可以包括"
"碰撞和導覽形狀。這個資源在 [GridMap] 中使用。"
msgid "Clears the library."
msgstr "清除庫。"
msgid ""
"Creates a new item in the library with the given ID.\n"
"You can get an unused ID from [method get_last_unused_item_id]."
msgstr ""
"使用給定的 ID 在庫中建立一個新項。\n"
"你可以從 [method get_last_unused_item_id] 獲取一個未使用的 ID。"
msgid "Returns the first item with the given name."
msgstr "返回第一個具有指定名稱的項。"
msgid "Returns the list of item IDs in use."
msgstr "返回正在使用的專案 ID 列表。"
msgid "Returns the item's mesh."
msgstr "返回該專案的網格。"
msgid "Returns the transform applied to the item's mesh."
msgstr "返回套用到專案網格的變換。"
msgid "Returns the item's name."
msgstr "返回該項的名稱。"
msgid "Returns the item's navigation layers bitmask."
msgstr "返回該項的導覽層位元遮罩。"
msgid "Returns the item's navigation mesh."
msgstr "返回該項的導覽網格。"
msgid "Returns the transform applied to the item's navigation mesh."
msgstr "返回套用於該項導覽網格的變換。"
msgid ""
"When running in the editor, returns a generated item preview (a 3D rendering "
"in isometric perspective). When used in a running project, returns the "
"manually-defined item preview which can be set using [method "
"set_item_preview]. Returns an empty [Texture2D] if no preview was manually "
"set in a running project."
msgstr ""
"在編輯器中運作時,返回生成的專案預覽(等軸透視中的 3D 渲染)。在一個運作的項目"
"中使用時,返回手動定義的專案預覽,該專案預覽可以使用 [method "
"set_item_preview] 設定。如果在一個運作的專案中,沒有手動設定預覽,則返回一個空"
"的 [Texture2D]。"
msgid ""
"Returns an item's collision shapes.\n"
"The array consists of each [Shape3D] followed by its [Transform3D]."
msgstr ""
"返回某個專案的碰撞形狀。\n"
"該陣列由每個 [Shape3D] 後跟其 [Transform3D] 組成。"
msgid "Gets an unused ID for a new item."
msgstr "獲取新項未使用的 ID。"
msgid "Removes the item."
msgstr "刪除專案。"
msgid "Sets the item's mesh."
msgstr "設定該項的網格。"
msgid "Sets the transform to apply to the item's mesh."
msgstr "設定要套用到專案網格的變換。"
msgid ""
"Sets the item's name.\n"
"This name is shown in the editor. It can also be used to look up the item "
"later using [method find_item_by_name]."
msgstr ""
"設定該項的名稱。\n"
"這個名稱會顯示在編輯器中。稍後還可以使用 [method find_item_by_name] 來搜尋該"
"項。"
msgid "Sets the item's navigation layers bitmask."
msgstr "設定該項的導覽層位元遮罩。"
msgid "Sets the item's navigation mesh."
msgstr "設定該項的導覽網格。"
msgid "Sets the transform to apply to the item's navigation mesh."
msgstr "設定套用於該項的導覽網格的變換。"
msgid "Sets a texture to use as the item's preview icon in the editor."
msgstr "在編輯器中設定要用作該項預覽圖示的紋理。"
msgid ""
"Sets an item's collision shapes.\n"
"The array should consist of [Shape3D] objects, each followed by a "
"[Transform3D] that will be applied to it. For shapes that should not have a "
"transform, use [constant Transform3D.IDENTITY]."
msgstr ""
"設定某個專案的碰撞形狀。\n"
"該陣列應由 [Shape3D] 物件組成,每個物件後跟一個將套用於它的 [Transform3D]。對"
"於不應具有變換的形狀,請使用 [constant Transform3D.IDENTITY]。"
msgid "Simple texture that uses a mesh to draw itself."
msgstr "簡單的紋理,使用一個網格來繪製自己。"
msgid ""
"Simple texture that uses a mesh to draw itself. It's limited because flags "
"can't be changed and region drawing is not supported."
msgstr ""
"簡單的紋理,使用一個網格來繪製自己。它的套用場景有限,因為 Flag 不能更改,而且"
"不支援區域繪製。"
msgid "Sets the base texture that the Mesh will use to draw."
msgstr "設定該 Mesh 用來繪製的基礎紋理。"
msgid "Sets the size of the image, needed for reference."
msgstr "設定圖像的大小,需要參考。"
msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
msgstr "設定用於繪製的網格,該網格必須使用 2D 頂點。"
msgid ""
"Interpolates an abstract value and supplies it to a method called over time."
msgstr "對抽象值進行插值,並將其提供給一個持續呼叫的方法。"
msgid ""
"[MethodTweener] is similar to a combination of [CallbackTweener] and "
"[PropertyTweener]. It calls a method providing an interpolated value as a "
"parameter. See [method Tween.tween_method] for more usage information.\n"
"The tweener will finish automatically if the callback's target object is "
"freed.\n"
"[b]Note:[/b] [method Tween.tween_method] is the only correct way to create "
"[MethodTweener]. Any [MethodTweener] created manually will not function "
"correctly."
msgstr ""
"[MethodTweener] 類似於 [CallbackTweener] 和 [PropertyTweener] 的組合,會將插值"
"後的值作為呼叫方法時的參數。更多用法資訊請參閱 [method Tween.tween_method]。\n"
"[b]注意:[/b]建立 [MethodTweener] 的唯一正確方法是 [method Tween."
"tween_method]。任何手動建立的 [MethodTweener] 都無法正常工作。"
msgid ""
"Sets the time in seconds after which the [MethodTweener] will start "
"interpolating. By default there's no delay."
msgstr "設定該 [MethodTweener] 開始插值的時間,單位為秒。預設無延遲。"
msgid ""
"Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
"default easing is used from the [Tween] that contains this Tweener."
msgstr ""
"設定所使用的緩動型別 [enum Tween.EaseType]。如果沒有設定,則使用包含這個 "
"Tweener 的 [Tween] 的預設緩動型別。"
msgid ""
"Sets the type of used transition from [enum Tween.TransitionType]. If not "
"set, the default transition is used from the [Tween] that contains this "
"Tweener."
msgstr ""
"設定所使用的過渡型別 [enum Tween.TransitionType]。如果沒有設定,則使用包含這"
"個 Tweener 的 [Tween] 的預設過渡型別。"
msgid ""
"An internal editor class intended for keeping the data of unrecognized nodes."
msgstr "編輯器內部類,用於保存未知節點的資料。"
msgid ""
"This is an internal editor class intended for keeping data of nodes of "
"unknown type (most likely this type was supplied by an extension that is no "
"longer loaded). It can't be manually instantiated or placed in the scene. "
"Ignore it if you don't know what it is."
msgstr ""
"這是編輯器內部類,用於保存未知型別節點的資料(該型別很有可能是由擴充提供的,而"
"該擴充未載入)。無法手動產生實體或放置在場景中。如果你不知道這是什麼,請忽略"
"它。"
msgid "Returns the name of the type this node was originally."
msgstr "返回這個節點原本的型別名。"
msgid ""
"An internal editor class intended for keeping the data of unrecognized "
"resources."
msgstr "編輯器內部類,用於保存未知資源的資料。"
msgid ""
"This is an internal editor class intended for keeping data of resources of "
"unknown type (most likely this type was supplied by an extension that is no "
"longer loaded). It can't be manually instantiated or placed in the scene. "
"Ignore it if you don't know what it is."
msgstr ""
"這是編輯器內部類,用於保存未知型別資源的資料(該型別很有可能是由擴充提供的,而"
"該擴充未載入)。無法手動產生實體或放置在場景中。如果你不知道這是什麼,請忽略"
"它。"
msgid "Returns the name of the class this resource was originally."
msgstr "返回這個資源原本的類別名稱。"
msgid "Generic mobile VR implementation."
msgstr "通用移動 VR 實作。"
msgid ""
"This is a generic mobile VR implementation where you need to provide details "
"about the phone and HMD used. It does not rely on any existing framework. "
"This is the most basic interface we have. For the best effect, you need a "
"mobile phone with a gyroscope and accelerometer.\n"
"Note that even though there is no positional tracking, the camera will assume "
"the headset is at a height of 1.85 meters. You can change this by setting "
"[member eye_height].\n"
"You can initialize this interface as follows:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().xr = true\n"
"[/codeblock]"
msgstr ""
"這是一個通用的移動 VR 實作,你需要提供有關所用手機和 HMD 的詳細資訊。它不依賴"
"於任何現有框架。這是我們擁有的最基本的介面。為了獲得最佳效果,你需要一部帶有陀"
"螺儀和加速度計的手機。\n"
"請注意,即使沒有位置追蹤,相機也會假定頭戴裝置處於 1.85 米的高度。可以通過設"
"置 [member eye_height] 來更改該設定。\n"
"可以按如下方式初始化該介面:\n"
"[codeblock]\n"
"var interface = XRServer.find_interface(\"Native mobile\")\n"
"if interface and interface.initialize():\n"
" get_viewport().xr = true\n"
"[/codeblock]"
msgid ""
"The distance between the display and the lenses inside of the device in "
"centimeters."
msgstr "顯示器與裝置內部鏡片之間的距離,單位為釐米。"
msgid "The width of the display in centimeters."
msgstr "顯示器的寬度,單位為釐米。"
msgid ""
"The height at which the camera is placed in relation to the ground (i.e. "
"[XROrigin3D] node)."
msgstr "相機相對於地面所處的高度(即相對於 [XROrigin3D] 節點)。"
msgid ""
"The interocular distance, also known as the interpupillary distance. The "
"distance between the pupils of the left and right eye."
msgstr "眼間距離,也稱為瞳孔間距離。左眼和右眼瞳孔之間的距離。"
msgid ""
"The k1 lens factor is one of the two constants that define the strength of "
"the lens used and directly influences the lens distortion effect."
msgstr "k1 鏡頭因數是定義所使用鏡頭強度的兩個常數之一,並直接影響鏡頭失真效果。"
msgid "The k2 lens factor, see k1."
msgstr "k2 鏡頭因數,見 k1。"
msgid ""
"The oversample setting. Because of the lens distortion we have to render our "
"buffers at a higher resolution then the screen can natively handle. A value "
"between 1.5 and 2.0 often provides good results but at the cost of "
"performance."
msgstr ""
"過取樣設定。由於鏡頭失真,我們必須以比螢幕自然解析度更高的品質渲染我們的緩衝"
"區。介於 1.5 和 2.0 之間的值通常可以提供良好的結果,但會犧牲性能。"
msgid "Abstract class for non-real-time video recording encoders."
msgstr "非即時影片錄製編碼器的抽象類別。"
msgid ""
"Godot can record videos with non-real-time simulation. Like the [code]--fixed-"
"fps[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command "
"line argument[/url], this forces the reported [code]delta[/code] in [method "
"Node._process] functions to be identical across frames, regardless of how "
"long it actually took to render the frame. This can be used to record high-"
"quality videos with perfect frame pacing regardless of your hardware's "
"capabilities.\n"
"Godot has 2 built-in [MovieWriter]s:\n"
"- AVI container with MJPEG for video and uncompressed audio ([code].avi[/"
"code] file extension). Lossy compression, medium file sizes, fast encoding. "
"The lossy compression quality can be adjusted by changing [member "
"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be "
"viewed in most video players, but it must be converted to another format for "
"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not "
"support transparency. AVI output is currently limited to a file of 4 GB in "
"size at most.\n"
"- PNG image sequence for video and WAV for audio ([code].png[/code] file "
"extension). Lossless compression, large file sizes, slow encoding. Designed "
"to be encoded to a video file with another tool such as [url=https://ffmpeg."
"org/]FFmpeg[/url] after recording. Transparency is currently not supported, "
"even if the root viewport is set to be transparent.\n"
"If you need to encode to a different format or pipe a stream through third-"
"party software, you can extend the [MovieWriter] class to create your own "
"movie writers. This should typically be done using GDExtension for "
"performance reasons.\n"
"[b]Editor usage:[/b] A default movie file path can be specified in [member "
"ProjectSettings.editor/movie_writer/movie_file]. Alternatively, for running "
"single scenes, a [code]movie_file[/code] metadata can be added to the root "
"node, specifying the path to a movie file that will be used when recording "
"that scene. Once a path is set, click the video reel icon in the top-right "
"corner of the editor to enable Movie Maker mode, then run any scene as usual. "
"The engine will start recording as soon as the splash screen is finished, and "
"it will only stop recording when the engine quits. Click the video reel icon "
"again to disable Movie Maker mode. Note that toggling Movie Maker mode does "
"not affect project instances that are already running.\n"
"[b]Note:[/b] MovieWriter is available for use in both the editor and exported "
"projects, but it is [i]not[/i] designed for use by end users to record videos "
"while playing. Players wishing to record gameplay videos should install tools "
"such as [url=https://obsproject.com/]OBS Studio[/url] or [url=https://www."
"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] instead."
msgstr ""
"Godot 能夠使用非即時類比技術錄製影片。與 [code]--fixed-fps[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令列參數[/url]類"
"似,會強制讓 [method Node._process] 等函式每一影格都收到相同的 [code]delta[/"
"code],無論實際渲染花費了多長的時間。這個技術可用於錄製高畫質的影片,無論你的"
"硬體性能如何,影格率始終都是恒定的。\n"
"Godot 內建的 [MovieWriter] 有兩個:\n"
"- 使用 MJPEG 影片和未壓縮音訊的 AVI 容器(檔副檔名為 [code].avi[/code])。失真"
"壓縮、檔大小中等、編碼速度較快。失真壓縮品質可以通過修改 [member "
"ProjectSettings.editor/movie_writer/mjpeg_quality] 來調整。生成的檔可以使用大"
"多數影片播放機查看,但如果要在 Web 上查看或者用 Godot 的 [VideoStreamPlayer] "
"查看則必須先進行格式的轉換。MJPEG 不支援透明度。AVI 輸出的檔目前最多為 4 GB "
"大小。\n"
"- 影片使用 PNG 圖像序列、音訊使用 WAV檔副檔名為 [code].png[/code])。無損壓"
"縮、檔大小較大、編碼速度較慢。旨在錄製後使用 [url=https://ffmpeg.org/]FFmpeg[/"
"url] 等其他工具編碼為影片檔。目前不支援透明度,即便將根視口設為透明。\n"
"如果你需要編碼為其他格式,或者將流匯入到協力廠商軟體中,你可以擴充 "
"[MovieWriter] 類,建立自己的影片寫入器。出於性能考慮,一般應該使用 "
"GDExtension 實作。\n"
"[b]編輯器使用:[/b]預設影片檔路徑可以在 [member ProjectSettings.editor/"
"movie_writer/movie_file] 指定。或者在運作單個場景時,也可以在根節點上新增元數"
"據 [code]movie_path[/code],可以指定錄製該場景時所使用的影片檔路徑。設定路徑"
"後,請點擊編輯器右上角的電影膠捲圖示,啟動 Movie Maker 模式,然後和平常一樣運"
"作場景即可。引擎會在啟動畫面結束後開始錄製,只會在引擎退出時停止錄製。再次點擊"
"電影膠捲圖示可以禁用 Movie Maker 模式。請注意Movie Maker 模式的開關不會影響"
"正在運作的專案實例。\n"
"[b]注意:[/b]MovieWriter 既可以在編輯器中使用,也可以在匯出的專案中使用,但這"
"個功能[i]不應[/i]用來讓最終使用者錄製遊戲影片。希望錄製遊戲影片的玩家應該安裝 "
"[url=https://obsproject.com/]OBS Studio[/url] 或 [url=https://www."
"maartenbaert.be/simplescreenrecorder/]SimpleScreenRecorder[/url] 等工具。"
msgid ""
"Called when the audio sample rate used for recording the audio is requested "
"by the engine. The value returned must be specified in Hz. Defaults to 48000 "
"Hz if [method _get_audio_mix_rate] is not overridden."
msgstr ""
"當引擎請求用於錄製音訊的音訊取樣速率時呼叫。返回的值必須以 Hz 為單位指定。如"
"果 [method _get_audio_mix_rate] 未被重寫,則預設為 48000 Hz。"
msgid ""
"Called when the audio speaker mode used for recording the audio is requested "
"by the engine. This can affect the number of output channels in the resulting "
"audio file/stream. Defaults to [constant AudioServer.SPEAKER_MODE_STEREO] if "
"[method _get_audio_speaker_mode] is not overridden."
msgstr ""
"當引擎請求用於錄製音訊的音訊揚聲器模式時呼叫。這可能會影響生成的音訊檔/流中的"
"輸出通道數。如果 [method _get_audio_speaker_mode] 未被重寫,則預設為 "
"[constant AudioServer.SPEAKER_MODE_STEREO]。"
msgid ""
"Called when the engine determines whether this [MovieWriter] is able to "
"handle the file at [param path]. Must return [code]true[/code] if this "
"[MovieWriter] is able to handle the given file path, [code]false[/code] "
"otherwise. Typically, [method _handles_file] is overridden as follows to "
"allow the user to record a file at any path with a given file extension:\n"
"[codeblock]\n"
"func _handles_file(path):\n"
" # Allows specifying an output file with a `.mkv` file extension (case-"
"insensitive),\n"
" # either in the Project Settings or with the `--write-movie <path>` "
"command line argument.\n"
" return path.get_extension().to_lower() == \"mkv\"\n"
"[/codeblock]"
msgstr ""
"當引擎確定該 [MovieWriter] 是否能夠處理位於 [param path] 的檔時呼叫。如果該 "
"[MovieWriter] 能夠處理給定的檔路徑,則必須返回 [code]true[/code],否則返回 "
"[code]false[/code]。通常,[method _handles_file] 如下被重寫,以允許使用者使用"
"給定檔副檔名,在任何路徑下記錄一個檔:\n"
"[codeblock]\n"
"func _handles_file(path):\n"
" # 允許指定一個帶有 `.mkv` 檔副檔名(不區分大小寫)的輸出檔,\n"
" # 在專案設定中或使用 `--write-movie <path>` 命令列參數。\n"
" return path.get_extension().to_lower() == \"mkv\"\n"
"[/codeblock]"
msgid ""
"Called once before the engine starts writing video and audio data. [param "
"movie_size] is the width and height of the video to save. [param fps] is the "
"number of frames per second specified in the project settings or using the "
"[code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html]command line argument[/url]."
msgstr ""
"在引擎開始寫入影片和音訊資料之前呼叫一次。[param movie_size] 是要保存的影片的"
"寬度和高度。[param fps] 是指定的每秒影格數,在專案設定中、或使用 [code]--"
"fixed-fps <fps>[/code][url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]《命令列參數》[/url]指定。"
msgid ""
"Called when the engine finishes writing. This occurs when the engine quits by "
"pressing the window manager's close button, or when [method SceneTree.quit] "
"is called.\n"
"[b]Note:[/b] Pressing [kbd]Ctrl + C[/kbd] on the terminal running the editor/"
"project does [i]not[/i] result in [method _write_end] being called."
msgstr ""
"當引擎完成寫入時呼叫。當引擎通過按下視窗管理器的關閉按鈕退出時,或呼叫 "
"[method SceneTree.quit] 時,會發生這種情況。\n"
"[b]注意:[/b]在運作編輯器/專案的終端上,按 [kbd]Ctrl + C[/kbd][i]不會[/i]導"
"致 [method _write_end] 被呼叫。"
msgid ""
"Called at the end of every rendered frame. The [param frame_image] and [param "
"audio_frame_block] function arguments should be written to."
msgstr ""
"在每個渲染的影格結束時被呼叫。應寫入 [param frame_image] 和 [param "
"audio_frame_block] 函式參數。"
msgid ""
"Adds a writer to be usable by the engine. The supported file extensions can "
"be set by overriding [method _handles_file].\n"
"[b]Note:[/b] [method add_writer] must be called early enough in the engine "
"initialization to work, as movie writing is designed to start at the same "
"time as the rest of the engine."
msgstr ""
"新增一個可供引擎使用的編寫器。可以通過重寫 [method _handles_file],來設定支援"
"的檔案副檔名。\n"
"[b]注意:[/b][method add_writer] 必須在引擎初始化期間儘早呼叫才能工作,因為電"
"影編寫被設計為與引擎的其餘部分同時啟動。"
msgid ""
"Provides high-performance drawing of a mesh multiple times using GPU "
"instancing."
msgstr "使用 GPU 實例提供單一網格的高性能多次繪製。"
msgid ""
"MultiMesh provides low-level mesh instancing. Drawing thousands of "
"[MeshInstance3D] nodes can be slow, since each object is submitted to the GPU "
"then drawn individually.\n"
"MultiMesh is much faster as it can draw thousands of instances with a single "
"draw call, resulting in less API overhead.\n"
"As a drawback, if the instances are too far away from each other, performance "
"may be reduced as every single instance will always render (they are "
"spatially indexed as one, for the whole object).\n"
"Since instances may have any behavior, the AABB used for visibility must be "
"provided by the user.\n"
"[b]Note:[/b] A MultiMesh is a single object, therefore the same maximum "
"lights per object restriction applies. This means, that once the maximum "
"lights are consumed by one or more instances, the rest of the MultiMesh "
"instances will [b]not[/b] receive any lighting.\n"
"[b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh."
msgstr ""
"MultiMesh 提供了低級別的網格產生實體功能。繪製數以千計的 [MeshInstance3D] 節點"
"可能會很慢,因為每個物件都要提交給 GPU 然後單獨繪製。\n"
"MultiMesh 要快得多,因為它可以通過一次繪製呼叫來繪製成千上萬的實例,從而減少 "
"API 的開銷。\n"
"缺點是,如果實例之間的距離太遠,性能可能會降低,因為每一個實例總是會被渲染(對"
"於整個物件,它們在空間上被索引為一個)。\n"
"由於實例可能具有任何行為,因此用於可見性的 AABB 必須由使用者提供。\n"
"[b]注意:[/b]MultiMesh 是單個物件,因此適用相同的對每個物件的最大燈光限制。這"
"意味著,一旦最大燈光被一個或多個實例消耗了,其餘的 MultiMesh 實例將[b]不會[/b]"
"接收任何光照。\n"
"[b]注意:[/b]在 MultiMesh 中使用的 Blend Shape 將被忽略。"
msgid "Using MultiMeshInstance"
msgstr "使用 MultiMeshInstance"
msgid "Optimization using MultiMeshes"
msgstr "使用 MultiMesh 進行優化"
msgid "Animating thousands of fish with MultiMeshInstance"
msgstr "使用 MultiMeshInstance 動畫化數千條魚"
msgid "Returns the visibility axis-aligned bounding box in local space."
msgstr "返回局部空間中的可見性軸對齊包圍框。"
msgid "Gets a specific instance's color multiplier."
msgstr "獲取特定實例的顏色倍數。"
msgid "Returns the custom data that has been set for a specific instance."
msgstr "返回已經為特定實例設定的自訂資料。"
msgid "Returns the [Transform3D] of a specific instance."
msgstr "返回指定實例的 [Transform3D]。"
msgid "Returns the [Transform2D] of a specific instance."
msgstr "返回指定實例的 [Transform2D]。"
msgid ""
"Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
"existing vertex colors. This allows for different color tinting per "
"instance.\n"
"For the color to take effect, ensure that [member use_colors] is [code]true[/"
"code] on the [MultiMesh] and [member BaseMaterial3D."
"vertex_color_use_as_albedo] is [code]true[/code] on the material. If you "
"intend to set an absolute color instead of tinting, make sure the material's "
"albedo color is set to pure white ([code]Color(1, 1, 1)[/code])."
msgstr ""
"設定一個特定實例的顏色,通過[i]乘以[/i]該網格的現有頂點顏色來設定。這允許每個"
"實例使用不同的顏色。\n"
"要使顏色生效,請確保該 [MultiMesh] 上的 [member use_colors] 為 [code]true[/"
"code],並且材質上的 [member BaseMaterial3D.vertex_color_use_as_albedo] 為 "
"[code]true[/code]。如果打算設定絕對顏色而不是著色,請確保材質的反照率顏色被設"
"置為純白色 ([code]Color(1, 1, 1)[/code])。"
msgid ""
"Sets custom data for a specific instance. Although [Color] is used, it is "
"just a container for 4 floating point numbers.\n"
"For the custom data to be used, ensure that [member use_custom_data] is "
"[code]true[/code].\n"
"This custom instance data has to be manually accessed in your custom shader "
"using [code]INSTANCE_CUSTOM[/code]."
msgstr ""
"為特定的實例設定自訂資料。雖然使用了 [Color],但它只是一個容納 4 個浮點數的容"
"器。\n"
"對於要使用的自訂資料,請確保 [member use_custom_data] 為 [code]true[/code]。\n"
"必須使用 [code]INSTANCE_CUSTOM[/code] 在自訂著色器中,手動存取該自訂實例資料。"
msgid "Sets the [Transform3D] for a specific instance."
msgstr "為指定實例設定 [Transform3D]。"
msgid "Sets the [Transform2D] for a specific instance."
msgstr "為指定實例設定 [Transform2D]。"
msgid "See [method set_instance_color]."
msgstr "見 [method set_instance_color]。"
msgid "See [method set_instance_custom_data]."
msgstr "見 [method set_instance_custom_data]。"
msgid ""
"Number of instances that will get drawn. This clears and (re)sizes the "
"buffers. Setting data format or flags afterwards will have no effect.\n"
"By default, all instances are drawn but you can limit this with [member "
"visible_instance_count]."
msgstr ""
"將被繪製的實例數。這會清除緩衝區,並(重新)調整其大小。之後設定的資料格式或旗"
"標將無效。\n"
"預設情況下,所有實例都會被繪製,但可以使用 [member visible_instance_count] 來"
"限制它。"
msgid ""
"[Mesh] resource to be instanced.\n"
"The looks of the individual instances can be modified using [method "
"set_instance_color] and [method set_instance_custom_data]."
msgstr ""
"要被產生實體的 [Mesh] 資源。\n"
"各個實例的外觀可以通過 [method set_instance_color] 和 [method "
"set_instance_custom_data] 來修改。"
msgid "See [method set_instance_transform_2d]."
msgstr "見 [method set_instance_transform_2d]。"
msgid "See [method set_instance_transform]."
msgstr "見 [method set_instance_transform]。"
msgid "Format of transform used to transform mesh, either 2D or 3D."
msgstr "用於變換網格的變換格式,可以是 2D 或 3D。"
msgid ""
"If [code]true[/code], the [MultiMesh] will use color data (see [method "
"set_instance_color]). Can only be set when [member instance_count] is "
"[code]0[/code] or less. This means that you need to call this method before "
"setting the instance count, or temporarily reset it to [code]0[/code]."
msgstr ""
"如果為 [code]true[/code],則該 [MultiMesh] 將使用顏色資料(參見 [method "
"set_instance_color])。只有在 [member instance_count] 為 [code]0[/code] 或更少"
"時才能被設定。這意味著需要在設定實例計數之前呼叫該方法,或者暫時將實例計數重設"
"為 [code]0[/code]。"
msgid ""
"If [code]true[/code], the [MultiMesh] will use custom data (see [method "
"set_instance_custom_data]). Can only be set when [member instance_count] is "
"[code]0[/code] or less. This means that you need to call this method before "
"setting the instance count, or temporarily reset it to [code]0[/code]."
msgstr ""
"如果為 [code]true[/code],則該 [MultiMesh] 將使用自訂資料(參見 [method "
"set_instance_custom_data])。只有在 [member instance_count] 為 [code]0[/code] "
"或更少時才能被設定。這意味著需要在設定實例計數之前呼叫該方法,或者暫時將實例計"
"數重設為 [code]0[/code]。"
msgid ""
"Limits the number of instances drawn, -1 draws all instances. Changing this "
"does not change the sizes of the buffers."
msgstr ""
"限制繪製的實例數量,-1 會繪製所有的實例。改變這一點並不改變緩衝區的大小。"
msgid "Use this when using 2D transforms."
msgstr "使用 2D 變換時使用此選項。"
msgid "Use this when using 3D transforms."
msgstr "使用 3D 變換時使用此選項。"
msgid "Node that instances a [MultiMesh] in 2D."
msgstr "在 2D 中產生實體 [MultiMesh] 的節點。"
msgid ""
"[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
"resource in 2D.\n"
"Usage is the same as [MultiMeshInstance3D]."
msgstr ""
"[MultiMeshInstance2D] 是專用於在 2D 中產生實體 [MultiMesh] 資源的節點。\n"
"用法與 [MultiMeshInstance3D] 相同。"
msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
msgstr "將由 [MultiMeshInstance2D] 繪製的 [MultiMesh]。"
msgid "Node that instances a [MultiMesh]."
msgstr "產生實體 [MultiMesh] 的節點。"
msgid ""
"[MultiMeshInstance3D] is a specialized node to instance [GeometryInstance3D]s "
"based on a [MultiMesh] resource.\n"
"This is useful to optimize the rendering of a high number of instances of a "
"given mesh (for example trees in a forest or grass strands)."
msgstr ""
"[MultiMeshInstance2D] 是專用於產生實體基於 [MultiMesh] 資源的 "
"[GeometryInstance3D] 的節點。\n"
"適用於優化大量給定網格實例的渲染(例如森林中的樹木或草叢)。"
msgid ""
"The [MultiMesh] resource that will be used and shared among all instances of "
"the [MultiMeshInstance3D]."
msgstr ""
"將在 [MultiMeshInstance3D] 的所有實例之間,使用和共用的 [MultiMesh] 資源。"
msgid "High-level multiplayer API interface."
msgstr "高階多人遊戲 API 介面。"
msgid ""
"Base class for high-level multiplayer API implementations. See also "
"[MultiplayerPeer].\n"
"By default, [SceneTree] has a reference to an implementation of this class "
"and uses it to provide multiplayer capabilities (i.e. RPCs) across the whole "
"scene.\n"
"It is possible to override the MultiplayerAPI instance used by specific tree "
"branches by calling the [method SceneTree.set_multiplayer] method, "
"effectively allowing to run both client and server in the same scene.\n"
"It is also possible to extend or replace the default implementation via "
"scripting or native extensions. See [MultiplayerAPIExtension] for details "
"about extensions, [SceneMultiplayer] for the details about the default "
"implementation."
msgstr ""
"用於高級多人遊戲 API 實作的基底類別。另請參閱 [MultiplayerPeer]。\n"
"預設情況下,[SceneTree] 引用了這個類的一個實作,並使用它來提供跨整個場景的多人"
"遊戲功能(即 RPC。\n"
"可以通過呼叫 [method SceneTree.set_multiplayer] 方法,覆蓋特定樹分支使用的 "
"MultiplayerAPI 實例,從而有效地允許在同一場景中同時運作使用者端和伺服器。\n"
"也可以通過腳本或本地擴充來擴充或替換預設實作。有關擴充的詳細資訊,請參閱 "
"[MultiplayerAPIExtension];有關預設實作的詳細資訊,請參閱 [SceneMultiplayer]。"
msgid "Returns a new instance of the default MultiplayerAPI."
msgstr "返回預設 MultiplayerAPI 的新實例。"
msgid ""
"Returns the default MultiplayerAPI implementation class name. This is usually "
"[code]\"SceneMultiplayer\"[/code] when [SceneMultiplayer] is available. See "
"[method set_default_interface]."
msgstr ""
"返回預設的 MultiplayerAPI 實作類別名稱稱。[SceneMultiplayer] 可用時通常為 "
"[code]\"SceneMultiplayer\"[/code]。見 [method set_default_interface]。"
msgid ""
"Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
"multiplayer_peer]."
msgstr ""
"返回這個 MultiplayerAPI 的 [member multiplayer_peer] 所有已連接對等體的對等體 "
"ID。"
msgid ""
"Returns the sender's peer ID for the RPC currently being executed.\n"
"[b]Note:[/b] If not inside an RPC this method will return 0."
msgstr ""
"返回目前正在執行的 RPC 的發送方的對等體 ID。\n"
"[b]注意:[/b]如果不在 RPC 內,這個方法將返回 0。"
msgid ""
"Returns the unique peer ID of this MultiplayerAPI's [member multiplayer_peer]."
msgstr "返回這個 MultiplayerAPI 的 [member multiplayer_peer] 唯一對等體 ID。"
msgid "Returns [code]true[/code] if there is a [member multiplayer_peer] set."
msgstr "如果設定了 [member multiplayer_peer],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this MultiplayerAPI's [member multiplayer_peer] "
"is valid and in server mode (listening for connections)."
msgstr ""
"如果這個 MultiplayerAPI 的 [member multiplayer_peer] 有效,且處於伺服器模式"
"(監聽連接),則返回 [code]true[/code]。"
msgid ""
"Notifies the MultiplayerAPI of a new [param configuration] for the given "
"[param object]. This method is used internally by [SceneTree] to configure "
"the root path for this MultiplayerAPI (passing [code]null[/code] and a valid "
"[NodePath] as [param configuration]). This method can be further used by "
"MultiplayerAPI implementations to provide additional features, refer to "
"specific implementation (e.g. [SceneMultiplayer]) for details on how they use "
"it.\n"
"[b]Note:[/b] This method is mostly relevant when extending or overriding the "
"MultiplayerAPI behavior via [MultiplayerAPIExtension]."
msgstr ""
"通知該 MultiplayerAPI以新增用於給定 [param object] 的新的 [param "
"configuration]。該方法在內部被 [SceneTree] 使用,以配置該 MultiplayerAPI 的根"
"路徑(傳入 [code]null[/code] 並將一個有效的 [NodePath] 作為 [param "
"configuration])。該方法可以進一步被 MultiplayerAPI 實作使用,以提供其他功能,"
"有關如何使用它的詳細資訊,請參閱具體實作(例如 [SceneMultiplayer])。\n"
"[b]注意:[/b]當通過 [MultiplayerAPIExtension] 擴充或重寫 MultiplayerAPI 行為"
"時,該方法最相關。"
msgid ""
"Notifies the MultiplayerAPI to remove a [param configuration] for the given "
"[param object]. This method is used internally by [SceneTree] to configure "
"the root path for this MultiplayerAPI (passing [code]null[/code] and an empty "
"[NodePath] as [param configuration]). This method can be further used by "
"MultiplayerAPI implementations to provide additional features, refer to "
"specific implementation (e.g. [SceneMultiplayer]) for details on how they use "
"it.\n"
"[b]Note:[/b] This method is mostly relevant when extending or overriding the "
"MultiplayerAPI behavior via [MultiplayerAPIExtension]."
msgstr ""
"通知該 MultiplayerAPI以移除用於給定 [param object] 的 [param "
"configuration]。該方法在內部被 [SceneTree] 使用,以配置該 MultiplayerAPI 的根"
"路徑(傳入 [code]null[/code] 並將一個空的 [NodePath] 作為 [param "
"configuration])。該方法可以進一步被 MultiplayerAPI 實作使用,以提供其他功能,"
"有關如何使用它的詳細資訊,請參閱具體實作(例如 [SceneMultiplayer])。\n"
"[b]注意:[/b]當通過 [MultiplayerAPIExtension] 擴充或重寫 MultiplayerAPI 行為"
"時,該方法最相關。"
msgid ""
"Method used for polling the MultiplayerAPI. You only need to worry about this "
"if you set [member SceneTree.multiplayer_poll] to [code]false[/code]. By "
"default, [SceneTree] will poll its MultiplayerAPI(s) for you.\n"
"[b]Note:[/b] This method results in RPCs being called, so they will be "
"executed in the same context of this function (e.g. [code]_process[/code], "
"[code]physics[/code], [Thread])."
msgstr ""
"用於輪詢 MultiplayerAPI 的方法。將 [member SceneTree.multiplayer_poll] 設定為 "
"[code]false[/code] 時才需要關心。預設情況下,[SceneTree] 將為你輪詢其 "
"MultiplayerAPI。\n"
"[b]注意:[/b]該方法會導致 RPC 被呼叫,因此它們將在該函式的相同本文中執行(例"
"如 [code]_process[/code]、[code]physics[/code]、[Thread])。"
msgid ""
"Sends an RPC to the target [param peer]. The given [param method] will be "
"called on the remote [param object] with the provided [param arguments]. The "
"RPC may also be called locally depending on the implementation and RPC "
"configuration. See [method Node.rpc] and [method Node.rpc_config].\n"
"[b]Note:[/b] Prefer using [method Node.rpc], [method Node.rpc_id], or "
"[code]my_method.rpc(peer, arg1, arg2, ...)[/code] (in GDScript), since they "
"are faster. This method is mostly useful in conjunction with "
"[MultiplayerAPIExtension] when augmenting or replacing the multiplayer "
"capabilities."
msgstr ""
"向目標對等體 [param peer] 發送 RPC。會使用提供的參數 [param arguments] 在遠端"
"物件 [param object] 上呼叫給定的方法 [param method]。根據實作和 RPC 配置RPC "
"可能也可以進行本地呼叫。見 [method Node.rpc] 和 [method Node.rpc_config]。\n"
"[b]注意:[/b]請儘量使用 [method Node.rpc]、[method Node.rpc_id] 或 "
"[code]my_method.rpc(peer, arg1, arg2, ...)[/code](適用於 GDScript因為速度"
"更快。這個方法主要用於 [MultiplayerAPIExtension] 進行多人遊戲能力的增強和替"
"換。"
msgid ""
"Sets the default MultiplayerAPI implementation class. This method can be used "
"by modules and extensions to configure which implementation will be used by "
"[SceneTree] when the engine starts."
msgstr ""
"設定預設的 MultiplayerAPI 實作類。模組和擴充可以使用這個方法來配置引擎啟動時 "
"[SceneTree] 將使用哪個實作。"
msgid ""
"The peer object to handle the RPC system (effectively enabling networking "
"when set). Depending on the peer itself, the MultiplayerAPI will become a "
"network server (check with [method is_server]) and will set root node's "
"network mode to authority, or it will become a regular client peer. All child "
"nodes are set to inherit the network mode by default. Handling of networking-"
"related events (connection, disconnection, new clients) is done by connecting "
"to MultiplayerAPI's signals."
msgstr ""
"處理 RPC 系統的對等體物件(設定後會啟用網路)。根據對等體本身的不同,該 "
"MultiplayerAPI 可能會成為網路伺服器(使用 [method is_server] 判斷)並將根節點"
"的網路模式設定為控制者,也可能會成為普通的使用者端對等體。所有子節點預設會繼承"
"其網路模式。網路相關事件(連接、斷開連接、新使用者端)的處理是通過連接 "
"MultiplayerAPI 的訊號來完成的。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] successfully "
"connected to a server. Only emitted on clients."
msgstr ""
"當此 MultiplayerAPI 的 [member multiplayer_peer] 成功連接到伺服器時發出。僅在"
"使用者端上發出。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] fails to "
"establish a connection to a server. Only emitted on clients."
msgstr ""
"當此 MultiplayerAPI 的 [member multiplayer_peer] 無法與伺服器建立連接時發出。"
"僅在使用者端上發出。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] connects with a "
"new peer. ID is the peer ID of the new peer. Clients get notified when other "
"clients connect to the same server. Upon connecting to a server, a client "
"also receives this signal for the server (with ID being 1)."
msgstr ""
"當此 MultiplayerAPI 的 [member multiplayer_peer] 與新對等體連接時發出。ID 為新"
"對等體的對等體 ID。當某個使用者端連接到同一伺服器時其他使用者端會收到通知。"
"連接到伺服器時該使用者端也會收到此訊號新對等體為伺服器ID 為 1。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from "
"a peer. Clients get notified when other clients disconnect from the same "
"server."
msgstr ""
"當此 MultiplayerAPI 的 [member multiplayer_peer] 與對等體斷開連接時發出。當某"
"個使用者端從同一伺服器斷開連接時,其他使用者端會收到通知。"
msgid ""
"Emitted when this MultiplayerAPI's [member multiplayer_peer] disconnects from "
"server. Only emitted on clients."
msgstr ""
"當此 MultiplayerAPI 的 [member multiplayer_peer] 與伺服器斷開連接時發出。僅在"
"使用者端上發出。"
msgid ""
"Used with [method Node.rpc_config] to disable a method or property for all "
"RPC calls, making it unavailable. Default for all methods."
msgstr ""
"在 [method Node.rpc_config] 中使用,可以為所有 RPC 呼叫禁用某個方法或屬性,使"
"其不可用。所有方法的預設值。"
msgid ""
"Used with [method Node.rpc_config] to set a method to be callable remotely by "
"any peer. Analogous to the [code]@rpc(\"any_peer\")[/code] annotation. Calls "
"are accepted from all remote peers, no matter if they are node's authority or "
"not."
msgstr ""
"在 [method Node.rpc_config] 中使用,可以將某個方法設定為能夠被任何對等體遠程呼"
"叫。類似於 [code]@rpc(\"any_peer\")[/code] 注解。接受來自所有遠端對等體的調"
"用,無論是否為節點的控制者。"
msgid ""
"Used with [method Node.rpc_config] to set a method to be callable remotely "
"only by the current multiplayer authority (which is the server by default). "
"Analogous to the [code]@rpc(\"authority\")[/code] annotation. See [method "
"Node.set_multiplayer_authority]."
msgstr ""
"在 [method Node.rpc_config] 中使用,可以將某個方法設定為僅能夠被目前的多人控制"
"者遠端呼叫(預設為伺服器)。類似於 [code]@rpc(\"authority\")[/code] 注解。見 "
"[method Node.set_multiplayer_authority]。"
msgid "Base class used for extending the [MultiplayerAPI]."
msgstr "用於擴充 [MultiplayerAPI] 的基底類別。"
msgid "Called when the [member MultiplayerAPI.multiplayer_peer] is retrieved."
msgstr "在檢索到 [member MultiplayerAPI.multiplayer_peer] 時呼叫。"
msgid "Callback for [method MultiplayerAPI.get_peers]."
msgstr "[method MultiplayerAPI.get_peers] 的回呼函式。"
msgid "Callback for [method MultiplayerAPI.get_remote_sender_id]."
msgstr "[method MultiplayerAPI.get_remote_sender_id] 的回呼函式。"
msgid "Callback for [method MultiplayerAPI.get_unique_id]."
msgstr "[method MultiplayerAPI.get_unique_id] 的回呼函式。"
msgid "Callback for [method MultiplayerAPI.object_configuration_add]."
msgstr "[method MultiplayerAPI.object_configuration_add] 的回呼函式。"
msgid "Callback for [method MultiplayerAPI.object_configuration_remove]."
msgstr "[method MultiplayerAPI.object_configuration_remove] 的回呼函式。"
msgid "Callback for [method MultiplayerAPI.poll]."
msgstr "[method MultiplayerAPI.poll] 的回呼函式。"
msgid "Callback for [method MultiplayerAPI.rpc]."
msgstr "[method MultiplayerAPI.rpc] 的回呼函式。"
msgid "Called when the [member MultiplayerAPI.multiplayer_peer] is set."
msgstr "在設定 [member MultiplayerAPI.multiplayer_peer] 時呼叫。"
msgid ""
"Abstract class for specialized [PacketPeer]s used by the [MultiplayerAPI]."
msgstr "特化 [PacketPeer] 的抽象類別,[MultiplayerAPI] 會用到。"
msgid ""
"Manages the connection with one or more remote peers acting as server or "
"client and assigning unique IDs to each of them. See also [MultiplayerAPI].\n"
"[b]Note:[/b] The [MultiplayerAPI] protocol is an implementation detail and "
"isn't meant to be used by non-Godot servers. It may change without notice.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"管理與一個或多個作為伺服器或使用者端的遠端對等體的連接,並為每個對等體分配唯一"
"的 ID。另請參閱 [MultiplayerAPI]。\n"
"[b]注意:[/b][MultiplayerAPI] 協議是一個實作細節,並不打算由非 Godot 伺服器使"
"用。它可能會更改,恕不另行通知。\n"
"[b]注意:[/b]當匯出到 Android 時,在匯出專案或使用一鍵部署之前,確保在 "
"Android 匯出預設中啟用了 [code]INTERNET[/code] 許可權。否則,任何型別的網路通"
"信都會被安卓阻止。"
msgid "WebRTC Signaling Demo"
msgstr "WebRTC 訊號演示"
msgid ""
"Immediately close the multiplayer peer returning to the state [constant "
"CONNECTION_DISCONNECTED]. Connected peers will be dropped without emitting "
"[signal peer_disconnected]."
msgstr ""
"立即關閉多人對等體,返回到 [constant CONNECTION_DISCONNECTED] 狀態。已連接的對"
"等體將被丟棄,不會發出 [signal peer_disconnected]。"
msgid ""
"Disconnects the given [param peer] from this host. If [param force] is "
"[code]true[/code] the [signal peer_disconnected] signal will not be emitted "
"for this peer."
msgstr ""
"斷開給定的 [param peer] 與該主機的連接。如果 [param force] 為 [code]true[/"
"code],則不會為該對等體發出 [signal peer_disconnected] 訊號。"
msgid ""
"Returns a randomly generated integer that can be used as a network unique ID."
msgstr "返回隨機生成的整數,可用作網路唯一 ID。"
msgid ""
"Returns the current state of the connection. See [enum ConnectionStatus]."
msgstr "返回連接的目前狀態。見 [enum ConnectionStatus]。"
msgid ""
"Returns the channel over which the next available packet was received. See "
"[method PacketPeer.get_available_packet_count]."
msgstr ""
"返回下一個可用封包被接收使用的通道。請參閱 [method PacketPeer."
"get_available_packet_count]。"
msgid ""
"Returns the [enum MultiplayerPeer.TransferMode] the remote peer used to send "
"the next available packet. See [method PacketPeer.get_available_packet_count]."
msgstr ""
"返回用於發送下一個可用封包的遠端對等體的 [enum MultiplayerPeer.TransferMode]。"
"請參閱 [method PacketPeer.get_available_packet_count]。"
msgid ""
"Returns the ID of the [MultiplayerPeer] who sent the next available packet. "
"See [method PacketPeer.get_available_packet_count]."
msgstr ""
"返回發送下一個可用封包的 [MultiplayerPeer] 的 ID。見 [method PacketPeer."
"get_available_packet_count]。"
msgid "Returns the ID of this [MultiplayerPeer]."
msgstr "返回該 [MultiplayerPeer] 的 ID。"
msgid ""
"Returns true if the server can act as a relay in the current configuration (i."
"e. if the higher level [MultiplayerAPI] should notify connected clients of "
"other peers, and implement a relay protocol to allow communication between "
"them)."
msgstr ""
"如果伺服器在目前配置中可以充當中繼者,則返回 true也就是說如果更高級別的 "
"[MultiplayerAPI] 應該通知連接的使用者端有其他對等體,並實作一個中繼協議以允許"
"它們之間的通信)。"
msgid "Waits up to 1 second to receive a new network event."
msgstr "等待最多 1 秒以接收一個新的網路事件。"
msgid ""
"Sets the peer to which packets will be sent.\n"
"The [param id] can be one of: [constant TARGET_PEER_BROADCAST] to send to all "
"connected peers, [constant TARGET_PEER_SERVER] to send to the peer acting as "
"server, a valid peer ID to send to that specific peer, a negative peer ID to "
"send to all peers except that one. By default, the target peer is [constant "
"TARGET_PEER_BROADCAST]."
msgstr ""
"設定封包將被發送至的對等體。\n"
"[param id] 可以是以下之一:[constant TARGET_PEER_BROADCAST],以發送到所有連接"
"的對等體;[constant TARGET_PEER_SERVER],以發送到充當伺服器的對等體;一個有效"
"的對等體 ID ,以發送到那個特定的對等體;一個負的對等體 ID以發送到除那個對等"
"體以外的所有對等體。預設情況下,目標對等體是 [constant "
"TARGET_PEER_BROADCAST]。"
msgid "If [code]true[/code], this [MultiplayerPeer] refuses new connections."
msgstr "如果為 [code]true[/code],則這個 [MultiplayerPeer] 拒絕新的連接。"
msgid ""
"The channel to use to send packets. Many network APIs such as ENet and WebRTC "
"allow the creation of multiple independent channels which behaves, in a way, "
"like separate connections. This means that reliable data will only block "
"delivery of other packets on that channel, and ordering will only be in "
"respect to the channel the packet is being sent on. Using different channels "
"to send [b]different and independent[/b] state updates is a common way to "
"optimize network usage and decrease latency in fast-paced games.\n"
"[b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 "
"separate channels (one for each [enum TransferMode]) so that [constant "
"TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_UNRELIABLE_ORDERED] does "
"not interact with each other by default. Refer to the specific network API "
"documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly."
msgstr ""
"用於發送封包的通道。許多網路 API例如 ENet 和 WebRTC允許建立多個獨立的通"
"道,這些通道的行為在某種程度上類似於單獨的連接。這意味著可靠資料只會阻止該通道"
"上其他封包的傳遞,並且排序將僅與正在發送封包的通道有關。使用不同的通道發送[b]"
"不同且獨立的[/b]狀態更新,是優化快節奏遊戲的網路使用和減少延遲的常用方法。\n"
"[b]注意:[/b]預設通道([code]0[/code])實際上作為 3 個獨立的通道工作(每種 "
"[enum TransferMode] 一個),因此預設情況下,[constant TRANSFER_MODE_RELIABLE] "
"和 [constant TRANSFER_MODE_UNRELIABLE_ORDERED] 不會相互互動。請參閱特定的網路 "
"API 文件(例如 ENet 或 WebRTC以瞭解如何正確地設置通道。"
msgid ""
"The manner in which to send packets to the target peer. See [enum "
"TransferMode], and the [method set_target_peer] method."
msgstr ""
"向目標對等體發送封包的方式。請參閱 [enum TransferMode] 和 [method "
"set_target_peer] 方法。"
msgid "Emitted when a remote peer connects."
msgstr "遠端對等體連接時發出。"
msgid "Emitted when a remote peer has disconnected."
msgstr "遠端對等體斷開連接時發出。"
msgid "The MultiplayerPeer is disconnected."
msgstr "該 MultiplayerPeer 已斷開連接。"
msgid "The MultiplayerPeer is currently connecting to a server."
msgstr "該 MultiplayerPeer 正在連接到伺服器。"
msgid "This MultiplayerPeer is connected."
msgstr "該 MultiplayerPeer 已連接。"
msgid "Packets are sent to all connected peers."
msgstr "將封包發送至所有已連接的對等體。"
msgid "Packets are sent to the remote peer acting as server."
msgstr "將封包發送至作為伺服器的遠端對等體。"
msgid ""
"Packets are not acknowledged, no resend attempts are made for lost packets. "
"Packets may arrive in any order. Potentially faster than [constant "
"TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
"consider whether the order matters."
msgstr ""
"封包不被確認,對丟失的封包不進行重發嘗試。封包可以以任何順序到達。可能比 "
"[constant TRANSFER_MODE_UNRELIABLE_ORDERED] 快。用於非關鍵資料,並注意考慮順序"
"是否重要。"
msgid ""
"Packets are not acknowledged, no resend attempts are made for lost packets. "
"Packets are received in the order they were sent in. Potentially faster than "
"[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that "
"would be outdated if received late due to resend attempt(s) anyway, for "
"example movement and positional data."
msgstr ""
"封包不被確認,對丟失的封包不進行重發嘗試。封包按其發送順序接收。有可能比 "
"[constant TRANSFER_MODE_RELIABLE] 快。用於非關鍵資料或由於重發嘗試而遲遲不能收"
"到的資料,例如運動和位置資料。"
msgid ""
"Packets must be received and resend attempts should be made until the packets "
"are acknowledged. Packets must be received in the order they were sent in. "
"Most reliable transfer mode, but potentially the slowest due to the overhead. "
"Use for critical data that must be transmitted and arrive in order, for "
"example an ability being triggered or a chat message. Consider carefully if "
"the information really is critical, and use sparingly."
msgstr ""
"封包必須被接收,並應進行重發嘗試,直到封包被確認。封包必須按照其發送的順序接"
"收。最可靠的傳輸模式,但由於開銷很大,可能是最慢的。用於必須按順序傳輸和到達的"
"關鍵資料,例如觸發的能力或聊天資訊。仔細考慮資訊是否真的是關鍵的,並儘量少用。"
msgid ""
"Class that can be inherited to implement custom multiplayer API networking "
"layers via GDExtension."
msgstr "可以通過 GDExtension 繼承,從而實作自訂多人 API 網路層的類。"
msgid ""
"This class is designed to be inherited from a GDExtension plugin to implement "
"custom networking layers for the multiplayer API (such as WebRTC). All the "
"methods below [b]must[/b] be implemented to have a working custom multiplayer "
"implementation. See also [MultiplayerAPI]."
msgstr ""
"該類旨在被一個 GDExtension 外掛程式繼承,以實作多人遊戲 API例如 WebRTC的自"
"定義網路層。下面的所有方法都[b]必須[/b]被實作,才能實作一個有效的自訂多人遊戲"
"實作。另請參閱 [MultiplayerAPI]。"
msgid ""
"Called when the multiplayer peer should be immediately closed (see [method "
"MultiplayerPeer.close])."
msgstr ""
"該多人遊戲對等體應當立即關閉時呼叫(見 [method MultiplayerPeer.close])。"
msgid ""
"Called when the connected [param p_peer] should be forcibly disconnected (see "
"[method MultiplayerPeer.disconnect_peer])."
msgstr ""
"應當強制斷開與對等體 [param p_peer] 的連接時呼叫(見 [method MultiplayerPeer."
"disconnect_peer])。"
msgid ""
"Called when the available packet count is internally requested by the "
"[MultiplayerAPI]."
msgstr "[MultiplayerAPI] 對可用的封包數量發出內部請求時呼叫。"
msgid ""
"Called when the connection status is requested on the [MultiplayerPeer] (see "
"[method MultiplayerPeer.get_connection_status])."
msgstr ""
"[MultiplayerAPI] 請求連接狀態時呼叫(見 [method MultiplayerPeer."
"get_connection_status])。"
msgid ""
"Called when the maximum allowed packet size (in bytes) is requested by the "
"[MultiplayerAPI]."
msgstr "[MultiplayerAPI] 請求最大允許的封包大小(單位為位元組)時呼叫。"
msgid ""
"Called when a packet needs to be received by the [MultiplayerAPI], with "
"[param r_buffer_size] being the size of the binary [param r_buffer] in bytes."
msgstr ""
"[MultiplayerAPI] 需要接收一個封包時呼叫,[param r_buffer_size] 是二進位緩衝區 "
"[param r_buffer] 的位元組大小。"
msgid ""
"Called to get the channel over which the next available packet was received. "
"See [method MultiplayerPeer.get_packet_channel]."
msgstr ""
"返回接收下一個可用封包所使用的通道。請參閱 [method MultiplayerPeer."
"get_packet_channel]。"
msgid ""
"Called to get the [enum MultiplayerPeer.TransferMode] the remote peer used to "
"send the next available packet. See [method MultiplayerPeer.get_packet_mode]."
msgstr ""
"返回發送下一個可用封包所使用的遠端對等體的 [enum MultiplayerPeer."
"TransferMode]。請參閱 [method MultiplayerPeer.get_packet_mode]。"
msgid ""
"Called when the ID of the [MultiplayerPeer] who sent the most recent packet "
"is requested (see [method MultiplayerPeer.get_packet_peer])."
msgstr ""
"請求最近封包發送方 [MultiplayerPeer] 的 ID 時呼叫(見 [method MultiplayerPeer."
"get_packet_peer])。"
msgid ""
"Called when a packet needs to be received by the [MultiplayerAPI], if [method "
"_get_packet] isn't implemented. Use this when extending this class via "
"GDScript."
msgstr ""
"如果 [method _get_packet] 未實作,則在有封包需要被 [MultiplayerAPI] 接收時呼"
"叫。使用 GDScript 擴充這個類時請使用。"
msgid ""
"Called when the transfer channel to use is read on this [MultiplayerPeer] "
"(see [member MultiplayerPeer.transfer_channel])."
msgstr ""
"讀取 [MultiplayerPeer] 所使用的傳輸通道時呼叫(見 [member MultiplayerPeer."
"transfer_channel])。"
msgid ""
"Called when the transfer mode to use is read on this [MultiplayerPeer] (see "
"[member MultiplayerPeer.transfer_mode])."
msgstr ""
"讀取 [MultiplayerPeer] 所使用的傳輸模式時呼叫(見 [member MultiplayerPeer."
"transfer_mode])。"
msgid ""
"Called when the unique ID of this [MultiplayerPeer] is requested (see [method "
"MultiplayerPeer.get_unique_id]). The value must be between [code]1[/code] and "
"[code]2147483647[/code]."
msgstr ""
"請求 [MultiplayerPeer] 的唯一 ID 時呼叫(見 [method MultiplayerPeer."
"get_unique_id])。取值必須在 [code]1[/code] 和 [code]2147483647[/code] 之間。"
msgid ""
"Called when the \"refuse new connections\" status is requested on this "
"[MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections])."
msgstr ""
"請求 [MultiplayerPeer] 的“拒絕新連接”狀態時呼叫(見 [member MultiplayerPeer."
"refuse_new_connections])。"
msgid ""
"Called when the \"is server\" status is requested on the [MultiplayerAPI]. "
"See [method MultiplayerAPI.is_server]."
msgstr ""
"請求 [MultiplayerPeer] 的“是否為伺服器”狀態時呼叫。見 [method MultiplayerAPI."
"is_server]。"
msgid ""
"Called to check if the server can act as a relay in the current "
"configuration. See [method MultiplayerPeer.is_server_relay_supported]."
msgstr ""
"檢查伺服器在目前配置中是否能夠作為中繼時呼叫。見 [method MultiplayerPeer."
"is_server_relay_supported]。"
msgid ""
"Called when the [MultiplayerAPI] is polled. See [method MultiplayerAPI.poll]."
msgstr "輪詢 [MultiplayerPeer] 時呼叫。見 [method MultiplayerAPI.poll]。"
msgid ""
"Called when a packet needs to be sent by the [MultiplayerAPI], with [param "
"p_buffer_size] being the size of the binary [param p_buffer] in bytes."
msgstr ""
"需要讓 [MultiplayerAPI] 發送封包時呼叫,[param p_buffer_size] 是二進位緩衝區 "
"[param p_buffer] 的位元組大小。"
msgid ""
"Called when a packet needs to be sent by the [MultiplayerAPI], if [method "
"_put_packet] isn't implemented. Use this when extending this class via "
"GDScript."
msgstr ""
"如果 [method _put_packet] 未實作,則在需要讓 [MultiplayerAPI] 發送封包時調用。"
"使用 GDScript 擴充這個類時請使用。"
msgid ""
"Called when the \"refuse new connections\" status is set on this "
"[MultiplayerPeer] (see [member MultiplayerPeer.refuse_new_connections])."
msgstr ""
"設定 [MultiplayerPeer] 的“拒絕新連接”狀態時呼叫(見 [member MultiplayerPeer."
"refuse_new_connections])。"
msgid ""
"Called when the target peer to use is set for this [MultiplayerPeer] (see "
"[method MultiplayerPeer.set_target_peer])."
msgstr ""
"設定 [MultiplayerPeer] 所使用的目標對等體時呼叫(見 [method MultiplayerPeer."
"set_target_peer])。"
msgid ""
"Called when the channel to use is set for this [MultiplayerPeer] (see [member "
"MultiplayerPeer.transfer_channel])."
msgstr ""
"設定 [MultiplayerPeer] 所使用的通道時呼叫(見 [member MultiplayerPeer."
"transfer_channel])。"
msgid ""
"Called when the transfer mode is set on this [MultiplayerPeer] (see [member "
"MultiplayerPeer.transfer_mode])."
msgstr ""
"設定 [MultiplayerPeer] 所使用的傳輸模式時呼叫(見 [member MultiplayerPeer."
"transfer_mode])。"
msgid ""
"Automatically replicates spawnable nodes from the authority to other "
"multiplayer peers."
msgstr "自動將可出生節點從授權端複製到其他多人對等體。"
msgid ""
"Spawnable scenes can be configured in the editor or through code (see [method "
"add_spawnable_scene]).\n"
"Also supports custom node spawns through [method spawn], calling [member "
"spawn_function] on all peers.\n"
"Internally, [MultiplayerSpawner] uses [method MultiplayerAPI."
"object_configuration_add] to notify spawns passing the spawned node as the "
"[code]object[/code] and itself as the [code]configuration[/code], and [method "
"MultiplayerAPI.object_configuration_remove] to notify despawns in a similar "
"way."
msgstr ""
"可出生的場景可以在編輯器中或通過程式碼配置(參閱 [method "
"add_spawnable_scene])。\n"
"還支援通過在所有對等體上呼叫 [member spawn_function],通過 [method spawn] 自定"
"義節點出生。\n"
"在內部,[MultiplayerSpawner] 使用 [method MultiplayerAPI."
"object_configuration_add] 來通知出生, 需將出生的節點作為 [code]object[/"
"code],並將其自身作為 [code]configuration[/code] 傳入;並使用 [method "
"MultiplayerAPI.object_configuration_remove] 以類似的方式通知消失。"
msgid ""
"Adds a scene path to spawnable scenes, making it automatically replicated "
"from the multiplayer authority to other peers when added as children of the "
"node pointed by [member spawn_path]."
msgstr ""
"將場景路徑新增到可出生的場景中,使其在新增為 [member spawn_path] 指向的節點的"
"子節點時,自動從多人遊戲授權端,複製到其他對等體。"
msgid ""
"Clears all spawnable scenes. Does not despawn existing instances on remote "
"peers."
msgstr "清除所有可生成的場景。不會在遠端對等體上消除現有實例。"
msgid "Returns the spawnable scene path by index."
msgstr "按索引返回可生成場景的路徑。"
msgid "Returns the count of spawnable scene paths."
msgstr "返回可生成場景路徑的數量。"
msgid ""
"Requests a custom spawn, with [param data] passed to [member spawn_function] "
"on all peers. Returns the locally spawned node instance already inside the "
"scene tree, and added as a child of the node pointed by [member spawn_path].\n"
"[b]Note:[/b] Spawnable scenes are spawned automatically. [method spawn] is "
"only needed for custom spawns."
msgstr ""
"請求進行一次自訂出生,[param data] 將被傳遞給所有對等體的 [member "
"spawn_function]。返回本地出生的節點實例,該節點實例已經在場景樹中,並被新增為 "
"[member spawn_path] 指向的節點的子節點。\n"
"[b]注意:[/b]可出生的場景是自動出生的。[method spawn] 僅在自訂出生時需要。"
msgid ""
"Method called on all peers when for every custom [method spawn] requested by "
"the authority. Will receive the [code]data[/code] parameter, and should "
"return a [Node] that is not in the scene tree.\n"
"[b]Note:[/b] The returned node should [b]not[/b] be added to the scene with "
"[method Node.add_child]. This is done automatically."
msgstr ""
"當每個自訂 [method spawn] 被授權端請求時,在所有對等體上呼叫的方法。將接收 "
"[code]data[/code] 參數,並且應該返回一個不在場景樹中的 [Node]。\n"
"[b]注意:[/b]返回的節點[b]不[/b]應該用 [method Node.add_child] 新增到場景中。"
"這是自動完成的。"
msgid ""
"Maximum nodes that is allowed to be spawned by this spawner. Includes both "
"spawnable scenes and custom spawns.\n"
"When set to [code]0[/code] (the default), there is no limit."
msgstr ""
"該出生器允許出生的最大節點數。包括可出生場景和自訂出生。\n"
"當設定為 [code]0[/code](預設值)時,沒有限制。"
msgid ""
"Path to the spawn root. Spawnable scenes that are added as direct children "
"are replicated to other peers."
msgstr ""
"到出生的根的路徑。作為直接子節點被新增的可出生場景,會被複製到其他對等體。"
msgid ""
"Emitted when a spawnable scene or custom spawn was despawned by the "
"multiplayer authority. Only called on puppets."
msgstr "當可生成場景或自訂生成被多人遊戲授權端消除時發出。只在傀儡端呼叫。"
msgid ""
"Emitted when a spawnable scene or custom spawn was spawned by the multiplayer "
"authority. Only called on puppets."
msgstr "當可生成場景或自訂生成被多人遊戲授權端生成時發出。只在傀儡端呼叫。"
msgid ""
"Synchronizes properties from the multiplayer authority to the remote peers."
msgstr "將屬性從多人遊戲權威同步到遠程對等體。"
msgid ""
"By default, [MultiplayerSynchronizer] synchronizes configured properties to "
"all peers.\n"
"Visibility can be handled directly with [method set_visibility_for] or as-"
"needed with [method add_visibility_filter] and [method update_visibility].\n"
"[MultiplayerSpawner]s will handle nodes according to visibility of "
"synchronizers as long as the node at [member root_path] was spawned by one.\n"
"Internally, [MultiplayerSynchronizer] uses [method MultiplayerAPI."
"object_configuration_add] to notify synchronization start passing the [Node] "
"at [member root_path] as the [code]object[/code] and itself as the "
"[code]configuration[/code], and uses [method MultiplayerAPI."
"object_configuration_remove] to notify synchronization end in a similar way.\n"
"[b]Note:[/b] Synchronization is not supported for [Object] type properties, "
"like [Resource]. Properties that are unique to each peer, like the instance "
"IDs of [Object]s (see [method Object.get_instance_id]) or [RID]s, will also "
"not work in synchronization."
msgstr ""
"預設情況下,[MultiplayerSynchronizer] 會將配置的屬性同步到所有對等體。\n"
"可以使用 [method set_visibility_for] 直接處理可見性,也可以通過 [method "
"add_visibility_filter] 和 [method update_visibility] 在需要時進行處理。\n"
"[MultiplayerSpawner] 會根據同步器的可見性來處理節點,只要 [member root_path] "
"的節點是出生出來的。\n"
"內部而言,[MultiplayerSynchronizer] 使用 [method MultiplayerAPI."
"object_configuration_add] 來通知同步開始,將位於 [member root_path] 的 [Node] "
"作為 [code]object[/code] 傳入、將自己作為 [code]configuration[/code] 傳入。使"
"用 [method MultiplayerAPI.object_configuration_remove] 通知同步結束的方法相"
"同。\n"
"[b]注意:[/b]不支援對 [Resource] 等 [Object] 型別屬性進行同步。對等體的唯一屬"
"性也無法進行同步,例如 [Object] 的實例 ID見 [method Object."
"get_instance_id])或 [RID]。"
msgid ""
"Adds a peer visibility filter for this synchronizer.\n"
"[param filter] should take a peer ID [int] and return a [bool]."
msgstr ""
"為該同步器新增對等體可見性篩檢程式。\n"
"[param filter] 應該接受對等體 ID [int],返回 [bool]。"
msgid "Queries the current visibility for peer [param peer]."
msgstr "查詢對等體 [param peer] 的目前可見性。"
msgid "Removes a peer visibility filter from this synchronizer."
msgstr "從該同步器中移除某個對等體的可見性篩檢程式。"
msgid ""
"Sets the visibility of [param peer] to [param visible]. If [param peer] is "
"[code]0[/code], the value of [member public_visibility] will be updated "
"instead."
msgstr ""
"將 [param peer] 的可見性設定為 [param visible]。如果 [param peer] 為 [code]0[/"
"code],則會改為更新 [member public_visibility] 的值。"
msgid ""
"Updates the visibility of [param for_peer] according to visibility filters. "
"If [param for_peer] is [code]0[/code] (the default), all peers' visibilties "
"are updated."
msgstr ""
"根據可見性篩檢程式更新 [param for_peer] 的可見性。如果 [param for_peer] 為 "
"[code]0[/code](預設值),則更新所有對等體的可見性。"
msgid ""
"Time interval between delta synchronizations. When set to [code]0.0[/code] "
"(the default), delta synchronizations happen every network process frame."
msgstr ""
"兩次差異量同步之間的時間間隔。當設定為 [code]0.0[/code](預設值)時,每個網路"
"處理影格都會發生差異量同步。"
msgid ""
"Whether synchronization should be visible to all peers by default. See "
"[method set_visibility_for] and [method add_visibility_filter] for ways of "
"configuring fine-grained visibility options."
msgstr ""
"預設情況下,同步是否應該對所有對等體可見。有關配置細細微性可見性選項的方法,請"
"參閱 [method set_visibility_for] 和 [method add_visibility_filter]。"
msgid "Resource containing which properties to synchronize."
msgstr "包含要同步的屬性的資源。"
msgid ""
"Time interval between synchronizations. When set to [code]0.0[/code] (the "
"default), synchronizations happen every network process frame."
msgstr ""
"兩次同步之間的時間間隔。當設定為 [code]0.0[/code](預設值)時,每個網路處理影"
"格都會發生同步。"
msgid ""
"Node path that replicated properties are relative to.\n"
"If [member root_path] was spawned by a [MultiplayerSpawner], the node will be "
"also be spawned and despawned based on this synchronizer visibility options."
msgstr ""
"複製屬性相對的節點路徑。\n"
"如果 [member root_path] 是由 [MultiplayerSpawner] 生成的,則該節點也將根據此同"
"步器可見性選項生成和消失。"
msgid ""
"Specifies when visibility filters are updated (see [enum "
"VisibilityUpdateMode] for options)."
msgstr "指定何時更新可見性篩檢程式(有關選項見 [enum VisibilityUpdateMode])。"
msgid ""
"Emitted when a new delta synchronization state is received by this "
"synchronizer after the properties have been updated."
msgstr "屬性發生更新後,該同步器收到新的差異量同步狀態時發出。"
msgid ""
"Emitted when a new synchronization state is received by this synchronizer "
"after the properties have been updated."
msgstr "屬性發生更新後,該同步器收到新的同步狀態時發出。"
msgid ""
"Emitted when visibility of [param for_peer] is updated. See [method "
"update_visibility]."
msgstr ""
"當 [param for_peer] 的可見性發生更新時發出。見 [method update_visibility]。"
msgid ""
"Visibility filters are updated during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"可見性篩檢程式的更新發生在處理影格中(見 [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])。"
msgid ""
"Visibility filters are updated during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
msgstr ""
"可見性篩檢程式的更新發生在物理影格中(見 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。"
msgid ""
"Visibility filters are not updated automatically, and must be updated "
"manually by calling [method update_visibility]."
msgstr ""
"可見性篩檢程式不會自動更新,必須通過呼叫 [method update_visibility] 手動更新。"
msgid "A binary [Semaphore] for synchronization of multiple [Thread]s."
msgstr "二元 [Semaphore],用於在多 [Thread] 間進行同步。"
msgid ""
"A synchronization mutex (mutual exclusion). This is used to synchronize "
"multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
"that only one thread can access a critical section at a time.\n"
"This is a reentrant mutex, meaning that it can be locked multiple times by "
"one thread, provided it also unlocks it as many times.\n"
"[b]Warning:[/b] Mutexes must be used carefully to avoid deadlocks.\n"
"[b]Warning:[/b] To ensure proper cleanup without crashes or deadlocks, the "
"following conditions must be met:\n"
"- When a [Mutex]'s reference count reaches zero and it is therefore "
"destroyed, no threads (including the one on which the destruction will "
"happen) must have it locked.\n"
"- When a [Thread]'s reference count reaches zero and it is therefore "
"destroyed, it must not have any mutex locked."
msgstr ""
"同步互斥器mutex 來源於 mutual exclusion即互斥。可用於在多 [Thread] 間進"
"行同步,等價於二元 [Semaphore]。能夠確保同時只有一個執行緒能夠存取臨界區。\n"
"這是一種可重入的互斥器,也就是說同一個執行緒能夠將其多次上鎖,只要也進行相同次"
"數的解鎖即可。\n"
"[b]警告:[/b]互斥器必須謹慎使用才能避免鎖死。\n"
"[b]警告:[/b]為了能夠正確清理,避免當機和鎖死,必須滿足以下條件:\n"
"- [Mutex] 的引用計數到達零,將被銷毀時,必須沒有執行緒將其鎖定(包括發生解構的"
"執行緒)。\n"
"- [Thread] 的引用計數達到零,將被銷毀時,必須沒有鎖定任何互斥器。"
msgid "Using multiple threads"
msgstr "使用多執行緒"
msgid "Thread-safe APIs"
msgstr "執行緒安全的 API"
msgid ""
"Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
"[b]Note:[/b] This function returns without blocking if the thread already has "
"ownership of the mutex."
msgstr ""
"鎖定此 [Mutex],直到被目前所有者解鎖為止。\n"
"[b]注意:[/b]如果執行緒已經擁有互斥鎖的所有權,該函式將無阻塞地返回。"
msgid ""
"Tries locking this [Mutex], but does not block. Returns [code]true[/code] on "
"success, [code]false[/code] otherwise.\n"
"[b]Note:[/b] This function returns [code]true[/code] if the thread already "
"has ownership of the mutex."
msgstr ""
"嘗試鎖定該 [Mutex],但不會阻塞。成功時返回 [code]true[/code],否則返回 "
"[code]false[/code]。\n"
"[b]注意:[/b]如果該執行緒已經擁有了該互斥器的所有權,則函式返回 [code]true[/"
"code]。"
msgid ""
"Unlocks this [Mutex], leaving it to other threads.\n"
"[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
"times while already having ownership of the mutex, it must also call [method "
"unlock] the same number of times in order to unlock it correctly.\n"
"[b]Warning:[/b] Calling [method unlock] more times that [method lock] on a "
"given thread, thus ending up trying to unlock a non-locked mutex, is wrong "
"and may causes crashes or deadlocks."
msgstr ""
"解鎖該 [Mutex],將其留給其他執行緒。\n"
"[b]注意:[/b]如果一個執行緒在已經擁有互斥器的情況下多次呼叫 [method lock] 或 "
"[method try_lock],則也必須呼叫相同次數的 [method unlock] 才能正確解鎖。\n"
"[b]警告:[/b]在給定的執行緒中呼叫 [method unlock] 的次數超過呼叫 [method "
"lock] 的次數,導致嘗試解鎖未加鎖的互斥器,是錯誤的行為,可能引起當機和鎖死。"
msgid "A 2D agent used to pathfind to a position while avoiding obstacles."
msgstr "用於尋路至某個位置並且能夠躲避障礙物的 2D 代理。"
msgid ""
"A 2D agent used to pathfind to a position while avoiding static and dynamic "
"obstacles. The calculation can be used by the parent node to dynamically move "
"it along the path. Requires navigation data to work correctly.\n"
"Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is "
"computed before physics, so the pathfinding information can be used safely in "
"the physics step.\n"
"[b]Note:[/b] After setting the [member target_position] property, the [method "
"get_next_path_position] method must be used once every physics frame to "
"update the internal path logic of the navigation agent. The vector position "
"it returns should be used as the next movement position for the agent's "
"parent node."
msgstr ""
"用於尋路至某個位置並且能夠躲避靜態和動態障礙物的 2D 代理。父節點能夠使用計算結"
"果沿著路徑動態前進。需要有導覽資料才能正常工作。\n"
"躲避動態障礙物使用的是 RVO 防撞演算法。避障的計算發生在物理之前,因此尋路資訊"
"能夠在物理反覆運算時安全使用。\n"
"[b]注意:[/b]設定 [member target_position] 屬性之後,必須在每個物理影格使用一"
"次 [method get_next_path_position] 函式來更新導覽代理的內部路徑邏輯。這個函式"
"返回的向量位置應該用作該代理的父節點的下一次移動位置。"
msgid "Using NavigationAgents"
msgstr "使用 NavigationAgent"
msgid ""
"Returns the distance to the target position, using the agent's global "
"position. The user must set [member target_position] in order for this to be "
"accurate."
msgstr ""
"返回與目標位置的距離,使用的是代理的全域位置。使用者必須設定 [member "
"target_position] 才能獲得精確結果。"
msgid ""
"Returns whether or not the specified layer of the [member avoidance_layers] "
"bitmask is enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回 [member avoidance_layers] 位元遮罩中指定的層是否啟用,給定的 [param "
"layer_number] 應在 1 和 32 之間。"
msgid ""
"Returns whether or not the specified mask of the [member avoidance_mask] "
"bitmask is enabled, given a [param mask_number] between 1 and 32."
msgstr ""
"返回 [member avoidance_mask] 位元遮罩中指定的遮罩是否啟用,給定的 [param "
"mask_number] 應在 1 和 32 之間。"
msgid ""
"Returns this agent's current path from start to finish in global coordinates. "
"The path only updates when the target position is changed or the agent "
"requires a repath. The path array is not intended to be used in direct path "
"movement as the agent has its own internal path logic that would get "
"corrupted by changing the path array manually. Use the intended [method "
"get_next_path_position] once every physics frame to receive the next path "
"point for the agents movement as this function also updates the internal path "
"logic."
msgstr ""
"返回這個代理從起點到終點的目前路徑,使用全域座標。該路徑只會在目標位置發生變"
"化,或者代理要求重新計算路徑時更新。路徑陣列不套用於直接路徑移動,因為代理有自"
"己的內部路徑邏輯,手動更改路徑陣列可能會破壞該邏輯。每個物理影格上使用一次預期"
"的 [method get_next_path_position],來接收用於該代理移動的下一個路徑點,因為該"
"函式還會更新內部路徑邏輯。"
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PackedVector2Array]."
msgstr "返回該代理目前位於導覽路徑 [PackedVector2Array] 中的哪一個索引。"
msgid ""
"Returns the path query result for the path the agent is currently following."
msgstr "返回該代理目前正在使用的路徑所對應的路徑查詢結果。"
msgid ""
"Returns the reachable final position of the current navigation path in global "
"coordinates. This position can change if the agent needs to update the "
"navigation path which makes the agent emit the [signal path_changed] signal."
msgstr ""
"返回目前導覽路徑上可到達的最終位置的全域座標。如果導覽路徑由於任何原因發生改"
"變,這個位置也可能發生變化。因此,最好每一影格都檢查一下。"
msgid ""
"Returns whether or not the specified layer of the [member navigation_layers] "
"bitmask is enabled, given a [param layer_number] between 1 and 32."
msgstr ""
"返回 [member navigation_layers] 位元遮罩中指定的層是否啟用,給定的 [param "
"layer_number] 應在 1 和 32 之間。"
msgid ""
"Returns the [RID] of the navigation map for this NavigationAgent node. This "
"function returns always the map set on the NavigationAgent node and not the "
"map of the abstract agent on the NavigationServer. If the agent map is "
"changed directly with the NavigationServer API the NavigationAgent node will "
"not be aware of the map change. Use [method set_navigation_map] to change the "
"navigation map for the NavigationAgent and also update the agent on the "
"NavigationServer."
msgstr ""
"返回這個 NavigationAgent 節點的導覽地圖的 [RID]。這個函式返回的始終是在 "
"NavigationAgent 上設定的地圖,不是 NavigationServer 上的抽象代理所使用的地圖。"
"如果通過 NavigationServer API 修改了代理的地圖,該 NavigationAgent 節點是不會"
"感知到地圖的變化的。請使用 [method set_navigation_map] 修改該 NavigationAgent "
"的導覽地圖,能夠同時在 NavigationServer 上的代理。"
msgid ""
"Returns the next position in global coordinates that can be moved to, making "
"sure that there are no static objects in the way. If the agent does not have "
"a navigation path, it will return the position of the agent's parent. The use "
"of this function once every physics frame is required to update the internal "
"path logic of the NavigationAgent."
msgstr ""
"返回可以移動至的下一個位置,使用全域座標,確保中途沒有靜態物件的阻擋。如果該代"
"理沒有導覽路徑,則會返回該代理父節點的位置。這個函式每個物理影格都必須呼叫一"
"次,更新 NavigationAgent 內部的路徑邏輯。"
msgid "Returns the [RID] of this agent on the [NavigationServer2D]."
msgstr "返回這個代理在 [NavigationServer2D] 上的 [RID]。"
msgid ""
"Returns [code]true[/code] if the end of the currently loaded navigation path "
"has been reached.\n"
"[b]Note:[/b] While true prefer to stop calling update functions like [method "
"get_next_path_position]. This avoids jittering the standing agent due to "
"calling repeated path updates."
msgstr ""
"如果已到達目前載入的導覽路徑的結尾,則傳回 [code]true[/code]。\n"
"[b]注意:[/b]雖然 true 喜歡停止呼叫更新函式,例如 [method "
"get_next_path_position]。這可以避免因為呼叫重複的路徑更新而使常設代理程式抖"
"動。"
msgid ""
"Returns [code]true[/code] if [method get_final_position] is within [member "
"target_desired_distance] of the [member target_position]."
msgstr ""
"如果可到達 [member target_position],則返回 true。目標位置由 [member "
"target_position] 設定。"
msgid ""
"Returns true if [member target_position] is reached. It may not always be "
"possible to reach the target position. It should always be possible to reach "
"the final position though. See [method get_final_position]."
msgstr ""
"如果已到達 [member target_position],則返回 true。目標位置並不總是可達。終點位"
"置應該總是可達的。見 [method get_final_position]。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member avoidance_layers] bitmask, given a [param layer_number] between 1 and "
"32."
msgstr ""
"根據 [param value] 啟用或禁用 [member avoidance_layers] 位元遮罩中指定的層,給"
"定的 [param layer_number] 應在 1 和 32 之間。"
msgid ""
"Based on [param value], enables or disables the specified mask in the [member "
"avoidance_mask] bitmask, given a [param mask_number] between 1 and 32."
msgstr ""
"根據 [param value] 啟用或禁用 [member avoidance_mask] 位元遮罩中指定的遮罩,給"
"定的 [param mask_number] 應在 1 和 32 之間。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member navigation_layers] bitmask, given a [param layer_number] between 1 "
"and 32."
msgstr ""
"根據 [param value],啟用或禁用 [member navigation_layers] 位元遮罩中指定的層,"
"給定的 [param layer_number] 應在 1 和 32 之間。"
msgid ""
"Sets the [RID] of the navigation map this NavigationAgent node should use and "
"also updates the [code]agent[/code] on the NavigationServer."
msgstr ""
"設定這個 NavigationAgent 節點所應使用的導覽地圖的 [RID],同時還會更新 "
"NavigationServer 上的代理 [code]agent[/code]。"
msgid ""
"Replaces the internal velocity in the collision avoidance simulation with "
"[param velocity]. When an agent is teleported to a new position this function "
"should be used in the same frame. If called frequently this function can get "
"agents stuck."
msgstr ""
"將防撞模擬的內部速度替換為 [param velocity]。代理傳送到新的位置之後,應該在同"
"一影格裡使用這個函式。如果頻繁呼叫這個函式,可能會讓代理卡住。"
msgid ""
"If [code]true[/code] the agent is registered for an RVO avoidance callback on "
"the [NavigationServer2D]. When [member velocity] is used and the processing "
"is completed a [code]safe_velocity[/code] Vector2 is received with a signal "
"connection to [signal velocity_computed]. Avoidance processing with many "
"registered agents has a significant performance cost and should only be "
"enabled on agents that currently require it."
msgstr ""
"如果為 [code]true[/code],該代理會在 [NavigationServer2D] 上註冊 RVO 避障回"
"調。當使用 [member velocity] 並且處理完成時,會通過與 [signal "
"velocity_computed] 的訊號連接接收到安全速度 [code]safe_velocity[/code] "
"Vector2。註冊的代理過多會為避障處理帶來顯著的性能開銷應該僅在需要它的代理上"
"啟用。"
msgid ""
"A bitfield determining the avoidance layers for this NavigationAgent. Other "
"agents with a matching bit on the [member avoidance_mask] will avoid this "
"agent."
msgstr ""
"決定該 NavigationAgent 避障層的位域。[member avoidance_mask] 中該位域存在交集"
"的其他代理會躲避這個代理。"
msgid ""
"A bitfield determining what other avoidance agents and obstacles this "
"NavigationAgent will avoid when a bit matches at least one of their [member "
"avoidance_layers]."
msgstr ""
"決定該 NavigationAgent 會躲避那些代理和障礙物的位元域,需要該位元域與對方的 "
"[member avoidance_layers] 存在至少一個共同的比特位。"
msgid ""
"The agent does not adjust the velocity for other agents that would match the "
"[member avoidance_mask] but have a lower [member avoidance_priority]. This in "
"turn makes the other agents with lower priority adjust their velocities even "
"more to avoid collision with this agent."
msgstr ""
"該代理不會針對 [member avoidance_mask] 存在配對但 [member avoidance_priority] "
"更低的代理調整速度。相應地,優先順序更低的代理則會對其速度進行更大的調整,從而"
"避免與這個代理發生碰撞。"
msgid "If [code]true[/code] shows debug visuals for this agent."
msgstr "如果為 [code]true[/code],則為該代理顯示除錯內容。"
msgid ""
"If [member debug_use_custom] is [code]true[/code] uses this color for this "
"agent instead of global color."
msgstr ""
"如果 [member debug_use_custom] 為 [code]true[/code],則該代理使用該顏色,不使"
"用全域顏色。"
msgid ""
"If [member debug_use_custom] is [code]true[/code] uses this line width for "
"rendering paths for this agent instead of global line width."
msgstr ""
"如果 [member debug_use_custom] 為 [code]true[/code],則該代理使用該線寬進行路"
"徑的渲染,不使用全域線寬。"
msgid ""
"If [member debug_use_custom] is [code]true[/code] uses this rasterized point "
"size for rendering path points for this agent instead of global point size."
msgstr ""
"如果 [member debug_use_custom] 為 [code]true[/code],則該代理使用該柵格化點尺"
"寸進行路徑點的渲染,不使用全域點尺寸。"
msgid ""
"If [code]true[/code] uses the defined [member debug_path_custom_color] for "
"this agent instead of global color."
msgstr ""
"如果為 [code]true[/code],則該代理使用 [member debug_path_custom_color] 中定義"
"的顏色,不使用全域顏色。"
msgid "The maximum number of neighbors for the agent to consider."
msgstr "該代理所需考慮的最大鄰居數。"
msgid "The maximum speed that an agent can move."
msgstr "代理所能達到的最大移動速度。"
msgid ""
"A bitfield determining which navigation layers of navigation regions this "
"agent will use to calculate a path. Changing it during runtime will clear the "
"current navigation path and generate a new one, according to the new "
"navigation layers."
msgstr ""
"決定該代理計算路徑所使用的導覽地區導覽層的位元域。運作時進行修改會清空目前的導"
"航路徑,並根據新的導覽層生成一條新的路徑。"
msgid "The distance to search for other agents."
msgstr "搜索其他代理的距離。"
msgid ""
"The distance threshold before a path point is considered to be reached. This "
"allows agents to not have to hit a path point on the path exactly, but only "
"to reach its general area. If this value is set too high, the NavigationAgent "
"will skip points on the path, which can lead to leaving the navigation mesh. "
"If this value is set too low, the NavigationAgent will be stuck in a repath "
"loop because it will constantly overshoot or undershoot the distance to the "
"next point on each physics frame update."
msgstr ""
"距離閾值,用於確定是否已到達某個路徑點。使用這個值,代理就不必精確地到達某個路"
"徑點,到達該路徑點的大致區域內即可。如果這個值設得太大,該 NavigationAgent 會"
"跳過路徑上的點,可能導致其離開該導覽網格。如果這個值設得太小,該 "
"NavigationAgent 會陷入重新尋路的閉環,因為它在每次物理影格更新後都會超過或者到"
"達不了下一個點。"
msgid ""
"The maximum distance the agent is allowed away from the ideal path to the "
"final position. This can happen due to trying to avoid collisions. When the "
"maximum distance is exceeded, it recalculates the ideal path."
msgstr ""
"允許代理偏離通往最終位置的理想路徑的最大距離。可能為了防撞而產生偏離。超出最大"
"距離時,會重新計算理想路徑。"
msgid "Additional information to return with the navigation path."
msgstr "與導覽路徑一起返回的附加資訊。"
msgid ""
"The path postprocessing applied to the raw path corridor found by the [member "
"pathfinding_algorithm]."
msgstr ""
"對 [member pathfinding_algorithm] 找到的原始路徑走廊套用的路徑後期處理。"
msgid "The pathfinding algorithm used in the path query."
msgstr "路徑查詢中使用的尋路演算法。"
msgid ""
"The radius of the avoidance agent. This is the \"body\" of the avoidance "
"agent and not the avoidance maneuver starting radius (which is controlled by "
"[member neighbor_distance]).\n"
"Does not affect normal pathfinding. To change an actor's pathfinding radius "
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
"該避障代理的半徑。這是該避障代理的“身體”,不是避障機制的起始半徑(由 [member "
"neighbor_distance] 控制)。\n"
"不會影響正常的尋路。要修改角色的尋路半徑,請在烘焙 [NavigationMesh] 資源時使用"
"不同的 [member NavigationMesh.agent_radius] 屬性,針對不同的角色大小使用不同的"
"導覽地圖。"
msgid ""
"The distance threshold before the final target point is considered to be "
"reached. This allows agents to not have to hit the point of the final target "
"exactly, but only to reach its general area. If this value is set too low, "
"the NavigationAgent will be stuck in a repath loop because it will constantly "
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
"距離閾值,用於確定是否已到達最終目標點。使用這個值,代理就不必精確地到達最終目"
"標點,到達目標點的大致區域內即可。如果這個值設得太小,該 NavigationAgent 會陷"
"入重新尋路的閉環,因為它在每次物理影格更新後都會超過或者到達不了最終目標點。"
msgid ""
"If set, a new navigation path from the current agent position to the [member "
"target_position] is requested from the NavigationServer."
msgstr ""
"設定後,會向 NavigationServer 請求一條新的從目前代理位置到 [member "
"target_position] 的導覽路徑。"
msgid ""
"The minimal amount of time for which this agent's velocities, that are "
"computed with the collision avoidance algorithm, are safe with respect to "
"other agents. The larger the number, the sooner the agent will respond to "
"other agents, but less freedom in choosing its velocities. A too high value "
"will slow down agents movement considerably. Must be positive."
msgstr ""
"考慮其他代理的前提下,該代理的速度的最短安全時間,這個速度是通過碰撞躲避演算法"
"計算的。數值越大,代理回應其他代理的速度就越快,但選擇速度的自由度也就越小。太"
"高的取值會大大降低代理的移動速度。必須為正數。"
msgid ""
"The minimal amount of time for which this agent's velocities, that are "
"computed with the collision avoidance algorithm, are safe with respect to "
"static avoidance obstacles. The larger the number, the sooner the agent will "
"respond to static avoidance obstacles, but less freedom in choosing its "
"velocities. A too high value will slow down agents movement considerably. "
"Must be positive."
msgstr ""
"考慮靜態避障障礙物的前提下,該代理的速度的最短安全時間,這個速度是通過碰撞躲避"
"演算法計算的。數值越大,代理回應靜態避障障礙物的速度就越快,但選擇速度的自由度"
"也就越小。太高的取值會大大降低代理的移動速度。必須為正數。"
msgid ""
"Sets the new wanted velocity for the agent. The avoidance simulation will try "
"to fulfill this velocity if possible but will modify it to avoid collision "
"with other agents and obstacles. When an agent is teleported to a new "
"position, use [method set_velocity_forced] as well to reset the internal "
"simulation velocity."
msgstr ""
"為代理設定新的需求速度。避障模擬會盡可能嘗試滿足這個速度,但為了躲避與其他代理"
"和障礙物的碰撞也會對它進行修改。將代理傳送至新的位置時,請使用 [method "
"set_velocity_forced] 重設內部模擬速度。"
msgid ""
"Notifies when a navigation link has been reached.\n"
"The details dictionary may contain the following keys depending on the value "
"of [member path_metadata_flags]:\n"
"- [code]position[/code]: The start position of the link that was reached.\n"
"- [code]type[/code]: Always [constant NavigationPathQueryResult2D."
"PATH_SEGMENT_TYPE_LINK].\n"
"- [code]rid[/code]: The [RID] of the link.\n"
"- [code]owner[/code]: The object which manages the link (usually "
"[NavigationLink2D]).\n"
"- [code]link_entry_position[/code]: If [code]owner[/code] is available and "
"the owner is a [NavigationLink2D], it will contain the global position of the "
"link's point the agent is entering.\n"
"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the "
"owner is a [NavigationLink2D], it will contain the global position of the "
"link's point which the agent is exiting."
msgstr ""
"當到達一個導覽連結時通知。\n"
"根據 [member path_metadata_flags] 的值,詳細資訊字典可能包含以下鍵:\n"
"- [code]position[/code]:到達的連結的起始位置。\n"
"- [code]type[/code]:總是 [constant NavigationPathQueryResult2D."
"PATH_SEGMENT_TYPE_LINK]。\n"
"- [code]rid[/code]:連結的 [RID]。\n"
"- [code]owner[/code]:管理該連結的物件(通常是[NavigationLink2D])。\n"
"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且該所有者是一"
"個 [NavigationLink2D],它將包含代理正在進入時的連結點的全域位置。\n"
"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且該所有者是一"
"個 [NavigationLink2D],它將包含代理正在退出時的連結點的全域位置。"
msgid ""
"Emitted once per loaded path when the agent internal navigation path index "
"reaches the last index of the loaded path array. The agent internal "
"navigation path index can be received with [method "
"get_current_navigation_path_index]."
msgstr ""
"當代理程式內部導覽路徑索引達到載入路徑陣列的最後一個索引時,每個載入路徑發出一"
"次。代理內部導覽路徑索引可以使用 [method get_current_navigation_path_index] 接"
"收。"
msgid ""
"Emitted when the agent had to update the loaded path:\n"
"- because path was previously empty.\n"
"- because navigation map has changed.\n"
"- because agent pushed further away from the current path segment than the "
"[member path_max_distance]."
msgstr ""
"當代理程式必須更新已載入的路徑時發出:\n"
"- 因為路徑以前是空的。\n"
"- 因為導覽地圖已經改變。\n"
"- 因為代理推離目前路徑段比 [member path_max_distance] 更遠。"
msgid ""
"Emitted once per loaded path when the agent's global position is the first "
"time within [member target_desired_distance] to the [member target_position]."
msgstr ""
"當代理程式的全域位置第一次在[member target_desired_distance] 內到達[member "
"target_position] 時,每個載入路徑發出一次。"
msgid ""
"Notifies when the collision avoidance velocity is calculated. Emitted when "
"[member velocity] is set. Only emitted when [member avoidance_enabled] is "
"true."
msgstr ""
"計算出避障速度時發出通知。設定了 [member velocity] 才會發出。僅在 [member "
"avoidance_enabled] 為 true 時發出。"
msgid ""
"Notifies when a waypoint along the path has been reached.\n"
"The details dictionary may contain the following keys depending on the value "
"of [member path_metadata_flags]:\n"
"- [code]position[/code]: The position of the waypoint that was reached.\n"
"- [code]type[/code]: The type of navigation primitive (region or link) that "
"contains this waypoint.\n"
"- [code]rid[/code]: The [RID] of the containing navigation primitive (region "
"or link).\n"
"- [code]owner[/code]: The object which manages the containing navigation "
"primitive (region or link)."
msgstr ""
"當已到達路徑上的一個路標時發出通知。\n"
"根據 [member path_metadata_flags] 的值,詳細資訊字典可能包含以下鍵:\n"
"- [code]position[/code]:到達的路標點的位置。\n"
"- [code]type[/code]:包含該路標的導覽基元(區塊或連結)的型別。\n"
"- [code]rid[/code]:包含的導覽基元(區塊或連結)的 [RID]。\n"
"- [code]owner[/code]:管理包含的導覽基元(區塊或連結)的物件。"
msgid "A 3D agent used to pathfind to a position while avoiding obstacles."
msgstr "用於尋路至某個位置並且能夠躲避障礙物的 3D 代理。"
msgid ""
"A 3D agent used to pathfind to a position while avoiding static and dynamic "
"obstacles. The calculation can be used by the parent node to dynamically move "
"it along the path. Requires navigation data to work correctly.\n"
"Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is "
"computed before physics, so the pathfinding information can be used safely in "
"the physics step.\n"
"[b]Note:[/b] After setting the [member target_position] property, the [method "
"get_next_path_position] method must be used once every physics frame to "
"update the internal path logic of the navigation agent. The vector position "
"it returns should be used as the next movement position for the agent's "
"parent node."
msgstr ""
"用於尋路至某個位置並且能夠躲避靜態和動態障礙物的 3D 代理。父節點能夠使用計算結"
"果沿著路徑動態前進。需要有導覽資料才能正常工作。\n"
"躲避動態障礙物使用的是 RVO 防撞演算法。避障的計算發生在物理之前,因此尋路資訊"
"能夠在物理反覆運算時安全使用。\n"
"[b]注意:[/b]設定 [member target_position] 屬性之後,必須在每個物理影格使用一"
"次 [method get_next_path_position] 函式來更新導覽代理的內部路徑邏輯。這個函式"
"返回的向量位置應該用作該代理的父節點的下一次移動位置。"
msgid ""
"Returns which index the agent is currently on in the navigation path's "
"[PackedVector3Array]."
msgstr "返回該代理目前位於導覽路徑 [PackedVector3Array] 中的哪一個索引。"
msgid "Returns the [RID] of this agent on the [NavigationServer3D]."
msgstr "返回這個代理在 [NavigationServer3D] 上的 [RID]。"
msgid ""
"If [code]true[/code] the agent is registered for an RVO avoidance callback on "
"the [NavigationServer3D]. When [member velocity] is set and the processing is "
"completed a [code]safe_velocity[/code] Vector3 is received with a signal "
"connection to [signal velocity_computed]. Avoidance processing with many "
"registered agents has a significant performance cost and should only be "
"enabled on agents that currently require it."
msgstr ""
"如果為 [code]true[/code],該代理會在 [NavigationServer3D] 上註冊 RVO 避障回"
"調。當設定 [member velocity] 並且處理完成時,會通過與 [signal "
"velocity_computed] 的訊號連接接收到安全速度 [code]safe_velocity[/code] "
"Vector3。註冊的代理過多會為避障處理帶來顯著的性能開銷應該僅在需要它的代理上"
"啟用。"
msgid ""
"The height of the avoidance agent. Agents will ignore other agents or "
"obstacles that are above or below their current position + height in 2D "
"avoidance. Does nothing in 3D avoidance which uses radius spheres alone."
msgstr ""
"避障代理的高度。2D 避障時,代理會忽略位於其上方或低於目前位置 + 高度的其他代理"
"或障礙物。3D 避障時只使用半徑球體,該設定無效。"
msgid ""
"The height offset is subtracted from the y-axis value of any vector path "
"position for this NavigationAgent. The NavigationAgent height offset does not "
"change or influence the navigation mesh or pathfinding query result. "
"Additional navigation maps that use regions with navigation meshes that the "
"developer baked with appropriate agent radius or height values are required "
"to support different-sized agents."
msgstr ""
"這個 NavigationAgent 的任何向量路徑位置的 Y 座標值都會減去這個高度偏移量。"
"NavigationAgent 的高度偏移量既不會改變也不會影響導覽網格和尋路結果。要支援不同"
"大小的代理,需要提供其他使用了帶有導覽網格區塊的導覽地圖,並且開發者使用合適的"
"代理半徑或高度對其進行了烘焙。"
msgid ""
"If [code]true[/code], the agent calculates avoidance velocities in 3D "
"omnidirectionally, e.g. for games that take place in air, underwater or "
"space. Agents using 3D avoidance only avoid other agents using 3D avoidance, "
"and react to radius-based avoidance obstacles. They ignore any vertex-based "
"obstacles.\n"
"If [code]false[/code], the agent calculates avoidance velocities in 2D along "
"the x and z-axes, ignoring the y-axis. Agents using 2D avoidance only avoid "
"other agents using 2D avoidance, and react to radius-based avoidance "
"obstacles or vertex-based avoidance obstacles. Other agents using 2D "
"avoidance that are below or above their current position including [member "
"height] are ignored."
msgstr ""
"如果為 [code]true[/code],則代理會在 3D 空間中計算全向的避障速度,例如發生在空"
"中、水下、太空中的遊戲。使用 3D 避障的代理只會躲避其他使用 3D 避障的代理、對基"
"於半徑的障礙物作出反應。會忽略基於頂點的障礙物。\n"
"如果為 [code]false[/code],則代理會在 2D 空間中沿 X 和 Z 軸計算避障速度,忽略 "
"Y 軸。使用 2D 避障的代理只會躲避其他使用 2D 避障的代理、對基於半徑和基於頂點的"
"障礙物作出反應。其他使用 2D 避障的代理如果在該代理之下,或者高於該代理當前位置"
"與 [member height] 之和則會被忽略。"
msgid ""
"Notifies when a navigation link has been reached.\n"
"The details dictionary may contain the following keys depending on the value "
"of [member path_metadata_flags]:\n"
"- [code]position[/code]: The start position of the link that was reached.\n"
"- [code]type[/code]: Always [constant NavigationPathQueryResult3D."
"PATH_SEGMENT_TYPE_LINK].\n"
"- [code]rid[/code]: The [RID] of the link.\n"
"- [code]owner[/code]: The object which manages the link (usually "
"[NavigationLink3D]).\n"
"- [code]link_entry_position[/code]: If [code]owner[/code] is available and "
"the owner is a [NavigationLink3D], it will contain the global position of the "
"link's point the agent is entering.\n"
"- [code]link_exit_position[/code]: If [code]owner[/code] is available and the "
"owner is a [NavigationLink3D], it will contain the global position of the "
"link's point which the agent is exiting."
msgstr ""
"當到達一個導覽連結時通知。\n"
"根據 [member path_metadata_flags] 的值,詳細資訊字典可能包含以下鍵:\n"
"- [code]position[/code]:到達的連結的起始位置。\n"
"- [code]type[/code]:總是 [constant NavigationPathQueryResult3D."
"PATH_SEGMENT_TYPE_LINK]。\n"
"- [code]rid[/code]:連結的 [RID]。\n"
"- [code]owner[/code]:管理該連結的物件(通常是[NavigationLink3D])。\n"
"- [code]link_entry_position[/code]:如果 [code]owner[/code] 可用且該所有者是一"
"個 [NavigationLink3D],它將包含代理正在進入時的連結點的全域位置。\n"
"- [code]link_exit_position[/code]:如果 [code]owner[/code] 可用且該所有者是一"
"個 [NavigationLink3D],它將包含代理正在退出時的連結點的全域位置。"
msgid ""
"A link between two positions on [NavigationRegion2D]s that agents can be "
"routed through."
msgstr ""
"連接兩個位於 [NavigationRegion2D] 上的位置的連結,導覽時能夠讓代理走這個鏈接。"
msgid ""
"A link between two positions on [NavigationRegion2D]s that agents can be "
"routed through. These positions can be on the same [NavigationRegion2D] or on "
"two different ones. Links are useful to express navigation methods other than "
"traveling along the surface of the navigation polygon, such as ziplines, "
"teleporters, or gaps that can be jumped across."
msgstr ""
"連接兩個位於 [NavigationRegion2D] 上的位置的連結,導覽時能夠讓代理走這個鏈接。"
"這兩個位置可以在同一個 [NavigationRegion2D] 上,也可以是在兩個不同的區塊上。連"
"結可以用來表達沿著導覽多邊形表面行進以外的導覽方法,例如滑鎖、傳送、跳過溝壑等"
"等。"
msgid "Using NavigationLinks"
msgstr "使用 NavigationLink"
msgid ""
"Returns the [member end_position] that is relative to the link as a global "
"position."
msgstr "返回該連結的 [member end_position] 的全域位置。"
msgid ""
"Returns the [member start_position] that is relative to the link as a global "
"position."
msgstr "返回該連結的 [member start_position] 的全域位置。"
msgid ""
"Sets the [member end_position] that is relative to the link from a global "
"[param position]."
msgstr "設定該連結的 [member end_position] 的全域位置。"
msgid ""
"Sets the [member start_position] that is relative to the link from a global "
"[param position]."
msgstr "設定該連結的 [member start_position] 的全域位置。"
msgid ""
"Whether this link can be traveled in both directions or only from [member "
"start_position] to [member end_position]."
msgstr ""
"返回這個連接是可以雙向通行,還是只能從 [member start_position] 通向 [member "
"end_position]。"
msgid ""
"Whether this link is currently active. If [code]false[/code], [method "
"NavigationServer2D.map_get_path] will ignore this link."
msgstr ""
"該連結目前是否處於活動狀態。如果為 [code]false[/code] ,則 [method "
"NavigationServer2D.map_get_path] 會忽略這個連結。"
msgid ""
"Ending position of the link.\n"
"This position will search out the nearest polygon in the navigation mesh to "
"attach to.\n"
"The distance the link will search is controlled by [method NavigationServer2D."
"map_set_link_connection_radius]."
msgstr ""
"連結的結束位置。\n"
"連結會搜索導覽網格中最接近這個位置的多邊形,並將自身與該多邊形相關聯。\n"
"連結搜索的距離由 [method NavigationServer2D.map_set_link_connection_radius] 控"
"制。"
msgid ""
"When pathfinding enters this link from another regions navigation mesh the "
"[member enter_cost] value is added to the path distance for determining the "
"shortest path."
msgstr ""
"當尋路從其他地區的導覽網格進入該連結時,[member enter_cost] 會加到路徑距離中,"
"用於確定最短路徑。"
msgid ""
"A bitfield determining all navigation layers the link belongs to. These "
"navigation layers will be checked when requesting a path with [method "
"NavigationServer2D.map_get_path]."
msgstr ""
"決定連結所屬導覽層的位元域。使用 [method NavigationServer2D.map_get_path] 請求"
"路徑時會檢查這些導覽層。"
msgid ""
"Starting position of the link.\n"
"This position will search out the nearest polygon in the navigation mesh to "
"attach to.\n"
"The distance the link will search is controlled by [method NavigationServer2D."
"map_set_link_connection_radius]."
msgstr ""
"連結的起始位置。\n"
"連結會搜索導覽網格中最接近這個位置的多邊形,並將自身與該多邊形相關聯。\n"
"連結搜索的距離由 [method NavigationServer2D.map_set_link_connection_radius] 控"
"制。"
msgid ""
"When pathfinding moves along the link the traveled distance is multiplied "
"with [member travel_cost] for determining the shortest path."
msgstr ""
"當尋路沿著該連結移動時,移動距離會和 [member travel_cost] 相乘,用於確定最短路"
"徑。"
msgid ""
"A link between two positions on [NavigationRegion3D]s that agents can be "
"routed through."
msgstr ""
"連接兩個位於 [NavigationRegion3D] 上的位置的連結,導覽時能夠讓代理走這個鏈接。"
msgid ""
"A link between two positions on [NavigationRegion3D]s that agents can be "
"routed through. These positions can be on the same [NavigationRegion3D] or on "
"two different ones. Links are useful to express navigation methods other than "
"traveling along the surface of the navigation mesh, such as ziplines, "
"teleporters, or gaps that can be jumped across."
msgstr ""
"連接兩個位於 [NavigationRegion3D] 上的位置的連結,導覽時能夠讓代理走這個鏈接。"
"這兩個位置可以在同一個 [NavigationRegion3D] 上,也可以是在兩個不同的區塊上。連"
"結可以用來表達沿著導覽網格表面行進以外的導覽方法,例如滑鎖、傳送、跳過溝壑等"
"等。"
msgid ""
"Whether this link is currently active. If [code]false[/code], [method "
"NavigationServer3D.map_get_path] will ignore this link."
msgstr ""
"該連結目前是否處於活動狀態。如果為 [code]false[/code] ,則 [method "
"NavigationServer3D.map_get_path] 會忽略這個連結。"
msgid ""
"Ending position of the link.\n"
"This position will search out the nearest polygon in the navigation mesh to "
"attach to.\n"
"The distance the link will search is controlled by [method NavigationServer3D."
"map_set_link_connection_radius]."
msgstr ""
"連結的結束位置。\n"
"連結會搜索導覽網格中最接近這個位置的多邊形,並將自身與該多邊形相關聯。\n"
"連結搜索的距離由 [method NavigationServer3D.map_set_link_connection_radius] 控"
"制。"
msgid ""
"A bitfield determining all navigation layers the link belongs to. These "
"navigation layers will be checked when requesting a path with [method "
"NavigationServer3D.map_get_path]."
msgstr ""
"決定連結所屬導覽層的位元域。使用 [method NavigationServer3D.map_get_path] 請求"
"路徑時會檢查這些導覽層。"
msgid ""
"Starting position of the link.\n"
"This position will search out the nearest polygon in the navigation mesh to "
"attach to.\n"
"The distance the link will search is controlled by [method NavigationServer3D."
"map_set_link_connection_radius]."
msgstr ""
"連結的起始位置。\n"
"連結會搜索導覽網格中最接近這個位置的多邊形,並將自身與該多邊形相關聯。\n"
"連結搜索的距離由 [method NavigationServer3D.map_set_link_connection_radius] 控"
"制。"
msgid "A navigation mesh that defines traversable areas and obstacles."
msgstr "用於定義可達區域和障礙物的導覽網格。"
msgid ""
"A navigation mesh is a collection of polygons that define which areas of an "
"environment are traversable to aid agents in pathfinding through complicated "
"spaces."
msgstr ""
"導覽網格是多邊形的集合,用於定義環境中的哪些區域是可以穿越的,説明代理在複雜的"
"空間中尋路。"
msgid "Using NavigationMeshes"
msgstr "使用 NavigationMesh"
msgid "3D Navmesh Demo"
msgstr "3D 導覽網格演示"
msgid ""
"Adds a polygon using the indices of the vertices you get when calling [method "
"get_vertices]."
msgstr "使用呼叫 [method get_vertices] 得到的頂點的索引新增一個多邊形。"
msgid "Clears the internal arrays for vertices and polygon indices."
msgstr "清除頂點和多邊形索引的內部陣列。"
msgid ""
"Clears the array of polygons, but it doesn't clear the array of vertices."
msgstr "清除多邊形陣列,但不清除頂點陣列。"
msgid ""
"Initializes the navigation mesh by setting the vertices and indices according "
"to a [Mesh].\n"
"[b]Note:[/b] The given [param mesh] must be of type [constant Mesh."
"PRIMITIVE_TRIANGLES] and have an index array."
msgstr ""
"通過根據 [Mesh] 設定頂點和索引來初始化導覽網格。\n"
"[b]注意:[/b]給定的 [param mesh] 必須是 [constant Mesh.PRIMITIVE_TRIANGLES] 型"
"別,並且有一個索引陣列。"
msgid ""
"Returns whether or not the specified layer of the [member "
"geometry_collision_mask] is enabled, given a [param layer_number] between 1 "
"and 32."
msgstr ""
"返回是否啟用了 [member geometry_collision_mask] 中的指定層,給定的 [param "
"layer_number] 在 1 和 32 之間。"
msgid ""
"Returns a [PackedInt32Array] containing the indices of the vertices of a "
"created polygon."
msgstr "返回建立多邊形的頂點索引,形式為 [PackedInt32Array]。"
msgid "Returns the number of polygons in the navigation mesh."
msgstr "返回導覽網格中的多邊形數量。"
msgid ""
"Returns a [PackedVector3Array] containing all the vertices being used to "
"create the polygons."
msgstr "返回用於建立該多邊形的所有頂點,形式為 [PackedVector3Array]。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member geometry_collision_mask], given a [param layer_number] between 1 and "
"32."
msgstr ""
"根據 [param value] 啟用或禁用 [member geometry_collision_mask] 中的指定層,給"
"定的 [param layer_number] 在 1 和 32 之間。"
msgid ""
"Sets the vertices that can be then indexed to create polygons with the "
"[method add_polygon] method."
msgstr "設定頂點,可以使用 [method add_polygon] 方法對其進行索引,建立多邊形。"
msgid ""
"The minimum floor to ceiling height that will still allow the floor area to "
"be considered walkable.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_height]."
msgstr ""
"地板到天花板的最小高度,仍然允許被認為是可行走的地板。\n"
"[b]注意:[/b]烘焙時,這個值會向上取整到最接近的 [member cell_height] 的倍數。"
msgid ""
"The minimum ledge height that is considered to still be traversable.\n"
"[b]Note:[/b] While baking, this value will be rounded down to the nearest "
"multiple of [member cell_height]."
msgstr ""
"被認為仍可穿越的最小牆壁高度。\n"
"[b]注意:[/b]烘焙時,該值將向下四捨五入到最接近的 [member cell_height] 的倍"
"數。"
msgid "The maximum slope that is considered walkable, in degrees."
msgstr "認為可行走的最大坡度,單位是度。"
msgid ""
"The distance to erode/shrink the walkable area of the heightfield away from "
"obstructions.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
"侵蝕/縮小遠離障礙物的高度場的可行走區域距離。\n"
"[b]注意:[/b]烘焙時,這個值會向上取整到最接近的 [member cell_size] 的倍數。"
msgid ""
"The cell height used to rasterize the navigation mesh vertices on the Y axis. "
"Must match with the cell height on the navigation map."
msgstr ""
"儲存格高度,用於將導覽網格的頂點在 Y 軸上進行柵格化。必須與導覽地圖的儲存格高"
"度配對。"
msgid ""
"The cell size used to rasterize the navigation mesh vertices on the XZ plane. "
"Must match with the cell size on the navigation map."
msgstr ""
"儲存格大小,用於將導覽網格的頂點在 XZ 平面上進行柵格化。必須與導覽地圖的單元格"
"大小配對。"
msgid ""
"The sampling distance to use when generating the detail mesh, in cell unit."
msgstr "生成細分網格時使用的取樣距離,以儲存格為單位。"
msgid ""
"The maximum distance the detail mesh surface should deviate from heightfield, "
"in cell unit."
msgstr "細節網格表面應偏離高度場的最大距離,以儲存格為單位。"
msgid ""
"The maximum distance a simplified contour's border edges should deviate the "
"original raw contour."
msgstr "簡化輪廓的邊界邊緣偏離原始輪廓的最大距離。"
msgid ""
"The maximum allowed length for contour edges along the border of the mesh. A "
"value of [code]0.0[/code] disables this feature.\n"
"[b]Note:[/b] While baking, this value will be rounded up to the nearest "
"multiple of [member cell_size]."
msgstr ""
"沿網格邊界的輪廓的最大允許長度。\n"
"[b]注意:[/b]烘焙時,這個值會向上取整到最接近的 [member cell_size] 的倍數。"
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
msgstr "如果烘焙 [AABB] 存在體積,對該導覽網格的烘焙會被限制在其內部區域中。"
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
msgstr "套用於 [member filter_baking_aabb] [AABB] 的位置偏移量。"
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
msgstr "如果為 [code]true[/code],則標記邊緣間的跨度為不可行走。"
msgid ""
"If [code]true[/code], marks non-walkable spans as walkable if their maximum "
"is within [member agent_max_climb] of a walkable neighbor."
msgstr ""
"如果為 [code]true[/code],如果它們的最大值在可行走鄰域的 [member "
"agent_max_climb] 內,則將不可行走範圍標記為可行走。"
msgid ""
"If [code]true[/code], marks walkable spans as not walkable if the clearance "
"above the span is less than [member agent_height]."
msgstr ""
"如果為 [code]true[/code],如果跨度上方的間隙小於 [member agent_height],則將可"
"行走範圍標記為不可行走。"
msgid ""
"The physics layers to scan for static colliders.\n"
"Only used when [member geometry_parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
"用於掃描靜態碰撞的實體層。\n"
"僅在 [member geometry_parsed_geometry_type] 是 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 時才使"
"用。"
msgid ""
"Determines which type of nodes will be parsed as geometry. See [enum "
"ParsedGeometryType] for possible values."
msgstr ""
"決定哪種型別的節點可解析為幾何圖形。可能的取值見 [enum ParsedGeometryType]。"
msgid ""
"The source of the geometry used when baking. See [enum SourceGeometryMode] "
"for possible values."
msgstr "烘焙時使用的幾何體的來源。可能的取值見 [enum SourceGeometryMode]。"
msgid ""
"The name of the group to scan for geometry.\n"
"Only used when [member geometry_source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
"群組的名稱,會在該群組中掃描幾何體。\n"
"只有當 [member geometry_source_geometry_mode] 是 [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT] 時才使用。"
msgid ""
"Any regions with a size smaller than this will be merged with larger regions "
"if possible.\n"
"[b]Note:[/b] This value will be squared to calculate the number of cells. For "
"example, a value of 20 will set the number of cells to 400."
msgstr ""
"如果可能的話,任何小於這個尺寸的區域將與較大的區域合併。\n"
"[b]注意:[/b]這個值將被平方來計算儲存格的數量。例如,值為 20 時將把儲存格的數"
"量設為 400。"
msgid ""
"The minimum size of a region for it to be created.\n"
"[b]Note:[/b] This value will be squared to calculate the minimum number of "
"cells allowed to form isolated island areas. For example, a value of 8 will "
"set the number of cells to 64."
msgstr ""
"區域被建立所需的最小尺寸。\n"
"[b]注意:[/b]該值將被平方,以計算出允許形成孤島區域的最小單元數。例如,值為 8 "
"時將把儲存格的數量設為 64。"
msgid ""
"Partitioning algorithm for creating the navigation mesh polys. See [enum "
"SamplePartitionType] for possible values."
msgstr ""
"建立導覽網格多邊形單元的分割演算法。可能的取值見 [enum SamplePartitionType]。"
msgid ""
"The maximum number of vertices allowed for polygons generated during the "
"contour to polygon conversion process."
msgstr "在輪廓到多邊形轉換過程中生成的多邊形允許的最大頂點數。"
msgid ""
"Watershed partitioning. Generally the best choice if you precompute the "
"navigation mesh, use this if you have large open areas."
msgstr ""
"分水嶺分區。如果你預先計算導覽網格,通常是最佳選擇,如果你有大的開放區域,請使"
"用它。"
msgid ""
"Monotone partitioning. Use this if you want fast navigation mesh generation."
msgstr "單調分區。如果你想要快速生成導覽網格,請使用此選項。"
msgid ""
"Layer partitioning. Good choice to use for tiled navigation mesh with medium "
"and small sized tiles."
msgstr "層分區。用於具有中小型圖塊的平鋪導覽網格的不錯選擇。"
msgid "Represents the size of the [enum SamplePartitionType] enum."
msgstr "代表 [enum SamplePartitionType] 列舉的大小。"
msgid ""
"Parses mesh instances as geometry. This includes [MeshInstance3D], "
"[CSGShape3D], and [GridMap] nodes."
msgstr ""
"將網格實例解析為幾何體。包括 [MeshInstance3D]、[CSGShape3D]、[GridMap] 等節"
"點。"
msgid ""
"Parses [StaticBody3D] colliders as geometry. The collider should be in any of "
"the layers specified by [member geometry_collision_mask]."
msgstr ""
"將 [StaticBody3D] 碰撞器解析為幾何體。碰撞器應在由 [member "
"geometry_collision_mask] 指定的層中。"
msgid ""
"Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgstr ""
"[constant PARSED_GEOMETRY_MESH_INSTANCES] 和 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS]."
msgid "Represents the size of the [enum ParsedGeometryType] enum."
msgstr "代表 [enum ParsedGeometryType] 列舉的大小。"
msgid "Scans the child nodes of the root node recursively for geometry."
msgstr "在根節點的子節點中遞迴掃描幾何體。"
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
"group is specified by [member geometry_source_group_name]."
msgstr ""
"以遞迴方式掃描組中的節點及其子節點以獲取幾何圖形。該組由 [member "
"geometry_source_group_name] 指定。"
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
"geometry_source_group_name]."
msgstr ""
"使用一個組中的節點進行幾何運算。該組由 [member geometry_source_group_name] 指"
"定。"
msgid "Represents the size of the [enum SourceGeometryMode] enum."
msgstr "代表 [enum SourceGeometryMode] 列舉的大小。"
msgid "Helper class for creating and clearing navigation meshes."
msgstr "對導覽網格進行建立和清理的輔助類。"
msgid ""
"This class is responsible for creating and clearing 3D navigation meshes used "
"as [NavigationMesh] resources inside [NavigationRegion3D]. The "
"[NavigationMeshGenerator] has very limited to no use for 2D as the navigation "
"mesh baking process expects 3D node types and 3D source geometry to parse.\n"
"The entire navigation mesh baking is best done in a separate thread as the "
"voxelization, collision tests and mesh optimization steps involved are very "
"performance and time hungry operations.\n"
"Navigation mesh baking happens in multiple steps and the result depends on 3D "
"source geometry and properties of the [NavigationMesh] resource. In the first "
"step, starting from a root node and depending on [NavigationMesh] properties "
"all valid 3D source geometry nodes are collected from the [SceneTree]. "
"Second, all collected nodes are parsed for their relevant 3D geometry data "
"and a combined 3D mesh is build. Due to the many different types of parsable "
"objects, from normal [MeshInstance3D]s to [CSGShape3D]s or various "
"[CollisionObject3D]s, some operations to collect geometry data can trigger "
"[RenderingServer] and [PhysicsServer3D] synchronizations. Server "
"synchronization can have a negative effect on baking time or framerate as it "
"often involves [Mutex] locking for thread security. Many parsable objects and "
"the continuous synchronization with other threaded Servers can increase the "
"baking time significantly. On the other hand only a few but very large and "
"complex objects will take some time to prepare for the Servers which can "
"noticeably stall the next frame render. As a general rule the total number of "
"parsable objects and their individual size and complexity should be balanced "
"to avoid framerate issues or very long baking times. The combined mesh is "
"then passed to the Recast Navigation Object to test the source geometry for "
"walkable terrain suitable to [NavigationMesh] agent properties by creating a "
"voxel world around the meshes bounding area.\n"
"The finalized navigation mesh is then returned and stored inside the "
"[NavigationMesh] for use as a resource inside [NavigationRegion3D] nodes.\n"
"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
"obstruct navigation baking does not always work. The navigation baking has no "
"concept of what is a geometry \"inside\" when dealing with mesh source "
"geometry and this is intentional. Depending on current baking parameters, as "
"soon as the obstructing mesh is large enough to fit a navigation mesh area "
"inside, the baking will generate navigation mesh areas that are inside the "
"obstructing source geometry mesh."
msgstr ""
"該類負責建立和清除用作 [NavigationRegion3D] 內的 [NavigationMesh] 資源的 3D 導"
"覽網格。[NavigationMeshGenerator] 在 2D 中的用途非常有限,因為導覽網格烘焙過程"
"需要 3D 節點型別和 3D 源幾何體來解析。\n"
"整個導覽網格的烘焙最好在單獨的執行緒中完成,因為所涉及的體素化、碰撞測試、和網"
"格優化步驟是非常耗費性能和時間的操作。\n"
"導覽網格的烘焙分成若干步進行,最終結果取決於 [NavigationMesh] 資源的 3D 源幾何"
"體和該資源的屬性。第一步是從根節點開始,並根據 [NavigationMesh] 的屬性從 "
"[SceneTree] 收集所有有效的 3D 源幾何體節點。第二步會對所有收集的節點進行解析,"
"以獲得其相關的 3D 幾何體資料,合併建構成一個 3D 網格。由於可解析的物件類型眾"
"多,從普通的 [MeshInstance3D] 到 [CSGShape3D] 再到各種 [CollisionObject3D],其"
"中某些收集幾何資料的操作可能會觸發 [RenderingServer] 和 [PhysicsServer3D] 的同"
"步。伺服器同步通常涉及 [Mutex] 鎖定以確保執行緒安全,這會對烘焙時間或影格率產"
"生負面影響。可解析物件過多,以及與多執行緒伺服器之間的連續同步,都會大幅影響烘"
"焙時間。而如果物件數量較少,但都是非常大而且複雜的對象,那麼就會在為伺服器準備"
"資料上花費時間,這可能會明顯拖延下一影格渲染。一般而言,可解析物件的總數與它們"
"各自的大小和複雜度之間應該達到平衡,防止出現影格率問題和超長的烘焙時間。合併後"
"的網格後續會被交給 Recast 導覽對象,通過在網格的包圍區域周邊建立體素世界,來測"
"試適合 [NavigationMesh] 代理屬性的可行走地形的源幾何體。\n"
"最終的導覽網格然後將被返回並被儲存在 [NavigationMesh] 中,用作 "
"[NavigationRegion3D] 節點內的資源。\n"
"[b]注意:[/b]使用網格不僅定義可行走的表面的導覽烘焙,而且定義障礙的導覽烘焙,"
"並不總會有效。在處理網格源幾何體時,導覽烘焙沒有什麼是幾何體“位於內部”的概念,"
"這是有意為之的。根據目前的烘焙參數,一旦障礙網格足夠大,大到足以在內部容納一個"
"導覽網格區域,則烘焙時將生成位於障礙源幾何體網格內部的導覽網格區域。"
msgid ""
"The bake function is deprecated due to core threading changes. To upgrade "
"existing code, first create a [NavigationMeshSourceGeometryData3D] resource. "
"Use this resource with [method parse_source_geometry_data] to parse the "
"SceneTree for nodes that should contribute to the navigation mesh baking. The "
"SceneTree parsing needs to happen on the main thread. After the parsing is "
"finished use the resource with [method bake_from_source_geometry_data] to "
"bake a navigation mesh."
msgstr ""
"由於核心多執行緒方面的更改,烘焙功能已廢棄。更新現有程式碼時,請先建立一個 "
"[NavigationMeshSourceGeometryData3D] 資源。呼叫 [method "
"parse_source_geometry_data] 來解析 SceneTree 中影響導覽網格烘焙的節點時請使用"
"該資源。對 SceneTree 的解析需要在主執行緒進行。解析完成後,請在呼叫 [method "
"bake_from_source_geometry_data] 時使用該資源對導覽網格進行烘焙。"
msgid ""
"Bakes the provided [param navigation_mesh] with the data from the provided "
"[param source_geometry_data]. After the process is finished the optional "
"[param callback] will be called."
msgstr ""
"使用 [param source_geometry_data] 中提供的資料對 [param navigation_mesh] 進行"
"烘焙。烘焙過程結束後,會呼叫可選的 [param callback]。"
msgid ""
"Removes all polygons and vertices from the provided [param navigation_mesh] "
"resource."
msgstr "從提供的 [param navigation_mesh] 資源中移除所有多邊形和頂點。"
msgid ""
"Parses the [SceneTree] for source geometry according to the properties of "
"[param navigation_mesh]. Updates the provided [param source_geometry_data] "
"resource with the resulting data. The resource can then be used to bake a "
"navigation mesh with [method bake_from_source_geometry_data]. After the "
"process is finished the optional [param callback] will be called.\n"
"[b]Note:[/b] This function needs to run on the main thread or with a deferred "
"call as the SceneTree is not thread-safe.\n"
"[b]Performance:[/b] While convenient, reading data arrays from [Mesh] "
"resources can affect the frame rate negatively. The data needs to be received "
"from the GPU, stalling the [RenderingServer] in the process. For performance "
"prefer the use of e.g. collision shapes or creating the data arrays entirely "
"in code."
msgstr ""
"根據 [param navigation_mesh] 的屬性解析 [SceneTree] 中的源幾何體。會使用解析的"
"結果對提供的 [param source_geometry_data] 資源進行更新。後續可以在使用 "
"[method bake_from_source_geometry_data] 烘焙導覽網格時使用該資源。解析過程完成"
"後,會呼叫可選的 [param callback]。\n"
"[b]注意:[/b]因為 SceneTree 並不是執行緒安全的,所以這個函式需要在主執行緒執行"
"或使用延遲呼叫。\n"
"[b]注意:[/b]從 [Mesh] 資源讀取資料陣列雖然很方便,但會對影格率造成負面影響。"
"這些資料需要從 GPU 獲取,卡住正在處理的 [RenderingServer]。出於性能考量,請優"
"先使用碰撞形狀或在程式碼中建立完整的資料陣列等方法。"
msgid ""
"Container for parsed source geometry data used in navigation mesh baking."
msgstr "存放解析所得的源幾何體資料的容器,用於導覽網格的烘焙。"
msgid "Adds the outline points of a shape as obstructed area."
msgstr "將形狀的輪廓點新增為遮蔽區域。"
msgid "Adds the outline points of a shape as traversable area."
msgstr "將形狀的輪廓點新增為可走訪區域。"
msgid "Clears the internal data."
msgstr "清除內部資料。"
msgid "Returns all the obstructed area outlines arrays."
msgstr "返回參數的絕對值。"
msgid "Returns all the traversable area outlines arrays."
msgstr "返回解析得到的源幾何體資料索引資料。"
msgid "Returns [code]true[/code] when parsed source geometry data exists."
msgstr "如果存在解析得到的源幾何體資料,則返回 [b]true[/b]。"
msgid "Sets all the obstructed area outlines arrays."
msgstr "設定所有遮蔽區域輪廓陣列。"
msgid "Sets all the traversable area outlines arrays."
msgstr "設定所有可走訪區域輪廓陣列。"
msgid "Returns the parsed source geometry data indices array."
msgstr "返回解析得到的源幾何體資料索引資料。"
msgid "Returns the parsed source geometry data vertices array."
msgstr "返回解析得到的源幾何體資料頂點資料。"
msgid ""
"Sets the parsed source geometry data indices. The indices need to be matched "
"with appropriated vertices.\n"
"[b]Warning:[/b] Inappropriate data can crash the baking process of the "
"involved third-party libraries."
msgstr ""
"設定解析得到的源幾何體資料索引。索引需要與正確的頂點相配對。\n"
"[b]警告:[/b]資料不正確會導致相關協力廠商庫在烘焙過程中當機。"
msgid ""
"Sets the parsed source geometry data vertices. The vertices need to be "
"matched with appropriated indices.\n"
"[b]Warning:[/b] Inappropriate data can crash the baking process of the "
"involved third-party libraries."
msgstr ""
"設定解析得到的源幾何體資料頂點。頂點需要與正確的索引相配對。\n"
"[b]警告:[/b]資料不正確會導致相關協力廠商庫在烘焙過程中當機。"
msgid ""
"2D Obstacle used in navigation to constrain avoidance controlled agents "
"outside or inside an area."
msgstr ""
"用於導覽的 2D 障礙物,能夠將啟用了避障處理的代理約束在某個區域之外或之內。"
msgid ""
"2D Obstacle used in navigation to constrain avoidance controlled agents "
"outside or inside an area. The obstacle needs a navigation map and outline "
"vertices defined to work correctly.\n"
"If the obstacle's vertices are winded in clockwise order, avoidance agents "
"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed "
"out. Outlines must not cross or overlap.\n"
"Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. "
"Obstacles [b]don't[/b] change the resulting path from the pathfinding, "
"obstacles only affect the navigation avoidance agent movement by altering the "
"suggested velocity of the avoidance agent.\n"
"Obstacles using vertices can warp to a new position but should not moved "
"every frame as each move requires a rebuild of the avoidance map."
msgstr ""
"導覽中使用的 2D 障礙物,能夠將由避障控制的代理約束在某個區域之外或之內。障礙物"
"定義導覽地圖和輪廓頂點後才能正常工作。\n"
"如果障礙物的頂點使用順時針順序纏繞,則避障代理會被推入障礙物,否則避障代理就會"
"被推出障礙物。輪廓必須不存在交叉和重疊。\n"
"障礙物[b]不是[/b](重新)烘焙導覽網格的替代品。障礙物[b]不會[/b]改變尋路的結"
"果,障礙物只會修改避障代理的推薦速度,從而影響導覽避障代理的移動。\n"
"使用頂點的障礙物可以傳送至新位置,但不應該每一影格都移動,因為每次移動都需要重"
"新建構避障地圖。"
msgid "Using NavigationObstacles"
msgstr "使用 NavigationObstacle"
msgid ""
"Returns the [RID] of the navigation map for this NavigationObstacle node. "
"This function returns always the map set on the NavigationObstacle node and "
"not the map of the abstract obstacle on the NavigationServer. If the obstacle "
"map is changed directly with the NavigationServer API the NavigationObstacle "
"node will not be aware of the map change. Use [method set_navigation_map] to "
"change the navigation map for the NavigationObstacle and also update the "
"obstacle on the NavigationServer."
msgstr ""
"返回該 NavigationObstacle 節點的導覽地圖的 [RID]。該函式始終返回在 "
"NavigationObstacle 節點上設定的地圖,而不是 NavigationServer 上抽象障礙物所使"
"用的地圖。如果該障礙物地圖使用 NavigationServer API 直接更改,則該 "
"NavigationObstacle 節點將不會察覺該地圖的更改。請使用 [method "
"set_navigation_map] 更改 NavigationObstacle 的導覽地圖,也會更新 "
"NavigationServer 上的障礙物。"
msgid "Returns the [RID] of this obstacle on the [NavigationServer2D]."
msgstr "返回這個障礙物在 [NavigationServer2D] 上的 [RID]。"
msgid ""
"Sets the [RID] of the navigation map this NavigationObstacle node should use "
"and also updates the [code]obstacle[/code] on the NavigationServer."
msgstr ""
"設定該 NavigationObstacle 節點應使用的導覽地圖的 [RID],並會更新 "
"NavigationServer 上的 [code]obstacle[/code]。"
msgid "If [code]true[/code] the obstacle affects avoidance using agents."
msgstr "如果為 [code]true[/code],則該障礙物會影響使用代理的避障。"
msgid ""
"A bitfield determining the avoidance layers for this obstacle. Agents with a "
"matching bit on the their avoidance mask will avoid this obstacle."
msgstr ""
"決定該障礙物的避障層的位域。避障遮罩中存在配對位元的代理會躲避該障礙物。"
msgid "Sets the avoidance radius for the obstacle."
msgstr "設定該障礙物的避障半徑。"
msgid ""
"Sets the wanted velocity for the obstacle so other agent's can better predict "
"the obstacle if it is moved with a velocity regularly (every frame) instead "
"of warped to a new position. Does only affect avoidance for the obstacles "
"[member radius]. Does nothing for the obstacles static vertices."
msgstr ""
"設定該障礙物的期望速度,這樣如果(每影格)一直使用相同的速度移動而不是直接跳到"
"某個位置,那麼其他代理就能夠更好地預測該障礙物的行為。僅影響該障礙物 [member "
"radius] 的避障。不會影響障礙物的靜態頂點。"
msgid ""
"The outline vertices of the obstacle. If the vertices are winded in clockwise "
"order agents will be pushed in by the obstacle, else they will be pushed out. "
"Outlines can not be crossed or overlap. Should the vertices using obstacle be "
"warped to a new position agent's can not predict this movement and may get "
"trapped inside the obstacle."
msgstr ""
"該障礙物的輪廓頂點。如果這些頂點是按照順時針順序纏繞的,那麼障礙物就會將其他代"
"理向內推,否則就會向外推。輪廓不能交叉或重疊。如果這些頂點直接跳到了新的位置,"
"那麼其他代理可能無法預測這種行為,導致被困在障礙物內。"
msgid ""
"3D Obstacle used in navigation to constrain avoidance controlled agents "
"outside or inside an area."
msgstr ""
"用於導覽的 3D 障礙物,能夠將啟用了避障處理的代理約束在某個區域之外或之內。"
msgid ""
"3D Obstacle used in navigation to constrain avoidance controlled agents "
"outside or inside an area. The obstacle needs a navigation map and outline "
"vertices defined to work correctly.\n"
"If the obstacle's vertices are winded in clockwise order, avoidance agents "
"will be pushed in by the obstacle, otherwise, avoidance agents will be pushed "
"out. Outlines must not cross or overlap.\n"
"Obstacles are [b]not[/b] a replacement for a (re)baked navigation mesh. "
"Obstacles [b]don't[/b] change the resulting path from the pathfinding, "
"obstacles only affect the navigation avoidance agent movement by altering the "
"suggested velocity of the avoidance agent.\n"
"Obstacles using vertices can warp to a new position but should not moved "
"every frame as each move requires a rebuild of the avoidance map."
msgstr ""
"導覽中使用的 3D 障礙物,能夠將由避障控制的代理約束在某個區域之外或之內。障礙物"
"定義導覽地圖和輪廓頂點後才能正常工作。\n"
"如果障礙物的頂點使用順時針順序纏繞,則避障代理會被推入障礙物,否則避障代理就會"
"被推出障礙物。輪廓必須不存在交叉和重疊。\n"
"障礙物[b]不是[/b](重新)烘焙導覽網格的替代品。障礙物[b]不會[/b]改變尋路的結"
"果,障礙物只會修改避障代理的推薦速度,從而影響導覽避障代理的移動。\n"
"使用頂點的障礙物可以傳送至新位置,但不應該每一影格都移動,因為每次移動都需要重"
"新建構避障地圖。"
msgid "Returns the [RID] of this obstacle on the [NavigationServer3D]."
msgstr "返回這個障礙物在 [NavigationServer3D] 上的 [RID]。"
msgid ""
"Sets the obstacle height used in 2D avoidance. 2D avoidance using agent's "
"ignore obstacles that are below or above them."
msgstr ""
"設定 2D 避障所使用的障礙物高度。使用 2D 避障的代理會忽略在其之上或之下的障礙"
"物。"
msgid ""
"If [code]true[/code] the obstacle affects 3D avoidance using agent's with "
"obstacle [member radius].\n"
"If [code]false[/code] the obstacle affects 2D avoidance using agent's with "
"both obstacle [member vertices] as well as obstacle [member radius]."
msgstr ""
"如果為 [code]true[/code],則該障礙物會影響 3D 避障,使用的是代理的障礙物半徑 "
"[member radius]。\n"
"如果為 [code]false[/code],則該障礙物會影響 2D 避障,使用的是代理的障礙物頂點 "
"[member vertices] 和障礙物半徑 [member radius]。"
msgid "Provides parameters for 2D navigation path queries."
msgstr "為 2D 導覽路徑查詢提供參數。"
msgid ""
"By changing various properties of this object, such as the start and target "
"position, you can configure path queries to the [NavigationServer2D]."
msgstr ""
"更改該物件的起始和結束位置等屬性可以配置對 [NavigationServer2D] 的路徑查詢。"
msgid "Using NavigationPathQueryObjects"
msgstr "使用 NavigationPathQueryObject"
msgid "Additional information to include with the navigation path."
msgstr "包含在導覽路徑中的額外資訊。"
msgid "The navigation layers the query will use (as a bitmask)."
msgstr "查詢所使用的導覽層(形式為位元遮罩)。"
msgid "The pathfinding start position in global coordinates."
msgstr "尋路起始點,使用全域座標。"
msgid "The pathfinding target position in global coordinates."
msgstr "尋路目標點,使用全域座標。"
msgid "The path query uses the default A* pathfinding algorithm."
msgstr "路徑查詢使用預設的 A* 尋路演算法。"
msgid ""
"Applies a funnel algorithm to the raw path corridor found by the pathfinding "
"algorithm. This will result in the shortest path possible inside the path "
"corridor. This postprocessing very much depends on the navigation mesh "
"polygon layout and the created corridor. Especially tile- or gridbased "
"layouts can face artificial corners with diagonal movement due to a jagged "
"path corridor imposed by the cell shapes."
msgstr ""
"將漏斗演算法套用於尋路演算法找到的原始路徑走廊。這將導致最短路徑可能在路徑走廊"
"內。該後處理在很大程度上取決於導覽網格多邊形佈局和建立的走廊。特別是基於圖塊和"
"網格的佈局,可能會由於儲存格形狀強加的鋸齒狀的路徑走廊,而面臨對角線移動的人工"
"角落。"
msgid ""
"Centers every path position in the middle of the traveled navigation mesh "
"polygon edge. This creates better paths for tile- or gridbased layouts that "
"restrict the movement to the cells center."
msgstr ""
"將路徑上的所有位置在經過的導覽網格多邊形邊緣上居中。這樣就把移動限制在了單元格"
"的中心,能夠為基於圖塊或柵格的佈局建立更好的路徑。"
msgid "Don't include any additional metadata about the returned path."
msgstr "不要包含任何關於返回路徑的額外中繼資料。"
msgid ""
"Include the type of navigation primitive (region or link) that each point of "
"the path goes through."
msgstr "包含路徑上的各個點所經過的導覽圖元型別(地區或連結)。"
msgid ""
"Include the [RID]s of the regions and links that each point of the path goes "
"through."
msgstr "包含路徑上的各個點所經過的地區和連結的 [RID]。"
msgid ""
"Include the [code]ObjectID[/code]s of the [Object]s which manage the regions "
"and links each point of the path goes through."
msgstr ""
"包含管理路徑上的各個點所經過的地區和連結的 [Object] 的 [code]ObjectID[/code]。"
msgid "Include all available metadata about the returned path."
msgstr "包含關於返回路徑的所有可用中繼資料。"
msgid "Provides parameters for 3D navigation path queries."
msgstr "為 3D 導覽路徑查詢提供參數。"
msgid ""
"By changing various properties of this object, such as the start and target "
"position, you can configure path queries to the [NavigationServer3D]."
msgstr ""
"更改該物件的起始和結束位置等屬性可以配置對 [NavigationServer3D] 的路徑查詢。"
msgid "Represents the result of a 2D pathfinding query."
msgstr "代表 2D 尋路查詢的結果。"
msgid ""
"This class stores the result of a 2D navigation path query from the "
"[NavigationServer2D]."
msgstr "這個類儲存的是向 [NavigationServer2D] 進行 2D 導覽路徑查詢的結果。"
msgid ""
"Reset the result object to its initial state. This is useful to reuse the "
"object across multiple queries."
msgstr ""
"將結果物件重設為其初始狀態。這對於在多次查詢中重複使用該物件是很有用的。"
msgid ""
"The resulting path array from the navigation query. All path array positions "
"are in global coordinates. Without customized query parameters this is the "
"same path as returned by [method NavigationServer2D.map_get_path]."
msgstr ""
"導覽查詢的路徑陣列結果。所有的路徑陣列位置都使用全域座標。未自訂查詢參數時,"
"與 [method NavigationServer2D.map_get_path] 返回的路徑相同。"
msgid ""
"The [code]ObjectID[/code]s of the [Object]s which manage the regions and "
"links each point of the path goes through."
msgstr ""
"管理路徑上的各個點所經過的地區和連結的 [Object] 的 [code]ObjectID[/code]。"
msgid ""
"The [RID]s of the regions and links that each point of the path goes through."
msgstr "路徑上的各個點所經過的地區和連結的 [RID]。"
msgid ""
"The type of navigation primitive (region or link) that each point of the path "
"goes through."
msgstr "路徑上的各個點所經過的導覽圖元型別(地區或連結)。"
msgid "This segment of the path goes through a region."
msgstr "這一段路徑穿過了某個地區。"
msgid "This segment of the path goes through a link."
msgstr "這一段路徑穿過了某個連結。"
msgid "Represents the result of a 3D pathfinding query."
msgstr "代表 3D 尋路查詢的結果。"
msgid ""
"This class stores the result of a 3D navigation path query from the "
"[NavigationServer3D]."
msgstr "這個類儲存的是向 [NavigationServer3D] 進行 3D 導覽路徑查詢的結果。"
msgid ""
"The resulting path array from the navigation query. All path array positions "
"are in global coordinates. Without customized query parameters this is the "
"same path as returned by [method NavigationServer3D.map_get_path]."
msgstr ""
"導覽查詢的路徑陣列結果。所有的路徑陣列位置都使用全域座標。未自訂查詢參數時,"
"與 [method NavigationServer3D.map_get_path] 返回的路徑相同。"
msgid ""
"A 2D navigation mesh that describes a traversable surface for pathfinding."
msgstr "用於定義可達區域和障礙物的導覽網格。"
msgid ""
"A navigation mesh can be created either by baking it with the help of the "
"[NavigationServer2D], or by adding vertices and convex polygon indices arrays "
"manually.\n"
"To bake a navigation mesh at least one outline needs to be added that defines "
"the outer bounds of the baked area.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var new_navigation_mesh = NavigationPolygon.new()\n"
"var bounding_outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), "
"Vector2(50, 50), Vector2(50, 0)])\n"
"new_navigation_mesh.add_outline(bounding_outline)\n"
"NavigationServer2D.bake_from_source_geometry_data(new_navigation_mesh, "
"NavigationMeshSourceGeometryData2D.new());\n"
"$NavigationRegion2D.navigation_polygon = new_navigation_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var newNavigationMesh = new NavigationPolygon();\n"
"var boundingOutline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), "
"new Vector2(50, 50), new Vector2(50, 0) };\n"
"newNavigationMesh.AddOutline(boundingOutline);\n"
"NavigationServer2D.BakeFromSourceGeometryData(newNavigationMesh, new "
"NavigationMeshSourceGeometryData2D());\n"
"GetNode<NavigationRegion2D>(\"NavigationRegion2D\").NavigationPolygon = "
"newNavigationMesh;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Adding vertices and polygon indices manually.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var new_navigation_mesh = NavigationPolygon.new()\n"
"var new_vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), "
"Vector2(50, 50), Vector2(50, 0)])\n"
"new_navigation_mesh.vertices = new_vertices\n"
"var new_polygon_indices = PackedInt32Array([0, 1, 2, 3])\n"
"new_navigation_mesh.add_polygon(new_polygon_indices)\n"
"$NavigationRegion2D.navigation_polygon = new_navigation_mesh\n"
"[/gdscript]\n"
"[csharp]\n"
"var newNavigationMesh = new NavigationPolygon();\n"
"var newVertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new "
"Vector2(50, 50), new Vector2(50, 0) };\n"
"newNavigationMesh.Vertices = newVertices;\n"
"var newPolygonIndices = new int[] { 0, 1, 2, 3 };\n"
"newNavigationMesh.AddPolygon(newPolygonIndices);\n"
"GetNode<NavigationRegion2D>(\"NavigationRegion2D\").NavigationPolygon = "
"newNavigationMesh;\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"建立多邊形有兩種方法。通過使用 [method add_outline] 方法,或使用 [method "
"add_polygon] 方法。\n"
"使用 [method add_outline] 方法:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var polygon = NavigationPolygon.new()\n"
"var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
"50), Vector2(50, 0)])\n"
"polygon.add_outline(outline)\n"
"polygon.make_polygons_from_outlines()\n"
"$NavigationRegion2D.navigation_polygon = polygon\n"
"[/gdscript]\n"
"[csharp]\n"
"var polygon = new NavigationPolygon();\n"
"var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new "
"Vector2(50, 50), new Vector2(50, 0) };\n"
"polygon.AddOutline(outline);\n"
"polygon.MakePolygonsFromOutlines();\n"
"GetNode<NavigationRegion2D>(\"NavigationRegion2D\").NavigationPolygon = "
"polygon;\n"
"[/csharp]\n"
"[/codeblocks]\n"
"使用 [method add_polygon] 和頂點陣列的索引。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var polygon = NavigationPolygon.new()\n"
"var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
"50), Vector2(50, 0)])\n"
"polygon.vertices = vertices\n"
"var indices = PackedInt32Array([0, 1, 2, 3])\n"
"polygon.add_polygon(indices)\n"
"$NavigationRegion2D.navigation_polygon = polygon\n"
"[/gdscript]\n"
"[csharp]\n"
"var polygon = new NavigationPolygon();\n"
"var vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new "
"Vector2(50, 50), new Vector2(50, 0) };\n"
"polygon.Vertices = vertices;\n"
"var indices = new int[] { 0, 1, 2, 3 };\n"
"polygon.AddPolygon(indices);\n"
"GetNode<NavigationRegion2D>(\"NavigationRegion2D\").NavigationPolygon = "
"polygon;\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "2D Navigation Demo"
msgstr "2D 導覽演示"
msgid ""
"Appends a [PackedVector2Array] that contains the vertices of an outline to "
"the internal array that contains all the outlines."
msgstr ""
"返回一個 [PackedVector2Array],其中包含在編輯器中或通過腳本建立的輪廓的頂點。"
msgid ""
"Adds a [PackedVector2Array] that contains the vertices of an outline to the "
"internal array that contains all the outlines at a fixed position."
msgstr ""
"將包含輪廓頂點的 [PackedVector2Array],追加到包含所有輪廓的內部陣列。必須調用 "
"[method make_polygons_from_outlines] 才能將該陣列轉換為引擎將使用的多邊形。"
msgid ""
"Clears the array of the outlines, but it doesn't clear the vertices and the "
"polygons that were created by them."
msgstr "清除輪廓陣列,但不清除頂點和由頂點建立的多邊形。"
msgid ""
"Clears the array of polygons, but it doesn't clear the array of outlines and "
"vertices."
msgstr "清除多邊形陣列,但不清除輪廓和頂點陣列。"
msgid ""
"Returns the [NavigationMesh] resulting from this navigation polygon. This "
"navigation mesh can be used to update the navigation mesh of a region with "
"the [method NavigationServer3D.region_set_navigation_mesh] API directly (as "
"2D uses the 3D server behind the scene)."
msgstr ""
"返回由該導覽多邊形產生的 [NavigationMesh]。該導覽網格可用於使用 [method "
"NavigationServer3D.region_set_navigation_mesh] API 直接更新區塊的導覽網格(因"
"為 2D 在幕後使用 3D 伺服器)。"
msgid ""
"Returns a [PackedVector2Array] containing the vertices of an outline that was "
"created in the editor or by script."
msgstr ""
"返回一個 [PackedVector2Array],其中包含在編輯器中或通過腳本建立的輪廓的頂點。"
msgid ""
"Returns the number of outlines that were created in the editor or by script."
msgstr "返回在編輯器或腳本中建立的輪廓的數量。"
msgid ""
"Returns whether or not the specified layer of the [member "
"parsed_collision_mask] is enabled, given a [param layer_number] between 1 and "
"32."
msgstr ""
"返回 [member collision_mask] 中是否啟用了指定的層,給定的 [param "
"layer_number] 應在 1 和 32 之間。"
msgid "Returns the count of all polygons."
msgstr "返回多邊形的數量。"
msgid ""
"Returns a [PackedVector2Array] containing all the vertices being used to "
"create the polygons."
msgstr "返回一個 [PackedVector2Array],其中包含用於建立多邊形的所有頂點。"
msgid ""
"Creates polygons from the outlines added in the editor or by script.\n"
"[i]Deprecated.[/i] This function is deprecated, and might be removed in a "
"future release. Use [method NavigationServer2D.parse_source_geometry_data] "
"and [method NavigationServer2D.bake_from_source_geometry_data] instead."
msgstr ""
"根據編輯器中或透過腳本新增的輪廓建立多邊形。\n"
"[i]已放棄使用。[/i] 此函式已放棄使用,並且可能會在未來的版本中刪除。請改用 "
"[method NavigationServer2D.parse_source_geometry_data] 和 [method "
"NavigationServer2D.bake_from_source_geometry_data]。"
msgid ""
"Removes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
"刪除在編輯器或腳本中建立的輪廓。你必須呼叫 [method "
"make_polygons_from_outlines] 來更新多邊形。"
msgid ""
"Changes an outline created in the editor or by script. You have to call "
"[method make_polygons_from_outlines] for the polygons to update."
msgstr ""
"更改在編輯器或腳本中建立的輪廓。你必須呼叫 [method "
"make_polygons_from_outlines] 來更新多邊形。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member parsed_collision_mask], given a [param layer_number] between 1 and 32."
msgstr ""
"根據 [param value],啟用或禁用 [member collision_mask] 中指定的層,給定的 "
"[param layer_number] 應在 1 和 32 之間。"
msgid ""
"The distance to erode/shrink the walkable surface when baking the navigation "
"mesh."
msgstr "烘焙導覽網格時侵蝕/縮小可行走表面的距離。"
msgid ""
"The cell size used to rasterize the navigation mesh vertices. Must match with "
"the cell size on the navigation map."
msgstr ""
"用於將導覽網格頂點柵格化的儲存格大小。必須與導覽地圖上的儲存格大小相配對。"
msgid ""
"The physics layers to scan for static colliders.\n"
"Only used when [member parsed_geometry_type] is [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
msgstr ""
"用於掃描靜態碰撞的實體層。\n"
"僅在 [member geometry_parsed_geometry_type] 是 [constant "
"PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 時才使"
"用。"
msgid ""
"The group name of nodes that should be parsed for baking source geometry.\n"
"Only used when [member source_geometry_mode] is [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
msgstr ""
"群組的名稱,會在該群組中掃描幾何體。\n"
"只有當 [member geometry_source_geometry_mode] 是 [constant "
"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant "
"SOURCE_GEOMETRY_GROUPS_EXPLICIT] 時才使用。"
msgid ""
"Parses mesh instances as obstruction geometry. This includes [Polygon2D], "
"[MeshInstance2D], [MultiMeshInstance2D], and [TileMap] nodes.\n"
"Meshes are only parsed when they use a 2D vertices surface format."
msgstr ""
"將網格實例解析為幾何體。包括 [MeshInstance3D]、[CSGShape3D]、[GridMap] 等節"
"點。"
msgid ""
"Parses [StaticBody2D] and [TileMap] colliders as obstruction geometry. The "
"collider should be in any of the layers specified by [member "
"parsed_collision_mask]."
msgstr ""
"將 [StaticBody3D] 碰撞器解析為幾何體。碰撞器應在由 [member "
"geometry_collision_mask] 指定的層中。"
msgid ""
"Scans nodes in a group and their child nodes recursively for geometry. The "
"group is specified by [member source_geometry_group_name]."
msgstr ""
"以遞迴方式掃描組中的節點及其子節點以獲取幾何圖形。該組由 [member "
"geometry_source_group_name] 指定。"
msgid ""
"Uses nodes in a group for geometry. The group is specified by [member "
"source_geometry_group_name]."
msgstr ""
"使用一個組中的節點進行幾何運算。該組由 [member geometry_source_group_name] 指"
"定。"
msgid ""
"A traversable 2D region that [NavigationAgent2D]s can use for pathfinding."
msgstr "可達的 2D 地區,[NavigationAgent2D] 能夠將其用於尋路。"
msgid ""
"A traversable 2D region based on a [NavigationPolygon] that "
"[NavigationAgent2D]s can use for pathfinding.\n"
"Two regions can be connected to each other if they share a similar edge. You "
"can set the minimum distance between two vertices required to connect two "
"edges by using [method NavigationServer2D.map_set_edge_connection_margin].\n"
"[b]Note:[/b] Overlapping two regions' navigation polygons is not enough for "
"connecting two regions. They must share a similar edge.\n"
"The pathfinding cost of entering a region from another region can be "
"controlled with the [member enter_cost] value.\n"
"[b]Note:[/b] This value is not added to the path cost when the start position "
"is already inside this region.\n"
"The pathfinding cost of traveling distances inside this region can be "
"controlled with the [member travel_cost] multiplier.\n"
"[b]Note:[/b] This node caches changes to its properties, so if you make "
"changes to the underlying region [RID] in [NavigationServer2D], they will not "
"be reflected in this node's properties."
msgstr ""
"可達的 2D 地區,基於 [NavigationPolygon][NavigationAgent2D] 能夠將其用於尋"
"路。\n"
"兩個地區如果存在相近的邊就可以互相連接。連接兩條邊所需的頂點最小間距可以通過 "
"[method NavigationServer2D.map_set_edge_connection_margin] 設定。\n"
"[b]注意:[/b]兩個地區存在重疊部分並不足以讓它們相連。必須有相近的邊。\n"
"從一個地區進入另一個地區的尋路成本可以使用 [member enter_cost] 控制。\n"
"[b]注意:[/b]起點位於該地區時,這個值不計入路徑成本。\n"
"在該地區中行進的尋路成本可以使用乘數 [member travel_cost] 控制。\n"
"[b]注意:[/b]該節點會對這些屬性進行快取,因此,你在 [NavigationServer2D] 中對"
"底層的地區 [RID] 進行的修改不會在該節點的屬性中。"
msgid "Using NavigationRegions"
msgstr "使用 NavigationRegion"
msgid ""
"Bakes the [NavigationPolygon]. If [param on_thread] is set to [code]true[/"
"code] (default), the baking is done on a separate thread."
msgstr ""
"烘焙 [NavigationPolygon]。如果 [param on_thread] 設定為 [code]true[/code](預"
"設),則烘焙將在單獨的線程上完成。"
msgid "Returns the current navigation map [RID] used by this region."
msgstr "設定該連結的導覽地圖 [RID]。"
msgid ""
"Returns the [RID] of this region on the [NavigationServer2D]. Combined with "
"[method NavigationServer2D.map_get_closest_point_owner] can be used to "
"identify the [NavigationRegion2D] closest to a point on the merged navigation "
"map."
msgstr ""
"返回 [NavigationServer2D] 上該區塊的 [RID]。結合 [method NavigationServer2D."
"map_get_closest_point_owner] 可用於識別合併導覽地圖上離某點最近的 "
"[NavigationRegion2D]。"
msgid ""
"Sets the [RID] of the navigation map this region should use. By default the "
"region will automatically join the [World2D] default navigation map so this "
"function is only required to override the default map."
msgstr ""
"設定該區域應使用的導覽地圖的[RID]。預設情況下,該區域將自動加入[World2D]預設導"
"覽地圖,因此僅需要此函式來覆寫預設地圖。 “,““,“,“錯誤的”,””,”,”\n"
"doc/classes/NavigationRegion2D.xml\""
msgid "A bitfield determining all avoidance layers for the avoidance constrain."
msgstr "位域,確定避障約束的所有避障層。"
msgid ""
"If [code]true[/code] constraints avoidance agent's with an avoidance mask bit "
"that matches with a bit of the [member avoidance_layers] to the navigation "
"polygon. Due to each navigation polygon outline creating an obstacle and each "
"polygon edge creating an avoidance line constrain keep the navigation polygon "
"shape as simple as possible for performance.\n"
"[b]Experimental:[/b] This is an experimental feature and should not be used "
"in production as agent's can get stuck on the navigation polygon corners and "
"edges especially at high frame rate."
msgstr ""
"如果為 [code]true[/code],則會將避障代理的避障遮罩位元與導覽多邊形的 [member "
"avoidance_layers] 位相配對。由於每個導覽多邊形輪廓都會建立一個障礙物,而每個多"
"邊形邊緣都會建立一條避障線約束,因此為了提高性能,要儘量保持導覽多邊形的形狀盡"
"可能簡單。\n"
"[b]實驗性:[/b]這是一個實驗性功能,不應在生產中使用,因為代理在導覽多邊形的角"
"和邊緣,特別是在高影格率下,可能會被卡住。"
msgid "Determines if the [NavigationRegion2D] is enabled or disabled."
msgstr "決定該 [NavigationRegion2D] 是啟用還是禁用。"
msgid ""
"A bitfield determining all navigation layers the region belongs to. These "
"navigation layers can be checked upon when requesting a path with [method "
"NavigationServer2D.map_get_path]."
msgstr ""
"確定該區塊所屬的所有導覽層的位欄位。當使用 [method NavigationServer2D."
"map_get_path] 請求一個路徑時,可以檢查這些導覽層。"
msgid "The [NavigationPolygon] resource to use."
msgstr "使用的 [NavigationPolygon] 資源。"
msgid ""
"If enabled the navigation region will use edge connections to connect with "
"other navigation regions within proximity of the navigation map edge "
"connection margin."
msgstr ""
"如果啟用,導覽區塊將使用邊緣連接來與位於導覽地圖連接邊距範圍內的其他導覽區塊相"
"連接。"
msgid "Emitted when a navigation polygon bake operation is completed."
msgstr "導覽網格烘焙操作完成時發出通知。"
msgid ""
"Emitted when the used navigation polygon is replaced or changes to the "
"internals of the current navigation polygon are committed."
msgstr "當替換使用的導覽多邊形或提交目前導覽多邊形內部的變更時發出。"
msgid ""
"A traversable 3D region that [NavigationAgent3D]s can use for pathfinding."
msgstr "可達的 3D 地區,[NavigationAgent3D] 能夠將其用於尋路。"
msgid ""
"A traversable 3D region based on a [NavigationMesh] that [NavigationAgent3D]s "
"can use for pathfinding.\n"
"Two regions can be connected to each other if they share a similar edge. You "
"can set the minimum distance between two vertices required to connect two "
"edges by using [method NavigationServer3D.map_set_edge_connection_margin].\n"
"[b]Note:[/b] Overlapping two regions' navigation meshes is not enough for "
"connecting two regions. They must share a similar edge.\n"
"The cost of entering this region from another region can be controlled with "
"the [member enter_cost] value.\n"
"[b]Note:[/b] This value is not added to the path cost when the start position "
"is already inside this region.\n"
"The cost of traveling distances inside this region can be controlled with the "
"[member travel_cost] multiplier.\n"
"[b]Note:[/b] This node caches changes to its properties, so if you make "
"changes to the underlying region [RID] in [NavigationServer3D], they will not "
"be reflected in this node's properties."
msgstr ""
"可達的 3D 地區,基於 [NavigationMesh][NavigationAgent3D] 能夠將其用於尋"
"路。\n"
"兩個地區如果存在相近的邊就可以互相連接。連接兩條邊所需的頂點最小間距可以通過 "
"[method NavigationServer3D.map_set_edge_connection_margin] 設定。\n"
"[b]注意:[/b]兩個地區存在重疊部分並不足以讓它們相連。必須有相近的邊。\n"
"從一個地區進入另一個地區的尋路成本可以使用 [member enter_cost] 控制。\n"
"[b]注意:[/b]起點位於該地區時,這個值不計入路徑成本。\n"
"在該地區中行進的尋路成本可以使用乘數 [member travel_cost] 控制。\n"
"[b]注意:[/b]該節點會對這些屬性進行快取,因此,你在 [NavigationServer3D] 中對"
"底層的地區 [RID] 進行的修改不會在該節點的屬性中。"
msgid ""
"Bakes the [NavigationMesh]. If [param on_thread] is set to [code]true[/code] "
"(default), the baking is done on a separate thread. Baking on separate thread "
"is useful because navigation baking is not a cheap operation. When it is "
"completed, it automatically sets the new [NavigationMesh]. Please note that "
"baking on separate thread may be very slow if geometry is parsed from meshes "
"as async access to each mesh involves heavy synchronization. Also, please "
"note that baking on a separate thread is automatically disabled on operating "
"systems that cannot use threads (such as Web with threads disabled)."
msgstr ""
"烘焙該 [NavigationMesh]。如果 [param on_thread] 被設定為 [code]true[/code](預"
"設),則該烘焙將在單獨的執行緒上完成。獨立執行緒烘焙很有用,因為導覽烘焙不是一"
"項廉價的操作。完成後,它會自動設定新的 [NavigationMesh]。請注意,如果幾何體是"
"從網格解析而來的,則獨立執行緒烘焙可能會非常慢,因為對每個網格的非同步存取會涉"
"及大量同步操作。另外,請注意在無法使用執行緒的作業系統(例如禁用執行緒的 Web"
"上,會自動禁用獨立執行緒烘焙。"
msgid ""
"Returns the [RID] of this region on the [NavigationServer3D]. Combined with "
"[method NavigationServer3D.map_get_closest_point_owner] can be used to "
"identify the [NavigationRegion3D] closest to a point on the merged navigation "
"map."
msgstr ""
"返回 [NavigationServer3D] 上該區塊的 [RID]。結合 [method NavigationServer3D."
"map_get_closest_point_owner] 可用於識別距離該合併導覽地圖上的點最近的 "
"[NavigationRegion3D]。"
msgid ""
"Sets the [RID] of the navigation map this region should use. By default the "
"region will automatically join the [World3D] default navigation map so this "
"function is only required to override the default map."
msgstr ""
"設定該區域應使用的導覽地圖的[RID]。預設情況下,該區域將自動加入[World3D]預設導"
"覽地圖,因此僅需要此函式來覆寫預設地圖。 “,““,“,“錯誤的”,””,”,”\n"
"doc/classes/Node.xml\""
msgid "Determines if the [NavigationRegion3D] is enabled or disabled."
msgstr "決定該 [NavigationRegion3D] 是啟用還是禁用。"
msgid ""
"A bitfield determining all navigation layers the region belongs to. These "
"navigation layers can be checked upon when requesting a path with [method "
"NavigationServer3D.map_get_path]."
msgstr ""
"確定該區塊所屬的所有導覽層的位欄位。當使用 [method NavigationServer3D."
"map_get_path] 請求一個路徑時,可以檢查這些導覽層。"
msgid "The [NavigationMesh] resource to use."
msgstr "使用的 [NavigationMesh] 資源。"
msgid "Notifies when the navigation mesh bake operation is completed."
msgstr "導覽網格烘焙操作完成時發出通知。"
msgid "Notifies when the [NavigationMesh] has changed."
msgstr "[NavigationMesh] 發生變化時發出通知。"
msgid "A server interface for low-level 2D navigation access."
msgstr "用於存取低階 2D 導覽的伺服器介面。"
msgid ""
"NavigationServer2D is the server that handles navigation maps, regions and "
"agents. It does not handle A* navigation from [AStar2D] or [AStarGrid2D].\n"
"Maps are made up of regions, which are made of navigation polygons. Together, "
"they define the traversable areas in the 2D world.\n"
"[b]Note:[/b] Most [NavigationServer2D] changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation-related nodes in the scene tree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [code]edge_connection_margin[/code] to the "
"respective other edge's vertex.\n"
"You may assign navigation layers to regions with [method NavigationServer2D."
"region_set_navigation_layers], which then can be checked upon when requesting "
"a path with [method NavigationServer2D.map_get_path]. This can be used to "
"allow or deny certain areas for some objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
"modified velocity directly may move an agent outside of the traversable area. "
"This is a limitation of the collision avoidance system, any more complex "
"situation may require the use of the physics engine.\n"
"This server keeps tracks of any call and executes them during the sync phase. "
"This means that you can request any change to the map, using any thread, "
"without worrying."
msgstr ""
"NavigationServer2D 是負責處理導覽地圖、區塊、代理的伺服器。不負責處理 "
"[AStar2D] 和 [AStarGrid2D] 的 A* 導覽。\n"
"地圖由區塊組成,區塊由導覽多邊形組成。它們共同定義了 2D 空間中的可達區域。\n"
"[b]注意:[/b]大多數 [NavigationServer2D] 的更改都是在下一個物理影格進行的,不"
"會立即生效。包括所有對地圖、區塊、代理的更改,無論是通過場景樹中導覽相關的節點"
"作出的更改,還是通過腳本作出的更改。\n"
"兩個區塊必須共用一條相似的邊才能相連。如果一條邊的兩個頂點與另一條邊上相應頂點"
"的距離都小於 [code]edge_connection_margin[/code],那麼就會認為這兩條邊是相連"
"的。\n"
"可以使用 [method NavigationServer2D.region_set_navigation_layers] 為區塊分配導"
"覽層,使用 [method NavigationServer2D.map_get_path] 請求路徑時會對導覽層進行檢"
"查。可用於允許或禁止某些物件進入特定的區域。\n"
"使用碰撞躲避系統就需要使用代理。你可以為代理設定目標速度,然後伺服器就會發出回"
"呼函式,提供修改後的速度。\n"
"[b]注意:[/b]碰撞躲避系統並不考慮區塊。直接使用修改後的速度可能會將代理移動到"
"可達區域之外。這是碰撞躲避系統的缺陷,更複雜的場合可能需要使用物理引擎。\n"
"伺服器會對所有呼叫進行追蹤,並在同步階段執行。這意味著你可以放心地從任何執行緒"
"請求對地圖作出任何修改。"
msgid "Using NavigationServer"
msgstr "使用 NavigationServer"
msgid "Creates the agent."
msgstr "建立代理。"
msgid "Return [code]true[/code] if the specified [param agent] uses avoidance."
msgstr "如果指定的 [param agent] 使用避障,則返回 [code]true[/code]。"
msgid ""
"Returns the navigation map [RID] the requested [param agent] is currently "
"assigned to."
msgstr "返回請求 [param agent] 目前分配到的導覽地圖 [RID]。"
msgid "Returns [code]true[/code] if the specified [param agent] is paused."
msgstr "如果指定的 [param agent] 處於暫停狀態,則返回 [code]true[/code]。"
msgid "Returns true if the map got changed the previous frame."
msgstr "如果該地圖在上一影格發生了改變,則返回 true。"
msgid ""
"Sets the callback [Callable] that gets called after each avoidance processing "
"step for the [param agent]. The calculated [code]safe_velocity[/code] will be "
"dispatched with a signal to the object just before the physics calculations.\n"
"[b]Note:[/b] Created callbacks are always processed independently of the "
"SceneTree state as long as the agent is on a navigation map and not freed. To "
"disable the dispatch of a callback from an agent use [method "
"agent_set_avoidance_callback] again with an empty [Callable]."
msgstr ""
"設定在 [param agent] 的每個避障處理步驟之後呼叫的回呼函式 [Callable]。計算出"
"的 [code]safe_velocity[/code] 將在物理計算之前通過訊號發送。\n"
"[b]注意:[/b]只要代理還在導覽地圖上且未被釋放,建立的回呼函式就會始終獨立於 "
"SceneTree 狀態進行處理。要為某個代理禁用回呼函式的發送,請再次使用一個空的 "
"[Callable] 來呼叫 [method agent_set_avoidance_callback]。"
msgid ""
"If [param enabled] is [code]true[/code], the specified [param agent] uses "
"avoidance."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。"
msgid "Set the agent's [code]avoidance_layers[/code] bitmask."
msgstr "設定該代理的 [code]avoidance_layers[/code] 位元遮罩。"
msgid "Set the agent's [code]avoidance_mask[/code] bitmask."
msgstr "設定該代理的 [code]avoidance_mask[/code] 位元遮罩。"
msgid ""
"Set the agent's [code]avoidance_priority[/code] with a [param priority] "
"between 0.0 (lowest priority) to 1.0 (highest priority).\n"
"The specified [param agent] does not adjust the velocity for other agents "
"that would match the [code]avoidance_mask[/code] but have a lower [code] "
"avoidance_priority[/code]. This in turn makes the other agents with lower "
"priority adjust their velocities even more to avoid collision with this agent."
msgstr ""
"設定該代理的 [code]avoidance_priority[/code],優先順序 [param priority] 在 0.0"
"(最低優先順序)到 1.0(最高優先順序)之間。\n"
"[param agent] 指定的代理不會針對 [code]avoidance_mask[/code] 存在配對但 "
"[code] avoidance_priority[/code] 更低的代理調整速度。相應地,優先順序更低的代"
"理則會對其速度進行更大的調整,從而避免與這個代理發生碰撞。"
msgid "Puts the agent in the map."
msgstr "將代理放入地圖中。"
msgid ""
"Sets the maximum number of other agents the agent takes into account in the "
"navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
"設定在導覽中,該代理所考慮的其他代理的最大數量。這個數越大,模擬的執行時間越"
"長。如果這個數太小,則模擬會不安全。"
msgid "Sets the maximum speed of the agent. Must be positive."
msgstr "設定該代理的最大速度。必須為正數。"
msgid ""
"Sets the maximum distance to other agents this agent takes into account in "
"the navigation. The larger this number, the longer the running time of the "
"simulation. If the number is too low, the simulation will not be safe."
msgstr ""
"設定在導覽中,該代理所考慮的其他代理的最大距離。這個數越大,模擬的執行時間越"
"長。如果這個數太小,則模擬會不安全。"
msgid ""
"If [param paused] is true the specified [param agent] will not be processed, "
"e.g. calculate avoidance velocities or receive avoidance callbacks."
msgstr ""
"如果 [param paused] 為 true則不會對指定的 [param agent] 進行處理,例如計算避"
"障速度以及收到避障回呼函式。"
msgid "Sets the position of the agent in world space."
msgstr "設定該代理在世界空間中的位置。"
msgid "Sets the radius of the agent."
msgstr "設定該代理的半徑。"
msgid ""
"The minimal amount of time for which the agent's velocities that are computed "
"by the simulation are safe with respect to other agents. The larger this "
"number, the sooner this agent will respond to the presence of other agents, "
"but the less freedom this agent has in choosing its velocities. A too high "
"value will slow down agents movement considerably. Must be positive."
msgstr ""
"考慮其他代理的前提下,該代理的速度的最短安全時間,這個速度是通過模擬得到的。數"
"值越大,代理回應其他代理的速度就越快,但該代理選擇速度的自由度也就越小。太高的"
"取值會大大降低代理的移動速度。必須為正數。"
msgid ""
"The minimal amount of time for which the agent's velocities that are computed "
"by the simulation are safe with respect to static avoidance obstacles. The "
"larger this number, the sooner this agent will respond to the presence of "
"static avoidance obstacles, but the less freedom this agent has in choosing "
"its velocities. A too high value will slow down agents movement considerably. "
"Must be positive."
msgstr ""
"考慮其他靜態避障障礙物的前提下,該代理的速度的最短安全時間,這個速度是通過仿真"
"得到的。數值越大,代理回應存在的靜態避障障礙物的速度就越快,但該代理選擇速度的"
"自由度也就越小。太高的取值會大大降低代理的移動速度。必須為正數。"
msgid ""
"Sets [param velocity] as the new wanted velocity for the specified [param "
"agent]. The avoidance simulation will try to fulfill this velocity if "
"possible but will modify it to avoid collision with other agent's and "
"obstacles. When an agent is teleported to a new position far away use [method "
"agent_set_velocity_forced] instead to reset the internal velocity state."
msgstr ""
"將 [param velocity] 設定為指定代理 [param agent] 的新的需求速度。避障模擬會盡"
"可能嘗試滿足這個速度,但為了躲避與其他代理和障礙物的碰撞也會對它進行修改。將代"
"理傳送至新的較遠的位置時,請改用 [method agent_set_velocity_forced] 重設內部速"
"度狀態。"
msgid ""
"Replaces the internal velocity in the collision avoidance simulation with "
"[param velocity] for the specified [param agent]. When an agent is teleported "
"to a new position far away this function should be used in the same frame. If "
"called frequently this function can get agents stuck."
msgstr ""
"將指定代理 [param agent] 的避障模擬內部速度替換為 [param velocity]。將代理傳送"
"至新的較遠的位置時,應該在同一影格裡使用這個函式。頻繁呼叫這個函式可能讓代理卡"
"住。"
msgid ""
"Bakes the provided [param navigation_polygon] with the data from the provided "
"[param source_geometry_data]. After the process is finished the optional "
"[param callback] will be called."
msgstr ""
"使用 [param source_geometry_data] 中提供的資料對 [param navigation_mesh] 進行"
"烘焙。烘焙過程結束後,會呼叫可選的 [param callback]。"
msgid ""
"Bakes the provided [param navigation_polygon] with the data from the provided "
"[param source_geometry_data] as an async task running on a background thread. "
"After the process is finished the optional [param callback] will be called."
msgstr ""
"使用 [param source_geometry_data] 中提供的資料對 [param navigation_mesh] 進行"
"烘焙。烘焙過程結束後,會呼叫可選的 [param callback]。"
msgid "Destroys the given RID."
msgstr "銷毀給定的 RID。"
msgid "Returns [code]true[/code] when the NavigationServer has debug enabled."
msgstr "如果該 NavigationServer 啟用了除錯,則返回 [code]true[/code]。"
msgid ""
"Returns all created navigation map [RID]s on the NavigationServer. This "
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
"返回該 NavigationServer 上所有已建立的導覽地圖的 [RID]。會同時返回已建立的 2D "
"和 3D 導覽地圖,因為理論上它們之間是沒有區別的。"
msgid "Create a new link between two positions on a map."
msgstr "在地圖上新建兩個地點之間的連結。"
msgid "Returns [code]true[/code] if the specified [param link] is enabled."
msgstr "如果指定的 [param agent] 處於暫停狀態,則返回 [code]true[/code]。"
msgid "Returns the ending position of this [param link]."
msgstr "返回連結 [param link] 的結束位置。"
msgid "Returns the enter cost of this [param link]."
msgstr "返回 [param link] 連結的進入消耗。"
msgid ""
"Returns the navigation map [RID] the requested [param link] is currently "
"assigned to."
msgstr "返回請求的導覽連結 [param link] 目前分配的導覽地圖的 [RID]。"
msgid "Returns the navigation layers for this [param link]."
msgstr "返回 [param link] 的導覽層。"
msgid "Returns the [code]ObjectID[/code] of the object which manages this link."
msgstr "返回管理該連結的物件的 [code]ObjectID[/code]。"
msgid "Returns the starting position of this [param link]."
msgstr "返回 [param link] 連結的入口位置。"
msgid "Returns the travel cost of this [param link]."
msgstr "返回 [param link] 連結的移動消耗。"
msgid "Returns whether this [param link] can be travelled in both directions."
msgstr "返回該 [param link] 是否能夠雙向通行。"
msgid "Sets whether this [param link] can be travelled in both directions."
msgstr "設定該 [param link] 是否能夠雙向通行。"
msgid ""
"If [param enabled] is [code]true[/code], the specified [param link] will "
"contribute to its current navigation map."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。"
msgid "Sets the exit position for the [param link]."
msgstr "設定 [param link] 的出口位置。"
msgid "Sets the [param enter_cost] for this [param link]."
msgstr "設定 [param link] 的進入消耗 [param enter_cost]。"
msgid "Sets the navigation map [RID] for the link."
msgstr "設定該連結的導覽地圖 [RID]。"
msgid ""
"Set the links's navigation layers. This allows selecting links from a path "
"request (when using [method NavigationServer2D.map_get_path])."
msgstr ""
"設定該連結的導覽層。可以在(使用 [method NavigationServer2D.map_get_path])進"
"行路徑請求時選擇連結。"
msgid "Set the [code]ObjectID[/code] of the object which manages this link."
msgstr "設定管理該連結的物件的 [code]ObjectID[/code]。"
msgid "Sets the entry position for this [param link]."
msgstr "設定 [param link] 的入口位置。"
msgid "Sets the [param travel_cost] for this [param link]."
msgstr "設定 [param link] 的移動消耗 [param travel_cost]。"
msgid "Create a new map."
msgstr "建立一張新地圖。"
msgid ""
"This function immediately forces synchronization of the specified navigation "
"[param map] [RID]. By default navigation maps are only synchronized at the "
"end of each physics frame. This function can be used to immediately "
"(re)calculate all the navigation meshes and region connections of the "
"navigation map. This makes it possible to query a navigation path for a "
"changed map immediately and in the same frame (multiple times if needed).\n"
"Due to technical restrictions the current NavigationServer command queue will "
"be flushed. This means all already queued update commands for this physics "
"frame will be executed, even those intended for other maps, regions and "
"agents not part of the specified map. The expensive computation of the "
"navigation meshes and region connections of a map will only be done for the "
"specified map. Other maps will receive the normal synchronization at the end "
"of the physics frame. Should the specified map receive changes after the "
"forced update it will update again as well when the other maps receive their "
"update.\n"
"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
"is untouched by this function and continues to happen for all maps and agents "
"at the end of the physics frame.\n"
"[b]Note:[/b] With great power comes great responsibility. This function "
"should only be used by users that really know what they are doing and have a "
"good reason for it. Forcing an immediate update of a navigation map requires "
"locking the NavigationServer and flushing the entire NavigationServer command "
"queue. Not only can this severely impact the performance of a game but it can "
"also introduce bugs if used inappropriately without much foresight."
msgstr ""
"該函式將立即強制指定的導覽 [param map] [RID] 的同步。預設情況下,導覽地圖僅在"
"每個物理影格結束時同步。該函式可用於立即(重新)計算該導覽地圖的所有導覽網格和"
"區塊連接。這使得可以在同一影格中對修改後的地圖的導覽路徑立即執行查詢(如果需"
"要,可以執行多次)。\n"
"由於技術上的限制,目前的 NavigationServer 命令佇列將被沖刷。這意味著所有已在目"
"前物理影格中入隊的更新命令都會被執行,即使是那些用於其他地圖、不屬於指定地圖的"
"區塊和代理的更新命令。 昂貴計算的導覽網格和地圖的區塊連接將僅針對指定地圖進"
"行。其他地圖將在物理影格結束時接收正常同步。如果指定的地圖在強制更新後又收到了"
"修改,則它將在其他地圖收到更新時再次更新。\n"
"避障處理和 [code]safe_velocity[/code] 訊號的分發不受該函式影響,仍繼續發生在物"
"理影格結束時的所有地圖和代理上。\n"
"[b]注意:[/b]能力越大,責任越大。該函式僅該用於使用者真正知道自己在做什麼並且"
"有充分理由的情況。強制立即更新導覽地圖需要鎖定 NavigationServer 並沖刷整個 "
"NavigationServer 命令佇列。這不僅會嚴重影響遊戲的性能,而且如果缺乏遠見且使用"
"不當,還會引入 bug。"
msgid ""
"Returns all navigation agents [RID]s that are currently assigned to the "
"requested navigation [param map]."
msgstr "返回所有與請求的導覽地圖 [param map] 關聯的導覽代理的 [RID]。"
msgid ""
"Returns the map cell size used to rasterize the navigation mesh vertices."
msgstr "返回地圖的儲存格大小,用於將導覽網格的頂點進行柵格化。"
msgid ""
"Returns the point closest to the provided [param to_point] on the navigation "
"mesh surface."
msgstr "返回導覽網格表面上與提供的 [param to_point] 距離最近的點。"
msgid ""
"Returns the owner region RID for the point returned by [method "
"map_get_closest_point]."
msgstr "返回由 [method map_get_closest_point] 返回的點的所有者地區的 RID。"
msgid ""
"Returns the edge connection margin of the map. The edge connection margin is "
"a distance used to connect two regions."
msgstr "返回地圖的邊界連接邊距。邊界連接邊距是用於連接兩個地區的距離。"
msgid ""
"Returns the link connection radius of the map. This distance is the maximum "
"range any link will search for navigation mesh polygons to connect to."
msgstr ""
"返回該地圖的連結連接半徑。該距離是任何連結將搜索要連接的導覽網格多邊形的最大範"
"圍。"
msgid ""
"Returns all navigation link [RID]s that are currently assigned to the "
"requested navigation [param map]."
msgstr "返回目前分配給請求的導覽地圖 [param map] 的所有導覽連結的 [RID]。"
msgid ""
"Returns all navigation obstacle [RID]s that are currently assigned to the "
"requested navigation [param map]."
msgstr "返回目前分配給請求的導覽地圖 [param map] 的所有導覽障礙物的 [RID]。"
msgid ""
"Returns the navigation path to reach the destination from the origin. [param "
"navigation_layers] is a bitmask of all region navigation layers that are "
"allowed to be in the path."
msgstr ""
"返回從原點到達目的地的導覽路徑。[param navigation_layers] 是被允許在路徑中的所"
"有區塊導覽層的位元遮罩。"
msgid ""
"Returns all navigation regions [RID]s that are currently assigned to the "
"requested navigation [param map]."
msgstr "返回目前分配給所請求的導覽 [param map] 的所有導覽區塊的 [RID]。"
msgid ""
"Returns whether the navigation [param map] allows navigation regions to use "
"edge connections to connect with other navigation regions within proximity of "
"the navigation map edge connection margin."
msgstr ""
"返回是否允許導覽地圖 [param map] 使用邊緣連接與位於導覽地圖邊緣連接邊距範圍內"
"的其他導覽區塊相連接。"
msgid "Returns true if the map is active."
msgstr "如果地圖處於活動狀態,則返回 true。"
msgid "Sets the map active."
msgstr "設定地圖的啟動態。"
msgid ""
"Sets the map cell size used to rasterize the navigation mesh vertices. Must "
"match with the cell size of the used navigation meshes."
msgstr ""
"設定用於柵格化導覽網格頂點的地圖儲存格大小。必須與所使用的導覽網格儲存格大小相"
"配對。"
msgid ""
"Set the map edge connection margin used to weld the compatible region edges."
msgstr "設定用於焊接相容地區邊界的地圖邊界連接邊距。"
msgid ""
"Set the map's link connection radius used to connect links to navigation "
"polygons."
msgstr "設定該地圖用於連接連結和導覽多邊形的連結連接半徑。"
msgid ""
"Set the navigation [param map] edge connection use. If [param enabled] is "
"[code]true[/code], the navigation map allows navigation regions to use edge "
"connections to connect with other navigation regions within proximity of the "
"navigation map edge connection margin."
msgstr ""
"設定導覽地圖 [param map] 的邊緣連接使用情況。如果 [param enabled],則導覽地圖"
"允許導覽區塊使用邊緣連接與位於導覽地圖邊緣連接邊距範圍內的其他導覽區塊相連接。"
msgid "Creates a new navigation obstacle."
msgstr "新建導覽障礙物。"
msgid ""
"Returns [code]true[/code] if the provided [param obstacle] has avoidance "
"enabled."
msgstr "如果給定的 [param obstacle] 啟用了避障,則返回 [code]true[/code]。"
msgid ""
"Returns the navigation map [RID] the requested [param obstacle] is currently "
"assigned to."
msgstr "返回請求的障礙物 [param obstacle] 目前分配的導覽地圖 [RID]。"
msgid "Returns [code]true[/code] if the specified [param obstacle] is paused."
msgstr "如果指定的 [param obstacle] 被暫停,則返回 [code]true[/code]。"
msgid ""
"If [param enabled] is [code]true[/code], the provided [param obstacle] "
"affects avoidance using agents."
msgstr ""
"如果 [param enabled],則提供的障礙物 [param obstacle] 會影響代理的避障。"
msgid "Set the obstacles's [code]avoidance_layers[/code] bitmask."
msgstr "設定障礙物的避障層 [code]avoidance_layers[/code] 位元遮罩。"
msgid "Sets the navigation map [RID] for the obstacle."
msgstr "為障礙物設定導覽地圖 [RID]。"
msgid ""
"If [param paused] is true the specified [param obstacle] will not be "
"processed, e.g. affect avoidance velocities."
msgstr ""
"如果 [param paused] 為 true則不會處理指定的障礙物 [param obstacle],例如不會"
"影響避障速度。"
msgid "Sets the position of the obstacle in world space."
msgstr "設定障礙物在世界空間中的位置。"
msgid "Sets the radius of the dynamic obstacle."
msgstr "設定動態障礙物的半徑。"
msgid ""
"Sets [param velocity] of the dynamic [param obstacle]. Allows other agents to "
"better predict the movement of the dynamic obstacle. Only works in "
"combination with the radius of the obstacle."
msgstr ""
"將動態障礙物 [param obstacle] 的速度設定為 [param velocity]。能夠讓其他代理更"
"好地預測該動態障礙物的移動。僅在與障礙物半徑一同使用時有效。"
msgid ""
"Sets the outline vertices for the obstacle. If the vertices are winded in "
"clockwise order agents will be pushed in by the obstacle, else they will be "
"pushed out."
msgstr ""
"設定障礙物的輪廓頂點。如果頂點順時針纏繞,則障礙物會將代理向內部推擠,否則向外"
"推擠。"
msgid ""
"Parses the [SceneTree] for source geometry according to the properties of "
"[param navigation_polygon]. Updates the provided [param source_geometry_data] "
"resource with the resulting data. The resource can then be used to bake a "
"navigation mesh with [method bake_from_source_geometry_data]. After the "
"process is finished the optional [param callback] will be called.\n"
"[b]Note:[/b] This function needs to run on the main thread or with a deferred "
"call as the SceneTree is not thread-safe.\n"
"[b]Performance:[/b] While convenient, reading data arrays from [Mesh] "
"resources can affect the frame rate negatively. The data needs to be received "
"from the GPU, stalling the [RenderingServer] in the process. For performance "
"prefer the use of e.g. collision shapes or creating the data arrays entirely "
"in code."
msgstr ""
"根據 [param navigation_mesh] 的屬性解析 [SceneTree] 中的源幾何體。會使用解析的"
"結果對提供的 [param source_geometry_data] 資源進行更新。後續可以在使用 "
"[method bake_from_source_geometry_data] 烘焙導覽網格時使用該資源。解析過程完成"
"後,會呼叫可選的 [param callback]。\n"
"[b]注意:[/b]因為 SceneTree 並不是執行緒安全的,所以這個函式需要在主執行緒執行"
"或使用延遲呼叫。\n"
"[b]注意:[/b]從 [Mesh] 資源讀取資料陣列雖然很方便,但會對影格率造成負面影響。"
"這些資料需要從 GPU 獲取,卡住正在處理的 [RenderingServer]。出於性能考量,請優"
"先使用碰撞形狀或在程式碼中建立完整的資料陣列等方法。"
msgid ""
"Queries a path in a given navigation map. Start and target position and other "
"parameters are defined through [NavigationPathQueryParameters2D]. Updates the "
"provided [NavigationPathQueryResult2D] result object with the path among "
"other results requested by the query."
msgstr ""
"在給定導覽地圖中查詢路徑。起點、目標點以及其他參數通過 "
"[NavigationPathQueryParameters2D] 定義。會使用路徑和其他查詢中請求的資訊更新提"
"供的 [NavigationPathQueryResult2D]。"
msgid "Creates a new region."
msgstr "建立一個新的地區。"
msgid ""
"Returns the ending point of a connection door. [param connection] is an index "
"between 0 and the return value of [method region_get_connections_count]."
msgstr ""
"返回連接門的終點。[param connection] 是一個索引,介於 0 和 [method "
"region_get_connections_count] 的返回值之間。"
msgid ""
"Returns the starting point of a connection door. [param connection] is an "
"index between 0 and the return value of [method region_get_connections_count]."
msgstr ""
"返回連接門的起點。[param connection] 是一個索引,介於 0 和 [method "
"region_get_connections_count] 的返回值之間。"
msgid ""
"Returns how many connections this [param region] has with other regions in "
"the map."
msgstr "返回 [param region] 地區與其他地區在地圖上有多少連接。"
msgid "Returns [code]true[/code] if the specified [param region] is enabled."
msgstr "如果指定的 [param agent] 處於暫停狀態,則返回 [code]true[/code]。"
msgid "Returns the enter cost of this [param region]."
msgstr "返回 [param region] 地區的進入消耗。"
msgid ""
"Returns the navigation map [RID] the requested [param region] is currently "
"assigned to."
msgstr "返回請求的 [param region] 地區所關聯的導覽地圖的 [RID]。"
msgid "Returns the region's navigation layers."
msgstr "返回該地區的導覽層。"
msgid ""
"Returns the [code]ObjectID[/code] of the object which manages this region."
msgstr "返回管理該地區物件的 [code]ObjectID[/code]。"
msgid "Returns the travel cost of this [param region]."
msgstr "返回 [param region] 地區的移動消耗。"
msgid ""
"Returns whether the navigation [param region] is set to use edge connections "
"to connect with other navigation regions within proximity of the navigation "
"map edge connection margin."
msgstr ""
"返回導覽區塊 [param region] 是否被設定為使用邊緣連接與位於導覽地圖邊緣連接邊距"
"範圍內的其他導覽區塊相連接。"
msgid ""
"Returns [code]true[/code] if the provided [param point] in world space is "
"currently owned by the provided navigation [param region]. Owned in this "
"context means that one of the region's navigation mesh polygon faces has a "
"possible position at the closest distance to this point compared to all other "
"navigation meshes from other navigation regions that are also registered on "
"the navigation map of the provided region.\n"
"If multiple navigation meshes have positions at equal distance the navigation "
"region whose polygons are processed first wins the ownership. Polygons are "
"processed in the same order that navigation regions were registered on the "
"NavigationServer.\n"
"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
"(which should be avoided in general) the result might not be what is expected."
msgstr ""
"如果提供的世界空間中的 [param point] 目前由提供的導覽區塊 [param region] 擁"
"有,則返回 [code]true[/code]。在這裡的本文中,“擁有”意味著與來自其他導覽區塊的"
"所有其他導覽網格相比,該區塊的導覽網格多邊形面中有一個距離該點最近的可能位置,"
"這些其他導覽區塊也已在提供的區塊的導覽地圖上註冊。\n"
"如果有多個導覽網格存在符合條件的位置並且距離相等,那麼其多邊形先被處理的導覽區"
"塊將贏得所有權。多邊形的處理順序與導覽區塊在 NavigationServer 上的註冊順序一"
"致。\n"
"[b]注意:[/b]如果來自不同導覽區塊的導覽網格存在重疊(通常應當避免),可能會得"
"到預料之外的結果。"
msgid ""
"If [param enabled] is [code]true[/code] the specified [param region] will "
"contribute to its current navigation map."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。"
msgid "Sets the [param enter_cost] for this [param region]."
msgstr "設定 [param region] 地區的進入消耗 [param enter_cost]。"
msgid "Sets the map for the region."
msgstr "設定該地區的地圖。"
msgid ""
"Set the region's navigation layers. This allows selecting regions from a path "
"request (when using [method NavigationServer2D.map_get_path])."
msgstr ""
"設定地區的導覽層。能夠在路徑請求中選擇地區(使用 [method NavigationServer2D."
"map_get_path] 時)。"
msgid "Sets the [param navigation_polygon] for the region."
msgstr "設定該地區的導覽多邊形 [param navigation_polygon]。"
msgid "Set the [code]ObjectID[/code] of the object which manages this region."
msgstr "設定管理該地區物件的 [code]ObjectID[/code]。"
msgid "Sets the global transformation for the region."
msgstr "設定該地區的全域變換。"
msgid "Sets the [param travel_cost] for this [param region]."
msgstr "設定 [param region] 地區的移動消耗 [param travel_cost]。"
msgid ""
"If [param enabled] is [code]true[/code], the navigation [param region] will "
"use edge connections to connect with other navigation regions within "
"proximity of the navigation map edge connection margin."
msgstr ""
"如果 [param enabled],導覽區塊 [param region] 將使用邊緣連接來與位於導覽地圖邊"
"緣連接邊距範圍內的其他導覽區塊相連接。"
msgid "If [code]true[/code] enables debug mode on the NavigationServer."
msgstr "如果為 [code]true[/code],則該 NavigationServer 啟用了除錯模式。"
msgid ""
"Emitted when a navigation map is updated, when a region moves or is modified."
msgstr "當導覽地圖更新時、地區移動或被修改時發出。"
msgid ""
"Emitted when navigation debug settings are changed. Only available in debug "
"builds."
msgstr "當導覽除錯設定更改時發出。僅在除錯版本中可用。"
msgid "A server interface for low-level 3D navigation access."
msgstr "用於存取低階 3D 導覽的伺服器介面。"
msgid ""
"NavigationServer3D is the server that handles navigation maps, regions and "
"agents. It does not handle A* navigation from [AStar3D].\n"
"Maps are made up of regions, which are made of navigation meshes. Together, "
"they define the navigable areas in the 3D world.\n"
"[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next "
"physics frame and not immediately. This includes all changes made to maps, "
"regions or agents by navigation-related nodes in the scene tree or made "
"through scripts.\n"
"For two regions to be connected to each other, they must share a similar "
"edge. An edge is considered connected to another if both of its two vertices "
"are at a distance less than [code]edge_connection_margin[/code] to the "
"respective other edge's vertex.\n"
"You may assign navigation layers to regions with [method NavigationServer3D."
"region_set_navigation_layers], which then can be checked upon when requesting "
"a path with [method NavigationServer3D.map_get_path]. This can be used to "
"allow or deny certain areas for some objects.\n"
"To use the collision avoidance system, you may use agents. You can set an "
"agent's target velocity, then the servers will emit a callback with a "
"modified velocity.\n"
"[b]Note:[/b] The collision avoidance system ignores regions. Using the "
"modified velocity directly may move an agent outside of the traversable area. "
"This is a limitation of the collision avoidance system, any more complex "
"situation may require the use of the physics engine.\n"
"This server keeps tracks of any call and executes them during the sync phase. "
"This means that you can request any change to the map, using any thread, "
"without worrying."
msgstr ""
"NavigationServer3D 是負責處理導覽地圖、區塊、代理的伺服器。不負責處理 "
"[AStar3D] 的 A* 導覽。\n"
"地圖由區塊組成,區塊由導覽網格組成。它們共同定義了 3D 空間中的可達區域。\n"
"[b]注意:[/b]大多數 [NavigationServer3D] 的更改都是在下一個物理影格進行的,不"
"會立即生效。包括所有對地圖、區塊、代理的更改,無論是通過場景樹中導覽相關的節點"
"作出的更改,還是通過腳本作出的更改。\n"
"兩個區塊必須共用一條相似的邊才能相連。如果一條邊的兩個頂點與另一條邊上相應頂點"
"的距離都小於 [code]edge_connection_margin[/code],那麼就會認為這兩條邊是相連"
"的。\n"
"可以使用 [method NavigationServer3D.region_set_navigation_layers] 為區塊分配導"
"覽層,使用 [method NavigationServer3D.map_get_path] 請求路徑時會對導覽層進行檢"
"查。可用於允許或禁止某些物件進入特定的區域。\n"
"使用碰撞躲避系統就需要使用代理。你可以為代理設定目標速度,然後伺服器就會發出回"
"呼函式,提供修改後的速度。\n"
"[b]注意:[/b]碰撞躲避系統並不考慮區塊。直接使用修改後的速度可能會將代理移動到"
"可達區域之外。這是碰撞躲避系統的缺陷,更複雜的場合可能需要使用物理引擎。\n"
"伺服器會對所有呼叫進行追蹤,並在同步階段執行。這意味著你可以放心地從任何執行緒"
"請求對地圖作出任何修改。"
msgid ""
"Returns [code]true[/code] if the provided [param agent] has avoidance enabled."
msgstr "如果指定代理 [param agent] 啟用了避障,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the provided [param agent] uses avoidance in 3D "
"space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z)."
msgstr ""
"如果指定代理 [param agent] 使用 3D 空間 Vector3(x,y,z) 的避障而不是水平 2D "
"Vector2(x,y) / Vector3(x,0.0,z) 避障,則返回 [code]true[/code]。"
msgid ""
"If [param enabled] is [code]true[/code], the provided [param agent] "
"calculates avoidance."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。"
msgid "Updates the provided [param agent] [param height]."
msgstr "更新指定代理 [param agent] 的高度 [param height]。"
msgid ""
"Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance "
"is enabled.\n"
"If [code]true[/code] the agent calculates avoidance velocities in 3D for the "
"xyz-axis, e.g. for games that take place in air, unterwater or space. The 3D "
"using agent only avoids other 3D avoidance using agent's. The 3D using agent "
"only reacts to radius based avoidance obstacles. The 3D using agent ignores "
"any vertices based obstacles. The 3D using agent only avoids other 3D using "
"agent's.\n"
"If [code]false[/code] the agent calculates avoidance velocities in 2D along "
"the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D "
"avoidance using agent's. The 2D using agent reacts to radius avoidance "
"obstacles. The 2D using agent reacts to vertices based avoidance obstacles. "
"The 2D using agent only avoids other 2D using agent's. 2D using agents will "
"ignore other 2D using agents or obstacles that are below their current "
"position or above their current position including the agents height in 2D "
"avoidance."
msgstr ""
"設定該代理在啟用避障時使用 2D 避障還是 3D 避障。\n"
"如果為 [code]true[/code],則代理會為 XYZ 軸計算 3D 避障速度,例如在空中、水"
"中、太空中進行的遊戲。使用 3D 的代理只會躲避其他使用 3D 避障的代理。使用 3D 的"
"代理只會回應基於半徑的避障障礙物。使用 3D 的代理會忽略基於頂點的障礙物。使用 "
"3D 的代理只會躲避其他使用 3D 的代理。\n"
"如果為 [code]false[/code],則代理會沿 XZ 軸計算 2D 避障速度,忽略 Y 軸。使用 "
"2D 的代理只會躲避其他使用 2D 避障的代理。使用 2D 的代理會回應基於半徑的避障障"
"礙物。使用 2D 的代理會回應基於頂點的避障障礙物。使用 2D 的代理只會躲避其他使"
"用 2D 的代理。在 2D 避障時,使用 2D 的代理會忽略它們位於目前位置之下或者位於目"
"前位置與代理高度之和之上的其他使用 2D 的代理和障礙物。"
msgid ""
"Sets [param velocity] as the new wanted velocity for the specified [param "
"agent]. The avoidance simulation will try to fulfill this velocity if "
"possible but will modify it to avoid collision with other agent's and "
"obstacles. When an agent is teleported to a new position use [method "
"agent_set_velocity_forced] as well to reset the internal simulation velocity."
msgstr ""
"將 [param velocity] 設定為指定代理 [param agent] 的新的需求速度。避障模擬會盡"
"可能嘗試滿足這個速度,但為了躲避與其他代理和障礙物的碰撞也會對它進行修改。將代"
"理傳送至新的位置時,請使用 [method agent_set_velocity_forced] 重設內部模擬速"
"度。"
msgid ""
"Replaces the internal velocity in the collision avoidance simulation with "
"[param velocity] for the specified [param agent]. When an agent is teleported "
"to a new position this function should be used in the same frame. If called "
"frequently this function can get agents stuck."
msgstr ""
"將指定代理 [param agent] 的避障模擬內部速度替換為 [param velocity]。將代理傳送"
"至新的位置時,應該在同一影格裡使用這個函式。頻繁呼叫這個函式可能讓代理卡住。"
msgid ""
"Bakes the provided [param navigation_mesh] with the data from the provided "
"[param source_geometry_data] as an async task running on a background thread. "
"After the process is finished the optional [param callback] will be called."
msgstr ""
"使用 [param source_geometry_data] 中提供的資料對 [param navigation_mesh] 進行"
"烘焙。烘焙過程結束後,會呼叫可選的 [param callback]。"
msgid ""
"Returns information about the current state of the NavigationServer. See "
"[enum ProcessInfo] for a list of available states."
msgstr ""
"返回有關 NavigationServer 目前狀態的資訊。有關可用狀態的列表,請參閱 [enum "
"ProcessInfo]。"
msgid ""
"Set the links's navigation layers. This allows selecting links from a path "
"request (when using [method NavigationServer3D.map_get_path])."
msgstr ""
"設定該連結的導覽層。這允許從路徑請求中選擇連結(當使用 [method "
"NavigationServer3D.map_get_path] 時)。"
msgid ""
"Returns the map cell height used to rasterize the navigation mesh vertices on "
"the Y axis."
msgstr "返回在 Y 軸上柵格化導覽網格頂點所使用的地圖儲存格高度。"
msgid ""
"Returns the map cell size used to rasterize the navigation mesh vertices on "
"the XZ plane."
msgstr "返回在 XZ 平面上柵格化導覽網格頂點所使用的地圖儲存格大小。"
msgid ""
"Returns the normal for the point returned by [method map_get_closest_point]."
msgstr "返回 [method map_get_closest_point] 所返回的點的法線。"
msgid ""
"Returns the closest point between the navigation surface and the segment."
msgstr "返回導覽表面與該線段之間最接近的點。"
msgid ""
"Returns the edge connection margin of the map. This distance is the minimum "
"vertex distance needed to connect two edges from different regions."
msgstr ""
"返回地圖的邊界連接邊距。這是讓兩個不同地區的邊界相連所需的最小頂點距離。"
msgid "Returns the map's up direction."
msgstr "返回地圖的上方向。"
msgid ""
"Returns true if the navigation [param map] allows navigation regions to use "
"edge connections to connect with other navigation regions within proximity of "
"the navigation map edge connection margin."
msgstr ""
"如果導覽地圖 [param map] 允許導覽區塊使用邊緣連接與位於導覽地圖邊緣連接邊距範"
"圍內的其他導覽區塊相連接,則返回 true。"
msgid ""
"Sets the map cell height used to rasterize the navigation mesh vertices on "
"the Y axis. Must match with the cell height of the used navigation meshes."
msgstr ""
"設定在 Y 軸上柵格化導覽網格頂點所使用的地圖儲存格高度。必須與所使用的導覽網格"
"的儲存格高度相配對。"
msgid ""
"Sets the map cell size used to rasterize the navigation mesh vertices on the "
"XZ plane. Must match with the cell size of the used navigation meshes."
msgstr ""
"設定在 XZ 平面上柵格化導覽網格頂點所使用的地圖儲存格大小。必須與所使用的導覽網"
"格的儲存格大小相配對。"
msgid "Sets the map up direction."
msgstr "設定地圖的上方向。"
msgid "Creates a new obstacle."
msgstr "新建障礙物。"
msgid ""
"Returns [code]true[/code] if the provided [param obstacle] uses avoidance in "
"3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,"
"z)."
msgstr ""
"如果提供的 [param obstacle] 使用 3D 空間的 Vector3(x,y,z),不使用水平 2D "
"Vector2(x,y) / Vector3(x,0.0,z),則返回 [code]true[/code]。"
msgid ""
"Sets the [param height] for the [param obstacle]. In 3D agents will ignore "
"obstacles that are above or below them while using 2D avoidance."
msgstr ""
"設定 [param obstacle] 的高度 [param height]。3D 代理會忽略位於其上方和下方的障"
"礙物,使用 2D 避障。"
msgid "Assigns the [param obstacle] to a navigation map."
msgstr "將 [param obstacle] 分配給導覽地圖。"
msgid "Updates the [param position] in world space for the [param obstacle]."
msgstr "為 [param obstacle] 更新世界空間中的位置 [param position]。"
msgid ""
"Sets if the [param obstacle] uses the 2D avoidance or the 3D avoidance while "
"avoidance is enabled."
msgstr "設定 [param obstacle] 在啟用避障時使用 2D 避障還是 3D 避障。"
msgid ""
"Queries a path in a given navigation map. Start and target position and other "
"parameters are defined through [NavigationPathQueryParameters3D]. Updates the "
"provided [NavigationPathQueryResult3D] result object with the path among "
"other results requested by the query."
msgstr ""
"在給定導覽地圖中查詢路徑。起點、目標點以及其他參數通過 "
"[NavigationPathQueryParameters3D] 定義。會使用路徑和其他查詢中請求的資訊更新提"
"供的 [NavigationPathQueryResult3D]。"
msgid ""
"Bakes the [param navigation_mesh] with bake source geometry collected "
"starting from the [param root_node].\n"
"[i]Deprecated.[/i] This function is deprecated due to core threading changes. "
"To upgrade existing code, first create a [NavigationMeshSourceGeometryData3D] "
"resource. Use this resource with [method parse_source_geometry_data] to parse "
"the SceneTree for nodes that should contribute to the navigation mesh baking. "
"The SceneTree parsing needs to happen on the main thread. After the parsing "
"is finished use the resource with [method bake_from_source_geometry_data] to "
"bake a navigation mesh."
msgstr ""
"由於核心多執行緒方面的更改,烘焙功能已廢棄。更新現有程式碼時,請先建立一個 "
"[NavigationMeshSourceGeometryData3D] 資源。呼叫 [method "
"parse_source_geometry_data] 來解析 SceneTree 中影響導覽網格烘焙的節點時請使用"
"該資源。對 SceneTree 的解析需要在主執行緒進行。解析完成後,請在呼叫 [method "
"bake_from_source_geometry_data] 時使用該資源對導覽網格進行烘焙。"
msgid ""
"Returns true if the navigation [param region] is set to use edge connections "
"to connect with other navigation regions within proximity of the navigation "
"map edge connection margin."
msgstr ""
"如果導覽區塊 [param region] 被設定為使用邊緣連接與位於導覽地圖邊緣連接邊距範圍"
"內的其他導覽區塊相連接,則返回 true。"
msgid ""
"If [param enabled] is [code]true[/code], the specified [param region] will "
"contribute to its current navigation map."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則指定的 [param agent] 使用避障。"
msgid ""
"Set the region's navigation layers. This allows selecting regions from a path "
"request (when using [method NavigationServer3D.map_get_path])."
msgstr ""
"設定地區的導覽層。能夠在路徑請求中選擇地區(使用 [method NavigationServer3D."
"map_get_path])。"
msgid "Sets the navigation mesh for the region."
msgstr "設定該地圖的導覽網格。"
msgid "Control activation of this server."
msgstr "控制這個伺服器是否啟動。"
msgid ""
"Emitted when avoidance debug settings are changed. Only available in debug "
"builds."
msgstr "當避障除錯設定更改時發出。僅在除錯版本中可用。"
msgid "Constant to get the number of active navigation maps."
msgstr "常數,用於獲取活動導覽地圖的數量。"
msgid "Constant to get the number of active navigation regions."
msgstr "常數,用於獲取活動導覽地區的數量。"
msgid ""
"Constant to get the number of active navigation agents processing avoidance."
msgstr "常數,用於獲取正在進行避障的活動導覽代理的數量。"
msgid "Constant to get the number of active navigation links."
msgstr "常數,用於獲取活動導覽連結的數量。"
msgid "Constant to get the number of navigation mesh polygons."
msgstr "常數,用於獲取導覽網格多邊形的數量。"
msgid "Constant to get the number of navigation mesh polygon edges."
msgstr "常數,用於獲取導覽網格多邊形的邊的數量。"
msgid ""
"Constant to get the number of navigation mesh polygon edges that were merged "
"due to edge key overlap."
msgstr "常數,用於獲取由於邊鍵重疊而被合併的導覽網格多邊形的邊的數量。"
msgid ""
"Constant to get the number of navigation mesh polygon edges that are "
"considered connected by edge proximity."
msgstr "常數,用以獲取被認為由於邊接近而連接的導覽網格多邊形的邊的數量。"
msgid ""
"Constant to get the number of navigation mesh polygon edges that could not be "
"merged but may be still connected by edge proximity or with links."
msgstr ""
"常數,用於獲取無法合併但仍可通過邊接近或連結連接的導覽網格多邊形的邊的數量。"
msgid ""
"A control that displays a texture by keeping its corners intact, but tiling "
"its edges and center."
msgstr "顯示紋理的控制項,會保持角落不變,但平鋪邊緣和中心。"
msgid ""
"Also known as 9-slice panels, [NinePatchRect] produces clean panels of any "
"size based on a small texture. To do so, it splits the texture in a 3×3 grid. "
"When you scale the node, it tiles the texture's edges horizontally or "
"vertically, tiles the center on both axes, and leaves the corners unchanged."
msgstr ""
"也叫 9 片式面板,[NinePatchRect] 能夠根據較小的紋理,生成任何大小的乾淨面板。"
"為了做到這一點,它將紋理分割成 3×3 的網格。當你縮放節點時,它會在水平或垂直方"
"向上平鋪紋理的側邊,在兩個軸上平鋪中心,但不會縮放或平鋪角落。"
msgid "Returns the size of the margin on the specified [enum Side]."
msgstr "返回指定 [enum Side] 的邊距大小。"
msgid ""
"Sets the size of the margin on the specified [enum Side] to [param value] "
"pixels."
msgstr "將給定 [enum Side] 的邊距大小設定為 [param value] 圖元。"
msgid ""
"The stretch mode to use for horizontal stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
"水平拉伸/平鋪時使用的拉伸模式。可能的取值見 [enum NinePatchRect."
"AxisStretchMode]。"
msgid ""
"The stretch mode to use for vertical stretching/tiling. See [enum "
"NinePatchRect.AxisStretchMode] for possible values."
msgstr ""
"用於垂直拉伸/平鋪的拉伸模式。可能的取值見 [enum NinePatchRect."
"AxisStretchMode]。"
msgid ""
"If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
"borders."
msgstr "如果為 [code]true[/code]則繪製面板的中心。否則只畫9-slice的邊框。"
msgid ""
"The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's "
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片底行的高度。邊距為 16 意味著 9-切片的底角和側面將有 16 圖元的高度。你可"
"以單獨設定所有 4 個邊距值,來建立有非均勻邊框的面板。"
msgid ""
"The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
"left corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片左列的寬度。邊距為 16 意味著 9-切片的左角和側面將有 16 圖元的寬度。你可"
"以單獨設定所有 4 個邊距值,來建立有非均勻邊框的面板。"
msgid ""
"The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
"right corners and side will have a width of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"9-切片右列的寬度。邊距為 16 意味著 9-切片的右角和側面將有 16 圖元的寬度。你可"
"以單獨設定所有 4 個邊距值,來建立有非均勻邊框的面板。"
msgid ""
"The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
"corners and side will have a height of 16 pixels. You can set all 4 margin "
"values individually to create panels with non-uniform borders."
msgstr ""
"9-切片頂行的高度。邊距為 16 意味著 9-切片的頂角和側面將有 16 圖元的高度。你可"
"以單獨設定所有 4 個邊距值,來建立有非均勻邊框的面板。"
msgid ""
"Rectangular region of the texture to sample from. If you're working with an "
"atlas, use this property to define the area the 9-slice should use. All other "
"properties are relative to this one. If the rect is empty, NinePatchRect will "
"use the whole texture."
msgstr ""
"要取樣的紋理的矩形區域。如果你正在使用一個合集,使用這個屬性來定義 9-切片應該"
"使用的區域。所有其他屬性都是相對於這個屬性而言的。如果矩形為空NinePatchRect "
"將使用整個紋理。"
msgid "The node's texture resource."
msgstr "節點的紋理資源。"
msgid "Emitted when the node's texture changes."
msgstr "當節點的紋理發生變化時觸發。"
msgid ""
"Stretches the center texture across the NinePatchRect. This may cause the "
"texture to be distorted."
msgstr "在 NinePatchRect 上拉伸中心紋理。這可能會導致紋理失真。"
msgid ""
"Repeats the center texture across the NinePatchRect. This won't cause any "
"visible distortion. The texture must be seamless for this to work without "
"displaying artifacts between edges."
msgstr ""
"在 NinePatchRect 上重複中心紋理。這不會導致任何可見的失真。 紋理必須是無縫的,"
"這樣才能在邊緣之間不顯示偽影。"
msgid ""
"Repeats the center texture across the NinePatchRect, but will also stretch "
"the texture to make sure each tile is visible in full. This may cause the "
"texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. "
"The texture must be seamless for this to work without displaying artifacts "
"between edges."
msgstr ""
"在 NinePatchRect 上重複中心紋理,但也會拉伸紋理以確保每個圖塊都完整可見。這可"
"能會導致紋理扭曲,但少於 [constant AXIS_STRETCH_MODE_STRETCH]。紋理必須是無縫"
"的,這樣才能在邊緣之間不顯示偽影。"
msgid "Base class for all scene objects."
msgstr "所有場景物件的基底類別。"
msgid ""
"Nodes are Godot's building blocks. They can be assigned as the child of "
"another node, resulting in a tree arrangement. A given node can contain any "
"number of nodes as children with the requirement that all siblings (direct "
"children of a node) should have unique names.\n"
"A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk and "
"then instantiated into other scenes. This allows for very high flexibility in "
"the architecture and data model of Godot projects.\n"
"[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
"node is added to the scene tree, it receives the [constant "
"NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
"is triggered. Child nodes are always added [i]after[/i] their parent node, i."
"e. the [method _enter_tree] callback of a parent node will be triggered "
"before its child's.\n"
"Once all nodes have been added in the scene tree, they receive the [constant "
"NOTIFICATION_READY] notification and their respective [method _ready] "
"callbacks are triggered. For groups of nodes, the [method _ready] callback is "
"called in reverse order, starting with the children and moving up to the "
"parent nodes.\n"
"This means that when adding a node to the scene tree, the following order "
"will be used for the callbacks: [method _enter_tree] of the parent, [method "
"_enter_tree] of the children, [method _ready] of the children and finally "
"[method _ready] of the parent (recursively for the entire scene tree).\n"
"[b]Processing:[/b] Nodes can override the \"process\" state, so that they "
"receive a callback on each frame requesting them to process (do something). "
"Normal processing (callback [method _process], toggled with [method "
"set_process]) happens as fast as possible and is dependent on the frame rate, "
"so the processing time [i]delta[/i] (in seconds) is passed as an argument. "
"Physics processing (callback [method _physics_process], toggled with [method "
"set_physics_process]) happens a fixed number of times per second (60 by "
"default) and is useful for code related to the physics engine.\n"
"Nodes can also process input events. When present, the [method _input] "
"function will be called for each input that the program receives. In many "
"cases, this can be overkill (unless used for simple projects), and the "
"[method _unhandled_input] function might be preferred; it is called when the "
"input event was not handled by anyone else (typically, GUI [Control] nodes), "
"ensuring that the node only receives the events that were meant for it.\n"
"To keep track of the scene hierarchy (especially when instancing scenes into "
"other scenes), an \"owner\" can be set for the node with the [member owner] "
"property. This keeps track of who instantiated what. This is mostly useful "
"when writing editors and tools, though.\n"
"Finally, when a node is freed with [method Object.free] or [method "
"queue_free], it will also free all its children.\n"
"[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy to "
"manage, you could create groups like \"enemies\" or \"collectables\" for "
"example, depending on your game. See [method add_to_group], [method "
"is_in_group] and [method remove_from_group]. You can then retrieve all nodes "
"in these groups, iterate them and even call methods on groups via the methods "
"on [SceneTree].\n"
"[b]Networking with nodes:[/b] After connecting to a server (or making one, "
"see [ENetMultiplayerPeer]), it is possible to use the built-in RPC (remote "
"procedure call) system to communicate over the network. By calling [method "
"rpc] with a method name, it will be called locally and in all connected peers "
"(peers = clients and the server that accepts connections). To identify which "
"node receives the RPC call, Godot will use its [NodePath] (make sure node "
"names are the same on all peers). Also, take a look at the high-level "
"networking tutorial and corresponding demos.\n"
"[b]Note:[/b] The [code]script[/code] property is part of the [Object] class, "
"not [Node]. It isn't exposed like most properties but does have a setter and "
"getter ([code]set_script()[/code] and [code]get_script()[/code])."
msgstr ""
"節點是 Godot 的建構模組。它們可以被指定為另一個節點的子節點,從而形成樹狀排"
"列。一個給定的節點可以包含任意數量的節點作為子節點,要求所有的兄弟節點(即該節"
"點的直接子節點)的名字唯一。\n"
"節點樹被稱為[i]場景[/i]。場景可以被保存到磁片上,然後被產生實體到其他場景中。"
"這使得 Godot 專案的架構和資料模型具有非常高的靈活性。\n"
"[b]場景樹:[/b][SceneTree] 包含活動的節點樹。當一個節點被新增到場景樹中時,它"
"將收到 [constant NOTIFICATION_ENTER_TREE] 通知,並觸發其 [method _enter_tree] "
"回呼函式。子節點總是在其父節點[i]之後[/i]被新增,即父節點的 [method "
"_enter_tree] 回呼函式將在其子節點的之前被觸發。\n"
"一旦所有的節點被新增到場景樹中,它們就會收到 [constant NOTIFICATION_READY] 通"
"知,其各自的 [method _ready] 回呼函式被觸發。對於一組節點,[method _ready] 回"
"呼函式是按相反的順序呼叫的,從子節點開始,向上移動到父節點。\n"
"這意味著,當把一個節點新增到場景樹中時,將使用下面的順序進行回呼函式:父節點"
"的 [method _enter_tree]、子節點的 [method _enter_tree]、子節點的 [method "
"_ready],最後是父節點的 [method _ready](對整個場景樹進行遞迴)。\n"
"[b]處理:[/b]節點可以覆蓋“處理”狀態,以便它們在每一影格上都收到回呼函式,要求"
"它們進行處理(做一些事情)。普通處理(回呼函式 [method _process],可以使用 "
"[method set_process] 開關)會盡可能快地發生,並且取決於影格率,所以處理時間 "
"[i]delta[/i](單位為秒)會作為參數傳入。物理處理(回呼函式 [method "
"_physics_process],可以使用 [method set_physics_process] 開關)每秒發生固定次"
"數(預設為 60對物理引擎相關的程式碼很有用。\n"
"節點也可以處理輸入事件。存在 [method _input] 函式時,程式每收到一次輸入都會去"
"呼叫它。在許多情況下,這麼做是大材小用了(除非是用於簡單的專案),用 [method "
"_unhandled_input] 函式可能更合適;當輸入事件沒有被其他節點(通常是 GUI "
"[Control] 節點)處理時,才會呼叫這個函式,可以確保節點只接收到它該收到的事"
"件。\n"
"為了記錄場景的層次結構(尤其是在將場景產生實體到其他場景時)可以用 [member "
"owner] 屬性為節點設定一個“所有者”。它記錄的是誰產生實體了什麼。這在編寫編輯器"
"和工具時非常有用。\n"
"最後,當一個節點被 [method Object.free] 或 [method queue_free] 釋放時,它也將"
"釋放它的所有子節點。\n"
"[b]群組:[/b]節點可以被新增到很多的組中,以方便管理,你可以根據自己遊戲的需要"
"來建立類似“敵人”或“收集品”這樣的組。見 [method add_to_group]、[method "
"is_in_group] 和 [method remove_from_group]。加入組後,你可以檢索這些組中的所有"
"節點,對它們進行反覆運算,甚至通過 [SceneTree] 中的方法呼叫組內方法。\n"
"[b]節點的網路程式設計:[/b]在連接到伺服器(或製作伺服器,見 "
"[ENetMultiplayerPeer])之後,可以使用內建的 RPC遠端程式呼叫系統在網路上進"
"行通信。在呼叫 [method rpc] 時傳入方法名,將在本地和所有已連接的對等體中呼叫對"
"應的方法(對等體=使用者端和接受連接的伺服器)。為了識別哪個節點收到 RPC 調用,"
"Godot 將使用它的 [NodePath](請確保所有對等體上的節點名稱相同)。另外,請參閱"
"高級網路教學和相應的演示。\n"
"[b]注意:[/b][code]script[/code] 屬性是 [Object] 類的一部分,不屬於 [Node]。這"
"個屬性暴露的方式和其他屬性不同,但提供了 setter 和 getter[code]set_script()"
"[/code] 和 [code]get_script()[/code])。"
msgid "Nodes and scenes"
msgstr "節點與場景"
msgid "All Demos"
msgstr "所有演示"
msgid ""
"Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
"changing, or after calling [method add_child] in a script). If the node has "
"children, its [method _enter_tree] callback will be called first, and then "
"that of the children.\n"
"Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in [method "
"Object._notification]."
msgstr ""
"當節點進入 [SceneTree] 時呼叫(例如產生實體時,場景改變時,或者在腳本中呼叫 "
"[method add_child] 後)。如果節點有子節點,則首先呼叫它的 [method "
"_enter_tree] 回呼函式,然後再呼叫子節點的回呼函式。\n"
"對應於 [method Object._notification] 中的 [constant NOTIFICATION_ENTER_TREE] "
"通知。"
msgid ""
"Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
"scene changing, or after calling [method remove_child] in a script). If the "
"node has children, its [method _exit_tree] callback will be called last, "
"after all its children have left the tree.\n"
"Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method "
"Object._notification] and signal [signal tree_exiting]. To get notified when "
"the node has already left the active tree, connect to the [signal "
"tree_exited]."
msgstr ""
"當節點即將離開 [SceneTree] 時被呼叫(例如,在釋放、場景改變或在腳本中呼叫 "
"[method remove_child] 後)。如果該節點有子節點,它的 [method _exit_tree] 回呼"
"函式將在所有子節點離開樹後被最後呼叫。\n"
"對應於 [method Object._notification] 中的 [constant NOTIFICATION_EXIT_TREE] 通"
"知和 [signal tree_exiting] 訊號。要在節點已經離開活動樹時得到通知,請連接到 "
"[signal tree_exited]。"
msgid ""
"The elements in the array returned from this method are displayed as warnings "
"in the Scene dock if the script that overrides it is a [code]tool[/code] "
"script.\n"
"Returning an empty array produces no warnings.\n"
"Call [method update_configuration_warnings] when the warnings need to be "
"updated for this node.\n"
"[codeblock]\n"
"@export var energy = 0:\n"
" set(value):\n"
" energy = value\n"
" update_configuration_warnings()\n"
"\n"
"func _get_configuration_warnings():\n"
" if energy < 0:\n"
" return [\"Energy must be 0 or greater.\"]\n"
" else:\n"
" return []\n"
"[/codeblock]"
msgstr ""
"如果覆蓋這個方法的腳本是 [code]tool[/code] 腳本,那麼這個函式所返回的陣列中的"
"元素會在“場景”面板中顯示為警告。\n"
"返回空陣列不會生成警告。\n"
"這個節點的警告需要更新時,請呼叫 [method update_configuration_warnings]。\n"
"[codeblock]\n"
"@export var energy = 0:\n"
" set(value):\n"
" energy = value\n"
" update_configuration_warnings()\n"
"\n"
"func _get_configuration_warnings():\n"
" if energy < 0:\n"
" return [\"Energy 必須大於等於 0。\"]\n"
" else:\n"
" return []\n"
"[/codeblock]"
msgid ""
"Called when there is an input event. The input event propagates up through "
"the node tree until a node consumes it.\n"
"It is only called if input processing is enabled, which is done automatically "
"if this method is overridden, and can be toggled with [method "
"set_process_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"For gameplay input, [method _unhandled_input] and [method "
"_unhandled_key_input] are usually a better fit as they allow the GUI to "
"intercept the events first.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"有輸入事件時會被呼叫。輸入事件會沿節點樹向上傳播,直到有節點將其消耗。\n"
"只有在啟用輸入處理時才會被呼叫,如果該方法被重寫則會自動啟用,可以使用 "
"[method set_process_input] 進行切換。\n"
"要消耗輸入事件,阻止它進一步傳播到其他節點,可以呼叫 [method Viewport."
"set_input_as_handled]。\n"
"對於遊戲輸入,[method _unhandled_input] 和 [method _unhandled_key_input] 通常"
"更適合,因為它們允許 GUI 首先攔截事件。\n"
"[b]注意:[/b]僅當該節點存在於場景樹中時(即不是孤立節點),此方法才會被呼叫。"
msgid ""
"Called during the physics processing step of the main loop. Physics "
"processing means that the frame rate is synced to the physics, i.e. the "
"[param delta] variable should be constant. [param delta] is in seconds.\n"
"It is only called if physics processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_physics_process].\n"
"Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in "
"[method Object._notification].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"在主迴圈的物理處理步驟中被呼叫。物理處理意味著影格率與物理同步,即 [param "
"delta] 變數應該是常數。 [param delta] 的單位是秒。\n"
"只有當物理處理被啟用時才會被呼叫,如果這個方法被重寫,就會自動被呼叫,並且可以"
"使用 [method set_physics_process] 進行切換。\n"
"對應於 [method Object._notification] 中的 [constant "
"NOTIFICATION_PHYSICS_PROCESS] 通知。\n"
"[b]注意:[/b]這個方法只有在當節點存在於場景樹中時才會被呼叫(也就是說,如果它"
"不是“孤兒”)。"
msgid ""
"Called during the processing step of the main loop. Processing happens at "
"every frame and as fast as possible, so the [param delta] time since the "
"previous frame is not constant. [param delta] is in seconds.\n"
"It is only called if processing is enabled, which is done automatically if "
"this method is overridden, and can be toggled with [method set_process].\n"
"Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method "
"Object._notification].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"在主迴圈的處理步驟中被呼叫。處理發生在每一影格,並且盡可能快,所以從上一影格開"
"始的 [param delta] 時間不是恒定的。[param delta] 的單位是秒。\n"
"只有在啟用處理的情況下才會被呼叫,如果這個方法被重寫,會自動進行處理,可以用 "
"[method set_process] 來開關。\n"
"對應於 [method Object._notification] 中的 [constant NOTIFICATION_PROCESS] 通"
"知。\n"
"[b]注意:[/b]這個方法只有在節點存在於場景樹中時才會被呼叫(也就是說,如果它不"
"是“孤兒”)。"
msgid ""
"Called when an [InputEventKey] or [InputEventShortcut] hasn't been consumed "
"by [method _input] or any GUI [Control] item. It is called before [method "
"_unhandled_key_input] and [method _unhandled_input]. The input event "
"propagates up through the node tree until a node consumes it.\n"
"It is only called if shortcut processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_shortcut_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"This method can be used to handle shortcuts. For generic GUI events, use "
"[method _input] instead. Gameplay events should usually be handled with "
"either [method _unhandled_input] or [method _unhandled_key_input].\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not orphan)."
msgstr ""
"當一個 [InputEventKey] 或 [InputEventShortcut],尚未被 [method _input] 或任何 "
"GUI [Control] 項使用時呼叫。這是在 [method _unhandled_key_input] 和 [method "
"_unhandled_input] 之前呼叫的。輸入事件通過節點樹向上傳播,直到一個節點消耗"
"它。\n"
"它僅在啟用快捷鍵處理時呼叫,如果此方法被覆蓋,則會自動呼叫,並且可以使用 "
"[method set_process_shortcut_input] 進行開關。\n"
"要消耗輸入事件,並阻止它進一步傳播到其他節點,可以呼叫 [method Viewport."
"set_input_as_handled]。\n"
"此方法可用於處理快捷鍵。如果是常規的 GUI 事件,請改用 [method _input]。遊戲事"
"件通常應該使用 [method _unhandled_input] 或 [method _unhandled_key_input] 處"
"理。\n"
"[b]注意:[/b]僅當該節點存在於場景樹中(即它不是一個孤兒節點)時,此方法才會被"
"呼叫。"
msgid ""
"Called when an [InputEvent] hasn't been consumed by [method _input] or any "
"GUI [Control] item. It is called after [method _shortcut_input] and after "
"[method _unhandled_key_input]. The input event propagates up through the node "
"tree until a node consumes it.\n"
"It is only called if unhandled input processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_unhandled_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"For gameplay input, this method is usually a better fit than [method _input], "
"as GUI events need a higher priority. For keyboard shortcuts, consider using "
"[method _shortcut_input] instead, as it is called before this method. "
"Finally, to handle keyboard events, consider using [method "
"_unhandled_key_input] for performance reasons.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"當一個 [InputEvent] 尚未被 [method _input] 或任何 GUI [Control] 項消耗時呼叫。"
"這是在 [method _shortcut_input] 和 [method _unhandled_key_input] 之後呼叫的。"
"輸入事件通過節點樹向上傳播,直到一個節點消耗它。\n"
"只有在未處理的輸入處理被啟用時,才會被呼叫,如果該方法被重寫,則會自動被呼叫,"
"並且可以使用 [method set_process_unhandled_input] 進行切換。\n"
"要消耗輸入事件,並阻止它進一步傳播到其他節點,可以呼叫 [method Viewport."
"set_input_as_handled]。\n"
"對於遊戲輸入,這個方法通常比 [method _input] 更合適,因為 GUI 事件需要更高的優"
"先順序。對於鍵盤快捷鍵,請考慮改用 [method _shortcut_input],因為是在這個方法"
"之前呼叫的。最後,如果要處理鍵盤事件,那麼出於性能方面的原因請考慮使用 "
"[method _unhandled_key_input]。\n"
"[b]注意:[/b]僅當該節點存在於場景樹中(即不是孤兒節點)時,該方法才會被呼叫。"
msgid ""
"Called when an [InputEventKey] hasn't been consumed by [method _input] or any "
"GUI [Control] item. It is called after [method _shortcut_input] but before "
"[method _unhandled_input]. The input event propagates up through the node "
"tree until a node consumes it.\n"
"It is only called if unhandled key input processing is enabled, which is done "
"automatically if this method is overridden, and can be toggled with [method "
"set_process_unhandled_key_input].\n"
"To consume the input event and stop it propagating further to other nodes, "
"[method Viewport.set_input_as_handled] can be called.\n"
"This method can be used to handle Unicode character input with [kbd]Alt[/"
"kbd], [kbd]Alt + Ctrl[/kbd], and [kbd]Alt + Shift[/kbd] modifiers, after "
"shortcuts were handled.\n"
"For gameplay input, this and [method _unhandled_input] are usually a better "
"fit than [method _input], as GUI events should be handled first. This method "
"also performs better than [method _unhandled_input], since unrelated events "
"such as [InputEventMouseMotion] are automatically filtered. For shortcuts, "
"consider using [method _shortcut_input] instead.\n"
"[b]Note:[/b] This method is only called if the node is present in the scene "
"tree (i.e. if it's not an orphan)."
msgstr ""
"當 [InputEventKey] 沒有被 [method _input] 或任何 GUI [Control] 專案消耗時呼"
"叫。這是在 [method _shortcut_input] 之後、[method _unhandled_input] 之前呼叫"
"的。輸入事件通過節點樹向上傳播,直到某個節點將其消耗。\n"
"只有在啟用了未處理按鍵輸入處理時才會被呼叫,如果覆蓋了這個方法就會自動啟用,並"
"且可以用 [method set_process_unhandled_key_input] 來開關。\n"
"要消耗輸入事件並阻止它進一步傳播到其他節點,可以呼叫 [method Viewport."
"set_input_as_handled]。\n"
"在處理快捷鍵後,此方法可用於使用 [kbd]Alt[/kbd]、[kbd]Alt + Ctrl[/kbd] 和 "
"[kbd]Alt + Shift[/kbd] 修飾符處理 Unicode 字元輸入。\n"
"對於遊戲輸入,這和 [method _unhandled_input] 通常比 [method _input] 更適合,因"
"為應該先處理 GUI 事件。該方法的性能也比 [method _unhandled_input] 更好,因為 "
"[InputEventMouseMotion] 等無關事件會被自動篩選。\n"
"[b]注意:[/b]只有當節點存在於場景樹中(即不是孤兒節點)時,該方法才會被呼叫。"
msgid ""
"Adds a child [param node]. Nodes can have any number of children, but every "
"child must have a unique name. Child nodes are automatically deleted when the "
"parent node is deleted, so an entire scene can be removed by deleting its "
"topmost node.\n"
"If [param force_readable_name] is [code]true[/code], improves the readability "
"of the added [param node]. If not named, the [param node] is renamed to its "
"type, and if it shares [member name] with a sibling, a number is suffixed "
"more appropriately. This operation is very slow. As such, it is recommended "
"leaving this to [code]false[/code], which assigns a dummy name featuring "
"[code]@[/code] in both situations.\n"
"If [param internal] is different than [constant INTERNAL_MODE_DISABLED], the "
"child will be added as internal node. Such nodes are ignored by methods like "
"[method get_children], unless their parameter [code]include_internal[/code] "
"is [code]true[/code]. The intended usage is to hide the internal nodes from "
"the user, so the user won't accidentally delete or modify them. Used by some "
"GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes.\n"
"[b]Note:[/b] If the child node already has a parent, the function will fail. "
"Use [method remove_child] first to remove the node from its current parent. "
"For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var child_node = get_child(0)\n"
"if child_node.get_parent():\n"
" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/gdscript]\n"
"[csharp]\n"
"Node childNode = GetChild(0);\n"
"if (childNode.GetParent() != null)\n"
"{\n"
" childNode.GetParent().RemoveChild(childNode);\n"
"}\n"
"AddChild(childNode);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you need the child node to be added below a specific node in the list of "
"children, use [method add_sibling] instead of this method.\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must "
"set [member owner] in addition to calling [method add_child]. This is "
"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
"add_child] is called without setting [member owner], the newly added [Node] "
"will not be visible in the scene tree, though it will be visible in the 2D/3D "
"view."
msgstr ""
"將 [param node] 新增為子節點。節點可以有任意數量的子節點,但子節點的名稱必須唯"
"一。刪除父節點時會自動刪除子節點,因此可以通過刪除最頂層的節點來刪除整個場"
"景。\n"
"如果 [param force_readable_name] 為 [code]true[/code],則將提高所新增的 "
"[param node] 的可讀性。如果尚未命名,[param node] 將重命名為它的型別,如果存"
"在 [member name] 相同的兄弟節點,則會新增合適的數位後綴。這個操作很慢。因此,"
"建議將其保留為 [code]false[/code],在這兩種情況下會分配包含 [code]@[/code] 的"
"虛擬名稱。\n"
"如果 [param internal] 不同於 [constant INTERNAL_MODE_DISABLED],則該子節點將被"
"新增為內部節點。[method get_children] 等方法會忽略這種節點,除非它們的參數 "
"[code]include_internal[/code] 為 [code]true[/code]。這種功能的設計初衷是對用戶"
"隱藏內部節點,這樣使用者就不會意外刪除或修改這些節點。部分 GUI 節點會使用這個"
"功能,例如 [ColorPicker]。可用的模式見 [enum InternalMode]。\n"
"[b]注意:[/b]如果子節點已經有父節點,則該函式會失敗。請先使用 [method "
"remove_child] 將節點從目前父節點中移除。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var child_node = get_child(0)\n"
"if child_node.get_parent():\n"
" child_node.get_parent().remove_child(child_node)\n"
"add_child(child_node)\n"
"[/gdscript]\n"
"[csharp]\n"
"Node childNode = GetChild(0);\n"
"if (childNode.GetParent() != null)\n"
"{\n"
" childNode.GetParent().RemoveChild(childNode);\n"
"}\n"
"AddChild(childNode);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果你需要將子節點新增到子節點列表中特定節點的下方,請使用 [method "
"add_sibling] 而不是該方法。\n"
"[b]注意:[/b]如果想讓子節點持久化到某個 [PackedScene] 的,除了呼叫 [method "
"add_child] 之外,還必須設定 [member owner]。通常在[url=$DOCS_URL/tutorials/"
"plugins/running_code_in_the_editor.html]工具腳本[/url]和[url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]編輯器外掛程式[/url]中會用到。如果在沒有設"
"定 [member owner],只呼叫了 [method add_child],則新新增的 [Node] 在場景樹中將"
"不可見,但在 2D/3D 視圖中卻是可見的。"
msgid ""
"Adds a [param sibling] node to current's node parent, at the same level as "
"that node, right below it.\n"
"If [param force_readable_name] is [code]true[/code], improves the readability "
"of the added [param sibling]. If not named, the [param sibling] is renamed to "
"its type, and if it shares [member name] with a sibling, a number is suffixed "
"more appropriately. This operation is very slow. As such, it is recommended "
"leaving this to [code]false[/code], which assigns a dummy name featuring "
"[code]@[/code] in both situations.\n"
"Use [method add_child] instead of this method if you don't need the child "
"node to be added below a specific node in the list of children.\n"
"[b]Note:[/b] If this node is internal, the new sibling will be internal too "
"(see [code]internal[/code] parameter in [method add_child])."
msgstr ""
"將一個 [param sibling] 節點新增到目前節點的父節點,與該節點處於同一級別,就在"
"它的正下方。\n"
"如果 [param force_readable_name] 為 [code]true[/code],則提高新增的 [param "
"sibling] 的可讀性。如果沒有命名,[param sibling] 將被重命名為它的型別,如果它"
"與一個同級節點共用 [member name],則新增一個更合適的數字後綴。這個操作很慢。因"
"此,建議將其保留為 [code]false[/code],這會在兩種情況下分配一個以 [code]@[/"
"code] 為特色的虛擬名稱。\n"
"如果不需要將該子節點新增到子列表中特定節點的下方,請使用 [method add_child] 而"
"不是該方法。\n"
"[b]注意:[/b]如果這個節點是內部的,則新的同級節點也將是內部的(參見 [method "
"add_child] 中的 [code]internal[/code] 參數)。"
msgid ""
"Adds the node to a group. Groups are helpers to name and organize a subset of "
"nodes, for example \"enemies\" or \"collectables\". A node can be in any "
"number of groups. Nodes can be assigned a group at any time, but will not be "
"added until they are inside the scene tree (see [method is_inside_tree]). See "
"notes in the description, and the group methods in [SceneTree].\n"
"The [param persistent] option is used when packing node to [PackedScene] and "
"saving to file. Non-persistent groups aren't stored.\n"
"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
"guaranteed. The order of node groups should not be relied upon as it can vary "
"across project runs."
msgstr ""
"將節點新增到一個組中。組是命名和組織節點子集的輔助工具,例如“敵人”或“收集"
"品”等。一個節點可以在任意數量的組中。節點可以隨時被分配到一個組中,但在它們進"
"入場景樹之前不會新增(參見 [method is_inside_tree])。參閱描述中的注釋,以及 "
"[SceneTree] 中的群組方法。\n"
"[param persistent] 選項在將節點打包到 [PackedScene] 並保存到檔時使用。非持久化"
"的組不會被儲存。\n"
"[b]注意:[/b]出於性能原因,[i]不[/i]保證節點組的順序。不應依賴節點組的順序,因"
"為它可能因專案運作而異。"
msgid ""
"This function is similar to [method Object.call_deferred] except that the "
"call will take place when the node thread group is processed. If the node "
"thread group processes in sub-threads, then the call will be done on that "
"thread, right before [constant NOTIFICATION_PROCESS] or [constant "
"NOTIFICATION_PHYSICS_PROCESS], the [method _process] or [method "
"_physics_process] or their internal versions are called."
msgstr ""
"這個函式類似於 [method Object.call_deferred],但是會在處理節點執行緒組時進行調"
"用。如果節點執行緒組在子執行緒中處理,那麼呼叫就會在該執行緒中進行,時機為 "
"[constant NOTIFICATION_PROCESS] 和 [constant NOTIFICATION_PHYSICS_PROCESS]、"
"[method _process] 和 [method _physics_process],或者對應的內部版本之前。"
msgid ""
"This function ensures that the calling of this function will succeed, no "
"matter whether it's being done from a thread or not. If called from a thread "
"that is not allowed to call the function, the call will become deferred. "
"Otherwise, the call will go through directly."
msgstr ""
"這個函式能夠確保呼叫成功,無論是否從執行緒中呼叫。如果是從不允許呼叫該函式的線"
"程中呼叫的,那麼呼叫就會變成延遲呼叫。否則就會直接呼叫。"
msgid ""
"Returns [code]true[/code] if the node can process while the scene tree is "
"paused (see [member process_mode]). Always returns [code]true[/code] if the "
"scene tree is not paused, and [code]false[/code] if the node is not in the "
"tree."
msgstr ""
"如果場景樹暫停時節點可以處理(請參閱 [member process_mode]),則返回 "
"[code]true[/code]。如果場景樹未被暫停,則始終返回 [code]true[/code],如果該節"
"點不在樹中,則始終返回 [code]false[/code]。"
msgid ""
"Creates a new [Tween] and binds it to this node. This is equivalent of "
"doing:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_tree().create_tween().bind_node(self)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetTree().CreateTween().BindNode(this);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The Tween will start automatically on the next process frame or physics frame "
"(depending on [enum Tween.TweenProcessMode])."
msgstr ""
"新建 [Tween] 並將其綁定到這個節點。與如下操作等價:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_tree().create_tween().bind_node(self)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetTree().CreateTween().BindNode(this);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"該 Tween 將在下一個處理影格或物理處理影格時自動開始(取決於 [enum Tween."
"TweenProcessMode])。"
msgid ""
"Duplicates the node, returning a new node.\n"
"You can fine-tune the behavior using the [param flags] (see [enum "
"DuplicateFlags]).\n"
"[b]Note:[/b] It will not work properly if the node contains a script with "
"constructor arguments (i.e. needs to supply arguments to [method Object."
"_init] method). In that case, the node will be duplicated without a script."
msgstr ""
"複製該節點,返回一個新的節點。\n"
"可以使用 [param flags] 微調該行為(請參閱 [enum DuplicateFlags])。\n"
"[b]注意:[/b]如果節點包含一個帶有建構參數的腳本(即需要向 [method Object."
"_init] 方法提供參數),它將無法正常工作。在這種情況下,節點將在沒有腳本的情況"
"下被複製。"
msgid ""
"Finds the first descendant of this node whose name matches [param pattern] as "
"in [method String.match]. Internal children are also searched over (see "
"[code]internal[/code] parameter in [method add_child]).\n"
"[param pattern] does not match against the full path, just against individual "
"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or "
"more characters and [code]\"?\"[/code] matching any single character except "
"[code]\".\"[/code]).\n"
"If [param recursive] is [code]true[/code], all child nodes are included, even "
"if deeply nested. Nodes are checked in tree order, so this node's first "
"direct child is checked first, then its own direct children, etc., before "
"moving to the second direct child, and so on. If [param recursive] is "
"[code]false[/code], only this node's direct children are matched.\n"
"If [param owned] is [code]true[/code], this method only finds nodes who have "
"an assigned [member Node.owner]. This is especially important for scenes "
"instantiated through a script, because those scenes don't have an owner.\n"
"Returns [code]null[/code] if no matching [Node] is found.\n"
"[b]Note:[/b] As this method walks through all the descendants of the node, it "
"is the slowest way to get a reference to another node. Whenever possible, "
"consider using [method get_node] with unique names instead (see [member "
"unique_name_in_owner]), or caching the node references into variable.\n"
"[b]Note:[/b] To find all descendant nodes matching a pattern or a class type, "
"see [method find_children]."
msgstr ""
"搜尋此節點的後代中,其名稱與 [method String.match] 中的 [param pattern] 配對的"
"第一個節點。也會搜尋內部子節點(見 [method add_child] 的 [code]internal[/"
"code] 參數)。\n"
"[param pattern] 不配對完整路徑,只配對單個節點名稱。它區分大小寫,"
"[code]\"*\"[/code] 配對零個或多個字元,[code]\"?\"[/code] 配對除 [code]\".\"[/"
"code] 之外的任意單個字元。\n"
"如果 [param recursive] 為 [code]true[/code],則搜尋範圍包括所有子節點,即使嵌"
"套很深。節點按樹順序檢查,因此首先檢查該節點的第一個直接子節點,然後是該直接子"
"節點的直接子節點,等等,然後移動到第二個直接子節點,依此類推。如果 [param "
"recursive] 為 [code]false[/code],則僅配對該節點的直接子節點。\n"
"如果 [param owned] 為 [code]true[/code],則該方法僅搜尋分配有 [member Node."
"owner] 的節點。這對於通過腳本產生實體的場景尤其重要,因為這些場景沒有所有"
"者。\n"
"如果找不到配對的 [Node],則返回 [code]null[/code]。\n"
"[b]注意:[/b]由於該方法會走訪節點的所有後代,因此它是獲取對另一個節點的引用的"
"最慢方法。只要有可能,請考慮改用使用唯一名稱的 [method get_node](請參閱 "
"[member unique_name_in_owner]),或將該節點引用快取到變數中。\n"
"[b]注意:[/b]要搜尋配對一個模式或類型別的所有後代節點,請參閱 [method "
"find_children]。"
msgid ""
"Finds descendants of this node whose name matches [param pattern] as in "
"[method String.match], and/or type matches [param type] as in [method Object."
"is_class]. Internal children are also searched over (see [code]internal[/"
"code] parameter in [method add_child]).\n"
"[param pattern] does not match against the full path, just against individual "
"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or "
"more characters and [code]\"?\"[/code] matching any single character except "
"[code]\".\"[/code]).\n"
"[param type] will check equality or inheritance, and is case-sensitive. "
"[code]\"Object\"[/code] will match a node whose type is [code]\"Node\"[/code] "
"but not the other way around.\n"
"If [param recursive] is [code]true[/code], all child nodes are included, even "
"if deeply nested. Nodes are checked in tree order, so this node's first "
"direct child is checked first, then its own direct children, etc., before "
"moving to the second direct child, and so on. If [param recursive] is "
"[code]false[/code], only this node's direct children are matched.\n"
"If [param owned] is [code]true[/code], this method only finds nodes who have "
"an assigned [member Node.owner]. This is especially important for scenes "
"instantiated through a script, because those scenes don't have an owner.\n"
"Returns an empty array if no matching nodes are found.\n"
"[b]Note:[/b] As this method walks through all the descendants of the node, it "
"is the slowest way to get references to other nodes. Whenever possible, "
"consider caching the node references into variables.\n"
"[b]Note:[/b] If you only want to find the first descendant node that matches "
"a pattern, see [method find_child]."
msgstr ""
"搜尋該節點的後代節點,其名稱與 [method String.match] 中的 [param pattern] 匹"
"配,和/或型別與 [method Object.is_class] 中的 [param type] 配對。也會搜尋內部"
"子節點(見 [method add_child] 的 [code]internal[/code] 參數)。\n"
"[param pattern] 不配對完整路徑,只配對單個節點名稱。它區分大小寫,"
"[code]\"*\"[/code] 配對零個或多個字元,[code]\"?\"[/code] 配對除 [code]\".\"[/"
"code] 之外的任意單個字元。\n"
"[param type] 將檢查相等性或繼承關係,並且區分大小寫。[code]\"Object\"[/code] "
"會配對型別為 [code]\"Node\"[/code] 的節點,但反之則不然。\n"
"如果 [param recursive] 為 [code]true[/code],則配對範圍包括所有子節點,即使嵌"
"套很深。節點按樹順序檢查,因此首先檢查該節點的第一個直接子節點,然後是該直接子"
"節點的直接子節點,等等,然後移動到第二個直接子節點,依此類推。如果 [param "
"recursive] 為 [code]false[/code],則僅配對該節點的直接子節點。\n"
"如果 [param owned] 為 [code]true[/code],則該方法僅搜尋分配有 [member Node."
"owner] 的節點。這對於通過腳本產生實體的場景尤其重要,因為這些場景沒有所有"
"者。\n"
"如果找不到配對的節點,則返回空陣列。\n"
"[b]注意:[/b]由於該方法會走訪節點的所有後代,因此它是獲取對其他節點的引用的最"
"慢方法。只要有可能,請考慮將節點引用快取到變數中。\n"
"[b]注意:[/b]如果只想搜尋配對模式的第一個後代節點,請參閱 [method "
"find_child]。"
msgid ""
"Finds the first parent of the current node whose name matches [param pattern] "
"as in [method String.match].\n"
"[param pattern] does not match against the full path, just against individual "
"node names. It is case-sensitive, with [code]\"*\"[/code] matching zero or "
"more characters and [code]\"?\"[/code] matching any single character except "
"[code]\".\"[/code]).\n"
"[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow "
"in large, deeply nested scene trees. Whenever possible, consider using "
"[method get_node] with unique names instead (see [member "
"unique_name_in_owner]), or caching the node references into variable."
msgstr ""
"搜尋目前節點的第一個父節點,其名稱與 [method String.match] 中的 [param "
"pattern] 配對。\n"
"[param pattern] 不配對完整路徑,只配對單個節點名稱。它區分大小寫,"
"[code]\"*\"[/code] 配對零個或多個字元,[code]\"?\"[/code] 配對除 [code]\".\"[/"
"code] 之外的任意單個字元。\n"
"[b]注意:[/b]由於該方法在場景樹中向上走訪,因此在大型、深度巢狀的場景樹中可能"
"會很慢。只要有可能,請考慮使用具有唯一名稱的 [method get_node](請參閱 "
"[member unique_name_in_owner]),或將該節點引用快取到變數中。"
msgid ""
"Returns a child node by its index (see [method get_child_count]). This method "
"is often used for iterating all children of a node.\n"
"Negative indices access the children from the last one.\n"
"If [param include_internal] is [code]false[/code], internal children are "
"skipped (see [code]internal[/code] parameter in [method add_child]).\n"
"To access a child node via its name, use [method get_node]."
msgstr ""
"按索引返回一個子節點(見 [method get_child_count])。這個方法經常被用於走訪一"
"個節點的所有子節點。\n"
"負索引將從最後一個開始存取子節點。\n"
"如果 [param include_internal] 為 [code]false[/code],則跳過內部子節點(見 "
"[method add_child] 中的 [code]internal[/code] 參數)。\n"
"要通過名稱存取一個子節點,請使用 [method get_node]。"
msgid ""
"Returns the number of child nodes.\n"
"If [param include_internal] is [code]false[/code], internal children aren't "
"counted (see [code]internal[/code] parameter in [method add_child])."
msgstr ""
"返回子節點的數量。\n"
"如果 [param include_internal] 為 [code]false[/code] ,則不計算內部子節點(見 "
"[method add_child] 的 [code]internal[/code] 參數)。"
msgid ""
"Returns an array of references to node's children.\n"
"If [param include_internal] is [code]false[/code], the returned array won't "
"include internal children (see [code]internal[/code] parameter in [method "
"add_child])."
msgstr ""
"返回一組對節點子節點的引用。\n"
"如果 [param include_internal] 為 [code]false[/code],則返回的陣列將不包含內部"
"子節點(見 [method add_child] 中的 [code]internal[/code] 參數)。"
msgid ""
"Returns an array listing the groups that the node is a member of.\n"
"[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
"guaranteed. The order of node groups should not be relied upon as it can vary "
"across project runs.\n"
"[b]Note:[/b] The engine uses some group names internally (all starting with "
"an underscore). To avoid conflicts with internal groups, do not add custom "
"groups whose name starts with an underscore. To exclude internal groups while "
"looping over [method get_groups], use the following snippet:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Stores the node's non-internal groups only (as an array of Strings).\n"
"var non_internal_groups = []\n"
"for group in get_groups():\n"
" if not group.begins_with(\"_\"):\n"
" non_internal_groups.push_back(group)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Stores the node's non-internal groups only (as a List of strings).\n"
"List<string> nonInternalGroups = new List<string>();\n"
"foreach (string group in GetGroups())\n"
"{\n"
" if (!group.BeginsWith(\"_\"))\n"
" nonInternalGroups.Add(group);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回一個列出該節點所屬的群組的陣列。\n"
"[b]注意:[/b]出於性能原因,[i]不[/i]保證節點群組的順序。 不應依賴節點群組的順"
"序,因為它可能因專案運作而異。\n"
"[b]注意:[/b]引擎在內部使用了一些群組名稱(全部以底線開頭)。為避免與內部分組"
"衝突,請勿新增名稱以底線開頭的自訂群組。要在走訪 [method get_groups] 時排除內"
"部群組,請使用以下程式碼片段:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 僅儲存節點的非內部群組(作為一個字串陣列)。\n"
"var non_internal_groups = []\n"
"for group in get_groups():\n"
" if not group.begins_with(\"_\"):\n"
" non_internal_groups.push_back(group)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 僅儲存節點的非內部群組(作為一個字串列表)。\n"
"List<string> nonInternalGroups = new List<string>();\n"
"foreach (string group in GetGroups())\n"
"{\n"
" if (!group.BeginsWith(\"_\"))\n"
" nonInternalGroups.Add(group);\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the node's order in the scene tree branch. For example, if called on "
"the first child node the position is [code]0[/code].\n"
"If [param include_internal] is [code]false[/code], the index won't take "
"internal children into account, i.e. first non-internal child will have index "
"of 0 (see [code]internal[/code] parameter in [method add_child])."
msgstr ""
"返回節點在場景樹分支中的順序。例如,如果在第一個子節點上呼叫,則位置為 "
"[code]0[/code]。\n"
"如果 [param include_internal] 為 [code]false[/code],則索引將不會考慮內部子節"
"點,即第一個非內部子節點的索引將為 0見 [method add_child] 中的 "
"[code]internal[/code] 參數)。"
msgid ""
"Returns the [Window] that contains this node, or the last exclusive child in "
"a chain of windows starting with the one that contains this node."
msgstr ""
"返回包含該節點的 [Window],或者是從包含該節點的視窗開始的視窗鏈中最近的獨佔子"
"項。"
msgid ""
"Returns the peer ID of the multiplayer authority for this node. See [method "
"set_multiplayer_authority]."
msgstr ""
"返回這個節點多人遊戲控制者的對等體 ID。見 [method set_multiplayer_authority]。"
msgid ""
"Fetches a node. The [NodePath] can be either a relative path (from the "
"current node) or an absolute path (in the scene tree) to a node. If the path "
"does not exist, [code]null[/code] is returned and an error is logged. "
"Attempts to access methods on the return value will result in an \"Attempt to "
"call <method> on a null instance.\" error.\n"
"[b]Note:[/b] Fetching absolute paths only works when the node is inside the "
"scene tree (see [method is_inside_tree]).\n"
"[b]Example:[/b] Assume your current node is Character and the following "
"tree:\n"
"[codeblock]\n"
"/root\n"
"/root/Character\n"
"/root/Character/Sword\n"
"/root/Character/Backpack/Dagger\n"
"/root/MyGame\n"
"/root/Swamp/Alligator\n"
"/root/Swamp/Mosquito\n"
"/root/Swamp/Goblin\n"
"[/codeblock]\n"
"Possible paths are:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_node(\"Sword\")\n"
"get_node(\"Backpack/Dagger\")\n"
"get_node(\"../Swamp/Alligator\")\n"
"get_node(\"/root/MyGame\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode(\"Sword\");\n"
"GetNode(\"Backpack/Dagger\");\n"
"GetNode(\"../Swamp/Alligator\");\n"
"GetNode(\"/root/MyGame\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"獲取一個節點。[NodePath] 可以是到一個節點的相對路徑(從目前節點)或絕對路徑"
"(在場景樹中)。如果該路徑不存在,則返回 [code]null[/code] 並記錄一個錯誤。嘗"
"試存取該返回值上的方法,將產生一個“嘗試在一個 null 實例上呼叫 <method>。”錯"
"誤。\n"
"[b]注意:[/b]獲取絕對路徑,僅在節點位於場景樹內部時有效(參見 [method "
"is_inside_tree])。\n"
"[b]範例:[/b]假設你目前的節點是 Character 和以下樹:\n"
"[codeblock]\n"
"/root\n"
"/root/Character\n"
"/root/Character/Sword\n"
"/root/Character/Backpack/Dagger\n"
"/root/MyGame\n"
"/root/Swamp/Alligator\n"
"/root/Swamp/Mosquito\n"
"/root/Swamp/Goblin\n"
"[/codeblock]\n"
"可能的路徑有:\n"
"[codeblocks]\n"
"[gdscript]\n"
"get_node(\"Sword\")\n"
"get_node(\"Backpack/Dagger\")\n"
"get_node(\"../Swamp/Alligator\")\n"
"get_node(\"/root/MyGame\")\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode(\"Sword\");\n"
"GetNode(\"Backpack/Dagger\");\n"
"GetNode(\"../Swamp/Alligator\");\n"
"GetNode(\"/root/MyGame\");\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Fetches a node and one of its resources as specified by the [NodePath]'s "
"subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested "
"resources are specified in the [NodePath], the last one will be fetched.\n"
"The return value is an array of size 3: the first index points to the [Node] "
"(or [code]null[/code] if not found), the second index points to the "
"[Resource] (or [code]null[/code] if not found), and the third index is the "
"remaining [NodePath], if any.\n"
"For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid "
"node and that its [code]shape[/code] property has been assigned a "
"[RectangleShape2D] resource, one could have this kind of output:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
"[[CollisionShape2D:1161], Null, ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D\")); // "
"[[CollisionShape2D:1161], Null, ]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape\")); // "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape:extents\")); // "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"按照 [NodePath] 的子名稱(例如 [code]Area2D/CollisionShape2D:shape[/code])指"
"定的方式,獲取節點及其一個資源。如果在 [NodePath] 中指定了多個巢狀資源,則將獲"
"取最後一個。\n"
"返回值是一個大小為 3 的陣列:第一個索引指向該 [Node](如果未找到,則為 "
"[code]null[/code]),第二個索引指向 [Resource](或者未找到時為 [code]null[/"
"code]),第三個索引是剩餘的 [NodePath],如果有的話。\n"
"例如,假設 [code]Area2D/CollisionShape2D[/code] 是一個有效的節點,並且它的 "
"[code]shape[/code] 屬性已被分配了一個 [RectangleShape2D] 資源,那麼可以得到這"
"樣的輸出:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
"[[CollisionShape2D:1161], Null, ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D\")); // "
"[[CollisionShape2D:1161], Null, ]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape\")); // "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
"GD.Print(GetNodeAndResource(\"Area2D/CollisionShape2D:shape:extents\")); // "
"[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Similar to [method get_node], but does not log an error if [param path] does "
"not point to a valid [Node]."
msgstr ""
"類似於 [method get_node],但在 [param path] 沒有指向有效的 [Node] 時不會記錄錯"
"誤。"
msgid ""
"Returns the parent node of the current node, or [code]null[/code] if the node "
"lacks a parent."
msgstr "返回目前節點的父節點,如果節點缺少父節點,則返回 [code]null[/code]。"
msgid ""
"Returns the absolute path of the current node. This only works if the current "
"node is inside the scene tree (see [method is_inside_tree])."
msgstr ""
"返回目前節點的絕對路徑。這只在目前節點在場景樹中起作用(見 [method "
"is_inside_tree])。"
msgid ""
"Returns the relative [NodePath] from this node to the specified [param node]. "
"Both nodes must be in the same scene or the function will fail.\n"
"If [param use_unique_path] is [code]true[/code], returns the shortest path "
"considering unique node.\n"
"[b]Note:[/b] If you get a relative path which starts from a unique node, the "
"path may be longer than a normal relative path due to the addition of the "
"unique node's name."
msgstr ""
"返回從該節點到指定節點 [param node] 的相對 [NodePath]。這兩個節點都必須在同一"
"個場景中,否則函式會失敗。\n"
"如果 [param use_unique_path] 為 [code]true[/code],則會返回考慮唯一節點的最短"
"路徑。\n"
"[b]注意:[/b]如果你獲取了從唯一節點開始的相對路徑,則該路徑可能由於唯一節點的"
"名稱長度而比普通的相對路徑長。"
msgid ""
"Returns the time elapsed (in seconds) since the last physics-bound frame (see "
"[method _physics_process]). This is always a constant value in physics "
"processing unless the frames per second is changed via [member Engine."
"physics_ticks_per_second]."
msgstr ""
"返回自上一個物理綁定影格以來經過的時間(單位為秒)(見 [method "
"_physics_process])。除非通過 [member Engine.physics_ticks_per_second] 更改每"
"秒影格數,否則這在物理處理中始終是一個恒定值。"
msgid ""
"Returns the time elapsed (in seconds) since the last process callback. This "
"value may vary from frame to frame."
msgstr ""
"返回自上次處理回呼函式以來經過的時間(單位為秒)。這個值可能因影格而異。"
msgid ""
"Returns [code]true[/code] if this is an instance load placeholder. See "
"[InstancePlaceholder]."
msgstr ""
"如果這是一個實例載入預留位置,則返回 [code]true[/code]。見 "
"[InstancePlaceholder]。"
msgid "Returns the node's [Viewport]."
msgstr "返回節點的 [Viewport]。"
msgid ""
"Returns the [Window] that contains this node. If the node is in the main "
"window, this is equivalent to getting the root node ([code]get_tree()."
"get_root()[/code])."
msgstr ""
"返回包含該節點的 [Window]。如果該節點在主視窗中,則相當於獲取根節點"
"[code]get_tree().get_root()[/code])。"
msgid ""
"Returns [code]true[/code] if the node that the [NodePath] points to exists."
msgstr "如果 [NodePath] 指向的節點存在,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [NodePath] points to a valid node and its "
"subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:shape[/"
"code]. Properties with a non-[Resource] type (e.g. nodes or primitive math "
"types) are not considered resources."
msgstr ""
"如果 [NodePath] 指向一個有效的節點,並且它的子名稱指向一個有效的資源,例如 "
"[code]Area2D/CollisionShape2D:shape[/code],則返回 [code]true[/code]。具有非 "
"[Resource] 型別的屬性(例如節點或基本數學型別)不被認為是資源。"
msgid ""
"Returns [code]true[/code] if the given node is a direct or indirect child of "
"the current node."
msgstr "如果給定節點是目前節點的直接或間接子節點,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
"dock. This method is only intended for use with editor tooling."
msgstr ""
"如果該節點在“場景”面板中被折疊,則返回 [code]true[/code]。該方法僅適用於編輯器"
"工具。"
msgid ""
"Returns [code]true[/code] if [param node] has editable children enabled "
"relative to this node. This method is only intended for use with editor "
"tooling."
msgstr ""
"如果 [param node] 有與相對於此節點的可編輯子節點,則返回 [code]true[/code]。該"
"方法僅適用於編輯器工具。"
msgid ""
"Returns [code]true[/code] if the given node occurs later in the scene "
"hierarchy than the current node."
msgstr ""
"如果給定節點在場景層次結構中出現的時間晚於目前節點,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this node is in the specified group. See notes "
"in the description, and the group methods in [SceneTree]."
msgstr ""
"如果該節點在指定的組中,則返回 [code]true[/code]。參閱描述中的注釋和 "
"[SceneTree] 中的組方法。"
msgid ""
"Returns [code]true[/code] if this node is currently inside a [SceneTree]."
msgstr "如果該節點目前在 [SceneTree] 中,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the local system is the multiplayer authority of "
"this node."
msgstr "如果本地系統為這個節點的多人遊戲控制者,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the node is ready, i.e. it's inside scene tree "
"and all its children are initialized.\n"
"[method request_ready] resets it back to [code]false[/code]."
msgstr ""
"如果該節點已就緒,則返回 [code]true[/code],即該節點位於場景樹中,並且所有子項"
"均已初始化。\n"
"[method request_ready] 會將其重設回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if physics processing is enabled (see [method "
"set_physics_process])."
msgstr ""
"如果啟用了物理處理,返回 [code]true[/code](見 [method "
"set_physics_process])。"
msgid ""
"Returns [code]true[/code] if internal physics processing is enabled (see "
"[method set_physics_process_internal])."
msgstr ""
"如果內部物理處理被啟用,返回 [code]true[/code](見 [method "
"set_physics_process_internal])。"
msgid ""
"Returns [code]true[/code] if processing is enabled (see [method set_process])."
msgstr "如果開啟了處理,返回 [code]true[/code](見 [method set_process])。"
msgid ""
"Returns [code]true[/code] if the node is processing input (see [method "
"set_process_input])."
msgstr ""
"如果節點正在處理輸入,則返回 [code]true[/code](見 [method "
"set_process_input])。"
msgid ""
"Returns [code]true[/code] if internal processing is enabled (see [method "
"set_process_internal])."
msgstr ""
"如果啟用了內部處理,則返回 [code]true[/code](見 [method "
"set_process_internal])。"
msgid ""
"Returns [code]true[/code] if the node is processing shortcuts (see [method "
"set_process_shortcut_input])."
msgstr ""
"如果節點正在處理快捷鍵,則返回 [code]true[/code](見 [method "
"set_process_shortcut_input])。"
msgid ""
"Returns [code]true[/code] if the node is processing unhandled input (see "
"[method set_process_unhandled_input])."
msgstr ""
"如果節點正在處理未被處理的輸入,則返回 [code]true[/code](見 [method "
"set_process_unhandled_input])。"
msgid ""
"Returns [code]true[/code] if the node is processing unhandled key input (see "
"[method set_process_unhandled_key_input])."
msgstr ""
"如果節點正在處理未被處理的鍵輸入,則返回 [code]true[/code](見 [method "
"set_process_unhandled_key_input])。"
msgid ""
"Moves a child node to a different index (order) among the other children. "
"Since calls, signals, etc. are performed by tree order, changing the order of "
"children nodes may be useful. If [param to_index] is negative, the index will "
"be counted from the end.\n"
"[b]Note:[/b] Internal children can only be moved within their expected "
"\"internal range\" (see [code]internal[/code] parameter in [method "
"add_child])."
msgstr ""
"在其他子節點中將子節點移動到不同的索引(順序)。由於呼叫、訊號等是按樹順序執行"
"的,因此更改子節點的順序可能會很有用。如果 [param to_index] 為負數,索引將從末"
"尾開始計算。\n"
"[b]注意:[/b]內部子節點只能在其期望的“內部範圍”內移動(參見 [method "
"add_child] 中的 [code]internal[/code] 參數)。"
msgid "Similar to [method call_deferred_thread_group], but for notifications."
msgstr "類似於 [method call_deferred_thread_group],但針對的是通知。"
msgid "Similar to [method call_thread_safe], but for notifications."
msgstr "類似於 [method call_thread_safe],但針對的是通知。"
msgid ""
"Prints all orphan nodes (nodes outside the [SceneTree]). Used for debugging.\n"
"[b]Note:[/b] [method print_orphan_nodes] only works in debug builds. When "
"called in a project exported in release mode, [method print_orphan_nodes] "
"will not print anything."
msgstr ""
"輸出所有孤立節點([SceneTree] 之外的節點)。用於除錯。\n"
"[b]注意:[/b][method print_orphan_nodes] 只在除錯版本中有效。在以發行模式匯出"
"的專案中呼叫時,[method print_orphan_nodes] 不會輸出任何內容。"
msgid ""
"Prints the tree to stdout. Used mainly for debugging purposes. This version "
"displays the path relative to the current node, and is good for copy/pasting "
"into the [method get_node] function.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgstr ""
"將樹列印到標準輸出。主要用於除錯。這個版本顯示相對於目前節點的路徑,適合複製/"
"貼上到 [method get_node] 函式中。\n"
"[b]範例輸出:[/b]\n"
"[codeblock]\n"
"TheGame\n"
"TheGame/Menu\n"
"TheGame/Menu/Label\n"
"TheGame/Menu/Camera2D\n"
"TheGame/SplashScreen\n"
"TheGame/SplashScreen/Camera2D\n"
"[/codeblock]"
msgid ""
"Similar to [method print_tree], this prints the tree to stdout. This version "
"displays a more graphical representation similar to what is displayed in the "
"Scene Dock. It is useful for inspecting larger trees.\n"
"[b]Example output:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
" ┠╴Menu\n"
" ┃ ┠╴Label\n"
" ┃ ┖╴Camera2D\n"
" ┖╴SplashScreen\n"
" ┖╴Camera2D\n"
"[/codeblock]"
msgstr ""
"類似於 [method print_tree],會將樹列印到標準輸出。這個版本顯示了一種更加圖形化"
"的表示方式,類似於在場景面板中顯示的內容。非常適合檢查較大的樹。\n"
"[b]輸出範例:[/b]\n"
"[codeblock]\n"
" ┖╴TheGame\n"
" ┠╴Menu\n"
" ┃ ┠╴Label\n"
" ┃ ┖╴Camera2D\n"
" ┖╴SplashScreen\n"
" ┖╴Camera2D\n"
"[/codeblock]"
msgid ""
"Calls the given method (if present) with the arguments given in [param args] "
"on this node and recursively on all its children. If the [param parent_first] "
"argument is [code]true[/code], the method will be called on the current node "
"first, then on all its children. If [param parent_first] is [code]false[/"
"code], the children will be called first."
msgstr ""
"在該節點上並遞迴地在其所有子節點上,使用 [param args] 中給出的參數呼叫給定方法"
"(如果存在)。如果 [param parent_first] 參數為 [code]true[/code],則該方法將首"
"先在目前節點上呼叫,然後在其所有子節點上呼叫。如果 [param parent_first] 為 "
"[code]false[/code],則子節點上的方法將首先被呼叫。"
msgid ""
"Notifies the current node and all its children recursively by calling [method "
"Object.notification] on all of them."
msgstr ""
"通過對所有節點呼叫 [method Object.notification],遞迴地通知目前節點和它的所有"
"子節點。"
msgid ""
"Queues a node for deletion at the end of the current frame. When deleted, all "
"of its child nodes will be deleted as well, and all references to the node "
"and its children will become invalid, see [method Object.free].\n"
"It is safe to call [method queue_free] multiple times per frame on a node, "
"and to [method Object.free] a node that is currently queued for deletion. Use "
"[method Object.is_queued_for_deletion] to check whether a node will be "
"deleted at the end of the frame.\n"
"The node will only be freed after all other deferred calls are finished, so "
"using [method queue_free] is not always the same as calling [method Object."
"free] through [method Object.call_deferred]."
msgstr ""
"將節點加入佇列,在目前影格結束時刪除。節點被刪除時,它的所有子節點也將被刪除,"
"對該節點及其子節點的引用也會失效,見 [method Object.free]。\n"
"同一影格可以對同一個節點呼叫多次 [method queue_free],也可以 [method Object."
"free] 已經排隊刪除的節點。請使用 [method Object.is_queued_for_deletion] 檢查節"
"點是否將在影格結束時被刪除。\n"
"該節點會在所有其他已延遲的呼叫結束後釋放,所以使用 [method queue_free] 並不總"
"是和通過 [method Object.call_deferred] 呼叫 [method Object.free] 相同。"
msgid ""
"Removes a child node. The node is NOT deleted and must be deleted manually.\n"
"[b]Note:[/b] This function may set the [member owner] of the removed Node (or "
"its descendants) to be [code]null[/code], if that [member owner] is no longer "
"a parent or ancestor."
msgstr ""
"刪除一個子節點。該節點不會被刪除,必須手動刪除。\n"
"[b]注意:[/b]如果該 [member owner] 不再是父節點或祖先,則該函式可以將被移除節"
"點(或其後代)的 [member owner] 設定為 [code]null[/code]。"
msgid ""
"Removes a node from the [param group]. Does nothing if the node is not in the "
"[param group]. See notes in the description, and the group methods in "
"[SceneTree]."
msgstr ""
"從 [param group] 中移除一個節點。如果該節點不在 [param group] 中,則不執行任何"
"操作。見描述中的注意項,以及 [SceneTree] 中的群組方法。"
msgid ""
"Changes the parent of this [Node] to the [param new_parent]. The node needs "
"to already have a parent.\n"
"If [param keep_global_transform] is [code]true[/code], the node's global "
"transform will be preserved if supported. [Node2D], [Node3D] and [Control] "
"support this argument (but [Control] keeps only position)."
msgstr ""
"將這個 [Node] 的父節點更改為 [param new_parent]。該節點需要擁有父節點。\n"
"如果 [param keep_global_transform] 為 [code]true[/code],則會在支援時保持該節"
"點的全域變換。[Node2D]、[Node3D]、[Control] 支援這個參數(但 [Control] 只會保"
"留位置)。"
msgid ""
"Replaces a node in a scene by the given one. Subscriptions that pass through "
"this node will be lost.\n"
"If [param keep_groups] is [code]true[/code], the [param node] is added to the "
"same groups that the replaced node is in.\n"
"[b]Note:[/b] The given node will become the new parent of any child nodes "
"that the replaced node had.\n"
"[b]Note:[/b] The replaced node is not automatically freed, so you either need "
"to keep it in a variable for later use or free it using [method Object.free]."
msgstr ""
"將場景中的某個節點替換為給定的節點。經過該節點的訂閱會丟失。\n"
"如果 [param keep_groups] 為 [code]true[/code],則 [param node] 被新增到被替換"
"節點所在的相同群組中。\n"
"[b]注意:[/b]給定的節點將成為被替換節點的所有子節點的新的父節點。\n"
"[b]注意:[/b]被替換的節點不會被自動釋放,因此需要將其保存在變數中以備後用,或"
"者使用 [method Object.free] 釋放它。"
msgid ""
"Sends a remote procedure call request for the given [param method] to peers "
"on the network (and locally), optionally sending all additional arguments as "
"arguments to the method called by the RPC. The call request will only be "
"received by nodes with the same [NodePath], including the exact same node "
"name. Behavior depends on the RPC configuration for the given method, see "
"[method rpc_config] and [annotation @GDScript.@rpc]. Methods are not exposed "
"to RPCs by default. Returns [code]null[/code].\n"
"[b]Note:[/b] You can only safely use RPCs on clients after you received the "
"[code]connected_to_server[/code] signal from the [MultiplayerAPI]. You also "
"need to keep track of the connection state, either by the [MultiplayerAPI] "
"signals like [code]server_disconnected[/code] or by checking "
"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/"
"code]."
msgstr ""
"將給定 [param method] 的遠端程式呼叫請求發送到網路(和本地)上的對等體,可選擇"
"將所有其他參數作為參數發送給 RPC 呼叫的方法。呼叫請求只會被具有相同 "
"[NodePath] 的節點接收,該節點包括完全相同的節點名稱。行為取決於給定方法的 RPC "
"配置,請參閱 [method rpc_config] 和 [annotation @GDScript.@rpc]。預設情況下,"
"方法不會暴露給 RPC。返回 [code]null[/code]。\n"
"[b]注意:[/b]只有在收到來自 [MultiplayerAPI] 的 [code]connected_to_server[/"
"code] 訊號後,才能在使用者端上安全地使用 RPC。還需要追蹤連接狀態可通過 "
"[MultiplayerAPI] 訊號(例如 [code]server_disconnected[/code])或檢查 "
"[code]get_multiplayer().peer.get_connection_status() == CONNECTION_CONNECTED[/"
"code] 來追蹤。"
msgid ""
"Changes the RPC mode for the given [param method] with the given [param "
"config] which should be [code]null[/code] (to disable) or a [Dictionary] in "
"the form:\n"
"[codeblock]\n"
"{\n"
" rpc_mode = MultiplayerAPI.RPCMode,\n"
" transfer_mode = MultiplayerPeer.TransferMode,\n"
" call_local = false,\n"
" channel = 0,\n"
"}\n"
"[/codeblock]\n"
"See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An "
"alternative is annotating methods and properties with the corresponding "
"[annotation @GDScript.@rpc] annotation ([code]@rpc(\"any_peer\")[/code], "
"[code]@rpc(\"authority\")[/code]). By default, methods are not exposed to "
"networking (and RPCs)."
msgstr ""
"將給定方法 [param method] 的 RPC 模式更改為給定的配置 [param config],該配置應"
"該是 [code]null[/code](表示禁用)或者是以下形式的 [Dictionary]\n"
"[codeblock]\n"
"{\n"
" rpc_mode = MultiplayerAPI.RPCMode,\n"
" transfer_mode = MultiplayerPeer.TransferMode,\n"
" call_local = false,\n"
" channel = 0,\n"
"}\n"
"[/codeblock]\n"
"見 [enum MultiplayerAPI.RPCMode] 和 [enum MultiplayerPeer.TransferMode]。另一"
"種選擇是使用相應的 [annotation @GDScript.@rpc] 注解對方法和屬性進行注解(例如 "
"[code]@rpc(\"any_peer\")[/code]、[code]@rpc(\"authority\")[/code])。預設情況"
"下,方法不會被暴露給網路(和 RPC。"
msgid ""
"Sends a [method rpc] to a specific peer identified by [param peer_id] (see "
"[method MultiplayerPeer.set_target_peer]). Returns [code]null[/code]."
msgstr ""
"向指定的對等體發送 [method rpc],對等體由 [param peer_id] 標識(見 [method "
"MultiplayerPeer.set_target_peer])。返回 [code]null[/code]。"
msgid ""
"Similar to [method call_deferred_thread_group], but for setting properties."
msgstr "類似於 [method call_deferred_thread_group],但針對的是設定屬性。"
msgid ""
"Sets the folded state of the node in the Scene dock. This method is only "
"intended for use with editor tooling."
msgstr "設定該節點在“場景”面板中的折疊狀態。這個方法僅適用於編輯器工具。"
msgid ""
"Sets the editable children state of [param node] relative to this node. This "
"method is only intended for use with editor tooling."
msgstr ""
"設定 [param node] 相對於這個節點的可編輯子節點狀態。這個方法僅適用於編輯器工"
"具。"
msgid ""
"Sets the node's multiplayer authority to the peer with the given peer ID. The "
"multiplayer authority is the peer that has authority over the node on the "
"network. Useful in conjunction with [method rpc_config] and the "
"[MultiplayerAPI]. Defaults to peer ID 1 (the server). If [param recursive], "
"the given peer is recursively set as the authority for all children of this "
"node.\n"
"[b]Warning:[/b] This does [b]not[/b] automatically replicate the new "
"authority to other peers. It is developer's responsibility to do so. You can "
"propagate the information about the new authority using [member "
"MultiplayerSpawner.spawn_function], an RPC, or using a "
"[MultiplayerSynchronizer]. Also, the parent's authority does [b]not[/b] "
"propagate to newly added children."
msgstr ""
"將該節點的多人遊戲控制方設定為具有給定對等體 ID 的對等體。多人遊戲控制方是對網"
"路上的節點具有控制許可權的對等體。可以與 [method rpc_config] 和 "
"[MultiplayerAPI] 結合使用。預設從父節點繼承,最終預設為對等體 ID 1服務器。"
"如果 [param recursive],則給定的對等體會被遞迴設定為該節點所有子節點的控制"
"方。\n"
"[b]警告:[/b]這樣做[b]不會[/b]自動將新的控制方複製給其他對等體。開發者需要自己"
"負責。你可以使用 [member MultiplayerSpawner.spawn_function]、RPC、"
"[MultiplayerSynchronizer] 等方法將這個資訊傳播出去。"
msgid ""
"Enables or disables physics (i.e. fixed framerate) processing. When a node is "
"being processed, it will receive a [constant NOTIFICATION_PHYSICS_PROCESS] at "
"a fixed (usually 60 FPS, see [member Engine.physics_ticks_per_second] to "
"change) interval (and the [method _physics_process] callback will be called "
"if exists). Enabled automatically if [method _physics_process] is overridden. "
"Any calls to this before [method _ready] will be ignored."
msgstr ""
"啟用或禁用物理(即固定影格率)處理。當一個節點正在被處理時,它會在一個固定的"
"(通常是 60 FPS參見 [member Engine.physics_ticks_per_second] 以更改)時間間"
"隔,接收一個 [constant NOTIFICATION_PHYSICS_PROCESS] (如果存在 [method "
"_physics_process] 回呼函式,該回呼函式將被呼叫)。如果 [method "
"_physics_process] 被重寫,則自動被啟用。在 [method _ready] 之前對該函式的任何"
"呼叫,都將被忽略。"
msgid ""
"Enables or disables internal physics for this node. Internal physics "
"processing happens in isolation from the normal [method _physics_process] "
"calls and is used by some nodes internally to guarantee proper functioning "
"even if the node is paused or physics processing is disabled for scripting "
"([method set_physics_process]). Only useful for advanced uses to manipulate "
"built-in nodes' behavior.\n"
"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
"logic, so changing this value from your code may lead to unexpected behavior. "
"Script access to this internal logic is provided for specific advanced uses, "
"but is unsafe and not supported."
msgstr ""
"啟用或禁用該節點的內部物理。內部物理處理與正常的 [method _physics_process] 調"
"用隔離進行,並且由某些節點內部使用,以確保正常工作,即使節點暫停或物理處理因腳"
"本而禁用([method set_physics_process])。僅適用於用於操縱內建節點行為的高級用"
"途。\n"
"[b]警告:[/b]內建節點依靠內部處理來實作自己的邏輯,所以從你的程式碼中改變這個"
"值可能會導致意外的行為。為特定的高級用途提供了對此內部邏輯的腳本存取,但不安全"
"且不支援。"
msgid ""
"Enables or disables processing. When a node is being processed, it will "
"receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
"[method _process] callback will be called if exists). Enabled automatically "
"if [method _process] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
"啟用或禁用影格處理。當一個節點被處理時,它將在每個繪製的影格上收到一個"
"[constant NOTIFICATION_PROCESS](如果存在,[method _process]回呼函式將被呼"
"叫)。如果[method _process]被重寫,則自動啟用。在 [method _ready] 之前對它的任"
"何呼叫都將被忽略。"
msgid ""
"Enables or disables input processing. This is not required for GUI controls! "
"Enabled automatically if [method _input] is overridden. Any calls to this "
"before [method _ready] will be ignored."
msgstr ""
"啟用或禁用輸入處理。對於 GUI 控制項來說不是必需的。如果 [method _input] 被覆"
"蓋,則自動啟用。任何在 [method _ready] 之前對它的呼叫都將被忽略。"
msgid ""
"Enables or disabled internal processing for this node. Internal processing "
"happens in isolation from the normal [method _process] calls and is used by "
"some nodes internally to guarantee proper functioning even if the node is "
"paused or processing is disabled for scripting ([method set_process]). Only "
"useful for advanced uses to manipulate built-in nodes' behavior.\n"
"[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
"logic, so changing this value from your code may lead to unexpected behavior. "
"Script access to this internal logic is provided for specific advanced uses, "
"but is unsafe and not supported."
msgstr ""
"啟用或禁用此節點的內部處理。內部處理與正常的 [method _process] 呼叫隔離進行,"
"並且由某些節點內部使用,以確保正常工作,即使節點已暫停或處理因腳本而禁用"
"[method set_process])。僅適用於操縱內建節點行為的高級用途。\n"
"[b]警告:[/b]內建節點依賴於內部處理來實作自己的邏輯,因此更改程式碼中的這個值"
"可能會導致意外行為。為特定的高級用途提供了對此內部邏輯的腳本存取,但不安全且不"
"支援。"
msgid ""
"Enables shortcut processing. Enabled automatically if [method "
"_shortcut_input] is overridden. Any calls to this before [method _ready] will "
"be ignored."
msgstr ""
"啟用快捷鍵處理。如果 [method _shortcut_input] 被覆蓋,則自動啟用。在 [method "
"_ready] 之前對此的任何呼叫都將被忽略。"
msgid ""
"Enables unhandled input processing. This is not required for GUI controls! It "
"enables the node to receive all input that was not previously handled "
"(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
"is overridden. Any calls to this before [method _ready] will be ignored."
msgstr ""
"啟用未處理的輸入處理。這對 GUI 控制項來說是不需要的!它使節點能夠接收所有以前"
"沒有處理的輸入(通常是由 [Control] 處理的)。如果 [method _unhandled_input] 被"
"覆蓋,則自動啟用。在 [method _ready] 之前對它的任何呼叫都將被忽略。"
msgid ""
"Enables unhandled key input processing. Enabled automatically if [method "
"_unhandled_key_input] is overridden. Any calls to this before [method _ready] "
"will be ignored."
msgstr ""
"啟用未處理的按鍵輸入處理。如果 [method _unhandled_key_input] 被重寫,則自動啟"
"用。任何在 [method _ready] 之前對它的呼叫都將被忽略。"
msgid ""
"Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
msgstr "設定這是否是實例載入預留位置。見 [InstancePlaceholder]。"
msgid "Similar to [method call_thread_safe], but for setting properties."
msgstr "類似於 [method call_thread_safe],但用於設定屬性。"
msgid ""
"Updates the warning displayed for this node in the Scene Dock.\n"
"Use [method _get_configuration_warnings] to setup the warning message to "
"display."
msgstr ""
"更新在場景面板中為該節點顯示的警告。\n"
"使用 [method _get_configuration_warnings] 配置要顯示的警告消息。"
msgid ""
"Add a custom description to a node. It will be displayed in a tooltip when "
"hovered in editor's scene tree."
msgstr ""
"為該節點新增自訂描述。該節點在編輯器的場景樹中處於懸停狀態時,該描述將顯示在工"
"具提示中。"
msgid ""
"The [MultiplayerAPI] instance associated with this node. See [method "
"SceneTree.get_multiplayer].\n"
"[b]Note:[/b] Renaming the node, or moving it in the tree, will not move the "
"[MultiplayerAPI] to the new path, you will have to update this manually."
msgstr ""
"與此節點關聯的 [MultiplayerAPI] 實例。請參閱 [method SceneTree."
"get_multiplayer]。\n"
"[b]注意:[/b] 重新命名節點或在樹中移動它不會將 [MultiplayerAPI] 移至新路徑,您"
"必須手動更新此路徑。"
msgid ""
"The name of the node. This name is unique among the siblings (other child "
"nodes from the same parent). When set to an existing name, the node will be "
"automatically renamed.\n"
"[b]Note:[/b] Auto-generated names might include the [code]@[/code] character, "
"which is reserved for unique names when using [method add_child]. When "
"setting the name manually, any [code]@[/code] will be removed."
msgstr ""
"該節點的名稱。這個名稱在兄弟節點(來自同一父節點的其他子節點)中是唯一的。當設"
"定為現有名稱時,節點將自動重命名。\n"
"[b]注意:[/b]自動生成的名稱可能包含 [code]@[/code] 字元,在使用 [method "
"add_child] 時保留該字元用於唯一名稱。手動設定名稱時,將刪除任何 [code]@[/"
"code]。"
msgid ""
"The node owner. A node can have any ancestor node as owner (i.e. a parent, "
"grandparent, etc. node ascending in the tree). This implies that [method "
"add_child] should be called before setting the owner, so that this "
"relationship of parenting exists. When saving a node (using [PackedScene]), "
"all the nodes it owns will be saved with it. This allows for the creation of "
"complex scene trees, with instancing and subinstancing.\n"
"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must "
"set [member owner] in addition to calling [method add_child]. This is "
"typically relevant for [url=$DOCS_URL/tutorials/plugins/"
"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]editor plugins[/url]. If a new node is "
"added to the tree without setting its owner as an ancestor in that tree, it "
"will be visible in the 2D/3D view, but not in the scene tree (and not "
"persisted when packing or saving)."
msgstr ""
"該節點的所有者。節點的所有者可以是任何祖先節點(即父節點、祖父節點等沿場景樹向"
"上的節點)。也就是說,應該在設定所有者之前呼叫 [method add_child],這樣才能存"
"在父子關係。(通過 [PackedScene])保存節點時,它擁有的所有節點也會隨之保存。這"
"樣就可以建立複雜的場景樹,能夠進行產生實體和子產生實體。\n"
"[b]注意:[/b]如果想要將子節點持久化進 [PackedScene],除了呼叫 [method "
"add_child] 之外還必須設定 [member owner]。通常在[url=$DOCS_URL/tutorials/"
"plugins/running_code_in_the_editor.html]工具腳本[/url]和[url=$DOCS_URL/"
"tutorials/plugins/editor/index.html]編輯器外掛程式[/url]中會用到。如果將新節點"
"添加到了場景樹中但沒有將場景樹中的祖先設定為所有者,那麼這個節點在 2D/3D 視圖"
"中可見,但在場景樹中不可見(也不會在打包或保存時進行持久化)。"
msgid ""
"Can be used to pause or unpause the node, or make the node paused based on "
"the [SceneTree], or make it inherit the process mode from its parent "
"(default)."
msgstr ""
"可用於暫停或取消暫停該節點,也可以讓該節點根據 [SceneTree] 來暫停,還可以讓它"
"繼承父級的處理模式(預設)。"
msgid ""
"Similar to [member process_priority] but for [constant "
"NOTIFICATION_PHYSICS_PROCESS], [method _physics_process] or the internal "
"version."
msgstr ""
"與 [member process_priority] 類似,但是作用於 [constant "
"NOTIFICATION_PHYSICS_PROCESS]、[method _physics_process] 以及內部版本。"
msgid ""
"The node's priority in the execution order of the enabled processing "
"callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
"NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
"process priority value is [i]lower[/i] will have their processing callbacks "
"executed first."
msgstr ""
"該節點在已啟用的處理回呼函式(即 [constant NOTIFICATION_PROCESS]、[constant "
"NOTIFICATION_PHYSICS_PROCESS] 及其內部對應物)的執行順序中的優先順序。程序優先"
"級值[i]較低[/i]的節點將首先執行其處理回呼函式。"
msgid ""
"Set the process thread group for this node (basically, whether it receives "
"[constant NOTIFICATION_PROCESS], [constant NOTIFICATION_PHYSICS_PROCESS], "
"[method _process] or [method _physics_process] (and the internal versions) on "
"the main thread or in a sub-thread.\n"
"By default, the thread group is [constant PROCESS_THREAD_GROUP_INHERIT], "
"which means that this node belongs to the same thread group as the parent "
"node. The thread groups means that nodes in a specific thread group will "
"process together, separate to other thread groups (depending on [member "
"process_thread_group_order]). If the value is set is [constant "
"PROCESS_THREAD_GROUP_SUB_THREAD], this thread group will occur on a sub "
"thread (not the main thread), otherwise if set to [constant "
"PROCESS_THREAD_GROUP_MAIN_THREAD] it will process on the main thread. If "
"there is not a parent or grandparent node set to something other than "
"inherit, the node will belong to the [i]default thread group[/i]. This "
"default group will process on the main thread and its group order is 0.\n"
"During processing in a sub-thread, accessing most functions in nodes outside "
"the thread group is forbidden (and it will result in an error in debug mode). "
"Use [method Object.call_deferred], [method call_thread_safe], [method "
"call_deferred_thread_group] and the likes in order to communicate from the "
"thread groups to the main thread (or to other thread groups).\n"
"To better understand process thread groups, the idea is that any node set to "
"any other value than [constant PROCESS_THREAD_GROUP_INHERIT] will include any "
"children (and grandchildren) nodes set to inherit into its process thread "
"group. this means that the processing of all the nodes in the group will "
"happen together, at the same time as the node including them."
msgstr ""
"設定這個節點的處理執行緒組(基本上就是在主執行緒還是子執行緒中接收 [constant "
"NOTIFICATION_PROCESS]、[constant NOTIFICATION_PHYSICS_PROCESS]、[method "
"_process]、[method _physics_process] 以及這些回呼函式的內部版本)。\n"
"預設情況下執行緒組為 [constant PROCESS_THREAD_GROUP_INHERIT],表示這個節點屬於"
"和父節點一樣的執行緒組。同一執行緒組中的節點會一起處理,獨立於其他執行緒組"
"(由 [member process_thread_group_order] 決定)。如果設為 [constant "
"PROCESS_THREAD_GROUP_SUB_THREAD],則該執行緒組會在子執行緒(非主執行緒)中執"
"行,否則設為 [constant PROCESS_THREAD_GROUP_MAIN_THREAD] 就會在主執行緒中處"
"理。如果父節點和先祖節點都沒有設定為非繼承,則該節點屬於[i]預設執行緒組[/i]。"
"預設群組在主執行緒中處理,群組順序為 0。\n"
"在子執行緒中處理時,執行緒組之外的大多數函式都禁止存取(除錯模式下會報告有"
"錯)。請使用 [method Object.call_deferred]、[method call_thread_safe]、"
"[method call_deferred_thread_group] 等方法與主執行緒(或其他執行緒組)通信。\n"
"執行緒組更好的理解方式是,非 [constant PROCESS_THREAD_GROUP_INHERIT] 的節點都"
"會將設為繼承的子節點(以及後續子孫節點)納入它的處理執行緒組。這樣該群組中的節"
"點就會一起處理,包括包含它們的節點。"
msgid ""
"Change the process thread group order. Groups with a lesser order will "
"process before groups with a greater order. This is useful when a large "
"amount of nodes process in sub thread and, afterwards, another group wants to "
"collect their result in the main thread, as an example."
msgstr ""
"修改處理執行緒組的順序。順序取值較小的群組會在較大的群組前處理。例如,可以讓大"
"量的節點先在子執行緒中處理,然後另一組節點要在主執行緒中獲取它們的處理結果。"
msgid ""
"Set whether the current thread group will process messages (calls to [method "
"call_deferred_thread_group] on threads, and whether it wants to receive them "
"during regular process or physics process callbacks."
msgstr ""
"設定目前執行緒組是否會在執行緒中處理消息(呼叫 [method "
"call_deferred_thread_group]),以及是否需要在常規處理和物理處理回呼函式中接收"
"消息。"
msgid ""
"If a scene is instantiated from a file, its topmost node contains the "
"absolute file path from which it was loaded in [member scene_file_path] (e.g. "
"[code]res://levels/1.tscn[/code]). Otherwise, [member scene_file_path] is set "
"to an empty string."
msgstr ""
"如果一個場景是從一個檔產生實體來的,則其最頂層的節點的 [member "
"scene_file_path] 中,將包含它從何處被載入的絕對檔路徑(例如 [code]res://"
"levels/1.tscn[/code])。否則 [member scene_file_path] 被設定為一個空字串。"
msgid ""
"Sets this node's name as a unique name in its [member owner]. This allows the "
"node to be accessed as [code]%Name[/code] instead of the full path, from any "
"node within that scene.\n"
"If another node with the same owner already had that name declared as unique, "
"that other node's name will no longer be set as having a unique name."
msgstr ""
"將這個節點的名稱設定為其 [member owner] 中的唯一名稱。這樣就可以從該場景中的任"
"意節點處使用 [code]%名稱[/code] 來存取這個節點,無需使用完整路徑。\n"
"如果所有者相同的另一個節點已經將該名稱宣告為唯一,那麼其他節點就無法再將此名稱"
"設定為唯一名稱。"
msgid ""
"Emitted when a child node enters the scene tree, either because it entered on "
"its own or because this node entered with it.\n"
"This signal is emitted [i]after[/i] the child node's own [constant "
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
"在子節點進入場景樹時觸發,可以是因為該子節點自行進入,也可以是因為本節點帶著該"
"子節點一起進入。\n"
"這個訊號會在該子節點自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal "
"tree_entered] [i]之後[/i]觸發。"
msgid ""
"Emitted when a child node is about to exit the scene tree, either because it "
"is being removed or freed directly, or because this node is exiting the "
"tree.\n"
"When this signal is received, the child [param node] is still in the tree and "
"valid. This signal is emitted [i]after[/i] the child node's own [signal "
"tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
"當一個子節點即將退出場景樹時發出,要麼是因為它正在被移除或直接釋放,要麼是因為"
"該節點正在退出樹。\n"
"當收到這個訊號時,子 [param node] 仍然在樹中並且有效。該訊號在子節點自己的 "
"[signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之後[/i]發出。"
msgid ""
"Emitted when the list of children is changed. This happens when child nodes "
"are added, moved or removed."
msgstr "子節點列表發生改變時發出。發生在新增、移動、移除子節點時。"
msgid ""
"Emitted when the node is ready. Comes after [method _ready] callback and "
"follows the same rules."
msgstr ""
"當該節點就緒時發出。在 [method _ready] 回呼函式之後發出,遵循相同的規則。"
msgid "Emitted when the node is renamed."
msgstr "當該節點被重命名時觸發。"
msgid ""
"Emitted when this node is being replaced by the [param node], see [method "
"replace_by].\n"
"This signal is emitted [i]after[/i] [param node] has been added as a child of "
"the original parent node, but [i]before[/i] all original child nodes have "
"been reparented to [param node]."
msgstr ""
"當該節點被 [param node] 替換時觸發,見 [method replace_by]。\n"
"這個訊號的觸發時機在 [param node] 被新增為原父節點的子節點[i]之後[/i],但是在"
"所有不可分割節點重設父節點為 [param node] [i]之前[/i]。"
msgid ""
"Emitted when the node enters the tree.\n"
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
"當該節點進入樹時觸發。\n"
"這個訊號會在相關的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之後[/i]觸發。"
msgid "Emitted after the node exits the tree and is no longer active."
msgstr "當該節點退出樹之後觸發,並且不再處於活動狀態。"
msgid ""
"Emitted when the node is still active but about to exit the tree. This is the "
"right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
"當該節點仍處於活動狀態但即將退出樹時發出。這是反初始化的正確位置(如果願意,也"
"可以稱之為“解構函式”)。\n"
"這個訊號會在相關的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]觸發。"
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
"當該節點進入 [SceneTree] 時收到的通知。\n"
"這個通知會在相關的 [signal tree_entered] [i]之前[/i]發出。"
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
msgstr ""
"當該節點即將退出 [SceneTree] 時收到的通知。\n"
"這個通知會在相關的 [signal tree_exiting] [i]之後[/i]發出。"
msgid ""
"[i]Deprecated.[/i] This notification is no longer emitted. Use [constant "
"NOTIFICATION_CHILD_ORDER_CHANGED] instead."
msgstr ""
"[i]已廢棄。[/i]不會再發出這個通知。請改用 [constant "
"NOTIFICATION_CHILD_ORDER_CHANGED]。"
msgid "Notification received when the node is ready. See [method _ready]."
msgstr "當該節點就緒時接收到通知。見 [method _ready]。"
msgid "Notification received when the node is paused."
msgstr "當該節點被暫停時接收到的通知。"
msgid "Notification received when the node is unpaused."
msgstr "當該節點被取消暫停時收到的通知。"
msgid ""
"Notification received every frame when the physics process flag is set (see "
"[method set_physics_process])."
msgstr ""
"當設定了 physics process 旗標時,每一影格都會收到的通知(見 [method "
"set_physics_process])。"
msgid ""
"Notification received every frame when the process flag is set (see [method "
"set_process])."
msgstr ""
"當設定了 process 旗標時,每一影格都會收到的通知(見 [method set_process])。"
msgid ""
"Notification received when a node is set as a child of another node.\n"
"[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
msgstr ""
"當一個節點被設定為另一個節點的子節點時收到該通知。\n"
"[b]注意:[/b]這並不意味著一個節點進入了 [SceneTree]。"
msgid ""
"Notification received when a node is unparented (parent removed it from the "
"list of children)."
msgstr "當該節點失去父節點時收到的通知(父節點將其從子節點列表中刪除)。"
msgid "Notification received by scene owner when its scene is instantiated."
msgstr "當場景被產生實體時,該場景的所有者收到的通知。"
msgid ""
"Notification received when a drag operation begins. All nodes receive this "
"notification, not only the dragged one.\n"
"Can be triggered either by dragging a [Control] that provides drag data (see "
"[method Control._get_drag_data]) or using [method Control.force_drag].\n"
"Use [method Viewport.gui_get_drag_data] to get the dragged data."
msgstr ""
"當拖拽操作開始時收到的通知。所有節點都會收到此通知,而不僅僅是被拖動的節點。\n"
"可以通過拖動提供拖動資料的 [Control](見 [method Control._get_drag_data]),或"
"使用 [method Control.force_drag] 來觸發。\n"
"請使用 [method Viewport.gui_get_drag_data] 獲取拖動資料。"
msgid ""
"Notification received when a drag operation ends.\n"
"Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
msgstr ""
"當拖拽操作結束時收到的通知。\n"
"請使用 [method Viewport.gui_is_drag_successful] 檢查拖放是否成功。"
msgid ""
"Notification received when the node's name or one of its parents' name is "
"changed. This notification is [i]not[/i] received when the node is removed "
"from the scene tree to be added to another parent later on."
msgstr ""
"當該節點或其祖級的名稱被更改時收到的通知。當節點從場景樹中移除,稍後被新增到另"
"一個父節點時,[i]不會[/i]收到此通知。"
msgid ""
"Notification received when the list of children is changed. This happens when "
"child nodes are added, moved or removed."
msgstr ""
"子節點列表發生更改時收到的通知。子節點發生新增、移動、刪除時列表會發生更改。"
msgid ""
"Notification received every frame when the internal process flag is set (see "
"[method set_process_internal])."
msgstr ""
"當設定了內部處理旗標時,每一影格都會收到的通知(見 [method "
"set_process_internal])。"
msgid ""
"Notification received every frame when the internal physics process flag is "
"set (see [method set_physics_process_internal])."
msgstr ""
"當設定了內部物理處理旗標時,每一影格都會收到的通知(見 [method "
"set_physics_process_internal])。"
msgid ""
"Notification received when the node is disabled. See [constant "
"PROCESS_MODE_DISABLED]."
msgstr "當該節點被禁用時收到的通知。見 [constant PROCESS_MODE_DISABLED]。"
msgid ""
"Notification received when the node is enabled again after being disabled. "
"See [constant PROCESS_MODE_DISABLED]."
msgstr ""
"當該節點被禁用後又再次被啟用時收到的通知。見 [constant "
"PROCESS_MODE_DISABLED]。"
msgid ""
"Notification received right before the scene with the node is saved in the "
"editor. This notification is only sent in the Godot editor and will not occur "
"in exported projects."
msgstr ""
"在編輯器中保存有節點的場景之前收到的通知。這個通知只在 Godot 編輯器中發送,不"
"會出現在匯出的專案中。"
msgid ""
"Notification received right after the scene with the node is saved in the "
"editor. This notification is only sent in the Godot editor and will not occur "
"in exported projects."
msgstr ""
"在編輯器中保存有節點的場景後立即收到通知。這個通知只在 Godot 編輯器中發送,在"
"匯出的專案中不會出現。"
msgid ""
"Notification received when the mouse enters the window.\n"
"Implemented for embedded windows and on desktop and web platforms."
msgstr ""
"滑鼠進入視窗時收到的通知。\n"
"為內嵌視窗實作,並在桌面和 Web 平臺上實作。"
msgid ""
"Notification received when the mouse leaves the window.\n"
"Implemented for embedded windows and on desktop and web platforms."
msgstr ""
"滑鼠離開視窗時收到的通知。\n"
"為內嵌視窗實作,並在桌面和 Web 平臺上實作。"
msgid ""
"Notification received when the node's parent [Window] is focused. This may be "
"a change of focus between two windows of the same engine instance, or from "
"the OS desktop or a third-party application to a window of the game (in which "
"case [constant NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted).\n"
"A [Window] node receives this notification when it is focused."
msgstr ""
"當該節點的父 [Window] 獲得焦點時收到的通知。可能是在同一引擎實例的兩個視窗之間"
"的焦點變化,也可能是從作業系統桌面或協力廠商套用程式切換到遊戲的某個視窗(在這"
"種情況下,還會發出 [constant NOTIFICATION_APPLICATION_FOCUS_IN])。\n"
"[Window] 節點會在獲得焦點時收到該通知。"
msgid ""
"Notification received when the node's parent [Window] is defocused. This may "
"be a change of focus between two windows of the same engine instance, or from "
"a window of the game to the OS desktop or a third-party application (in which "
"case [constant NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted).\n"
"A [Window] node receives this notification when it is defocused."
msgstr ""
"當該節點的父 [Window] 失去焦點時收到的通知。可能是在同一引擎實例的兩個視窗之間"
"的焦點變化,也可能是從遊戲的某個視窗切換到作業系統桌面或協力廠商套用程式(在這"
"種情況下,還會發出 [constant NOTIFICATION_APPLICATION_FOCUS_OUT])。\n"
"[Window] 節點會在失去焦點時收到該通知。"
msgid ""
"Notification received from the OS when a close request is sent (e.g. closing "
"the window with a \"Close\" button or [kbd]Alt + F4[/kbd]).\n"
"Implemented on desktop platforms."
msgstr ""
"當發出關閉請求時,從作業系統收到的通知(例如使用“關閉”按鈕或按下 [kbd]Alt + "
"F4[/kbd] 關閉視窗時)。\n"
"在桌面平臺上實作。"
msgid ""
"Notification received from the OS when a go back request is sent (e.g. "
"pressing the \"Back\" button on Android).\n"
"Specific to the Android platform."
msgstr ""
"當發出返回請求時,從作業系統收到的通知(例如在 Android 系統上按下“返回”按"
"鈕)。\n"
"僅限 Android 平臺。"
msgid "Notification received from the OS when the window is resized."
msgstr "當視窗大小發生改變時,從作業系統收到的通知。"
msgid ""
"Notification received from the OS when the screen's DPI has been changed. "
"Only implemented on macOS."
msgstr "當螢幕的 DPI 發生更改時,從作業系統受到的通知。僅在 macOS 上實作。"
msgid ""
"Notification received when the mouse cursor enters the [Viewport]'s visible "
"area, that is not occluded behind other [Control]s or [Window]s, provided its "
"[member Viewport.gui_disable_input] is [code]false[/code] and regardless if "
"it's currently focused or not."
msgstr ""
"當滑鼠遊標進入[Viewport]可見的區域時收到的通知,該區域沒有被其他[Control]或"
"[Window]遮擋,只要其[member Viewport.gui_disable_input] 為[code]false[/code]"
"不論目前是否獲得焦點。"
msgid ""
"Notification received when the mouse cursor leaves the [Viewport]'s visible "
"area, that is not occluded behind other [Control]s or [Window]s, provided its "
"[member Viewport.gui_disable_input] is [code]false[/code] and regardless if "
"it's currently focused or not."
msgstr ""
"當滑鼠遊標離開[Viewport]可見的區域時收到的通知,該區域沒有被其他[Control]或"
"[Window]遮擋,只要其[member Viewport.gui_disable_input] 為[code]false[/code]"
"不論目前是否獲得焦點。"
msgid ""
"Inherits process mode from the node's parent. For the root node, it is "
"equivalent to [constant PROCESS_MODE_PAUSABLE]. Default."
msgstr ""
"從該節點的父節點繼承處理模式。如果是根節點,則等價於 [constant "
"PROCESS_MODE_PAUSABLE]。預設值。"
msgid ""
"Stops processing when the [SceneTree] is paused (process when unpaused). This "
"is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]."
msgstr ""
"[SceneTree] 暫停時停止處理(取消暫停時處理)。與 [constant "
"PROCESS_MODE_WHEN_PAUSED] 相反。"
msgid ""
"Only process when the [SceneTree] is paused (don't process when unpaused). "
"This is the inverse of [constant PROCESS_MODE_PAUSABLE]."
msgstr ""
"僅在 [SceneTree] 暫停時處理(取消暫停時不處理)。與 [constant "
"PROCESS_MODE_PAUSABLE] 相反。"
msgid ""
"Always process. Continue processing always, ignoring the [SceneTree]'s paused "
"property. This is the inverse of [constant PROCESS_MODE_DISABLED]."
msgstr ""
"始終處理。始終繼續處理,忽略 [SceneTree] 的 paused 屬性。與 [constant "
"PROCESS_MODE_DISABLED] 相反。"
msgid ""
"Never process. Completely disables processing, ignoring the [SceneTree]'s "
"paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS]."
msgstr ""
"從不處理。完全禁用處理,忽略 [SceneTree] 的 paused 屬性。與 [constant "
"PROCESS_MODE_ALWAYS] 相反。"
msgid ""
"If the [member process_thread_group] property is sent to this, the node will "
"belong to any parent (or grandparent) node that has a thread group mode that "
"is not inherit. See [member process_thread_group] for more information."
msgstr ""
"如果 [member process_thread_group] 屬性設為這個值,該節點會屬於執行緒組不是繼"
"承的父節點(或祖父節點)。詳見 [member process_thread_group]。"
msgid ""
"Process this node (and children nodes set to inherit) on the main thread. See "
"[member process_thread_group] for more information."
msgstr ""
"在主執行緒上處理該節點(以及設為繼承的子節點)。詳見 [member "
"process_thread_group]。"
msgid ""
"Process this node (and children nodes set to inherit) on a sub-thread. See "
"[member process_thread_group] for more information."
msgstr ""
"在子執行緒上處理該節點(以及設為繼承的子節點)。詳見 [member "
"process_thread_group]。"
msgid "Duplicate the node's signals."
msgstr "複製該節點的訊號。"
msgid "Duplicate the node's groups."
msgstr "複製節點的組。"
msgid "Duplicate the node's scripts."
msgstr "複製該節點的腳本。"
msgid ""
"Duplicate using instancing.\n"
"An instance stays linked to the original so when the original changes, the "
"instance changes too."
msgstr ""
"使用產生實體進行複製。\n"
"實例與原件保持連結,因此當原件發生變化時,實例也會發生變化。"
msgid "Node will not be internal."
msgstr "該節點不是內部節點。"
msgid ""
"Node will be placed at the front of parent's node list, before any non-"
"internal sibling."
msgstr "該節點將被放置在父節點的節點列表開頭,在所有非內部兄弟節點之前。"
msgid ""
"Node will be placed at the back of parent's node list, after any non-internal "
"sibling."
msgstr "該節點將被放置在父節點的節點列表末尾,在所有非內部兄弟節點之後。"
msgid ""
"A 2D game object, inherited by all 2D-related nodes. Has a position, "
"rotation, scale, and Z index."
msgstr "2D 遊戲物件,被所有 2D 相關的節點繼承。具有位置、旋轉、縮放和 Z 索引。"
msgid ""
"A 2D game object, with a transform (position, rotation, and scale). All 2D "
"nodes, including physics objects and sprites, inherit from Node2D. Use Node2D "
"as a parent node to move, scale and rotate children in a 2D project. Also "
"gives control of the node's render order."
msgstr ""
"2D 遊戲物件,具有變換(位置、旋轉、縮放)。所有的 2D 節點,包括物理物件和精"
"靈,都繼承自 Node2D。使用 Node2D 作為父節點來移動、縮放和旋轉 2D 專案中的子節"
"點。還可以控制節點的渲染順序。"
msgid "All 2D Demos"
msgstr "所有 2D 演示"
msgid "Multiplies the current scale by the [param ratio] vector."
msgstr "將目前縮放乘以比例向量 [param ratio]。"
msgid ""
"Returns the angle between the node and the [param point] in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回該節點和 [param point] 之間的夾角,單位為弧度。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"node2d_get_angle_to.png]返回夾角的示意圖。[/url]"
msgid "Returns the [Transform2D] relative to this node's parent."
msgstr "返回相對於此節點的父節點的 [Transform2D]。"
msgid "Adds the [param offset] vector to the node's global position."
msgstr "將偏移向量 [param offset] 新增到該節點的全域位置。"
msgid ""
"Rotates the node so it points towards the [param point], which is expected to "
"use global coordinates."
msgstr "旋轉該節點,使其指向 [param point],該點應使用全域座標。"
msgid ""
"Applies a local translation on the node's X axis based on the [method Node."
"_process]'s [param delta]. If [param scaled] is [code]false[/code], "
"normalizes the movement."
msgstr ""
"基於 [method Node._process] 的 [param delta],在節點的 X 軸上套用局部平移。如"
"果 [param scaled] 為 [code]false[/code],則對移動進行正規化。"
msgid ""
"Applies a local translation on the node's Y axis based on the [method Node."
"_process]'s [param delta]. If [param scaled] is [code]false[/code], "
"normalizes the movement."
msgstr ""
"基於 [method Node._process] 的 [param delta],在節點的 Y 軸上套用局部平移。如"
"果 [param scaled] 為 [code]false[/code],則對移動進行正規化。"
msgid ""
"Applies a rotation to the node, in radians, starting from its current "
"rotation."
msgstr "從節點的目前旋轉開始,以弧度為單位,對節點進行旋轉。"
msgid ""
"Transforms the provided local position into a position in global coordinate "
"space. The input is expected to be local relative to the [Node2D] it is "
"called on. e.g. Applying this method to the positions of child nodes will "
"correctly transform their positions into the global coordinate space, but "
"applying it to a node's own position will give an incorrect result, as it "
"will incorporate the node's own transformation into its global position."
msgstr ""
"將提供的本地位置轉換為全域座標空間的位置。例如,對子節點的位置套用這個方法將正"
"確地把它們的位置轉換到全域座標空間,但對節點自己的位置套用這個方法將得到一個不"
"正確的結果,因為它將把節點自己的變換納入它的全域位置。"
msgid ""
"Transforms the provided global position into a position in local coordinate "
"space. The output will be local relative to the [Node2D] it is called on. e."
"g. It is appropriate for determining the positions of child nodes, but it is "
"not appropriate for determining its own position relative to its parent."
msgstr ""
"將提供的全域位置轉換為本地座標空間的位置。例如,它適合於確定子節點的位置,但不"
"適合於確定其自身相對於父節點的位置。"
msgid "Translates the node by the given [param offset] in local coordinates."
msgstr "在局部坐標系中,將該節點按給定的偏移量 [param offset] 進行平移。"
msgid "Global position."
msgstr "全域位置。"
msgid "Global rotation in radians."
msgstr "全域旋轉,單位為弧度。"
msgid ""
"Helper property to access [member global_rotation] in degrees instead of "
"radians."
msgstr "輔助屬性,用於按度數存取 [member global_rotation] 而不是弧度數。"
msgid "Global scale."
msgstr "全域縮放。"
msgid "Global skew in radians."
msgstr "全域偏斜,單位為弧度。"
msgid "Global [Transform2D]."
msgstr "全域 [Transform2D]。"
msgid "Position, relative to the node's parent."
msgstr "位置,相對於父節點。"
msgid ""
"Rotation in radians, relative to the node's parent.\n"
"[b]Note:[/b] This property is edited in the inspector in degrees. If you want "
"to use degrees in a script, use [member rotation_degrees]."
msgstr ""
"旋轉,單位為弧度,相對於該節點的父節點。\n"
"[b]注意:[/b]這個屬性在屬性面板中是以度數編輯的。如果你想在腳本中使用度數,請"
"使用 [member rotation_degrees]。"
msgid ""
"The node's scale. Unscaled value: [code](1, 1)[/code].\n"
"[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, negative scales on the X axis will be "
"changed to negative scales on the Y axis and a rotation of 180 degrees when "
"decomposed."
msgstr ""
"該節點的縮放。未縮放值:[code](1, 1)[/code]。\n"
"[b]注意:[/b]2D 中,變換矩陣是無法分解出負數的 X 縮放的。由於 Godot 中使用變換"
"矩陣來表示縮放X 軸上的負數縮放在分解後會變為 Y 軸的負數縮放和一次 180 度的旋"
"轉。"
msgid ""
"Slants the node.\n"
"[b]Note:[/b] Skew is X axis only."
msgstr ""
"使該節點發生傾斜。\n"
"[b]注意:[/b]偏斜僅適用於 X 軸。"
msgid "Local [Transform2D]."
msgstr "局部 [Transform2D]。"
msgid "Most basic 3D game object, parent of all 3D-related nodes."
msgstr "最基本的 3D 遊戲物件,所有 3D 相關節點的父類。"
msgid "Introduction to 3D"
msgstr "3D 簡介"
msgid "All 3D Demos"
msgstr "所有 3D 演示"
msgid ""
"Clears subgizmo selection for this node in the editor. Useful when subgizmo "
"IDs become invalid after a property change."
msgstr ""
"在編輯器中,清除該節點的子小工具選擇。在一個屬性更改後,子小工具 ID 變得無效時"
"很有用。"
msgid ""
"Returns the parent [Node3D], or an empty [Object] if no parent exists or "
"parent is not of type [Node3D]."
msgstr ""
"返回父節點 [Node3D],如果不存在父節點,或父節點不是 [Node3D] 型別,則返回空的 "
"[Object]。"
msgid ""
"Returns the current [World3D] resource this [Node3D] node is registered to."
msgstr "返回此 [Node3D] 節點所註冊的目前 [World3D] 資源。"
msgid ""
"Rotates the global (world) transformation around axis, a unit [Vector3], by "
"specified angle in radians. The rotation axis is in global coordinate system."
msgstr ""
"將全域(世界)變換圍繞某個軸(單位 [Vector3])旋轉指定的弧度。旋轉軸使用全域坐"
"標系。"
msgid ""
"Scales the global (world) transformation by the given [Vector3] scale factors."
msgstr "將全域(世界)變換按照給定的 [Vector3] 縮放因數進行縮放。"
msgid ""
"Moves the global (world) transformation by [Vector3] offset. The offset is in "
"global coordinate system."
msgstr "將全域(世界)變換按照 [Vector3] 偏移量進行移動。偏移量使用全域坐標系。"
msgid ""
"Disables rendering of this node. Changes [member visible] to [code]false[/"
"code]."
msgstr "禁用該節點的渲染。會將 [member visible] 改為 [code]false[/code]。"
msgid ""
"Returns whether node notifies about its local transformation changes. "
"[Node3D] will not propagate this by default."
msgstr "返回該節點是否通知其局部變換的更改。[Node3D] 預設不會傳播此屬性。"
msgid ""
"Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local "
"transformation scale."
msgstr "返回該節點是否使用 [code](1, 1, 1)[/code] 的比例或其本地變換比例。"
msgid ""
"Returns whether the node notifies about its global and local transformation "
"changes. [Node3D] will not propagate this by default."
msgstr "返回該節點是否通知其全域和局部變換的更改。[Node3D] 預設不會傳播此屬性。"
msgid ""
"Returns [code]true[/code] if the node is present in the [SceneTree], its "
"[member visible] property is [code]true[/code] and all its ancestors are also "
"visible. If any ancestor is hidden, this node will not be visible in the "
"scene tree."
msgstr ""
"如果該節點位於 [SceneTree] 中,並且其 [member visible] 屬性為 [code]true[/"
"code],並且其所有上層節點也均可見,則返回 [code]true[/code]。如果任何上層節點"
"被隱藏,則該節點在場景樹中將不可見。"
msgid ""
"Rotates the node so that the local forward axis (-Z, [constant Vector3."
"FORWARD]) points toward the [param target] position.\n"
"The local up axis (+Y) points as close to the [param up] vector as possible "
"while staying perpendicular to the local forward axis. The resulting "
"transform is orthogonal, and the scale is preserved. Non-uniform scaling may "
"not work correctly.\n"
"The [param target] position cannot be the same as the node's position, the "
"[param up] vector cannot be zero, and the direction from the node's position "
"to the [param target] vector cannot be parallel to the [param up] vector.\n"
"Operations take place in global space, which means that the node must be in "
"the scene tree.\n"
"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is "
"treated as forward (implies +X is left) and points toward the [param target] "
"position. By default, the -Z axis (camera forward) is treated as forward "
"(implies +X is right)."
msgstr ""
"旋轉該節點,讓局部向前的軸(-Z[constant Vector3.FORWARD])指向 [param "
"target] 的位置。\n"
"局部向上的軸(+Y在保持與局部向前的軸垂直的前提下盡可能接近 [param up] 向"
"量。最終的變換是正交變換,並且保留了原有縮放。非均勻縮放可能無法正常工作。\n"
"[param target] 位置不能和該節點的位置相同,[param up] 向量不能為零,從節點的位"
"置到 [param target] 的向量不能與 [param up] 平行。\n"
"操作發生在全域空間,也就是說該節點必須位於場景樹中。\n"
"如果 [param use_model_front] 為 [code]true[/code],則會將 +Z 軸(素材正面)作"
"為向前的軸(此時 +X 為左),指向 [param target] 的位置。預設情況下會將 -Z 軸"
"(相機前方)作為向前的軸(此時 +X 為右)。"
msgid ""
"Moves the node to the specified [param position], and then rotates the node "
"to point toward the [param target] as per [method look_at]. Operations take "
"place in global space."
msgstr ""
"將節點移動到指定的 [param position],然後根據 [method look_at] 旋轉該節點以指"
"向 [param target]。操作發生在全域空間中。"
msgid ""
"Resets this node's transformations (like scale, skew and taper) preserving "
"its rotation and translation by performing Gram-Schmidt orthonormalization on "
"this node's [Transform3D]."
msgstr ""
"通過在該節點的 [Transform3D] 上執行 Gram-Schmidt 正交正規化,重設該節點的變換"
"(如縮放、傾斜和錐度),以保留其旋轉和平移。"
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians."
msgstr "圍繞軸(單位 [Vector3])旋轉局部變換,指定角度(弧度)。"
msgid ""
"Rotates the local transformation around axis, a unit [Vector3], by specified "
"angle in radians. The rotation axis is in object-local coordinate system."
msgstr ""
"圍繞軸(單位 [Vector3])旋轉局部變換,指定角度(弧度)。旋轉軸是在物體的本地坐"
"標系中。"
msgid "Rotates the local transformation around the X axis by angle in radians."
msgstr "圍繞 X 軸旋轉局部變換,旋轉角度為弧度。"
msgid "Rotates the local transformation around the Y axis by angle in radians."
msgstr "圍繞 Y 軸旋轉局部變換,旋轉角度為弧度。"
msgid "Rotates the local transformation around the Z axis by angle in radians."
msgstr "圍繞 Z 軸旋轉局部變換,旋轉角度為弧度。"
msgid ""
"Scales the local transformation by given 3D scale factors in object-local "
"coordinate system."
msgstr "在物體局部坐標系中,通過給定的 3D 比例因數來縮放局部變換。"
msgid ""
"Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
"transformation scale. Changes to the local transformation scale are preserved."
msgstr ""
"設定節點是否使用 [code](1, 1, 1)[/code] 的比例或其本地變換比例。對本地變換比例"
"的改變會被保留下來。"
msgid ""
"Reset all transformations for this node (sets its [Transform3D] to the "
"identity matrix)."
msgstr "重設此節點的所有變換(將其 [Transform3D] 設定為單位矩陣)。"
msgid ""
"Sets whether the node ignores notification that its transformation (global or "
"local) changed."
msgstr "設定該節點是否忽略其轉換(全域或局部)改變的通知。"
msgid ""
"Sets whether the node notifies about its local transformation changes. "
"[Node3D] will not propagate this by default."
msgstr "設定該節點是否通知其局部變換的更改。[Node3D] 預設不會傳播此屬性。"
msgid ""
"Sets whether the node notifies about its global and local transformation "
"changes. [Node3D] will not propagate this by default, unless it is in the "
"editor context and it has a valid gizmo."
msgstr ""
"設定該節點是否通知其全域和局部變換的更改。[Node3D] 預設不會傳播此屬性,除非位"
"元於編輯器本文中,並且存在有效的小工具。"
msgid ""
"Enables rendering of this node. Changes [member visible] to [code]true[/code]."
msgstr "啟用此節點的呈現。將 [member visible] 更改為 [code]true[/code]。"
msgid ""
"Transforms [param local_point] from this node's local space to world space."
msgstr "將 [param local_point] 從這個節點的局部空間轉換為世界空間。"
msgid ""
"Transforms [param global_point] from world space to this node's local space."
msgstr "將 [param global_point] 從世界空間轉換到這個節點的局部空間。"
msgid ""
"Changes the node's position by the given offset [Vector3].\n"
"Note that the translation [param offset] is affected by the node's scale, so "
"if scaled by e.g. [code](10, 1, 1)[/code], a translation by an offset of "
"[code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) to the X "
"coordinate."
msgstr ""
"通過給定的偏移量 [Vector3] 更改該節點的位置。\n"
"請注意,平移 [param offset] 受節點縮放的影響,因此如果按例如 [code](10, 1, 1)"
"[/code] 的比例縮放,那麼偏移 [code](2, 0, 0)[/code] 的平移,實際上會在 X 座標"
"上增加 20[code]2 * 10[/code])。"
msgid ""
"Changes the node's position by the given offset [Vector3] in local space."
msgstr "通過給定的局部空間偏移量 [Vector3] 改變該節點的位置。"
msgid "Direct access to the 3x3 basis of the [member transform] property."
msgstr "直接存取該 [Transform3D] 屬性的 3x3 基。"
msgid ""
"Global basis of this node. This is equivalent to [code]global_transform."
"basis[/code]."
msgstr "這個節點的全域位置。與 [code]global_transform.origin[/code] 等價。"
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr "這個節點的全域位置。與 [code]global_transform.origin[/code] 等價。"
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters of "
"the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
"全域變換的旋轉部分,單位為弧度,以 YXZ 歐拉角的形式表示X 角、Y 角、Z "
"角)。\n"
"[b]注意:[/b]在數學意義上,旋轉是一個矩陣而不是一個向量。這三個歐拉角是旋轉矩"
"陣歐拉角參數化的三個獨立參數,儲存在 [Vector3] 資料結構中並不是因為旋轉是一個"
"向量,而是因為 [Vector3] 是一種方便儲存 3 個浮點數的資料結構。因此,對旋轉“向"
"量”套用仿射操作是沒有意義的。"
msgid "World3D space (global) [Transform3D] of this node."
msgstr "該節點在 World3D 空間的(全域)[Transform3D]。"
msgid ""
"Local position or translation of this node relative to the parent. This is "
"equivalent to [code]transform.origin[/code]."
msgstr ""
"該節點相對於父節點的局部位置或平移。相當於 [code]transform.origin[/code]。"
msgid ""
"Access to the node rotation as a [Quaternion]. This property is ideal for "
"tweening complex rotations."
msgstr ""
"以一個 [Quaternion] 的形式存取該節點的旋轉。該屬性非常適合補間複雜的旋轉。"
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"Euler angles. The angles construct a rotation in the order specified by the "
"[member rotation_order] property.\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters of "
"the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful.\n"
"[b]Note:[/b] This property is edited in the inspector in degrees. If you want "
"to use degrees in a script, use [member rotation_degrees]."
msgstr ""
"以弧度為單位的,局部變換的旋轉部分,根據歐拉角指定。角度按照 [member "
"rotation_order] 屬性指定的順序,建構一個旋轉。\n"
"[b]注意:[/b]在數學意義上,旋轉是一個矩陣,而不是一個向量。三個歐拉角,即旋轉"
"矩陣的歐拉角參數化的三個獨立參數,儲存在一個 [Vector3] 資料結構中,並不是因為"
"旋轉是一個向量,而是因為 [Vector3] 是一個方便儲存 3 個浮點數的資料結構。因此,"
"對旋轉“向量”,套用仿射操作是沒有意義的。\n"
"[b]注意:[/b]該屬性在屬性面板中以度為單位進行編輯。如果要在腳本中使用度數,請"
"使用 [member rotation_degrees]。"
msgid "Specify how rotation (and scale) will be presented in the editor."
msgstr "指定旋轉(和縮放)在編輯器中的顯示方式。"
msgid ""
"Specify the axis rotation order of the [member rotation] property. The final "
"orientation is constructed by rotating the Euler angles in the order "
"specified by this property."
msgstr ""
"指定 [member rotation] 屬性的軸旋轉順序。最終的方向是通過按該屬性指定的順序旋"
"轉歐拉角來建構的。"
msgid ""
"Scale part of the local transformation.\n"
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
"transformation matrix. Due to the way scale is represented with "
"transformation matrices in Godot, the scale values will either be all "
"positive or all negative.\n"
"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
"property. For example, [Light3D]s are not visually affected by [member scale]."
msgstr ""
"局部變換的縮放部分。\n"
"[b]注意:[/b]3D 中,變換矩陣是無法分解出正負混合的縮放的。由於 Godot 中使用變"
"換矩陣來表示縮放,得到的縮放值要麼全正、要麼全負。\n"
"[b]注意:[/b]並不是所有節點的外觀都會被 [member scale] 屬性縮放。例如,"
"[Light3D] 的外觀就不受 [member scale] 影響。"
msgid ""
"If [code]true[/code], the node will not inherit its transformations from its "
"parent. Node transformations are only in global space."
msgstr ""
"如果為 [code]true[/code],則該節點將不會從其父節點繼承其變換。節點變換僅在全局"
"空間中。"
msgid "Local space [Transform3D] of this node, with respect to the parent node."
msgstr "該節點的局部空間 [Transform3D],相對於父節點。"
msgid ""
"Defines the visibility range parent for this node and its subtree. The "
"visibility parent must be a GeometryInstance3D. Any visual instance will only "
"be visible if the visibility parent (and all of its visibility ancestors) is "
"hidden by being closer to the camera than its own [member GeometryInstance3D."
"visibility_range_begin]. Nodes hidden via the [member Node3D.visible] "
"property are essentially removed from the visibility dependency tree, so "
"dependent instances will not take the hidden node or its ancestors into "
"account."
msgstr ""
"定義該節點及其子樹的可見性範圍父級。可見性父級必須是一個 GeometryInstance3D。"
"僅當可見性父級(及其所有可見性祖先)通過比其自身 [member GeometryInstance3D."
"visibility_range_begin] 更靠近相機而被隱藏時,任何視覺實例才會可見。通過 "
"[member Node3D.visible] 屬性隱藏的節點,基本上可以從可見性依賴樹中移除,因此依"
"賴實例不會考慮隱藏節點或其祖先。"
msgid ""
"If [code]true[/code], this node is drawn. The node is only visible if all of "
"its ancestors are visible as well (in other words, [method "
"is_visible_in_tree] must return [code]true[/code])."
msgstr ""
"如果為 [code]true[/code],這個節點就會被畫出來。只有當它的所有前項也是可見的時"
"候,這個節點才是可見的(換句話說,[method is_visible_in_tree] 必須返回 "
"[code]true[/code])。"
msgid "Emitted when node visibility changes."
msgstr "當節點可見性更改時觸發。"
msgid "The rotation is edited using [Vector3] Euler angles."
msgstr "旋轉量以 [Vector3] 歐拉角的形式編輯。"
msgid "The rotation is edited using a [Quaternion]."
msgstr "旋轉量以 [Quaternion] 的形式編輯。"
msgid ""
"The rotation is edited using a [Basis]. In this mode, [member scale] can't be "
"edited separately."
msgstr "旋轉量以 [Basis] 的形式編輯。此模式下無法單獨編輯 [member scale]。"
msgid "A pre-parsed scene tree path."
msgstr "預先解析的場景樹路徑。"
msgid ""
"A pre-parsed relative or absolute path in a scene tree, for use with [method "
"Node.get_node] and similar functions. It can reference a node, a resource "
"within a node, or a property of a node or resource. For example, "
"[code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/code] would refer to the "
"[code]size[/code] property of the [code]texture[/code] resource on the node "
"named [code]\"Sprite2D\"[/code], which is a child of the other named nodes in "
"the path.\n"
"You will usually just pass a string to [method Node.get_node] and it will be "
"automatically converted, but you may occasionally want to parse a path ahead "
"of time with [NodePath] or the literal syntax [code]^\"path\"[/code]. "
"Exporting a [NodePath] variable will give you a node selection widget in the "
"properties panel of the editor, which can often be useful.\n"
"A [NodePath] is composed of a list of slash-separated node names (like a "
"filesystem path) and an optional colon-separated list of \"subnames\" which "
"can be resources or properties.\n"
"Some examples of NodePaths include the following:\n"
"[codeblock]\n"
"# No leading slash means it is relative to the current node.\n"
"^\"A\" # Immediate child A\n"
"^\"A/B\" # A's child B\n"
"^\".\" # The current node.\n"
"^\"..\" # The parent node.\n"
"^\"../C\" # A sibling node C.\n"
"^\"../..\" # The grandparent node.\n"
"# A leading slash means it is absolute from the SceneTree.\n"
"^\"/root\" # Equivalent to get_tree().get_root().\n"
"^\"/root/Main\" # If your main scene's root node were named \"Main\".\n"
"^\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n"
"[/codeblock]\n"
"See also [StringName], which is a similar concept for general-purpose string "
"interning.\n"
"[b]Note:[/b] In the editor, [NodePath] properties are automatically updated "
"when moving, renaming or deleting a node in the scene tree, but they are "
"never updated at runtime.\n"
"[b]Note:[/b] In a boolean context, a [NodePath] will evaluate to [code]false[/"
"code] if it is empty ([code]NodePath(\"\")[/code]). Otherwise, a [NodePath] "
"will always evaluate to [code]true[/code]."
msgstr ""
"場景樹中預先解析的相對或絕對路徑,用於 [method Node.get_node] 和類似函式。它可"
"以引用節點、節點內的資源、或節點或資源的屬性。例如,[code]\"Path2D/"
"PathFollow2D/Sprite2D:texture:size\"[/code] 將引用名為 [code]\"Sprite2D\"[/"
"code] 節點上的 [code]texture[/code] 資源的 [code]size[/code] 屬性,該節點是路"
"徑中其他命名節點的一個子節點。\n"
"通常只需將一個字串傳遞給 [method Node.get_node],它將會被自動轉換,但可能偶爾"
"想要使用 [NodePath] 或文字語法 [code]^\"path\"[/code] 提前解析路徑。匯出 "
"[NodePath] 變數會在編輯器的屬性面板中,為你提供一個節點選擇小元件,這通常很有"
"用。\n"
"[NodePath] 由斜線分隔的節點名稱列表(如檔案系統路徑)和可選的冒號分隔的“子名"
"稱”列表組成,這些“子名稱”可以是資源或屬性。\n"
"NodePath 的一些範例包括:\n"
"[codeblock]\n"
"# 沒有前導斜杠意味著它是相對於目前節點的。\n"
"^\"A\" # 直接子節點 A\n"
"^\"A/B\" # A 的子節點 B\n"
"^\".\" # 目前節點。\n"
"^\"..\" # 父節點。\n"
"^\"../C\" # 兄弟節點 C。\n"
"^\"../..\" # 祖父節點。\n"
"# 前導斜杠意味著它是來自 SceneTree 的絕對路徑。\n"
"^\"/root\" # 等同於 get_tree().get_root()。\n"
"^\"/root/Main\" # 如果你的主場景的根節點被命名為“Main”。\n"
"^\"/root/MyAutoload\" # 如果你有一個自動載入的節點或場景。\n"
"[/codeblock]\n"
"另見 [StringName],它是通用字串的類似概念。\n"
"[b]注意:[/b]在編輯器中,[NodePath] 屬性在場景樹中移動、重命名或刪除節點時會自"
"動更新,但它們不會在運作時更新。\n"
"[b]注意:[/b]在布林本文中,如果 [NodePath] 為空([code]NodePath(\"\")[/code]"
"則會得到 [code]false[/code]。否則 [NodePath] 始終為 [code]true[/code]。"
msgid "2D Role Playing Game Demo"
msgstr "2D 角色扮演遊戲演示"
msgid "Constructs an empty [NodePath]."
msgstr "建構空的 [NodePath]。"
msgid ""
"Constructs a [NodePath] as a copy of the given [NodePath]. "
"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/code]."
msgstr ""
"建構給定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等價於 "
"[code]^\"example\"[/code]。"
msgid ""
"Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite2D:"
"texture:size\"[/code]. A path is absolute if it starts with a slash. Absolute "
"paths are only valid in the global scene tree, not within individual scenes. "
"In a relative path, [code]\".\"[/code] and [code]\"..\"[/code] indicate the "
"current node and its parent.\n"
"The \"subnames\" optionally included after the path to the target node can "
"point to resources or properties, and can also be nested.\n"
"Examples of valid NodePaths (assuming that those nodes exist and have the "
"referenced resources or properties):\n"
"[codeblock]\n"
"# Points to the Sprite2D node.\n"
"\"Path2D/PathFollow2D/Sprite2D\"\n"
"# Points to the Sprite2D node and its \"texture\" resource.\n"
"# get_node() would retrieve \"Sprite2D\", while get_node_and_resource()\n"
"# would retrieve both the Sprite2D node and the \"texture\" resource.\n"
"\"Path2D/PathFollow2D/Sprite2D:texture\"\n"
"# Points to the Sprite2D node and its \"position\" property.\n"
"\"Path2D/PathFollow2D/Sprite2D:position\"\n"
"# Points to the Sprite2D node and the \"x\" component of its \"position\" "
"property.\n"
"\"Path2D/PathFollow2D/Sprite2D:position:x\"\n"
"# Absolute path (from \"root\")\n"
"\"/root/Level/Path2D\"\n"
"[/codeblock]"
msgstr ""
"從一個字串,例如 [code]\"Path2D/PathFollow2D/Sprite2D:texture:size\"[/code]"
"建立一個 NodePath。如果路徑以斜杠開頭則該路徑是絕對路徑。絕對路徑僅在全域場"
"景樹中有效,在單個場景中無效。在相對路徑中,[code]\".\"[/code] 和 [code]\".."
"\"[/code] 表示目前節點及其父節點。\n"
"在到目標節點的路徑後可以選擇包含“子名稱”,它可以指向資源或屬性,也可以被嵌"
"套。\n"
"有效 NodePath 的範例(假設這些節點存在,並具有引用的資源或屬性):\n"
"[codeblock]\n"
"# 指向 Sprite2D 節點。\n"
"\"Path2D/PathFollow2D/Sprite2D\"\n"
"# 指向 Sprite2D 節點及其“紋理texture”資源。\n"
"# get_node() 將檢索“Sprite2D”而 get_node_and_resource()\n"
"# 將同時檢索該 Sprite2D 節點和其“紋理texture”資源。\n"
"\"Path2D/PathFollow2D/Sprite2D:texture\"\n"
"# 指向 Sprite2D 節點及其“位置position”屬性。\n"
"\"Path2D/PathFollow2D/Sprite2D:position\"\n"
"# 指向 Sprite2D 節點及其“位置position”屬性的“x”分量。\n"
"\"Path2D/PathFollow2D/Sprite2D:position:x\"\n"
"# 絕對路徑(從 “root” 開始)\n"
"“/root/Level/Path2D”\n"
"[/codeblock]"
msgid ""
"Returns a node path with a colon character ([code]:[/code]) prepended, "
"transforming it to a pure property path with no node name (defaults to "
"resolving from the current node).\n"
"[codeblocks]\n"
"[gdscript]\n"
"# This will be parsed as a node path to the \"x\" property in the "
"\"position\" node.\n"
"var node_path = NodePath(\"position:x\")\n"
"# This will be parsed as a node path to the \"x\" component of the "
"\"position\" property in the current node.\n"
"var property_path = node_path.get_as_property_path()\n"
"print(property_path) # :position:x\n"
"[/gdscript]\n"
"[csharp]\n"
"// This will be parsed as a node path to the \"x\" property in the "
"\"position\" node.\n"
"var nodePath = new NodePath(\"position:x\");\n"
"// This will be parsed as a node path to the \"x\" component of the "
"\"position\" property in the current node.\n"
"NodePath propertyPath = nodePath.GetAsPropertyPath();\n"
"GD.Print(propertyPath); // :position:x\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回前面帶有冒號字元([code]:[/code])的節點路徑,將其轉換為沒有節點名稱的純屬"
"性路徑(預設為從目前節點解析)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 這將被解析為一個到“position”節點中“x”屬性的節點路徑。\n"
"var node_path = NodePath(\"position:x\")\n"
"# 這將被解析為一個到目前節點中“position”屬性的“x”分量的節點路徑。\n"
"var property_path = node_path.get_as_property_path()\n"
"print(property_path) # :position:x\n"
"[/gdscript]\n"
"[csharp]\n"
"// 這將被解析為一個到“position”節點中“x”屬性的節點路徑。\n"
"var nodePath = new NodePath(\"position:x\");\n"
"// 這將被解析為一個到目前節點中“position”屬性的“x”分量的節點路徑。\n"
"NodePath propertyPath = nodePath.GetAsPropertyPath();\n"
"GD.Print(propertyPath); // :position:x\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns all paths concatenated with a slash character ([code]/[/code]) as "
"separator without subnames."
msgstr ""
"返回所有以斜杠字元([code]/[/code])作為分隔符號連接的且不帶子名稱的路徑。"
msgid ""
"Returns all subnames concatenated with a colon character ([code]:[/code]) as "
"separator, i.e. the right side of the first colon in a node path.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n"
"print(node_path.get_concatenated_subnames()) # texture:load_path\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
"load_path\");\n"
"GD.Print(nodePath.GetConcatenatedSubnames()); // texture:load_path\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回所有以冒號字元([code]:[/code])作為分隔符號連接的子名稱,即節點路徑中第一"
"個冒號的右側。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n"
"print(nodepath.get_concatenated_subnames()) # texture:load_path\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodepath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
"load_path\");\n"
"GD.Print(nodepath.GetConcatenatedSubnames()); // texture:load_path\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Gets the node name indicated by [param idx] (0 to [method get_name_count] - "
"1).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n"
"print(node_path.get_name(0)) # Path2D\n"
"print(node_path.get_name(1)) # PathFollow2D\n"
"print(node_path.get_name(2)) # Sprite\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D\");\n"
"GD.Print(nodePath.GetName(0)); // Path2D\n"
"GD.Print(nodePath.GetName(1)); // PathFollow2D\n"
"GD.Print(nodePath.GetName(2)); // Sprite\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"獲取由 [param idx]0 到 [method get_name_count] - 1指示的節點名稱。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n"
"print(node_path.get_name(0)) # Path2D\n"
"print(node_path.get_name(1)) # PathFollow2D\n"
"print(node_path.get_name(2)) # Sprite\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D\");\n"
"GD.Print(nodePath.GetName(0)); // Path2D\n"
"GD.Print(nodePath.GetName(1)); // PathFollow2D\n"
"GD.Print(nodePath.GetName(2)); // Sprite\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Gets the number of node names which make up the path. Subnames (see [method "
"get_subname_count]) are not included.\n"
"For example, [code]\"Path2D/PathFollow2D/Sprite2D\"[/code] has 3 names."
msgstr ""
"獲取組成路徑的節點名稱的數量。不包括子名稱(見 [method "
"get_subname_count])。\n"
"例如,[code]\"Path2D/PathFollow2D/Sprite2D\"[/code] 中有 3 個名稱。"
msgid ""
"Gets the resource or property name indicated by [param idx] (0 to [method "
"get_subname_count] - 1).\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n"
"print(node_path.get_subname(0)) # texture\n"
"print(node_path.get_subname(1)) # load_path\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
"load_path\");\n"
"GD.Print(nodePath.GetSubname(0)); // texture\n"
"GD.Print(nodePath.GetSubname(1)); // load_path\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"獲取由 [param idx] 表示的資源或屬性名稱0 到 [method get_subname_count] - "
"1。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node_path = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:load_path\")\n"
"print(node_path.get_subname(0)) # texture\n"
"print(node_path.get_subname(1)) # load_path\n"
"[/gdscript]\n"
"[csharp]\n"
"var nodePath = new NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
"load_path\");\n"
"GD.Print(nodePath.GetSubname(0)); // texture\n"
"GD.Print(nodePath.GetSubname(1)); // load_path\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Gets the number of resource or property names (\"subnames\") in the path. "
"Each subname is listed after a colon character ([code]:[/code]) in the node "
"path.\n"
"For example, [code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] "
"has 2 subnames."
msgstr ""
"獲取路徑中資源或屬性名稱(“子名稱”)的數量。每個子名稱都列在節點路徑中的冒號字"
"元([code]:[/code])之後。\n"
"例如,[code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] 中有 2 "
"個子名稱。"
msgid "Returns the 32-bit hash value representing the [NodePath]'s contents."
msgstr "返回代表該 [NodePath] 內容的 32 位元雜湊值。"
msgid ""
"Returns [code]true[/code] if the node path is absolute (as opposed to "
"relative), which means that it starts with a slash character ([code]/[/"
"code]). Absolute node paths can be used to access the root node ([code]\"/"
"root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
"autoload was registered)."
msgstr ""
"如果節點路徑是絕對的(而不是相對的),即以斜線字元([code]/[/code])開始,返"
"回 [code]true[/code]。絕對節點路徑可以用來存取根節點([code]\"/root\"[/code]"
"或自動載入(例如[code]\"/global\"[/code] 如果註冊了一個叫“global”的自動載入"
"項)。"
msgid "Returns [code]true[/code] if the node path is empty."
msgstr "如果節點路徑為空,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if two node paths are not equal."
msgstr "如果兩個節點路徑不相等,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if two node paths are equal, i.e. all node names in "
"the path are the same and in the same order."
msgstr ""
"如果兩個節點路徑相等,即路徑中的所有節點名稱都相同且順序一致,則返回 "
"[code]true[/code]。"
msgid "Abstract base class for noise generators."
msgstr "雜訊生成器的抽象基底類別。"
msgid ""
"This class defines the interface for noise generation libraries to inherit "
"from.\n"
"A default [method get_seamless_image] implementation is provided for "
"libraries that do not provide seamless noise. This function requests a larger "
"image from the [method get_image] method, reverses the quadrants of the "
"image, then uses the strips of extra width to blend over the seams.\n"
"Inheriting noise classes can optionally override this function to provide a "
"more optimal algorithm."
msgstr ""
"該類定義了雜訊生成庫要繼承的介面。\n"
"為不提供無縫雜訊的庫提供一個預設的 get_seamless_noise() 實作。該函式從 "
"get_image() 請求更大的圖像,反轉該圖像的象限,然後使用額外寬度的條帶在接縫處混"
"合。\n"
"繼承的雜訊類可以選擇性地覆蓋該函式,以提供更優化的演算法。"
msgid ""
"Returns an [Image] containing 2D noise values.\n"
"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default "
"implementation expects the noise generator to return values in the range "
"[code]-1.0[/code] to [code]1.0[/code]."
msgstr ""
"返回包含 2D 雜訊值的 [Image]。\n"
"[b]注意:[/b][param normalize] 為 [code]false[/code] 時,預設實作要求雜訊生成"
"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之間的值。"
msgid ""
"Returns an [Array] of [Image]s containing 3D noise values for use with "
"[method ImageTexture3D.create].\n"
"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default "
"implementation expects the noise generator to return values in the range "
"[code]-1.0[/code] to [code]1.0[/code]."
msgstr ""
"返回包含 3D 雜訊值的 [Image] 的 [Array],用於 [method ImageTexture3D."
"create]。\n"
"[b]注意:[/b][param normalize] 為 [code]false[/code] 時,預設實作要求雜訊生成"
"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之間的值。"
msgid "Returns the 1D noise value at the given (x) coordinate."
msgstr "返回給定 (x) 座標處的 1D 雜訊值。"
msgid "Returns the 2D noise value at the given position."
msgstr "返回給定位置處的 2D 雜訊值。"
msgid "Returns the 3D noise value at the given position."
msgstr "返回給定位置處的 3D 雜訊值。"
msgid ""
"Returns an [Image] containing seamless 2D noise values.\n"
"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default "
"implementation expects the noise generator to return values in the range "
"[code]-1.0[/code] to [code]1.0[/code]."
msgstr ""
"返回包含無縫 2D 雜訊值的 [Image]。\n"
"[b]注意:[/b][param normalize] 為 [code]false[/code] 時,預設實作要求雜訊生成"
"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之間的值。"
msgid ""
"Returns an [Array] of [Image]s containing seamless 3D noise values for use "
"with [method ImageTexture3D.create].\n"
"[b]Note:[/b] With [param normalize] set to [code]false[/code], the default "
"implementation expects the noise generator to return values in the range "
"[code]-1.0[/code] to [code]1.0[/code]."
msgstr ""
"返回包含無縫 3D 雜訊值的 [Image] 的 [Array],用於 [method ImageTexture3D."
"create]。\n"
"[b]注意:[/b][param normalize] 為 [code]false[/code] 時,預設實作要求雜訊生成"
"器返回 [code]-1.0[/code] 到 [code]1.0[/code] 之間的值。"
msgid "A 2D texture filled with noise generated by a [Noise] object."
msgstr "由 [Noise] 物件生成的雜訊所填充的紋理。"
msgid ""
"Uses the [FastNoiseLite] library or other noise generators to fill the "
"texture data of your desired size. [NoiseTexture2D] can also generate normal "
"map textures.\n"
"The class uses [Thread]s to generate the texture data internally, so [method "
"Texture2D.get_image] may return [code]null[/code] if the generation process "
"has not completed yet. In that case, you need to wait for the texture to be "
"generated before accessing the image and the generated byte data:\n"
"[codeblock]\n"
"var texture = NoiseTexture2D.new()\n"
"texture.noise = FastNoiseLite.new()\n"
"await texture.changed\n"
"var image = texture.get_image()\n"
"var data = image.get_data()\n"
"[/codeblock]"
msgstr ""
"使用 [FastNoiseLite] 或其他庫來填充所需大小的紋理資料。[NoiseTexture2D] 還能生"
"成法線貼圖紋理。\n"
"該類在內部使用 [Thread] 生成紋理資料,因此如果生成過程尚未完成,[method "
"Texture2D.get_image] 可能會返回 [code]null[/code]。在這種情況下,需要等待紋理"
"生成後再存取圖像和生成的位元組資料:\n"
"[codeblock]\n"
"var texture = NoiseTexture2D.new()\n"
"texture.noise = FastNoiseLite.new()\n"
"await texture.changed\n"
"var image = texture.get_image()\n"
"var data = image.get_data()\n"
"[/codeblock]"
msgid ""
"If [code]true[/code], the resulting texture contains a normal map created "
"from the original noise interpreted as a bump map."
msgstr ""
"如果為 [code]true[/code],產生的紋理包含一個由原始雜訊建立的法線貼圖,解釋為凹"
"凸貼圖。"
msgid ""
"Strength of the bump maps used in this texture. A higher value will make the "
"bump maps appear larger while a lower value will make them appear softer."
msgstr ""
"該紋理中使用的凹凸貼圖的強度。更高的值會使凹凸貼圖看起來更大,而更低的值會使它"
"們看起來更柔和。"
msgid ""
"A [Gradient] which is used to map the luminance of each pixel to a color "
"value."
msgstr "[Gradient],用於將每個圖元的亮度對應到一個顏色值。"
msgid ""
"Determines whether mipmaps are generated for this texture. Enabling this "
"results in less texture aliasing in the distance, at the cost of increasing "
"memory usage by roughly 33% and making the noise texture generation take "
"longer.\n"
"[b]Note:[/b] [member generate_mipmaps] requires mipmap filtering to be "
"enabled on the material using the [NoiseTexture2D] to have an effect."
msgstr ""
"決定是否為該紋理生成 mipmap。啟用該屬性可減少紋理鋸齒但會增加約 33% 的記憶體"
"佔用,生成雜訊紋理也可能需要更長的時間。\n"
"[b]注意:[/b]使用該 [NoiseTexture2D] 的材質需要啟用 mipmap 篩選才能讓 [member "
"generate_mipmaps] 生效。"
msgid "Height of the generated texture (in pixels)."
msgstr "生成的紋理的高度(單位為圖元)。"
msgid ""
"Determines whether the noise image is calculated in 3D space. May result in "
"reduced contrast."
msgstr "決定是否在 3D 空間中計算雜訊圖像。可能會導致對比度降低。"
msgid ""
"If [code]true[/code], inverts the noise texture. White becomes black, black "
"becomes white."
msgstr "如果為 [code]true[/code],則反轉該雜訊紋理。白變黑,黑變白。"
msgid "The instance of the [Noise] object."
msgstr "[Noise] 物件的實例。"
msgid ""
"If [code]true[/code], the noise image coming from the noise generator is "
"normalized to the range [code]0.0[/code] to [code]1.0[/code].\n"
"Turning normalization off can affect the contrast and allows you to generate "
"non repeating tileable noise textures."
msgstr ""
"如果為 [code]true[/code],來自雜訊產生器的雜訊圖像,將被正規化到範圍 "
"[code]0.0[/code] 到 [code]1.0[/code]。\n"
"關閉正規化會影響對比度,並允許生成非重複的可平鋪雜訊紋理。"
msgid ""
"If [code]true[/code], a seamless texture is requested from the [Noise] "
"resource.\n"
"[b]Note:[/b] Seamless noise textures may take longer to generate and/or can "
"have a lower contrast compared to non-seamless noise depending on the used "
"[Noise] resource. This is because some implementations use higher dimensions "
"for generating seamless noise.\n"
"[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback "
"path for seamless generation. If using a [member width] or [member height] "
"lower than the default, you may need to increase [member "
"seamless_blend_skirt] to make seamless blending more effective."
msgstr ""
"如果為 [code]true[/code],則從 [Noise] 資源請求無縫紋理。\n"
"[b]注意:[/b]與非無縫雜訊相比,無縫雜訊紋理可能需要更長的時間來生成,並且/或者"
"可能具有較低的對比度,具體取決於所使用的 [Noise] 資源。這是因為一些實作使用更"
"高的維度來生成無縫雜訊。\n"
"[b]注意:[/b]預設的 [FastNoiseLite] 實作在生成無縫紋理時使用退回路徑。如果使用"
"的 [member width] 或 [member height] 小於預設值,你可能需要通過增大 [member "
"seamless_blend_skirt] 來讓無縫混合更高效。"
msgid ""
"Used for the default/fallback implementation of the seamless texture "
"generation. It determines the distance over which the seams are blended. High "
"values may result in less details and contrast. See [Noise] for further "
"details.\n"
"[b]Note:[/b] If using a [member width] or [member height] lower than the "
"default, you may need to increase [member seamless_blend_skirt] to make "
"seamless blending more effective."
msgstr ""
"用於無縫紋理生成的預設/退回實作。它決定接縫混合的距離。較高的值可能會導致較少"
"的細節和對比度。詳情見 [Noise]。\n"
"[b]注意:[/b]如果使用的 [member width] 或 [member height] 小於預設值,你可能需"
"要通過增大 [member seamless_blend_skirt] 來讓無縫混合更高效。"
msgid "Width of the generated texture (in pixels)."
msgstr "生成的紋理的寬度(單位為圖元)。"
msgid "A 3D texture filled with noise generated by a [Noise] object."
msgstr "由 [Noise] 物件生成的雜訊所填充的紋理。"
msgid ""
"Uses the [FastNoiseLite] library or other noise generators to fill the "
"texture data of your desired size.\n"
"The class uses [Thread]s to generate the texture data internally, so [method "
"Texture3D.get_data] may return [code]null[/code] if the generation process "
"has not completed yet. In that case, you need to wait for the texture to be "
"generated before accessing the image:\n"
"[codeblock]\n"
"var texture = NoiseTexture3D.new()\n"
"texture.noise = FastNoiseLite.new()\n"
"await texture.changed\n"
"var data = texture.get_data()\n"
"[/codeblock]"
msgstr ""
"使用 [FastNoiseLite] 或其他庫來填充所需大小的紋理資料。\n"
"該類在內部使用 [Thread] 生成紋理資料,因此如果生成過程尚未完成,[method "
"Texture2D.get_image] 可能會返回 [code]null[/code]。在這種情況下,需要等待紋理"
"生成後再存取圖像和生成的位元組資料:\n"
"[codeblock]\n"
"var texture = NoiseTexture3D.new()\n"
"texture.noise = FastNoiseLite.new()\n"
"await texture.changed\n"
"var data = texture.get_data()\n"
"[/codeblock]"
msgid "Depth of the generated texture (in pixels)."
msgstr "生成的紋理的深度(單位為圖元)。"
msgid ""
"If [code]true[/code], a seamless texture is requested from the [Noise] "
"resource.\n"
"[b]Note:[/b] Seamless noise textures may take longer to generate and/or can "
"have a lower contrast compared to non-seamless noise depending on the used "
"[Noise] resource. This is because some implementations use higher dimensions "
"for generating seamless noise.\n"
"[b]Note:[/b] The default [FastNoiseLite] implementation uses the fallback "
"path for seamless generation. If using a [member width], [member height] or "
"[member depth] lower than the default, you may need to increase [member "
"seamless_blend_skirt] to make seamless blending more effective."
msgstr ""
"如果為 [code]true[/code],則從 [Noise] 資源請求無縫紋理。\n"
"[b]注意:[/b]與非無縫雜訊相比,無縫雜訊紋理可能需要更長的時間來生成,並且/或者"
"可能具有較低的對比度,具體取決於所使用的 [Noise] 資源。這是因為一些實作使用更"
"高的維度來生成無縫雜訊。\n"
"[b]注意:[/b]預設的 [FastNoiseLite] 實作在生成無縫紋理時使用退回路徑。如果使用"
"的 [member width]、[member height] 或 [member depth] 小於預設值,你可能需要通"
"過增大 [member seamless_blend_skirt] 來讓無縫混合更高效。"
msgid ""
"Used for the default/fallback implementation of the seamless texture "
"generation. It determines the distance over which the seams are blended. High "
"values may result in less details and contrast. See [Noise] for further "
"details.\n"
"[b]Note:[/b] If using a [member width], [member height] or [member depth] "
"lower than the default, you may need to increase [member "
"seamless_blend_skirt] to make seamless blending more effective."
msgstr ""
"用於無縫紋理生成的預設/退回實作。它決定接縫混合的距離。較高的值可能會導致較少"
"的細節和對比度。詳情見 [Noise]。\n"
"[b]注意:[/b]如果使用的 [member width]、[member height] 或 [member depth] 小於"
"預設值,你可能需要通過增大 [member seamless_blend_skirt] 來讓無縫混合更高效。"
msgid "Base class for all other classes in the engine."
msgstr "引擎中所有其他類的基底類別。"
msgid "Object class introduction"
msgstr "Object 類介紹"
msgid "When and how to avoid using nodes for everything"
msgstr "何時以及如何避免為任何事情使用節點"
msgid "Object notifications"
msgstr "物件通知"
msgid ""
"Override this method to customize the behavior of [method get]. Should return "
"the given [param property]'s value, or [code]null[/code] if the [param "
"property] should be handled normally.\n"
"Combined with [method _set] and [method _get_property_list], this method "
"allows defining custom properties, which is particularly useful for editor "
"plugins. Note that a property must be present in [method get_property_list], "
"otherwise this method will not be called.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get(property):\n"
" if property == \"fake_property\":\n"
" print(\"Getting my property!\")\n"
" return 4\n"
"\n"
"func _get_property_list():\n"
" return [\n"
" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n"
" ]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _Get(StringName property)\n"
"{\n"
" if (property == \"FakeProperty\")\n"
" {\n"
" GD.Print(\"Getting my property!\");\n"
" return 4;\n"
" }\n"
" return default;\n"
"}\n"
"\n"
"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
" {\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" }\n"
" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"覆蓋該方法以自訂 [method get] 的行為。應該返回給定的 [param property] 的值,或"
"者 [param property] 應該被正常處理時返回 [code]null[/code]。\n"
"結合 [method _set] 和 [method _get_property_list],該方法允許定義自訂屬性,這"
"對編輯器外掛程式特別有用。請注意,屬性必須存在於 [method get_property_list] "
"中,否則該方法不會被呼叫。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _get(property):\n"
" if (property == \"fake_property\"):\n"
" print(\"正在獲取我的屬性!\")\n"
" return 4\n"
"\n"
"func _get_property_list():\n"
" return [\n"
" { \"name\": \"fake_property\", \"type\": TYPE_INT }\n"
" ]\n"
"[/gdscript]\n"
"[csharp]\n"
"public override Variant _Get(StringName property)\n"
"{\n"
" if (property == \"FakeProperty\")\n"
" {\n"
" GD.Print(\"正在獲取我的屬性!\");\n"
" return 4;\n"
" }\n"
" return default;\n"
"}\n"
"\n"
"public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
"{\n"
" return new Godot.Collections.Array<Godot.Collections.Dictionary>()\n"
" {\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"FakeProperty\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" }\n"
" };\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Override this method to customize how script properties should be handled by "
"the engine.\n"
"Should return a property list, as an [Array] of dictionaries. The result is "
"added to the array of [method get_property_list], and should be formatted in "
"the same way. Each [Dictionary] must at least contain the [code]name[/code] "
"and [code]type[/code] entries.\n"
"The example below displays [code]hammer_type[/code] in the Inspector dock, "
"only if [code]holding_hammer[/code] is [code]true[/code]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends Node2D\n"
"\n"
"@export var holding_hammer = false:\n"
" set(value):\n"
" holding_hammer = value\n"
" notify_property_list_changed()\n"
"var hammer_type = 0\n"
"\n"
"func _get_property_list():\n"
" # By default, `hammer_type` is not visible in the editor.\n"
" var property_usage = PROPERTY_USAGE_NO_EDITOR\n"
"\n"
" if holding_hammer:\n"
" property_usage = PROPERTY_USAGE_DEFAULT\n"
"\n"
" var properties = []\n"
" properties.append({\n"
" \"name\": \"hammer_type\",\n"
" \"type\": TYPE_INT,\n"
" \"usage\": property_usage, # See above assignment.\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"Wooden,Iron,Golden,Enchanted\"\n"
" })\n"
"\n"
" return properties\n"
"[/gdscript]\n"
"[csharp]\n"
"[Tool]\n"
"public partial class MyNode2D : Node2D\n"
"{\n"
" private bool _holdingHammer;\n"
"\n"
" [Export]\n"
" public bool HoldingHammer\n"
" {\n"
" get => _holdingHammer;\n"
" set\n"
" {\n"
" _holdingHammer = value;\n"
" NotifyPropertyListChanged();\n"
" }\n"
" }\n"
"\n"
" public int HammerType { get; set; }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
" {\n"
" // By default, `HammerType` is not visible in the editor.\n"
" var propertyUsage = PropertyUsageFlags.NoEditor;\n"
"\n"
" if (HoldingHammer)\n"
" {\n"
" propertyUsage = PropertyUsageFlags.Default;\n"
" }\n"
"\n"
" var properties = new Godot.Collections.Array<Godot.Collections."
"Dictionary>();\n"
" properties.Add(new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"HammerType\" },\n"
" { \"type\", (int)Variant.Type.Int },\n"
" { \"usage\", (int)propertyUsage }, // See above assignment.\n"
" { \"hint\", (int)PropertyHint.Enum },\n"
" { \"hint_string\", \"Wooden,Iron,Golden,Enchanted\" }\n"
" });\n"
"\n"
" return properties;\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method is intended for advanced purposes. For most common "
"use cases, the scripting languages offer easier ways to handle properties. "
"See [annotation @GDScript.@export], [annotation @GDScript.@export_enum], "
"[annotation @GDScript.@export_group], etc.\n"
"[b]Note:[/b] If the object's script is not [annotation @GDScript.@tool], this "
"method will not be called in the editor."
msgstr ""
"覆蓋該方法以自訂引擎處理腳本屬性的方式。\n"
"應該返回一個屬性列表,作為字典的 [Array]。該結果被新增到 [method "
"get_property_list] 的陣列中,並且應該以相同的方式進行格式化。每個 "
"[Dictionary] 必須至少包含 [code]name[/code] 和 [code]type[/code] 條目。\n"
"以下範例僅在 [code]holding_hammer[/code] 為 [code]true[/code] 時,在屬性面板停"
"靠面板中顯示 [code]hammer_type[/code]\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends Node2D\n"
"\n"
"@export var holding_hammer = false:\n"
" set(value):\n"
" holding_hammer = value\n"
" notify_property_list_changed()\n"
"var hammer_type = 0\n"
"\n"
"func _get_property_list():\n"
" # 預設情況下,`hammer_type` 在編輯器中不可見。\n"
" var property_usage = PROPERTY_USAGE_NO_EDITOR\n"
"\n"
" if holding_hammer:\n"
" property_usage = PROPERTY_USAGE_DEFAULT\n"
"\n"
" var properties = []\n"
" properties.append({\n"
" \"name\": \"hammer_type\",\n"
" \"type\": TYPE_INT,\n"
" \"usage\": property_usage, # 參見上面的賦值。\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"Wooden,Iron,Golden,Enchanted\"\n"
" })\n"
"\n"
" return properties\n"
"[/gdscript]\n"
"[csharp]\n"
"[Tool]\n"
"public partial class MyNode2D : Node2D\n"
"{\n"
" private bool _holdingHammer;\n"
"\n"
" [Export]\n"
" public bool HoldingHammer\n"
" {\n"
" get => _holdingHammer;\n"
" set\n"
" {\n"
" _holdingHammer = value;\n"
" NotifyPropertyListChanged();\n"
" }\n"
" }\n"
"\n"
" public int HammerType { get; set; }\n"
"\n"
" public override Godot.Collections.Array<Godot.Collections.Dictionary> "
"_GetPropertyList()\n"
" {\n"
" // 預設情況下,`HammerType` 在編輯器中不可見。\n"
" var propertyUsage = PropertyUsageFlags.NoEditor;\n"
"\n"
" if (HoldingHammer)\n"
" {\n"
" propertyUsage = PropertyUsageFlags.Default;\n"
" }\n"
"\n"
" var properties = new Godot.Collections.Array<Godot.Collections."
"Dictionary>();\n"
" properties.Add(new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"HammerType\" },\n"
" { \"type\", (int)Variant.Type.Int },\n"
" { \"usage\", (int)propertyUsage }, // 參見上面的賦值。\n"
" { \"hint\", (int)PropertyHint.Enum },\n"
" { \"hint_string\", \"Wooden,Iron,Golden,Enchanted\" }\n"
" });\n"
"\n"
" return properties;\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]該方法旨在用於高級目的。對於大多數常見用例,指令碼語言提供了更簡"
"單的方法來處理屬性。參見 [annotation @GDScript.@export]、[annotation "
"@GDScript.@export_enum]、[annotation @GDScript.@export_group]、等。\n"
"[b]注意:[/b]如果該對象的腳本不是 [annotation @GDScript.@tool],則該方法在編輯"
"器中不會被呼叫。"
msgid ""
"Called when the object receives a notification, which can be identified in "
"[param what] by comparing it with a constant. See also [method "
"notification].\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _notification(what):\n"
" if what == NOTIFICATION_PREDELETE:\n"
" print(\"Goodbye!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Notification(int what)\n"
"{\n"
" if (what == NotificationPredelete)\n"
" {\n"
" GD.Print(\"Goodbye!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] The base [Object] defines a few notifications ([constant "
"NOTIFICATION_POSTINITIALIZE] and [constant NOTIFICATION_PREDELETE]). "
"Inheriting classes such as [Node] define a lot more notifications, which are "
"also received by this method."
msgstr ""
"當物件收到通知時被呼叫,可以通過將 [param what] 與常數比較來識別通知。另見 "
"[method notification]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _notification(what):\n"
" if what == NOTIFICATION_PREDELETE:\n"
" print(\"再見!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Notification(int what)\n"
"{\n"
" if (what == NotificationPredelete)\n"
" {\n"
" GD.Print(\"再見!\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]基底類別 [Object] 定義了一些通知([constant "
"NOTIFICATION_POSTINITIALIZE] 和 [constant NOTIFICATION_PREDELETE])。[Node] 等"
"繼承類定義了更多通知,這些通知也由該方法接收。"
msgid ""
"Override this method to customize the given [param property]'s revert "
"behavior. Should return [code]true[/code] if the [param property] can be "
"reverted in the Inspector dock. Use [method _property_get_revert] to specify "
"the [param property]'s default value.\n"
"[b]Note:[/b] This method must return consistently, regardless of the current "
"value of the [param property]."
msgstr ""
"覆蓋該方法以自訂給定 [param property] 的還原行為。如果 [param property] 可以在"
"屬性面板停靠面板中恢復,則應該返回 [code]true[/code]。使用 [method "
"_property_get_revert] 來指定 [param property] 的預設值。\n"
"[b]注意:[/b]無論 [param property] 的目前值如何,該方法都必須始終如一地返回。"
msgid ""
"Override this method to customize the given [param property]'s revert "
"behavior. Should return the default value for the [param property]. If the "
"default value differs from the [param property]'s current value, a revert "
"icon is displayed in the Inspector dock.\n"
"[b]Note:[/b] [method _property_can_revert] must also be overridden for this "
"method to be called."
msgstr ""
"覆蓋該方法以自訂給定 [param property] 的還原行為。應返回 [param property] 的預"
"設值。如果預設值與 [param property] 的目前值不同,則屬性面板停靠面板中會顯示一"
"個還原圖示。\n"
"[b]注意:[/b][method _property_can_revert] 也必須被覆蓋,該方法才能被呼叫。"
msgid ""
"Override this method to customize the return value of [method to_string], and "
"therefore the object's representation as a [String].\n"
"[codeblock]\n"
"func _to_string():\n"
" return \"Welcome to Godot 4!\"\n"
"\n"
"func _init():\n"
" print(self) # Prints Welcome to Godot 4!\"\n"
" var a = str(self) # a is \"Welcome to Godot 4!\"\n"
"[/codeblock]"
msgstr ""
"覆蓋該方法以自訂 [method to_string] 的返回值,從而將物件表示為一個 "
"[String]。\n"
"[codeblock]\n"
"func _to_string():\n"
" return \"歡迎來到 Godot 4\"\n"
"\n"
"func _init():\n"
" print(self) # 輸出“歡迎來到 Godot 4”\n"
" var a = str(self) # a 是“歡迎來到 Godot 4”\n"
"[/codeblock]"
msgid ""
"Override this method to customize existing properties. Every property info "
"goes through this method. The dictionary contents is the same as in [method "
"_get_property_list].\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends Node\n"
"\n"
"@export var is_number_editable: bool:\n"
" set(value):\n"
" is_number_editable = value\n"
" notify_property_list_changed()\n"
"@export var number: int\n"
"\n"
"func _validate_property(property: Dictionary):\n"
" if property.name == \"number\" and not is_number_editable:\n"
" property.usage |= PROPERTY_USAGE_READ_ONLY\n"
"[/gdscript]\n"
"[csharp]\n"
"[Tool]\n"
"public partial class MyNode : Node\n"
"{\n"
" private bool _isNumberEditable;\n"
"\n"
" [Export]\n"
" public bool IsNumberEditable\n"
" {\n"
" get => _isNumberEditable;\n"
" set\n"
" {\n"
" _isNumberEditable = value;\n"
" NotifyPropertyListChanged();\n"
" }\n"
" }\n"
"\n"
" [Export]\n"
" public int Number { get; set; }\n"
"\n"
" public override void _ValidateProperty(Godot.Collections.Dictionary "
"property)\n"
" {\n"
" if (property[\"name\"].AsStringName() == PropertyName.Number && "
"IsNumberEditable)\n"
" {\n"
" var usage = property[\"usage\"].As>PropertyUsageFlags<() | "
"PropertyUsageFlags.ReadOnly;\n"
" property[\"usage\"] = (int)usage;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"重寫此方法來自訂現有屬性。每個屬性資訊都會經過此方法。字典內容與[method "
"_get_property_list]中的相同。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@tool\n"
"extends Node\n"
"\n"
"@export var is_number_editable: bool:\n"
" set(value):\n"
" is_number_editable = value\n"
" notify_property_list_changed()\n"
"@export var number: int\n"
"\n"
"func _validate_property(property: Dictionary):\n"
" if property.name == \"number\" and not is_number_editable:\n"
" property.usage |= PROPERTY_USAGE_READ_ONLY\n"
"[/gdscript]\n"
"[csharp]\n"
"[Tool]\n"
"public partial class MyNode : Node\n"
"{\n"
" private bool _isNumberEditable;\n"
"\n"
" [Export]\n"
" public bool IsNumberEditable\n"
" {\n"
" get => _isNumberEditable;\n"
" set\n"
" {\n"
" _isNumberEditable = value;\n"
" NotifyPropertyListChanged();\n"
" }\n"
" }\n"
"\n"
" [Export]\n"
" public int Number { get; set; }\n"
"\n"
" public override void _ValidateProperty(Godot.Collections.Dictionary "
"property)\n"
" {\n"
" if (property[\"name\"].AsStringName() == PropertyName.Number && "
"IsNumberEditable)\n"
" {\n"
" var usage = property[\"usage\"].As>PropertyUsageFlags<() | "
"PropertyUsageFlags.ReadOnly;\n"
" property[\"usage\"] = (int)usage;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Adds a user-defined [param signal]. Optional arguments for the signal can be "
"added as an [Array] of dictionaries, each defining a [code]name[/code] "
"[String] and a [code]type[/code] [int] (see [enum Variant.Type]). See also "
"[method has_user_signal].\n"
"[codeblocks]\n"
"[gdscript]\n"
"add_user_signal(\"hurt\", [\n"
" { \"name\": \"damage\", \"type\": TYPE_INT },\n"
" { \"name\": \"source\", \"type\": TYPE_OBJECT }\n"
"])\n"
"[/gdscript]\n"
"[csharp]\n"
"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n"
"{\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"damage\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" },\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"source\" },\n"
" { \"type\", (int)Variant.Type.Object }\n"
" }\n"
"});\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"新增使用者定義的訊號 [param signal]。訊號的參數是可選的,以字典的 [Array] 形式"
"新增,字典中定義名稱 [code]name[/code] [String],型別 [code]type[/code] [int]"
"(見 [enum Variant.Type])。另見 [method has_user_signal]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"add_user_signal(\"hurt\", [\n"
" { \"name\": \"damage\", \"type\": TYPE_INT },\n"
" { \"name\": \"source\", \"type\": TYPE_OBJECT }\n"
"])\n"
"[/gdscript]\n"
"[csharp]\n"
"AddUserSignal(\"Hurt\", new Godot.Collections.Array()\n"
"{\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"damage\" },\n"
" { \"type\", (int)Variant.Type.Int }\n"
" },\n"
" new Godot.Collections.Dictionary()\n"
" {\n"
" { \"name\", \"source\" },\n"
" { \"type\", (int)Variant.Type.Object }\n"
" }\n"
"});\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Calls the [param method] on the object and returns the result. This method "
"supports a variable number of arguments, so parameters can be passed as a "
"comma separated list.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.call(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"在對象上呼叫 [param method] 並返回結果。該方法支援可變數量的參數,因此參數可以"
"作為逗號分隔的列表傳遞。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.call(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中,在引用 Godot 內建方法時,[param method] 必須為 "
"snake_case 格式。最好使用 [code]MethodName[/code] 類中公開的名稱,以避免在每次"
"呼叫時分配新的 [StringName]。"
msgid ""
"Calls the [param method] on the object during idle time. Always returns null, "
"[b]not[/b] the method's result.\n"
"Idle time happens mainly at the end of process and physics frames. In it, "
"deferred calls will be run until there are none left, which means you can "
"defer calls from other deferred calls and they'll still be run in the current "
"idle time cycle. If not done carefully, this can result in infinite recursion "
"without causing a stack overflow, which will hang the game similarly to an "
"infinite loop.\n"
"This method supports a variable number of arguments, so parameters can be "
"passed as a comma separated list.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), "
"1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See also [method Callable.call_deferred].\n"
"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call.\n"
"[b]Note:[/b] If you're looking to delay the function call by a frame, refer "
"to the [signal SceneTree.process_frame] and [signal SceneTree.physics_frame] "
"signals.\n"
"[codeblock]\n"
"var node = Node3D.new()\n"
"# Make a Callable and bind the arguments to the node's rotate() call.\n"
"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n"
"# Connect the callable to the process_frame signal, so it gets called in the "
"next process frame.\n"
"# CONNECT_ONE_SHOT makes sure it only gets called once instead of every "
"frame.\n"
"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n"
"[/codeblock]"
msgstr ""
"在空閒時呼叫該物件的 [param method] 方法。始終返回 null[b]不返回[/b]該方法的"
"結果。\n"
"閒置時間主要出現在處理影格和物理影格的末尾。此時會執行延遲呼叫,直到全部呼叫完"
"畢,也就是說延遲呼叫中也可以進行延遲呼叫,這種情況下就仍然是在目前閒置時間周期"
"中執行。如果沒有謹慎處理,可能導致無限遞迴,但不會導致堆疊溢出,後者會像死循環"
"一樣讓遊戲死機。\n"
"這個方法支援可變數量的參數,所以參數可以用逗號分隔列表的形式傳遞。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.call_deferred(\"rotate\", Vector3(1.0, 0.0, 0.0), 1.571)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.CallDeferred(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), "
"1.571f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"另見 [method Callable.call_deferred]。\n"
"[b]注意:[/b]在 C# 中,[param method] 引用內建的 Godot 方法時必須使用 "
"snake_case 的形式。請優先使用 [code]MethodName[/code] 類中暴露的名稱,避免每次"
"呼叫都分配一個新的 [StringName]。\n"
"[b]注意:[/b]如果你想要延遲一影格再呼叫函式,請使用 [signal SceneTree."
"process_frame] 和 [signal SceneTree.physics_frame] 訊號。\n"
"[codeblock]\n"
"var node = Node3D.new()\n"
"# 製作可呼叫體並將參數綁定到該節點的 rotate() 呼叫。\n"
"var callable = node.rotate.bind(Vector3(1.0, 0.0, 0.0), 1.571)\n"
"# 將可呼叫體連接到 process_frame 訊號,這樣就能夠在下一個處理影格中呼叫。\n"
"# CONNECT_ONE_SHOT 能夠確保只呼叫一次,不會每影格都呼叫。\n"
"get_tree().process_frame.connect(callable, CONNECT_ONE_SHOT)\n"
"[/codeblock]"
msgid ""
"Calls the [param method] on the object and returns the result. Unlike [method "
"call], this method expects all parameters to be contained inside [param "
"arg_array].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.callv(\"rotate\", [Vector3(1.0, 0.0, 0.0), 1.571])\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new "
"Vector3(1f, 0f, 0f), 1.571f });\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"在對象上呼叫 [param method] 並返回結果。與 [method call] 不同,該方法期望所有"
"參數都包含在 [param arg_array] 中。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node3D.new()\n"
"node.callv(\"rotate\", [Vector3(1.0, 0.0, 0.0), 1.571])\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node3D();\n"
"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new "
"Vector3(1f, 0f, 0f), 1.571f });\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中,[param method] 在引用 Godot 內建方法時必須是 "
"snake_case。最好使用 [code]MethodName[/code] 類中公開的名稱,以避免在每次呼叫"
"時分配新的 [StringName]。"
msgid ""
"Returns [code]true[/code] if the object is allowed to translate messages with "
"[method tr] and [method tr_n]. See also [method set_message_translation]."
msgstr ""
"如果允許該物件使用 [method tr] 和 [method tr_n] 翻譯消息,則返回 [code]true[/"
"code]。另見 [method set_message_translation]。"
msgid ""
"If this method is called during [constant NOTIFICATION_PREDELETE], this "
"object will reject being freed and will remain allocated. This is mostly an "
"internal function used for error handling to avoid the user from freeing "
"objects when they are not intended to."
msgstr ""
"如果在 [constant NOTIFICATION_PREDELETE] 時呼叫該方法,則該物件拒絕釋放,仍會"
"保持已分配的狀態。主要是作為內建函式使用,用於錯誤處理,避免使用者釋放不想釋放"
"的對象。"
msgid ""
"Disconnects a [param signal] by name from a given [param callable]. If the "
"connection does not exist, generates an error. Use [method is_connected] to "
"make sure that the connection exists."
msgstr ""
"按名稱從給定的 [param callable] 斷開 [param signal]。如果連接不存在,則生成一"
"個錯誤。使用 [method is_connected] 確保該連接存在。"
msgid ""
"Emits the given [param signal] by name. The signal must exist, so it should "
"be a built-in signal of this class or one of its inherited classes, or a user-"
"defined signal (see [method add_user_signal]). This method supports a "
"variable number of arguments, so parameters can be passed as a comma "
"separated list.\n"
"Returns [constant ERR_UNAVAILABLE] if [param signal] does not exist or the "
"parameters are invalid.\n"
"[codeblocks]\n"
"[gdscript]\n"
"emit_signal(\"hit\", \"sword\", 100)\n"
"emit_signal(\"game_over\")\n"
"[/gdscript]\n"
"[csharp]\n"
"EmitSignal(SignalName.Hit, \"sword\", 100);\n"
"EmitSignal(SignalName.GameOver);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
"built-in Godot signals. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"按名稱發出給定的 [param signal]。該訊號必須存在,所以它應該是該類或其繼承類之"
"一的內建訊號,或者是使用者定義的訊號(參見 [method add_user_signal])。該方法"
"支持可變數量的參數,所以參數可以以逗號分隔的列表形式傳遞。\n"
"如果 [param signal] 不存在或參數無效,則返回 [constant ERR_UNAVAILABLE]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"emit_signal(\"hit\", \"劍\", 100)\n"
"emit_signal(\"game_over\")\n"
"[/gdscript]\n"
"[csharp]\n"
"EmitSignal(SignalName.Hit, \"劍\", 100);\n"
"EmitSignal(SignalName.GameOver);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在C#中,在引用內建 Godot 訊號時,[param signal] 必須是 "
"snake_case。最好使用 [code]SignalName[/code] 類中公開的名稱,以避免在每次呼叫"
"時分配一個新的 [StringName]。"
msgid ""
"Deletes the object from memory. Pre-existing references to the object become "
"invalid, and any attempt to access them will result in a run-time error. "
"Checking the references with [method @GlobalScope.is_instance_valid] will "
"return [code]false[/code]."
msgstr ""
"從記憶體中刪除該物件。對該物件的預先存在的引用會變得無效,並且任何存取它們的嘗"
"試都將會產生一個執行階段錯誤。使用 [method @GlobalScope.is_instance_valid] 檢"
"查引用時將返回 [code]false[/code]。"
msgid ""
"Returns the [Variant] value of the given [param property]. If the [param "
"property] does not exist, this method returns [code]null[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.rotation = 1.5\n"
"var a = node.get(\"rotation\") # a is 1.5\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Rotation = 1.5f;\n"
"var a = node.Get(\"rotation\"); // a is 1.5\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
"built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"返回給定 [param property] 的 [Variant] 值。如果 [param property] 不存在,則該"
"方法返回 [code]null[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.rotation = 1.5\n"
"var a = node.get(\"rotation\") # a 為 1.5\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Rotation = 1.5f;\n"
"var a = node.Get(\"rotation\"); // a 為 1.5\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中,在引用 Godot 內建屬性時,[param property] 必須是 "
"snake_case。最好使用 [code]PropertyName[/code] 類中公開的名稱,以避免在每次調"
"用時分配一個新的 [StringName]。"
msgid ""
"Returns the object's built-in class name, as a [String]. See also [method "
"is_class].\n"
"[b]Note:[/b] This method ignores [code]class_name[/code] declarations. If "
"this object's script has defined a [code]class_name[/code], the base, built-"
"in class name is returned instead."
msgstr ""
"返回該物件的內建類別名稱,作為一個 [String]。另請參閱 [method is_class]。\n"
"[b]注意:[/b]該方法將忽略 [code]class_name[/code] 宣告。如果該物件的腳本定義了"
"一個 [code]class_name[/code],則改為返回內建基底類別別名稱稱。"
msgid ""
"Returns an [Array] of signal connections received by this object. Each "
"connection is represented as a [Dictionary] that contains three entries:\n"
"- [code]signal[/code] is a reference to the [Signal];\n"
"- [code]callable[/code] is a reference to the [Callable];\n"
"- [code]flags[/code] is a combination of [enum ConnectFlags]."
msgstr ""
"返回該物件接收到的訊號連接的 [Array]。每個連接都被表示為包含三個條目的 "
"[Dictionary]\n"
"- [code]signal[/code] 是對 [Signal] 的引用;\n"
"- [code]callable[/code] 是對 [Callable] 的引用;\n"
"- [code]flags[/code] 是 [enum ConnectFlags] 的組合。"
msgid ""
"Gets the object's property indexed by the given [param property_path]. The "
"path should be a [NodePath] relative to the current object and can use the "
"colon character ([code]:[/code]) to access nested properties.\n"
"[b]Examples:[/b] [code]\"position:x\"[/code] or [code]\"material:next_pass:"
"blend_mode\"[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.position = Vector2(5, -10)\n"
"var a = node.get_indexed(\"position\") # a is Vector2(5, -10)\n"
"var b = node.get_indexed(\"position:y\") # b is -10\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Position = new Vector2(5, -10);\n"
"var a = node.GetIndexed(\"position\"); // a is Vector2(5, -10)\n"
"var b = node.GetIndexed(\"position:y\"); // b is -10\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property_path] must be in snake_case when "
"referring to built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call.\n"
"[b]Note:[/b] This method does not support actual paths to nodes in the "
"[SceneTree], only sub-property paths. In the context of nodes, use [method "
"Node.get_node_and_resource] instead."
msgstr ""
"獲取該物件的某個屬性,該屬性的屬性路徑由 [param property_path] 給出。該路徑應"
"該是相對於目前物件的 [NodePath],可是使用英文冒號([code]:[/code])存取內嵌屬"
"性。\n"
"[b]範例:[/b][code]\"position:x\"[/code] 或 [code]\"material:next_pass:"
"blend_mode\"[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.position = Vector2(5, -10)\n"
"var a = node.get_indexed(\"position\") # a 為 Vector2(5, -10)\n"
"var b = node.get_indexed(\"position:y\") # b 為 -10\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Position = new Vector2(5, -10);\n"
"var a = node.GetIndexed(\"position\"); // a 為 Vector2(5, -10)\n"
"var b = node.GetIndexed(\"position:y\"); // b 為 -10\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中引用內建 Godot 屬性時 [param property_path] 必須為 "
"snake_case 蛇形大小寫。請優先使用 [code]PropertyName[/code] 類中暴露的名稱,避"
"免每次呼叫都重新分配一個 [StringName]。\n"
"[b]注意:[/b]這個方法不支援指向 [SceneTree] 中節點的路徑,僅支援子屬性路徑。在"
"節點語境下,請改用 [method Node.get_node_and_resource]。"
msgid ""
"Returns the object's unique instance ID. This ID can be saved in "
"[EncodedObjectAsID], and can be used to retrieve this object instance with "
"[method @GlobalScope.instance_from_id]."
msgstr ""
"返回該物件的唯一實例 ID。該 ID 可以保存在 [EncodedObjectAsID] 中,並可用於 "
"[method @GlobalScope.instance_from_id],來檢索該物件實例。"
msgid ""
"Returns the object's metadata value for the given entry [param name]. If the "
"entry does not exist, returns [param default]. If [param default] is "
"[code]null[/code], an error is also generated.\n"
"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
"StringName.is_valid_identifier] method.\n"
"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
"code]) is considered editor-only. Editor-only metadata is not displayed in "
"the Inspector and should not be edited, although it can still be found by "
"this method."
msgstr ""
"返回該對象的中繼資料中名稱為 [param name] 的條目。如果不存在該條目,則返回 "
"[param default]。如果 [param default] 為 [code]null[/code],則還會生成錯誤。\n"
"[b]注意:[/b]中繼資料的名稱 [param name] 必須是符合 [method StringName."
"is_valid_identifier] 的有效識別字。\n"
"[b]注意:[/b]名稱 [param name] 以底線([code]_[/code])開頭的中繼資料僅供編輯"
"器使用。僅供編輯器使用的中繼資料不會在“屬性面板”中顯示,雖然仍然能夠被這個方法"
"找到,但是不應該進行編輯。"
msgid "Returns the object's metadata entry names as a [PackedStringArray]."
msgstr "將該對象的中繼資料作為 [PackedStringArray] 返回。"
msgid ""
"Returns this object's methods and their signatures as an [Array] of "
"dictionaries. Each [Dictionary] contains the following entries:\n"
"- [code]name[/code] is the name of the method, as a [String];\n"
"- [code]args[/code] is an [Array] of dictionaries representing the "
"arguments;\n"
"- [code]default_args[/code] is the default arguments as an [Array] of "
"variants;\n"
"- [code]flags[/code] is a combination of [enum MethodFlags];\n"
"- [code]id[/code] is the method's internal identifier [int];\n"
"- [code]return[/code] is the returned value, as a [Dictionary];\n"
"[b]Note:[/b] The dictionaries of [code]args[/code] and [code]return[/code] "
"are formatted identically to the results of [method get_property_list], "
"although not all entries are used."
msgstr ""
"將該物件的方法及對應簽章作為字典 [Array] 返回。每個 [Dictionary] 包含以下條"
"目:\n"
"-[code]name[/code] 是該方法的名稱,為 [String]\n"
"-[code]args[/code] 是代表參數的字典 [Array]\n"
"-[code]default_args[/code] 是預設參數,為變體 [Array]\n"
"-[code]flags[/code] 是 [enum MethodFlags] 的組合;\n"
"-[code]id[/code] 是該方法的內部識別字 [int]\n"
"-[code]return[/code] 是返回值,為 [Dictionary]\n"
"[b]注意:[/b][code]args[/code] 和 [code]return[/code] 的字典格式與 [method "
"get_property_list] 的結果相同,但不會用到所有條目。"
msgid ""
"Returns the object's property list as an [Array] of dictionaries. Each "
"[Dictionary] contains the following entries:\n"
"- [code]name[/code] is the property's name, as a [String];\n"
"- [code]class_name[/code] is an empty [StringName], unless the property is "
"[constant TYPE_OBJECT] and it inherits from a class;\n"
"- [code]type[/code] is the property's type, as an [int] (see [enum Variant."
"Type]);\n"
"- [code]hint[/code] is [i]how[/i] the property is meant to be edited (see "
"[enum PropertyHint]);\n"
"- [code]hint_string[/code] depends on the hint (see [enum PropertyHint]);\n"
"- [code]usage[/code] is a combination of [enum PropertyUsageFlags].\n"
"[b]Note:[/b] In GDScript, all class members are treated as properties. In C# "
"and GDExtension, it may be necessary to explicitly mark class members as "
"Godot properties using decorators or attributes."
msgstr ""
"以字典 [Array] 的形式返回該物件的屬性列表。每個 [Dictionary] 中都包含如下條"
"目:\n"
"- [code]name[/code] 是該屬性的名稱,型別為 [String]\n"
"- [code]class_name[/code] 為空 [StringName],除非該屬性為 [constant "
"TYPE_OBJECT] 並繼承自某個類;\n"
"- [code]type[/code] 是該屬性的型別,型別為 [int](見 [enum Variant.Type]\n"
"- [code]hint[/code] 是應當[i]如何[/i]編輯該屬性(見 [enum PropertyHint]\n"
"- [code]hint_string[/code] 取決於 hint見 [enum PropertyHint]\n"
"- [code]usage[/code] 是 [enum PropertyUsageFlags] 的組合。"
msgid ""
"Returns the object's [Script] instance, or [code]null[/code] if no script is "
"attached."
msgstr ""
"返回該物件的 [Script] 實例,如果沒有附加腳本,則返回 [code]null[/code]。"
msgid ""
"Returns the list of existing signals as an [Array] of dictionaries.\n"
"[b]Note:[/b] Due of the implementation, each [Dictionary] is formatted very "
"similarly to the returned values of [method get_method_list]."
msgstr ""
"將現有訊號的列表返回為字典的一個 [Array] 。\n"
"[b]注意:[/b]由於該實作,每個 [Dictionary] 被格式為與 [method "
"get_method_list] 的返回值非常相似。"
msgid ""
"Returns [code]true[/code] if a metadata entry is found with the given [param "
"name]. See also [method get_meta], [method set_meta] and [method "
"remove_meta].\n"
"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
"StringName.is_valid_identifier] method.\n"
"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
"code]) is considered editor-only. Editor-only metadata is not displayed in "
"the Inspector and should not be edited, although it can still be found by "
"this method."
msgstr ""
"如果找到名稱為 [param name] 的中繼資料條目,則返回 [code]true[/code]。另請參"
"閱 [method get_meta]、[method set_meta] 和 [method remove_meta]。\n"
"[b]注意:[/b]中繼資料的名稱 [param name] 必須是符合 [method StringName."
"is_valid_identifier] 的有效識別字。\n"
"[b]注意:[/b]名稱 [param name] 以底線([code]_[/code])開頭的中繼資料僅供編輯"
"器使用。僅供編輯器使用的中繼資料不會在“屬性面板”中顯示,雖然仍然能夠被這個方法"
"找到,但是不應該進行編輯。"
msgid ""
"Returns [code]true[/code] if the given [param method] name exists in the "
"object.\n"
"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]MethodName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果該物件中存在給定的方法名 [param method],則返回 [code]true[/code]。\n"
"[b]注意:[/b]在 C# 中引用內建 Godot 方法時 [param method] 必須為 snake_case 蛇"
"形大小寫。請優先使用 [code]MethodName[/code] 類中暴露的名稱,避免每次呼叫都重"
"新分配一個 [StringName]。"
msgid ""
"Returns [code]true[/code] if the given [param signal] name exists in the "
"object.\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果該物件中存在給定的訊號名 [param signal],則返回 [code]true[/code]。\n"
"[b]注意:[/b]在 C# 中引用內建 Godot 訊號時 [param signal] 必須為 snake_case 蛇"
"形大小寫。請優先使用 [code]SignalName[/code] 類中暴露的名稱,避免每次呼叫都重"
"新分配一個 [StringName]。"
msgid ""
"Returns [code]true[/code] if the given user-defined [param signal] name "
"exists. Only signals added with [method add_user_signal] are included."
msgstr ""
"如果存在給定的使用者定義訊號名稱 [param signal],則返回 [code]true[/code]。僅"
"包含通過 [method add_user_signal] 新增的訊號。"
msgid ""
"Returns [code]true[/code] if the object is blocking its signals from being "
"emitted. See [method set_block_signals]."
msgstr ""
"如果該物件正在阻止發出訊號,則返回 [code]true[/code]。見 [method "
"set_block_signals]。"
msgid ""
"Returns [code]true[/code] if the object inherits from the given [param "
"class]. See also [method get_class].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var sprite2d = Sprite2D.new()\n"
"sprite2d.is_class(\"Sprite2D\") # Returns true\n"
"sprite2d.is_class(\"Node\") # Returns true\n"
"sprite2d.is_class(\"Node3D\") # Returns false\n"
"[/gdscript]\n"
"[csharp]\n"
"var sprite2D = new Sprite2D();\n"
"sprite2D.IsClass(\"Sprite2D\"); // Returns true\n"
"sprite2D.IsClass(\"Node\"); // Returns true\n"
"sprite2D.IsClass(\"Node3D\"); // Returns false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method ignores [code]class_name[/code] declarations in the "
"object's script."
msgstr ""
"如果該物件繼承自給定的 [param class] 則返回 [code]true[/code]。另見 [method "
"get_class]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var sprite2d = Sprite2D.new()\n"
"sprite2d.is_class(\"Sprite2D\") # 返回 true\n"
"sprite2d.is_class(\"Node\") # 返回 true\n"
"sprite2d.is_class(\"Node3D\") # 返回 false\n"
"[/gdscript]\n"
"[csharp]\n"
"var sprite2D = new Sprite2D();\n"
"sprite2D.IsClass(\"Sprite2D\"); // 返回 true\n"
"sprite2D.IsClass(\"Node\"); // 返回 true\n"
"sprite2D.IsClass(\"Node3D\"); // 返回 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]此方法忽略物件腳本中的 [code]class_name[/code] 宣告。"
msgid ""
"Returns [code]true[/code] if a connection exists between the given [param "
"signal] name and [param callable].\n"
"[b]Note:[/b] In C#, [param signal] must be in snake_case when referring to "
"built-in Godot methods. Prefer using the names exposed in the "
"[code]SignalName[/code] class to avoid allocating a new [StringName] on each "
"call."
msgstr ""
"如果給定的 [param signal] 名稱和 [param callable] 之間存在連接,則返回 "
"[code]true[/code]。\n"
"[b]注意:[/b]在 C# 中,在引用 Godot 內建方法時,[param signal] 必須是 "
"snake_case。最好使用 [code]SignalName[/code] 類中公開的名稱,以避免在每次呼叫"
"時分配一個新的 [StringName]。"
msgid ""
"Returns [code]true[/code] if the [method Node.queue_free] method was called "
"for the object."
msgstr ""
"如果為該物件呼叫了 [method Node.queue_free] 方法,則返回 [code]true[/code]。"
msgid ""
"Sends the given [param what] notification to all classes inherited by the "
"object, triggering calls to [method _notification], starting from the highest "
"ancestor (the [Object] class) and going down to the object's script.\n"
"If [param reversed] is [code]true[/code], the call order is reversed.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var player = Node2D.new()\n"
"player.set_script(load(\"res://player.gd\"))\n"
"\n"
"player.notification(NOTIFICATION_ENTER_TREE)\n"
"# The call order is Object -> Node -> Node2D -> player.gd.\n"
"\n"
"player.notification(NOTIFICATION_ENTER_TREE, true)\n"
"# The call order is player.gd -> Node2D -> Node -> Object.\n"
"[/gdscript]\n"
"[csharp]\n"
"var player = new Node2D();\n"
"player.SetScript(GD.Load(\"res://player.gd\"));\n"
"\n"
"player.Notification(NotificationEnterTree);\n"
"// The call order is GodotObject -> Node -> Node2D -> player.gd.\n"
"\n"
"player.Notification(NotificationEnterTree, true);\n"
"// The call order is player.gd -> Node2D -> Node -> GodotObject.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將給定的 [param what] 通知發送給物件繼承的所有類,觸發對 [method "
"_notification] 的呼叫,從最高祖先([Object] 類)開始,向下一直到物件的腳本。\n"
"如果 [param reversed] 為 [code]true[/code],則呼叫順序會被顛倒。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var player = Node2D.new()\n"
"player.set_script(load(\"res://player.gd\"))\n"
"\n"
"player.notification(NOTIFICATION_ENTER_TREE)\n"
"# 呼叫順序是 Object -> Node -> Node2D -> player.gd。\n"
"\n"
"player.notification(NOTIFICATION_ENTER_TREE, true)\n"
"# 呼叫順序是 player.gd -> Node2D -> Node -> Object。\n"
"[/gdscript]\n"
"[csharp]\n"
"var player = new Node2D();\n"
"player.SetScript(GD.Load(\"res://player.gd\"));\n"
"\n"
"player.Notification(NotificationEnterTree);\n"
"// 呼叫順序是 GodotObject -> Node -> Node2D -> player.gd。\n"
"\n"
"player.Notification(NotificationEnterTree, true);\n"
"// 呼叫順序是 player.gd -> Node2D -> Node -> GodotObject。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Emits the [signal property_list_changed] signal. This is mainly used to "
"refresh the editor, so that the Inspector and editor plugins are properly "
"updated."
msgstr ""
"發出 [signal property_list_changed] 訊號。這主要是用來更新編輯器,以讓屬性面板"
"和編輯器外掛程式被正確更新。"
msgid ""
"Returns [code]true[/code] if the given [param property] has a custom default "
"value. Use [method property_get_revert] to get the [param property]'s default "
"value.\n"
"[b]Note:[/b] This method is used by the Inspector dock to display a revert "
"icon. The object must implement [method _property_can_revert] to customize "
"the default value. If [method _property_can_revert] is not implemented, this "
"method returns [code]false[/code]."
msgstr ""
"如果給定的屬性 [param property] 有自訂的預設值,則返回 [code]true[/code]。請使"
"用 [method property_get_revert] 獲取 [param property] 的預設值。\n"
"[b]注意:[/b]“屬性面板”面板會使用這個方法來顯示恢復圖示。該物件必須實作 "
"[method _property_can_revert] 來自訂預設值。如果未實作 [method "
"_property_can_revert],則這個方法返回 [code]false[/code]。"
msgid ""
"Returns the custom default value of the given [param property]. Use [method "
"property_can_revert] to check if the [param property] has a custom default "
"value.\n"
"[b]Note:[/b] This method is used by the Inspector dock to display a revert "
"icon. The object must implement [method _property_get_revert] to customize "
"the default value. If [method _property_get_revert] is not implemented, this "
"method returns [code]null[/code]."
msgstr ""
"返回給定的屬性 [param property] 的自訂預設值。請使用 [method "
"property_can_revert] 檢查 [param property] 是否有自訂的預設值。\n"
"[b]注意:[/b]“屬性面板”面板會使用這個方法來顯示恢復圖示。該物件必須實作 "
"[method _property_get_revert] 來自訂預設值。如果未實作 [method "
"_property_get_revert],則這個方法返回 [code]null[/code]。"
msgid ""
"Removes the given entry [param name] from the object's metadata. See also "
"[method has_meta], [method get_meta] and [method set_meta].\n"
"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
"StringName.is_valid_identifier] method.\n"
"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
"code]) is considered editor-only. Editor-only metadata is not displayed in "
"the Inspector and should not be edited, although it can still be found by "
"this method."
msgstr ""
"從對象的中繼資料中移除名稱為 [param name] 的條目。另請參閱 [method has_meta]、"
"[method get_meta]、和 [method set_meta]。\n"
"[b]注意:[/b]中繼資料的名稱 [param name] 必須是符合 [method StringName."
"is_valid_identifier] 的有效識別字。\n"
"[b]注意:[/b]名稱 [param name] 以底線([code]_[/code])開頭的中繼資料僅供編輯"
"器使用。僅供編輯器使用的中繼資料不會在“屬性面板”中顯示,雖然仍然能夠被這個方法"
"找到,但是不應該進行編輯。"
msgid ""
"Assigns [param value] to the given [param property]. If the property does not "
"exist or the given [param value]'s type doesn't match, nothing happens.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.set(\"global_scale\", Vector2(8, 2.5))\n"
"print(node.global_scale) # Prints (8, 2.5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Set(\"global_scale\", new Vector2(8, 2.5));\n"
"GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
"built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"將給定屬性 [param property] 的值分配為 [param value]。如果該屬性不存在,或者給"
"定 [param value] 的型別不配對,則不會發生任何事情。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.set(\"global_scale\", Vector2(8, 2.5))\n"
"print(node.global_scale) # 輸出 (8, 2.5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Set(\"global_scale\", new Vector2(8, 2.5));\n"
"GD.Print(node.GlobalScale); // 輸出 Vector2(8, 2.5)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中引用內建 Godot 屬性時 [param property] 必須為 snake_case "
"蛇形大小寫。請優先使用 [code]PropertyName[/code] 類中暴露的名稱,避免每次呼叫"
"都重新分配一個 [StringName]。"
msgid ""
"If set to [code]true[/code], the object becomes unable to emit signals. As "
"such, [method emit_signal] and signal connections will not work, until it is "
"set to [code]false[/code]."
msgstr ""
"如果設定為 [code]true[/code],這該物件將無法發出訊號。因此,[method "
"emit_signal] 和訊號連接將不起作用,直到該屬性被設定為 [code]false[/code]。"
msgid ""
"Assigns [param value] to the given [param property], at the end of the "
"current frame. This is equivalent to calling [method set] through [method "
"call_deferred].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"add_child(node)\n"
"\n"
"node.rotation = 45.0\n"
"node.set_deferred(\"rotation\", 90.0)\n"
"print(node.rotation) # Prints 45.0\n"
"\n"
"await get_tree().process_frame\n"
"print(node.rotation) # Prints 90.0\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Rotation = 45f;\n"
"node.SetDeferred(\"rotation\", 90f);\n"
"GD.Print(node.Rotation); // Prints 45.0\n"
"\n"
"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n"
"GD.Print(node.Rotation); // Prints 90.0\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property] must be in snake_case when referring to "
"built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"在目前影格的末尾,將給定屬性 [param property] 的值分配為 [param value]。等價於"
"通過 [method call_deferred] 呼叫 [method set]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"add_child(node)\n"
"\n"
"node.rotation = 45.0\n"
"node.set_deferred(\"rotation\", 90.0)\n"
"print(node.rotation) # 輸出 45.0\n"
"\n"
"await get_tree().process_frame\n"
"print(node.rotation) # 輸出 90.0\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.Rotation = 45f;\n"
"node.SetDeferred(\"rotation\", 90f);\n"
"GD.Print(node.Rotation); // 輸出 45.0\n"
"\n"
"await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);\n"
"GD.Print(node.Rotation); // 輸出 90.0\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中引用內建 Godot 屬性時 [param property] 必須為 snake_case "
"蛇形大小寫。請優先使用 [code]PropertyName[/code] 類中暴露的名稱,避免每次呼叫"
"都重新分配一個 [StringName]。"
msgid ""
"Assigns a new [param value] to the property identified by the [param "
"property_path]. The path should be a [NodePath] relative to this object, and "
"can use the colon character ([code]:[/code]) to access nested properties.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.set_indexed(\"position\", Vector2(42, 0))\n"
"node.set_indexed(\"position:y\", -10)\n"
"print(node.position) # Prints (42, -10)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.SetIndexed(\"position\", new Vector2(42, 0));\n"
"node.SetIndexed(\"position:y\", -10);\n"
"GD.Print(node.Position); // Prints (42, -10)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, [param property_path] must be in snake_case when "
"referring to built-in Godot properties. Prefer using the names exposed in the "
"[code]PropertyName[/code] class to avoid allocating a new [StringName] on "
"each call."
msgstr ""
"將由屬性路徑 [param property_path] 標識的屬性的值分配為 [param value]。該路徑"
"應為相對於這個物件的 [NodePath],可以使用英文冒號([code]:[/code])存取內嵌屬"
"性。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var node = Node2D.new()\n"
"node.set_indexed(\"position\", Vector2(42, 0))\n"
"node.set_indexed(\"position:y\", -10)\n"
"print(node.position) # 輸出 (42, -10)\n"
"[/gdscript]\n"
"[csharp]\n"
"var node = new Node2D();\n"
"node.SetIndexed(\"position\", new Vector2(42, 0));\n"
"node.SetIndexed(\"position:y\", -10);\n"
"GD.Print(node.Position); // 輸出 (42, -10)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]在 C# 中引用內建 Godot 屬性時 [param property_path] 必須為 "
"snake_case 蛇形大小寫。請優先使用 [code]PropertyName[/code] 類中暴露的名稱,避"
"免每次呼叫都重新分配一個 [StringName]。"
msgid ""
"If set to [code]true[/code], allows the object to translate messages with "
"[method tr] and [method tr_n]. Enabled by default. See also [method "
"can_translate_messages]."
msgstr ""
"如果設定為 [code]true[/code],則允許物件使用 [method tr] 和 [method tr_n] 翻譯"
"消息。該屬性預設啟用。另請參閱 [method can_translate_messages]。"
msgid ""
"Adds or changes the entry [param name] inside the object's metadata. The "
"metadata [param value] can be any [Variant], although some types cannot be "
"serialized correctly.\n"
"If [param value] is [code]null[/code], the entry is removed. This is the "
"equivalent of using [method remove_meta]. See also [method has_meta] and "
"[method get_meta].\n"
"[b]Note:[/b] A metadata's name must be a valid identifier as per [method "
"StringName.is_valid_identifier] method.\n"
"[b]Note:[/b] Metadata that has a name starting with an underscore ([code]_[/"
"code]) is considered editor-only. Editor-only metadata is not displayed in "
"the Inspector and should not be edited, although it can still be found by "
"this method."
msgstr ""
"新增或更改對象中繼資料中名稱為 [param name] 的條目。中繼資料值 [param value] "
"可以是任何 [Variant],儘管某些型別無法正確序列化。\n"
"如果 [param value] 為 [code]null[/code],則該條目被移除。等價於使用 [method "
"remove_meta]。另見 [method has_meta] 和 [method get_meta]。\n"
"[b]注意:[/b]中繼資料的名稱 [param name] 必須是符合 [method StringName."
"is_valid_identifier] 的有效識別字。\n"
"[b]注意:[/b]名稱 [param name] 以底線([code]_[/code])開頭的中繼資料僅供編輯"
"器使用。僅供編輯器使用的中繼資料不會在“屬性面板”中顯示,雖然仍然能夠被這個方法"
"找到,但是不應該進行編輯。"
msgid ""
"Attaches [param script] to the object, and instantiates it. As a result, the "
"script's [method _init] is called. A [Script] is used to extend the object's "
"functionality.\n"
"If a script already exists, its instance is detached, and its property values "
"and state are lost. Built-in property values are still kept."
msgstr ""
"將腳本 [param script] 附加至該對象,並進行產生實體。因此會呼叫該腳本的 "
"[method _init]。[Script] 可用於擴充物件的功能。\n"
"如果已存在腳本,則該腳本的實例會被分離,其屬性值和狀態會丟失。仍會保留內建屬性"
"的值。"
msgid ""
"Returns a [String] representing the object. Defaults to "
"[code]\"<ClassName#RID>\"[/code]. Override [method _to_string] to customize "
"the string representation of the object."
msgstr ""
"返回表示物件的 [String]。預設為 [code]\"<ClassName#RID>\"[/code]。覆蓋 "
"[method _to_string] 以自訂物件的字串表示形式。"
msgid ""
"Translates a [param message], using the translation catalogs configured in "
"the Project Settings. Further [param context] can be specified to help with "
"the translation.\n"
"If [method can_translate_messages] is [code]false[/code], or no translation "
"is available, this method returns the [param message] without changes. See "
"[method set_message_translation].\n"
"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/"
"internationalizing_games.html]Internationalizing games[/url]."
msgstr ""
"使用專案設定中配置的翻譯目錄,翻譯一個 [param message]。可以進一步指定 [param "
"context] 來幫助翻譯。\n"
"如果 [method can_translate_messages] 為 [code]false[/code],或者沒有翻譯可用,"
"則該方法將返回 [param message] 而不做任何更改。請參閱 [method "
"set_message_translation]。\n"
"有關詳細範例,請參閱[url=$DOCS_URL/tutorials/i18n/internationalizing_games."
"html]《國際化遊戲》[/url]。"
msgid ""
"Translates a [param message] or [param plural_message], using the translation "
"catalogs configured in the Project Settings. Further [param context] can be "
"specified to help with the translation.\n"
"If [method can_translate_messages] is [code]false[/code], or no translation "
"is available, this method returns [param message] or [param plural_message], "
"without changes. See [method set_message_translation].\n"
"The [param n] is the number, or amount, of the message's subject. It is used "
"by the translation system to fetch the correct plural form for the current "
"language.\n"
"For detailed examples, see [url=$DOCS_URL/tutorials/i18n/"
"localization_using_gettext.html]Localization using gettext[/url].\n"
"[b]Note:[/b] Negative and [float] numbers may not properly apply to some "
"countable subjects. It's recommended handling these cases with [method tr]."
msgstr ""
"使用專案設定中配置的翻譯目錄,翻譯一個 [param message] 或 [param "
"plural_message]。可以進一步指定 [param context] 來幫助翻譯。\n"
"如果 [method can_translate_messages] 為 [code]false[/code],或者沒有翻譯可用,"
"則該方法將返回 [param message] 或 [param plural_message],而不做任何更改。請參"
"閱 [method set_message_translation]。\n"
"[param n] 是消息主題的數位或數量。它被翻譯系統用來獲取目前語言的正確複數形"
"式。\n"
"有關詳細範例,請參閱[url=$DOCS_URL/tutorials/i18n/localization_using_gettext."
"html]《使用 gettext 進行當地語系化》[/url]。\n"
"[b]注意:[/b]負數和 [float] 數位可能不適用於某些可數科目。建議使用 [method "
"tr] 處理這些情況。"
msgid "Emitted when [method notify_property_list_changed] is called."
msgstr "呼叫 [method notify_property_list_changed] 時發出。"
msgid ""
"Emitted when the object's script is changed.\n"
"[b]Note:[/b] When this signal is emitted, the new script is not initialized "
"yet. If you need to access the new script, defer connections to this signal "
"with [constant CONNECT_DEFERRED]."
msgstr ""
"該物件的腳本發生改變時發出。\n"
"[b]注意:[/b]發出這個訊號時,新腳本還沒有初始化。如果你需要存取新腳本,請用 "
"[constant CONNECT_DEFERRED] 推遲與這個訊號的連接。"
msgid ""
"Notification received when the object is initialized, before its script is "
"attached. Used internally."
msgstr "該物件初始化時收到的通知,發生在附加腳本之前。內部使用。"
msgid ""
"Notification received when the object is about to be deleted. Can act as the "
"deconstructor of some programming languages."
msgstr "該物件即將被刪除時收到的通知。可以當作其他程式設計語言中的解構函式。"
msgid ""
"Deferred connections trigger their [Callable]s on idle time (at the end of "
"the frame), rather than instantly."
msgstr "延遲連接會在空閒時觸發 [Callable](目前影格的末尾),不會立即觸發。"
msgid ""
"Persisting connections are stored when the object is serialized (such as when "
"using [method PackedScene.pack]). In the editor, connections created through "
"the Node dock are always persisting."
msgstr ""
"持久連接會在序列化物件時儲存(比如使用 [method PackedScene.pack] 時)。在編輯"
"器中,通過“節點”面板建立的連接總是持久的。"
msgid "One-shot connections disconnect themselves after emission."
msgstr "一次性連接,會在觸發後自行斷開。"
msgid ""
"Reference-counted connections can be assigned to the same [Callable] multiple "
"times. Each disconnection decreases the internal counter. The signal fully "
"disconnects only when the counter reaches 0."
msgstr ""
"引用計數連接可以多次分配給同一個 [Callable]。每斷開一次連接會讓內部計數器減"
"一。訊號會在計數器變為 0 時完全斷開連接。"
msgid ""
"Occluder shape resource for use with occlusion culling in "
"[OccluderInstance3D]."
msgstr "用於與 [OccluderInstance3D] 中的遮擋剔除一起使用的遮擋物形狀資源。"
msgid ""
"[Occluder3D] stores an occluder shape that can be used by the engine's "
"occlusion culling system.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[Occluder3D] 儲存一個遮擋器形狀,可供引擎的遮擋剔除系統使用。\n"
"有關設定遮擋剔除的說明,請參閱 [OccluderInstance3D] 的文件。"
msgid "Returns the occluder shape's vertex indices."
msgstr "返回該遮擋器形狀的頂點索引。"
msgid "Returns the occluder shape's vertex positions."
msgstr "返回該遮擋器形狀的頂點位置。"
msgid ""
"Provides occlusion culling for 3D nodes, which improves performance in closed "
"areas."
msgstr "為 3D 節點提供遮擋剔除,可以提高封閉區域的性能。"
msgid ""
"Occlusion culling can improve rendering performance in closed/semi-open areas "
"by hiding geometry that is occluded by other objects.\n"
"The occlusion culling system is mostly static. [OccluderInstance3D]s can be "
"moved or hidden at run-time, but doing so will trigger a background "
"recomputation that can take several frames. It is recommended to only move "
"[OccluderInstance3D]s sporadically (e.g. for procedural generation purposes), "
"rather than doing so every frame.\n"
"The occlusion culling system works by rendering the occluders on the CPU in "
"parallel using [url=https://www.embree.org/]Embree[/url], drawing the result "
"to a low-resolution buffer then using this to cull 3D nodes individually. In "
"the 3D editor, you can preview the occlusion culling buffer by choosing "
"[b]Perspective > Debug Advanced... > Occlusion Culling Buffer[/b] in the top-"
"left corner of the 3D viewport. The occlusion culling buffer quality can be "
"adjusted in the Project Settings.\n"
"[b]Baking:[/b] Select an [OccluderInstance3D] node, then use the [b]Bake "
"Occluders[/b] button at the top of the 3D editor. Only opaque materials will "
"be taken into account; transparent materials (alpha-blended or alpha-tested) "
"will be ignored by the occluder generation.\n"
"[b]Note:[/b] Occlusion culling is only effective if [member ProjectSettings."
"rendering/occlusion_culling/use_occlusion_culling] is [code]true[/code]. "
"Enabling occlusion culling has a cost on the CPU. Only enable occlusion "
"culling if you actually plan to use it. Large open scenes with few or no "
"objects blocking the view will generally not benefit much from occlusion "
"culling. Large open scenes generally benefit more from mesh LOD and "
"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and "
"[member GeometryInstance3D.visibility_range_end]) compared to occlusion "
"culling.\n"
"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by "
"default in Web export templates. It can be enabled by compiling custom Web "
"export templates with [code]module_raycast_enabled=yes[/code]."
msgstr ""
"遮擋剔除可以通過隱藏被其他物件遮擋的幾何體,來提高封閉/半開放區域的渲染性"
"能。\n"
"遮擋剔除系統大多是靜態的。[OccluderInstance3D] 可以在運作時移動或隱藏,但這樣"
"做會觸發可能需要幾影格的背景重新計算。建議僅偶爾移動 [OccluderInstance3D](例"
"如,出於程式生成目的),而不是每影格都這樣做。\n"
"遮擋剔除系統的工作原理是,使用 [url=https://www.embree.org/]Embree[/url] 在 "
"CPU 上並行渲染遮擋物,將結果繪製到一個低解析度緩衝區,然後使用它來單獨剔除 3D "
"的節點。在 3D 編輯器中,可以通過選擇 3D 視口左上角的[b]透視圖 > 高級調試... > "
"遮擋剔除緩衝區[/b],來預覽遮擋剔除緩衝區。可以在專案設定中調整遮擋剔除緩衝區的"
"品質。\n"
"[b]烘焙:[/b]選擇一個 [OccluderInstance3D] 節點,然後使用 3D 編輯器頂部的[b]烘"
"焙遮擋物[/b]按鈕。只考慮不透明的材質遮擋器生成將忽略透明材質alpha 混合或 "
"alpha 測試)。\n"
"[b]注意:[/b]遮擋剔除只有在 [member ProjectSettings.rendering/"
"occlusion_culling/use_occlusion_culling] 為 [code]true[/code] 時才有效。啟用遮"
"擋剔除會消耗一定的 CPU。僅當確實打算使用遮擋剔除時才啟用它。具有很少或沒有物"
"體,將阻擋視口的大型開放場景,通常不會從遮擋剔除中受益更多。與遮擋剔除相比,大"
"型開放場景通常從網格 LOD 和可見性範圍([member GeometryInstance3D."
"visibility_range_begin] 和 [member GeometryInstance3D.visibility_range_end]"
"中受益更多。"
msgid ""
"The visual layers to account for when baking for occluders. Only "
"[MeshInstance3D]s whose [member VisualInstance3D.layers] match with this "
"[member bake_mask] will be included in the generated occluder mesh. By "
"default, all objects with [i]opaque[/i] materials are taken into account for "
"the occluder baking.\n"
"To improve performance and avoid artifacts, it is recommended to exclude "
"dynamic objects, small objects and fixtures from the baking process by moving "
"them to a separate visual layer and excluding this layer in [member "
"bake_mask]."
msgstr ""
"烘焙遮擋物時要考慮的可視層。只有其 [member VisualInstance3D.layers] 與該 "
"[member bake_mask] 配對的 [MeshInstance3D],才會被包含在生成的遮擋物網格中。預"
"設情況下,所有具有[i]不透明[/i]材質的對象,都將被考慮用於遮擋物烘焙。\n"
"為了提高性能並避免偽影,建議將動態物件、小物件和固定裝置從烘焙過程中排除,方法"
"是將它們移動到一個單獨的可視層,並在 [member bake_mask] 中排除該層。"
msgid ""
"The simplification distance to use for simplifying the generated occluder "
"polygon (in 3D units). Higher values result in a less detailed occluder mesh, "
"which improves performance but reduces culling accuracy.\n"
"The occluder geometry is rendered on the CPU, so it is important to keep its "
"geometry as simple as possible. Since the buffer is rendered at a low "
"resolution, less detailed occluder meshes generally still work well. The "
"default value is fairly aggressive, so you may have to decrease it if you run "
"into false negatives (objects being occluded even though they are visible by "
"the camera). A value of [code]0.01[/code] will act conservatively, and will "
"keep geometry [i]perceptually[/i] unaffected in the occlusion culling buffer. "
"Depending on the scene, a value of [code]0.01[/code] may still simplify the "
"mesh noticeably compared to disabling simplification entirely.\n"
"Setting this to [code]0.0[/code] disables simplification entirely, but "
"vertices in the exact same position will still be merged. The mesh will also "
"be re-indexed to reduce both the number of vertices and indices.\n"
"[b]Note:[/b] This uses the [url=https://meshoptimizer.org/]meshoptimizer[/"
"url] library under the hood, similar to LOD generation."
msgstr ""
"用於簡化生成的遮擋物多邊形的簡化距離(單位為 3D 單位)。更高的值會導致遮擋物網"
"格的細節更少,這會提高性能但會降低剔除精度。\n"
"遮擋物幾何體是在 CPU 上渲染的,因此保持其幾何體盡可能簡單很重要。由於緩衝區以"
"低解析度渲染,因此細節較少的遮擋網格通常仍能正常工作。預設值相當激進,因此如果"
"遇到誤報(即使相機可見的物件也被遮擋),可能必須降低該屬性。[code]0.01[/code] "
"的值將保守地起作用,並將保持幾何體[i]感知[/i]在遮擋剔除緩衝區中不受影響。根據"
"場景的不同,與完全禁用簡化相比,[code]0.01[/code] 的值仍能顯著簡化網格。\n"
"將該屬性設定為 [code]0.0[/code] 將會完全禁用簡化,但仍會合並位置完全相同的頂"
"點。網格也將被重新索引以減少頂點和索引的數量。\n"
"[b]注意:[/b]這在底層使用了 [url=https://meshoptimizer.org/]meshoptimizer[/"
"url] 庫,類似於 LOD 生成。"
msgid ""
"The occluder resource for this [OccluderInstance3D]. You can generate an "
"occluder resource by selecting an [OccluderInstance3D] node then using the "
"[b]Bake Occluders[/b] button at the top of the editor.\n"
"You can also draw your own 2D occluder polygon by adding a new "
"[PolygonOccluder3D] resource to the [member occluder] property in the "
"Inspector.\n"
"Alternatively, you can select a primitive occluder to use: [QuadOccluder3D], "
"[BoxOccluder3D] or [SphereOccluder3D]."
msgstr ""
"這個 [OccluderInstance3D] 的遮擋器資源。要生成遮擋器資源,你可以先選中 "
"[OccluderInstance3D] 節點,然後使用編輯器頂部的[b]烘焙遮擋器[/b]按鈕。\n"
"你還可以通過在“屬性面板”中為 [member occluder] 屬性新增新的 "
"[PolygonOccluder3D] 資源來繪製自己的 2D 遮擋器多邊形。\n"
"另外,你也可以選擇要使用的基本遮擋器:[QuadOccluder3D]、[BoxOccluder3D]、"
"[SphereOccluder3D]。"
msgid "Defines a 2D polygon for LightOccluder2D."
msgstr "為 LightOccluder2D 定義一個 2D 多邊形。"
msgid ""
"Editor facility that helps you draw a 2D polygon used as resource for "
"[LightOccluder2D]."
msgstr "編輯工具,幫助你繪製一個 2D 多邊形用作資源 [LightOccluder2D]。"
msgid ""
"If [code]true[/code], closes the polygon. A closed OccluderPolygon2D occludes "
"the light coming from any direction. An opened OccluderPolygon2D occludes the "
"light only at its outline's direction."
msgstr ""
"如果為 [code]true[/code]封閉該多邊形。一個封閉的polygon2d封閉來自任何方向的"
"光。一個開放的OccluderPolygon2D只在其輪廓方向上遮擋光。"
msgid "The culling mode to use."
msgstr "要使用的剔除模式。"
msgid ""
"A [Vector2] array with the index for polygon's vertices positions.\n"
"[b]Note:[/b] The returned value is a copy of the underlying array, rather "
"than a reference."
msgstr ""
"帶有多邊形頂點位置索引的 [Vector2] 陣列。\n"
"[b]注意:[/b]返回值是基礎陣列的副本,而不是引用。"
msgid "Culling is disabled. See [member cull_mode]."
msgstr "禁用剔除。見 [member cull_mode]。"
msgid "Culling is performed in the clockwise direction. See [member cull_mode]."
msgstr "按順時針方向進行剔除。見 [member cull_mode]。"
msgid ""
"Culling is performed in the counterclockwise direction. See [member "
"cull_mode]."
msgstr "按逆時針方向進行剔除。見 [member cull_mode]。"
msgid "A [MultiplayerPeer] which is always connected and acts as a server."
msgstr "始終連接並用作伺服器的 [MultiplayerPeer]。"
msgid ""
"This is the default [member MultiplayerAPI.multiplayer_peer] for the [member "
"Node.multiplayer]. It mimics the behavior of a server with no peers "
"connected.\n"
"This means that the [SceneTree] will act as the multiplayer authority by "
"default. Calls to [method MultiplayerAPI.is_server] will return [code]true[/"
"code], and calls to [method MultiplayerAPI.get_unique_id] will return "
"[constant MultiplayerPeer.TARGET_PEER_SERVER]."
msgstr ""
"這是 [member Node.multiplayer] 的預設 [member MultiplayerAPI."
"multiplayer_peer]。會模仿未連接任何對等體的伺服器的行為。\n"
"這意味著 [SceneTree] 會預設作為多人遊戲控制方。呼叫 [method MultiplayerAPI."
"is_server] 會返回 [code]true[/code],呼叫 [method MultiplayerAPI."
"get_unique_id] 會返回 [constant MultiplayerPeer.TARGET_PEER_SERVER]。"
msgid "A sequence of Ogg packets."
msgstr "Ogg 資料包序列。"
msgid "The length of this stream, in seconds."
msgstr "該流的長度,以秒為單位。"
msgid "Contains the granule positions for each page in this packet sequence."
msgstr "包含該封包序列中每個頁面的細微性位置。"
msgid "Contains the raw packets that make up this OggPacketSequence."
msgstr "包含構成此 OggPacketSequence 的原始封包。"
msgid ""
"Holds sample rate information about this sequence. Must be set by another "
"class that actually understands the codec."
msgstr "保存有關該序列的取樣速率資訊。必須由另一個真正理解轉碼器的類設定。"
msgid "Omnidirectional light, such as a light bulb or a candle."
msgstr "全向光,如燈泡或蠟燭。"
msgid ""
"An Omnidirectional light is a type of [Light3D] that emits light in all "
"directions. The light is attenuated by distance and this attenuation can be "
"configured by changing its energy, radius, and attenuation parameters.\n"
"[b]Note:[/b] When using the Mobile rendering method, only 8 omni lights can "
"be displayed on each mesh resource. Attempting to display more than 8 omni "
"lights on a single mesh resource will result in omni lights flickering in and "
"out as the camera moves. When using the Compatibility rendering method, only "
"8 omni lights can be displayed on each mesh resource by default, but this can "
"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/"
"max_lights_per_object].\n"
"[b]Note:[/b] When using the Mobile or Compatibility rendering methods, omni "
"lights will only correctly affect meshes whose visibility AABB intersects "
"with the light's AABB. If using a shader to deform the mesh in a way that "
"makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] "
"must be increased on the mesh. Otherwise, the light may not be visible on the "
"mesh."
msgstr ""
"全向光是 [Light3D] 的一類,可以向所有方向發射光。光隨距離而衰減,該衰減可以通"
"過修改其能量、半徑和衰減參數來配置。\n"
"[b]注意:[/b]使用移動渲染方式時,每個網格資源上只能顯示 8 個全向燈。嘗試在單個"
"網格資源上顯示 8 個以上的全向燈,將導致全向燈隨著相機移動而閃爍。使用 "
"Compatibility 渲染方式時,預設情況下每個網格資源上只能顯示 8 個全向燈,但可以"
"通過調整 [member ProjectSettings.rendering/limits/opengl/"
"max_lights_per_object] 來增加。\n"
"[b]注意:[/b]當使用 Mobile 或 Compatibility 渲染方法時,全向燈只會正確影響可見"
"性 AABB 與該燈光的 AABB 相交的網格。如果使用了著色器將網格進行了變形,超出了 "
"AABB 的範圍,則必須將該網格的 [member GeometryInstance3D.extra_cull_margin] 增"
"大。否則燈光在該網格上可能不可見。"
msgid ""
"The light's attenuation (drop-off) curve. A number of presets are available "
"in the [b]Inspector[/b] by right-clicking the curve. Zero and negative values "
"are allowed but can produce unusual effects.\n"
"[b]Note:[/b] Very high [member omni_attenuation] values (typically above 10) "
"can impact performance negatively if the light is made to use a larger "
"[member omni_range] to compensate. This is because culling opportunities will "
"become less common and shading costs will be increased (as the light will "
"cover more pixels on screen while resulting in the same amount of "
"brightness). To improve performance, use the lowest [member omni_attenuation] "
"value possible for the visuals you're trying to achieve."
msgstr ""
"燈光的衰減(衰減)曲線。通過右鍵點擊曲線,可以在[b]屬性屬性面板[/b]中使用許多"
"預設。允許零值和負值,但會產生不尋常的效果。\n"
"[b]注意:[/b]如果燈光使用更大的 [member omni_range] 進行補償,非常高的 "
"[member omni_attenuation] 值(通常高於 10則可能會對性能產生負面影響。這是因"
"為剔除機會將變得不那麼常見,並且著色成本將增加(因為光線將覆蓋螢幕上更多的像"
"素,且同時產生相同的亮度)。要提高性能,請為試圖實作的視覺效果使用盡可能低的 "
"[member omni_attenuation] 值。"
msgid ""
"The light's radius. Note that the effectively lit area may appear to be "
"smaller depending on the [member omni_attenuation] in use. No matter the "
"[member omni_attenuation] in use, the light will never reach anything outside "
"this radius.\n"
"[b]Note:[/b] [member omni_range] is not affected by [member Node3D.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
"該燈光的半徑。請注意,根據使用的 [member omni_attenuation],有效照明區域可能看"
"起來更小。無論使用 [member omni_attenuation] 為何值,光線永遠不會到達該半徑之"
"外的任何地方。\n"
"[b]注意:[/b][member omni_range] 不受 [member Node3D.scale](無論是該燈光的縮"
"放還是其父節點的縮放)的影響。"
msgid "See [enum ShadowMode]."
msgstr "見 [enum ShadowMode]。"
msgid ""
"Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
"SHADOW_CUBE], but lower-quality."
msgstr "將陰影渲染到雙抛物面紋理。比 [constant SHADOW_CUBE] 更快,但品質較差。"
msgid ""
"Shadows are rendered to a cubemap. Slower than [constant "
"SHADOW_DUAL_PARABOLOID], but higher-quality."
msgstr ""
"將陰影渲染至立方體貼圖。比 [constant SHADOW_DUAL_PARABOLOID] 更慢,但品質更"
"高。"
msgid "An OpenXR action."
msgstr "OpenXR 動作。"
msgid ""
"This resource defines an OpenXR action. Actions can be used both for inputs "
"(buttons/joystick/trigger/etc) and outputs (haptics).\n"
"OpenXR performs automatic conversion between action type and input type "
"whenever possible. An analog trigger bound to a boolean action will thus "
"return [code]false[/code] if the trigger is depressed and [code]true[/code] "
"if pressed fully.\n"
"Actions are not directly bound to specific devices, instead OpenXR recognizes "
"a limited number of top level paths that identify devices by usage. We can "
"restrict which devices an action can be bound to by these top level paths. "
"For instance an action that should only be used for hand held controllers can "
"have the top level paths \"/user/hand/left\" and \"/user/hand/right\" "
"associated with them. See the [url=https://www.khronos.org/registry/OpenXR/"
"specs/1.0/html/xrspec.html#semantic-path-reserved]reserved path section in "
"the OpenXR specification[/url] for more info on the top level paths.\n"
"Note that the name of the resource is used to register the action with."
msgstr ""
"該資源定義了一個 OpenXR 動作。動作可用於輸入(按鈕/操縱桿/觸發器/等)和輸出"
"(觸覺)。\n"
"只要有可能OpenXR 就會在動作型別和輸入型別之間執行自動轉換。因此,如果觸發器"
"被按下,則綁定到一個布林動作的模擬觸發器將返回 [code]false[/code],如果完全按"
"下則返回 [code]true[/code]。\n"
"動作並不被直接綁定到特定裝置相反OpenXR 識別了有限數量的頂級路徑,這些路徑"
"按用途識別裝置。我們可以通過這些頂級路徑來限制一個動作可以被綁定到哪些裝置上。"
"例如,一個隻套用於手持控制器的動作,可以具有與其關聯的頂級路徑“/user/hand/"
"left”和“/user/hand/right”。有關頂級路徑的詳細資訊請參閱 OpenXR 規範中的"
"[url=https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec."
"html#semantic-path-reserved]保留路徑部分[/url]。\n"
"注意,資源的名字是用來註冊動作的。"
msgid "The type of action."
msgstr "動作的型別。"
msgid "The localized description of this action."
msgstr "該動作的當地語系化描述。"
msgid "A collections of toplevel paths to which this action can be bound."
msgstr "該動作所能綁定到的頂級路徑的合集。"
msgid "This action provides a boolean value."
msgstr "該動作提供布林值。"
msgid ""
"This action provides a float value between [code]0.0[/code] and [code]1.0[/"
"code] for any analog input such as triggers."
msgstr ""
"該動作提供 [code]0.0[/code] 和 [code]1.0[/code] 之間的浮點值,用於扳機等模擬輸"
"入。"
msgid ""
"This action provides a [Vector2] value and can be bound to embedded trackpads "
"and joysticks."
msgstr "該動作提供 [Vector2] 值,可以和嵌入式控制板與操縱桿綁定。"
msgid ""
"Collection of [OpenXRActionSet] and [OpenXRInteractionProfile] resources for "
"the OpenXR module."
msgstr ""
"用於 OpenXR 模組的 [OpenXRActionSet] 和 [OpenXRInteractionProfile] 資源的合"
"集。"
msgid ""
"OpenXR uses an action system similar to Godots Input map system to bind "
"inputs and outputs on various types of XR controllers to named actions. "
"OpenXR specifies more detail on these inputs and outputs than Godot "
"supports.\n"
"Another important distinction is that OpenXR offers no control over these "
"bindings. The bindings we register are suggestions, it is up to the XR "
"runtime to offer users the ability to change these bindings. This allows the "
"XR runtime to fill in the gaps if new hardware becomes available.\n"
"The action map therefore needs to be loaded at startup and can't be changed "
"afterwards. This resource is a container for the entire action map."
msgstr ""
"OpenXR 使用類似於 Godots 輸入對應系統的動作系統,將各種型別的 XR 控制器上的輸"
"入和輸出綁定到命名的動作。OpenXR 規範了比 Godot 支援的更多關於這些輸入和輸出的"
"細節。\n"
"另一個重要的區別是 OpenXR 不提供對這些綁定的控制。我們註冊的綁定是建議,取決"
"於 XR 運作時是否為使用者提供更改這些綁定的能力。如果有新硬體可用,這允許 XR 運"
"行時填補空白。\n"
"因此,動作對應需要在啟動時載入,之後無法更改。該資源是整個動作對應的容器。"
msgid "Add an action set."
msgstr "新增動作集。"
msgid "Add an interaction profile."
msgstr "新增互動配置。"
msgid "Setup this action set with our default actions."
msgstr "使用預設動作設定該動作集。"
msgid "Retrieve an action set by name."
msgstr "按名稱檢索動作集。"
msgid "Find an interaction profile by its name (path)."
msgstr "按名稱(路徑)搜尋互動配置。"
msgid "Retrieve the action set at this index."
msgstr "獲取位於該索引的動作集。"
msgid "Retrieve the number of actions sets in our action map."
msgstr "獲取動作對應中動作集的數量。"
msgid "Get the interaction profile at this index."
msgstr "獲取位於該索引的互動配置。"
msgid "Retrieve the number of interaction profiles in our action map."
msgstr "獲取動作對應中互動配置的數量。"
msgid "Remove an action set."
msgstr "移除動作集。"
msgid "Remove an interaction profile."
msgstr "移除互動配置。"
msgid "Collection of [OpenXRActionSet]s that are part of this action map."
msgstr "[OpenXRActionSet] 的合集,是該動作對應的一部分。"
msgid ""
"Collection of [OpenXRInteractionProfile]s that are part of this action map."
msgstr "[OpenXRInteractionProfile] 的合集,是該動作對應的一部分。"
msgid "Collection of [OpenXRAction] resources that make up an action set."
msgstr "[OpenXRAction] 資源的合集,構成動作集。"
msgid ""
"Action sets in OpenXR define a collection of actions that can be activated in "
"unison. This allows games to easily change between different states that "
"require different inputs or need to reinterpret inputs. For instance we could "
"have an action set that is active when a menu is open, an action set that is "
"active when the player is freely walking around and an action set that is "
"active when the player is controlling a vehicle.\n"
"Action sets can contain the same action with the same name, if such action "
"sets are active at the same time the action set with the highest priority "
"defines which binding is active."
msgstr ""
"OpenXR 中的動作集定義了一組可以均勻啟動的動作。這允許遊戲在需要不同輸入或需要"
"重新解釋輸入的不同狀態之間輕鬆切換。例如,我們可以有一個在功能表打開時處於活動"
"狀態的動作集,一個在玩家自由走動時處於活動狀態的動作集,以及一個在玩家控制車輛"
"時處於活動狀態的動作集。\n"
"動作集可以包含具有相同名稱的相同動作,如果這些動作集同時處於活動狀態,則具有最"
"高優先順序的動作集定義了哪個綁定是活動的。"
msgid "Add an action to this action set."
msgstr "向該動作集中新增某個動作。"
msgid "Retrieve the number of actions in our action set."
msgstr "獲取該動作集中動作的數量。"
msgid "Remove an action from this action set."
msgstr "從該動作集中移除某個動作。"
msgid "Collection of actions for this action set."
msgstr "該動作集中動作的合集。"
msgid "The localized name of this action set."
msgstr "該動作集的當地語系化名稱。"
msgid "The priority for this action set."
msgstr "該動作集的優先順序。"
msgid "Makes the OpenXR API available for GDExtension."
msgstr "使 OpenXR API 可用於 GDExtension。"
msgid ""
"[OpenXRAPIExtension] makes OpenXR available for GDExtension. It provides the "
"OpenXR API to GDExtension through the [method get_instance_proc_addr] method, "
"and the OpenXR instance through [method get_instance].\n"
"It also provides methods for querying the status of OpenXR initialization, "
"and helper methods for ease of use of the API with GDExtension."
msgstr ""
"[OpenXRAPIExtension] 使 OpenXR 可用於 GDExtension。它透過 [method "
"get_instance_proc_addr] 方法向 GDExtension 提供 OpenXR API並透過 "
"[methodsion API並透過 [methodsion get_instance get_instance\n"
"它還提供了用於查詢 OpenXR 初始化狀態的方法,以及便於透過 GDExtension 使用 API "
"的輔助方法。"
msgid "XrResult documentation"
msgstr "XrResult 文件"
msgid "XrInstance documentation"
msgstr "XrInstance 文件"
msgid "XrSpace documentation"
msgstr "XrSpace 文件"
msgid "XrSession documentation"
msgstr "XrSession 文件"
msgid "XrSystemId documentation"
msgstr "XrSystemId 文件"
msgid "xrBeginSession documentation"
msgstr "xrBeginSession 文件"
msgid "XrPosef documentation"
msgstr "XrPosef 文件"
msgid ""
"Returns [code]true[/code] if OpenXR is initialized for rendering with an XR "
"viewport."
msgstr "如果通訊端是打開的,並且在監聽埠,則返回 [code]true[/code]。"
msgid ""
"Returns an error string for the given [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url]."
msgstr ""
"回傳給定[url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult."
"html]XrResult[/url]."
msgid ""
"Returns the [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
"XrInstance.html]XrInstance[/url] created during the initialization of the "
"OpenXR API."
msgstr "傳回OpenXR API 的初始化。"
msgid ""
"Returns the function pointer of the OpenXR function with the specified name, "
"cast to an integer. If the function with the given name does not exist, the "
"method returns [code]0[/code].\n"
"[b]Note:[/b] [code]openxr/util.h[/code] contains utility macros for acquiring "
"OpenXR functions, e.g. [code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/"
"code]."
msgstr ""
"傳回指定名稱的OpenXR函式的函式指針轉換為整數。如果指定名稱的函式不存在則該"
"方法傳回[code]0[/code]。\n"
"[b]注意:[/b] [code]openxr/util.h[/code] 包含用於取得OpenXR 函式的實用宏,例如"
"[code]GDEXTENSION_INIT_XR_FUNC_V(xrCreateAction)[/code]。"
msgid "Returns the timing for the next frame."
msgstr "返回參數的正弦值。"
msgid ""
"Returns the play space, which is an [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/html/XrSpace.html]XrSpace[/url] cast to an integer."
msgstr ""
"回傳播放空間,這是一個 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/"
"html/XrSpace.html]XrSpace[/ url] 轉換為整數。"
msgid ""
"Returns the OpenXR session, which is an [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrSession.html]XrSession[/url] cast to an integer."
msgstr ""
"回傳 OpenXR 會話,它是一個 [url=https://registry.khronos.org/OpenXR/specs/1.0/"
"man/html/XrSession.html]XrSession[/ url] 轉換為整數。"
msgid "Returns the name of the specified swapchain format."
msgstr "返回指定參數的值。"
msgid ""
"Returns the id of the system, which is a [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrSystemId.html]XrSystemId[/url] cast to an integer."
msgstr ""
"回傳系統的 id這是一個 [url=https://registry.khronos.org/OpenXR/specs/1.0/"
"man/html/XrSystemId.html] XrSystemId[/url] 轉換為整數。"
msgid "Returns [code]true[/code] if OpenXR is initialized."
msgstr "如果 OpenXR 已初始化,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if OpenXR is running ([url=https://registry.khronos."
"org/OpenXR/specs/1.0/man/html/xrBeginSession.html]xrBeginSession[/url] was "
"successfully called and the swapchains were created)."
msgstr ""
"如果OpenXR 正在運作,則傳回[code]true[/code] ([url=https://registry.khronos."
"org/OpenXR/specs/1.0/man/ html/ xrBeginSession.html]xrBeginSession[/url] 已成"
"功呼叫並建立了交換鏈)。"
msgid "Returns [code]true[/code] if OpenXR is enabled."
msgstr "如果啟用 OpenXR則返回 [code]true[/code]。"
msgid ""
"Creates a [Transform3D] from an [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/html/XrPosef.html]XrPosef[/url]."
msgstr ""
"從 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrPosef."
"html]XrPosef[/url]."
msgid ""
"Returns [code]true[/code] if the provided [url=https://registry.khronos.org/"
"OpenXR/specs/1.0/man/html/XrResult.html]XrResult[/url] (cast to an integer) "
"is successful. Otherwise returns [code]false[/code] and prints the "
"[url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrResult."
"html]XrResult[/url] converted to a string, with the specified additional "
"information."
msgstr ""
"如果提供的 [url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/"
"XrResult.html]XrResult[/url](轉換為整數)成功則回傳[code]true[/code]。否則返"
"回 [code]false[/code] 並列印 [url=https://registry.khronos.org/OpenXR/"
"specs/1.0/man/html/XrResult.html]XrResult[/url] 轉換為字串,帶有指定的附加資"
"訊。"
msgid "Allows clients to implement OpenXR extensions with GDExtension."
msgstr "允許客戶端使用 GDExtension 實作 OpenXR 擴充。"
msgid ""
"[OpenXRExtensionWrapperExtension] allows clients to implement OpenXR "
"extensions with GDExtension. The extension should be registered with [method "
"register_extension_wrapper]."
msgstr ""
"[OpenXRExtension WrapperExtension] 允許客戶端使用 GDExtension 實作 OpenXR 擴"
"充。該擴充功能應使用 [method register_extension_wrapper] 實作 OpenXR 擴充。該"
"擴充功能應使用 [method register_extension_wrapper] 註冊。 、“”、“”\n"
"modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml\""
msgid ""
"Returns a [Dictionary] of OpenXR extensions related to this extension. The "
"[Dictionary] should contain the name of the extension, mapped to a [code]bool "
"*[/code] cast to an integer:\n"
"- If the [code]bool *[/code] is a [code]nullptr[/code] this extension is "
"mandatory.\n"
"- If the [code]bool *[/code] points to a boolean, the boolean will be updated "
"to [code]true[/code] if the extension is enabled."
msgstr ""
"傳回與此擴充相關的 OpenXR 擴充的 [Dictionary]。[Dictionary] 應包含擴充的名稱,"
"對應到 [code]bool *[/code]轉換為整數:\n"
"- 如果 [code]bool *[/code] 是 [code]nullptr[/code],則此擴充功能是強制性的。\n"
"- 如果[code]bool *[/code] 指向布林值,則在啟用擴充的情況下,該布林值將更新為"
"[code]true[/code]。"
msgid "Called before the OpenXR instance is created."
msgstr "在程式退出前呼叫。"
msgid ""
"Called when there is an OpenXR event to process. When implementing, return "
"[code]true[/code] if the event was handled, return [code]false[/code] "
"otherwise."
msgstr ""
"將左運算元 [Array] 與 [param right] [Array] 進行比較。如果陣列的大小和內容相"
"等,則返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid "Called right after the OpenXR instance is created."
msgstr "在 XR [Viewport] 繪製邏輯完成後呼叫。"
msgid "Called right before the OpenXR instance is destroyed."
msgstr "在 OpenXR 實例被銷毀之前呼叫。"
msgid "Called right before the XR viewports begin their rendering step."
msgstr "在 XR 視窗開始渲染步驟之前呼叫。"
msgid ""
"Called as part of the OpenXR process handling. This happens right before "
"general and physics processing steps of the main loop. During this step "
"controller data is queried and made available to game logic."
msgstr ""
"作為OpenXR 程序處理的一部分呼叫。這發生在主循環的一般和物理處理步驟之前。在此"
"步驟中,控制器資料被查詢並可供遊戲邏輯使用。 “,“,““,“錯誤的”,””,”,””\n"
"modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml\""
msgid ""
"Allows extensions to register additional controller metadata. This function "
"is called even when the OpenXR API is not constructed as the metadata needs "
"to be available to the editor.\n"
"Extensions should also provide metadata regardless of whether they are "
"supported on the host system. The controller data is used to setup action "
"maps for users who may have access to the relevant hardware."
msgstr ""
"允許擴充功能註冊額外的控制器元資料。即使未建置 OpenXR API也會呼叫此函式因"
"為元資料需要可供編輯器使用。\n"
"擴充還應該提供元資料,無論主機系統是否支援它們。控制器資料用於為有權存取相關硬"
"體的使用者設定操作圖。"
msgid "Called right after the OpenXR session is created."
msgstr "在 XR [Viewport] 繪製邏輯完成後呼叫。"
msgid "Called right before the OpenXR session is destroyed."
msgstr "通知我們的 OpenXR 會話已經開始。"
msgid "Called when the OpenXR session state is changed to exiting."
msgstr "當 OpenXR 會話狀態變更為退出時呼叫。"
msgid ""
"Called when the OpenXR session state is changed to focused. This state is the "
"active state when the game runs."
msgstr "當 OpenXR 會話狀態變更為聚焦時呼叫。此狀態是遊戲運作時的活動狀態。"
msgid "Called when the OpenXR session state is changed to idle."
msgstr "當 OpenXR 會話狀態變更為空閒時呼叫。"
msgid "Called when the OpenXR session state is changed to loss pending."
msgstr "當 OpenXR 會話狀態變更為遺失掛起時呼叫。"
msgid ""
"Called when the OpenXR session state is changed to ready. This means OpenXR "
"is ready to set up the session."
msgstr "當 OpenXR 會話狀態變更為就緒時呼叫。這表示 OpenXR 已準備好設定會話。"
msgid "Called when the OpenXR session state is changed to stopping."
msgstr "通知我們的 OpenXR 會話正在停止。"
msgid ""
"Called when the OpenXR session state is changed to synchronized. OpenXR also "
"returns to this state when the application loses focus."
msgstr ""
"當OpenXR 會話狀態變更為同步時呼叫。當應用程式失去焦點時OpenXR 也會回到此狀"
"態。"
msgid ""
"Called when the OpenXR session state is changed to visible. This means OpenXR "
"is now ready to receive frames."
msgstr "當OpenXR 會話狀態變更為可見時呼叫。這表示 OpenXR 現在已準備好接收訊框。"
msgid "Adds additional data structures when the OpenXR instance is created."
msgstr "建立 OpenXR 實例時加入其他資料結構。"
msgid "Adds additional data structures when the OpenXR session is created."
msgstr "建立 OpenXR 會話時加入其他資料結構。"
msgid "Adds additional data structures when creating OpenXR swapchains."
msgstr "建立 OpenXR 交換鏈時加入其他資料結構。"
msgid ""
"Adds additional data structures when interogating OpenXR system abilities."
msgstr "詢問 OpenXR 系統功能時會新增其他資料結構。"
msgid ""
"Returns the created [OpenXRAPIExtension], which can be used to access the "
"OpenXR API."
msgstr "傳回所建立的 [OpenXRAPIExtension],可用來存取 OpenXR API。"
msgid ""
"Registers the extension. This should happen at core module initialization "
"level."
msgstr "註冊擴充功能。這應該發生在核心模組初始化層級。"
msgid "Node supporting finger tracking in OpenXR."
msgstr "在 OpenXR 中提供手指追蹤的節點。"
msgid ""
"This node enables OpenXR's hand tracking functionality. The node should be a "
"child node of an [XROrigin3D] node, tracking will update its position to "
"where the player's actual hand is positioned. This node also updates the "
"skeleton of a properly skinned hand model. The hand mesh should be a child "
"node of this node."
msgstr ""
"該節點啟用 OpenXR 的手部追蹤功能。該節點應該是 [XROrigin3D] 節點的一個子節點,"
"追蹤會將其位置更新為玩家的實際手所在的位置。該節點還更新了適當蒙皮的手部模型的"
"骨架。手部網格應該是該節點的一個子節點。"
msgid "Specifies whether this node tracks the left or right hand of the player."
msgstr "指定該節點是追蹤玩家的左手還是右手。"
msgid "Set a [Skeleton3D] node for which the pose positions will be updated."
msgstr "設定一個[Skeleton3D]節點,該節點的姿勢位置將被更新。"
msgid "Set the motion range (if supported) limiting the hand motion."
msgstr "設定限制手部運動的運動範圍(前提是支援)。"
msgid "Tracking the player's left hand."
msgstr "追蹤玩家的左手。"
msgid "Tracking the player's right hand."
msgstr "追蹤玩家的右手。"
msgid "Maximum supported hands."
msgstr "最大支援的手數。"
msgid "When player grips, hand skeleton will form a full fist."
msgstr "玩家抓握時,手部骨架呈握拳狀。"
msgid ""
"When player grips, hand skeleton conforms to the controller the player is "
"holding."
msgstr "玩家抓握時,手部骨架遵循玩家所持的控制器。"
msgid "Maximum supported motion ranges."
msgstr "最大支援的運動範圍。"
msgid "Suggested bindings object for OpenXR."
msgstr "用於 OpenXR 的建議綁定對象。"
msgid ""
"This object stores suggested bindings for an interaction profile. Interaction "
"profiles define the metadata for a tracked XR device such as an XR "
"controller.\n"
"For more information see the [url=https://www.khronos.org/registry/OpenXR/"
"specs/1.0/html/xrspec.html#semantic-path-interaction-profiles]interaction "
"profiles info in the OpenXR specification[/url]."
msgstr ""
"此物件儲存用於一個互動配置的建議綁定。互動配置定義了一個被追蹤的 XR 裝置(例如"
"一個 XR 控制器)的中繼資料。\n"
"有關更多資訊,請參閱[url=https://www.khronos.org/registry/OpenXR/specs/1.0/"
"html/xrspec.html#semantic-path-interaction-profiles]《OpenXR 規範中的互動配置"
"信息》[/url]。"
msgid "Retrieve the binding at this index."
msgstr "檢索在該索引處的綁定。"
msgid "Get the number of bindings in this interaction profile."
msgstr "獲取該互動配置中的綁定數量。"
msgid "Action bindings for this interaction profile."
msgstr "用於該互動配置的動作綁定。"
msgid "The interaction profile path identifying the XR device."
msgstr "標識該 XR 裝置的互動配置路徑。"
msgid "Meta class registering supported devices in OpenXR."
msgstr "在 OpenXR 中註冊支援的裝置的元類別。"
msgid ""
"This class allows OpenXR core and extensions to register metadata relating to "
"supported interaction devices such as controllers, trackers, haptic devices, "
"etc. It is primarily used by the action map editor and to sanitize any action "
"map by removing extension-dependent entries when applicable."
msgstr ""
"這類允許OpenXR 核心和擴充註冊與受支援的互動裝置(例如控制器、追蹤器、觸覺裝置"
"等)相關的元資料。它主要由動作地圖編輯器使用,並用於在適用時透過刪除依賴於擴充"
"的條目來清理任何操作對應。"
msgid ""
"Registers an interaction profile using its OpenXR designation (e.g. [code]/"
"interaction_profiles/khr/simple_controller[/code] is the profile for OpenXR's "
"simple controller profile).\n"
"[param display_name] is the description shown to the user. [param "
"openxr_path] is the interaction profile path being registered. [param "
"openxr_extension_name] optionally restricts this profile to the given "
"extension being enabled/available. If the extension is not available, the "
"profile and all related entries used in an action map are filtered out."
msgstr ""
"使用 OpenXR 名稱註冊互動設定檔(例如 [code]/interaction_profiles/khr/"
"simple_controller[/code] 是 OpenXR 簡單控制器設定檔的設定檔)。\n"
"[param display_name] 是向使用者顯示的描述。 [param openxr_path] 是正在註冊的互"
"動設定檔路徑。 [param openxr_extension_name] 可以選擇將此設定檔限制為啟用/可用"
"的給定擴充。如果擴充功能不可用,則操作對應中使用的設定檔和所有相關條目都會被篩"
"選掉。"
msgid ""
"Registers an input/output path for the given [param interaction_profile]. The "
"profile should previously have been registered using [method "
"register_interaction_profile]. [param display_name] is the description shown "
"to the user. [param toplevel_path] specifies the bind path this input/output "
"can be bound to (e.g. [code]/user/hand/left[/code] or [code]/user/hand/right[/"
"code]). [param openxr_path] is the action input/output being registered (e.g. "
"[code]/user/hand/left/input/aim/pose[/code]). [param openxr_extension_name] "
"restricts this input/output to an enabled/available extension, this doesn't "
"need to repeat the extension on the profile but relates to overlapping "
"extension (e.g. [code]XR_EXT_palm_pose[/code] that introduces [code]…/input/"
"palm_ext/pose[/code] input paths). [param action_type] defines the type of "
"input or output provided by OpenXR."
msgstr ""
"為給定的 [param interaction_profile] 註冊輸入/輸出路徑。此設定檔之前應已使用 "
"[method register_interaction_profile] 註冊。[param display_name] 是向user. "
"[paramm] 註冊。 toplevel_path] 指定此輸入/輸出可以綁定到的綁定路徑(例如"
"[code]/user/hand/left[/code] 或[code]/user/hand/right[/code]。param "
"openxr_path] 是正在註冊的操作輸入/輸出(例如[code]/user/hand/left/input/aim/"
"pose[/code])。[param openxr_extension_name] 將此輸入/輸出限制為啟用/可用的擴"
"充,這不需要在設定檔上重複擴充,但與重疊擴充相關(例如引入[code] …/input/"
"palm_ext/pose[/code] 輸入路徑的 [code]XR_EXT_palm_pose[/code])。[param "
"action_type ] 定義OpenXR 提供的輸入或輸出的型別。"
msgid ""
"Allows for renaming old interaction profile paths to new paths to maintain "
"backwards compatibility with older action maps."
msgstr ""
"允許將舊的互動設定檔路徑重新命名為新路徑,以保持與舊操作對應的向後相容性。"
msgid ""
"Registers a top level path to which profiles can be bound. For instance "
"[code]/user/hand/left[/code] refers to the bind point for the player's left "
"hand. Extensions can register additional top level paths, for instance a "
"haptic vest extension might register [code]/user/body/vest[/code].\n"
"[param display_name] is the name shown to the user. [param openxr_path] is "
"the top level path being registered. [param openxr_extension_name] is "
"optional and ensures the top level path is only used if the specified "
"extension is available/enabled.\n"
"When a top level path ends up being bound by OpenXR, a [XRPositionalTracker] "
"is instantiated to manage the state of the device."
msgstr ""
"註冊設定檔可以綁定的頂層路徑。例如 [code]/user/hand/left[/code] 指的是玩家左手"
"的綁定點. 擴充功能可以註冊其他頂級路徑,例如觸覺背心擴充可能會註冊[code]/user/"
"body/vest[/code]。\n"
"[param display_name] 是向使用者顯示的名稱。 [param openxr_path] 是正在註冊的頂"
"層路徑。 [param openxr_extension_name] 是可選的,確保僅在指定的擴充功能可用/啟"
"用時才使用頂級路徑。\n"
"當頂層路徑最終被 OpenXR 綁定時,[XRPositionalTracker] 被實例化以管理裝置的狀"
"態。"
msgid "Our OpenXR interface."
msgstr "OpenXR 介面。"
msgid ""
"The OpenXR interface allows Godot to interact with OpenXR runtimes and make "
"it possible to create XR experiences and games.\n"
"Due to the needs of OpenXR this interface works slightly different than other "
"plugin based XR interfaces. It needs to be initialized when Godot starts. You "
"need to enable OpenXR, settings for this can be found in your games project "
"settings under the XR heading. You do need to mark a viewport for use with XR "
"in order for Godot to know which render result should be output to the "
"headset."
msgstr ""
"OpenXR 介面允許 Godot 與 OpenXR 運作時進行互動,並使建立 XR 體驗和遊戲成為可"
"能。\n"
"由於 OpenXR 的需要,該介面的工作方式與其他基於外掛程式的 XR 介面略有不同。它需"
"要在 Godot 啟動時被初始化。若需要啟用 OpenXR相關設定可以在遊戲專案設定中的 "
"XR 標題下找到。你確實需要標記一個視口以與 XR 一起使用,以便 Godot 知道應該將哪"
"個渲染結果輸出到頭戴式裝置。"
msgid "Setting up XR"
msgstr "設定 XR"
msgid ""
"Returns a list of action sets registered with Godot (loaded from the action "
"map at runtime)."
msgstr "返回向 Godot 註冊的動作集的列表(在運作時從動作對應載入)。"
msgid ""
"Returns display refresh rates supported by the current HMD. Only returned if "
"this feature is supported by the OpenXR runtime and after the interface has "
"been initialized."
msgstr ""
"返回目前 HMD 支援的顯示更新率。僅當 OpenXR 運作時支援該功能並且介面已被初始化"
"後才會返回。"
msgid ""
"If handtracking is enabled, returns the angular velocity of a joint ([param "
"joint]) of a hand ([param hand]) as provided by OpenXR. This is relative to "
"[XROrigin3D]!"
msgstr ""
"如果啟用了手部追踪,則返回由 OpenXR 提供的手 ([param hand]) 的關節 ([param "
"joint]) 的角速度。這是相對於 [XROrigin3D]"
msgid ""
"If handtracking is enabled, returns the linear velocity of a joint ([param "
"joint]) of a hand ([param hand]) as provided by OpenXR. This is relative to "
"[XROrigin3D] without worldscale applied!"
msgstr ""
"如果啟用手部追踪,則返回由 OpenXR 提供的手 ([param hand]) 的關節 ([param "
"joint]) 的線速度。這是相對於 [XROrigin3D] 沒有應用世界尺度!"
msgid ""
"If handtracking is enabled, returns the position of a joint ([param joint]) "
"of a hand ([param hand]) as provided by OpenXR. This is relative to "
"[XROrigin3D] without worldscale applied!"
msgstr ""
"如果啟用手部追踪,則返回 OpenXR 提供的手 ([param hand]) 的關節 ([param "
"joint]) 的位置。這是相對於 [XROrigin3D] 沒有應用世界尺度!"
msgid ""
"If handtracking is enabled, returns the radius of a joint ([param joint]) of "
"a hand ([param hand]) as provided by OpenXR. This is without worldscale "
"applied!"
msgstr ""
"如果啟用了手部追踪,則返回由 OpenXR 提供的手 ([param hand]) 的關節 ([param "
"joint]) 的半徑。這沒有應用世界尺度!"
msgid ""
"If handtracking is enabled, returns the rotation of a joint ([param joint]) "
"of a hand ([param hand]) as provided by OpenXR."
msgstr ""
"如果啟用手部追踪,則返回 OpenXR 提供的手 ([param hand]) 的關節 ([param "
"joint]) 的旋轉。"
msgid ""
"If handtracking is enabled and motion range is supported, gets the currently "
"configured motion range for [param hand]."
msgstr ""
"如果啟用了手部追蹤並且支援運動範圍,則取得[param hand] 目前配置的運動範圍。"
msgid "Returns [code]true[/code] if the given action set is active."
msgstr "如果給定的動作集處於活動狀態,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if OpenXR's foveation extension is supported, the "
"interface must be initialized before this returns a valid value.\n"
"[b]Note:[/b] This feature is only available on the compatibility renderer and "
"currently only available on some stand alone headsets. For Vulkan set [member "
"Viewport.vrs_mode] to [code]VRS_XR[/code] on desktop."
msgstr ""
"傳回 [code]true[/code] 如果支援 OpenXRs foveation 擴充,則必須在傳回有效值之前"
"初始化介面。\n"
"[b]注意:[/b] 此功能僅在相容性渲染器上可用,並且目前僅在某些獨立耳機上可用。對"
"於 Vulkan在桌面上將 [member Viewport.vrs_mode] 設定為 [code]VRS_XR[/code]。"
msgid "Sets the given action set as active or inactive."
msgstr "將給定的動作集設定為活動或非活動。"
msgid ""
"If handtracking is enabled and motion range is supported, sets the currently "
"configured motion range for [param hand] to [param motion_range]."
msgstr ""
"如果啟用了手部追蹤並且支援運動範圍,則將[param hand] 目前配置的運動範圍設為"
"[parammotion_range]。"
msgid ""
"The display refresh rate for the current HMD. Only functional if this feature "
"is supported by the OpenXR runtime and after the interface has been "
"initialized."
msgstr ""
"目前 HMD 的顯示更新率。僅當 OpenXR 運作時支援該功能並且介面已被初始化後才會有"
"效。"
msgid ""
"The render size multiplier for the current HMD. Must be set before the "
"interface has been initialized."
msgstr "目前 HMD 的渲染大小乘數。必須在接觸初始化之前設定。"
msgid "Informs the user queued a recenter of the player position."
msgstr "通知使用者佇列玩家位置的重新居中。"
msgid "Informs our OpenXR session has been started."
msgstr "通知我們的 OpenXR 會話已經開始。"
msgid "Informs our OpenXR session now has focus."
msgstr "通知我們的 OpenXR 會話現在獲得了焦點。"
msgid "Informs our OpenXR session is stopping."
msgstr "通知我們的 OpenXR 會話正在停止。"
msgid ""
"Informs our OpenXR session is now visible (output is being sent to the HMD)."
msgstr "通知我們的 OpenXR 會話現在可見(輸出正在發送到 HMD。"
msgid "Left hand."
msgstr "左手。"
msgid "Right hand."
msgstr "右手。"
msgid "Maximum value for the hand enum."
msgstr "模式列舉的最大值。"
msgid "Palm joint."
msgstr "掌關節。"
msgid "Wrist joint."
msgstr "腕關節。"
msgid "Thumb metacarpal joint."
msgstr "掌骨拇指關節。"
msgid "Thumb proximal joint."
msgstr "拇指近端關節。"
msgid "Thumb distal joint."
msgstr "拇指遠端關節。"
msgid "Thumb tip joint."
msgstr "拇指尖端關節。"
msgid "Index metacarpal joint."
msgstr "掌骨食指關節。"
msgid "Index proximal joint."
msgstr "食指近端關節。"
msgid "Index intermediate joint."
msgstr "食指中間關節。"
msgid "Index distal joint."
msgstr "食指遠端關節。"
msgid "Index tip joint."
msgstr "食指尖端關節。"
msgid "Middle metacarpal joint."
msgstr "掌骨中指關節。"
msgid "Middle proximal joint."
msgstr "中指近端關節。"
msgid "Middle intermediate joint."
msgstr "中指中間關節。"
msgid "Middle distal joint."
msgstr "中指遠端關節。"
msgid "Middle tip joint."
msgstr "中指尖端關節。"
msgid "Ring metacarpal joint."
msgstr "環指掌骨關節。"
msgid "Ring proximal joint."
msgstr "環指近端關節。"
msgid "Ring intermediate joint."
msgstr "環指中間關節。"
msgid "Ring distal joint."
msgstr "環指遠端關節。"
msgid "Ring tip joint."
msgstr "環指尖端關節。"
msgid "Little metacarpal joint."
msgstr "掌骨小指關節。"
msgid "Little proximal joint."
msgstr "小指近端關節。"
msgid "Little intermediate joint."
msgstr "小指中間關節。"
msgid "Little distal joint."
msgstr "小指遠端關節。"
msgid "Little tip joint."
msgstr "小指尖端關節。"
msgid "Maximum value for the hand joint enum."
msgstr "模式列舉的最大值。"
msgid "Defines a binding between an [OpenXRAction] and an XR input or output."
msgstr "定義 [OpenXRAction] 和 XR 輸入或輸出之間的綁定。"
msgid ""
"This binding resource binds an [OpenXRAction] to inputs or outputs. As most "
"controllers have left hand and right versions that are handled by the same "
"interaction profile we can specify multiple bindings. For instance an action "
"\"Fire\" could be bound to both \"/user/hand/left/input/trigger\" and \"/user/"
"hand/right/input/trigger\"."
msgstr ""
"該綁定資源將一個 [OpenXRAction] 綁定到輸入或輸出。由於大多數控制器都有由相同互"
"動配置處理的左手和右手版本,我們可以指定多個綁定。例如,一個動作“開火”可以同時"
"被綁定到“/user/hand/left/input/trigger”和“/user/hand/right/input/trigger”。"
msgid "Add an input/output path to this binding."
msgstr "為該綁定新增輸入/輸出路徑。"
msgid "Get the number of input/output paths in this binding."
msgstr "獲取該綁定中輸入/輸出路徑的數量。"
msgid ""
"Returns [code]true[/code] if this input/output path is part of this binding."
msgstr "如果該輸入/輸出路徑是該綁定的一部分,則返回 [code]true[/code]。"
msgid "Removes this input/output path from this binding."
msgstr "從該綁定中移除該輸入/輸出路徑。"
msgid "[OpenXRAction] that is bound to these paths."
msgstr "綁定到這些路徑的 [OpenXRAction]。"
msgid "Paths that define the inputs or outputs bound on the device."
msgstr "定義該裝置上綁定的輸入或輸出的路徑。"
msgid "An optimized translation, used by default for CSV Translations."
msgstr "經過優化的翻譯,由 CSV 翻譯預設使用。"
msgid ""
"An optimized translation, used by default for CSV Translations. Uses real-"
"time compressed translations, which results in very small dictionaries."
msgstr ""
"經過優化的翻譯,由 CSV 翻譯預設使用。使用即時壓縮翻譯,從而生成非常小的詞典。"
msgid ""
"Generates and sets an optimized translation from the given [Translation] "
"resource."
msgstr "從給定的 [Translation] 資源生成並設定優化的翻譯。"
msgid "A button that brings up a dropdown with selectable options when pressed."
msgstr "按下時彈出下拉式功能表的按鈕。"
msgid ""
"[OptionButton] is a type of button that brings up a dropdown with selectable "
"items when pressed. The item selected becomes the \"current\" item and is "
"displayed as the button text.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node.\n"
"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 "
"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/"
"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code].\n"
"[b]Note:[/b] The [member Button.text] and [member Button.icon] properties are "
"set automatically based on the selected item. They shouldn't be changed "
"manually."
msgstr ""
"[OptionButton] 是一種按下時彈出下拉式功能表的按鈕。選中的功能表專案會成為“目"
"前”選單項,作為按鈕文字顯示。\n"
"另見 [BaseButton],其中包含與此節點相關聯的通用屬性和方法。\n"
"[b]注意:[/b][member Button.text] 和 [member Button.icon] 屬性會根據目前所選功"
"能表專案自動設定。不應該手動更改。\n"
"[b]注意:[/b]功能表專案的 ID 值有 32 位的限制,並不是完整的 64 位 [int]。取值"
"範圍為 [code]-2^32[/code] 到 [code]2^32 - 1[/code],即 [code]-2147483648[/"
"code] 到 [code]2147483647[/code]。\n"
"[b]注意:[/b]用於功能表專案的 ID 值有 32 位的限制,與始終為 64 位的 [int] 不"
"同。取值範圍為 [code]-2147483648[/code] 到 [code]2147483647[/code]。\n"
"[b]注意:[/b][member Button.text] 和 [member Button.icon] 屬性會根據目前所選功"
"能表專案自動設定。不應該手動更改。"
msgid ""
"Adds an item, with a [param texture] icon, text [param label] and "
"(optionally) [param id]. If no [param id] is passed, the item index will be "
"used as the item's ID. New items are appended at the end."
msgstr ""
"新增一個功能表專案,圖示為 [param texture],文字為 [param label]可選ID "
"為 [param id]。如果沒有傳入 [param id],則會將功能表專案的索引用作 ID。新功能"
"表專案會追加到末尾。"
msgid ""
"Adds an item, with text [param label] and (optionally) [param id]. If no "
"[param id] is passed, the item index will be used as the item's ID. New items "
"are appended at the end."
msgstr ""
"新增一個功能表專案,文字為 [param label]可選ID 為 [param id]。如果沒有傳"
"入 [param id],則會將功能表專案的索引用作 ID。新功能表專案會追加到末尾。"
msgid ""
"Adds a separator to the list of items. Separators help to group items, and "
"can optionally be given a [param text] header. A separator also gets an index "
"assigned, and is appended at the end of the item list."
msgstr ""
"在功能表專案列表中新增分隔符號。分隔符號可以用來對功能表專案進行群組,還可以給"
"出標題文字 [param text]。分隔符號也設有索引,會追加到功能表專案列表的末尾。"
msgid "Clears all the items in the [OptionButton]."
msgstr "清除[OptionButton]中的所有專案。"
msgid "Returns the icon of the item at index [param idx]."
msgstr "返回索引為 [param idx] 的功能表專案的圖示。"
msgid "Returns the ID of the item at index [param idx]."
msgstr "返回索引為 [param idx] 的功能表專案的 ID。"
msgid "Returns the index of the item with the given [param id]."
msgstr "返回 ID 為 [param id] 的功能表專案的索引。"
msgid ""
"Retrieves the metadata of an item. Metadata may be any type and can be used "
"to store extra information about an item, such as an external string ID."
msgstr ""
"檢索項的中繼資料。中繼資料可以是任何型別,並可用於儲存關於項的額外資訊,如外部"
"字符串ID。"
msgid "Returns the text of the item at index [param idx]."
msgstr "返回索引為 [param idx] 的功能表專案的文字。"
msgid "Returns the tooltip of the item at index [param idx]."
msgstr "返回索引為 [param idx] 的功能表專案的工具提示。"
msgid ""
"Returns the index of the first item which is not disabled, or marked as a "
"separator. If [param from_last] is [code]true[/code], the items will be "
"searched in reverse order.\n"
"Returns [code]-1[/code] if no item is found."
msgstr ""
"返回第一個處於非禁用狀態或被標記為分隔符號的功能表專案的索引。如果 [param "
"from_last] 為 [code]true[/code],則會逆序搜索功能表專案。\n"
"如果沒有找到則返回 [code]-1[/code]。"
msgid ""
"Returns the ID of the selected item, or [code]-1[/code] if no item is "
"selected."
msgstr "返回所選專案的 ID如果沒有選擇專案則返回 [code]-1[/code]。"
msgid ""
"Gets the metadata of the selected item. Metadata for items can be set using "
"[method set_item_metadata]."
msgstr ""
"獲取選定項的中繼資料。可以使用 [method set_item_metadata] 設定項的中繼資料。"
msgid ""
"Returns [code]true[/code] if this button contains at least one item which is "
"not disabled, or marked as a separator."
msgstr ""
"如果這個按鈕至少包含一個未禁用或被標記為分隔符號的功能表專案,則返回 "
"[code]true[/code]。"
msgid "Returns [code]true[/code] if the item at index [param idx] is disabled."
msgstr "如果索引為 [param idx] 的功能表專案被禁用,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at index [param idx] is marked as a "
"separator."
msgstr ""
"如果索引為 [param idx] 的功能表專案被標記為分隔符號,則返回 [code]true[/"
"code]。"
msgid "Removes the item at index [param idx]."
msgstr "移除索引為 [param idx] 的功能表專案。"
msgid ""
"Selects an item by index and makes it the current item. This will work even "
"if the item is disabled.\n"
"Passing [code]-1[/code] as the index deselects any currently selected item."
msgstr ""
"按索引選擇項並使其為目前選中項。即使該項是禁用的,這也將起作用。\n"
"將 [code]-1[/code] 作為索引傳入會取消選中任何目前選中的專案。"
msgid ""
"Sets whether the item at index [param idx] is disabled.\n"
"Disabled items are drawn differently in the dropdown and are not selectable "
"by the user. If the current selected item is set as disabled, it will remain "
"selected."
msgstr ""
"設定是否禁用索引為 [param idx] 的功能表專案。\n"
"處於禁用狀態的功能表專案在下拉列表中繪製的方式不同,使用者無法選中這個功能表專"
"案。如果將目前選中的功能表專案設為了禁用,則仍然會處於選中狀態。"
msgid "Sets the icon of the item at index [param idx]."
msgstr "設定索引為 [param idx] 的功能表專案的圖示。"
msgid "Sets the ID of the item at index [param idx]."
msgstr "設定索引為 [param idx] 的功能表專案的 ID。"
msgid ""
"Sets the metadata of an item. Metadata may be of any type and can be used to "
"store extra information about an item, such as an external string ID."
msgstr ""
"設定項的中繼資料。中繼資料可以是任何型別,可以用來儲存關於專案的額外資訊,比如"
"外部字串ID。"
msgid "Sets the text of the item at index [param idx]."
msgstr "設定索引為 [param idx] 的功能表專案的文字。"
msgid "Sets the tooltip of the item at index [param idx]."
msgstr "設定索引為 [param idx] 的功能表專案的工具提示。"
msgid ""
"Adjusts popup position and sizing for the [OptionButton], then shows the "
"[PopupMenu]. Prefer this over using [code]get_popup().popup()[/code]."
msgstr ""
"調整 [OptionButton] 快顯專案的位置和大小,然後顯示 [PopupMenu]。請優先使用這個"
"方法,而不是 [code]get_popup().popup()[/code]。"
msgid ""
"If [code]true[/code], minimum size will be determined by the longest item's "
"text, instead of the currently selected one's.\n"
"[b]Note:[/b] For performance reasons, the minimum size doesn't update "
"immediately when adding, removing or modifying items."
msgstr ""
"如果為 [code]true[/code],最小尺寸將由最長專案的文字確定,而不是目前選定的文"
"本。\n"
"[b]注意:[/b]出於性能原因,在新增、移除、或修改專案時,最小尺寸不會立即更新。"
msgid "The number of items to select from."
msgstr "可供挑選的功能表專案的數量。"
msgid ""
"The index of the currently selected item, or [code]-1[/code] if no item is "
"selected."
msgstr "目前選定項的索引,如果沒有選定項,則為[code]-1[/code]。"
msgid ""
"Emitted when the user navigates to an item using the [member ProjectSettings."
"input/ui_up] or [member ProjectSettings.input/ui_down] input actions. The "
"index of the item selected is passed as argument."
msgstr ""
"當使用者使用 [member ProjectSettings.input/ui_up] 或 [member ProjectSettings."
"input/ui_down] 輸入動作導覽到某個專案時發出。所選專案的索引將作為參數傳遞。"
msgid ""
"Emitted when the current item has been changed by the user. The index of the "
"item selected is passed as argument.\n"
"[member allow_reselect] must be enabled to reselect an item."
msgstr ""
"當使用者更改目前項時觸發。所選專案的索引作為參數傳遞。\n"
"必須啟用 [member allow_reselect] 才能重新選中專案。"
msgid ""
"The horizontal space between the arrow icon and the right edge of the button."
msgstr "箭頭圖示和按鈕的右邊緣之間的水平空間。"
msgid ""
"If different than [code]0[/code], the arrow icon will be modulated to the "
"font color."
msgstr "如果不為 [code]0[/code],箭頭圖示會與字形顏色進行調變。"
msgid "The arrow icon to be drawn on the right end of the button."
msgstr "要繪製在按鈕右側的箭頭圖示。"
msgid ""
"A PBR (Physically Based Rendering) material to be used on 3D objects. Uses an "
"ORM texture."
msgstr "基於物理的渲染PBR材質可以套用於 3D 物件,可以使用 ORM 紋理。"
msgid ""
"ORMMaterial3D's properties are inherited from [BaseMaterial3D]. Unlike "
"[StandardMaterial3D], ORMMaterial3D uses a single texture for ambient "
"occlusion, roughness and metallic maps, known as an ORM texture."
msgstr ""
"ORMMaterial3D 的屬性繼承自 [BaseMaterial3D]。與 [StandardMaterial3D] 不同,"
"ORMMaterial3D 對環境光遮蔽、粗糙度和金屬度貼圖使用單一紋理,稱為 ORM 紋理。"
msgid "Provides access to common operating system functionalities."
msgstr "提供對常見作業系統功能的存取。"
msgid ""
"This class wraps the most common functionalities for communicating with the "
"host operating system, such as the video driver, delays, environment "
"variables, execution of binaries, command line, etc.\n"
"[b]Note:[/b] In Godot 4, [OS] functions related to window management were "
"moved to the [DisplayServer] singleton."
msgstr ""
"這個類封裝了與主機作業系統通信的最常見功能,例如影片驅動、延時、環境變數、二進"
"制檔的執行、命令列等。\n"
"[b]注意:[/b]在 Godot 4 中,視窗管理相關的 [OS] 函式已移動至 [DisplayServer] "
"單例。"
msgid ""
"Displays a modal dialog box using the host OS' facilities. Execution is "
"blocked until the dialog is closed."
msgstr ""
"使用主機作業系統顯示一個模式化的對話方塊。執行將被阻塞,直到該對話方塊被關閉。"
msgid ""
"Shuts down system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"關閉系統 MIDI 驅動程式。\n"
"[b]注意:[/b]該方法只在 Linux、macOS 和 Windows 上實作。"
msgid ""
"Crashes the engine (or the editor if called within a [code]@tool[/code] "
"script). This should [i]only[/i] be used for testing the system's crash "
"handler, not for any other purpose. For general error reporting, use (in "
"order of preference) [method @GDScript.assert], [method @GlobalScope."
"push_error] or [method alert]. See also [method kill]."
msgstr ""
"使引擎當機(如果是在 [code]@tool[/code] 腳本中呼叫則為編輯器當機)。應該[i]僅"
"[/i]用於測試系統的當機處理器,其他情況下都不應使用。普通的錯誤彙報請使用 "
"[method @GDScript.assert]、[method @GlobalScope.push_error]、[method alert]"
"(按推薦順序排列)。另見 [method kill]。"
msgid ""
"Creates a new instance of Godot that runs independently. The [param "
"arguments] are used in the given order and separated by a space.\n"
"If the process creation succeeds, the method will return the new process ID, "
"which you can use to monitor the process (and potentially terminate it with "
"[method kill]). If the process creation fails, the method will return "
"[code]-1[/code].\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"建立一個獨立運作的 Godot 新實例。[param arguments] 按給定順序使用,並以空格分"
"隔。\n"
"如果程序建立成功,則該方法將返回新的程序 ID可以使用它來監視該程序並可能使"
"用 [method kill] 終止它)。如果程序建立失敗,則該方法將返回 [code]-1[/"
"code]。\n"
"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。"
msgid ""
"Creates a new process that runs independently of Godot. It will not terminate "
"if Godot terminates. The path specified in [param path] must exist and be "
"executable file or macOS .app bundle. Platform path resolution will be used. "
"The [param arguments] are used in the given order and separated by a space.\n"
"On Windows, if [param open_console] is [code]true[/code] and the process is a "
"console app, a new terminal window will be opened. This is ignored on other "
"platforms.\n"
"If the process creation succeeds, the method will return the new process ID, "
"which you can use to monitor the process (and potentially terminate it with "
"[method kill]). If the process creation fails, the method will return "
"[code]-1[/code].\n"
"For example, running another instance of the project:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var pid = OS.create_process(OS.get_executable_path(), [])\n"
"[/gdscript]\n"
"[csharp]\n"
"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See [method execute] if you wish to run an external command and retrieve the "
"results.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] On macOS, sandboxed applications are limited to run only "
"embedded helper executables, specified during export or system .app bundle, "
"system .app bundles will ignore arguments."
msgstr ""
"建立一個獨立於 Godot 運作的新程序。如果 Godot 終止,它也不會終止。[param "
"path] 中指定的路徑必須存在,並且是可執行檔或 macOS .app 包。將使用平臺路徑解"
"析。[param arguments] 按給定順序使用,並以空格分隔。\n"
"在 Windows 上,如果 [param open_console] 為 [code]true[/code],並且該程序是一"
"個控制台套用程式,則一個新的終端視窗將被打開。這在其他平臺上將被忽略。\n"
"如果程序建立成功,則該方法將返回新的程序 ID可以使用它來監視程序並可能使用 "
"[method kill] 終止它)。如果程序建立失敗,則該方法將返回 [code]-1[/code]。\n"
"例如,運作專案的另一個實例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var pid = OS.create_process(OS.get_executable_path(), [])\n"
"[/gdscript]\n"
"[csharp]\n"
"var pid = OS.CreateProcess(OS.GetExecutablePath(), new string[] {});\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果希望運作一個外部命令並檢索結果,請參閱 [method execute]。\n"
"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。\n"
"[b]注意:[/b]在 macOS 上,沙盒套用程式被限制為只能運作嵌入式輔助可執行檔,在匯"
"出或系統 .app 包期間指定,系統 .app 包將忽略參數。"
msgid ""
"Delays execution of the current thread by [param msec] milliseconds. [param "
"msec] must be greater than or equal to [code]0[/code]. Otherwise, [method "
"delay_msec] will do nothing and will print an error message.\n"
"[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code "
"execution. To delay code execution in a non-blocking way, see [method "
"SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will "
"delay the execution of code placed below the [code]await[/code] without "
"affecting the rest of the project (or editor, for [EditorPlugin]s and "
"[EditorScript]s).\n"
"[b]Note:[/b] When [method delay_msec] is called on the main thread, it will "
"freeze the project and will prevent it from redrawing and registering input "
"until the delay has passed. When using [method delay_msec] as part of an "
"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
"將目前執行緒的執行延遲 [param msec] 毫秒。[param msec] 必須大於或等於 "
"[code]0[/code]。否則,[method delay_msec] 將不執行任何操作並列印一條錯誤消"
"息。\n"
"[b]注意:[/b][method delay_msec] 是一種[i]阻塞[/i]延遲程式碼執行的方式。要以非"
"阻塞的方式延遲程式碼執行,請參閱 [method SceneTree.create_timer]。使用 "
"[method SceneTree.create_timer] 等待將會延遲那些放置在 [code]await[/code] 下方"
"的程式碼的執行,而不會影響該專案(或編輯器,對於 [EditorPlugin] 和 "
"[EditorScript])的其餘部分。\n"
"[b]注意:[/b]當在主執行緒上呼叫 [method delay_msec] 時,它將凍結專案並阻止它重"
"新繪製和註冊輸入,直到延遲結束。當使用 [method delay_msec] 作為 "
"[EditorPlugin] 或 [EditorScript] 的一部分時,它會凍結編輯器但不會凍結目前正在"
"運作的專案(因為專案是一個獨立的子程序)。"
msgid ""
"Delays execution of the current thread by [param usec] microseconds. [param "
"usec] must be greater than or equal to [code]0[/code]. Otherwise, [method "
"delay_usec] will do nothing and will print an error message.\n"
"[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code "
"execution. To delay code execution in a non-blocking way, see [method "
"SceneTree.create_timer]. Awaiting with [method SceneTree.create_timer] will "
"delay the execution of code placed below the [code]await[/code] without "
"affecting the rest of the project (or editor, for [EditorPlugin]s and "
"[EditorScript]s).\n"
"[b]Note:[/b] When [method delay_usec] is called on the main thread, it will "
"freeze the project and will prevent it from redrawing and registering input "
"until the delay has passed. When using [method delay_usec] as part of an "
"[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
"the project if it is currently running (since the project is an independent "
"child process)."
msgstr ""
"將目前執行緒的執行延遲 [param usec] 微秒。[param usec] 必須大於或等於 "
"[code]0[/code]。否則,[method delay_usec] 將不執行任何操作並列印一條錯誤消"
"息。\n"
"[b]注意:[/b][method delay_usec] 是一種[i]阻塞[/i]延遲程式碼執行的方式。要以非"
"阻塞的方式延遲程式碼執行,請參閱 [method SceneTree.create_timer]。使用 "
"[method SceneTree.create_timer] 等待將會延遲那些放置在 [code]await[/code] 下方"
"的程式碼的執行,而不會影響該專案(或編輯器,對於 [EditorPlugin] 和 "
"[EditorScript])的其餘部分。\n"
"[b]注意:[/b]當在主執行緒上呼叫 [method delay_usec] 時,它將凍結專案並阻止它重"
"新繪製和註冊輸入,直到延遲結束。當使用 [method delay_usec] 作為 "
"[EditorPlugin] 或 [EditorScript] 的一部分時,它會凍結編輯器但不會凍結目前正在"
"運作的專案(因為專案是一個獨立的子程序)。"
msgid ""
"Executes a command. The file specified in [param path] must exist and be "
"executable. Platform path resolution will be used. The [param arguments] are "
"used in the given order, separated by spaces, and wrapped in quotes. If an "
"[param output] [Array] is provided, the complete shell output of the process "
"will be appended as a single [String] element in [param output]. If [param "
"read_stderr] is [code]true[/code], the output to the standard error stream "
"will be included too.\n"
"On Windows, if [param open_console] is [code]true[/code] and the process is a "
"console app, a new terminal window will be opened. This is ignored on other "
"platforms.\n"
"If the command is successfully executed, the method will return the exit code "
"of the command, or [code]-1[/code] if it fails.\n"
"[b]Note:[/b] The Godot thread will pause its execution until the executed "
"command terminates. Use [Thread] to create a separate thread that will not "
"pause the Godot thread, or use [method create_process] to create a completely "
"independent process.\n"
"For example, to retrieve a list of the working directory's contents:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var output = []\n"
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
"var output = new Godot.Collections.Array();\n"
"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you wish to access a shell built-in or execute a composite command, a "
"platform-specific shell can be invoked. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var output = []\n"
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
"var output = new Godot.Collections.Array();\n"
"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, "
"output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] To execute a Windows command interpreter built-in command, "
"specify [code]cmd.exe[/code] in [param path], [code]/c[/code] as the first "
"argument, and the desired command as the second argument.\n"
"[b]Note:[/b] To execute a PowerShell built-in command, specify "
"[code]powershell.exe[/code] in [param path], [code]-Command[/code] as the "
"first argument, and the desired command as the second argument.\n"
"[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
"executable name in [param path], [code]-c[/code] as the first argument, and "
"the desired command as the second argument.\n"
"[b]Note:[/b] On macOS, sandboxed applications are limited to run only "
"embedded helper executables, specified during export."
msgstr ""
"執行一條命令。[param path] 中指定的檔必須存在且可執行。將使用平臺路徑解析。"
"[param arguments] 按給定順序使用,以空格分隔,會使用引號包裹。如果提供了 "
"[param output] [Array],則程序的完整 shell 輸出,將作為單個 [String] 元素追加"
"到 [param output] 中。如果 [param read_stderr] 為 [code]true[/code],則標準錯"
"誤流的輸出也將被包含在內。\n"
"在 Windows 上,如果 [param open_console] 為 [code]true[/code] 並且程序是控制台"
"套用程式,則將打開一個新的終端視窗。該參數在其他平臺上被忽略。\n"
"如果命令執行成功,該方法將返回命令的退出程式碼,如果失敗則返回 [code]-1[/"
"code]。\n"
"[b]注意:[/b]Godot 執行緒將暫停執行,直到執行的命令終止。使用 [Thread] 建立一"
"個不會暫停 Godot 執行緒的獨立執行緒,或者使用 [method create_process] 建立一個"
"完全獨立的程序。\n"
"例如,要檢索工作目錄內容的列表:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var output = []\n"
"var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
"var output = new Godot.Collections.Array();\n"
"int exitCode = OS.Execute(\"ls\", new string[] {\"-l\", \"/tmp\"}, output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果希望存取內建的 shell 或執行複合命令,則可以呼叫特定於平臺的 shell。例"
"如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var output = []\n"
"OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], output)\n"
"[/gdscript]\n"
"[csharp]\n"
"var output = new Godot.Collections.Array();\n"
"OS.Execute(\"CMD.exe\", new string[] {\"/C\", \"cd %TEMP% && dir\"}, "
"output);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。\n"
"[b]注意:[/b]要執行 Windows 命令直譯器的內建命令,在 [param path] 中指定 "
"[code]cmd.exe[/code],將 [code]/c[/code] 作為第一個參數,並將所需的命令作為第"
"二個參數。\n"
"[b]注意:[/b]要執行 PowerShell 的內建命令,在 [param path] 中指定 "
"[code]powershell.exe[/code],將 [code]-Command[/code] 作為第一個參數,然後將所"
"需的命令作為第二個參數。\n"
"[b]注意:[/b]要執行 Unix shell 內建命令,請在 [param path] 中指定 shell 可執行"
"檔案名稱,將 [code]-c[/code] 作為第一個參數,並將所需的命令作為第二個參數。\n"
"[b]注意:[/b]在 macOS 上,沙盒套用程式僅限於運作在匯出期間指定的嵌入的輔助可執"
"行檔。"
msgid "Returns the keycode of the given string (e.g. \"Escape\")."
msgstr "返回給定字串例如“Escape”的鍵碼。"
msgid ""
"Returns the [i]global[/i] cache data directory according to the operating "
"system's standards. On the Linux/BSD platform, this path can be overridden by "
"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] in the documentation for more information. See also "
"[method get_config_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
"根據作業系統的標準返回[i]全域[/i]快取資料目錄。在 Linux/BSD 平臺上,可以通過在"
"啟動專案之前設定 [code]XDG_CACHE_HOME[/code] 環境變數來覆蓋該路徑。有關詳細資"
"訊,請參閱文件中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 專案中的"
"檔路徑》[/url]。另請參閱 [method get_config_dir] 和 [method get_data_dir]。\n"
"不要與 [method get_user_data_dir] 混淆,後者返回[i]專案特定的[/i]使用者資料路"
"徑。"
msgid ""
"Returns the command-line arguments passed to the engine.\n"
"Command-line arguments can be written in any form, including both [code]--key "
"value[/code] and [code]--key=value[/code] forms so they can be properly "
"parsed, as long as custom command-line arguments do not conflict with engine "
"arguments.\n"
"You can also incorporate environment variables using the [method "
"get_environment] method.\n"
"You can set [member ProjectSettings.editor/run/main_run_args] to define "
"command-line arguments to be passed by the editor when running the project.\n"
"Here's a minimal example on how to parse command-line arguments into a "
"dictionary using the [code]--key=value[/code] form for arguments:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var arguments = {}\n"
"for argument in OS.get_cmdline_args():\n"
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # Options without an argument will be present in the dictionary,\n"
" # with the value set to an empty string.\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var arguments = new Godot.Collections.Dictionary();\n"
"foreach (var argument in OS.GetCmdlineArgs())\n"
"{\n"
" if (argument.Find(\"=\") > -1)\n"
" {\n"
" string[] keyValue = argument.Split(\"=\");\n"
" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n"
" }\n"
" else\n"
" {\n"
" // Options without an argument will be present in the dictionary,\n"
" // with the value set to an empty string.\n"
" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] Passing custom user arguments directly is not recommended, as "
"the engine may discard or modify them. Instead, the best way is to use the "
"standard UNIX double dash ([code]--[/code]) and then pass custom arguments, "
"which the engine itself will ignore. These can be read via [method "
"get_cmdline_user_args]."
msgstr ""
"返回傳遞給引擎的命令列參數。\n"
"命令列參數可以寫成任何形式,包括 [code]--key value[/code] 和 [code]--"
"key=value[/code] 兩種形式,這樣它們就可以被正確解析,只要自訂命令列參數不與引"
"擎參數衝突。\n"
"還可以使用 [method get_environment] 方法合併環境變數。\n"
"可以設定 [member ProjectSettings.editor/run/main_run_args] 來定義編輯器在運作"
"專案時傳遞的命令列參數。\n"
"下面是一個關於如何使用參數的 [code]--key=value[/code] 形式,將命令列參數解析為"
"一個字典的最小範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var arguments = {}\n"
"for argument in OS.get_cmdline_args():\n"
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
" else:\n"
" # 沒有參數的選項將出現在字典中,\n"
" # 其值被設定為空字串。\n"
" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var arguments = new Godot.Collections.Dictionary();\n"
"foreach (var argument in OS.GetCmdlineArgs())\n"
"{\n"
" if (argument.Find(\"=\") > -1)\n"
" {\n"
" string[] keyValue = argument.Split(\"=\");\n"
" arguments[keyValue[0].LStrip(\"--\")] = keyValue[1];\n"
" }\n"
" else\n"
" {\n"
" // 沒有參數的選項將出現在字典中,\n"
" // 其值被設定為空字串。\n"
" arguments[keyValue[0].LStrip(\"--\")] = \"\";\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]不建議直接傳遞自訂使用者參數,因為引擎可能會丟棄或修改它們。相"
"反,最好的方法是使用標準的 UNIX 雙破折號([code]--[/code]),然後傳遞自訂參"
"數,引擎本身將忽略這些參數。這些可以通過 [method get_cmdline_user_args] 讀取。"
msgid ""
"Similar to [method get_cmdline_args], but this returns the user arguments "
"(any argument passed after the double dash [code]--[/code] or double plus "
"[code]++[/code] argument). These are left untouched by Godot for the user. "
"[code]++[/code] can be used in situations where [code]--[/code] is "
"intercepted by another program (such as [code]startx[/code]).\n"
"For example, in the command line below, [code]--fullscreen[/code] will not be "
"returned in [method get_cmdline_user_args] and [code]--level 1[/code] will "
"only be returned in [method get_cmdline_user_args]:\n"
"[codeblock]\n"
"godot --fullscreen -- --level 1\n"
"# Or:\n"
"godot --fullscreen ++ --level 1\n"
"[/codeblock]"
msgstr ""
"類似於 [method get_cmdline_args],但它返回使用者參數(在雙破折號 [code]--[/"
"code] 或雙加號 [code]++[/code] 參數之後傳遞的任何參數)。這些都是 Godot 為用戶"
"留下的,不做任何改動。[code]++[/code] 可用於 [code]--[/code] 被其他程式攔截的"
"情況(如 [code]startx[/code])。\n"
"例如,在下面的命令列中,[code]--fullscreen[/code] 不會在 [method "
"get_cmdline_user_args] 中返回,[code]--level 1[/code] 只會在 [method "
"get_cmdline_user_args] 中返回:\n"
"[codeblock]\n"
"godot --fullscreen -- --level 1\n"
"# 或:\n"
"godot --fullscreen ++ --level 1\n"
"[/codeblock]"
msgid ""
"Returns the [i]global[/i] user configuration directory according to the "
"operating system's standards. On the Linux/BSD platform, this path can be "
"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
"html]File paths in Godot projects[/url] in the documentation for more "
"information. See also [method get_cache_dir] and [method get_data_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
"根據作業系統的標準,返回[i]全域[/i]使用者配置目錄。在 Linux/BSD 平臺上,可以通"
"過在啟動專案之前設定 [code]XDG_CONFIG_HOME[/code] 環境變數來覆蓋該路徑。有關詳"
"細資訊,請參閱文件中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 專案"
"中的檔路徑》[/url]。另請參閱 [method get_cache_dir] 和 [method "
"get_data_dir]。\n"
"不要與 [method get_user_data_dir] 混淆,後者返回[i]專案專用的[/i]使用者資料路"
"徑。"
msgid ""
"Returns an array of MIDI device names.\n"
"The returned array will be empty if the system MIDI driver has not previously "
"been initialized with [method open_midi_inputs].\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"返回 MIDI 裝置名稱陣列。\n"
"如果系統 MIDI 驅動程式之前沒有使用 [method open_midi_inputs] 進行初始化,則返"
"回的陣列將為空。\n"
"[b]注意:[/b]該方法在 Linux、macOS 和 Windows 上實作。"
msgid ""
"Returns the [i]global[/i] user data directory according to the operating "
"system's standards. On the Linux/BSD platform, this path can be overridden by "
"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] in the documentation for more information. See also "
"[method get_cache_dir] and [method get_config_dir].\n"
"Not to be confused with [method get_user_data_dir], which returns the "
"[i]project-specific[/i] user data path."
msgstr ""
"根據作業系統的標準返回[i]全域[/i]使用者資料目錄。在 Linux/BSD 平臺上,可以通過"
"在啟動專案之前設定 [code]XDG_DATA_HOME[/code] 環境變數來覆蓋該路徑。有關詳細資"
"訊,請參閱文件中的[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 專案中的"
"檔路徑》[/url]。另請參閱 [method get_cache_dir] 和 [method get_config_dir]。\n"
"不要與 [method get_user_data_dir] 混淆,後者返回[i]專案專用的[/i]使用者資料路"
"徑。"
msgid ""
"Returns the name of the distribution for Linux and BSD platforms (e.g. "
"Ubuntu, Manjaro, OpenBSD, etc.).\n"
"Returns the same value as [method get_name] for stock Android ROMs, but "
"attempts to return the custom ROM name for popular Android derivatives such "
"as LineageOS.\n"
"Returns the same value as [method get_name] for other platforms.\n"
"[b]Note:[/b] This method is not supported on the web platform. It returns an "
"empty string."
msgstr ""
"返回 Linux 和 BSD 平臺的發行版本名稱(例如 Ubuntu、Manjaro、OpenBSD 等)。\n"
"對於原生 Android 系統,返回與 [method get_name] 相同的值,但對於 LineageOS 等"
"流行的 Android 衍生系統,嘗試返回自訂 ROM 名稱。\n"
"對於其他平臺,返回與 [method get_name] 相同的值。\n"
"[b]注意:[/b]Web 平臺上不支援這個方法。返回的是空字串。"
msgid ""
"Returns the value of an environment variable. Returns an empty string if the "
"environment variable doesn't exist.\n"
"[b]Note:[/b] Double-check the casing of [param variable]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
"返回環境變數的值。如果環境變數不存在,則返回一個空字串。\n"
"[b]注意:[/b]請仔細檢查 [param variable] 的大小寫。環境變數名稱在除 Windows 之"
"外的所有平臺上都區分大小寫。"
msgid ""
"Returns the path to the current engine executable.\n"
"[b]Note:[/b] On macOS, always use [method create_instance] instead of relying "
"on executable path."
msgstr ""
"返回目前引擎可執行檔的路徑。\n"
"[b]注意:[/b]在 macOS 上,請始終使用 [method create_instance],不要依賴可執行"
"檔的路徑。"
msgid ""
"On Android devices: With this function, you can get the list of dangerous "
"permissions that have been granted.\n"
"On macOS (sandboxed applications only): This function returns the list of "
"user selected folders accessible to the application. Use native file dialog "
"to request folder access permission."
msgstr ""
"在Android裝置上透過此功能您可以取得已授予的危險權限列表。\n"
"在 macOS 上(僅限沙盒應用程式):此函式傳回應用程式可存取的使用者選擇的資料夾"
"列表。使用本機檔案對話方塊請求資料夾存取權限。"
msgid ""
"Returns the given keycode as a string (e.g. Return values: [code]\"Escape\"[/"
"code], [code]\"Shift+Escape\"[/code]).\n"
"See also [member InputEventKey.keycode] and [method InputEventKey."
"get_keycode_with_modifiers]."
msgstr ""
"返回給定鍵碼的字串形式(例如,返回值:[code]\"Escape\"[/code]、"
"[code]\"Shift+Escape\"[/code])。\n"
"另見 [member InputEventKey.keycode] 和 [method InputEventKey."
"get_keycode_with_modifiers]。"
msgid ""
"Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]language code[/url] as a string which should be "
"consistent on all platforms. This is equivalent to extracting the "
"[code]language[/code] part of the [method get_locale] string.\n"
"This can be used to narrow down fully specified locale strings to only the "
"\"common\" language code, when you don't need the additional information "
"about country code or variants. For example, for a French Canadian user with "
"[code]fr_CA[/code] locale, this would return [code]fr[/code]."
msgstr ""
"將主機作業系統區域設定的 2 或 3 個字母的[url=https://en.wikipedia.org/wiki/"
"List_of_ISO_639-1_codes]語言程式碼[/url]作為字串返回,該字串應在所有平臺上保持"
"一致。這相當於提取 [method get_locale] 字串的 [code]language[/code] 部分。\n"
"當你不需要有關國家/地區程式碼或變體的附加資訊時,這可用於將完全指定的區域設定"
"字符串縮小為“通用”語言程式碼。例如,對於使用 [code]fr_CA[/code] 語言環境的加拿"
"大法語使用者,這將返回 [code]fr[/code]。"
msgid ""
"Returns the ID of the main thread. See [method get_thread_caller_id].\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
"返回主執行緒的 ID。請參閱 [method get_thread_caller_id]。\n"
"[b]注意:[/b]執行緒 ID 不是確定的,也許會在套用程式重新開機時被重複使用。"
msgid ""
"Returns the [Dictionary] with the following keys:\n"
"[code]\"physical\"[/code] - total amount of usable physical memory, in bytes "
"or [code]-1[/code] if unknown. This value can be slightly less than the "
"actual physical memory amount, since it does not include memory reserved by "
"kernel and devices.\n"
"[code]\"free\"[/code] - amount of physical memory, that can be immediately "
"allocated without disk access or other costly operation, in bytes or "
"[code]-1[/code] if unknown. The process might be able to allocate more "
"physical memory, but such allocation will require moving inactive pages to "
"disk and can take some time.\n"
"[code]\"available\"[/code] - amount of memory, that can be allocated without "
"extending the swap file(s), in bytes or [code]-1[/code] if unknown. This "
"value include both physical memory and swap.\n"
"[code]\"stack\"[/code] - size of the current thread stack, in bytes or "
"[code]-1[/code] if unknown."
msgstr ""
"返回帶有以下鍵的 [Dictionary]\n"
"[code]\"physical\"[/code] - 可用實體記憶體的總大小,單位為位元組,未知時為 "
"[code]-1[/code]。這個值可能比實際的實體記憶體略小,因為計算時不含內核以及各種"
"設備所保留的記憶體。\n"
"[code]\"free\"[/code] - 在不存取磁片、不進行其他高成本操作的前提下,能夠立即分"
"配的實體記憶體大小,單位為位元組,未知時為 [code]-1[/code]。程序也許能夠分配更"
"多的實體記憶體,但是這種分配會需要將不活躍的記憶體頁移動至磁片,可能花費較長時"
"間。\n"
"[code]\"available\"[/code] - 在不擴充交換檔的前提下,能夠分配的記憶體大小,單"
"位元為位元組,未知時為 [code]-1[/code]。包括實體記憶體和交換分區大小。\n"
"[code]\"stack\"[/code] - 目前執行緒的堆疊大小,單位為位元組,未知時為 "
"[code]-1[/code]。"
msgid ""
"Returns the model name of the current device.\n"
"[b]Note:[/b] This method is implemented on Android and iOS. Returns "
"[code]\"GenericDevice\"[/code] on unsupported platforms."
msgstr ""
"返回目前裝置的模型名稱。\n"
"[b]注意:[/b]此方法僅在Android和iOS上實作。在不支援的平臺上返回 "
"[code]\"GenericDevice\"[/code]。"
msgid ""
"Returns the project's process ID.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回專案的程序 ID。\n"
"[b]注意:[/b]這個方法在 Android、iOS、Linux、macOS 和 Windows 上實作。"
msgid ""
"Returns the number of [i]logical[/i] CPU cores available on the host machine. "
"On CPUs with HyperThreading enabled, this number will be greater than the "
"number of [i]physical[/i] CPU cores."
msgstr ""
"返回主機的[i]邏輯[/i] CPU 核心數。對於啟用了超執行緒的 CPU這個數會比[i]物理"
"[/i] CPU 核心數大。"
msgid ""
"Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
"Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
"[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
"iOS. On Android and Web, [method get_processor_name] returns an empty string."
msgstr ""
"返回主機 CPU 型號的名稱(例如 \"Intel(R) Core(TM) i7-6700K CPU @ "
"4.00GHz\")。\n"
"[b]注意:[/b]這個方法僅在 Windows、macOS、Linux 和 iOS 上實作。在 Android、"
"Web 和 UWP 平臺,[method get_processor_name] 返回空字串。"
msgid ""
"Returns the list of command line arguments that will be used when the project "
"automatically restarts using [method set_restart_on_exit]. See also [method "
"is_restart_on_exit_set]."
msgstr ""
"返回當專案使用 [method set_restart_on_exit] 自動重新啟動時,將使用的命令列參數"
"列表。另請參閱 [method is_restart_on_exit_set]。"
msgid "Returns the maximum amount of static memory used (only works in debug)."
msgstr "返回使用的靜態記憶體的最大數量(僅在除錯時有效)。"
msgid ""
"Returns the amount of static memory being used by the program in bytes (only "
"works in debug)."
msgstr "返回程式所使用的靜態記憶體量,以位元組為單位(僅在除錯時有效)。"
msgid ""
"Returns the actual path to commonly used folders across different platforms. "
"Available locations are specified in [enum SystemDir].\n"
"[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
"Windows.\n"
"[b]Note:[/b] Shared storage is implemented on Android and allows to "
"differentiate between app specific and shared directories. Shared directories "
"have additional restrictions on Android."
msgstr ""
"返回不同平臺上常用資料夾的實際路徑。可用的位置在 [enum SystemDir] 中指定。\n"
"[b]注意:[/b]這個方法在 Android、Linux、macOS 和 Windows 上實作。\n"
"[b]注意:[/b]共用儲存在 Android 上實作,並允許區分套用程式特定目錄和共用目錄。"
"共用目錄在 Android 上有額外的限制。"
msgid ""
"Returns path to the system font file with [param font_name] and style. "
"Returns empty string if no matching fonts found.\n"
"The following aliases can be used to request default fonts: \"sans-serif\", "
"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n"
"[b]Note:[/b] Returned font might have different style if the requested style "
"is not available.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回名稱為 [param font_name] 並且其他風格也相符的系統字形檔路徑。如果沒有相配"
"對的字形,則返回空字串。\n"
"下列別名可用於請求預設字形無襯線“sans-serif”、有襯線“serif”、等"
"寬“monospace”、手寫體“cursive”、花體“fantasy”。\n"
"[b]注意:[/b]如果沒有請求的風格,則可能返回不同風格的字形。\n"
"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS、Windows 上實作。"
msgid ""
"Returns an array of the system substitute font file paths, which are similar "
"to the font with [param font_name] and style for the specified text, locale "
"and script. Returns empty array if no matching fonts found.\n"
"The following aliases can be used to request default fonts: \"sans-serif\", "
"\"serif\", \"monospace\", \"cursive\", and \"fantasy\".\n"
"[b]Note:[/b] Depending on OS, it's not guaranteed that any of the returned "
"fonts will be suitable for rendering specified text. Fonts should be loaded "
"and checked in the order they are returned, and the first suitable one used.\n"
"[b]Note:[/b] Returned fonts might have different style if the requested style "
"is not available or belong to a different font family.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回系統替換字形檔路徑的陣列,這些字形與名稱為 [param font_name] 並且其他風格"
"也相符的字形相近,可用於指定的文字、區域設定以及文字。如果沒有相配對的字體,則"
"返回空陣列。\n"
"下列別名可用於請求預設字形無襯線“sans-serif”、有襯線“serif”、等"
"寬“monospace”、手寫體“cursive”、花體“fantasy”。\n"
"[b]注意:[/b]根據作業系統的不同,無法保證任何返回的字形都適合渲染指定的文字。"
"應該按照返回的順序載入並檢查字形,選用第一個合適的字形。\n"
"[b]注意:[/b]如果沒有請求的風格,或者屬於不同的字形家族,則可能返回不同風格的"
"字形。\n"
"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS、Windows 上實作。"
msgid ""
"Returns list of font family names available.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"返回可用的字形家族名稱列表。\n"
"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS、Windows 上實作。"
msgid ""
"Returns the ID of the current thread. This can be used in logs to ease "
"debugging of multi-threaded applications.\n"
"[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
"application restarts."
msgstr ""
"返回目前執行緒的 ID。這可用於紀錄以簡化多執行緒套用程式的除錯。\n"
"[b]注意:[/b]執行緒 ID 不是確定的,也許會在套用程式重新開機時被重複使用。"
msgid ""
"Returns a string that is unique to the device.\n"
"[b]Note:[/b] This string may change without notice if the user reinstalls/"
"upgrades their operating system or changes their hardware. This means it "
"should generally not be used to encrypt persistent data as the data saved "
"before an unexpected ID change would become inaccessible. The returned string "
"may also be falsified using external programs, so do not rely on the string "
"returned by [method get_unique_id] for security purposes.\n"
"[b]Note:[/b] Returns an empty string and prints an error on Web, as this "
"method cannot be implemented on this platform."
msgstr ""
"返回特定於該裝置的一個字串。\n"
"[b]注意:[/b]如果使用者重新安裝/升級他們的作業系統或更改他們的硬體,該字串可能"
"會更改,恕不另行通知。這意味著它通常不套用於加密持久資料,因為在意外的 ID 更改"
"會使之前保存的資料將變得不可存取。返回的字串也可能會被外部程式偽造,因此出於安"
"全目的,不要依賴 [method get_unique_id] 返回的字串。\n"
"[b]注意:[/b]在 Web 和 UWP 上返回一個空字串,因為該方法尚未在這些平臺上實現。"
msgid ""
"Returns the absolute directory path where user data is written ([code]user://"
"[/code]).\n"
"On Windows, this is [code]%AppData%\\Godot\\app_userdata\\[project_name][/"
"code], or [code]%AppData%\\[custom_name][/code] if [code]use_custom_user_dir[/"
"code] is set. [code]%AppData%[/code] expands to [code]%UserProfile%"
"\\AppData\\Roaming[/code].\n"
"On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/"
"[project_name][/code], or [code]~/Library/Application Support/[custom_name][/"
"code] if [code]use_custom_user_dir[/code] is set.\n"
"On Linux and BSD, this is [code]~/.local/share/godot/app_userdata/"
"[project_name][/code], or [code]~/.local/share/[custom_name][/code] if "
"[code]use_custom_user_dir[/code] is set.\n"
"On Android and iOS, this is a sandboxed directory in either internal or "
"external storage, depending on the user's configuration.\n"
"On the web, this is a virtual directory managed by the browser.\n"
"If the project name is empty, [code][project_name][/code] falls back to [code]"
"[unnamed project][/code].\n"
"Not to be confused with [method get_data_dir], which returns the [i]global[/"
"i] (non-project-specific) user home directory."
msgstr ""
"返回用於寫入使用者資料的絕對目錄路徑([code]user://[/code])。\n"
"在 Windows 上,這是 [code]%AppData%\\Godot\\app_userdata\\[project_name][/"
"code];如果已設定 [code]use_custom_user_dir[/code],則為 [code]%AppData%"
"\\[custom_name][/code]。[code]%AppData%[/code] 擴充為 [code]%UserProfile%"
"\\AppData\\Roaming[/code]。\n"
"在 macOS 上,這是 [code]~/Library/Application Support/Godot/app_userdata/"
"[project_name][/code];如果已設定 [code]use_custom_user_dir[/code],則為 "
"[code]~/Library/Application Support/[custom_name][/code] 。\n"
"在 Linux 和 BSD 上,這是 [code]~/.local/share/godot/app_userdata/"
"[project_name][/code];如果已設定 [code]use_custom_user_dir[/code],則為 "
"[code]~/.local/share/[custom_name][/code]。\n"
"在 Android 和 iOS 上,這是內部儲存或外部儲存中的沙盒目錄,具體取決於使用者的配"
"置。\n"
"在 Web 上,這是由流覽器管理的虛擬目錄。\n"
"如果專案名稱為空,則 [code][project_name][/code] 將退回為 [code][unnamed "
"project][/code]。\n"
"請勿與 [method get_data_dir] 混淆,後者返回的是[i]全域[/i](非專案特定的)用戶"
"主目錄。"
msgid ""
"Returns the exact production and build version of the operating system. This "
"is different from the branded version used in marketing. This helps to "
"distinguish between different releases of operating systems, including minor "
"versions, and insider and custom builds.\n"
"For Windows, the major and minor version are returned, as well as the build "
"number. For example, the returned string can look like [code]10.0.9926[/code] "
"for a build of Windows 10, and it can look like [code]6.1.7601[/code] for a "
"build of Windows 7 SP1.\n"
"For rolling distributions, such as Arch Linux, an empty string is returned.\n"
"For macOS and iOS, the major and minor version are returned, as well as the "
"patch number.\n"
"For Android, the SDK version and the incremental build number are returned. "
"If it's a custom ROM, it attempts to return its version instead.\n"
"[b]Note:[/b] This method is not supported on the web platform. It returns an "
"empty string."
msgstr ""
"返回作業系統的確切生產和建構版本。這與行銷中使用的品牌版本不同。這有助於區分作"
"業系統的不同版本,包括次要版本、內部版本和自訂版本。\n"
"對於 Windows返回主要和次要版本以及建構號。例如對於 Windows 10 版本,返回"
"的字串可能看起來像 [code]10.0.9926[/code],對於 Windows 7 SP1 版本,它可能看起"
"來像 [code]6.1.7601[/code]。\n"
"對於滾動發行版本,例如 Arch Linux會返回一個空字串。\n"
"對於 macOS 和 iOS會返回主要和次要版本以及補丁號。\n"
"對於 UWP會返回裝置系列的版本。\n"
"對於 Android會返回 SDK 版本和差異量建構號。如果是自訂的 ROM將會嘗試返回其"
"版本。\n"
"[b]注意:[/b]該方法在 web 平臺上不被支援。它將返回一個空字串。"
msgid ""
"Returns the video adapter driver name and version for the user's currently "
"active graphics card. See also [method RenderingServer."
"get_video_adapter_api_version].\n"
"The first element holds the driver name, such as [code]nvidia[/code], "
"[code]amdgpu[/code], etc.\n"
"The second element holds the driver version. For e.g. the [code]nvidia[/code] "
"driver on a Linux/BSD platform, the version is in the format [code]510.85.02[/"
"code]. For Windows, the driver's format is [code]31.0.15.1659[/code].\n"
"[b]Note:[/b] This method is only supported on the platforms Linux/BSD and "
"Windows when not running in headless mode. It returns an empty array on other "
"platforms."
msgstr ""
"返回使用者目前啟動的顯卡的視訊卡驅動程式名稱和版本。另見 [method "
"RenderingServer.get_video_adapter_api_version]。\n"
"第一個元素保存驅動程式的名稱,如 [code]nvidia[/code]、[code]amdgpu[/code] "
"等。\n"
"第二個元素保存驅動程式的版本。例如 Linux/BSD 平臺上的 [code]nvidia[/code] 驅動"
"程式,其版本格式為 [code]510.85.02[/code]。對於 Windows其驅動程式的格式是 "
"[code]31.0.15.1659[/code]。\n"
"[b]注意:[/b]該方法僅在 Linux/BSD 和 Windows 平臺上不以無頭模式運作時才受支"
"持。在其他平臺上返回一個空陣列。"
msgid ""
"Returns [code]true[/code] if the environment variable with the name [param "
"variable] exists.\n"
"[b]Note:[/b] Double-check the casing of [param variable]. Environment "
"variable names are case-sensitive on all platforms except Windows."
msgstr ""
"如果名稱為 [param variable] 的環境變數存在,則返回 [code]true[/code]。\n"
"[b]注意:[/b]請仔細檢查 [param variable] 的大小寫。環境變數名稱在除 Windows 之"
"外的所有平臺上都區分大小寫。"
msgid ""
"Returns [code]true[/code] if the Godot binary used to run the project is a "
"[i]debug[/i] export template, or when running in the editor.\n"
"Returns [code]false[/code] if the Godot binary used to run the project is a "
"[i]release[/i] export template.\n"
"To check whether the Godot binary used to run the project is an export "
"template (debug or release), use [code]OS.has_feature(\"template\")[/code] "
"instead."
msgstr ""
"如果用於運作專案的 Godot 二進位檔案是[i]除錯[/i]匯出範本,或是在編輯器中運作"
"時,則返回 [code]true[/code]。\n"
"如果用於運作專案的 Godot 二進位檔案是[i]發行[/i]匯出範本,則返回 [code]false[/"
"code]。\n"
"要檢查用於運作專案的 Godot 二進位檔案是否是匯出範本(除錯或發行),請改用 "
"[code]OS.has_feature(\"template\")[/code]。"
msgid ""
"Returns [code]true[/code] if the input keycode corresponds to a Unicode "
"character."
msgstr "如果輸入鍵碼對應一個 Unicode 字元,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the child process ID ([param pid]) is still "
"running or [code]false[/code] if it has terminated.\n"
"Must be a valid ID generated from [method create_process].\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"如果該子程序 ID[param pid])仍在運作,則返回 [code]true[/code];如果它已終"
"止,則返回 [code]false[/code]。\n"
"必須是從 [method create_process] 生成的有效 ID。\n"
"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。"
msgid ""
"Returns [code]true[/code] if the project will automatically restart when it "
"exits for any reason, [code]false[/code] otherwise. See also [method "
"set_restart_on_exit] and [method get_restart_on_exit_arguments]."
msgstr ""
"如果專案因任何原因退出時將自動重新啟動,則返回 [code]true[/code],否則返回 "
"[code]false[/code]。另請參閱 [method set_restart_on_exit] 和 [method "
"get_restart_on_exit_arguments]。"
msgid ""
"Returns [code]true[/code] if application is running in the sandbox.\n"
"[b]Note:[/b] This method is implemented on macOS and Linux."
msgstr ""
"如果作業系統正在使用暗黑模式,則返回 [code]true[/code]。\n"
"[b]注意:[/b]這個方法在 macOS、Windows 和 LinuxX11上實作。"
msgid ""
"Returns [code]true[/code] if the engine was executed with the [code]--"
"verbose[/code] or [code]-v[/code] command line argument, or if [member "
"ProjectSettings.debug/settings/stdout/verbose_stdout] is [code]true[/code]. "
"See also [method @GlobalScope.print_verbose]."
msgstr ""
"如果引擎是使用 [code]--verbose[/code] 或 [code]-v[/code] 命令列參數執行的,或"
"者如果 [member ProjectSettings.debug/settings/stdout/verbose_stdout] 為 "
"[code]true[/code],則返回 [code]true[/code]。另請參閱 [method @GlobalScope."
"print_verbose]。"
msgid ""
"If [code]true[/code], the [code]user://[/code] file system is persistent, so "
"that its state is the same after a player quits and starts the game again. "
"Relevant to the Web platform, where this persistence may be unavailable."
msgstr ""
"如果為 [code]true[/code],則 [code]user://[/code] 檔案系統是持久的,所以在玩家"
"退出並再次開始遊戲後,它的狀態是相同的。與 Web 平臺相關時,該持久性可能不可"
"用。"
msgid ""
"Kill (terminate) the process identified by the given process ID ([param "
"pid]), e.g. the one returned by [method execute] in non-blocking mode. See "
"also [method crash].\n"
"[b]Note:[/b] This method can also be used to kill processes that were not "
"spawned by the game.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
"Windows."
msgstr ""
"殺死(終止)由給定程序 ID[param pid])標識的程序,例如由 [method execute] 在"
"非阻塞模式下返回的那個程序 ID。另請參閱 [method crash]。\n"
"[b]注意:[/b]該方法也可用於殺死不是由遊戲產生的程序。\n"
"[b]注意:[/b]該方法在 Android、iOS、Linux、macOS 和 Windows 上實作。"
msgid ""
"Moves the file or directory to the system's recycle bin. See also [method "
"DirAccess.remove].\n"
"The method takes only global paths, so you may need to use [method "
"ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
"code] as it will not work in exported projects.\n"
"[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
"file will be permanently deleted instead.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var file_to_remove = \"user://slot1.save\"\n"
"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
"[/gdscript]\n"
"[csharp]\n"
"var fileToRemove = \"user://slot1.save\";\n"
"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將檔或目錄移動到系統的回收站。另見 [method DirAccess.remove]。\n"
"該方法僅支援全域路徑,所以可能需要使用 [method ProjectSettings."
"globalize_path]。請勿將其用於 [code]res://[/code] 中的檔,因為它在匯出後的專案"
"中是無法正常工作的。\n"
"[b]注意:[/b]如果使用者在系統上禁用了回收站,則該檔將被永久刪除。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var file_to_remove = \"user://slot1.save\"\n"
"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
"[/gdscript]\n"
"[csharp]\n"
"var fileToRemove = \"user://slot1.save\";\n"
"OS.MoveToTrash(ProjectSettings.GlobalizePath(fileToRemove));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Initializes the singleton for the system MIDI driver.\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"初始化系統 MIDI 驅動的單例。\n"
"[b]注意:[/b]該方法在 Linux、macOS、Windows 上實作。"
msgid ""
"Reads a user input string from the standard input (usually the terminal). "
"This operation is [i]blocking[/i], which causes the window to freeze if "
"[method read_string_from_stdin] is called on the main thread. The thread "
"calling [method read_string_from_stdin] will block until the program receives "
"a line break in standard input (usually by the user pressing [kbd]Enter[/"
"kbd]).\n"
"[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
msgstr ""
"從標準輸入(通常是終端)讀取一個使用者輸入字串。這個操作是[i]阻塞的[/i] ,如果"
"在主執行緒上呼叫 [method read_string_from_stdin],就會導致視窗凍結。呼叫 "
"[method read_string_from_stdin] 的執行緒將被阻塞,直到程式在標準輸入中接收到一"
"個斷行(通常由使用者按下 [kbd]Enter[/kbd])。\n"
"[b]注意:[/b]該方法在 Linux、macOS 和 Windows 上實作。"
msgid ""
"At the moment this function is only used by [code]AudioDriverOpenSL[/code] to "
"request permission for [code]RECORD_AUDIO[/code] on Android."
msgstr ""
"目前,這個函式只被 [code]AudioDriverOpenSL[/code] 用來請求 Android 上 "
"[code]RECORD_AUDIO[/code] 的許可權。"
msgid ""
"With this function, you can request dangerous permissions since normal "
"permissions are automatically granted at install time in Android "
"applications.\n"
"[b]Note:[/b] This method is implemented only on Android."
msgstr ""
"你可以通過這個函式申請危險的許可權,因為在 Android 套用程式中,正常的許可權會"
"在安裝時自動授予。\n"
"[b]注意:[/b]該方法僅在 Android 上實作。"
msgid ""
"On macOS (sandboxed applications only), this function clears list of user "
"selected folders accessible to the application."
msgstr ""
"在macOS 上(僅限沙盒應用程式),此函式會清除應用程式可存取的使用者選擇的資料夾"
"列表。"
msgid ""
"Sets the value of the environment variable [param variable] to [param value]. "
"The environment variable will be set for the Godot process and any process "
"executed with [method execute] after running [method set_environment]. The "
"environment variable will [i]not[/i] persist to processes run after the Godot "
"process was terminated.\n"
"[b]Note:[/b] Environment variable names are case-sensitive on all platforms "
"except Windows. The [param variable] name cannot be empty or include the "
"[code]=[/code] character. On Windows, there is a 32767 characters limit for "
"the combined length of [param variable], [param value], and the [code]=[/"
"code] and null terminator characters that will be registered in the "
"environment block."
msgstr ""
"將環境變數 [param variable] 的值設定為 [param value]。運作 [method "
"set_environment] 後,會為 Godot 程序和任何用 [method execute] 執行的程序設定該"
"環境變數。該環境變數[i]不會[/i]持續存在於 Godot 程序終止後運作的程序中。\n"
"[b]注意:[/b]環境變數的名稱在除 Windows 外的所有平臺上都是區分大小寫的。名稱 "
"[param variable] 不能為空,也不能包含 [code]=[/code] 字元。在 Windows 上,在環"
"境塊中註冊的 [param variable]、[param value]、[code]=[/code] 以及 null 終止符"
"的總長度有 32767 個字元的限制。"
msgid ""
"If [param restart] is [code]true[/code], restarts the project automatically "
"when it is exited with [method SceneTree.quit] or [constant Node."
"NOTIFICATION_WM_CLOSE_REQUEST]. Command line [param arguments] can be "
"supplied. To restart the project with the same command line arguments as "
"originally used to run the project, pass [method get_cmdline_args] as the "
"value for [param arguments].\n"
"[method set_restart_on_exit] can be used to apply setting changes that "
"require a restart. See also [method is_restart_on_exit_set] and [method "
"get_restart_on_exit_arguments].\n"
"[b]Note:[/b] This method is only effective on desktop platforms, and only "
"when the project isn't started from the editor. It will have no effect on "
"mobile and Web platforms, or when the project is started from the editor.\n"
"[b]Note:[/b] If the project process crashes or is [i]killed[/i] by the user "
"(by sending [code]SIGKILL[/code] instead of the usual [code]SIGTERM[/code]), "
"the project won't restart automatically."
msgstr ""
"如果 [param restart] 為 [code]true[/code],則專案在使用 [method SceneTree."
"quit] 或 [constant Node.NOTIFICATION_WM_CLOSE_REQUEST] 退出時,會自動重新啟"
"動。可以提供命令列 [param arguments]。要使用最初用於運作專案的命令列參數重新啟"
"動專案,請將 [method get_cmdline_args] 作為 [param arguments] 的值傳遞。\n"
"[method set_restart_on_exit] 可用於套用需要重新開機的設定更改。另見 [method "
"is_restart_on_exit_set] 和 [method get_restart_on_exit_arguments]。\n"
"[b]注意:[/b]該方法只在桌面平臺上有效,並且只在專案不是從編輯器啟動時有效。不"
"會影響移動和 Web 平臺,或者當專案從編輯器啟動時。\n"
"[b]注意:[/b]如果專案程序當機或被使用者[i]殺死[/i](通過發送 [code]SIGKILL[/"
"code] 而不是通常的 [code]SIGTERM[/code]),專案不會自動重新啟動。"
msgid "Sets the name of the current thread."
msgstr "設定目前執行緒的名稱。"
msgid "Enables backup saves if [param enabled] is [code]true[/code]."
msgstr "如果 [param enabled] 為 [code]true[/code],則啟用備份保存。"
msgid ""
"Requests the OS to open a resource with the most appropriate program. For "
"example:\n"
"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows "
"opens the file explorer at the user's Downloads folder.\n"
"- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default "
"web browser on the official Godot website.\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the "
"default email client with the \"To\" field set to [code]example@example.com[/"
"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The "
"[code]mailto[/code] URL scheme[/url] for a list of fields that can be added.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] Use [method String.uri_encode] to encode characters within URLs "
"in a URL-safe, portable way. This is especially required for line breaks. "
"Otherwise, [method shell_open] may not work correctly in a project exported "
"to the Web platform.\n"
"[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux, macOS "
"and Windows."
msgstr ""
"請求作業系統使用最合適的程式打開資源。例如:\n"
"- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] 在 Windows 上會"
"用資源管理器打開使用者的 Downloads 資料夾。\n"
"- [code]OS.shell_open(\"https://godotengine.org\")[/code] 會使用預設網頁流覽器"
"打開 Godot 官方網站。\n"
"- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 會打開預設電子郵"
"件使用者端並將“收件人”欄位設定為 [code]example@example.com[/code]。其他支援自"
"定義的欄位見 [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - "
"[code]mailto[/code] URL 方案[/url]。\n"
"可以使用 [method ProjectSettings.globalize_path] 將 [code]res://[/code] 和 "
"[code]user://[/code] 路徑轉換為本方法所使用的系統路徑。\n"
"[b]注意:[/b]請使用 [method String.uri_encode] 對 URL 中的字元進行編碼,得到"
"的 URL 才能安全使用、可移植。尤其是在包含換行的情況下。否則專案匯出至 Web 平台"
"後 [method shell_open] 可能無法正常工作。\n"
"[b]注意:[/b]這個方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上實"
"現。"
msgid ""
"Requests the OS to open the file manager, then navigate to the given [param "
"file_or_dir_path] and select the target file or folder.\n"
"If [param file_or_dir_path] is a valid directory path, and [param "
"open_folder] is [code]true[/code], the method will open the file manager and "
"enter the target folder without selecting anything.\n"
"Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] "
"or [code]user://[/code] path into a system path for use with this method.\n"
"[b]Note:[/b] Currently this method is only implemented on Windows and macOS. "
"On other platforms, it will fallback to [method shell_open] with a directory "
"path of [param file_or_dir_path] with prefix [code]file://[/code]."
msgstr ""
"請求作業系統打開檔案管理員,然後導覽至給定的檔或目錄路徑 [param "
"file_or_dir_path] 並選中目的檔案或資料夾。\n"
"如果 [param file_or_dir_path] 為有效的目錄路徑,並且 [param open_folder] 為 "
"[code]true[/code],則該方法會打開檔案管理員並進入目的檔案夾,不會選中任何東"
"西。\n"
"請使用 [method ProjectSettings.globalize_path] 將 [code]res://[/code] 和 "
"[code]user://[/code] 路徑轉換為能夠用於這個方法的檔案系統路徑。\n"
"[b]注意:[/b]目前該方法僅在 Windows 和 macOS 上實作。在其他平臺上會退回至使用"
"前綴 [code]file://[/code] 的 [param file_or_dir_path] 目錄路徑呼叫 [method "
"shell_open]。"
msgid ""
"Removes the environment [param variable] from the current environment, if it "
"exists. The environment variable will be removed for the Godot process and "
"any process executed with [method execute] after running [method "
"unset_environment]. The removal of the environment variable will [i]not[/i] "
"persist to processes run after the Godot process was terminated.\n"
"[b]Note:[/b] Environment variable names are case-sensitive on all platforms "
"except Windows. The [param variable] name cannot be empty or include the "
"[code]=[/code] character."
msgstr ""
"從目前環境中移除環境變數 [param variable](如果存在)。在運作 [method "
"unset_environment] 後,將為 Godot 程序和使用 [method execute] 執行的任何程序移"
"除環境變數。環境變數的移除並[i]不會[/i]持續到 Godot 程序終止後運作的進程。\n"
"[b]注意:[/b]環境變數名稱在除 Windows 以外的所有平臺上都區分大小寫。[param "
"variable] 名稱不能為空或包含 [code]=[/code] 字元。"
msgid ""
"If [code]true[/code], the engine filters the time delta measured between each "
"frame, and attempts to compensate for random variation. This will only "
"operate on systems where V-Sync is active."
msgstr ""
"如果為 [code]true[/code],則引擎會在每影格之間篩選測量得到的時間差異量,並嘗試"
"補償隨機變化。僅在啟用垂直同步的系統上有效。"
msgid ""
"If [code]true[/code], the engine optimizes for low processor usage by only "
"refreshing the screen if needed. Can improve battery consumption on mobile."
msgstr ""
"如果為 [code]true[/code],則引擎會通過只在需要時更新螢幕來優化處理器的使用。可"
"以改善移動裝置上的電池消耗。"
msgid ""
"The amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
"啟用低處理器使用模式時,影格之間的休眠量(單位為微秒)。較高的值將導致較低的 "
"CPU 使用率。"
msgid ""
"The Vulkan rendering driver. It requires Vulkan 1.0 support and automatically "
"uses features from Vulkan 1.1 and 1.2 if available."
msgstr ""
"Vulkan 渲染驅動。需要支援 Vulkan 1.0,而 Vulkan 1.1 和 1.2 的功能則會在支援時"
"自動使用。"
msgid ""
"The OpenGL 3 rendering driver. It uses OpenGL 3.3 Core Profile on desktop "
"platforms, OpenGL ES 3.0 on mobile devices, and WebGL 2.0 on Web."
msgstr ""
"OpenGL 3 渲染驅動。在桌面平臺上使用 OpenGL 3.3 核心配置,在移動裝置上使用 "
"OpenGL ES 3.0,在 Web 上使用 WebGL 2.0。"
msgid "Desktop directory path."
msgstr "桌面目錄路徑。"
msgid "DCIM (Digital Camera Images) directory path."
msgstr "DCIM數碼相機圖像目錄路徑。"
msgid "Documents directory path."
msgstr "文件目錄路徑。"
msgid "Downloads directory path."
msgstr "下載目錄路徑。"
msgid "Movies directory path."
msgstr "影片目錄路徑。"
msgid "Music directory path."
msgstr "音樂目錄路徑。"
msgid "Pictures directory path."
msgstr "圖片目錄路徑。"
msgid "Ringtones directory path."
msgstr "鈴聲目錄路徑。"
msgid "A packed array of bytes."
msgstr "位元組緊縮陣列。"
msgid ""
"An array specifically designed to hold bytes. Packs data tightly, so it saves "
"memory for large array sizes.\n"
"[PackedByteArray] also provides methods to encode/decode various types to/"
"from bytes. The way values are encoded is an implementation detail and "
"shouldn't be relied upon when interacting with external apps."
msgstr ""
"專門設計用於存放位元組的陣列。資料是緊密存放的,因此能夠在陣列較大時節省內"
"存。\n"
"[PackedByteArray] 還提供了在許多型別和位元組之間進行編碼/解碼的方法。這些值的"
"編碼方式屬於實作細節,與外部套用程式互動時不應依賴這種編碼。"
msgid "Constructs an empty [PackedByteArray]."
msgstr "建構空的 [PackedByteArray]。"
msgid "Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]."
msgstr "建構給定 [PackedByteArray] 的副本。"
msgid ""
"Constructs a new [PackedByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "建構新 [PackedByteArray]。你還可以傳入通用 [Array] 進行轉換。"
msgid "Appends a [PackedByteArray] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedByteArray]。"
msgid ""
"Returns a new [PackedByteArray] with the data compressed. Set the compression "
"mode using one of [enum FileAccess.CompressionMode]'s constants."
msgstr ""
"返回新的 [PackedByteArray],其中的資料已壓縮。請將壓縮模式設定為 [enum "
"FileAccess.CompressionMode] 常數。"
msgid ""
"Decodes a 64-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 64 位浮點數,起始位置位元組偏移量為 [param byte_offset]。位"
"元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/code]。"
msgid ""
"Decodes a 32-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 32 位浮點數,起始位置位元組偏移量為 [param byte_offset]。位"
"元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/code]。"
msgid ""
"Decodes a 16-bit floating point number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0.0[/"
"code] if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 16 位浮點數,起始位置位元組偏移量為 [param byte_offset]。位"
"元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/code]。"
msgid ""
"Decodes a 8-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 8 位元有符號整數,起始位置位元組偏移量為 [param "
"byte_offset]。字節數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/"
"code]。"
msgid ""
"Decodes a 16-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 16 位元有符號整數,起始位置位元組偏移量為 [param "
"byte_offset]。位元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/"
"code]。"
msgid ""
"Decodes a 32-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 32 位元有符號整數,起始位置位元組偏移量為 [param "
"byte_offset]。位元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/"
"code]。"
msgid ""
"Decodes a 64-bit signed integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 64 位元有符號整數,起始位置位元組偏移量為 [param "
"byte_offset]。位元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/"
"code]。"
msgid ""
"Decodes a 8-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 8 位元不帶正負號的整數,起始位置位元組偏移量為 [param "
"byte_offset]。字節數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/"
"code]。"
msgid ""
"Decodes a 16-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 16 位元不帶正負號的整數,起始位置位元組偏移量為 [param "
"byte_offset]。位元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/"
"code]。"
msgid ""
"Decodes a 32-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 32 位元不帶正負號的整數,起始位置位元組偏移量為 [param "
"byte_offset]。位元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/"
"code]。"
msgid ""
"Decodes a 64-bit unsigned integer number from the bytes starting at [param "
"byte_offset]. Fails if the byte count is insufficient. Returns [code]0[/code] "
"if a valid number can't be decoded."
msgstr ""
"將位元組序列解碼為 64 位元不帶正負號的整數,起始位置位元組偏移量為 [param "
"byte_offset]。位元組數不足時會失敗。如果無法解碼有效的數字,則返回 [code]0.0[/"
"code]。"
msgid ""
"Decodes a [Variant] from the bytes starting at [param byte_offset]. Returns "
"[code]null[/code] if a valid variant can't be decoded or the value is "
"[Object]-derived and [param allow_objects] is [code]false[/code]."
msgstr ""
"將位元組序列解碼為 [Variant],起始位置位元組偏移量為 [param byte_offset]。如果"
"無法解碼有效的變體,或者其值衍生自 [Object] 而 [param allow_objects] 為 "
"[code]false[/code],則返回 [code]null[/code]。"
msgid ""
"Decodes a size of a [Variant] from the bytes starting at [param byte_offset]. "
"Requires at least 4 bytes of data starting at the offset, otherwise fails."
msgstr ""
"將位元組序列解碼為 [Variant] 的大小,起始位置位元組偏移量為 [param "
"byte_offset]。要求起始位置後至少有 4 個位元組的資料,否則返回 [code]null[/"
"code]。"
msgid ""
"Returns a new [PackedByteArray] with the data decompressed. Set [param "
"buffer_size] to the size of the uncompressed data. Set the compression mode "
"using one of [enum FileAccess.CompressionMode]'s constants."
msgstr ""
"返回新的 [PackedByteArray],其中的資料已解壓。請將 [param buffer_size] 設定為"
"資料解壓後的大小。請將壓縮模式設定為 [enum FileAccess.CompressionMode] 常數。"
msgid "Creates a copy of the array, and returns it."
msgstr "建立該陣列的副本,並將該副本返回。"
msgid ""
"Encodes a 64-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 8 bytes of allocated space, "
"starting at the offset."
msgstr ""
"將 64 位元浮點數編碼為位元組序列,起始位置位元組偏移量為 [param byte_offset]。"
"從偏移量位置開始,該陣列必須還分配有至少 8 個位元組的空間。"
msgid ""
"Encodes a 32-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 4 bytes of space, starting "
"at the offset."
msgstr ""
"將 32 位元浮點數編碼為位元組序列,起始位置位元組偏移量為 [param byte_offset]。"
"從偏移量位置開始,該陣列必須還分配有至少 4 個位元組的空間。"
msgid ""
"Encodes a 16-bit floating point number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"將 16 位元浮點數編碼為位元組序列,起始位置位元組偏移量為 [param byte_offset]。"
"從偏移量位置開始,該陣列必須還分配有至少 2 個位元組的空間。"
msgid ""
"Encodes a 8-bit signed integer number (signed byte) at the index of [param "
"byte_offset] bytes. The array must have at least 1 byte of space, starting at "
"the offset."
msgstr ""
"將 8 位元有符號整數編碼為位元組序列,起始位置位元組偏移量為 [param "
"byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 1 個位元組的空間。"
msgid ""
"Encodes a 16-bit signed integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"將 16 位元有符號整數編碼為位元組序列,起始位置位元組偏移量為 [param "
"byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 2 個位元組的空間。"
msgid ""
"Encodes a 32-bit signed integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 4 bytes of space, starting "
"at the offset."
msgstr ""
"將 32 位元不帶正負號的整數編碼為位元組序列,起始位置位元組偏移量為 [param "
"byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 4 個位元組的空間。"
msgid ""
"Encodes a 64-bit signed integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 8 bytes of space, starting "
"at the offset."
msgstr ""
"將 64 位元有符號整數編碼為位元組序列,起始位置位元組偏移量為 [param "
"byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 8 個位元組的空間。"
msgid ""
"Encodes a 8-bit unsigned integer number (byte) at the index of [param "
"byte_offset] bytes. The array must have at least 1 byte of space, starting at "
"the offset."
msgstr ""
"將 8 位元不帶正負號的整數編碼為位元組序列,起始位置位元組偏移量為 [param "
"byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 1 個位元組的空間。"
msgid ""
"Encodes a 16-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 2 bytes of space, starting "
"at the offset."
msgstr ""
"將 16 位元不帶正負號的整數編碼為位元組序列,起始位置位元組偏移量為 [param "
"byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 2 個位元組的空間。"
msgid ""
"Encodes a 32-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 4 bytes of space, starting "
"at the offset."
msgstr ""
"將 32 位元不帶正負號的整數編碼為位元組序列,起始位置位元組偏移量為 [param "
"byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 4 個位元組的空間。"
msgid ""
"Encodes a 64-bit unsigned integer number as bytes at the index of [param "
"byte_offset] bytes. The array must have at least 8 bytes of space, starting "
"at the offset."
msgstr ""
"將 64 位元不帶正負號的整數編碼為位元組序列,起始位置位元組偏移量為 [param "
"byte_offset]。從偏移量位置開始,該陣列必須還分配有至少 8 個位元組的空間。"
msgid ""
"Encodes a [Variant] at the index of [param byte_offset] bytes. A sufficient "
"space must be allocated, depending on the encoded variant's size. If [param "
"allow_objects] is [code]false[/code], [Object]-derived values are not "
"permitted and will instead be serialized as ID-only."
msgstr ""
"將 [Variant] 編碼為位元組序列,起始位置位元組偏移量為 [param byte_offset]。必"
"須分配有足夠的空間,空間大小取決於編碼後變體的大小。如果 [param "
"allow_objects] 為 [code]false[/code],則不允許衍生自 [Object] 的值,只會將其 "
"ID 進行序列化。"
msgid ""
"Assigns the given value to all elements in the array. This can typically be "
"used together with [method resize] to create an array with a given size and "
"initialized elements."
msgstr ""
"將陣列中的所有元素都設為給定的值。通常與 [method resize] 一起使用,建立給定大"
"小的陣列並初始化元素。"
msgid ""
"Converts ASCII/Latin-1 encoded array to [String]. Fast alternative to [method "
"get_string_from_utf8] if the content is ASCII/Latin-1 only. Unlike the UTF-8 "
"function this function maps every byte to a character in the array. Multibyte "
"sequences will not be interpreted correctly. For parsing user input always "
"use [method get_string_from_utf8]. This is the inverse of [method String."
"to_ascii_buffer]."
msgstr ""
"將 ASCII/Latin-1 編碼的陣列轉換為 [String]。如果內容僅為 ASCII/Latin-1則是"
"比 [method get_string_from_utf8] 更快的選擇。與 UTF-8 函式不同,這個函式會將陣"
"列中的每個位元組都對應到一個字元。多位元組序列無法正確解析。要解析使用者的輸入"
"內容,請始終使用 [method get_string_from_utf8]。"
msgid ""
"Converts UTF-8 encoded array to [String]. Slower than [method "
"get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
"you are unsure about the source of the data. For user input this function "
"should always be preferred. Returns empty string if source array is not valid "
"UTF-8 string. This is the inverse of [method String.to_utf8_buffer]."
msgstr ""
"將 UTF-8 編碼的陣列轉換為 [String]。比 [method get_string_from_ascii] 慢,但支"
"援 UTF-8 編碼的資料。不確定資料來源時請使用此函式。對於使用者的輸入內容,應始"
"終首選此函式。如果源陣列不是有效的 UTF-8 字串,則返回空字串。"
msgid ""
"Converts UTF-16 encoded array to [String]. If the BOM is missing, system "
"endianness is assumed. Returns empty string if source array is not valid "
"UTF-16 string. This is the inverse of [method String.to_utf16_buffer]."
msgstr ""
"將 UTF-16 編碼的陣列轉換為 [String]。如果缺少 BOM則假定為系統位元組序。如果"
"源陣列不是有效的 UTF-16 字串,則返回空字串。"
msgid ""
"Converts UTF-32 encoded array to [String]. System endianness is assumed. "
"Returns empty string if source array is not valid UTF-32 string. This is the "
"inverse of [method String.to_utf32_buffer]."
msgstr ""
"將 UTF-32 編碼的陣列轉換為 [String]。假定為系統位元組序。如果源陣列不是有效的 "
"UTF-32 字串,則返回空字串。"
msgid ""
"Converts wide character ([code]wchar_t[/code], UTF-16 on Windows, UTF-32 on "
"other platforms) encoded array to [String]. Returns empty string if source "
"array is not valid wide string. This is the inverse of [method String."
"to_wchar_buffer]."
msgstr ""
"將寬字元([code]wchar_t[/code],在 Windows 上為 UTF-16在其他平臺上為 "
"UTF-32編碼的陣列轉換為 [String]。如果源陣列不是有效的寬字串,則返回空字元"
"串。"
msgid "Returns [code]true[/code] if the array contains [param value]."
msgstr "如果該陣列包含 [param value],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if a valid [Variant] value can be decoded at the "
"[param byte_offset]. Returns [code]false[/code] otherwise or when the value "
"is [Object]-derived and [param allow_objects] is [code]false[/code]."
msgstr ""
"如果可以從位元組偏移量 [param byte_offset] 處解碼出有效的 [Variant],則返回 "
"[code]true[/code]。其他情況,或者當該值衍生自 [Object] 而 [param "
"allow_objects] 為 [code]false[/code] 時,則返回 [code]false[/code]。"
msgid ""
"Returns a hexadecimal representation of this array as a [String].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = PackedByteArray([11, 46, 255])\n"
"print(array.hex_encode()) # Prints: 0b2eff\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new byte[] {11, 46, 255};\n"
"GD.Print(array.HexEncode()); // Prints: 0b2eff\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回該陣列的十六進位表示,型別為 [String]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var array = PackedByteArray([11, 46, 255])\n"
"print(array.hex_encode()) # 輸出0b2eff\n"
"[/gdscript]\n"
"[csharp]\n"
"var array = new byte[] {11, 46, 255};\n"
"GD.Print(array.HexEncode()); // 輸出0b2eff\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Inserts a new element at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
"在陣列中給定的位置插入一個新元素。這個位置必須是有效的,或者是在陣列的末端"
"[code]idx == size()[/code])。"
msgid "Appends an element at the end of the array."
msgstr "在陣列的末尾追加一個元素。"
msgid "Removes an element from the array by index."
msgstr "從陣列中刪除位於索引的元素。"
msgid ""
"Sets the size of the array. If the array is grown, reserves elements at the "
"end of the array. If the array is shrunk, truncates the array to the new size."
msgstr ""
"設定陣列的大小。如果陣列被增大,則保留陣列末端的元素。如果陣列被縮小,則將數組"
"截斷到新的大小。"
msgid "Changes the byte at the given index."
msgstr "改變給定索引處的位元組。"
msgid ""
"Returns the slice of the [PackedByteArray], from [param begin] (inclusive) to "
"[param end] (exclusive), as a new [PackedByteArray].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedByteArray] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedByteArray]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid "Sorts the elements of the array in ascending order."
msgstr "將該陣列中的元素按昇冪排列。"
msgid ""
"Returns a copy of the data converted to a [PackedFloat64Array], where each "
"block of 8 bytes has been converted to a 64-bit float (C++ [code]double[/"
"code], Godot [float]).\n"
"The size of the input array must be a multiple of 8 (size of 64-bit double). "
"The size of the new array will be [code]byte_array.size() / 8[/code].\n"
"If the original data can't be converted to 64-bit floats, the resulting data "
"is undefined."
msgstr ""
"返回將資料轉換為 [PackedFloat64Array] 的副本,每 8 個位元組塊轉換為一個 64 位"
"浮點數C++ 的 [code]double[/code])。\n"
"輸入陣列的大小必須為 8 的倍數64 位浮點數的大小)。新陣列的大小為 "
"[code]byte_array.size() / 8[/code]。\n"
"如果原始資料無法轉換為 64 位浮點數,則最終的資料未定義。"
msgid ""
"Returns a copy of the data converted to a [PackedInt32Array], where each "
"block of 4 bytes has been converted to a signed 32-bit integer (C++ "
"[code]int32_t[/code]).\n"
"The size of the input array must be a multiple of 4 (size of 32-bit integer). "
"The size of the new array will be [code]byte_array.size() / 4[/code].\n"
"If the original data can't be converted to signed 32-bit integers, the "
"resulting data is undefined."
msgstr ""
"返回將資料轉換為 [PackedInt32Array] 的副本,每 4 個位元組塊轉換為一個 32 位有"
"符號整數C++ 的 [code]int32_t[/code])。\n"
"輸入陣列的大小必須為 4 的倍數32 位元整數的大小)。新陣列的大小為 "
"[code]byte_array.size() / 4[/code]。\n"
"如果原始資料無法轉換為 32 位元有符號整數,則最終的資料未定義。"
msgid ""
"Returns a copy of the data converted to a [PackedInt64Array], where each "
"block of 8 bytes has been converted to a signed 64-bit integer (C++ "
"[code]int64_t[/code], Godot [int]).\n"
"The size of the input array must be a multiple of 8 (size of 64-bit integer). "
"The size of the new array will be [code]byte_array.size() / 8[/code].\n"
"If the original data can't be converted to signed 64-bit integers, the "
"resulting data is undefined."
msgstr ""
"返回將資料轉換為 [PackedInt64Array] 的副本,每 8 個位元組塊轉換為一個 64 位有"
"符號整數C++ 的 [code]int64_t[/code])。\n"
"輸入陣列的大小必須為 8 的倍數64 位元整數的大小)。新陣列的大小為 "
"[code]byte_array.size() / 8[/code]。\n"
"如果原始資料無法轉換為 64 位元有符號整數,則最終的資料未定義。"
msgid "Returns [code]true[/code] if contents of the arrays differ."
msgstr "如果陣列內容不同,則返回 [code]true[/code]。"
msgid ""
"Returns a new [PackedByteArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedByteArray],新陣列的內容為此陣列在末尾加上 [param right]。為了"
"提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal bytes at the corresponding indices."
msgstr ""
"如果兩個陣列的內容相同,即對應索引號的位元組相等,則返回 [code]true[/code]。"
msgid ""
"Returns the byte at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error.\n"
"Note that the byte is returned as a 64-bit [int]."
msgstr ""
"返回索引 [param index] 處的位元組。負數索引可以從末尾開始存取元素。使用越界的"
"索引會報告有錯。\n"
"請注意,返回的位元組是 64 位元 [int]。"
msgid "A packed array of [Color]s."
msgstr "[Color] 緊縮陣列。"
msgid ""
"An array specifically designed to hold [Color]. Packs data tightly, so it "
"saves memory for large array sizes."
msgstr ""
"專門設計用於存放 [Color] 的陣列。資料是緊密存放的,因此能夠在陣列較大時節省內"
"存。"
msgid "Constructs an empty [PackedColorArray]."
msgstr "建構空的 [PackedColorArray]。"
msgid ""
"Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]."
msgstr "建構給定 [PackedColorArray] 的副本。"
msgid ""
"Constructs a new [PackedColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted.\n"
"[b]Note:[/b] When initializing a [PackedColorArray] with elements, it must be "
"initialized with an [Array] of [Color] values:\n"
"[codeblock]\n"
"var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n"
"[/codeblock]"
msgstr ""
"建構新的 [PackedColorArray]。你也可以傳一個通用 [Array] 進行轉換。\n"
"[b]注意:[/b]使用元素初始化 [PackedColorArray] 時,必須使用元素為 [Color] 的 "
"[Array]\n"
"[codeblock]\n"
"var array = PackedColorArray([Color(0.1, 0.2, 0.3), Color(0.4, 0.5, 0.6)])\n"
"[/codeblock]"
msgid "Appends a [PackedColorArray] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedColorArray]。"
msgid "Appends a value to the array."
msgstr "將一個值新增到陣列中。"
msgid "Changes the [Color] at the given index."
msgstr "更改給定索引處的 [Color]。"
msgid ""
"Returns the slice of the [PackedColorArray], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedColorArray].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedColorArray] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedColorArray]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid "Returns a [PackedByteArray] with each color encoded as bytes."
msgstr "返回 [PackedByteArray],每個顏色都被編碼為位元組。"
msgid ""
"Returns a new [PackedColorArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedColorArray],新陣列的內容為此陣列在末尾加上 [param right]。為"
"了提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [Color]s at the corresponding indices."
msgstr ""
"如果兩個陣列的內容相同,即對應索引號的 [Color] 相等,則返回 [code]true[/"
"code]。"
msgid ""
"Returns the [Color] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引 [param index] 處的[Color]。負數索引可以從末端開始存取元素。使用超出陣"
"列範圍的索引將導致出錯。"
msgid "Efficiently packs and serializes [Array] or [Dictionary]."
msgstr "將 [Array] 或 [Dictionary] 進行高效打包和序列化。"
msgid ""
"[PackedDataContainer] can be used to efficiently store data from untyped "
"containers. The data is packed into raw bytes and can be saved to file. Only "
"[Array] and [Dictionary] can be stored this way.\n"
"You can retrieve the data by iterating on the container, which will work as "
"if iterating on the packed data itself. If the packed container is a "
"[Dictionary], the data can be retrieved by key names ([String]/[StringName] "
"only).\n"
"[codeblock]\n"
"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n"
"var packed = PackedDataContainer.new()\n"
"packed.pack(data)\n"
"ResourceSaver.save(packed, \"packed_data.res\")\n"
"[/codeblock]\n"
"[codeblock]\n"
"var container = load(\"packed_data.res\")\n"
"for key in container:\n"
" prints(key, container[key])\n"
"\n"
"# Prints:\n"
"# key value\n"
"# lock (0, 0)\n"
"# another_key 123\n"
"[/codeblock]\n"
"Nested containers will be packed recursively. While iterating, they will be "
"returned as [PackedDataContainerRef]."
msgstr ""
"[PackedDataContainer] 可以高效地保存未指定型別的容器中的資料。資料會以原始字節"
"的形式打包,能夠保存到檔中。只有 [Array] 和 [Dictionary] 能夠這樣儲存。\n"
"你可以通過走訪容器來獲取資料,效果和走訪被打包的資料一樣。如果打包容器為 "
"[Dictionary],則獲取的是鍵名(僅 [String]/[StringName])。\n"
"[codeblock]\n"
"var data = { \"key\": \"value\", \"another_key\": 123, \"lock\": Vector2() }\n"
"var packed = PackedDataContainer.new()\n"
"packed.pack(data)\n"
"ResourceSaver.save(packed, \"packed_data.res\")\n"
"[/codeblock]\n"
"[codeblock]\n"
"var container = load(\"packed_data.res\")\n"
"for key in container:\n"
" prints(key, container[key])\n"
"\n"
"# 輸出:\n"
"# key value\n"
"# lock (0, 0)\n"
"# another_key 123\n"
"[/codeblock]\n"
"內嵌容器會遞迴打包。走訪時返回的是 [PackedDataContainerRef]。"
msgid ""
"Packs the given container into a binary representation. The [param value] "
"must be either [Array] or [Dictionary], any other type will result in invalid "
"data error.\n"
"[b]Note:[/b] Subsequent calls to this method will overwrite the existing data."
msgstr ""
"將給定的容器打包為二進位表示。[param value] 必須為 [Array] 或 [Dictionary],其"
"他型別會導致無效資料錯誤。\n"
"[b]注意:[/b]後續再次呼叫該方法會覆蓋已有資料。"
msgid ""
"Returns the size of the packed container (see [method Array.size] and [method "
"Dictionary.size])."
msgstr ""
"返回打包後容器的大小(見 [method Array.size] 和 [method Dictionary.size])。"
msgid ""
"An internal class used by [PackedDataContainer] to pack nested arrays and "
"dictionaries."
msgstr "[PackedDataContainer] 使用的內部類,用於打包巢狀的陣列和字典。"
msgid ""
"When packing nested containers using [PackedDataContainer], they are "
"recursively packed into [PackedDataContainerRef] (only applies to [Array] and "
"[Dictionary]). Their data can be retrieved the same way as from "
"[PackedDataContainer].\n"
"[codeblock]\n"
"var packed = PackedDataContainer.new()\n"
"packed.pack([1, 2, 3, [\"abc\", \"def\"], 4, 5, 6])\n"
"\n"
"for element in packed:\n"
" if element is PackedDataContainerRef:\n"
" for subelement in element:\n"
" print(\"::\", subelement)\n"
" else:\n"
" print(element)\n"
"\n"
"# Prints:\n"
"# 1\n"
"# 2\n"
"# 3\n"
"# ::abc\n"
"# ::def\n"
"# 4\n"
"# 5\n"
"# 6\n"
"[/codeblock]"
msgstr ""
"使用 [PackedDataContainer] 打包巢狀容器時,會將其遞迴打包進 "
"[PackedDataContainerRef](僅適用於 [Array] 和 [Dictionary])。獲取資料的方法"
"和 [PackedDataContainer] 相同。\n"
"[codeblock]\n"
"var packed = PackedDataContainer.new()\n"
"packed.pack([1, 2, 3, [\"abc\", \"def\"], 4, 5, 6])\n"
"\n"
"for element in packed:\n"
" if element is PackedDataContainerRef:\n"
" for subelement in element:\n"
" print(\"::\", subelement)\n"
" else:\n"
" print(element)\n"
"\n"
"# 輸出:\n"
"# 1\n"
"# 2\n"
"# 3\n"
"# ::abc\n"
"# ::def\n"
"# 4\n"
"# 5\n"
"# 6\n"
"[/codeblock]"
msgid "A packed array of 32-bit floating-point values."
msgstr "32 位元浮點數緊縮陣列。"
msgid ""
"An array specifically designed to hold 32-bit floating-point values (float). "
"Packs data tightly, so it saves memory for large array sizes.\n"
"If you need to pack 64-bit floats tightly, see [PackedFloat64Array]."
msgstr ""
"專門設計用於存放 32 位浮點值float的陣列。資料是緊密存放的因此能夠在陣列"
"較大時節省記憶體。\n"
"如果你需要緊密存放 64 位浮點數,請參閱 [PackedFloat64Array]。"
msgid "Constructs an empty [PackedFloat32Array]."
msgstr "建構空的 [PackedFloat32Array]。"
msgid ""
"Constructs a [PackedFloat32Array] as a copy of the given [PackedFloat32Array]."
msgstr "建構給定 [PackedFloat32Array] 的副本。"
msgid ""
"Constructs a new [PackedFloat32Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "建構新 [PackedFloat32Array]。你還可以傳入通用 [Array] 進行轉換。"
msgid "Appends a [PackedFloat32Array] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedFloat32Array]。"
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
"code], the returned index comes after all existing entries of the value in "
"the array.\n"
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"使用二分法搜尋已有值的索引(如果該值尚未存在於陣列中,則為保持排序順序的插入索"
"引)。傳遞 [param before] 說明符是可選的。如果該參數為 [code]false[/code],則"
"返回的索引位於陣列中該值的所有已有的條目之後。\n"
"[b]注意:[/b]在未排序的陣列上呼叫 [method bsearch] 會產生預料之外的行為。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Returns the number of times an element is in the array.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"返回陣列中某個元素的出現次數。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"在陣列中搜索值並返回其索引,如果未找到則返回 [code]-1[/code] 。可選地,可以傳"
"遞起始搜索索引。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Returns [code]true[/code] if the array contains [param value].\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"如果陣列中包含 [param value],則返回 [code]true[/code]。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of the "
"array.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"逆序搜索陣列。還可以傳遞起始搜索位置索引。如果為負,則起始索引被視為相對於數組"
"的結尾。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid "Changes the float at the given index."
msgstr "更改給定索引處的浮點數。"
msgid ""
"Returns the slice of the [PackedFloat32Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedFloat32Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedFloat32Array] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedFloat32Array]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid ""
"Sorts the elements of the array in ascending order.\n"
"[b]Note:[/b] [constant @GDScript.NAN] doesn't behave the same as other "
"numbers. Therefore, the results from this method may not be accurate if NaNs "
"are included."
msgstr ""
"昇冪排列陣列中的元素。\n"
"[b]注意:[/b][constant @GDScript.NAN] 的行為與其他數位不同。因此,如果包含 "
"NaN則這個方法的結果可能不準確。"
msgid ""
"Returns a copy of the data converted to a [PackedByteArray], where each "
"element have been encoded as 4 bytes.\n"
"The size of the new array will be [code]float32_array.size() * 4[/code]."
msgstr ""
"返回資料的副本,將其中的每個元素都編碼為 4 個位元組,放入 [PackedByteArray] "
"中。\n"
"新陣列的大小為 [code]float32_array.size() * 4[/code]。"
msgid ""
"Returns a new [PackedFloat32Array] with contents of [param right] added at "
"the end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedFloat32Array],新陣列的內容為此陣列在末尾加上 [param right]。"
"為了提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal floats at the corresponding indices."
msgstr ""
"如果兩個陣列的內容相同,即對應索引號的浮點數相等,則返回 [code]true[/code]。"
msgid ""
"Returns the [float] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error.\n"
"Note that [float] type is 64-bit, unlike the values stored in the array."
msgstr ""
"返回索引 [param index] 處的 [float]。負的索引可用於存取從末尾開始的元素。使用"
"超出陣列範圍的索引將產生一個錯誤。\n"
"請注意,[float] 型別是 64 位元的,這與儲存在陣列中的值不同。"
msgid "A packed array of 64-bit floating-point values."
msgstr "64 位元浮點數緊縮陣列。"
msgid ""
"An array specifically designed to hold 64-bit floating-point values (double). "
"Packs data tightly, so it saves memory for large array sizes.\n"
"If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] for "
"a more memory-friendly alternative."
msgstr ""
"專門設計用於存放 64 位浮點值double的陣列。資料是緊密存放的因此能夠在數組"
"較大時節省記憶體。\n"
"如果你只需要緊密存放 32 位浮點數,請參閱 [PackedFloat32Array],是對記憶體更友"
"好的選擇。"
msgid "Constructs an empty [PackedFloat64Array]."
msgstr "建構空的 [PackedFloat64Array]。"
msgid ""
"Constructs a [PackedFloat64Array] as a copy of the given [PackedFloat64Array]."
msgstr "建構給定 [PackedFloat64Array] 的副本。"
msgid ""
"Constructs a new [PackedFloat64Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "建構新 [PackedFloat64Array]。你還可以傳入通用 [Array] 進行轉換。"
msgid "Appends a [PackedFloat64Array] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedFloat64Array]。"
msgid ""
"Returns the slice of the [PackedFloat64Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedFloat64Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedFloat64Array] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedFloat64Array]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid ""
"Returns a copy of the data converted to a [PackedByteArray], where each "
"element have been encoded as 8 bytes.\n"
"The size of the new array will be [code]float64_array.size() * 8[/code]."
msgstr ""
"返回資料的副本,將其中的每個元素都編碼為 8 個位元組,放入 [PackedByteArray] "
"中。\n"
"新陣列的大小為 [code]float64_array.size() * 8[/code]。"
msgid ""
"Returns a new [PackedFloat64Array] with contents of [param right] added at "
"the end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedFloat64Array],新陣列的內容為此陣列在末尾加上 [param right]。"
"為了提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal doubles at the corresponding indices."
msgstr ""
"如果兩個陣列的內容相同,即對應索引號的雙精度浮點數相等,則返回 [code]true[/"
"code]。"
msgid ""
"Returns the [float] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引 [param index] 處的 [float]。負數索引可以從末尾開始存取元素。使用超出"
"陣列範圍的索引會導致出錯。"
msgid "A packed array of 32-bit integers."
msgstr "32 位元整數緊縮陣列。"
msgid ""
"An array specifically designed to hold 32-bit integer values. Packs data "
"tightly, so it saves memory for large array sizes.\n"
"[b]Note:[/b] This type stores signed 32-bit integers, which means it can take "
"values in the interval [code][-2^31, 2^31 - 1][/code], i.e. [code]"
"[-2147483648, 2147483647][/code]. Exceeding those bounds will wrap around. In "
"comparison, [int] uses signed 64-bit integers which can hold much larger "
"values. If you need to pack 64-bit integers tightly, see [PackedInt64Array]."
msgstr ""
"專門設計用於存放 32 位元整數值的陣列。資料是緊密存放的,因此能夠在陣列較大時節"
"省記憶體。\n"
"[b]注意:[/b]該型別儲存的是 32 位元有符號整數,也就是說它可以取區間 [code]"
"[-2^31, 2^31 - 1][/code] 內的值,即 [code][-2147483648, 2147483647][/code]。超"
"過這些界限將環繞往復。相比之下,[int] 使用帶符號的 64 位元整數,可以容納更大的"
"值。如果你需要緊密存放 64 位元整數,請參閱 [PackedInt64Array]。"
msgid "Constructs an empty [PackedInt32Array]."
msgstr "建構空的 [PackedInt32Array]。"
msgid ""
"Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array]."
msgstr "建構給定 [PackedInt32Array] 的副本。"
msgid ""
"Constructs a new [PackedInt32Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "建構新 [PackedInt32Array]。你還可以傳入通用 [Array] 進行轉換。"
msgid "Appends a [PackedInt32Array] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedInt32Array]。"
msgid ""
"Inserts a new integer at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
"在陣列中的給定位置插入新的整數。位置必須有效,或者位於陣列末尾([code]idx == "
"size()[/code])。"
msgid "Changes the integer at the given index."
msgstr "更改給定索引處的整數。"
msgid ""
"Returns the slice of the [PackedInt32Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedInt32Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedInt32Array] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedInt32Array]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid ""
"Returns a copy of the data converted to a [PackedByteArray], where each "
"element have been encoded as 4 bytes.\n"
"The size of the new array will be [code]int32_array.size() * 4[/code]."
msgstr ""
"返回資料的副本,將其中的每個元素都編碼為 4 個位元組,放入 [PackedByteArray] "
"中。\n"
"新陣列的大小為 [code]int32_array.size() * 4[/code]。"
msgid ""
"Returns a new [PackedInt32Array] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedInt32Array],新陣列的內容為此陣列在末尾加上 [param right]。為"
"了提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal ints at the corresponding indices."
msgstr ""
"如果兩個陣列的內容相同,即對應索引號的整數相等,則返回 [code]true[/code]。"
msgid ""
"Returns the [int] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error.\n"
"Note that [int] type is 64-bit, unlike the values stored in the array."
msgstr ""
"返回索引 [param index] 處的 [int]。負數索引可以從末尾開始存取元素。使用超出數"
"組範圍的索引會導致出錯。\n"
"注意,[int] 型別為 64 位元,與該陣列中所儲存的值不同。"
msgid "A packed array of 64-bit integers."
msgstr "64 位元整數緊縮陣列。"
msgid ""
"An array specifically designed to hold 64-bit integer values. Packs data "
"tightly, so it saves memory for large array sizes.\n"
"[b]Note:[/b] This type stores signed 64-bit integers, which means it can take "
"values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]"
"[-9223372036854775808, 9223372036854775807][/code]. Exceeding those bounds "
"will wrap around. If you only need to pack 32-bit integers tightly, see "
"[PackedInt32Array] for a more memory-friendly alternative."
msgstr ""
"專門設計用於存放 64 位元整數值的陣列。資料是緊密存放的,因此能夠在陣列較大時節"
"省記憶體。\n"
"[b]注意:[/b]該型別儲存的是 64 位元有符號整數,也就是說它可以取區間 [code]"
"[-2^63, 2^63 - 1][/code] 內的值,即 [code][-9223372036854775808, "
"9223372036854775807][/code]。超過這些界限將環繞往復。如果你只需要緊密存放 32 "
"位元整數,請參閱 [PackedInt32Array],是對記憶體更友好的選擇。"
msgid "Constructs an empty [PackedInt64Array]."
msgstr "建構空的 [PackedInt64Array]。"
msgid ""
"Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array]."
msgstr "建構給定 [PackedInt64Array] 的副本。"
msgid ""
"Constructs a new [PackedInt64Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "建構新 [PackedInt64Array]。你還可以傳入通用 [Array] 進行轉換。"
msgid "Appends a [PackedInt64Array] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedInt64Array]。"
msgid ""
"Returns the slice of the [PackedInt64Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedInt64Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedInt64Array] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedInt64Array]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid ""
"Returns a copy of the data converted to a [PackedByteArray], where each "
"element have been encoded as 8 bytes.\n"
"The size of the new array will be [code]int64_array.size() * 8[/code]."
msgstr ""
"返回資料的副本,將其中的每個元素都編碼為 8 個位元組,放入 [PackedByteArray] "
"中。\n"
"新陣列的大小為 [code]int64_array.size() * 8[/code]。"
msgid ""
"Returns a new [PackedInt64Array] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedInt64Array],新陣列的內容為此陣列在末尾加上 [param right]。為"
"了提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns the [int] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引 [param index] 處的 [int]。負數索引可以用來從末尾開始存取元素。使用越"
"界的陣列索引會產生錯誤。"
msgid "An abstraction of a serialized scene."
msgstr "對序列化場景的抽象。"
msgid "Returns [code]true[/code] if the scene file has nodes."
msgstr "如果場景檔有節點,返回 [code]true[/code]。"
msgid ""
"Instantiates the scene's node hierarchy. Triggers child scene "
"instantiation(s). Triggers a [constant Node.NOTIFICATION_SCENE_INSTANTIATED] "
"notification on the root node."
msgstr ""
"產生實體該場景的節點架構。觸發子場景的產生實體。在根節點上觸發 [constant Node."
"NOTIFICATION_SCENE_INSTANTIATED] 通知。"
msgid ""
"Pack will ignore any sub-nodes not owned by given node. See [member Node."
"owner]."
msgstr "包將忽略不屬於給定節點的任何子節點。請參閱 [member Node.owner]。"
msgid ""
"A dictionary representation of the scene contents.\n"
"Available keys include \"rnames\" and \"variants\" for resources, "
"\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
"for base scene children overrides, \"conn_count\" and \"conns\" for signal "
"connections, and \"version\" for the format style of the PackedScene."
msgstr ""
"場景內容的字典表示。\n"
"可用的欄位包括資源的“rnames”和“variants”節點"
"的“node_count”、“nodes”、“node_paths”基本場景子級覆蓋"
"的“editable_instances”訊號連接的“conn_count”和“conns”以及 PackedScene 格式"
"樣式的版本“version”。"
msgid "If passed to [method instantiate], blocks edits to the scene state."
msgstr "如果傳遞給 [method instantiate],則會阻止對場景狀態的編輯。"
msgid ""
"If passed to [method instantiate], provides local scene resources to the "
"local scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果傳遞給 [method instantiate],則會向本地場景提供本地場景資源。\n"
"[b]注意:[/b]僅在編輯器建構中可用。"
msgid ""
"If passed to [method instantiate], provides local scene resources to the "
"local scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果傳遞給 [method instantiate],則會向本地場景提供本地場景資源。只有主場景應"
"該接收主編輯狀態。\n"
"[b]注意:[/b]僅在編輯器建構中可用。"
msgid ""
"It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
"scene is being instantiated to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"與 [constant GEN_EDIT_STATE_MAIN] 類似,但適用於場景作為另一個場景的基底類別實"
"例化的情況。\n"
"[b]注意:[/b]僅在編輯器建構中可用。"
msgid "A packed array of [String]s."
msgstr "[String] 緊縮陣列。"
msgid ""
"An array specifically designed to hold [String]s. Packs data tightly, so it "
"saves memory for large array sizes.\n"
"If you want to join the strings in the array, use [method String.join].\n"
"[codeblock]\n"
"var string_array = PackedStringArray([\"hello\", \"world\"])\n"
"var string = \" \".join(string_array)\n"
"print(string) # \"hello world\"\n"
"[/codeblock]"
msgstr ""
"專門設計用於存放 [String] 的陣列。資料是緊密存放的,因此能夠在陣列較大時節省記"
"憶體。\n"
"如果要連接陣列中的字串,請使用 [method String.join]。\n"
"[codeblock]\n"
"var string_array = PackedStringArray([\"hello\", \"world\"])\n"
"var string = \" \".join(string_array)\n"
"print(string) # \"hello world\"\n"
"[/codeblock]"
msgid "Constructs an empty [PackedStringArray]."
msgstr "建構空的 [PackedStringArray]。"
msgid ""
"Constructs a [PackedStringArray] as a copy of the given [PackedStringArray]."
msgstr "建構給定 [PackedStringArray] 的副本。"
msgid ""
"Constructs a new [PackedStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr "建構新 [PackedStringArray]。你還可以傳入通用 [Array] 進行轉換。"
msgid "Appends a [PackedStringArray] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedStringArray]。"
msgid "Appends a string element at end of the array."
msgstr "在陣列的末尾追加字串元素。"
msgid "Changes the [String] at the given index."
msgstr "更改給定索引處的 [String]。"
msgid ""
"Returns the slice of the [PackedStringArray], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedStringArray].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedStringArray] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedStringArray]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid "Returns a [PackedByteArray] with each string encoded as bytes."
msgstr "返回 [PackedByteArray],每個字串都被編碼為位元組。"
msgid ""
"Returns a new [PackedStringArray] with contents of [param right] added at the "
"end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedStringArray],新陣列的內容為此陣列在末尾加上 [param right]。為"
"了提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [String]s at the corresponding indices."
msgstr ""
"如果兩個陣列的內容相同,即對應索引號的 [String] 相等,則返回 [code]true[/"
"code]。"
msgid ""
"Returns the [String] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引為 [param index] 的 [String]。負數索引能從末尾開始存取元素。使用陣列範"
"圍外的索引會導致出錯。"
msgid "A packed array of [Vector2]s."
msgstr "[Vector2] 緊縮陣列。"
msgid ""
"An array specifically designed to hold [Vector2]. Packs data tightly, so it "
"saves memory for large array sizes."
msgstr ""
"專門設計用於存放 [Vector2] 的陣列。資料是緊密存放的,因此能夠在陣列較大時節省"
"記憶體。"
msgid "2D Navigation Astar Demo"
msgstr "2D 導覽 Astar 演示"
msgid "Constructs an empty [PackedVector2Array]."
msgstr "建構空的 [PackedVector2Array]。"
msgid ""
"Constructs a [PackedVector2Array] as a copy of the given [PackedVector2Array]."
msgstr "建構給定 [PackedVector2Array] 的副本。"
msgid ""
"Constructs a new [PackedVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted.\n"
"[b]Note:[/b] When initializing a [PackedVector2Array] with elements, it must "
"be initialized with an [Array] of [Vector2] values:\n"
"[codeblock]\n"
"var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])\n"
"[/codeblock]"
msgstr ""
"建構新的 [PackedVector2Array]。也可以傳入需要轉換的通用 [Array]。\n"
"[b]注意:[/b]使用元素初始化 [PackedVector2Array] 時,必須使用元素為 [Vector2] "
"的 [Array] 進行初始化:\n"
"[codeblock]\n"
"var array = PackedVector2Array([Vector2(12, 34), Vector2(56, 78)])\n"
"[/codeblock]"
msgid "Appends a [PackedVector2Array] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedVector2Array]。"
msgid ""
"Finds the index of an existing value (or the insertion index that maintains "
"sorting order, if the value is not yet present in the array) using binary "
"search. Optionally, a [param before] specifier can be passed. If [code]false[/"
"code], the returned index comes after all existing entries of the value in "
"the array.\n"
"[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
"unexpected behavior.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"使用二分法搜尋已有值的索引(如果該值尚未存在於陣列中,則為保持排序順序的插入索"
"引)。傳遞 [param before] 說明符是可選的。如果該參數為 [code]false[/code],則"
"返回的索引位於陣列中該值的所有已有的條目之後。\n"
"[b]注意:[/b]在未排序的陣列上呼叫 [method bsearch] 會產生預料之外的行為。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Returns the number of times an element is in the array.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"返回陣列中某個元素出現的次數。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Searches the array for a value and returns its index or [code]-1[/code] if "
"not found. Optionally, the initial search index can be passed.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"在陣列中搜索值並返回其索引,如果未找到則返回 [code]-1[/code] 。可選地,可以傳"
"遞起始搜索索引。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Returns [code]true[/code] if the array contains [param value].\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"如果陣列中包含 [param value],則返回 [code]true[/code]。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid "Inserts a [Vector2] at the end."
msgstr "在末尾插入一個 [Vector2]。"
msgid ""
"Searches the array in reverse order. Optionally, a start search index can be "
"passed. If negative, the start index is considered relative to the end of the "
"array.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"逆序搜索陣列。還可以傳遞起始搜索位置索引。如果為負,則起始索引被視為相對於數組"
"的結尾。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid "Changes the [Vector2] at the given index."
msgstr "更改給定索引處的 [Vector2]。"
msgid ""
"Returns the slice of the [PackedVector2Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedVector2Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedVector2Array] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedVector2Array]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid ""
"Sorts the elements of the array in ascending order.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this method may not be "
"accurate if NaNs are included."
msgstr ""
"昇冪排列陣列中的元素。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid "Returns a [PackedByteArray] with each vector encoded as bytes."
msgstr "返回 [PackedByteArray],每個向量都被編碼為位元組。"
msgid ""
"Returns a new [PackedVector2Array] with contents of [param right] added at "
"the end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedVector2Array],新陣列的內容為此陣列在末尾加上 [param right]。"
"為了提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [Vector2]s at the corresponding indices."
msgstr ""
"如果兩個陣列的內容相同,即對應索引號的 [Vector2] 相等,則返回 [code]true[/"
"code]。"
msgid ""
"Returns the [Vector2] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引為 [param index] 的 [Vector2]。負數索引能從末尾開始存取元素。使用陣列"
"範圍外的索引會導致出錯。"
msgid "A packed array of [Vector3]s."
msgstr "[Vector3] 緊縮陣列。"
msgid ""
"An array specifically designed to hold [Vector3]. Packs data tightly, so it "
"saves memory for large array sizes."
msgstr ""
"專門設計用於存放 [Vector3] 的陣列。資料是緊密存放的,因此能夠在陣列較大時節省"
"記憶體。"
msgid "Constructs an empty [PackedVector3Array]."
msgstr "建構空的 [PackedVector3Array]。"
msgid ""
"Constructs a [PackedVector3Array] as a copy of the given [PackedVector3Array]."
msgstr "建構給定 [PackedVector3Array] 的副本。"
msgid ""
"Constructs a new [PackedVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted.\n"
"[b]Note:[/b] When initializing a [PackedVector3Array] with elements, it must "
"be initialized with an [Array] of [Vector3] values:\n"
"[codeblock]\n"
"var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])\n"
"[/codeblock]"
msgstr ""
"建構新的 [PackedVector3Array]。也可以傳入需要轉換的通用 [Array]。\n"
"[b]注意:[/b]使用元素初始化 [PackedVector3Array] 時,必須使用元素為 [Vector3] "
"的 [Array] 進行初始化:\n"
"[codeblock]\n"
"var array = PackedVector3Array([Vector3(12, 34, 56), Vector3(78, 90, 12)])\n"
"[/codeblock]"
msgid "Appends a [PackedVector3Array] at the end of this array."
msgstr "在該陣列的末尾追加一個 [PackedVector3Array]。"
msgid "Inserts a [Vector3] at the end."
msgstr "在末尾插入一個 [Vector3]。"
msgid "Changes the [Vector3] at the given index."
msgstr "更改給定索引處的 [Vector3]。"
msgid ""
"Returns the slice of the [PackedVector3Array], from [param begin] (inclusive) "
"to [param end] (exclusive), as a new [PackedVector3Array].\n"
"The absolute value of [param begin] and [param end] will be clamped to the "
"array size, so the default value for [param end] makes it slice to the size "
"of the array by default (i.e. [code]arr.slice(1)[/code] is a shorthand for "
"[code]arr.slice(1, arr.size())[/code]).\n"
"If either [param begin] or [param end] are negative, they will be relative to "
"the end of the array (i.e. [code]arr.slice(0, -2)[/code] is a shorthand for "
"[code]arr.slice(0, arr.size() - 2)[/code])."
msgstr ""
"返回該 [PackedVector3Array] 的切片,是從 [param begin](含)到 [param end](不"
"含)的全新 [PackedVector3Array]。\n"
"[param begin] 和 [param end] 的絕對值會按陣列大小進行限制,所以 [param end] 的"
"預設值會切到陣列大小為止(即 [code]arr.slice(1)[/code] 是 [code]arr.slice(1, "
"arr.size())[/code] 的簡寫)。\n"
"如果 [param begin] 或 [param end] 為負,則表示相對於陣列的末尾(即 [code]arr."
"slice(0, -2)[/code] 是 [code]arr.slice(0, arr.size() - 2)[/code] 的簡寫)。"
msgid ""
"Returns a new [PackedVector3Array] with contents of [param right] added at "
"the end of this array. For better performance, consider using [method "
"append_array] instead."
msgstr ""
"返回新的 [PackedVector3Array],新陣列的內容為此陣列在末尾加上 [param right]。"
"為了提高性能,請考慮改用 [method append_array]。"
msgid ""
"Returns [code]true[/code] if contents of both arrays are the same, i.e. they "
"have all equal [Vector3]s at the corresponding indices."
msgstr ""
"如果兩個陣列的內容相同,即對應索引號的 [Vector3] 相等,則返回 [code]true[/"
"code]。"
msgid ""
"Returns the [Vector3] at index [param index]. Negative indices can be used to "
"access the elements starting from the end. Using index out of array's bounds "
"will result in an error."
msgstr ""
"返回索引為 [param index] 的 [Vector3]。負數索引能從末尾開始存取元素。使用陣列"
"範圍外的索引會導致出錯。"
msgid "Abstraction and base class for packet-based protocols."
msgstr "基於包的協議的抽象和基底類別。"
msgid ""
"PacketPeer is an abstraction and base class for packet-based protocols (such "
"as UDP). It provides an API for sending and receiving packets both as raw "
"data or variables. This makes it easy to transfer data over a protocol, "
"without having to encode data as low-level bytes or having to worry about "
"network ordering.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"PacketPeer 是基於封包的協定(如 UDP的抽象和基底類別。它提供了用於發送和接收"
"數據包的 API可以發送原始資料或變數。這使得在協定之間傳輸資料變得容易不必將"
"資料編碼為低級位元組或擔心網路排序問題。\n"
"[b]注意:[/b]匯出到安卓時,在匯出專案、或使用一鍵部署之前,請務必在安卓匯出預"
"設中,開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信,都將被 "
"Android 阻止。"
msgid "Returns the number of packets currently available in the ring-buffer."
msgstr "返回環形緩衝區中目前可用的封包數。"
msgid "Gets a raw packet."
msgstr "獲取原始封包。"
msgid ""
"Returns the error state of the last packet received (via [method get_packet] "
"and [method get_var])."
msgstr ""
"返回最後接收的封包的錯誤狀態(通過 [method get_packet] 和 [method get_var])。"
msgid ""
"Gets a Variant. If [param allow_objects] is [code]true[/code], decoding "
"objects is allowed.\n"
"Internally, this uses the same decoding mechanism as the [method @GlobalScope."
"bytes_to_var] method.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats such as remote code execution."
msgstr ""
"獲取 Variant。如果 [param allow_objects] 為 [code]true[/code],則允許解碼出對"
"象。\n"
"在內部,這使用與 [method @GlobalScope.bytes_to_var] 方法相同的解碼機制。\n"
"[b]警告:[/b]反序列化出的物件可能包含會被執行的程式碼。如果序列化的物件來自不"
"受信任的來源,請不要使用此選項,以避免潛在的安全威脅,例如遠端程式碼執行。"
msgid "Sends a raw packet."
msgstr "發送一個原始封包。"
msgid ""
"Sends a [Variant] as a packet. If [param full_objects] is [code]true[/code], "
"encoding objects is allowed (and can potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method @GlobalScope."
"var_to_bytes] method."
msgstr ""
"將 [Variant] 作為封包發送。如果 [param full_objects] 為 [code]true[/code],則"
"允許將物件編碼(其中可能包含程式碼)。\n"
"在內部,這使用與 [method @GlobalScope.var_to_bytes] 方法相同的編碼機制。"
msgid "DTLS packet peer."
msgstr "DTLS 資料包使用者端。"
msgid ""
"This class represents a DTLS peer connection. It can be used to connect to a "
"DTLS server, and is returned by [method DTLSServer.take_connection].\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android.\n"
"[b]Warning:[/b] TLS certificate revocation and certificate pinning are "
"currently not supported. Revoked certificates are accepted as long as they "
"are otherwise valid. If this is a concern, you may want to use automatically "
"managed certificates with a short validity period."
msgstr ""
"這個類表示 DTLS 對等體連接。它可以用來連接到 DTLS 伺服器,由 [method "
"DTLSServer.take_connection] 返回。\n"
"[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署前,請確保在 Android "
"匯出預設中啟用 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 "
"Android 阻止。\n"
"[b]警告:[/b]目前不支援 TLS 憑證撤銷和憑證綁定。只要撤銷的憑證在其他方面有效,"
"就會被接受。如果這是一個問題,可以使用有效期較短的自動管理憑證。"
msgid ""
"Connects a [param packet_peer] beginning the DTLS handshake using the "
"underlying [PacketPeerUDP] which must be connected (see [method PacketPeerUDP."
"connect_to_host]). You can optionally specify the [param client_options] to "
"be used while verifying the TLS connections. See [method TLSOptions.client] "
"and [method TLSOptions.client_unsafe]."
msgstr ""
"連接 [param packet_peer] 並開始使用底層的 [PacketPeerUDP] 進行 DTLS 握手,進行"
"握手時 [PacketPeerUDP] 必須已連接(見 [method PacketPeerUDP."
"connect_to_host])。你還可以指定驗證 TLS 連接時使用的 [param client_options]。"
"見 [method TLSOptions.client] 和 [method TLSOptions.client_unsafe]。"
msgid "Disconnects this peer, terminating the DTLS session."
msgstr "斷開此對等體的連接,終止 DTLS 會話。"
msgid "Returns the status of the connection. See [enum Status] for values."
msgstr "返回連接的狀態。取值見 [enum Status]。"
msgid ""
"Poll the connection to check for incoming packets. Call this frequently to "
"update the status and keep the connection working."
msgstr "輪詢連接以檢查傳入的封包。經常呼叫此選項以更新狀態並保持連接正常工作。"
msgid "A status representing a [PacketPeerDTLS] that is disconnected."
msgstr "表示已斷開連接的 [PacketPeerDTLS] 的狀態。"
msgid ""
"A status representing a [PacketPeerDTLS] that is currently performing the "
"handshake with a remote peer."
msgstr "表示目前正在與遠端對等方進行握手的 [PacketPeerDTLS] 的狀態。"
msgid ""
"A status representing a [PacketPeerDTLS] that is connected to a remote peer."
msgstr "表示連接到遠端對等方的 [PacketPeerDTLS] 的狀態。"
msgid "A status representing a [PacketPeerDTLS] in a generic error state."
msgstr "表示處於一般錯誤狀態的 [PacketPeerDTLS] 的狀態。"
msgid ""
"An error status that shows a mismatch in the DTLS certificate domain "
"presented by the host and the domain requested for validation."
msgstr "顯示主機提供的 DTLS 憑證域與請求驗證的域不配對的錯誤狀態。"
msgid "Wrapper to use a PacketPeer over a StreamPeer."
msgstr "在 StreamPeer 上使用 PacketPeer 的包裝器。"
msgid ""
"PacketStreamPeer provides a wrapper for working using packets over a stream. "
"This allows for using packet based code with StreamPeers. PacketPeerStream "
"implements a custom protocol over the StreamPeer, so the user should not read "
"or write to the wrapped StreamPeer directly.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"PacketStreamPeer 提供了一個在流中使用封包的包裝器。這樣就能夠在基於封包的程式"
"碼中使用 StreamPeer。PacketPeerStream 在 StreamPeer 的基礎上實作了自訂協議,因"
"此使用者不應該直接讀取或寫入被包裝的 StreamPeer。\n"
"[b]注意:[/b]匯出到安卓時,在匯出專案、或使用一鍵部署之前,請務必在安卓匯出預"
"設中,開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信,都將被 "
"Android 阻止。"
msgid "The wrapped [StreamPeer] object."
msgstr "被包裝的 [StreamPeer] 對象。"
msgid "UDP packet peer."
msgstr "UDP 資料包使用者端。"
msgid ""
"UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"UDP 資料包對等體。可用於發送原始 UDP 封包,也可以發送 [Variant]。\n"
"[b]注意:[/b]匯出到安卓時,在匯出專案、或使用一鍵部署之前,請務必在安卓匯出預"
"設中,開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信,都將被 "
"Android 阻止。"
msgid ""
"Binds this [PacketPeerUDP] to the specified [param port] and [param "
"bind_address] with a buffer size [param recv_buf_size], allowing it to "
"receive incoming packets.\n"
"If [param bind_address] is set to [code]\"*\"[/code] (default), the peer will "
"be bound on all available addresses (both IPv4 and IPv6).\n"
"If [param bind_address] is set to [code]\"0.0.0.0\"[/code] (for IPv4) or "
"[code]\"::\"[/code] (for IPv6), the peer will be bound to all available "
"addresses matching that IP type.\n"
"If [param bind_address] is set to any valid address (e.g. "
"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will "
"only be bound to the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
"將該 [PacketPeerUDP] 綁定到指定的 [param port] 和 [param bind_address],其緩沖"
"區大小為 [param recv_buf_size],允許它接收傳入的封包。\n"
"如果 [param bind_address] 被設定為 [code]\"*\"[/code](預設),對等體將被綁定"
"到所有可用地址IPv4 和 IPv6。\n"
"如果 [param bind_address] 被設定為 [code]\"0.0.0.0\"[/code](對於 IPv4或 "
"[code]\"::\"[/code](對於 IPv6對等體將被綁定到配對該 IP 型別的所有可用地"
"址。\n"
"如果 [param bind_address] 被設定為任何有效位址(例如 [code]\"192.168.1.101\"[/"
"code]、[code]\"::1\"[/code] 等),對等體將只被綁定到該位址的介面(如果不存在具"
"有給定位址的介面,則失敗)。"
msgid "Closes the [PacketPeerUDP]'s underlying UDP socket."
msgstr "關閉該 [PacketPeerUDP] 底層 UDP 通訊端。"
msgid ""
"Calling this method connects this UDP peer to the given [param host]/[param "
"port] pair. UDP is in reality connectionless, so this option only means that "
"incoming packets from different addresses are automatically discarded, and "
"that outgoing packets are always sent to the connected address (future calls "
"to [method set_dest_address] are not allowed). This method does not send any "
"data to the remote peer, to do that, use [method PacketPeer.put_var] or "
"[method PacketPeer.put_packet] as usual. See also [UDPServer].\n"
"[b]Note:[/b] Connecting to the remote peer does not help to protect from "
"malicious attacks like IP spoofing, etc. Think about using an encryption "
"technique like TLS or DTLS if you feel like your application is transferring "
"sensitive information."
msgstr ""
"呼叫該方法將該 UDP 對等體連接到給定的 [param host]/[param port] 對。UDP 實際上"
"是不需連線的,因此該選項僅意味著自動丟棄來自不同位址的傳入封包,並且傳出的封包"
"始終發送到連接的位址(不允許將來呼叫 [method set_dest_address])。該方法不會向"
"遠端對等體發送任何資料,要發送資料,請像往常一樣使用 [method PacketPeer."
"put_var] 或 [method PacketPeer.put_packet]。另請參閱 [UDPServer]。\n"
"[b]注意:[/b]連接到遠端對等體並不能防止 IP 欺騙等惡意攻擊。如果你覺得你的套用"
"程式正在傳輸敏感資訊,可以考慮使用 TLS 或 DTLS 等加密技術。"
msgid ""
"Returns the IP of the remote peer that sent the last packet(that was received "
"with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
"返回發送最後一個封包(通過 [method PacketPeer.get_packet] 或 [method "
"PacketPeer.get_var] 接收)的遠程對等體的 IP。"
msgid ""
"Returns the port of the remote peer that sent the last packet(that was "
"received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
msgstr ""
"返回發送最後一個封包(通過 [method PacketPeer.get_packet] 或 [method "
"PacketPeer.get_var] 接收)的遠端對等方的埠。"
msgid ""
"Returns whether this [PacketPeerUDP] is bound to an address and can receive "
"packets."
msgstr "返回該 [PacketPeerUDP] 是否被綁定到某個位址上,並且可以接收封包。"
msgid ""
"Returns [code]true[/code] if the UDP socket is open and has been connected to "
"a remote address. See [method connect_to_host]."
msgstr ""
"如果 UDP 通訊端已打開並已連接到遠端位址,則返回 [code]true[/code]。見 [method "
"connect_to_host]。"
msgid ""
"Joins the multicast group specified by [param multicast_address] using the "
"interface identified by [param interface_name].\n"
"You can join the same multicast group with multiple interfaces. Use [method "
"IP.get_local_interfaces] to know which are available.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
msgstr ""
"使用由 [param interface_name] 標識的介面加入由 [param multicast_address] 指定"
"的多播組。\n"
"可以使用多個介面加入同一個多播組。使用 [method IP.get_local_interfaces] 瞭解哪"
"些介面可用。\n"
"[b]注意:[/b]某些 Android 裝置可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/"
"code] 許可權才能進行多播。"
msgid ""
"Removes the interface identified by [param interface_name] from the multicast "
"group specified by [param multicast_address]."
msgstr ""
"從 [param multicast_address] 指定的組播組中移除 [param interface_name] 標識的"
"介面。"
msgid ""
"Enable or disable sending of broadcast packets (e.g. "
"[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
"disabled by default.\n"
"[b]Note:[/b] Some Android devices might require the "
"[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
"enabled to receive broadcast packets too."
msgstr ""
"啟用或禁用廣播封包的發送(例如:[code]set_dest_address(\"255.255.255.255\", "
"4343)[/code]。這個選項在預設情況下是禁用的。\n"
"[b]注意:[/b]一些 Android 裝置可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/"
"code] 許可權和本選項被啟用來接收廣播包。"
msgid ""
"Sets the destination address and port for sending packets and variables. A "
"hostname will be resolved using DNS if needed.\n"
"[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
"packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
msgstr ""
"設定發送封包和變數的目標位址和埠。如果需要,將使用 DNS 解析主機名稱。\n"
"[b]注意:[/b]在向廣播地址(例如:[code]255.255.255.255[/code])發送封包之前,"
"必須啟用 [method set_broadcast_enabled]。"
msgid ""
"Waits for a packet to arrive on the bound address. See [method bind].\n"
"[b]Note:[/b] [method wait] can't be interrupted once it has been called. This "
"can be worked around by allowing the other party to send a specific \"death "
"pill\" packet like this:\n"
"[codeblocks]\n"
"[gdscript]\n"
"socket = PacketPeerUDP.new()\n"
"# Server\n"
"socket.set_dest_address(\"127.0.0.1\", 789)\n"
"socket.put_packet(\"Time to stop\".to_ascii_buffer())\n"
"\n"
"# Client\n"
"while socket.wait() == OK:\n"
" var data = socket.get_packet().get_string_from_ascii()\n"
" if data == \"Time to stop\":\n"
" return\n"
"[/gdscript]\n"
"[csharp]\n"
"var socket = new PacketPeerUDP();\n"
"// Server\n"
"socket.SetDestAddress(\"127.0.0.1\", 789);\n"
"socket.PutPacket(\"Time to stop\".ToAsciiBuffer());\n"
"\n"
"// Client\n"
"while (socket.Wait() == OK)\n"
"{\n"
" string data = socket.GetPacket().GetStringFromASCII();\n"
" if (data == \"Time to stop\")\n"
" {\n"
" return;\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"等待封包到達綁定的位址。見 [method bind]。\n"
"[b]注意:[/b][method wait] 一旦被呼叫就無法中斷。解決方法是讓對方發送一個特定"
"的“毒藥”封包,如下所示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"socket = PacketPeerUDP.new()\n"
"# 服務端\n"
"socket.set_dest_address(\"127.0.0.1\", 789)\n"
"socket.put_packet(\"Time to stop\".to_ascii_buffer())\n"
"\n"
"# 使用者端\n"
"while socket.wait() == OK:\n"
" var data = socket.get_packet().get_string_from_ascii()\n"
" if data == \"Time to stop\":\n"
" return\n"
"[/gdscript]\n"
"[csharp]\n"
"var socket = new PacketPeerUDP();\n"
"// 服務端\n"
"socket.SetDestAddress(\"127.0.0.1\", 789);\n"
"socket.PutPacket(\"Time to stop\".ToAsciiBuffer());\n"
"\n"
"// 使用者端\n"
"while (socket.Wait() == OK)\n"
"{\n"
" string data = socket.GetPacket().GetStringFromASCII();\n"
" if (data == \"Time to stop\")\n"
" {\n"
" return;\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "A GUI control that displays a [StyleBox]."
msgstr "顯示 [StyleBox] 的 GUI 控制項。"
msgid ""
"[Panel] is a GUI control that displays a [StyleBox]. See also "
"[PanelContainer]."
msgstr "[Panel] 是一種顯示 [StyleBox] 的 GUI 控制項。另見 [PanelContainer]。"
msgid "2D Finite State Machine Demo"
msgstr "2D 有限狀態機演示"
msgid "3D Inverse Kinematics Demo"
msgstr "3D 逆運動學演示"
msgid "The [StyleBox] of this control."
msgstr "該控制項的 [StyleBox]。"
msgid ""
"A container that keeps its child controls within the area of a [StyleBox]."
msgstr "保證子控制項在 [StyleBox] 區域內的容器。"
msgid ""
"A container that keeps its child controls within the area of a [StyleBox]. "
"Useful for giving controls an outline."
msgstr "保證子控制項在 [StyleBox] 區域內的容器。可用來為控制項提供輪廓。"
msgid "The style of [PanelContainer]'s background."
msgstr "[PanelContainer] 的背景樣式。"
msgid ""
"A material that provides a special texture to a [Sky], usually an HDR "
"panorama."
msgstr "提供[Sky]特殊紋理的材質,通常是 HDR 全景圖。"
msgid ""
"A resource referenced in a [Sky] that is used to draw a background. "
"[PanoramaSkyMaterial] functions similar to skyboxes in other engines, except "
"it uses an equirectangular sky map instead of a [Cubemap].\n"
"Using an HDR panorama is strongly recommended for accurate, high-quality "
"reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
"([code].exr[/code]) image formats for this purpose.\n"
"You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an "
"equirectangular sky map."
msgstr ""
"在 [Environment] 中引用的用於繪製背景的資源。全景天空的功能類似於其他引擎的天"
"空盒,區別在於它使用的是等距圓柱投影的天空貼圖而不是立方體貼圖。\n"
"強烈建議使用 HDR 全景圖能夠得到準確、高品質的反射。為此Godot 支援 "
"Radiance HDR[code].hdr[/code])和 OpenEXR[code].exr[/code])圖像格式。\n"
"你可以使用[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
"cubemap_to_panorama.html]這個工具[/url]將立方體貼圖轉換為等距圓柱投影的天空貼"
"圖。"
msgid ""
"A boolean value to determine if the background texture should be filtered or "
"not."
msgstr "布林值,用於確定背景紋理是否應被篩選。"
msgid "[Texture2D] to be applied to the [PanoramaSkyMaterial]."
msgstr "套用於該 [PanoramaSkyMaterial] 的 [Texture2D]。"
msgid "A node used to create a parallax scrolling background."
msgstr "用於建立視差滾動背景的節點。"
msgid ""
"A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create a "
"parallax effect. Each [ParallaxLayer] can move at a different speed using "
"[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
"2D game. If not used with a [Camera2D], you must manually calculate the "
"[member scroll_offset].\n"
"[b]Note:[/b] Each [ParallaxBackground] is drawn on one specific [Viewport] "
"and cannot be shared between multiple [Viewport]s, see [member CanvasLayer."
"custom_viewport]. When using multiple [Viewport]s, for example in a split-"
"screen game, you need create an individual [ParallaxBackground] for each "
"[Viewport] you want it to be drawn on."
msgstr ""
"ParallaxBackground 使用一個或多個 [ParallaxLayer] 子節點來建立視差效果。每個 "
"[ParallaxLayer] 可以使用 [member ParallaxLayer.motion_offset] 以不同的速度移"
"動。這在 2D 遊戲中可以創造一種深度錯覺。如果沒有與 [Camera2D] 一起使用,你必須"
"手動計算 [member scroll_offset]。\n"
"[b]注意:[/b]每個 [ParallaxBackground] 都是在各自的 [Viewport] 中繪製的,無法"
"在不同 [Viewport] 之間共用,見 [member CanvasLayer.custom_viewport]。在分屏遊"
"戲等使用多個 [Viewport] 的場景下,你需要每個需要繪製的 [Viewport] 建立單獨的 "
"[ParallaxBackground]。"
msgid "The base position offset for all [ParallaxLayer] children."
msgstr "所有 [ParallaxLayer] 子元素的基本位置偏移。"
msgid "The base motion scale for all [ParallaxLayer] children."
msgstr "所有 [ParallaxLayer] 子元素的基本移動比例。"
msgid ""
"If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
"the zoom level of the camera."
msgstr ""
"為 [code]true[/code] 時,[ParallaxLayer] 子元素將不受相機縮放級別的影響。"
msgid ""
"Top-left limits for scrolling to begin. If the camera is outside of this "
"limit, the background will stop scrolling. Must be lower than [member "
"scroll_limit_end] to work."
msgstr ""
"開始滾動的左上角限制。如果相機超出這個限制,背景將停止滾動。必須低於 [member "
"scroll_limit_end] 才能工作。"
msgid ""
"Bottom-right limits for scrolling to end. If the camera is outside of this "
"limit, the background will stop scrolling. Must be higher than [member "
"scroll_limit_begin] to work."
msgstr ""
"右下角限制滾動結束。如果相機超出這個限制,背景將停止滾動。必須高於 [member "
"scroll_limit_begin] 才能工作。"
msgid ""
"The ParallaxBackground's scroll value. Calculated automatically when using a "
"[Camera2D], but can be used to manually manage scrolling when no camera is "
"present."
msgstr ""
"視差背景的滾動值。使用 [Camera2D] 時會自動計算,但也可用於手動管理無相機時的滾"
"動。"
msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
msgstr "使用 [ParallaxBackground] 的視差滾動層。"
msgid ""
"A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
"ParallaxLayer can be set to move at different speeds relative to the camera "
"movement or the [member ParallaxBackground.scroll_offset] value.\n"
"This node's children will be affected by its scroll offset.\n"
"[b]Note:[/b] Any changes to this node's position and scale made after it "
"enters the scene will be ignored."
msgstr ""
"ParallaxLayer 必須是 [ParallaxBackground] 節點的子節點。每個 ParallaxLayer 都"
"可以設定為相對於相機移動或 [member ParallaxBackground.scroll_offset] 值。\n"
"該節點的子節點將受其滾動偏移量的影響。\n"
"[b]注意:[/b]當該節點進入場景後,對其位置和比例的任何改變都將被忽略。"
msgid ""
"The ParallaxLayer's [Texture2D] repeating. Useful for creating an infinite "
"scrolling background. If an axis is set to [code]0[/code], the [Texture2D] "
"will not be repeated.\n"
"If the length of the viewport axis is bigger than twice the repeated axis "
"size, it will not repeat infinitely, as the parallax layer only draws 2 "
"instances of the texture at any given time.\n"
"[b]Note:[/b] Despite its name, the texture will not be mirrored, it will "
"simply be repeated."
msgstr ""
"ParallaxLayer 的 [Texture2D] 鏡像。用於建立無限滾動的背景。如果軸被設定為 "
"[code]0[/code],則該 [Texture2D] 將不會被鏡像。\n"
"如果視口軸的長度大於鏡像軸的兩倍大小,並不會無限重複,因為視差層在任何時候只會"
"繪製 2 個紋理實例。\n"
"[b]注意:[/b]雖然屬性的名稱如此,但實際不會對紋理進行鏡像操作,而是簡單地重"
"複。"
msgid ""
"The ParallaxLayer's offset relative to the parent ParallaxBackground's "
"[member ParallaxBackground.scroll_offset]."
msgstr ""
"該 ParallaxLayer 的偏移量,相對於父 ParallaxBackground 的 [member "
"ParallaxBackground.scroll_offset]。"
msgid ""
"Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
"it will not scroll."
msgstr "複製視差圖層的運動。如果一個軸被設定為 [code]0[/code],它將不會滾動。"
msgid ""
"Holds a particle configuration for [GPUParticles2D] or [GPUParticles3D] nodes."
msgstr "[GPUParticles3D] 和 [GPUParticles2D] 節點的粒子屬性。"
msgid ""
"[ParticleProcessMaterial] defines particle properties and behavior. It is "
"used in the [code]process_material[/code] of the [GPUParticles2D] and "
"[GPUParticles3D] nodes. Some of this material's properties are applied to "
"each particle when emitted, while others can have a [CurveTexture] or a "
"[GradientTexture1D] applied to vary numerical or color values over the "
"lifetime of the particle."
msgstr ""
"ParticleProcessMaterial 定義了粒子的屬性和行為。[GPUParticles3D] 和 "
"[GPUParticles2D] 發射器節點的 [code]process_material[/code] 會使用這個材質。\n"
"這種材質的有些屬性是在粒子發射時套用的,有些則會在粒子的生命週期中不斷套用按"
"照 [CurveTexture] 變化的值。\n"
"粒子動畫僅在 [GPUParticles2D] 中可用。使用時請為粒子節點分配 "
"[CanvasItemMaterial] 並啟用其 [member CanvasItemMaterial."
"particles_animation]。"
msgid "Returns the [Texture2D] used by the specified parameter."
msgstr "返回指定參數所使用的 [Texture2D]。"
msgid ""
"Returns [code]true[/code] if the specified particle flag is enabled. See "
"[enum ParticleFlags] for options."
msgstr ""
"如果啟用了指定的粒子旗標,則返回 [code]true[/code]。可選項見 [enum "
"ParticleFlags]。"
msgid "Sets the maximum value range for the given parameter."
msgstr "設定給定參數的最大值範圍。"
msgid "Sets the minimum value range for the given parameter."
msgstr "設定給定參數的最小值範圍。"
msgid "Sets the [Texture2D] for the specified [enum Parameter]."
msgstr "為指定的 [enum Parameter] 設定 [Texture2D]。"
msgid ""
"If [code]true[/code], enables the specified particle flag. See [enum "
"ParticleFlags] for options."
msgstr ""
"如果為 [code]true[/code],則啟用指定的粒子旗標。選項見 [enum ParticleFlags]。"
msgid "Each particle's rotation will be animated along this [CurveTexture]."
msgstr "每個粒子的旋轉將沿著這個 [CurveTexture] 動畫。"
msgid ""
"Maximum initial rotation applied to each particle, in degrees.\n"
"Only applied when [member particle_flag_disable_z] or [member "
"particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being "
"used to draw the particle is using [constant BaseMaterial3D."
"BILLBOARD_PARTICLES]."
msgstr ""
"套用於每個粒子的最大初始旋轉,以度為單位。\n"
"僅在 [member particle_flag_disable_z] 或 [member particle_flag_rotate_y] 為 "
"[code]true[/code],或 [BaseMaterial3D] 使用 [constant BaseMaterial3D."
"BILLBOARD_PARTICLES] 繪製粒子時套用。"
msgid ""
"Each particle's angular velocity (rotation speed) will vary along this "
"[CurveTexture] over its lifetime."
msgstr ""
"在每個粒子生命週期內,其角速度(旋轉速度)將沿著此 [CurveTexture] 變化。"
msgid ""
"Maximum initial angular velocity (rotation speed) applied to each particle in "
"[i]degrees[/i] per second.\n"
"Only applied when [member particle_flag_disable_z] or [member "
"particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being "
"used to draw the particle is using [constant BaseMaterial3D."
"BILLBOARD_PARTICLES]."
msgstr ""
"套用於每個粒子的最大初始角速度(旋轉速度),以[i]度[/i]每秒為單位。\n"
"僅在 [member particle_flag_disable_z] 或 [member particle_flag_rotate_y] 為 "
"[code]true[/code],或 [BaseMaterial3D] 使用 [constant BaseMaterial3D."
"BILLBOARD_PARTICLES] 繪製粒子時套用。"
msgid "Each particle's animation offset will vary along this [CurveTexture]."
msgstr "每個粒子的動畫偏移將沿著這個 [CurveTexture] 變化。"
msgid "Each particle's animation speed will vary along this [CurveTexture]."
msgstr "每個粒子的動畫速度將沿著這個 [CurveTexture] 變化。"
msgid ""
"The particles' bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness). Only effective if [member collision_mode] "
"is [constant COLLISION_RIGID]."
msgstr ""
"粒子的彈性。值範圍從 [code]0[/code](無彈跳)到 [code]1[/code](完全彈跳)。僅"
"當 [member collision_mode] 為 [constant COLLISION_RIGID] 時有效。"
msgid ""
"The particles' friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction). Only effective if [member collision_mode] "
"is [constant COLLISION_RIGID]."
msgstr ""
"粒子的摩擦。值範圍從 [code]0[/code](無摩擦)到 [code]1[/code](最大摩擦)。"
msgid ""
"Each particle's initial color. If the [GPUParticles2D]'s [code]texture[/code] "
"is defined, it will be multiplied by this color.\n"
"[b]Note:[/b] [member color] multiplies the particle mesh's vertex colors. To "
"have a visible effect on a [BaseMaterial3D], [member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function. Otherwise, [member color] will "
"have no visible effect."
msgstr ""
"每個粒子的初始顏色。如果定義了 [GPUParticles2D] 的 [code]texture[/code],它將"
"乘以該顏色。\n"
"[b]注意:[/b][member color] 乘以粒子網格的頂點顏色。要在 [BaseMaterial3D] 上產"
"生可見效果,[member BaseMaterial3D.vertex_color_use_as_albedo] [i]必須[/i]為 "
"[code]true[/code]。對於 [ShaderMaterial],必須在著色器的 [code]fragment()[/"
"code] 函式中插入 [code]ALBEDO *= COLOR.rgb;[/code]。否則,[member color] 將沒"
"有可見效果。"
msgid "Damping will vary along this [CurveTexture]."
msgstr "阻尼將沿著這個 [CurveTexture] 變化。"
msgid ""
"Particle color will be modulated by color determined by sampling this texture "
"at the same point as the [member emission_point_texture].\n"
"[b]Note:[/b] [member emission_color_texture] multiplies the particle mesh's "
"vertex colors. To have a visible effect on a [BaseMaterial3D], [member "
"BaseMaterial3D.vertex_color_use_as_albedo] [i]must[/i] be [code]true[/code]. "
"For a [ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in "
"the shader's [code]fragment()[/code] function. Otherwise, [member "
"emission_color_texture] will have no visible effect."
msgstr ""
"粒子顏色將被調變,調變使用的顏色將通過對該紋理在與 [member "
"emission_point_texture] 相同的點處進行取樣來確定。\n"
"[b]注意:[/b][member emission_color_texture] 乘以粒子網格的頂點顏色。要在 "
"[BaseMaterial3D] 上產生可見效果,[member BaseMaterial3D."
"vertex_color_use_as_albedo] [i]必須[/i]為 [code]true[/code]。對於 "
"[ShaderMaterial],必須在著色器的 [code]fragment()[/code] 函式中插入 "
"[code]ALBEDO *= COLOR.rgb;[/code]。否則,[member emission_color_texture] 將沒"
"有可見效果。"
msgid ""
"Particle velocity and rotation will be set by sampling this texture at the "
"same point as the [member emission_point_texture]. Used only in [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
"node by selecting \"Create Emission Points from Mesh/Node\" under the "
"\"Particles\" tool in the toolbar."
msgstr ""
"粒子的速度和旋轉將通過在與[member emission_point_texture]相同的點上對該紋理進"
"行取樣來設定。僅在[constant EMISSION_SHAPE_DIRECTED_POINTS]中使用。可以通過選"
"擇工具列中 \"粒子 \"工具下的 \"從網格/節點建立發射點\",從網格或節點自動創建。"
msgid ""
"Particles will be emitted at positions determined by sampling this texture at "
"a random position. Used with [constant EMISSION_SHAPE_POINTS] and [constant "
"EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
"node by selecting \"Create Emission Points from Mesh/Node\" under the "
"\"Particles\" tool in the toolbar."
msgstr ""
"粒子將被發射到由隨機取樣紋理所決定的位置。與[constant EMISSION_SHAPE_POINTS]和"
"[constant EMISSION_SHAPE_DIRECTED_POINTS]一起使用。可以通過選擇工具列中的“粒"
"子”工具下的“從網格/節點中建立發射點”自動建立網格或節點。"
msgid ""
"Particles will be emitted inside this region. Use [enum EmissionShape] "
"constants for values."
msgstr "粒子將在這個區域內發射。使用[enum EmissionShape]常數作為值。"
msgid "Amount of [member spread] along the Y axis."
msgstr "沿 Y 軸的 [member spread] 量。"
msgid "Each particle's hue will vary along this [CurveTexture]."
msgstr "每個粒子的色調將沿著這個 [CurveTexture] 變化。"
msgid ""
"Particle lifetime randomness ratio. The equation for the lifetime of a "
"particle is [code]lifetime * (1.0 - randf() * lifetime_randomness)[/code]. "
"For example, a [member lifetime_randomness] of [code]0.4[/code] scales the "
"lifetime between [code]0.6[/code] to [code]1.0[/code] of its original value."
msgstr ""
"粒子壽命隨機比率。粒子壽命的公式為 [code]lifetime * (1.0 - randf() * "
"lifetime_randomness)[/code]。例如 [member lifetime_randomness] 為 [code]0.4[/"
"code] 時,壽命會被縮放為原本的 [code]0.6[/code] 到 [code]1.0[/code] 倍。"
msgid "Each particle's linear acceleration will vary along this [CurveTexture]."
msgstr "每個粒子的線性加速度將沿著這個 [CurveTexture] 變化。"
msgid "If [code]true[/code], particles will not move on the z axis."
msgstr "如果為 [code]true[/code],則粒子將不會在 z 軸上移動。"
msgid "Each particle's radial acceleration will vary along this [CurveTexture]."
msgstr "每個粒子的徑向加速度將沿著這個 [CurveTexture] 變化。"
msgid ""
"Each particle's scale will vary along this [CurveTexture]. If a "
"[CurveXYZTexture] is supplied instead, the scale will be separated per-axis."
msgstr ""
"每個粒子的縮放將沿著這個 [CurveTexture] 變化。如果改為提供一個 "
"[CurveXYZTexture],則縮放將按軸分離。"
msgid "Minimum equivalent of [member scale_max]."
msgstr "[member scale_max] 對應的最小值。"
msgid ""
"Each particle's tangential acceleration will vary along this [CurveTexture]."
msgstr "每個粒子的切向加速度將沿著這個 [CurveTexture] 變化。"
msgid ""
"If [code]true[/code], enables turbulence for the particle system. Turbulence "
"can be used to vary particle movement according to its position (based on a "
"3D noise pattern). In 3D, [GPUParticlesAttractorVectorField3D] with "
"[NoiseTexture3D] can be used as an alternative to turbulence that works in "
"world space and with multiple particle systems reacting in the same way.\n"
"[b]Note:[/b] Enabling turbulence has a high performance cost on the GPU. Only "
"enable turbulence on a few particle systems at once at most, and consider "
"disabling it when targeting mobile/web platforms."
msgstr ""
"如果為 [code]true[/code],則為粒子系統啟用湍流。湍流可以(基於 3D 雜訊圖案)根"
"據粒子的位置來改變粒子的移動。在 3D 中,可以用 "
"[GPUParticlesAttractorVectorField3D] 和 [NoiseTexture3D] 作為世界空間湍流的平"
"替,能夠讓不同粒子系統作出相同的反應。\n"
"[b]注意:[/b]啟用湍流對於 GPU 有較高的性能消耗。請最多只對少量粒子系統啟用湍"
"流,以移動/Web 平臺作為目標時請考慮禁用湍流。"
msgid ""
"Maximum turbulence influence on each particle.\n"
"The actual amount of turbulence influence on each particle is calculated as a "
"random value between [member turbulence_influence_min] and [member "
"turbulence_influence_max] and multiplied by the amount of turbulence "
"influence from [member turbulence_influence_over_life]."
msgstr ""
"對每個粒子的最大湍流影響。\n"
"對每個粒子的實際湍流影響量,計算為介於 [member turbulence_influence_min] 和 "
"[member turbulence_influence_max] 之間的一個隨機值,並乘以來自 [member "
"turbulence_influence_over_life] 的湍流影響量。"
msgid ""
"Minimum turbulence influence on each particle.\n"
"The actual amount of turbulence influence on each particle is calculated as a "
"random value between [member turbulence_influence_min] and [member "
"turbulence_influence_max] and multiplied by the amount of turbulence "
"influence from [member turbulence_influence_over_life]."
msgstr ""
"對每個粒子的最小湍流影響。\n"
"對每個粒子的實際湍流影響量,計算為介於 [member turbulence_influence_min] 和 "
"[member turbulence_influence_max] 之間的一個隨機值,並乘以來自 [member "
"turbulence_influence_over_life] 的湍流影響量。"
msgid ""
"Each particle's amount of turbulence will be influenced along this "
"[CurveTexture] over its life time."
msgstr "每個粒子的湍流量,將在其生命週期內沿這條 [CurveTexture] 受到影響。"
msgid ""
"Maximum displacement of each particle's spawn position by the turbulence.\n"
"The actual amount of displacement will be a factor of the underlying "
"turbulence multiplied by a random value between [member "
"turbulence_initial_displacement_min] and [member "
"turbulence_initial_displacement_max]."
msgstr ""
"湍流對每個粒子出生位置的最大位移。\n"
"實際位移量將是基礎湍流乘以一個介於 [member "
"turbulence_initial_displacement_min] 和 [member "
"turbulence_initial_displacement_max] 之間的隨機值的係數。"
msgid ""
"Minimum displacement of each particle's spawn position by the turbulence.\n"
"The actual amount of displacement will be a factor of the underlying "
"turbulence multiplied by a random value between [member "
"turbulence_initial_displacement_min] and [member "
"turbulence_initial_displacement_max]."
msgstr ""
"湍流對每個粒子出生位置的最小位移。\n"
"實際位移量將是基礎湍流乘以一個介於 [member "
"turbulence_initial_displacement_min] 和 [member "
"turbulence_initial_displacement_max] 之間的隨機值的係數。"
msgid ""
"This value controls the overall scale/frequency of the turbulence noise "
"pattern.\n"
"A small scale will result in smaller features with more detail while a high "
"scale will result in smoother noise with larger features."
msgstr ""
"該值控制湍流雜訊圖案的整體比例/頻率。\n"
"小的比例會產生更小的特徵具有更多細節,而高的比例會產生具有更大特徵的更平滑的雜"
"訊。"
msgid ""
"A scrolling velocity for the turbulence field. This sets a directional trend "
"for the pattern to move in over time.\n"
"The default value of [code]Vector3(0, 0, 0)[/code] turns off the scrolling."
msgstr ""
"湍流場的滾動速度。設定的是圖案隨時間移動的方向趨勢。\n"
"預設值 [code]Vector3(0, 0, 0)[/code] 會將滾動關閉。"
msgid ""
"The in-place rate of change of the turbulence field. This defines how quickly "
"the noise pattern varies over time.\n"
"A value of 0.0 will result in a fixed pattern."
msgstr ""
"湍流場的原地變化率。會決定雜訊圖案隨時間變化的快慢。\n"
"值為 0.0 時得到的是固定的圖案。"
msgid ""
"The turbulence noise strength. Increasing this will result in a stronger, "
"more contrasting, flow pattern."
msgstr "湍流雜訊強度。增加此值將導致更強烈、對比度更高的雜訊圖案。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set initial velocity properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定初始速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set angular velocity properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定角速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set orbital velocity properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定軌道速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set linear acceleration properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定線速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set radial acceleration properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定徑向加速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set tangential acceleration properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定切向加速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set damping properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定阻尼屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set angle properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定角度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set scale properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定縮放屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set hue variation properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定色相變化屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set animation speed properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定動畫速度屬性。"
msgid ""
"Use with [method set_param_min], [method set_param_max], and [method "
"set_param_texture] to set animation offset properties."
msgstr ""
"與 [method set_param_min]、[method set_param_max] 和 [method "
"set_param_texture] 一起使用,設定動畫偏移屬性。"
msgid ""
"Particles will be emitted at a position determined by sampling a random point "
"on the [member emission_point_texture]. Particle color will be modulated by "
"[member emission_color_texture]."
msgstr ""
"粒子將在 [member emission_point_texture] 上隨機取樣點所決定的位置發射。粒子顏"
"色將由 [member emission_color_texture] 調節。"
msgid ""
"Particles will be emitted at a position determined by sampling a random point "
"on the [member emission_point_texture]. Particle velocity and rotation will "
"be set based on [member emission_normal_texture]. Particle color will be "
"modulated by [member emission_color_texture]."
msgstr ""
"粒子將在 [member emission_point_texture] 上隨機取樣點所決定的位置發射。粒子速"
"度和旋轉將基於 [member emission_normal_texture] 進行設定。粒子顏色將由 "
"[member emission_color_texture] 調節。"
msgid ""
"Use with [method set_param_min] and [method set_param_max] to set the "
"turbulence minimum und maximum influence on each particles velocity."
msgstr ""
"與 [method set_param_min] 和 [method set_param_max] 一起使用,以設定湍流對每個"
"粒子速度的最小和最大影響。"
msgid ""
"Use with [method set_param_min] and [method set_param_max] to set the "
"turbulence minimum and maximum displacement of the particles spawn position."
msgstr ""
"與 [method set_param_min] 和 [method set_param_max] 一起使用,以設定粒子出生位"
"置的湍流最小和最大位移。"
msgid ""
"Use with [method set_param_texture] to set the turbulence influence over the "
"particles life time."
msgstr "與 [method set_param_texture] 一起使用,以設定湍流對粒子壽命的影響。"
msgid "Represents the size of the [enum SubEmitterMode] enum."
msgstr "代表 [enum SubEmitterMode] 列舉的大小。"
msgid ""
"No collision for particles. Particles will go through "
"[GPUParticlesCollision3D] nodes."
msgstr "粒子沒有碰撞。粒子會穿過 [GPUParticlesCollision3D] 節點。"
msgid ""
"[RigidBody3D]-style collision for particles using [GPUParticlesCollision3D] "
"nodes."
msgstr ""
"為使用 [GPUParticlesCollision3D] 節點的粒子設定 [RigidBody3D] 風格的碰撞。"
msgid ""
"Hide particles instantly when colliding with a [GPUParticlesCollision3D] "
"node. This can be combined with a subemitter that uses the [constant "
"COLLISION_RIGID] collision mode to \"replace\" the parent particle with the "
"subemitter on impact."
msgstr ""
"與 [GPUParticlesCollision3D] 節點碰撞時立即隱藏粒子。可以和使用 [constant "
"COLLISION_RIGID] 碰撞模式的子發射器組合,在撞擊時將父粒子“替換”為子發射器。"
msgid "Represents the size of the [enum CollisionMode] enum."
msgstr "代表 [enum CollisionMode] 列舉的大小。"
msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
msgstr "包含一個 [Curve2D] 路徑,供 [PathFollow2D] 節點遵循。"
msgid ""
"Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
"[PathFollow2D] for more information on usage.\n"
"[b]Note:[/b] The path is considered as relative to the moved nodes (children "
"of [PathFollow2D]). As such, the curve should usually start with a zero "
"vector ([code](0, 0)[/code])."
msgstr ""
"可以讓 [PathFollow2D] 子節點沿著 [Curve2D] 移動。有關用法的更多資訊,請參閱 "
"[PathFollow2D]。\n"
"[b]注意:[/b]該路徑被認為是相對於移動的節點([PathFollow2D] 的子節點)。因此,"
"曲線通常以零向量([code](0,0)[/code])開始。"
msgid "A [Curve2D] describing the path."
msgstr "描述路徑的 [Curve2D]。"
msgid "Contains a [Curve3D] path for [PathFollow3D] nodes to follow."
msgstr "包含 [PathFollow3D] 節點要跟隨的的一條 [Curve3D] 路徑。"
msgid ""
"Can have [PathFollow3D] child nodes moving along the [Curve3D]. See "
"[PathFollow3D] for more information on the usage.\n"
"Note that the path is considered as relative to the moved nodes (children of "
"[PathFollow3D]). As such, the curve should usually start with a zero vector "
"[code](0, 0, 0)[/code]."
msgstr ""
"可以讓 [PathFollow3D] 子節點沿著 [Curve3D] 移動。有關用法的更多資訊見 "
"[PathFollow3D]。\n"
"注意,該路徑被認為是相對於移動的節點([PathFollow3D] 的子節點)。因此,該曲線"
"通常應以零向量 [code](0, 0, 0)[/code] 開始。"
msgid "A [Curve3D] describing the path."
msgstr "描述路徑的 [Curve3D]。"
msgid "Emitted when the [member curve] changes."
msgstr "當 [member curve] 改變時觸發。"
msgid "Point sampler for a [Path2D]."
msgstr "對 [Path2D] 的點取樣的取樣器。"
msgid ""
"This node takes its parent [Path2D], and returns the coordinates of a point "
"within it, given a distance from the first vertex.\n"
"It is useful for making other nodes follow a path, without coding the "
"movement pattern. For that, the nodes must be children of this node. The "
"descendant nodes will then move accordingly when setting the [member "
"progress] in this node."
msgstr ""
"這個節點接受它的父節點 [Path2D] 並返回其中一個點的座標,需要給定到第一個頂點的"
"距離。\n"
"在不編碼移動圖案的情況下,它可以使其他節點遵循一條路徑。為此,節點必須是該節點"
"的子節點。在該節點中設定 [member progress] 後,後代節點會隨之移動。"
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve2D] of the [Path2D] are precomputed before use, "
"for faster calculations. The point at the requested offset is then calculated "
"interpolating between two adjacent cached points. This may present a problem "
"if the curve makes sharp turns, as the cached points may not follow the curve "
"closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation between "
"two points at the cost of (slightly) slower calculations."
msgstr ""
"如果為 [code]true[/code],則兩個快取點之間的位置將進行三次插值,否則將線性插"
"值。\n"
"沿著 [Path2D] 的 [Curve2D] 的點在使用前被預先計算,以更快的計算速度。然後在兩"
"個相鄰的快取點之間計算請求偏移量的點。這可能會出現一個問題,如果曲線做急轉彎,"
"因為快取點可能不跟隨曲線足夠近。\n"
"有兩種方法可以解決這個問題:要麼增加快取點的數量,增加記憶體消耗,要麼在兩個點"
"之間進行三次插值,但代價是(稍微)降低計算速度。"
msgid "The node's offset along the curve."
msgstr "節點沿曲線的偏移量。"
msgid ""
"If [code]true[/code], any offset outside the path's length will wrap around, "
"instead of stopping at the ends. Use it for cyclic paths."
msgstr ""
"如果為 [code]true[/code],路徑長度以外的任何偏移都將環繞,而不是在結束時停止。"
"對於迴圈路徑使用它。"
msgid ""
"The distance along the path, in pixels. Changing this value sets this node's "
"position to a point within the path."
msgstr ""
"沿路徑走過的距離,單位為圖元。改變這個值會將這個節點的位置設定為路徑上的某個"
"點。"
msgid ""
"The distance along the path as a number in the range 0.0 (for the first "
"vertex) to 1.0 (for the last). This is just another way of expressing the "
"progress within the path, as the offset supplied is multiplied internally by "
"the path's length."
msgstr ""
"沿路徑走過的距離,用 0.0(第一個頂點)到 1.0(最後一個頂點)範圍內的數字表示。"
"這只是表示路徑內偏移量的另一種方式,提供的偏移量在內部會與路徑的長度相乘。"
msgid ""
"If [code]true[/code], this node rotates to follow the path, with the +X "
"direction facing forward on the path."
msgstr "如果為 [code]true[/code],則該節點會跟隨路徑旋轉,+X 方向朝向路徑前方。"
msgid "The node's offset perpendicular to the curve."
msgstr "節點垂直於曲線的偏移量。"
msgid "Point sampler for a [Path3D]."
msgstr "[Path3D] 的點取樣器。"
msgid ""
"This node takes its parent [Path3D], and returns the coordinates of a point "
"within it, given a distance from the first vertex.\n"
"It is useful for making other nodes follow a path, without coding the "
"movement pattern. For that, the nodes must be children of this node. The "
"descendant nodes will then move accordingly when setting the [member "
"progress] in this node."
msgstr ""
"這個節點接受它的父節點 [Path3D] 並返回其中一個點的座標,需要給定到第一個頂點的"
"距離。\n"
"在不編碼移動圖案的情況下,它可以使其他節點遵循一條路徑。為此,節點必須是該節點"
"的子節點。在該節點中設定 [member progress] 後,後代節點會隨之移動。"
msgid ""
"Correct the [param transform]. [param rotation_mode] implicitly specifies how "
"posture (forward, up and sideway direction) is calculated."
msgstr ""
"校正 [param transform]。[param rotation_mode] 隱式指定如何計算姿勢(向前、向上"
"和側向)。"
msgid ""
"If [code]true[/code], the position between two cached points is interpolated "
"cubically, and linearly otherwise.\n"
"The points along the [Curve3D] of the [Path3D] are precomputed before use, "
"for faster calculations. The point at the requested offset is then calculated "
"interpolating between two adjacent cached points. This may present a problem "
"if the curve makes sharp turns, as the cached points may not follow the curve "
"closely enough.\n"
"There are two answers to this problem: either increase the number of cached "
"points and increase memory consumption, or make a cubic interpolation between "
"two points at the cost of (slightly) slower calculations."
msgstr ""
"如果為 [code]true[/code],則兩個快取點之間的位置將被三次插值,否則將被線性插"
"值。\n"
"沿著 [Path3D] 的 [Curve3D] 的點在使用前已被預先計算,以便更快地計算。然後在兩"
"個相鄰快取點之間,插值計算請求的偏移處的點。如果曲線急轉彎,這可能會出現問題,"
"因為快取的點可能沒有足夠緊密地跟隨曲線。\n"
"這個問題有兩個答案:要麼增加快取點的數量,並增加記憶體消耗;要麼在兩個點之間進"
"行三次插值,代價是(稍微)降低計算速度。"
msgid ""
"The distance from the first vertex, measured in 3D units along the path. "
"Changing this value sets this node's position to a point within the path."
msgstr ""
"到第一個頂點的距離,單位為沿路徑經過的 3D 單位數。改變這個值會將這個節點的位置"
"設定為路徑上的某個點。"
msgid ""
"The distance from the first vertex, considering 0.0 as the first vertex and "
"1.0 as the last. This is just another way of expressing the progress within "
"the path, as the progress supplied is multiplied internally by the path's "
"length."
msgstr ""
"到第一個頂點的距離,將 0.0 作為第一個頂點1.0 作為最後一個頂點。這只是表示路"
"徑內偏移量的另一種方式,提供的偏移量在內部會與路徑的長度相乘。"
msgid ""
"Allows or forbids rotation on one or more axes, depending on the [enum "
"RotationMode] constants being used."
msgstr ""
"允許或禁止在一個或多個軸上旋轉,這取決於使用的 [enum RotationMode] 常數。"
msgid "If [code]true[/code], the tilt property of [Curve3D] takes effect."
msgstr "如果為 [code]true[/code],則 [Curve3D] 的傾斜屬性生效。"
msgid ""
"If [code]true[/code], the node moves on the travel path with orienting the +Z "
"axis as forward. See also [constant Vector3.FORWARD] and [constant Vector3."
"MODEL_FRONT]."
msgstr ""
"如果為 [code]true[/code],則沿路徑移動的節點會將 +Z 軸作為前方向進行朝向。另"
"見 [constant Vector3.FORWARD] 和 [constant Vector3.MODEL_FRONT]。"
msgid "Forbids the PathFollow3D to rotate."
msgstr "禁止該 PathFollow3D 旋轉。"
msgid "Allows the PathFollow3D to rotate in the Y axis only."
msgstr "允許該 PathFollow3D 僅在 Y 軸上旋轉。"
msgid "Allows the PathFollow3D to rotate in both the X, and Y axes."
msgstr "允許該 PathFollow3D 同時在 X 和 Y 軸上旋轉。"
msgid "Allows the PathFollow3D to rotate in any axis."
msgstr "允許該 PathFollow3D 在任意軸上旋轉。"
msgid ""
"Uses the up vector information in a [Curve3D] to enforce orientation. This "
"rotation mode requires the [Path3D]'s [member Curve3D.up_vector_enabled] "
"property to be set to [code]true[/code]."
msgstr ""
"使用 [Curve3D] 中的向上向量資訊來強制定向。該旋轉模式需要將 [Path3D] 的 "
"[member Curve3D.up_vector_enabled] 屬性設定為 [code]true[/code]。"
msgid "Creates packages that can be loaded into a running project."
msgstr "建立可以載入到正在運作的專案中的包。"
msgid ""
"The [PCKPacker] is used to create packages that can be loaded into a running "
"project using [method ProjectSettings.load_resource_pack].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var packer = PCKPacker.new()\n"
"packer.pck_start(\"test.pck\")\n"
"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
"packer.flush()\n"
"[/gdscript]\n"
"[csharp]\n"
"var packer = new PCKPacker();\n"
"packer.PckStart(\"test.pck\");\n"
"packer.AddFile(\"res://text.txt\", \"text.txt\");\n"
"packer.Flush();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The above [PCKPacker] creates package [code]test.pck[/code], then adds a file "
"named [code]text.txt[/code] at the root of the package."
msgstr ""
"[PCKPacker] 可以建立打包檔,專案運作時可以使用 [method ProjectSettings."
"load_resource_pack] 來載入打包檔。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var packer = PCKPacker.new()\n"
"packer.pck_start(\"test.pck\")\n"
"packer.add_file(\"res://text.txt\", \"text.txt\")\n"
"packer.flush()\n"
"[/gdscript]\n"
"[csharp]\n"
"var packer = new PCKPacker();\n"
"packer.PckStart(\"test.pck\");\n"
"packer.AddFile(\"res://text.txt\", \"text.txt\");\n"
"packer.Flush();\n"
"[/csharp]\n"
"[/codeblocks]\n"
"上面的例子中,[PCKPacker] 建立了打包檔案 [code]test.pck[/code],但後將名為 "
"[code]text.txt[/code] 的檔新增到了包的根目錄。"
msgid ""
"Adds the [param source_path] file to the current PCK package at the [param "
"pck_path] internal path (should start with [code]res://[/code])."
msgstr ""
"將 [param source_path] 檔案新增到目前 PCK 包的內部路徑 [param pck_path] 中(應"
"以 [code]res://[/code] 開頭)。"
msgid ""
"Writes the files specified using all [method add_file] calls since the last "
"flush. If [param verbose] is [code]true[/code], a list of files added will be "
"printed to the console for easier debugging."
msgstr ""
"自上次更新以來,使用所有 [method add_file] 呼叫寫入指定的檔。如果 [param "
"verbose] 為 [code]true[/code],被新增的檔的列表將被列印到控制台,以便於調試。"
msgid ""
"Creates a new PCK file with the name [param pck_name]. The [code].pck[/code] "
"file extension isn't added automatically, so it should be part of [param "
"pck_name] (even though it's not required)."
msgstr ""
"建立一個名為 [param pck_name] 的新 PCK 檔案。不會自動新增 [code].pck[/code] 檔"
"副檔名,因此它應該是 [param pck_name] 的一部分(即使它不是必需的)。"
msgid "Exposes performance-related data."
msgstr "公開與性能相關的資料。"
msgid ""
"This class provides access to a number of different monitors related to "
"performance, such as memory usage, draw calls, and FPS. These are the same as "
"the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/"
"b] panel. By using the [method get_monitor] method of this class, you can "
"access this data from your code.\n"
"You can add custom monitors using the [method add_custom_monitor] method. "
"Custom monitors are available in [b]Monitor[/b] tab in the editor's "
"[b]Debugger[/b] panel together with built-in monitors.\n"
"[b]Note:[/b] Some of the built-in monitors are only available in debug mode "
"and will always return [code]0[/code] when used in a project exported in "
"release mode.\n"
"[b]Note:[/b] Some of the built-in monitors are not updated in real-time for "
"performance reasons, so there may be a delay of up to 1 second between "
"changes.\n"
"[b]Note:[/b] Custom monitors do not support negative values. Negative values "
"are clamped to 0."
msgstr ""
"該類提供對許多與性能相關的不同監視器的存取,例如記憶體使用情況、繪製呼叫、和 "
"FPS。這些值與編輯器的[b]除錯器[/b]面板中的[b]監視[/b]分頁中顯示的值相同。通過"
"使用該類的 [method get_monitor] 方法,你可以從程式碼中存取該資料。\n"
"可以使用 [method add_custom_monitor] 方法新增自訂監視器。在編輯器的[b]除錯器[/"
"b]面板的[b]監視[/b]分頁中,自訂監視器可以與內建監視器一起使用。\n"
"[b]注意:[/b]某些內建監視器僅在除錯模式下可用,並且在以發行模式匯出的專案中使"
"用時,將始終返回 [code]0[/code]。\n"
"[b]注意:[/b]出於性能原因,某些內建監視器不會即時更新,所以在更改之間可能會有"
"長達 1 秒的延遲。\n"
"[b]注意:[/b]自訂監視器不支援負值。負值被鉗制為 0。"
msgid ""
"Adds a custom monitor with the name [param id]. You can specify the category "
"of the monitor using slash delimiters in [param id] (for example: "
"[code]\"Game/NumberOfNPCs\"[/code]). If there is more than one slash "
"delimiter, then the default category is used. The default category is "
"[code]\"Custom\"[/code]. Prints an error if given [param id] is already "
"present.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var monitor_value = Callable(self, \"get_monitor_value\")\n"
"\n"
" # Adds monitor with name \"MyName\" to category \"MyCategory\".\n"
" Performance.add_custom_monitor(\"MyCategory/MyMonitor\", monitor_value)\n"
"\n"
" # Adds monitor with name \"MyName\" to category \"Custom\".\n"
" # Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but "
"different IDs, so the code is valid.\n"
" Performance.add_custom_monitor(\"MyMonitor\", monitor_value)\n"
"\n"
" # Adds monitor with name \"MyName\" to category \"Custom\".\n"
" # Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same "
"category but different IDs, so the code is valid.\n"
" Performance.add_custom_monitor(\"Custom/MyMonitor\", monitor_value)\n"
"\n"
" # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/MyMonitor\" to "
"category \"Custom\".\n"
" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
"monitor_value)\n"
"\n"
"func get_monitor_value():\n"
" return randi() % 25\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var monitorValue = new Callable(this, MethodName.GetMonitorValue);\n"
"\n"
" // Adds monitor with name \"MyName\" to category \"MyCategory\".\n"
" Performance.AddCustomMonitor(\"MyCategory/MyMonitor\", monitorValue);\n"
" // Adds monitor with name \"MyName\" to category \"Custom\".\n"
" // Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but "
"different ids so the code is valid.\n"
" Performance.AddCustomMonitor(\"MyMonitor\", monitorValue);\n"
"\n"
" // Adds monitor with name \"MyName\" to category \"Custom\".\n"
" // Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same "
"category but different ids so the code is valid.\n"
" Performance.AddCustomMonitor(\"Custom/MyMonitor\", monitorValue);\n"
"\n"
" // Adds monitor with name \"MyCategoryOne/MyCategoryTwo/MyMonitor\" to "
"category \"Custom\".\n"
" Performance.AddCustomMonitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
"monitorValue);\n"
"}\n"
"\n"
"public int GetMonitorValue()\n"
"{\n"
" return GD.Randi() % 25;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The debugger calls the callable to get the value of custom monitor. The "
"callable must return a zero or positive integer or floating-point number.\n"
"Callables are called with arguments supplied in argument array."
msgstr ""
"新增一個名為 [param id] 的自訂監視器。可以在 [param id] 中使用斜線分隔符號指定"
"監視器的類別(例如:[code]\"Game/NumberOfNPCs\"[/code])。如果有多個斜線分隔"
"符,則使用預設的類別。預設類別是 [code]\"Custom\"[/code]。如果給定的 [param "
"id] 已經存在,則列印一個錯誤。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var monitor_value = Callable(self, \"get_monitor_value\")\n"
"\n"
" # 將名稱為“MyName”的監視器新增到類別“MyCategory”。\n"
" Performance.add_custom_monitor(\"MyCategory/MyMonitor\", monitor_value)\n"
"\n"
" # 將名稱為“MyName”的監視器新增到類別“Custom”。\n"
" # 注意“MyCategory/MyMonitor”和“MyMonitor”同名但不同 ID所以程式碼有"
"效。\n"
" Performance.add_custom_monitor(\"MyMonitor\", monitor_value)\n"
"\n"
" # 將名稱為“MyName”的監視器新增到類別“Custom”。\n"
" # 注意“MyMonitor”和“Custom/MyMonitor”名稱相同類別相同但 ID 不同,所"
"以程式碼有效。\n"
" Performance.add_custom_monitor(\"Custom/MyMonitor\", monitor_value)\n"
"\n"
" # 將名稱為“MyCategoryOne/MyCategoryTwo/MyMonitor”的監視器新增到類"
"別“Custom”。\n"
" Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
"monitor_value)\n"
"\n"
"func get_monitor_value():\n"
" return randi() % 25\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var monitorValue = new Callable(this, MethodName.GetMonitorValue);\n"
"\n"
" // 將名稱為“MyName”的監視器新增到類別“MyCategory”。\n"
" Performance.AddCustomMonitor(\"MyCategory/MyMonitor\", monitorValue);\n"
" // 將名稱為“MyName”的監視器新增到類別“Custom”。\n"
" // 注意“MyCategory/MyMonitor”和“MyMonitor”同名但不同 ID所以程式碼有"
"效。\n"
" Performance.AddCustomMonitor(\"MyMonitor\", monitorValue);\n"
"\n"
" // 將名稱為“MyName”的監視器新增到類別“Custom”。\n"
" // 注意“MyMonitor”和“Custom/MyMonitor”名稱相同類別相同但 ID 不同,所"
"以程式碼有效。\n"
" Performance.AddCustomMonitor(\"Custom/MyMonitor\", monitorValue);\n"
"\n"
" // 將名稱為“MyCategoryOne/MyCategoryTwo/MyMonitor”的監視器新增到類"
"別“Custom”。\n"
" Performance.AddCustomMonitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", "
"monitorValue);\n"
"}\n"
"\n"
"public int GetMonitorValue()\n"
"{\n"
" return GD.Randi() % 25;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"除錯器呼叫可呼叫物件來獲取自訂監視器的值。可呼叫物件必須返回一個零或正整數或浮"
"點數。\n"
"使用參數陣列中提供的參數來呼叫可呼叫物件。"
msgid ""
"Returns the value of custom monitor with given [param id]. The callable is "
"called to get the value of custom monitor. See also [method "
"has_custom_monitor]. Prints an error if the given [param id] is absent."
msgstr ""
"返回具有給定 [param id] 的自訂監視器的值。呼叫這個可呼叫物件以獲取自訂監視器的"
"值。另請參閱 [method has_custom_monitor]。如果給定的 [param id] 不存在,則列印"
"一個錯誤。"
msgid "Returns the names of active custom monitors in an [Array]."
msgstr "以一個 [Array],返回活動自訂監視器的名稱。"
msgid ""
"Returns the value of one of the available built-in monitors. You should "
"provide one of the [enum Monitor] constants as the argument, like this:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
"console.\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the "
"FPS to the console.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"See [method get_custom_monitor] to query custom performance monitors' values."
msgstr ""
"返回任一可用的內建監視器的值。應該提供任一 [enum Monitor] 常數作為參數,如下所"
"示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(Performance.get_monitor(Performance.TIME_FPS)) # 將 FPS 列印到控制台。\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // 將 FPS 列印"
"到控制台。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"請參閱 [method get_custom_monitor],以查詢自訂效能監視器的值。"
msgid ""
"Returns the last tick in which custom monitor was added/removed (in "
"microseconds since the engine started). This is set to [method Time."
"get_ticks_usec] when the monitor is updated."
msgstr ""
"返回自訂監視器被新增/刪除時的最後一個刻度(自引擎啟動以來的微秒數)。當該監視"
"器更新時,它被設定為 [method Time.get_ticks_usec]。"
msgid ""
"Returns [code]true[/code] if custom monitor with the given [param id] is "
"present, [code]false[/code] otherwise."
msgstr ""
"如果存在具有給定 [param id] 的自訂監視器,則返回 [code]true[/code],否則返回 "
"[code]false[/code]。"
msgid ""
"Removes the custom monitor with given [param id]. Prints an error if the "
"given [param id] is already absent."
msgstr ""
"移除具有給定 [param id] 的自訂監視器。如果給定的 [param id] 已經不存在,則列印"
"一個錯誤。"
msgid ""
"The number of frames rendered in the last second. This metric is only updated "
"once per second, even if queried more often. [i]Higher is better.[/i]"
msgstr ""
"上一秒渲染的影格數。該指標每秒僅更新一次,與查詢頻率無關。[i]越高越好。[/i]"
msgid "Time it took to complete one frame, in seconds. [i]Lower is better.[/i]"
msgstr "完成一影格所需的時間,單位為秒。[i]越低越好。[/i]"
msgid ""
"Time it took to complete one physics frame, in seconds. [i]Lower is better.[/"
"i]"
msgstr "完成一個物理影格所需的時間,單位為秒。[i]越低越好。[/i]"
msgid ""
"Time it took to complete one navigation step, in seconds. This includes "
"navigation map updates as well as agent avoidance calculations. [i]Lower is "
"better.[/i]"
msgstr ""
"完成一個導覽步驟的時間,單位為秒。包括導覽地圖的更新以及代理避障的計算。[i]越"
"低越好。[/i]"
msgid ""
"Static memory currently used, in bytes. Not available in release builds. "
"[i]Lower is better.[/i]"
msgstr ""
"目前使用的靜態記憶體,單位為位元組。在發行版本中不可用。[i]越低越好。[/i]"
msgid ""
"Available static memory. Not available in release builds. [i]Lower is better."
"[/i]"
msgstr "可用的靜態記憶體。在發行版本中不可用。[i]越低越好。[/i]"
msgid ""
"Largest amount of memory the message queue buffer has used, in bytes. The "
"message queue is used for deferred functions calls and notifications. "
"[i]Lower is better.[/i]"
msgstr ""
"訊息佇列緩衝區已使用的最大記憶體量,單位為位元組。訊息佇列用於延遲函式呼叫和通"
"知。[i]越低越好。[/i]"
msgid ""
"Number of objects currently instantiated (including nodes). [i]Lower is "
"better.[/i]"
msgstr "目前產生實體的對象數(包括節點)。[i]越低越好。[/i]"
msgid "Number of resources currently used. [i]Lower is better.[/i]"
msgstr "目前使用的資源數。[i]越低越好。[/i]"
msgid ""
"Number of nodes currently instantiated in the scene tree. This also includes "
"the root node. [i]Lower is better.[/i]"
msgstr "目前在場景樹中產生實體的節點數。也包括根節點。[i]越低越好。[/i]"
msgid ""
"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
"scene tree. [i]Lower is better.[/i]"
msgstr "孤立節點的數量,即父節點不是場景樹節點的節點。[i]越低越好。[/i]"
msgid ""
"The total number of objects in the last rendered frame. This metric doesn't "
"include culled objects (either via hiding nodes, frustum culling or occlusion "
"culling). [i]Lower is better.[/i]"
msgstr ""
"在上一個渲染影格中的物件總數。該指標不包括剔除的對象(通過隱藏節點、視錐剔除、"
"或遮擋剔除)。[i]越低越好。[/i]"
msgid ""
"The total number of vertices or indices rendered in the last rendered frame. "
"This metric doesn't include primitives from culled objects (either via hiding "
"nodes, frustum culling or occlusion culling). Due to the depth prepass and "
"shadow passes, the number of primitives is always higher than the actual "
"number of vertices in the scene (typically double or triple the original "
"vertex count). [i]Lower is better.[/i]"
msgstr ""
"在上一個渲染影格中渲染的頂點或索引的總數。該指標不包括來自被剔除對象的圖元(通"
"過隱藏節點、視錐剔除、或遮擋剔除)。由於預深度階段和陰影階段,圖元的數量總是高"
"於場景中的實際頂點數量(通常是原始頂點數量的兩倍或三倍)。[i]越低越好。[/i]"
msgid ""
"The total number of draw calls performed in the last rendered frame. This "
"metric doesn't include culled objects (either via hiding nodes, frustum "
"culling or occlusion culling), since they do not result in draw calls. "
"[i]Lower is better.[/i]"
msgstr ""
"在上一個渲染影格中執行的繪製呼叫的總數。該指標不包括剔除對象(通過隱藏節點、視"
"錐剔除、或遮擋剔除),因為它們不會導致繪製呼叫。[i]越低越好。[/i]"
msgid ""
"The amount of video memory used (texture and vertex memory combined, in "
"bytes). Since this metric also includes miscellaneous allocations, this value "
"is always greater than the sum of [constant RENDER_TEXTURE_MEM_USED] and "
"[constant RENDER_BUFFER_MEM_USED]. [i]Lower is better.[/i]"
msgstr ""
"顯存的使用量(紋理和頂點記憶體之和,單位為位元組)。由於該指標還包括其他雜項分"
"配,因此該值始終大於 [constant RENDER_TEXTURE_MEM_USED] 和 [constant "
"RENDER_BUFFER_MEM_USED] 的總和。[i]越低越好。[/i]"
msgid "The amount of texture memory used (in bytes). [i]Lower is better.[/i]"
msgstr "紋理記憶體的使用量(單位為位元組)。[i]越低越好。[/i]"
msgid ""
"The amount of render buffer memory used (in bytes). [i]Lower is better.[/i]"
msgstr "渲染緩衝區記憶體的使用量(單位為位元組)。[i]越低越好。[/i]"
msgid ""
"Number of active [RigidBody2D] nodes in the game. [i]Lower is better.[/i]"
msgstr "遊戲中活躍的 [RigidBody2D] 節點數。[i]越低越好。[/i]"
msgid ""
"Number of collision pairs in the 2D physics engine. [i]Lower is better.[/i]"
msgstr "2D 物理引擎中碰撞對的數量。[i]越低越好。[/i]"
msgid "Number of islands in the 2D physics engine. [i]Lower is better.[/i]"
msgstr "2D 物理引擎中孤島的數量。[i]越低越好。[/i]"
msgid ""
"Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. "
"[i]Lower is better.[/i]"
msgstr "遊戲中活躍的 [RigidBody3D] 和 [VehicleBody3D] 節點數。[i]越低越好。[/i]"
msgid ""
"Number of collision pairs in the 3D physics engine. [i]Lower is better.[/i]"
msgstr "3D 物理引擎中碰撞對的數量。[i]越低越好。[/i]"
msgid "Number of islands in the 3D physics engine. [i]Lower is better.[/i]"
msgstr "3D 物理引擎中孤島的數量。[i]越低越好。[/i]"
msgid ""
"Output latency of the [AudioServer]. Equivalent to calling [method "
"AudioServer.get_output_latency], it is not recommended to call this every "
"frame."
msgstr ""
"[AudioServer]的輸出延遲。相當於呼叫[method AudioServer.get_output_latency],不"
"建議每影格呼叫方法。"
msgid ""
"Number of active navigation maps in the [NavigationServer3D]. This also "
"includes the two empty default navigation maps created by World2D and World3D."
msgstr ""
"[NavigationServer3D] 中活動導覽地圖的數量。也包含 World2D 和 World3D 所建立的"
"兩張預設導覽地圖。"
msgid "Number of active navigation regions in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中活動導覽地區的數量。"
msgid ""
"Number of active navigation agents processing avoidance in the "
"[NavigationServer3D]."
msgstr "[NavigationServer3D] 中正在處理避障的活動導覽代理的數量。"
msgid "Number of active navigation links in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中活動導覽連結的數量。"
msgid "Number of navigation mesh polygons in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中導覽網格多邊形的數量。"
msgid "Number of navigation mesh polygon edges in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中導覽網格多邊形邊緣的數量。"
msgid ""
"Number of navigation mesh polygon edges that were merged due to edge key "
"overlap in the [NavigationServer3D]."
msgstr "[NavigationServer3D] 中由於邊鍵重疊而被合併的導覽網格多邊形的邊的數量。"
msgid ""
"Number of polygon edges that are considered connected by edge proximity "
"[NavigationServer3D]."
msgstr "[NavigationServer3D] 中由邊緣接近而被認為已連接的多邊形的邊的數量。"
msgid ""
"Number of navigation mesh polygon edges that could not be merged in the "
"[NavigationServer3D]. The edges still may be connected by edge proximity or "
"with links."
msgstr ""
"[NavigationServer3D] 中無法合併的導覽網格多邊形的邊的數量。這些邊仍然可以通過"
"邊緣接近或使用連結而被連接。"
msgid "Represents the size of the [enum Monitor] enum."
msgstr "代表 [enum Monitor] 列舉的大小。"
msgid ""
"A [RigidBody2D]-derived node used to make [Bone2D]s in a [Skeleton2D] react "
"to physics."
msgstr ""
"衍生自 [RigidBody2D] 的節點,用於讓 [Skeleton2D] 中的 [Bone2D] 對物理作出反"
"應。"
msgid ""
"The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to "
"make [Bone2D]s in a [Skeleton2D] react to physics.\n"
"[b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] node, "
"use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] "
"parent.\n"
"[b]Note:[/b] The [PhysicalBone2D] node does not automatically create a "
"[Joint2D] node to keep [PhysicalBone2D] nodes together. They must be created "
"manually. For most cases, you want to use a [PinJoint2D] node. The "
"[PhysicalBone2D] node will automatically configure the [Joint2D] node once "
"it's been added as a child node."
msgstr ""
"[PhysicalBone2D] 節點基於 [RigidBody2D],可以用來使 [Skeleton2D] 中的 "
"[Bone2D] 節點對物理作出反應。\n"
"[b]注意:[/b]為了讓 [Bone2D] 節點在視覺上跟隨 [PhysicalBone2D] 節點,請在父級 "
"[Skeleton2D] 節點上使用 [SkeletonModification2DPhysicalBones] 修改。\n"
"[b]注意:[/b][PhysicalBone2D] 節點不會自動建立 [Joint2D] 節點來讓 "
"[PhysicalBone2D] 節點保持在一起。你需要手動建立這些節點。大多數情況下,你想要"
"使用的都是 [PinJoint2D] 節點。建立 [PhysicalBone2D] 子節點後會自動配置 "
"[Joint2D] 節點。"
msgid ""
"Returns the first [Joint2D] child node, if one exists. This is mainly a "
"helper function to make it easier to get the [Joint2D] that the "
"[PhysicalBone2D] is autoconfiguring."
msgstr ""
"如果存在,則返回第一個 [Joint2D] 子節點。主要是輔助函式,用於簡化對 "
"[PhysicalBone2D] 所自動配置的 [Joint2D] 的獲取。"
msgid ""
"Returns a boolean that indicates whether the [PhysicalBone2D] is running and "
"simulating using the Godot 2D physics engine. When [code]true[/code], the "
"PhysicalBone2D node is using physics."
msgstr ""
"返回一個布林值,表示 [PhysicalBone2D] 節點是否處於運作狀態,正在使用 Godot 2D "
"物理引擎進行模擬。為 [code]true[/code] 時,該 PhysicalBone2D 節點正在使用物"
"理。"
msgid ""
"If [code]true[/code], the [PhysicalBone2D] will automatically configure the "
"first [Joint2D] child node. The automatic configuration is limited to setting "
"up the node properties and positioning the [Joint2D]."
msgstr ""
"如果為 [code]true[/code][PhysicalBone2D] 節點會自動配置第一個 [Joint2D] 子節"
"點。自動配置僅限於設定節點屬性和定位該 [Joint2D]。"
msgid "The index of the [Bone2D] that this [PhysicalBone2D] should simulate."
msgstr "該 [PhysicalBone2D] 節點所模擬的 [Bone2D] 節點的索引。"
msgid ""
"The [NodePath] to the [Bone2D] that this [PhysicalBone2D] should simulate."
msgstr "該 [PhysicalBone2D] 所模擬的 [Bone2D] 的 [NodePath]。"
msgid ""
"If [code]true[/code], the [PhysicalBone2D] will keep the transform of the "
"bone it is bound to when simulating physics."
msgstr ""
"如果為 [code]true[/code],則該 [PhysicalBone2D] 在類比物理時會保持其綁定的骨骼"
"的變換。"
msgid ""
"If [code]true[/code], the [PhysicalBone2D] will start simulating using "
"physics. If [code]false[/code], the [PhysicalBone2D] will follow the "
"transform of the [Bone2D] node.\n"
"[b]Note:[/b] To have the [Bone2D]s visually follow the [PhysicalBone2D], use "
"a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node "
"with the [Bone2D] nodes."
msgstr ""
"如果為 [code]true[/code][PhysicalBone2D] 將開始使用物理進行類比。如果為 "
"[code]false[/code][PhysicalBone2D] 將跟隨 [Bone2D] 節點的變換。\n"
"[b]注意:[/b]要使 [Bone2D] 節點在視覺上跟隨 [PhysicalBone2D] 節點,請在具有 "
"[Bone2D] 節點的 [Skeleton2D] 節點上使用一個 "
"[SkeletonModification2DPhysicalBones] 修改。"
msgid "A physics body used to make bones in a [Skeleton3D] react to physics."
msgstr "用於讓 [Skeleton3D] 中的骨骼對物理作出反應的物理體。"
msgid ""
"The [PhysicalBone3D] node is a physics body that can be used to make bones in "
"a [Skeleton3D] react to physics."
msgstr ""
"[PhysicalBone3D] 節點是一種能夠讓 [Skeleton3D] 中的骨骼對物理作出反應的物理"
"體。"
msgid ""
"Called during physics processing, allowing you to read and safely modify the "
"simulation state for the object. By default, it works in addition to the "
"usual physics behavior, but the [member custom_integrator] property allows "
"you to disable the default behavior and do fully custom force integration for "
"a body."
msgstr ""
"在物理處理過程中被呼叫,允許你讀取並安全地修改物件的類比狀態。預設情況下,它會"
"和通常的物理行為一起生效,但是你可以通過 [member custom_integrator] 屬性禁用預"
"設行為,為物體施加完全自訂的合力。"
msgid ""
"Damps the body's rotation. By default, the body will use the [b]Default "
"Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any "
"value override set by an [Area3D] the body is in. Depending on [member "
"angular_damp_mode], you can set [member angular_damp] to be added to or to "
"replace the body's damping value.\n"
"See [member ProjectSettings.physics/3d/default_angular_damp] for more details "
"about damping."
msgstr ""
"阻礙物體的旋轉。預設情況下,物體將使用 [b]專案 > 專案設定 > 物理 > 3d[/b] 中的"
"[b]預設角度阻尼[/b],或物體所在的 [Area3D] 中設定的任何覆蓋值。取決於 [member "
"angular_damp_mode],可以設定 [member angular_damp] 以增加或替換物體的阻尼"
"值。\n"
"有關阻尼的更多詳細資訊,請參閱 [member ProjectSettings.physics/3d/"
"default_angular_damp]。"
msgid ""
"Defines how [member angular_damp] is applied. See [enum DampMode] for "
"possible values."
msgstr "定義如何套用 [member angular_damp]。可能的取值見 [enum DampMode]。"
msgid "The PhysicalBone3D's rotational velocity in [i]radians[/i] per second."
msgstr "該 PhysicalBone3D 的旋轉速度,以每秒[i]弧度[/i]為單位。"
msgid "Sets the body's transform."
msgstr "設定該物體的變換。"
msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
"實體的彈性。值的範圍從 [code]0[/code](無反彈)到 [code]1[/code](完全反彈)。"
msgid ""
"If [code]true[/code], the body is deactivated when there is no movement, so "
"it will not take part in the simulation until it is awakened by an external "
"force."
msgstr ""
"如果為 [code]true[/code],則會在不移動時停用該物體,所以它在被外力喚醒前不會參"
"與模擬。"
msgid ""
"If [code]true[/code], internal force integration will be disabled (like "
"gravity or air friction) for this body. Other than collision response, the "
"body will only move as determined by the [method _integrate_forces] function, "
"if defined."
msgstr ""
"如果為 [code]true[/code],則該物體的內力積分將被禁用(如重力或空氣摩擦)。除了"
"碰撞回應之外,物體將僅根據 [method _integrate_forces] 函式確定的方式移動(如果"
"已定義)。"
msgid ""
"The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] "
"(max friction)."
msgstr ""
"該物體的摩擦,從 [code]0[/code](無摩擦)到 [code]1[/code](最大摩擦)。"
msgid ""
"This is multiplied by the global 3D gravity setting found in [b]Project > "
"Project Settings > Physics > 3d[/b] to produce the body's gravity. For "
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
"與[b]設定 > 專案設定 > 物理 > 3D[/b] 中的全域 3D 重力設定相乘,得到該物體的重"
"力。例如,取值為 1 就是正常重力2 就是雙倍重力0.5 會讓套用到這個物件的重力"
"減半。"
msgid "Sets the joint's transform."
msgstr "設定該關節的變換。"
msgid "Sets the joint's rotation in radians."
msgstr "設定該關節的旋轉,單位為弧度。"
msgid "Sets the joint type. See [enum JointType] for possible values."
msgstr "設定關節的型別。可能的值見 [enum JointType]。"
msgid ""
"Damps the body's movement. By default, the body will use the [b]Default "
"Linear Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any "
"value override set by an [Area3D] the body is in. Depending on [member "
"linear_damp_mode], you can set [member linear_damp] to be added to or to "
"replace the body's damping value.\n"
"See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
"about damping."
msgstr ""
"阻礙物體的運動。預設情況下,物體將使用 [b]專案 > 專案設定 > 物理 > 3d[/b] 中的"
"[b]預設線性阻尼[/b],或物體所在的 [Area3D] 中設定的任何覆蓋值。取決於 [member "
"linear_damp_mode],可以設定 [member linear_damp] 以增加或替換物體的阻尼值。\n"
"有關阻尼的更多詳細資訊,請參閱 [member ProjectSettings.physics/3d/"
"default_linear_damp]。"
msgid ""
"Defines how [member linear_damp] is applied. See [enum DampMode] for possible "
"values."
msgstr ""
"定義如何套用 [member linear_damp]。有關可能的值,請參閱 [enum DampMode]。"
msgid ""
"The body's linear velocity in units per second. Can be used sporadically, but "
"[b]don't set this every frame[/b], because physics may run in another thread "
"and runs at a different granularity. Use [method _integrate_forces] as your "
"process loop for precise control of the body state."
msgstr ""
"物體的線速度,單位為單位每秒。可以偶爾使用,但是[b]不要每一影格都設定它[/b]"
"因為物理可能在另一個執行緒中運作,並且以不同的間隔。使用 [method "
"_integrate_forces] 作為你的程序迴圈,以精確控制物體狀態。"
msgid "The body's mass."
msgstr "實體的品質。"
msgid ""
"In this mode, the body's damping value is added to any value set in areas or "
"the default value."
msgstr "在這種模式下,物體的阻尼值將被加到區域中設定的任何值或預設值。"
msgid ""
"In this mode, the body's damping value replaces any value set in areas or the "
"default value."
msgstr "在這種模式下,物體的阻尼值將替換掉區域中設定的任何值或預設值。"
msgid ""
"A material that defines a sky for a [Sky] resource by a set of physical "
"properties."
msgstr "透過一組物理屬性定義 [Sky] 資源的天空的材質。"
msgid ""
"The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to draw a "
"sky based on physical properties. This results in a substantially more "
"realistic sky than the [ProceduralSkyMaterial], but it is slightly slower and "
"less flexible.\n"
"The [PhysicalSkyMaterial] only supports one sun. The color, energy, and "
"direction of the sun are taken from the first [DirectionalLight3D] in the "
"scene tree.\n"
"As it is based on a daylight model, the sky fades to black as the sunset "
"ends. If you want a full day/night cycle, you will have to add a night sky by "
"converting this to a [ShaderMaterial] and adding a night sky directly into "
"the resulting shader."
msgstr ""
"該 [PhysicalSkyMaterial] 使用 Preetham 解析日光模型,根據物理屬性繪製一個天"
"空。這會產生比 [ProceduralSkyMaterial] 更加逼真的天空,但速度稍慢且靈活性較"
"差。\n"
"該 [PhysicalSkyMaterial] 僅支援一個太陽。太陽的顏色、能量、和方向,取自場景樹"
"中的第一個 [DirectionalLight3D]。\n"
"由於它基於一個日光模型,所以隨著日落的結束,天空會逐漸變黑。如果想要一個完整的"
"白天/黑夜迴圈,則必須通過將其轉換為一個 [ShaderMaterial],並將一個夜空直接新增"
"到生成的著色器中以新增一個夜空。"
msgid ""
"The sky's overall brightness multiplier. Higher values result in a brighter "
"sky."
msgstr "天空整體亮度的乘數。數值越高,天空就越亮。"
msgid ""
"Modulates the [Color] on the bottom half of the sky to represent the ground."
msgstr "調變天空下半部分的 [Color],這部分代表地面。"
msgid ""
"Controls the strength of [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from "
"light colliding with larger particles (like water). On earth, Mie scattering "
"results in a whitish color around the sun and horizon."
msgstr ""
"控制天空中[url=https://zh.wikipedia.org/wiki/"
"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]的強度。米氏散射是光與較大"
"的粒子(例如水)碰撞的結果。在地球上,米氏散射的結果是太陽和地平線周圍的顏色發"
"白。"
msgid ""
"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url] effect. While not physically accurate, "
"this allows for the creation of alien-looking planets."
msgstr ""
"控制天空中[url=https://zh.wikipedia.org/wiki/"
"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]效果的 [Color]。雖然在物理"
"上並不準確,但可以創造出看上去像的外星球的天空。"
msgid ""
"Controls the direction of the [url=https://en.wikipedia.org/wiki/"
"Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that "
"when light hits a particle it's passing through straight forward. A value of "
"[code]-1[/code] means that all light is scatter backwards."
msgstr ""
"控制[url=https://zh.wikipedia.org/wiki/%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米"
"氏散射[/url]的方向。值為 [code]1[/code] 表示當光照到粒子時會直接穿過。值為"
"[code]-1[/code] 表示所有的光都是向後散射的。"
msgid ""
"[Texture2D] for the night sky. This is added to the sky, so if it is bright "
"enough, it may be visible during the day."
msgstr ""
"用於夜空的 [Texture2D]。會新增到天空中,所以足夠亮的話在白天也可能會看到。"
msgid ""
"Controls the strength of the [url=https://en.wikipedia.org/wiki/"
"Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results "
"from light colliding with small particles. It is responsible for the blue "
"color of the sky."
msgstr ""
"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞利"
"散射[/url]的強度。瑞利散射是光與較小粒子碰撞的結果,是天空呈藍色的原因。"
msgid ""
"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/"
"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically accurate, "
"this allows for the creation of alien-looking planets. For example, setting "
"this to a red [Color] results in a Mars-looking atmosphere with a "
"corresponding blue sunset."
msgstr ""
"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞利"
"散射[/url]的 [Color]。雖然在物理上並不準確,但可以創造出看上去像的外星球的天"
"空。例如,將其設為紅色 [Color],可以得到火星大氣的外觀,日落時為藍色。"
msgid ""
"Sets the size of the sun disk. Default value is based on Sol's perceived size "
"from Earth."
msgstr "設定太陽圓盤的大小。預設值基於從地球對太陽的感知大小。"
msgid ""
"Sets the thickness of the atmosphere. High turbidity creates a foggy-looking "
"atmosphere, while a low turbidity results in a clearer atmosphere."
msgstr ""
"設定大氣的厚度。高濁度會產生霧狀外觀的大氣,而低濁度會產生更清晰的大氣。"
msgid ""
"If [code]true[/code], enables debanding. Debanding adds a small amount of "
"noise which helps reduce banding that appears from the smooth changes in "
"color in the sky."
msgstr ""
"如果為 [code]true[/code],則啟用去色帶。去色帶會增加少量噪點,這有助於減少天空"
"中顏色的平滑變化而出現的色帶。"
msgid "Abstract base class for 2D game objects affected by physics."
msgstr "受物理影響的 2D 遊戲物件的抽象基底類別。"
msgid ""
"[PhysicsBody2D] is an abstract base class for 2D game objects affected by "
"physics. All 2D physics bodies inherit from it."
msgstr ""
"[PhysicsBody2D] 與受物理影響的 2D 遊戲物件的抽象基底類別。所有 2D 物理體都繼承"
"自這個類。"
msgid "Adds a body to the list of bodies that this body can't collide with."
msgstr "將一個物體新增到這個物體不能碰撞的物體列表中。"
msgid ""
"Returns an array of nodes that were added as collision exceptions for this "
"body."
msgstr "返回該物體的碰撞例外節點陣列。"
msgid ""
"Moves the body along the vector [param motion]. In order to be frame rate "
"independent in [method Node._physics_process] or [method Node._process], "
"[param motion] should be computed using [code]delta[/code].\n"
"Returns a [KinematicCollision2D], which contains information about the "
"collision when stopped, or when touching another body along the motion.\n"
"If [param test_only] is [code]true[/code], the body does not move but the "
"would-be collision information is given.\n"
"[param safe_margin] is the extra margin used for collision recovery (see "
"[member CharacterBody2D.safe_margin] for more details).\n"
"If [param recovery_as_collision] is [code]true[/code], any depenetration from "
"the recovery phase is also reported as a collision; this is used e.g. by "
"[CharacterBody2D] for improving floor detection during floor snapping."
msgstr ""
"沿著運動向量 [param motion] 移動該物體。為了在 [method Node._physics_process] "
"和 [method Node._process] 中不依賴畫面播放速率,[param motion] 應該使用 "
"[code]delta[/code] 計算。\n"
"返回 [KinematicCollision2D],包含停止時的碰撞資訊,或者沿運動向量接觸到其他物"
"體時的碰撞信息。\n"
"如果 [param test_only] 為 [code]true[/code],則該物體不會移動,但會給出可能的"
"碰撞信息。\n"
"[param safe_margin] 是用於碰撞恢復的額外邊距(詳見 [member CharacterBody2D."
"safe_margin] )。\n"
"如果 [param recovery_as_collision] 為 [code]true[/code],則恢復階段發生的穿透"
"解除也會被報告為碰撞;例如,[CharacterBody2D] 在吸附到地板時會用這個選項來改善"
"對地板偵測。"
msgid ""
"Removes a body from the list of bodies that this body can't collide with."
msgstr "將一個物體從該物體不能碰撞的物體列表中移除。"
msgid ""
"Checks for collisions without moving the body. In order to be frame rate "
"independent in [method Node._physics_process] or [method Node._process], "
"[param motion] should be computed using [code]delta[/code].\n"
"Virtually sets the node's position, scale and rotation to that of the given "
"[Transform2D], then tries to move the body along the vector [param motion]. "
"Returns [code]true[/code] if a collision would stop the body from moving "
"along the whole path.\n"
"[param collision] is an optional object of type [KinematicCollision2D], which "
"contains additional information about the collision when stopped, or when "
"touching another body along the motion.\n"
"[param safe_margin] is the extra margin used for collision recovery (see "
"[member CharacterBody2D.safe_margin] for more details).\n"
"If [param recovery_as_collision] is [code]true[/code], any depenetration from "
"the recovery phase is also reported as a collision; this is useful for "
"checking whether the body would [i]touch[/i] any other bodies."
msgstr ""
"在不移動實體的情況下檢查碰撞。為了在 [method Node._physics_process] 或 "
"[method Node._process] 中獨立於畫面播放速率,[param motion] 應該使用 "
"[code]delta[/code] 來計算。\n"
"實際上是將節點的位置、縮放和旋轉設定為給定 [Transform2D] 的位置、縮放和旋轉,"
"然後嘗試沿向量 [param motion] 移動實體。如果碰撞會阻止實體沿整個路徑移動,則返"
"回 [code]true[/code]。\n"
"[param collision] 是型別為 [KinematicCollision2D] 的一個可選物件,它包含有關停"
"止時碰撞、或沿運動接觸另一個實體時碰撞的附加資訊。\n"
"[param safe_margin] 是用於碰撞恢復的額外餘量(有關更多詳細資訊,請參閱 "
"[member CharacterBody2D.safe_margin])。\n"
"如果 [param recovery_as_collision] 為 [code]true[/code],恢復階段的任何穿透也"
"將被報告為碰撞;這對於檢查該實體是否會[i]接觸[/i]其他任意實體很有用。"
msgid "Abstract base class for 3D game objects affected by physics."
msgstr "受物理影響的 3D 遊戲物件的抽象基底類別。"
msgid ""
"[PhysicsBody3D] is an abstract base class for 3D game objects affected by "
"physics. All 3D physics bodies inherit from it.\n"
"[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as "
"expected. It is advised to keep its scale the same on all axes and adjust its "
"collision shape(s) instead."
msgstr ""
"[PhysicsBody3D] 與受物理影響的 3D 遊戲物件的抽象基底類別。所有 3D 物理體都繼承"
"自這個類。\n"
"[b]警告:[/b]縮放不均勻時,這個節點的行為可能不符合預期。建議讓所有軸上的縮放"
"都保持一致,改為調整碰撞形狀的大小。"
msgid ""
"Returns [code]true[/code] if the specified linear or rotational [param axis] "
"is locked."
msgstr "如果指定的線性或旋轉軸 [param axis] 被鎖定,則返回 [code]true[/code]。"
msgid ""
"Moves the body along the vector [param motion]. In order to be frame rate "
"independent in [method Node._physics_process] or [method Node._process], "
"[param motion] should be computed using [code]delta[/code].\n"
"The body will stop if it collides. Returns a [KinematicCollision3D], which "
"contains information about the collision when stopped, or when touching "
"another body along the motion.\n"
"If [param test_only] is [code]true[/code], the body does not move but the "
"would-be collision information is given.\n"
"[param safe_margin] is the extra margin used for collision recovery (see "
"[member CharacterBody3D.safe_margin] for more details).\n"
"If [param recovery_as_collision] is [code]true[/code], any depenetration from "
"the recovery phase is also reported as a collision; this is used e.g. by "
"[CharacterBody3D] for improving floor detection during floor snapping.\n"
"[param max_collisions] allows to retrieve more than one collision result."
msgstr ""
"沿著運動向量 [param motion] 移動該物體。為了在 [method Node._physics_process] "
"和 [method Node._process] 中不依賴畫面播放速率,[param motion] 應該使用 "
"[code]delta[/code] 計算。\n"
"發生碰撞後該物體就會停止運動。返回 [KinematicCollision3D],包含停止時的碰撞信"
"息,或者沿運動向量接觸到其他物體時的碰撞資訊。\n"
"如果 [param test_only] 為 [code]true[/code],則該物體不會移動,但會給出可能的"
"碰撞信息。\n"
"[param safe_margin] 是用於碰撞恢復的額外邊距(詳見 [member CharacterBody3D."
"safe_margin] )。\n"
"如果 [param recovery_as_collision] 為 [code]true[/code],則恢復階段發生的穿透"
"解除也會被報告為碰撞;例如,[CharacterBody3D] 在吸附到地板時會用這個選項來改善"
"對地板偵測。\n"
"[param max_collisions] 可用於檢索多次碰撞的結果。"
msgid ""
"Locks or unlocks the specified linear or rotational [param axis] depending on "
"the value of [param lock]."
msgstr "根據 [param lock] 的值鎖定或解鎖指定的線性或旋轉軸 [param axis]。"
msgid ""
"Checks for collisions without moving the body. In order to be frame rate "
"independent in [method Node._physics_process] or [method Node._process], "
"[param motion] should be computed using [code]delta[/code].\n"
"Virtually sets the node's position, scale and rotation to that of the given "
"[Transform3D], then tries to move the body along the vector [param motion]. "
"Returns [code]true[/code] if a collision would stop the body from moving "
"along the whole path.\n"
"[param collision] is an optional object of type [KinematicCollision3D], which "
"contains additional information about the collision when stopped, or when "
"touching another body along the motion.\n"
"[param safe_margin] is the extra margin used for collision recovery (see "
"[member CharacterBody3D.safe_margin] for more details).\n"
"If [param recovery_as_collision] is [code]true[/code], any depenetration from "
"the recovery phase is also reported as a collision; this is useful for "
"checking whether the body would [i]touch[/i] any other bodies.\n"
"[param max_collisions] allows to retrieve more than one collision result."
msgstr ""
"在不移動實體的情況下檢查碰撞。為了在 [method Node._physics_process] 或 "
"[method Node._process] 中獨立於畫面播放速率,[param motion] 應該使用 "
"[code]delta[/code] 來計算。\n"
"實際上是將節點的位置、縮放和旋轉設定為給定 [Transform3D] 的位置、縮放和旋轉,"
"然後嘗試沿向量 [param motion] 移動實體。如果碰撞會阻止實體沿整個路徑移動,則返"
"回 [code]true[/code]。\n"
"[param collision] 是型別為 [KinematicCollision3D] 的一個可選物件,它包含有關停"
"止時碰撞、或沿運動接觸另一個實體時碰撞的附加資訊。\n"
"[param safe_margin] 是用於碰撞恢復的額外餘量(有關更多詳細資訊,請參閱 "
"[member CharacterBody3D.safe_margin])。\n"
"如果 [param recovery_as_collision] 為 [code]true[/code],恢復階段的任何穿透也"
"將被報告為碰撞;這對於檢查該實體是否會[i]接觸[/i]其他任意實體很有用。\n"
"[param max_collisions] 允許檢索一個以上的碰撞結果。"
msgid "Lock the body's rotation in the X axis."
msgstr "鎖定物體在 X 軸上的旋轉。"
msgid "Lock the body's rotation in the Y axis."
msgstr "鎖定物體在 Y 軸上的旋轉。"
msgid "Lock the body's rotation in the Z axis."
msgstr "鎖定物體在 Z 軸上的旋轉。"
msgid "Lock the body's linear movement in the X axis."
msgstr "鎖定物體在 X 軸上的線性運動。"
msgid "Lock the body's linear movement in the Y axis."
msgstr "鎖定物體在 Y 軸上的線性運動。"
msgid "Lock the body's linear movement in the Z axis."
msgstr "鎖定物體在 Z 軸上的線性運動。"
msgid "Provides direct access to a physics body in the [PhysicsServer2D]."
msgstr "提供對 [PhysicsServer2D] 中物理體的直接存取。"
msgid ""
"Provides direct access to a physics body in the [PhysicsServer2D], allowing "
"safe changes to physics properties. This object is passed via the direct "
"state callback of [RigidBody2D], and is intended for changing the direct "
"state of that body. See [method RigidBody2D._integrate_forces]."
msgstr ""
"提供對 [PhysicsServer2D] 中物理體的直接存取,從而安全地更改物理屬性。該對象會"
"在 [RigidBody2D] 的直接狀態回呼函式中傳遞,目的是為了改變物體的直接狀態。見 "
"[method RigidBody2D._integrate_forces]。"
msgid "Ray-casting"
msgstr "發射射線"
msgid ""
"Adds a constant directional force without affecting rotation that keeps being "
"applied over time until cleared with [code]constant_force = Vector2(0, 0)[/"
"code].\n"
"This is equivalent to using [method add_constant_force] at the body's center "
"of mass."
msgstr ""
"在不影響旋轉的情況下,新增一個定向的恒定力,該力會隨著時間的推移而持續施加,直"
"到使用 [code]constant_force = Vector2(0, 0)[/code] 清除。\n"
"這相當於在物體的質心處,使用 [method add_constant_force]。"
msgid ""
"Adds a constant positioned force to the body that keeps being applied over "
"time until cleared with [code]constant_force = Vector2(0, 0)[/code].\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向實體新增一個恒定的定位力,持續施加,直到用 [code]constant_force = "
"Vector2(0, 0)[/code] 清除。\n"
"[param position] 是在全域座標中距實體原點的偏移量。"
msgid ""
"Adds a constant rotational force without affecting position that keeps being "
"applied over time until cleared with [code]constant_torque = 0[/code]."
msgstr ""
"新增一個恒定的旋轉力矩,而不影響位置,該力會隨著時間的推移不斷施加,直到使用 "
"[code]constant_torque = 0[/code] 清除。"
msgid ""
"Applies a directional force without affecting rotation. A force is time "
"dependent and meant to be applied every physics update.\n"
"This is equivalent to using [method apply_force] at the body's center of mass."
msgstr ""
"施加一個不影響旋轉的定向力。該力是時間相關的,意味著每次物理更新都會施加。\n"
"這相當於在物體的質心處,使用 [method apply_force]。"
msgid ""
"Applies a directional impulse without affecting rotation.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"This is equivalent to using [method apply_impulse] at the body's center of "
"mass."
msgstr ""
"施加一個不影響的旋轉定向脈衝。\n"
"脈衝與時間無關!每影格套用一個脈衝,會產生一個依賴於畫面播放速率的力。出於這個"
"原因,它應該只在模擬一次性影響時使用(否則使用 “_force”函式。\n"
"這相當於在物體的質心處,使用 [method apply_impulse]。"
msgid ""
"Applies a positioned force to the body. A force is time dependent and meant "
"to be applied every physics update.\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"對實體施加一個定位力。力是時間相關的,意味著每次物理更新都會被施加。\n"
"[param position] 是在全域座標中距實體原點的偏移量。"
msgid ""
"Applies a positioned impulse to the body.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向實體施加一個定位脈衝。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生一個依賴於畫面播放速率的力。出於這個"
"原因它應該只在模擬一次性影響時使用否則使用“_force”函式。\n"
"[param position] 是在全域座標中距實體原點的偏移量。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update.\n"
"[b]Note:[/b] [member inverse_inertia] is required for this to work. To have "
"[member inverse_inertia], an active [CollisionShape2D] must be a child of the "
"node, or you can manually set [member inverse_inertia]."
msgstr ""
"在不影響位置的情況下施加一個旋轉力。力是時間相關的,這意味著每次物理更新都會被"
"施加。\n"
"[b]注意:[/b][member inverse_inertia] 是生效所必需的。要擁有 [member "
"inverse_inertia],活動的 [CollisionShape2D] 必須是該節點的子節點,或者可以手動"
"設定 [member inverse_inertia]。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[b]Note:[/b] [member inverse_inertia] is required for this to work. To have "
"[member inverse_inertia], an active [CollisionShape2D] must be a child of the "
"node, or you can manually set [member inverse_inertia]."
msgstr ""
"在不影響位置的情況下,向實體施加一個旋轉脈衝。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生一個依賴於畫面播放速率的力。出於這個"
"原因它應該只在模擬一次性影響時使用否則使用“_force”函式。\n"
"[b]注意:[/b][member inverse_inertia] 是生效所必需的。要擁有 [member "
"inverse_inertia],活動的 [CollisionShape2D] 必須是該節點的一個子節點,或者可以"
"手動設定 [member inverse_inertia]。"
msgid ""
"Returns the body's total constant positional forces applied during each "
"physics update.\n"
"See [method add_constant_force] and [method add_constant_central_force]."
msgstr ""
"返回在每次物理更新期間,施加在該物體上的總恒定位置力。\n"
"見 [method add_constant_force] 和 [method add_constant_central_force]。"
msgid ""
"Returns the body's total constant rotational forces applied during each "
"physics update.\n"
"See [method add_constant_torque]."
msgstr ""
"返回在每次物理更新期間,施加在該物體上的總恒定旋轉力。\n"
"見 [method add_constant_torque]。"
msgid "Returns the collider's [RID]."
msgstr "返回該碰撞體的 [RID]。"
msgid "Returns the collider's object id."
msgstr "返回該碰撞體的對象 id。"
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
"返回該碰撞體對象。這取決於它是如何建立的(如果是被作為場景節點建立的,那麼將返"
"回場景節點)。"
msgid ""
"Returns the position of the contact point on the collider in the global "
"coordinate system."
msgstr "返回該碰撞體上接觸點的位置,使用全域坐標系。"
msgid "Returns the collider's shape index."
msgstr "返回該碰撞體的形狀索引。"
msgid "Returns the velocity vector at the collider's contact point."
msgstr "返回該碰撞體上接觸點處的速度向量。"
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
"返回這個物體與其他物體的接觸次數。\n"
"[b]注意:[/b]預設情況下,除非物體被設為監視接觸者,否則返回 0。見 [member "
"RigidBody2D.contact_monitor]。"
msgid "Returns the impulse created by the contact."
msgstr "返回接觸造成的脈衝。"
msgid "Returns the local normal at the contact point."
msgstr "返回接觸點處的局部法線。"
msgid ""
"Returns the position of the contact point on the body in the global "
"coordinate system."
msgstr "返回該物體上接觸點的位置,使用全域坐標系。"
msgid "Returns the local shape index of the collision."
msgstr "返回碰撞的局部坐標系下的形狀索引。"
msgid "Returns the velocity vector at the body's contact point."
msgstr "返回該物體上接觸點處的速度向量。"
msgid "Returns the current state of the space, useful for queries."
msgstr "返回空間的目前狀態,這對查詢很有用。"
msgid ""
"Returns the body's velocity at the given relative position, including both "
"translation and rotation."
msgstr "返回給定相對位置的物體速度,包括平移和旋轉。"
msgid "Calls the built-in force integration code."
msgstr "呼叫內建的力集成程式碼。"
msgid ""
"Sets the body's total constant positional forces applied during each physics "
"update.\n"
"See [method add_constant_force] and [method add_constant_central_force]."
msgstr ""
"設定在每次物理更新期間,施加在該物體上的總恒定位置力。\n"
"見 [method add_constant_force] 和 [method add_constant_central_force]。"
msgid ""
"Sets the body's total constant rotational forces applied during each physics "
"update.\n"
"See [method add_constant_torque]."
msgstr ""
"設定在每次物理更新期間,施加在該物體上的總恒定旋轉力。\n"
"見 [method add_constant_torque]。"
msgid "The body's rotational velocity in [i]radians[/i] per second."
msgstr "物體的旋轉速度,單位為[i]弧度[/i]每秒。"
msgid ""
"The body's center of mass position relative to the body's center in the "
"global coordinate system."
msgstr "該物體質心的位置,相對於該物體的中心,使用全域坐標系。"
msgid ""
"The body's center of mass position in the body's local coordinate system."
msgstr "該物體質心的位置,使用該物體的局部坐標系。"
msgid "The inverse of the inertia of the body."
msgstr "物體慣性的倒數。"
msgid "The inverse of the mass of the body."
msgstr "物體品質的倒數。"
msgid "The body's linear velocity in pixels per second."
msgstr "物體的線性速度,單位為圖元每秒。"
msgid "If [code]true[/code], this body is currently sleeping (not active)."
msgstr "如果為 [code]true[/code],則該物體目前處於睡眠狀態(不活動)。"
msgid "The timestep (delta) used for the simulation."
msgstr "用於模擬的時間步長delta。"
msgid ""
"The rate at which the body stops rotating, if there are not any other forces "
"moving it."
msgstr "物體停止轉動的速度,如果沒有任何其他力使它運動。"
msgid "The total gravity vector being currently applied to this body."
msgstr "這個物體上的總重力向量。"
msgid ""
"The rate at which the body stops moving, if there are not any other forces "
"moving it."
msgstr "物體停止運動的速率,如果沒有任何其他力使它運動。"
msgid "The body's transformation matrix."
msgstr "物體的變換矩陣。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsDirectBodyState2D] implementations."
msgstr "提供能夠覆蓋的虛方法,用於建立 [PhysicsDirectBodyState2D] 的自訂實作。"
msgid ""
"This class extends [PhysicsDirectBodyState2D] by providing additional virtual "
"methods that can be overridden. When these methods are overridden, they will "
"be called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsDirectBodyState2D]."
msgstr ""
"這個類擴充自 [PhysicsDirectBodyState2D],額外提供了可覆蓋的虛方法。呼叫時會使"
"用這些覆蓋後的方法代替物理伺服器中的內部方法。\n"
"旨在用於 GDExtension用於建立 [PhysicsDirectBodyState2D] 的自訂實作。"
msgid "Provides direct access to a physics body in the [PhysicsServer3D]."
msgstr "提供對 [PhysicsServer3D] 中物理體的直接存取。"
msgid ""
"Provides direct access to a physics body in the [PhysicsServer3D], allowing "
"safe changes to physics properties. This object is passed via the direct "
"state callback of [RigidBody3D], and is intended for changing the direct "
"state of that body. See [method RigidBody3D._integrate_forces]."
msgstr ""
"提供對 [PhysicsServer3D] 中物理體的直接存取,從而安全地更改物理屬性。該對象會"
"在 [RigidBody3D] 的直接狀態回呼函式中傳遞,目的是為了改變物體的直接狀態。見 "
"[method RigidBody3D._integrate_forces]。"
msgid ""
"Adds a constant directional force without affecting rotation that keeps being "
"applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/"
"code].\n"
"This is equivalent to using [method add_constant_force] at the body's center "
"of mass."
msgstr ""
"在不影響旋轉的情況下,新增一個恒定的定向力,該力會隨著時間的推移而持續施加,直"
"到使用 [code]constant_force = Vector3(0, 0, 0)[/code] 清除。\n"
"這相當於在物體的質心處,使用 [method add_constant_force]。"
msgid ""
"Adds a constant positioned force to the body that keeps being applied over "
"time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code].\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向實體新增一個恒定的定位力,持續施加,直到用 [code]constant_force = "
"Vector3(0, 0, 0)[/code] 清除。\n"
"[param position] 是在全域座標中距實體原點的偏移量。"
msgid ""
"Adds a constant rotational force without affecting position that keeps being "
"applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)"
"[/code]."
msgstr ""
"在不影響位置的情況下,新增一個恒定的旋轉力,該力會隨著時間的推移而持續施加,直"
"到使用 [code]constant_torque = Vector3(0, 0, 0)[/code] 清除。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update.\n"
"[b]Note:[/b] [member inverse_inertia] is required for this to work. To have "
"[member inverse_inertia], an active [CollisionShape3D] must be a child of the "
"node, or you can manually set [member inverse_inertia]."
msgstr ""
"在不影響位置的情況下,施加一個旋轉力。該力是與時間相關的,這意味著每次物理更新"
"時都會被施加。\n"
"[b]注意:[/b][member inverse_inertia] 是該函式生效所必需的。要擁有 [member "
"inverse_inertia],一個活動的 [CollisionShape3D] 必須是該節點的子節點,或者可以"
"手動設定 [member inverse_inertia]。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[b]Note:[/b] [member inverse_inertia] is required for this to work. To have "
"[member inverse_inertia], an active [CollisionShape3D] must be a child of the "
"node, or you can manually set [member inverse_inertia]."
msgstr ""
"在不影響位置的情況下,向實體施加一個旋轉脈衝。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生一個依賴於畫面播放速率的力。出於這個"
"原因它應該只在模擬一次性影響時使用否則使用“_force”函式。\n"
"[b]注意:[/b][member inverse_inertia] 是生效所必需的。要擁有 [member "
"inverse_inertia],活動的 [CollisionShape3D] 必須是該節點的子節點,或者可以手動"
"設定 [member inverse_inertia]。"
msgid "Returns the collider object."
msgstr "返回碰撞對象。"
msgid "Returns the linear velocity vector at the collider's contact point."
msgstr "返回該碰撞體接觸點處的線速度向量。"
msgid ""
"Returns the number of contacts this body has with other bodies.\n"
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody3D.contact_monitor]."
msgstr ""
"返回這個物體與其他物體的接觸次數。\n"
"[b]注意:[/b]預設情況下,除非物體被設為監視接觸,否則會返回 0。見 [member "
"RigidBody3D.contact_monitor]。"
msgid "Impulse created by the contact."
msgstr "由接觸產生的脈衝。"
msgid "Returns the linear velocity vector at the body's contact point."
msgstr "返回該物體上接觸點處的線速度向量。"
msgid "The inverse of the inertia tensor of the body."
msgstr "該物體慣性張量的倒數。"
msgid "The body's linear velocity in units per second."
msgstr "物體的線速度,單位為單位每秒。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsDirectBodyState3D] implementations."
msgstr "提供能夠覆蓋的虛方法,用於建立自訂的 [PhysicsDirectBodyState3D] 實作。"
msgid ""
"This class extends [PhysicsDirectBodyState3D] by providing additional virtual "
"methods that can be overridden. When these methods are overridden, they will "
"be called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsDirectBodyState3D]."
msgstr ""
"這個類擴充自 [PhysicsDirectBodyState3D],提供了額外可覆蓋的虛方法。覆蓋這些方"
"法後,就會代替物理伺服器的內部方法進行呼叫。\n"
"旨在通過 GDExtension 建立自訂的 [PhysicsDirectBodyState3D] 實作使用。"
msgid "Provides direct access to a physics space in the [PhysicsServer2D]."
msgstr "提供對 [PhysicsServer2D] 中物理空間的直接存取。"
msgid ""
"Provides direct access to a physics space in the [PhysicsServer2D]. It's used "
"mainly to do queries against objects and areas residing in a given space."
msgstr ""
"提供對 [PhysicsServer2D] 中物理空間的直接存取。主要用於對駐留在給定空間中的對"
"象和區域進行查詢。"
msgid ""
"Checks how far a [Shape2D] can move without colliding. All the parameters for "
"the query, including the shape and the motion, are supplied through a "
"[PhysicsShapeQueryParameters2D] object.\n"
"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
"the motion. The safe proportion is the maximum fraction of the motion that "
"can be made without a collision. The unsafe proportion is the minimum "
"fraction of the distance that must be moved for a collision. If no collision "
"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
"[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. "
"inside of, will be ignored. Use [method collide_shape] to determine the "
"[Shape2D]s that the shape is already colliding with."
msgstr ""
"檢查 [Shape2D] 能夠在不發生碰撞的情況下移動多遠。包括形狀和運動在內的所有查詢"
"參數都通過 [PhysicsShapeQueryParameters2D] 物件提供。\n"
"返回包含該運動的安全和不安全比例(在 0 和 1 之間)的陣列。安全比例是該運動能夠"
"不發生碰撞的最大分數。不安全比例是發生碰撞所需的最小分數。如果沒有偵測到碰撞,"
"則返回的結果為 [code][1.0, 1.0][/code]。\n"
"[b]注意:[/b]該形狀已碰撞的 [Shape2D] 會被忽略,例如形狀在其內部。請使用 "
"[method collide_shape] 確定該形狀已碰撞的 [Shape2D]。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters2D] object, against the space. The resulting "
"array contains a list of points where the shape intersects another. Like with "
"[method intersect_shape], the number of returned results can be limited to "
"save processing time.\n"
"Returned points are a list of pairs of contact points. For each pair the "
"first one is in the shape passed in [PhysicsShapeQueryParameters2D] object, "
"second one is in the collided shape from the physics space."
msgstr ""
"檢查通過 [PhysicsShapeQueryParameters2D] 物件給出的一個形狀與該空間的交點。結"
"果陣列包含該形狀與另一個形狀相交處的點的列表。與 [method intersect_shape] 一"
"樣,可以限制返回結果的數量以節省處理時間。\n"
"返回的點是接觸點對的一個列表。對於每一對,第一個是在 "
"[PhysicsShapeQueryParameters2D] 對象中傳遞的形狀,第二個是來自物理空間的碰撞形"
"狀。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters2D] object, against the space. If it collides "
"with more than one shape, the nearest one is selected. If the shape did not "
"intersect anything, then an empty dictionary is returned instead.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object. The returned object is a dictionary containing the "
"following fields:\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If "
"the object is an [Area2D], the result is [code](0, 0)[/code].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]point[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape."
msgstr ""
"檢查通過 [PhysicsShapeQueryParameters2D] 物件給出的一個形狀與該空間的交點。如"
"果它與多個形狀碰撞,則選擇最近的一個。如果該形狀沒有與任何物件相交,則返回一個"
"空字典。\n"
"[b]注意:[/b]該方法不考慮物件的 [code]motion[/code] 屬性。返回的物件是一個包含"
"以下欄位的字典:\n"
"[code]collider_id[/code]:該碰撞對象的 ID。\n"
"[code]linear_velocity[/code]:該碰撞物件的速度 [Vector2]。如果物件是一個 "
"[Area2D],則結果是 [code](0, 0)[/code]。\n"
"[code]normal[/code]:該相交點處該對象的表面法線。\n"
"[code]point[/code]:該相交點。\n"
"[code]rid[/code]:相交對象的 [RID]。\n"
"[code]shape[/code]:該碰撞形狀的形狀索引。"
msgid ""
"Checks whether a point is inside any solid shape. Position and other "
"parameters are defined through [PhysicsPointQueryParameters2D]. The shapes "
"the point is inside of are returned in an array containing dictionaries with "
"the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [param max_results] "
"parameter, to reduce the processing time.\n"
"[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
"[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
"not be detected."
msgstr ""
"檢查點是否在任何實體形狀內。位置和其他參數通過 "
"[PhysicsPointQueryParameters2D] 定義。點所在的形狀在包含具有以下欄位的字典的陣"
"列中返回:\n"
"[code]collider[/code]:碰撞對象。\n"
"[code]collider_id[/code]:碰撞對象的 ID。\n"
"[code]rid[/code]:相交對象的 [RID]。\n"
"[code]shape[/code]:碰撞形狀的形狀索引。\n"
"可以使用 [param max_results] 參數限制相交的數量,以減少處理時間。\n"
"[b]注意:[/b]在 [code]Segments[/code] 建構模式下,[ConcavePolygonShape2D] 和 "
"[CollisionPolygon2D] 不是實體形狀。因此,它們不會被偵測到。"
msgid ""
"Intersects a ray in a given space. Ray position and other parameters are "
"defined through [PhysicsRayQueryParameters2D]. The returned object is a "
"dictionary with the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]normal[/code]: The object's surface normal at the intersection point, "
"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member "
"PhysicsRayQueryParameters2D.hit_from_inside] is [code]true[/code].\n"
"[code]position[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the ray did not intersect anything, then an empty dictionary is returned "
"instead."
msgstr ""
"與一個給定空間中的一個射線相交。射線位置和其他參數通過 "
"[PhysicsRayQueryParameters2D] 定義。返回的物件是一個包含以下欄位的字典:\n"
"[code]collider[/code]:該碰撞對象。\n"
"[code]collider_id[/code]:該碰撞對象的 ID。\n"
"[code]normal[/code]:在相交點處該對象的表面法線;如果射線從形狀內部開始,並且 "
"[member PhysicsRayQueryParameters2D.hit_from_inside] 為 [code]true[/code],則"
"為 [code]Vector2(0, 0)[/code]。\n"
"[code]position[/code]:該相交點。\n"
"[code]rid[/code]:該相交對象的 [RID]。\n"
"[code]shape[/code]:該碰撞形狀的形狀索引。\n"
"如果射線沒有與任何東西相交,則返回一個空字典。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters2D] object, against the space. The intersected "
"shapes are returned in an array containing dictionaries with the following "
"fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [param max_results] "
"parameter, to reduce the processing time."
msgstr ""
"檢查通過 [PhysicsShapeQueryParameters2D] 物件給出的形狀與空間的交點。相交的形"
"狀會以陣列的形式返回,該陣列包含有以下欄位的字典:\n"
"[code]collider[/code]:碰撞對象。\n"
"[code]collider_id[/code]:碰撞對象的 ID。\n"
"[code]rid[/code]:相交對象的[RID]。\n"
"[code]shape[/code]:碰撞形狀的形狀索引。\n"
"可以使用 [param max_results] 參數限制相交的數量,以減少處理時間。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsDirectSpaceState2D] implementations."
msgstr "提供能夠覆蓋的虛方法,用於建立自訂的 [PhysicsDirectSpaceState2D] 實作。"
msgid ""
"This class extends [PhysicsDirectSpaceState2D] by providing additional "
"virtual methods that can be overridden. When these methods are overridden, "
"they will be called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsDirectSpaceState2D]."
msgstr ""
"這個類擴充自 [PhysicsDirectSpaceState2D],提供了額外可覆蓋的虛方法。覆蓋這些方"
"法後,就會代替物理伺服器的內部方法進行呼叫。\n"
"旨在通過 GDExtension 建立自訂的 [PhysicsDirectSpaceState2D] 實作使用。"
msgid "Provides direct access to a physics space in the [PhysicsServer3D]."
msgstr "提供對 [PhysicsServer3D] 中物理空間的直接存取。"
msgid ""
"Provides direct access to a physics space in the [PhysicsServer3D]. It's used "
"mainly to do queries against objects and areas residing in a given space."
msgstr ""
"提供對 [PhysicsServer3D] 中物理空間的直接存取。主要用於對駐留在給定空間中的對"
"象和區域進行查詢。"
msgid ""
"Checks how far a [Shape3D] can move without colliding. All the parameters for "
"the query, including the shape, are supplied through a "
"[PhysicsShapeQueryParameters3D] object.\n"
"Returns an array with the safe and unsafe proportions (between 0 and 1) of "
"the motion. The safe proportion is the maximum fraction of the motion that "
"can be made without a collision. The unsafe proportion is the minimum "
"fraction of the distance that must be moved for a collision. If no collision "
"is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
"[b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. "
"inside of, will be ignored. Use [method collide_shape] to determine the "
"[Shape3D]s that the shape is already colliding with."
msgstr ""
"檢查 [Shape3D] 在不發生碰撞的情況下可以移動多遠。查詢的所有參數,包括形狀,都"
"通過 [PhysicsShapeQueryParameters3D] 物件提供。\n"
"返回一個陣列,其中包含運動的安全和不安全比例(介於 0 和 1 之間)。安全比例是在"
"不發生碰撞的情況下可以進行的運動的最大分數。不安全比例是發生碰撞必須移動的距離"
"的最小分數。如果沒有偵測到碰撞,將返回 [code][1.0, 1.0][/code] 的結果。\n"
"[b]注意:[/b]該形狀已經與之發生碰撞的任何 [Shape3D],例如在內部的,將被忽略。"
"使用 [method collide_shape] 來確定該形狀已經與之發生碰撞的 [Shape3D]。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters3D] object, against the space. The resulting "
"array contains a list of points where the shape intersects another. Like with "
"[method intersect_shape], the number of returned results can be limited to "
"save processing time.\n"
"Returned points are a list of pairs of contact points. For each pair the "
"first one is in the shape passed in [PhysicsShapeQueryParameters3D] object, "
"second one is in the collided shape from the physics space.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object."
msgstr ""
"檢查通過 [PhysicsShapeQueryParameters3D] 物件給出的一個形狀與該空間的交點。結"
"果陣列包含該形狀與另一個形狀相交處的點的列表。與 [method intersect_shape] 一"
"樣,可以限制返回結果的數量以節省處理時間。\n"
"返回的點是接觸點對的一個列表。對於每一對,第一個是在 "
"[PhysicsShapeQueryParameters3D] 對象中傳遞的形狀,第二個是來自物理空間的碰撞形"
"狀。\n"
"[b]注意:[/b]該方法不考慮物件的 [code]motion[/code] 屬性。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters3D] object, against the space. If it collides "
"with more than one shape, the nearest one is selected. The returned object is "
"a dictionary containing the following fields:\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If "
"the object is an [Area3D], the result is [code](0, 0, 0)[/code].\n"
"[code]normal[/code]: The object's surface normal at the intersection point.\n"
"[code]point[/code]: The intersection point.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the shape did not intersect anything, then an empty dictionary is returned "
"instead.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object."
msgstr ""
"檢查通過 [PhysicsShapeQueryParameters3D] 物件給出的形狀與該空間的交點。如果它"
"與多個形狀發生碰撞,則選擇最近的一個。返回的物件是一個包含以下欄位的字典:\n"
"[code]collider_id[/code]:該碰撞對象的 ID。\n"
"[code]linear_velocity[/code]:該碰撞物件的速度 [Vector3]。如果物件是一個 "
"[Area3D],則結果為 [code](0, 0, 0)[/code]。\n"
"[code]normal[/code]:該交點處物體的表面法線。\n"
"[code]point[/code]:該相交點。\n"
"[code]rid[/code]:該相交對象的 [RID]。\n"
"[code]shape[/code]:該碰撞形狀的形狀索引。\n"
"如果該形狀沒有與任何東西相交,則返回一個空字典。\n"
"[b]注意:[/b]該方法不考慮物件的 [code]motion[/code] 屬性。"
msgid ""
"Checks whether a point is inside any solid shape. Position and other "
"parameters are defined through [PhysicsPointQueryParameters3D]. The shapes "
"the point is inside of are returned in an array containing dictionaries with "
"the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [param max_results] "
"parameter, to reduce the processing time."
msgstr ""
"檢查點是否在任何實體形狀內。位置和其他參數通過 "
"[PhysicsPointQueryParameters3D] 定義。點所在的形狀會以陣列的形式返回,該陣列包"
"含有以下欄位的字典:\n"
"[code]collider[/code]:碰撞對象。\n"
"[code]collider_id[/code]:碰撞對象的 ID。\n"
"[code]rid[/code]:相交對象的[RID]。\n"
"[code]shape[/code]:碰撞形狀的形狀索引。\n"
"可以使用 [param max_results] 參數限制相交的數量,以減少處理時間。"
msgid ""
"Intersects a ray in a given space. Ray position and other parameters are "
"defined through [PhysicsRayQueryParameters3D]. The returned object is a "
"dictionary with the following fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]normal[/code]: The object's surface normal at the intersection point, "
"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and "
"[member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code].\n"
"[code]position[/code]: The intersection point.\n"
"[code]face_index[/code]: The face index at the intersection point.\n"
"[b]Note:[/b] Returns a valid number only if the intersected shape is a "
"[ConcavePolygonShape3D]. Otherwise, [code]-1[/code] is returned.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"If the ray did not intersect anything, then an empty dictionary is returned "
"instead."
msgstr ""
"在給定空間中偵測與射線的相交情況。射線的位置和其他參數由 "
"[PhysicsRayQueryParameters3D] 定義。返回的物件是包含以下欄位的字典:\n"
"[code]collider[/code]:碰撞到的對象。\n"
"[code]collider_id[/code]:碰撞到的對象的 ID。\n"
"[code]normal[/code]:該物件表面交點處的法線,如果射線中該形狀的內部開始,並且 "
"[member PhysicsRayQueryParameters3D.hit_from_inside] 為 [code]true[/code],則"
"為 [code]Vector3(0, 0, 0)[/code]。\n"
"[code]position[/code]:交點。\n"
"[code]face_index[/code]:交點處的面索引。\n"
"[b]注意:[/b]只有相交形狀是 [ConcavePolygonShape3D] 時才會返回有效值。否則返"
"回 [code]-1[/code]。\n"
"[code]rid[/code]:相交對象的 [RID]。\n"
"[code]shape[/code]:碰撞形狀的形狀索引。\n"
"如果射線沒有發生相交,則返回的是空字典。"
msgid ""
"Checks the intersections of a shape, given through a "
"[PhysicsShapeQueryParameters3D] object, against the space. The intersected "
"shapes are returned in an array containing dictionaries with the following "
"fields:\n"
"[code]collider[/code]: The colliding object.\n"
"[code]collider_id[/code]: The colliding object's ID.\n"
"[code]rid[/code]: The intersecting object's [RID].\n"
"[code]shape[/code]: The shape index of the colliding shape.\n"
"The number of intersections can be limited with the [param max_results] "
"parameter, to reduce the processing time.\n"
"[b]Note:[/b] This method does not take into account the [code]motion[/code] "
"property of the object."
msgstr ""
"檢查通過 [PhysicsShapeQueryParameters3D] 物件給出的形狀與空間的交點。相交的形"
"狀在包含具有以下欄位的字典的陣列中返回:\n"
"[code]collider[/code]:碰撞對象。\n"
"[code]collider_id[/code]:碰撞對象的 ID。\n"
"[code]rid[/code]:相交對象的 [RID]。\n"
"[code]shape[/code]:碰撞形狀的形狀索引。\n"
"可以使用 [param max_results] 參數限制相交的數量,以減少處理時間。\n"
"[b]注意:[/b]該方法不考慮物件的 [code]motion[/code] 屬性。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsDirectSpaceState3D] implementations."
msgstr "提供能夠覆蓋的虛方法,用於建立自訂的 [PhysicsDirectSpaceState3D] 實作。"
msgid ""
"This class extends [PhysicsDirectSpaceState3D] by providing additional "
"virtual methods that can be overridden. When these methods are overridden, "
"they will be called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsDirectSpaceState3D]."
msgstr ""
"這個類擴充自 [PhysicsDirectSpaceState3D],額外提供了可覆蓋的虛方法。呼叫時會使"
"用這些覆蓋後的方法代替物理伺服器中的內部方法。\n"
"旨在用於 GDExtension用於建立 [PhysicsDirectSpaceState3D] 的自訂實作。"
msgid ""
"Holds physics-related properties of a surface, namely its roughness and "
"bounciness."
msgstr "存放與表面的物理相關的屬性,也就是粗糙度和反彈度。"
msgid ""
"Holds physics-related properties of a surface, namely its roughness and "
"bounciness. This class is used to apply these properties to a physics body."
msgstr ""
"存放與表面的物理相關的屬性,也就是粗糙度和反彈度。這個類用於將這些屬性套用至物"
"理體。"
msgid ""
"If [code]true[/code], subtracts the bounciness from the colliding object's "
"bounciness instead of adding it."
msgstr ""
"如果為 [code]true[/code],則從碰撞對象的彈跳性中減去彈性,而不是新增它。"
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
"物體的摩擦。取值範圍從 [code]0[/code](無摩擦)到 [code]1[/code](最大摩擦)。"
msgid ""
"If [code]true[/code], the physics engine will use the friction of the object "
"marked as \"rough\" when two objects collide. If [code]false[/code], the "
"physics engine will use the lowest friction of all colliding objects instead. "
"If [code]true[/code] for both colliding objects, the physics engine will use "
"the highest friction."
msgstr ""
"如果為 [code]true[/code],當兩個物體碰撞時,物理引擎將使用標記為“粗糙”的物體的"
"摩擦。如果 [code]false[/code],物理引擎將使用所有碰撞物體的最低摩擦力來代替。"
"如果兩個碰撞的物件都為 [code]true[/code],物理引擎將使用最高的摩擦力。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_point]."
msgstr "為 [method PhysicsDirectSpaceState2D.intersect_point] 提供參數。"
msgid ""
"By changing various properties of this object, such as the point position, "
"you can configure the parameters for [method PhysicsDirectSpaceState2D."
"intersect_point]."
msgstr ""
"通過修改這個物件的點位置等屬性,你可以為 [method PhysicsDirectSpaceState2D."
"intersect_point] 配置參數。"
msgid ""
"If different from [code]0[/code], restricts the query to a specific canvas "
"layer specified by its instance ID. See [method Object.get_instance_id].\n"
"If [code]0[/code], restricts the query to the Viewport's default canvas layer."
msgstr ""
"如果與 [code]0[/code] 不同,則將查詢限制為由其實例 ID 指定的特定畫布層。請參"
"閱 [method Object.get_instance_id]。\n"
"如果為 [code]0[/code],則將查詢限制為視口的預設畫布層。"
msgid "If [code]true[/code], the query will take [Area2D]s into account."
msgstr "如果為 [code]true[/code],查詢將考慮 [Area2D]。"
msgid "If [code]true[/code], the query will take [PhysicsBody2D]s into account."
msgstr "如果為 [code]true[/code],查詢將考慮 [PhysicsBody2D]。"
msgid ""
"The physics layers the query will detect (as a bitmask). By default, all "
"collision layers are detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
"查詢將偵測的實體層(作為位元遮罩)。預設情況下,會偵測所有碰撞層。有關詳細信"
"息,請參閱文件中的 [url=$DOCS_URL/tutorials/physics/physics_introduction."
"html#collision-layers-and-masks]《碰撞層和遮罩》[/url]。"
msgid ""
"The list of object [RID]s that will be excluded from collisions. Use [method "
"CollisionObject2D.get_rid] to get the [RID] associated with a "
"[CollisionObject2D]-derived node."
msgstr ""
"將被排除在碰撞之外的物件的 [RID] 列表。請使用 [method CollisionObject2D."
"get_rid] 來獲取與衍生自 [CollisionObject2D] 的節點關聯的 [RID]。"
msgid "The position being queried for, in global coordinates."
msgstr "要查詢的位置,使用全域座標。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_point]."
msgstr "為 [method PhysicsDirectSpaceState3D.intersect_point] 提供參數。"
msgid ""
"By changing various properties of this object, such as the point position, "
"you can configure the parameters for [method PhysicsDirectSpaceState3D."
"intersect_point]."
msgstr ""
"通過修改這個物件的點位置等屬性,你可以為 [method PhysicsDirectSpaceState3D."
"intersect_point] 配置參數。"
msgid "If [code]true[/code], the query will take [Area3D]s into account."
msgstr "如果為 [code]true[/code],則查詢將考慮 [Area3D]。"
msgid "If [code]true[/code], the query will take [PhysicsBody3D]s into account."
msgstr "如果為 [code]true[/code],則查詢將考慮 [PhysicsBody3D]。"
msgid ""
"The list of object [RID]s that will be excluded from collisions. Use [method "
"CollisionObject3D.get_rid] to get the [RID] associated with a "
"[CollisionObject3D]-derived node."
msgstr ""
"將被排除在碰撞之外的物件的 [RID] 列表。請使用 [method CollisionObject3D."
"get_rid] 來獲取與衍生自 [CollisionObject3D] 的節點關聯的 [RID]。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_ray]."
msgstr "為 [method PhysicsDirectSpaceState2D.intersect_ray] 提供參數。"
msgid ""
"By changing various properties of this object, such as the ray position, you "
"can configure the parameters for [method PhysicsDirectSpaceState2D."
"intersect_ray]."
msgstr ""
"通過修改這個物件的射線位置等屬性,你可以為 [method PhysicsDirectSpaceState2D."
"intersect_ray] 配置參數。"
msgid ""
"Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to "
"quickly create query parameters using the most common options.\n"
"[codeblock]\n"
"var query = PhysicsRayQueryParameters2D.create(global_position, "
"global_position + Vector2(0, 100))\n"
"var collision = get_world_2d().direct_space_state.intersect_ray(query)\n"
"[/codeblock]"
msgstr ""
"返回一個新的、預配置的 [PhysicsRayQueryParameters2D] 對象。使用它可以使用最常"
"見的選項來快速建立查詢參數。\n"
"[codeblock]\n"
"var query = PhysicsRayQueryParameters2D.create(global_position, "
"global_position + Vector2(0, 100))\n"
"var collision = get_world_2d().direct_space_state.intersect_ray(query)\n"
"[/codeblock]"
msgid "The starting point of the ray being queried for, in global coordinates."
msgstr "要查詢的射線起點,使用全域座標。"
msgid ""
"If [code]true[/code], the query will detect a hit when starting inside "
"shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. "
"Does not affect concave polygon shapes."
msgstr ""
"如果為 [code]true[/code],查詢會在從形狀內部開始時偵測到命中。在此情況下,碰撞"
"法線將為 [code]Vector2(0, 0)[/code]。不會影響凹多邊形形狀。"
msgid "The ending point of the ray being queried for, in global coordinates."
msgstr "要查詢的射線終點,使用全域座標。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_ray]."
msgstr "為 [method PhysicsDirectSpaceState3D.intersect_ray] 提供參數。"
msgid ""
"By changing various properties of this object, such as the ray position, you "
"can configure the parameters for [method PhysicsDirectSpaceState3D."
"intersect_ray]."
msgstr ""
"通過修改這個物件的射線位置等屬性,你可以為 [method PhysicsDirectSpaceState3D."
"intersect_ray] 配置參數。"
msgid ""
"Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to "
"quickly create query parameters using the most common options.\n"
"[codeblock]\n"
"var query = PhysicsRayQueryParameters3D.create(position, position + "
"Vector3(0, -10, 0))\n"
"var collision = get_world_3d().direct_space_state.intersect_ray(query)\n"
"[/codeblock]"
msgstr ""
"返回一個新的、預配置的 [PhysicsRayQueryParameters3D] 對象。使用它可以使用最常"
"見的選項快速建立查詢參數。\n"
"[codeblock]\n"
"var query = PhysicsRayQueryParameters3D.create(position, position + "
"Vector3(0, -10, 0))\n"
"var collision = get_world_3d().direct_space_state.intersect_ray(query)\n"
"[/codeblock]"
msgid ""
"If [code]true[/code], the query will hit back faces with concave polygon "
"shapes with back face enabled or heightmap shapes."
msgstr ""
"如果為 [code]true[/code],查詢將命中背部面,這些背部面是啟用了背面的凹多邊形形"
"狀,或高度圖形狀。"
msgid ""
"If [code]true[/code], the query will detect a hit when starting inside "
"shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/"
"code]. Does not affect concave polygon shapes or heightmap shapes."
msgstr ""
"如果為 [code]true[/code],查詢會在從形狀內部開始時偵測到命中。在此情況下,碰撞"
"法線將為 [code]Vector3(0, 0, 0)[/code]。不會影響凹多邊形形狀和高度圖形狀。"
msgid "A server interface for low-level 2D physics access."
msgstr "用於存取低階 2D 物理的伺服器介面。"
msgid ""
"PhysicsServer2D is the server responsible for all 2D physics. It can directly "
"create and manipulate all physics objects:\n"
"- A [i]space[/i] is a self-contained world for a physics simulation. It "
"contains bodies, areas, and joints. Its state can be queried for collision "
"and intersection information, and several parameters of the simulation can be "
"modified.\n"
"- A [i]shape[/i] is a geometric shape such as a circle, a rectangle, a "
"capsule, or a polygon. It can be used for collision detection by adding it to "
"a body/area, possibly with an extra transformation relative to the body/"
"area's origin. Bodies/areas can have multiple (transformed) shapes added to "
"them, and a single shape can be added to bodies/areas multiple times with "
"different local transformations.\n"
"- A [i]body[/i] is a physical object which can be in static, kinematic, or "
"rigid mode. Its state (such as position and velocity) can be queried and "
"updated. A force integration callback can be set to customize the body's "
"physics.\n"
"- An [i]area[/i] is a region in space which can be used to detect bodies and "
"areas entering and exiting it. A body monitoring callback can be set to "
"report entering/exiting body shapes, and similarly an area monitoring "
"callback can be set. Gravity and damping can be overridden within the area by "
"setting area parameters.\n"
"- A [i]joint[/i] is a constraint, either between two bodies or on one body "
"relative to a point. Parameters such as the joint bias and the rest length of "
"a spring joint can be adjusted.\n"
"Physics objects in [PhysicsServer2D] may be created and manipulated "
"independently; they do not have to be tied to nodes in the scene tree.\n"
"[b]Note:[/b] All the 2D physics nodes use the physics server internally. "
"Adding a physics node to the scene tree will cause a corresponding physics "
"object to be created in the physics server. A rigid body node registers a "
"callback that updates the node's transform with the transform of the "
"respective body object in the physics server (every physics update). An area "
"node registers a callback to inform the area node about overlaps with the "
"respective area object in the physics server. The raycast node queries the "
"direct state of the relevant space in the physics server."
msgstr ""
"PhysicsServer2D 是負責所有 2D 物理的伺服器。它可以直接建立和操作所有物理對"
"象:\n"
"- [i]Space空間[/i]是用於物理模擬的自包含世界。它包含實體、區域和關節。可以"
"對其狀態進行查詢,獲取碰撞和相交資訊,並且可以修改部分模擬參數。\n"
"- [i]Shape形狀[/i]是圓形、矩形、膠囊形、多邊形等幾何形狀。加入到實體/區域"
"中就可以用來進行碰撞偵測,還可以帶有相對於實體/區域原點的額外變換。實體/區域中"
"可以新增多個(變換後的)形狀,同一個形狀可以使用不同的局部變換新增到實體/區域"
"中。\n"
"- [i]Body實體[/i]是物理物件,可以處於靜態、運動學或剛性模式。可以對其狀態"
"進行查詢和更新(例如位置、速度等)。可以設定力的集成回呼函式,自訂實體的物理特"
"性。\n"
"- [i]Area區域[/i]是空間中的區塊,可用於偵測進入和離開它的實體和區域。可以"
"設定實體的監視回呼函式,報告進入/離開的實體形狀,同樣可以設定區域的監視回呼函"
"式。通過設定區域參數,可以在區域內覆蓋重力和阻尼。\n"
"- [i]Joint關節[/i]是兩個實體之間或一個實體相對於某個點的約束。可以調整關節"
"偏置和彈簧關節的放鬆長度等參數。\n"
"[PhysicsServer2D] 中的物理物件可以獨立建立和操作;不必將它們綁定到場景樹中的節"
"點。\n"
"[b]注意:[/b]所有 2D 物理節點都在內部使用這個物理伺服器。將物理節點新增到場景"
"樹,就會導致在物理伺服器中建立相應的物理物件。剛體節點會註冊回呼函式,該回呼函"
"式會(在每次物理更新時)使用物理伺服器中相應實體物件的變換更新該節點的變換。區"
"域節點會註冊回呼函式,用來通知區域節點與物理伺服器中相應區域物件的重疊。射線投"
"射節點會查詢物理伺服器中相關空間的直接狀態。"
msgid ""
"Adds a shape to the area, with the given local transform. The shape (together "
"with its [param transform] and [param disabled] properties) is added to an "
"array of shapes, and the shapes of an area are usually referenced by their "
"index in this array."
msgstr ""
"使用給定的局部變換向區域新增一個形狀。該形狀(連同它的 [param transform] 和 "
"[param disabled] 屬性)被新增到一個形狀陣列中,一個區域的形狀通常由它們在這個"
"陣列中的索引引用。"
msgid ""
"Attaches the [code]ObjectID[/code] of a canvas to the area. Use [method "
"Object.get_instance_id] to get the [code]ObjectID[/code] of a [CanvasLayer]."
msgstr ""
"將畫布的 [code]ObjectID[/code] 附加到該區域。使用 [method Object."
"get_instance_id] 獲取 [CanvasLayer] 的 [code]ObjectID[/code]。"
msgid ""
"Attaches the [code]ObjectID[/code] of an [Object] to the area. Use [method "
"Object.get_instance_id] to get the [code]ObjectID[/code] of a "
"[CollisionObject2D]."
msgstr ""
"將 [Object] 的 [code]ObjectID[/code] 附加到該區域。使用 [method Object."
"get_instance_id] 獲取 [CollisionObject2D] 的 [code]ObjectID[/code]。"
msgid ""
"Removes all shapes from the area. This does not delete the shapes themselves, "
"so they can continue to be used elsewhere or added back later."
msgstr ""
"從該區域移除所有形狀。這不會刪除形狀本身,因此它們可以繼續在別處使用或稍後添加"
"回來。"
msgid ""
"Creates a 2D area object in the physics server, and returns the [RID] that "
"identifies it. Use [method area_add_shape] to add shapes to it, use [method "
"area_set_transform] to set its transform, and use [method area_set_space] to "
"add the area to a space."
msgstr ""
"在物理服務中建立一個 2D 區域物件,並返回標識它的 [RID]。使用 [method "
"area_add_shape] 為其新增形狀,使用 [method area_set_transform] 設定其變換,並"
"使用 [method area_set_space] 將區域新增到一個空間。"
msgid ""
"Returns the [code]ObjectID[/code] of the canvas attached to the area. Use "
"[method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a "
"nonzero [code]ObjectID[/code]."
msgstr ""
"返回附加到該區域的畫布的 [code]ObjectID[/code]。使用 [method @GlobalScope."
"instance_from_id] 從非零 [code]ObjectID[/code] 檢索一個 [CanvasLayer]。"
msgid "Returns the physics layer or layers the area belongs to, as a bitmask."
msgstr "返回該區域所屬的實體層,形式為位元遮罩。"
msgid ""
"Returns the physics layer or layers the area can contact with, as a bitmask."
msgstr "返回該區域所能接觸的實體層,形式為位元遮罩。"
msgid ""
"Returns the [code]ObjectID[/code] attached to the area. Use [method "
"@GlobalScope.instance_from_id] to retrieve an [Object] from a nonzero "
"[code]ObjectID[/code]."
msgstr ""
"返回附加到該區域的 [code]ObjectID[/code]。可使用 [method @GlobalScope."
"instance_from_id] 從非零 [code]ObjectID[/code] 中檢索一個 [Object]。"
msgid ""
"Returns the value of the given area parameter. See [enum AreaParameter] for "
"the list of available parameters."
msgstr "返回給定區域參數的值。可用參數的列表見 [enum AreaParameter]。"
msgid ""
"Returns the [RID] of the shape with the given index in the area's array of "
"shapes."
msgstr "返回該區域的形狀陣列中給定索引的形狀的 [RID]。"
msgid "Returns the number of shapes added to the area."
msgstr "返回新增給該區域的形狀數量。"
msgid ""
"Returns the local transform matrix of the shape with the given index in the "
"area's array of shapes."
msgstr "返回該區域的形狀陣列中給定索引的形狀的局部變換矩陣。"
msgid "Returns the transform matrix of the area."
msgstr "返回該區域的變換矩陣。"
msgid ""
"Removes the shape with the given index from the area's array of shapes. The "
"shape itself is not deleted, so it can continue to be used elsewhere or added "
"back later. As a result of this operation, the area's shapes which used to "
"have indices higher than [param shape_idx] will have their index decreased by "
"one."
msgstr ""
"從區域的形狀陣列中移除具有給定索引的形狀。該形狀本身並沒有被刪除,所以它可以繼"
"續在別處使用或稍後新增回來。此操作會使曾經索引高於 [param shape_idx] 的區域形"
"狀的索引將減少一個。"
msgid ""
"Sets the area's area monitor callback. This callback will be called when any "
"other (shape of an) area enters or exits (a shape of) the given area, and "
"must take the following five parameters:\n"
"1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or "
"[constant AREA_BODY_REMOVED] depending on whether the other area's shape "
"entered or exited the area,\n"
"2. an [RID] [code]area_rid[/code]: the [RID] of the other area that entered "
"or exited the area,\n"
"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to "
"the other area,\n"
"4. an integer [code]area_shape_idx[/code]: the index of the shape of the "
"other area that entered or exited the area,\n"
"5. an integer [code]self_shape_idx[/code]: the index of the shape of the area "
"where the other area entered or exited.\n"
"By counting (or keeping track of) the shapes that enter and exit, it can be "
"determined if an area (with all its shapes) is entering for the first time or "
"exiting for the last time."
msgstr ""
"設定該區域的區域監視回呼函式。當任何其他(形狀)區域進入或退出(形狀)給定區域"
"時,將呼叫此回呼函式,並且必須採用以下五個參數:\n"
"1. 一個整數 [code]status[/code][constant AREA_BODY_ADDED] 或 [constant "
"AREA_BODY_REMOVED] 取決於其他區域的形狀是進入還是退出該區域,\n"
"2. 一個 [RID] [code]area_rid[/code]:進入或退出該區域的其他區域的 [RID]\n"
"3. 一個整數 [code]instance_id[/code]:附加到其他區域的 [code]ObjectID[/"
"code]\n"
"4. 一個整數 [code]area_shape_idx[/code]:進入或退出該區域的其他區域的形狀索"
"引,\n"
"5. 一個整數 [code]self_shape_idx[/code]:其他區域進入或退出的區域的形狀索"
"引。\n"
"通過計算(或追蹤)進入和退出的形狀,可以確定一個區域(及其所有形狀)是第一次進"
"入還是最後一次退出。"
msgid "Assigns the area to one or many physics layers, via a bitmask."
msgstr "將該區域分配給若干個實體層,使用位元遮罩。"
msgid "Sets which physics layers the area will monitor, via a bitmask."
msgstr "設定該區域所監視的實體層,使用位元遮罩。"
msgid ""
"Sets the area's body monitor callback. This callback will be called when any "
"other (shape of a) body enters or exits (a shape of) the given area, and must "
"take the following five parameters:\n"
"1. an integer [code]status[/code]: either [constant AREA_BODY_ADDED] or "
"[constant AREA_BODY_REMOVED] depending on whether the other body shape "
"entered or exited the area,\n"
"2. an [RID] [code]body_rid[/code]: the [RID] of the body that entered or "
"exited the area,\n"
"3. an integer [code]instance_id[/code]: the [code]ObjectID[/code] attached to "
"the body,\n"
"4. an integer [code]body_shape_idx[/code]: the index of the shape of the body "
"that entered or exited the area,\n"
"5. an integer [code]self_shape_idx[/code]: the index of the shape of the area "
"where the body entered or exited.\n"
"By counting (or keeping track of) the shapes that enter and exit, it can be "
"determined if a body (with all its shapes) is entering for the first time or "
"exiting for the last time."
msgstr ""
"設定區域的實體監視器回呼函式。當任何其他(形狀的)實體進入或退出(形狀的)給定"
"區域時,將呼叫此回呼函式,並且必須採用以下五個參數:\n"
"1. 一個整數 [code]status[/code][constant AREA_BODY_ADDED] 或 [constant "
"AREA_BODY_REMOVED] 取決於其他實體形狀是否進入或退出該區域,\n"
"2. 一個 [RID] [code]body_rid[/code]:進入或離開該區域的實體的 [RID]\n"
"3. 一個整數 [code]instance_id[/code]:附加到該實體上的 [code]ObjectID[/"
"code]\n"
"4. 一個整數 [code]body_shape_idx[/code]:進入或離開該區域的實體形狀索引,\n"
"5. 一個整數 [code]self_shape_idx[/code]:實體進入或離開的區域的形狀索引。\n"
"通過計算(或追蹤)進入和退出的形狀,可以確定一個實體(及其所有形狀)是第一次進"
"入還是最後一次退出。"
msgid ""
"Sets whether the area is monitorable or not. If [param monitorable] is "
"[code]true[/code], the area monitoring callback of other areas will be called "
"when this area enters or exits them."
msgstr ""
"設定該區域是否可監視。如果 [param monitorable] 為 [code]true[/code],則該區域"
"進入或退出其他區域時,會呼叫其他區域的區域監視回呼函式。"
msgid ""
"Sets the value of the given area parameter. See [enum AreaParameter] for the "
"list of available parameters."
msgstr "設定給定的區域參數的值。可用參數列表見 [enum AreaParameter]。"
msgid ""
"Replaces the area's shape at the given index by another shape, while not "
"affecting the [code]transform[/code] and [code]disabled[/code] properties at "
"the same index."
msgstr ""
"用另一個形狀替換給定索引處的區域形狀,同時不會影響在同一索引處的 "
"[code]transform[/code] 和 [code]disabled[/code] 屬性。"
msgid ""
"Sets the disabled property of the area's shape with the given index. If "
"[param disabled] is [code]true[/code], then the shape will not detect any "
"other shapes entering or exiting it."
msgstr ""
"使用給定索引設定區域形狀的禁用屬性。如果 [param disabled] 為 [code]true[/"
"code],則該形狀將不會偵測任何其他形狀進入或退出它。"
msgid ""
"Sets the local transform matrix of the area's shape with the given index."
msgstr "設定該區域給定索引的形狀的局部變換。"
msgid ""
"Adds the area to the given space, after removing the area from the previously "
"assigned space (if any).\n"
"[b]Note:[/b] To remove an area from a space without immediately adding it "
"back elsewhere, use [code]PhysicsServer2D.area_set_space(area, RID())[/code]."
msgstr ""
"從先前賦予的空間(如果有)中移除該區域後,將該區域新增到給定空間。\n"
"[b]注意:[/b]要從空間中移除一個區域而不立即將其新增回其他地方,請使用 "
"[code]PhysicsServer2D.area_set_space(area, RID())[/code]。"
msgid "Sets the transform matrix of the area."
msgstr "設定該區域的變換矩陣。"
msgid ""
"Adds [param excepted_body] to the body's list of collision exceptions, so "
"that collisions with it are ignored."
msgstr ""
"將 [param excepted_body] 新增到實體的碰撞例外列表中,以便忽略與它的碰撞。"
msgid ""
"Adds a constant directional force to the body. The force does not affect "
"rotation. The force remains applied over time until cleared with "
"[code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/code].\n"
"This is equivalent to using [method body_add_constant_force] at the body's "
"center of mass."
msgstr ""
"向實體新增一個恒定的定向力。該力不影響旋轉。隨著時間的推移,力會一直施加,直到"
"使用 [code]PhysicsServer2D.body_set_constant_force(body, Vector2(0, 0))[/"
"code] 清除。\n"
"這相當於在實體的質心處使用 [method body_add_constant_force]。"
msgid ""
"Adds a constant positioned force to the body. The force can affect rotation "
"if [param position] is different from the body's center of mass. The force "
"remains applied over time until cleared with [code]PhysicsServer2D."
"body_set_constant_force(body, Vector2(0, 0))[/code].\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向實體新增一個恒定的定位力。如果 [param position] 與實體的質心不同,則力會影響"
"旋轉。力會持續施加,直到使用 [code]PhysicsServer2D."
"body_set_constant_force(body, Vector2(0, 0))[/code] 清除。\n"
"[param position] 是在全域座標中距實體原點的偏移量。"
msgid ""
"Adds a constant rotational force to the body. The force does not affect "
"position. The force remains applied over time until cleared with "
"[code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code]."
msgstr ""
"向實體新增一個恒定的旋轉力。該力不影響位置。隨著時間的推移,該力會一直施加,直"
"到使用 [code]PhysicsServer2D.body_set_constant_torque(body, 0)[/code] 清除。"
msgid ""
"Adds a shape to the area, with the given local transform. The shape (together "
"with its [param transform] and [param disabled] properties) is added to an "
"array of shapes, and the shapes of a body are usually referenced by their "
"index in this array."
msgstr ""
"使用給定的局部變換向該區域新增一個形狀。該形狀(連同它的 [param transform] 和 "
"[param disabled] 屬性)將被新增到一個形狀陣列中,一個實體的形狀通常由它們在這"
"個陣列中的索引引用。"
msgid ""
"Applies a directional force to the body, at the body's center of mass. The "
"force does not affect rotation. A force is time dependent and meant to be "
"applied every physics update.\n"
"This is equivalent to using [method body_apply_force] at the body's center of "
"mass."
msgstr ""
"在實體的質心處向實體施加一個定向力。該力不影響旋轉。力是時間相關的,這意味著每"
"次物理更新都會被施加。\n"
"這相當於在實體的質心處使用 [method body_apply_force]。"
msgid ""
"Applies a directional impulse to the body, at the body's center of mass. The "
"impulse does not affect rotation.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"This is equivalent to using [method body_apply_impulse] at the body's center "
"of mass."
msgstr ""
"在實體的質心處向該實體施加一個定向脈衝。該脈衝不影響旋轉。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生一個依賴於畫面播放速率的力。出於這個"
"原因它應該只在模擬一次性影響時使用否則使用“_force”函式。\n"
"這相當於在實體的質心處使用 [method body_apply_impulse]。"
msgid ""
"Applies a positioned force to the body. The force can affect rotation if "
"[param position] is different from the body's center of mass. A force is time "
"dependent and meant to be applied every physics update.\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向實體施加一個定位力。如果 [param position] 與實體的質心不同,則力會影響旋轉。"
"力是時間相關的,意味著每次物理更新都會被施加。\n"
"[param position] 是在全域座標中距實體原點的偏移量。"
msgid ""
"Applies a positioned impulse to the body. The impulse can affect rotation if "
"[param position] is different from the body's center of mass.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向實體施加一個定位脈衝。如果 [param position] 與實體的質心不同,則該脈衝會影響"
"旋轉。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生一個依賴於畫面播放速率的力。出於這個"
"原因它應該只在模擬一次性影響時使用否則使用“_force”函式。\n"
"[param position] 是在全域座標中距實體原點的偏移量。"
msgid ""
"Applies a rotational force to the body. The force does not affect position. A "
"force is time dependent and meant to be applied every physics update."
msgstr ""
"對實體施加一個旋轉力。該力不影響位置。力是時間相關的,意味著每次物理更新都會被"
"施加。"
msgid ""
"Applies a rotational impulse to the body. The impulse does not affect "
"position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise)."
msgstr ""
"對實體施加一個旋轉的脈衝。該脈衝不影響位置。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生一個依賴於畫面播放速率的力。出於這個"
"原因它應該只在模擬一次性影響時使用否則使用“_force”函式。"
msgid ""
"Attaches the [code]ObjectID[/code] of a canvas to the body. Use [method "
"Object.get_instance_id] to get the [code]ObjectID[/code] of a [CanvasLayer]."
msgstr ""
"將畫布的 [code]ObjectID[/code] 附加到該實體。可使用 [method Object."
"get_instance_id] 獲取 [CanvasLayer] 的 [code]ObjectID[/code]。"
msgid ""
"Attaches the [code]ObjectID[/code] of an [Object] to the body. Use [method "
"Object.get_instance_id] to get the [code]ObjectID[/code] of a "
"[CollisionObject2D]."
msgstr ""
"將 [Object] 的 [code]ObjectID[/code] 附加到該實體。可使用 [method Object."
"get_instance_id] 獲取 [CollisionObject2D] 的 [code]ObjectID[/code]。"
msgid ""
"Removes all shapes from the body. This does not delete the shapes themselves, "
"so they can continue to be used elsewhere or added back later."
msgstr ""
"從該實體中移除所有形狀。這不會刪除形狀本身,因此它們可以繼續在別處使用或稍後新"
"增回來。"
msgid ""
"Creates a 2D body object in the physics server, and returns the [RID] that "
"identifies it. Use [method body_add_shape] to add shapes to it, use [method "
"body_set_state] to set its transform, and use [method body_set_space] to add "
"the body to a space."
msgstr ""
"在物理服務中建立一個 2D 物體物件,並返回標識它的 [RID]。可使用 [method "
"body_add_shape] 為其新增形狀,使用 [method body_set_state] 設定其變換,以及使"
"用 [method body_set_space] 將實體新增到一個空間。"
msgid ""
"Returns the [code]ObjectID[/code] of the canvas attached to the body. Use "
"[method @GlobalScope.instance_from_id] to retrieve a [CanvasLayer] from a "
"nonzero [code]ObjectID[/code]."
msgstr ""
"返回附加到該實體的畫布的 [code]ObjectID[/code]。可使用 [method @GlobalScope."
"instance_from_id] 從非零 [code]ObjectID[/code] 檢索一個 [CanvasLayer]。"
msgid "Returns the physics layer or layers the body belongs to, as a bitmask."
msgstr "返回物體所屬的實體層,形式為位元遮罩。"
msgid ""
"Returns the physics layer or layers the body can collide with, as a bitmask."
msgstr "返回物體可以碰撞的實體層,形式為位元遮罩。"
msgid ""
"Returns the body's collision priority. This is used in the depenetration "
"phase of [method body_test_motion]. The higher the priority is, the lower the "
"penetration into the body will be."
msgstr ""
"返回該實體的碰撞優先順序。這用於 [method body_test_motion] 的穿透階段。優先順"
"序越高,對該實體的穿透力就越低。"
msgid ""
"Returns the body's total constant positional force applied during each "
"physics update.\n"
"See [method body_add_constant_force] and [method "
"body_add_constant_central_force]."
msgstr ""
"返回在每次物理更新期間,該物體被施加的總的恒定位置的力。\n"
"參閱 [method body_add_constant_force] 和 [method "
"body_add_constant_central_force]。"
msgid ""
"Returns the body's total constant rotational force applied during each "
"physics update.\n"
"See [method body_add_constant_torque]."
msgstr ""
"返回在每次物理更新期間,該物體被施加的總的恒定旋轉的力。\n"
"參閱 [method body_add_constant_torque]。"
msgid ""
"Returns the body's continuous collision detection mode (see [enum CCDMode])."
msgstr "返回該物體的連續碰撞偵測模式(見 [enum CCDMode])。"
msgid ""
"Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] "
"if the body is destroyed or not assigned to a space."
msgstr ""
"返回該實體的 [PhysicsDirectBodyState2D]。如果該實體已被銷毀或未被分配給一個空"
"間,則返回 [code]null[/code]。"
msgid ""
"Returns the maximum number of contacts that the body can report. See [method "
"body_set_max_contacts_reported]."
msgstr ""
"返回該實體可以報告的最大接觸數。請參閱 [method "
"body_set_max_contacts_reported]。"
msgid "Returns the body's mode (see [enum BodyMode])."
msgstr "返回該物體的模式(見 [enum BodyMode])。"
msgid ""
"Returns the [code]ObjectID[/code] attached to the body. Use [method "
"@GlobalScope.instance_from_id] to retrieve an [Object] from a nonzero "
"[code]ObjectID[/code]."
msgstr ""
"返回附加到該實體的 [code]ObjectID[/code]。可使用 [method @GlobalScope."
"instance_from_id] 從非零 [code]ObjectID[/code] 中檢索一個 [Object]。"
msgid ""
"Returns the value of the given body parameter. See [enum BodyParameter] for "
"the list of available parameters."
msgstr "返回給定實體參數的值。有關可用的參數列表,請參閱 [enum BodyParameter]。"
msgid ""
"Returns the [RID] of the shape with the given index in the body's array of "
"shapes."
msgstr "返回該實體形狀陣列中具有給定索引的形狀的 [RID]。"
msgid "Returns the number of shapes added to the body."
msgstr "返回新增至該物體的形狀的數量。"
msgid ""
"Returns the value of the given state of the body. See [enum BodyState] for "
"the list of available states."
msgstr "返回該實體給定狀態的值。有關可用狀態的列表,請參閱 [enum BodyState]。"
msgid ""
"Returns [code]true[/code] if the body uses a callback function to calculate "
"its own physics (see [method body_set_force_integration_callback])."
msgstr ""
"如果實體使用回呼函式來計算自己的物理運算(請參閱 [method "
"body_set_force_integration_callback]),則返回 [code]true[/code]。"
msgid ""
"Removes [param excepted_body] from the body's list of collision exceptions, "
"so that collisions with it are no longer ignored."
msgstr ""
"返回附加到該實體的 [code]ObjectID[/code]。可使用 [method @GlobalScope."
"instance_from_id] 從非零 [code]ObjectID[/code] 中檢索一個 [Object]。"
msgid ""
"Removes the shape with the given index from the body's array of shapes. The "
"shape itself is not deleted, so it can continue to be used elsewhere or added "
"back later. As a result of this operation, the body's shapes which used to "
"have indices higher than [param shape_idx] will have their index decreased by "
"one."
msgstr ""
"從該實體的形狀陣列中移除具有給定索引的形狀。該形狀本身並沒有被刪除,所以它可以"
"繼續在別處使用或稍後新增回來。該操作將會使曾經索引高於 [param shape_idx] 的實"
"體形狀的索引將減少一個。"
msgid ""
"Restores the default inertia and center of mass of the body based on its "
"shapes. This undoes any custom values previously set using [method "
"body_set_param]."
msgstr ""
"根據實體的形狀恢復該實體的預設慣性和質心。這會撤銷之前使用 [method "
"body_set_param] 設定的任何自訂值。"
msgid ""
"Modifies the body's linear velocity so that its projection to the axis "
"[code]axis_velocity.normalized()[/code] is exactly [code]axis_velocity."
"length()[/code]. This is useful for jumping behavior."
msgstr ""
"修改實體的線速度,使其到軸 [code]axis_velocity.normalized()[/code] 的投影正好"
"是 [code]axis_velocity.length()[/code]。這對於跳躍行為很有用。"
msgid "Sets the physics layer or layers the body belongs to, via a bitmask."
msgstr "設定該物體所屬的實體層,使用位元遮罩。"
msgid ""
"Sets the physics layer or layers the body can collide with, via a bitmask."
msgstr "設定該物體能夠碰撞的實體層,使用位元遮罩。"
msgid ""
"Sets the body's collision priority. This is used in the depenetration phase "
"of [method body_test_motion]. The higher the priority is, the lower the "
"penetration into the body will be."
msgstr ""
"設定該實體的碰撞優先順序。這用於 [method body_test_motion] 的穿透階段。優先順"
"序越高,對實體的穿透力就越低。"
msgid ""
"Sets the body's total constant positional force applied during each physics "
"update.\n"
"See [method body_add_constant_force] and [method "
"body_add_constant_central_force]."
msgstr ""
"設定在每次物理更新期間,該物體被施加的總的恒定位置的力。\n"
"參閱 [method body_add_constant_force] 和 [method "
"body_add_constant_central_force]。"
msgid ""
"Sets the body's total constant rotational force applied during each physics "
"update.\n"
"See [method body_add_constant_torque]."
msgstr ""
"設定在每次物理更新期間,該物體被施加的總的恒定旋轉的力。\n"
"參閱 [method body_add_constant_torque]。"
msgid ""
"Sets the continuous collision detection mode using one of the [enum CCDMode] "
"constants.\n"
"Continuous collision detection tries to predict where a moving body would "
"collide in between physics updates, instead of moving it and correcting its "
"movement if it collided."
msgstr ""
"使用 [enum CCDMode] 常數之一設定連續碰撞偵測模式。\n"
"連續碰撞偵測試圖預測一個移動的物體將在物理更新之間發生碰撞的位置,而不是移動它"
"並在發生碰撞時糾正它的運動。"
msgid ""
"Sets the function used to calculate physics for the body, if that body allows "
"it (see [method body_set_omit_force_integration]).\n"
"The force integration function takes the following two parameters:\n"
"1. a [PhysicsDirectBodyState2D] [code]state[/code]: used to retrieve and "
"modify the body's state,\n"
"2. a [Variant] [param userdata]: optional user data.\n"
"[b]Note:[/b] This callback is currently not called in Godot Physics."
msgstr ""
"如果該實體允許的話,設定用於計算實體物理的函式(參見 [method "
"body_set_omit_force_integration])。\n"
"該力的積分函式採用以下兩個參數:\n"
"1. 一個 [PhysicsDirectBodyState2D] [code]state[/code]:用於檢索和修改實體的狀"
"態,\n"
"2. 一個 [Variant] [param userdata]:可選的使用者資料。\n"
"[b]注意:[/b]該回呼函式目前在 Godot 物理中不會被呼叫。"
msgid ""
"Sets the maximum number of contacts that the body can report. If [param "
"amount] is greater than zero, then the body will keep track of at most this "
"many contacts with other bodies."
msgstr ""
"設定該實體可以報告的接觸的最大數量。如果 [param amount] 大於零,那麼實體將最多"
"追蹤與其他實體的這麼多次接觸。"
msgid ""
"Sets the body's mode. See [enum BodyMode] for the list of available modes."
msgstr "設定該實體的模式。有關可用模式的列表,請參閱 [enum BodyMode]。"
msgid ""
"Sets whether the body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
"設定一個物體是否使用回呼函式來計算它自己的物理(參見 [method "
"body_set_force_integration_callback])。"
msgid ""
"Sets the value of the given body parameter. See [enum BodyParameter] for the "
"list of available parameters."
msgstr "設定給定實體參數的值。有關可用參數列表,請參閱 [enum BodyParameter]。"
msgid ""
"Replaces the body's shape at the given index by another shape, while not "
"affecting the [code]transform[/code], [code]disabled[/code], and one-way "
"collision properties at the same index."
msgstr ""
"用另一個形狀替換給定索引處的實體形狀,同時不會影響同一索引處的 "
"[code]transform[/code]、[code]disabled[/code] 和單向碰撞屬性。"
msgid ""
"Sets the one-way collision properties of the body's shape with the given "
"index. If [param enable] is [code]true[/code], the one-way collision "
"direction given by the shape's local upward axis "
"[code]body_get_shape_transform(body, shape_idx).y[/code] will be used to "
"ignore collisions with the shape in the opposite direction, and to ensure "
"depenetration of kinematic bodies happens in this direction."
msgstr ""
"使用給定索引設定實體形狀的單向碰撞屬性。如果 [param enable] 為 [code]true[/"
"code],則形狀的局部向上軸 [code]body_get_shape_transform(body, shape_idx).y[/"
"code] 給出的單向碰撞方向將用於忽略與相反方向的形狀,並確保運動實體的穿透發生在"
"這個方向上。"
msgid ""
"Sets the disabled property of the body's shape with the given index. If "
"[param disabled] is [code]true[/code], then the shape will be ignored in all "
"collision detection."
msgstr ""
"使用給定索引設定實體形狀的禁用屬性。如果 [param disabled] 為 [code]true[/"
"code],則在所有碰撞偵測中將忽略該形狀。"
msgid ""
"Sets the local transform matrix of the body's shape with the given index."
msgstr "使用給定索引設定該實體形狀的局部變換矩陣。"
msgid ""
"Adds the body to the given space, after removing the body from the previously "
"assigned space (if any). If the body's mode is set to [constant "
"BODY_MODE_RIGID], then adding the body to a space will have the following "
"additional effects:\n"
"- If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set "
"explicitly, then the value of that parameter will be recalculated based on "
"the body's shapes.\n"
"- If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= "
"0.0[/code], then the value of that parameter will be recalculated based on "
"the body's shapes, mass, and center of mass.\n"
"[b]Note:[/b] To remove a body from a space without immediately adding it back "
"elsewhere, use [code]PhysicsServer2D.body_set_space(body, RID())[/code]."
msgstr ""
"從先前分配的空間(若存在)中移除實體後,將該實體新增到給定空間。如果實體的模式"
"被設定為 [constant BODY_MODE_RIGID],則將該實體新增到空間將具有以下額外效"
"果:\n"
"- 如果從未明確設定參數 [constant BODY_PARAM_CENTER_OF_MASS],則該參數的值將根"
"據實體的形狀重新計算。\n"
"- 如果參數 [constant BODY_PARAM_INERTIA] 被設定為一個 [code]<= 0.0[/code] 的"
"值,則該參數的值將根據實體的形狀、品質、和質心重新計算。\n"
"[b]注意:[/b]要從一個空間中移除實體,且不立即將其新增回其他地方,請使用 "
"[code]PhysicsServer2D.body_set_space(body, RID())[/code]。"
msgid ""
"Sets the value of a body's state. See [enum BodyState] for the list of "
"available states.\n"
"[b]Note:[/b] The state change doesn't take effect immediately. The state will "
"change on the next physics frame."
msgstr ""
"設定實體狀態的值。有關可用狀態的列表,請參閱 [enum BodyState]。\n"
"[b]注意:[/b]狀態更改不會立即生效。狀態更改將發生在下一個物理影格上。"
msgid ""
"Returns [code]true[/code] if a collision would result from moving the body "
"along a motion vector from a given point in space. See "
"[PhysicsTestMotionParameters2D] for the available motion parameters. "
"Optionally a [PhysicsTestMotionResult2D] object can be passed, which will be "
"used to store the information about the resulting collision."
msgstr ""
"如果從空間中的給定點,沿著運動向量移動實體會產生一個碰撞,則返回 [code]true[/"
"code]。有關可用的運動參數,請參閱 [PhysicsTestMotionParameters2D]。可以選擇傳"
"遞一個 [PhysicsTestMotionResult2D] 物件,該物件將用於儲存有關所產生碰撞的信"
"息。"
msgid ""
"Creates a 2D capsule shape in the physics server, and returns the [RID] that "
"identifies it. Use [method shape_set_data] to set the capsule's height and "
"radius."
msgstr ""
"在物理服務中建立一個 2D 膠囊形狀,並返回標識它的 [RID]。可使用 [method "
"shape_set_data] 設定膠囊的高度和半徑。"
msgid ""
"Creates a 2D circle shape in the physics server, and returns the [RID] that "
"identifies it. Use [method shape_set_data] to set the circle's radius."
msgstr ""
"在物理服務中建立一個 2D 圓形,並返回標識它的 [RID]。可使用 [method "
"shape_set_data] 設定圓的半徑。"
msgid ""
"Creates a 2D concave polygon shape in the physics server, and returns the "
"[RID] that identifies it. Use [method shape_set_data] to set the concave "
"polygon's segments."
msgstr ""
"在物理服務中建立一個 2D 凹多邊形形狀,並返回標識它的 [RID]。可使用 [method "
"shape_set_data] 設定凹多邊形的線段。"
msgid ""
"Creates a 2D convex polygon shape in the physics server, and returns the "
"[RID] that identifies it. Use [method shape_set_data] to set the convex "
"polygon's points."
msgstr ""
"在物理服務中建立一個 2D 凸多邊形形狀,並返回標識它的 [RID]。可使用 [method "
"shape_set_data] 設定凸多邊形的點。"
msgid ""
"Returns the value of the given damped spring joint parameter. See [enum "
"DampedSpringParam] for the list of available parameters."
msgstr ""
"返回給定阻尼彈簧關節參數的值。有關可用參數的列表,請參閱 [enum "
"DampedSpringParam]。"
msgid ""
"Sets the value of the given damped spring joint parameter. See [enum "
"DampedSpringParam] for the list of available parameters."
msgstr ""
"設定給定阻尼彈簧關節參數的值。有關可用參數的列表,請參閱 [enum "
"DampedSpringParam]。"
msgid ""
"Destroys any of the objects created by PhysicsServer2D. If the [RID] passed "
"is not one of the objects that can be created by PhysicsServer2D, an error "
"will be printed to the console."
msgstr ""
"銷毀由 PhysicsServer2D 建立的任何物件。如果傳遞的 [RID] 不是 PhysicsServer2D "
"可以建立的物件之一,則會將一個錯誤發送到控制台。"
msgid ""
"Returns information about the current state of the 2D physics engine. See "
"[enum ProcessInfo] for the list of available states."
msgstr ""
"返回關於 2D 物理引擎目前狀態的資訊。可用狀態的列表見 [enum ProcessInfo]。"
msgid ""
"Destroys the joint with the given [RID], creates a new uninitialized joint, "
"and makes the [RID] refer to this new joint."
msgstr ""
"銷毀具有給定 [RID] 的關節,建立一個新的未初始化關節,並使該 [RID] 引用這個新關"
"節。"
msgid ""
"Creates a 2D joint in the physics server, and returns the [RID] that "
"identifies it. To set the joint type, use [method joint_make_damped_spring], "
"[method joint_make_groove] or [method joint_make_pin]. Use [method "
"joint_set_param] to set generic joint parameters."
msgstr ""
"在物理服務中建立一個 2D 關節,並返回標識它的 [RID]。要設定關節型別,請使用 "
"[method joint_make_damped_spring]、[method joint_make_groove] 或 [method "
"joint_make_pin]。可使用 [method joint_set_param] 設定通用關節參數。"
msgid ""
"Sets whether the bodies attached to the [Joint2D] will collide with each "
"other."
msgstr "設定附加到該 [Joint2D] 的物體能否互相碰撞。"
msgid ""
"Returns the value of the given joint parameter. See [enum JointParam] for the "
"list of available parameters."
msgstr "返回給定關節參數的值。可用參數的列表見 [enum JointParam]。"
msgid "Returns the joint's type (see [enum JointType])."
msgstr "返回該關節的型別(見 [enum JointType])。"
msgid ""
"Returns whether the bodies attached to the [Joint2D] will collide with each "
"other."
msgstr "返回分配給該 [Joint2D] 的物體能否相互碰撞。"
msgid ""
"Makes the joint a damped spring joint, attached at the point [param anchor_a] "
"(given in global coordinates) on the body [param body_a] and at the point "
"[param anchor_b] (given in global coordinates) on the body [param body_b]. To "
"set the parameters which are specific to the damped spring, see [method "
"damped_spring_joint_set_param]."
msgstr ""
"使該關節成為一個阻尼彈簧關節,連接到實體 [param body_a] 上的點 [param "
"anchor_a](在全域座標中給出)和實體 [param body_b] 上的點 [param anchor_b](在"
"全域座標中給出)。要設定特定於阻尼彈簧的參數,請參閱 [method "
"damped_spring_joint_set_param]。"
msgid "Makes the joint a groove joint."
msgstr "使關節成為凹槽關節。"
msgid ""
"Sets the value of the given joint parameter. See [enum JointParam] for the "
"list of available parameters."
msgstr "設定給定關節參數的值。可用參數的列表見 [enum JointParam]。"
msgid "Gets a pin joint flag (see [enum PinJointFlag] constants)."
msgstr "獲取 hinge_joint 旗標(見 [enum HingeJointFlag] 常數)。"
msgid ""
"Returns the value of a pin joint parameter. See [enum PinJointParam] for a "
"list of available parameters."
msgstr "返回銷關節參數的值。有關可用參數列表,請參閱 [enum PinJointParam]。"
msgid "Sets a pin joint flag (see [enum PinJointFlag] constants)."
msgstr "設定 hinge_joint 旗標(見 [enum HingeJointFlag] 常數)。"
msgid ""
"Sets a pin joint parameter. See [enum PinJointParam] for a list of available "
"parameters."
msgstr "設定銷關節參數。有關可用參數列表,請參閱 [enum PinJointParam]。"
msgid ""
"Creates a 2D rectangle shape in the physics server, and returns the [RID] "
"that identifies it. Use [method shape_set_data] to set the rectangle's half-"
"extents."
msgstr ""
"在物理服務中建立一個 2D 矩形形狀,並返回標識它的 [RID]。可使用 [method "
"shape_set_data] 設定該矩形的半邊距。"
msgid ""
"Creates a 2D segment shape in the physics server, and returns the [RID] that "
"identifies it. Use [method shape_set_data] to set the segment's start and end "
"points."
msgstr ""
"在物理服務中建立一個 2D 線段形狀,並返回標識它的 [RID]。可使用 [method "
"shape_set_data] 設定線段的起點和終點。"
msgid ""
"Creates a 2D separation ray shape in the physics server, and returns the "
"[RID] that identifies it. Use [method shape_set_data] to set the shape's "
"[code]length[/code] and [code]slide_on_slope[/code] properties."
msgstr ""
"在物理服務中建立一個 2D 分離射線形狀,並返回標識它的 [RID]。可使用 [method "
"shape_set_data] 設定形狀的 [code]length[/code] 和 [code]slide_on_slope[/code] "
"屬性。"
msgid ""
"Activates or deactivates the 2D physics server. If [param active] is "
"[code]false[/code], then the physics server will not do anything in its "
"physics step."
msgstr ""
"啟動或停用 2D 物理服務。如果 [param active] 為 [code]false[/code],則物理服務"
"將不會在其物理步驟中執行任何操作。"
msgid ""
"Returns the shape data that defines the configuration of the shape, such as "
"the half-extents of a rectangle or the segments of a concave shape. See "
"[method shape_set_data] for the precise format of this data in each case."
msgstr ""
"返回定義形狀配置的形狀資料,例如矩形的半邊長或凹形的線段。有關每種情況下該數據"
"的精確格式,請參閱 [method shape_set_data]。"
msgid "Returns the shape's type (see [enum ShapeType])."
msgstr "返回該形狀的型別(見 [enum ShapeType])。"
msgid ""
"Creates a 2D space in the physics server, and returns the [RID] that "
"identifies it. A space contains bodies and areas, and controls the stepping "
"of the physics simulation of the objects in it."
msgstr ""
"在物理服務中建立一個 2D 空間,並返回標識它的 [RID]。空間包含實體和區域,並控制"
"其中實體的物理類比的步驟。"
msgid ""
"Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can "
"be used for collision/intersection queries."
msgstr ""
"返回空間的狀態,即 [PhysicsDirectSpaceState2D]。該對象可用於進行碰撞/相交的查"
"詢。"
msgid ""
"Returns the value of the given space parameter. See [enum SpaceParameter] for "
"the list of available parameters."
msgstr "返回給定空間參數的值。可用參數的列表見 [enum SpaceParameter]。"
msgid "Returns [code]true[/code] if the space is active."
msgstr "如果該空間處於活動狀態,則返回 [code]true[/code]。"
msgid ""
"Activates or deactivates the space. If [param active] is [code]false[/code], "
"then the physics server will not do anything with this space in its physics "
"step."
msgstr ""
"啟動或停用該空間。如果 [param active] 為 [code]false[/code],那麼物理服務將不"
"會在它的物理步驟中對這個空間做任何事情。"
msgid ""
"Sets the value of the given space parameter. See [enum SpaceParameter] for "
"the list of available parameters."
msgstr "設定給定空間參數的值。可用參數的列表見 [enum SpaceParameter]。"
msgid ""
"Creates a 2D world boundary shape in the physics server, and returns the "
"[RID] that identifies it. Use [method shape_set_data] to set the shape's "
"normal direction and distance properties."
msgstr ""
"在物理服務中建立一個 2D 世界邊界形狀,並返回標識它的 [RID]。可使用 [method "
"shape_set_data] 設定形狀的法線方向和距離屬性。"
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated. The default value of this "
"parameter is [member ProjectSettings.physics/2d/solver/"
"contact_recycle_radius]."
msgstr ""
"常數,用於設定/獲取一對物體在其碰撞狀態被重新計算之前的最大移動距離。該參數的"
"預設值為 [member ProjectSettings.physics/2d/solver/contact_recycle_radius]。"
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated and the contact is discarded. The default value "
"of this parameter is [member ProjectSettings.physics/2d/solver/"
"contact_max_separation]."
msgstr ""
"常數,用於設定/獲取兩個形狀間的最大距離,超過該距離後它們將被視為分離,接觸將"
"被棄置。該參數的預設值為 [member ProjectSettings.physics/2d/solver/"
"contact_max_separation]。"
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision. The default value of this parameter is "
"[member ProjectSettings.physics/2d/solver/contact_max_allowed_penetration]."
msgstr ""
"常數,用於設定/獲取兩個形狀互相穿透的最大距離,超過該距離後將視為碰撞。該參數"
"的預設值為 [member ProjectSettings.physics/2d/solver/"
"contact_max_allowed_penetration]。"
msgid ""
"Constant to set/get the default solver bias for all physics contacts. A "
"solver bias is a factor controlling how much two objects \"rebound\", after "
"overlapping, to avoid leaving them in that state because of numerical "
"imprecision. The default value of this parameter is [member ProjectSettings."
"physics/2d/solver/default_contact_bias]."
msgstr ""
"常數,用於設定/獲取所有物理接觸的預設求解器偏差。求解器偏差是控制兩個物件在重"
"疊後“反彈”的程度的一個係數,以避免由於數值不精確而使它們處於該狀態。該參數的預"
"設值為 [member ProjectSettings.physics/2d/solver/default_contact_bias]。"
msgid ""
"Constant to set/get the threshold linear velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given. The default value of this parameter is [member "
"ProjectSettings.physics/2d/sleep_threshold_linear]."
msgstr ""
"常數,用於設定/獲取活躍的閾值線速度。一個線性速度和角速度都被標記為可能處於非"
"活動狀態的物體,將在給定時間後進入睡眠狀態。該參數的預設值為 [member "
"ProjectSettings.physics/2d/sleep_threshold_linear]。"
msgid ""
"Constant to set/get the threshold angular velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given. The default value of this parameter is [member "
"ProjectSettings.physics/2d/sleep_threshold_angular]."
msgstr ""
"常數,用於設定/獲取活躍的閾值角速度。一個線性速度和角速度都被標記為可能處於非"
"活動狀態的物體,將在給定時間後進入睡眠狀態。該參數的預設值為 [member "
"ProjectSettings.physics/2d/sleep_threshold_angular]。"
msgid ""
"Constant to set/get the maximum time of activity. A body marked as "
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time. The default value of this parameter is [member "
"ProjectSettings.physics/2d/time_before_sleep]."
msgstr ""
"常數,用於設定/獲得最大的活動時間。一個被標記為線速度和角速度都可能不活動的物"
"體,在這個時間之後將被置入睡眠狀態。"
msgid ""
"Constant to set/get the default solver bias for all physics constraints. A "
"solver bias is a factor controlling how much two objects \"rebound\", after "
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision. The default value of this parameter is [member "
"ProjectSettings.physics/2d/solver/default_constraint_bias]."
msgstr ""
"常數,用於設定/獲取所有物理約束的預設求解器偏差。求解器偏差是控制兩個物件在違"
"反約束後“反彈”的程度的一個係數,以避免由於數值不精確而使它們處於該狀態。該參數"
"的預設值為 [member ProjectSettings.physics/2d/solver/"
"default_constraint_bias]。"
msgid ""
"Constant to set/get the number of solver iterations for all contacts and "
"constraints. The greater the number of iterations, the more accurate the "
"collisions will be. However, a greater number of iterations requires more CPU "
"power, which can decrease performance. The default value of this parameter is "
"[member ProjectSettings.physics/2d/solver/solver_iterations]."
msgstr ""
"常數,用於設定/獲取所有接觸與約束的求解器反覆運算數。反覆運算次數越多,碰撞越"
"準確。但是,大量的反覆運算會需要更多的 CPU 能力,會降低性能。"
msgid ""
"This is the constant for creating world boundary shapes. A world boundary "
"shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it "
"can be used for front/behind checks."
msgstr ""
"常數,用於建立世界邊界形狀。一個世界邊界形狀,是具有原點和法線的[i]無限[/i]直"
"線。因此,它可以用於前面/背面檢查。"
msgid ""
"This is the constant for creating separation ray shapes. A separation ray is "
"defined by a length and separates itself from what is touching its far "
"endpoint. Useful for character controllers."
msgstr ""
"常數,用於建立分離射線形狀。一條分離射線由一個長度定義,並將其自身與接觸其遠端"
"點的物體分開。對角色控制器很有用。"
msgid ""
"This is the constant for creating segment shapes. A segment shape is a "
"[i]finite[/i] line from a point A to a point B. It can be checked for "
"intersections."
msgstr ""
"常數,用於建立線段形狀。一條線段形狀是從點 A 到點 B 的[i]有限[/i]線段。可以用"
"於檢查交叉點。"
msgid ""
"This is the constant for creating circle shapes. A circle shape only has a "
"radius. It can be used for intersections and inside/outside checks."
msgstr ""
"這是建立圓形的常數。一個圓的形狀只有一個半徑。它可以用於交點和內/外側檢查。"
msgid ""
"This is the constant for creating rectangle shapes. A rectangle shape is "
"defined by a width and a height. It can be used for intersections and inside/"
"outside checks."
msgstr ""
"這是用於建立矩形形狀的常數。矩形形狀是由寬度和高度定義的。它可以用於交點和內/"
"外側檢查。"
msgid ""
"This is the constant for creating capsule shapes. A capsule shape is defined "
"by a radius and a length. It can be used for intersections and inside/outside "
"checks."
msgstr ""
"這是建立膠囊形狀的常數。一個膠囊形狀由一個半徑和一個長度定義。它可以用於交點和"
"內/外側檢查。"
msgid ""
"This is the constant for creating convex polygon shapes. A polygon is defined "
"by a list of points. It can be used for intersections and inside/outside "
"checks."
msgstr ""
"常數,用於建立凸多邊形形狀。一個多邊形是由一個點的列表定義的。它可以用於交叉點"
"和內側/外側檢查。"
msgid ""
"This is the constant for creating concave polygon shapes. A polygon is "
"defined by a list of points. It can be used for intersections checks, but not "
"for inside/outside checks."
msgstr ""
"這是建立凹形多邊形的常數。一個多邊形是由一個點的列表定義的。它可以用於交叉點檢"
"查,但不能用於內/外側檢查。"
msgid ""
"This constant is used internally by the engine. Any attempt to create this "
"kind of shape results in an error."
msgstr "引擎內部會使用這個常數。任何試圖建立這種形狀的行為都會導致錯誤。"
msgid ""
"Constant to set/get gravity override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values. The default value of this "
"parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]."
msgstr ""
"常數,在一個區域中設定/獲取重力覆蓋模式。有關可能的值,請參閱 [enum "
"AreaSpaceOverrideMode]。這個參數的預設值是 [constant "
"AREA_SPACE_OVERRIDE_DISABLED]。"
msgid ""
"Constant to set/get gravity strength in an area. The default value of this "
"parameter is [code]9.80665[/code]."
msgstr ""
"常數,用於設定/獲取區域中的重力強度。該參數的預設值為 [code]9.80665[/code]。"
msgid ""
"Constant to set/get gravity vector/center in an area. The default value of "
"this parameter is [code]Vector2(0, -1)[/code]."
msgstr ""
"常數,用於設定/獲取區域中的重力向量/中心。該參數的預設值為 [code]Vector2(0, "
"-1)[/code]。"
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point. The default value of this parameter is [code]false[/code]."
msgstr ""
"常數,用於設定/獲取區域中的重力向量是方向,還是中心點。該參數的預設值為 "
"[code]false[/code]。"
msgid ""
"Constant to set/get the distance at which the gravity strength is equal to "
"the gravity controlled by [constant AREA_PARAM_GRAVITY]. For example, on a "
"planet 100 pixels in radius with a surface gravity of 4.0 px/s², set the "
"gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff "
"according to the inverse square law, so in the example, at 200 pixels from "
"the center the gravity will be 1.0 px/s² (twice the distance, 1/4th the "
"gravity), at 50 pixels it will be 16.0 px/s² (half the distance, 4x the "
"gravity), and so on.\n"
"The above is true only when the unit distance is a positive number. When the "
"unit distance is set to 0.0, the gravity will be constant regardless of "
"distance. The default value of this parameter is [code]0.0[/code]."
msgstr ""
"常數,用於設定/獲取重力強度等於 [constant AREA_PARAM_GRAVITY] 控制的重力的距"
"離。例如,在一個半徑為 100 圖元且表面重力為 4.0 px/s² 的行星上,將重力設定為 "
"4.0,將單位距離設定為 100.0。重力將根據平方反比定律衰減,因此在該範例中,距離"
"中心 200 圖元處的重力將為 1.0 px/s²距離的兩倍重力的 1/4距離中心 50 像"
"素處重力為 16.0 px/s²距離的一半重力的 4 倍),依此類推。\n"
"僅當單位距離為正數時,上述情況才成立。當單位距離設定為 0.0 時,重力將與距離無"
"關。該參數的預設值為 [code]0.0[/code]。"
msgid ""
"Constant to set/get linear damping override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values. The default value of this "
"parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]."
msgstr ""
"常數,用於在一個區域中設定/獲取線性阻尼覆蓋模式。有關可能的值,請參閱 [enum "
"AreaSpaceOverrideMode]。這個參數的預設值是 [constant "
"AREA_SPACE_OVERRIDE_DISABLED]。"
msgid ""
"Constant to set/get the linear damping factor of an area. The default value "
"of this parameter is [code]0.1[/code]."
msgstr ""
"常數,用於設定/獲取區域的線性阻尼係數。該參數的預設值為 [code]0.1[/code]。"
msgid ""
"Constant to set/get angular damping override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values. The default value of this "
"parameter is [constant AREA_SPACE_OVERRIDE_DISABLED]."
msgstr ""
"常數,用於在一個區域中設定/獲取角度阻尼覆蓋模式。有關可能的值,請參閱 [enum "
"AreaSpaceOverrideMode]。這個參數的預設值是 [constant "
"AREA_SPACE_OVERRIDE_DISABLED]。"
msgid ""
"Constant to set/get the angular damping factor of an area. The default value "
"of this parameter is [code]1.0[/code]."
msgstr ""
"常數,用於設定/獲取區域的角度阻尼係數。該參數的預設值為 [code]1.0[/code]。"
msgid ""
"Constant to set/get the priority (order of processing) of an area. The "
"default value of this parameter is [code]0[/code]."
msgstr ""
"常數,用於設定/獲取區域的優先順序(處理順序)。該參數的預設值為 [code]0[/"
"code]。"
msgid ""
"This area does not affect gravity/damp. These are generally areas that exist "
"only to detect collisions, and objects entering or exiting them."
msgstr ""
"這個區域不影響重力/阻尼。這些一般都是只存在於偵測碰撞的區域,以及進入或離開它"
"們的物體。"
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. This way, many overlapping areas can combine their physics to make "
"interesting effects."
msgstr ""
"此區域把它的重力/阻尼加到目前已經計算過的對象上。這樣一來,許多重疊的區域可以"
"結合它們的物理運算來產生有趣的效果。"
msgid ""
"This area adds its gravity/damp values to whatever has been calculated so "
"far. Then stops taking into account the rest of the areas, even the default "
"one."
msgstr ""
"這個區域把它的重力/阻尼加到迄今為止已經計算出來的任何東西上。然後停止考慮其餘"
"的區域,甚至預設的區域。"
msgid ""
"This area replaces any gravity/damp, even the default one, and stops taking "
"into account the rest of the areas."
msgstr "這個區域取代了任何重力/阻尼,甚至是預設的,並停止考慮其餘的區域。"
msgid ""
"This area replaces any gravity/damp calculated so far, but keeps calculating "
"the rest of the areas, down to the default one."
msgstr ""
"這個區域取代了到目前為止計算的任何重力/阻尼,但繼續計算其餘的區域,直到預設的"
"區域。"
msgid ""
"Constant for static bodies. In this mode, a body can be only moved by user "
"code and doesn't collide with other bodies along its path when moved."
msgstr ""
"常數,用於靜態物體。在這種模式下,物體只能由使用者程式碼移動,移動時不會與路徑"
"上的其他物體發生碰撞。"
msgid ""
"Constant for kinematic bodies. In this mode, a body can be only moved by user "
"code and collides with other bodies along its path."
msgstr ""
"常數,用於運動學物體。在這種模式下,物體只能由使用者程式碼移動,會與路徑上的其"
"他物體發生碰撞。"
msgid ""
"Constant for rigid bodies. In this mode, a body can be pushed by other bodies "
"and has forces applied."
msgstr "常數,用於剛體。在這種模式下,物體可以被其他物體推動,能夠對其施加力。"
msgid ""
"Constant for linear rigid bodies. In this mode, a body can not rotate, and "
"only its linear velocity is affected by external forces."
msgstr "常數,用於線性剛體。在這種模式下,物體不能旋轉,只有線速度受外力影響。"
msgid ""
"Constant to set/get a body's bounce factor. The default value of this "
"parameter is [code]0.0[/code]."
msgstr "常數,用於設定/獲取物體的反彈係數。該參數的預設值為 [code]0.0[/code]。"
msgid ""
"Constant to set/get a body's friction. The default value of this parameter is "
"[code]1.0[/code]."
msgstr "常數,用於設定/獲取實體摩擦力。該參數的預設值為 [code]1.0[/code]。"
msgid ""
"Constant to set/get a body's mass. The default value of this parameter is "
"[code]1.0[/code]. If the body's mode is set to [constant BODY_MODE_RIGID], "
"then setting this parameter will have the following additional effects:\n"
"- If the parameter [constant BODY_PARAM_CENTER_OF_MASS] has never been set "
"explicitly, then the value of that parameter will be recalculated based on "
"the body's shapes.\n"
"- If the parameter [constant BODY_PARAM_INERTIA] is set to a value [code]<= "
"0.0[/code], then the value of that parameter will be recalculated based on "
"the body's shapes, mass, and center of mass."
msgstr ""
"常數,用於設定/獲取一個實體品質。該參數的預設值為[code]1.0[/code]。如果該實體"
"的模式被設定為 [constant BODY_MODE_RIGID],那麼設定這個參數會有以下附加效"
"果:\n"
"- 如果該參數 [constant BODY_PARAM_CENTER_OF_MASS] 從未被明確設定,則該參數的值"
"將根據實體的形狀重新計算。\n"
"- 如果該參數 [constant BODY_PARAM_INERTIA] 被設定為值 [code]<= 0.0[/code],則"
"該參數的值將根據該實體的形狀、品質、和質心重新計算。"
msgid ""
"Constant to set/get a body's inertia. The default value of this parameter is "
"[code]0.0[/code]. If the body's inertia is set to a value [code]<= 0.0[/"
"code], then the inertia will be recalculated based on the body's shapes, "
"mass, and center of mass."
msgstr ""
"常數,用於設定/獲取一個實體慣性。該參數的預設值為[code]0.0[/code]。如果實體的"
"慣性被設定為一個值 [code]<= 0.0[/code],那麼慣性將根據實體的形狀、品質、和質心"
"重新計算。"
msgid ""
"Constant to set/get a body's center of mass position in the body's local "
"coordinate system. The default value of this parameter is [code]Vector2(0,0)[/"
"code]. If this parameter is never set explicitly, then it is recalculated "
"based on the body's shapes when setting the parameter [constant "
"BODY_PARAM_MASS] or when calling [method body_set_space]."
msgstr ""
"常數,用於在實體局部坐標系中設定/獲取一個實體質心位置。該參數的預設值為 "
"[code]Vector2(0,0)[/code]。如果該參數從未明確設定,則在設定參數 [constant "
"BODY_PARAM_MASS] 或呼叫 [method body_set_space] 時,會根據實體的形狀重新計算。"
msgid ""
"Constant to set/get a body's gravity multiplier. The default value of this "
"parameter is [code]1.0[/code]."
msgstr "常數,用於設定/獲取物體的重力倍數。該參數的預設值為 [code]1.0[/code]。"
msgid ""
"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for "
"possible values. The default value of this parameter is [constant "
"BODY_DAMP_MODE_COMBINE]."
msgstr ""
"常數,用於設定/獲取物體的線性阻尼模式。可能的值見 [enum BodyDampMode]。這個參"
"數的預設值為 [constant BODY_DAMP_MODE_COMBINE]。"
msgid ""
"Constant to set/get a body's angular damping mode. See [enum BodyDampMode] "
"for possible values. The default value of this parameter is [constant "
"BODY_DAMP_MODE_COMBINE]."
msgstr ""
"常數,用於設定/獲取物體的角度阻尼模式。可能的值見 [enum BodyDampMode]。這個參"
"數的預設值為 [constant BODY_DAMP_MODE_COMBINE]。"
msgid ""
"Constant to set/get a body's linear damping factor. The default value of this "
"parameter is [code]0.0[/code]."
msgstr ""
"常數,用於設定/獲取物體的線性阻尼係數。該參數的預設值為 [code]0.0[/code]。"
msgid ""
"Constant to set/get a body's angular damping factor. The default value of "
"this parameter is [code]0.0[/code]."
msgstr ""
"常數,用於設定/獲取物體的角度阻尼係數。該參數的預設值為 [code]0.0[/code]。"
msgid "Represents the size of the [enum BodyParameter] enum."
msgstr "代表 [enum BodyParameter] 列舉的大小。"
msgid ""
"The body's damping value is added to any value set in areas or the default "
"value."
msgstr "物體的阻尼值會疊加到替換區域中所設定的值或預設值。"
msgid ""
"The body's damping value replaces any value set in areas or the default value."
msgstr "物體的阻尼值會替換區域中所設定的值或預設值。"
msgid "Constant to set/get the current transform matrix of the body."
msgstr "常數,用於設定/獲取物體的目前變換矩陣。"
msgid "Constant to set/get the current linear velocity of the body."
msgstr "常數,用於設定/獲取物體的目前線速度。"
msgid "Constant to set/get the current angular velocity of the body."
msgstr "常數,用於設定/獲取物體的目前角速度。"
msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
msgstr "常數,用於使物體沉睡/喚醒,或得到它是否在沉睡。"
msgid "Constant to set/get whether the body can sleep."
msgstr "常數,用於設定/獲取物體是否可以休眠。"
msgid "Constant to create pin joints."
msgstr "常數,用於創造釘關節。"
msgid "Constant to create groove joints."
msgstr "常數,用於創造槽關節。"
msgid "Constant to create damped spring joints."
msgstr "常數,用於創造有阻尼的彈簧關節。"
msgid "Represents the size of the [enum JointType] enum."
msgstr "代表 [enum JointType] 列舉的大小。"
msgid ""
"Constant to set/get how fast the joint pulls the bodies back to satisfy the "
"joint constraint. The lower the value, the more the two bodies can pull on "
"the joint. The default value of this parameter is [code]0.0[/code].\n"
"[b]Note:[/b] In Godot Physics, this parameter is only used for pin joints and "
"groove joints."
msgstr ""
"常數,用於設定/獲取該關節將實體拉回以滿足關節約束的速度。值越低,兩個物體對關"
"節的拉動就越大。該參數的預設值為 [code]0.0[/code]。\n"
"[b]注意:[/b]在 Godot 物理中,這個參數只用於銷關節和槽關節。"
msgid ""
"Constant to set/get the maximum speed with which the joint can apply "
"corrections. The default value of this parameter is [code]3.40282e+38[/"
"code].\n"
"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints."
msgstr ""
"常數,用於設定/獲取關節可以套用校正的最大速度。該參數的預設值為 "
"[code]3.40282e+38[/code]。\n"
"[b]注意:[/b]在 Godot 物理中,這個參數只用於槽關節。"
msgid ""
"Constant to set/get the maximum force that the joint can use to act on the "
"two bodies. The default value of this parameter is [code]3.40282e+38[/code].\n"
"[b]Note:[/b] In Godot Physics, this parameter is only used for groove joints."
msgstr ""
"常數,用於設定/獲取關節可用於作用於兩個實體的最大力。該參數的預設值為 "
"[code]3.40282e+38[/code]。\n"
"[b]注意:[/b]在 Godot 物理中,這個參數只用於槽關節。"
msgid ""
"Constant to set/get a how much the bond of the pin joint can flex. The "
"default value of this parameter is [code]0.0[/code]."
msgstr ""
"常數,用於設定/獲取銷關節的紐帶可以彎曲多少。該參數的預設值為 [code]0.0[/"
"code]。"
msgid "The maximum rotation around the pin."
msgstr "鉸鏈上的最大旋轉。"
msgid "The minimum rotation around the pin."
msgstr "鉸鏈上的最小旋轉。"
msgid "Target speed for the motor. In radians per second."
msgstr "軸上馬達的目標速度。"
msgid "If [code]true[/code], the pin has a maximum and a minimum rotation."
msgstr "如果為 [code]true[/code],鉸鏈具有最大和最小旋轉。"
msgid "If [code]true[/code], a motor turns the pin."
msgstr "如果為 [code]true[/code],則馬達將轉動鉸鏈。"
msgid ""
"Sets the resting length of the spring joint. The joint will always try to go "
"to back this length when pulled apart. The default value of this parameter is "
"the distance between the joint's anchor points."
msgstr ""
"設定彈簧關節的放鬆長度。當拉開時,該關節將始終嘗試回到這個長度。該參數的預設值"
"是關節錨點之間的距離。"
msgid ""
"Sets the stiffness of the spring joint. The joint applies a force equal to "
"the stiffness times the distance from its resting length. The default value "
"of this parameter is [code]20.0[/code]."
msgstr ""
"設定彈簧關節的剛度。該關節施加的力等於剛度乘以距其放鬆長度的距離。該參數的默認"
"值為 [code]20.0[/code]。"
msgid ""
"Sets the damping ratio of the spring joint. A value of 0 indicates an "
"undamped spring, while 1 causes the system to reach equilibrium as fast as "
"possible (critical damping). The default value of this parameter is "
"[code]1.5[/code]."
msgstr ""
"設定彈簧關節的阻尼比率。值為 0 表示無阻尼彈簧,而 1 表示系統盡可能快地達到平衡"
"(臨界阻尼)。該參數的預設值為 [code]1.5[/code]。"
msgid ""
"Disables continuous collision detection. This is the fastest way to detect "
"body collisions, but it can miss small and/or fast-moving objects."
msgstr ""
"禁用連續碰撞偵測。這是偵測物體碰撞的最快方法,但可能會錯過較小和/或快速移動的"
"物體。"
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
msgstr "通過射線投射實作連續的碰撞偵測。它比形狀投射更快,但不夠精確。"
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest CCD "
"method, and the most precise."
msgstr "通過形變實作連續的碰撞偵測。它是最慢的 CCD 方法,也是最精確的。"
msgid ""
"The value of the first parameter and area callback function receives, when an "
"object enters one of its shapes."
msgstr "當對象進入其形狀之一時,第一個參數和區域回呼函式接收的值。"
msgid ""
"The value of the first parameter and area callback function receives, when an "
"object exits one of its shapes."
msgstr "當對象退出其形狀之一時,第一個參數和區域回呼函式接收的值。"
msgid "Constant to get the number of objects that are not sleeping."
msgstr "常數,用以獲取未處於睡眠狀態的物件的數量。"
msgid "Constant to get the number of possible collisions."
msgstr "常數,用以獲取可能的碰撞數。"
msgid ""
"Constant to get the number of space regions where a collision could occur."
msgstr "常數,用以獲取可能發生碰撞的空間區域數。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsServer2D] implementations."
msgstr "提供覆蓋後可以用來建立自訂 [PhysicsServer2D] 實作的虛方法。"
msgid ""
"This class extends [PhysicsServer2D] by providing additional virtual methods "
"that can be overridden. When these methods are overridden, they will be "
"called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsServer2D]."
msgstr ""
"這個類擴充自 [PhysicsServer2D],提供可額外的可覆蓋虛方法。覆蓋這些方法後,就不"
"會呼叫物理伺服器內部方法,而是呼叫這些覆蓋後的方法。\n"
"旨在用於 GDExtension用於建立自訂 [PhysicsServer2D] 實作。"
msgid "A singleton for managing [PhysicsServer2D] implementations."
msgstr "用於管理 [PhysicsServer2D] 實作的單例。"
msgid ""
"[PhysicsServer2DManager] is the API for registering [PhysicsServer2D] "
"implementations and for setting the default implementation.\n"
"[b]Note:[/b] It is not possible to switch physics servers at runtime. This "
"class is only used on startup at the server initialization level, by Godot "
"itself and possibly by GDExtensions."
msgstr ""
"[PhysicsServer2DManager] 是用於註冊 [PhysicsServer2D] 實作、設定預設實作的 "
"API。\n"
"[b]注意:[/b]無法在運作時切換物理伺服器。這個類只在啟動時在伺服器初始化級別使"
"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。"
msgid ""
"Register a [PhysicsServer2D] implementation by passing a [param name] and a "
"[Callable] that returns a [PhysicsServer2D] object."
msgstr ""
"註冊 [PhysicsServer2D] 實作,傳入名稱 [param name] 和返回 [PhysicsServer2D] 對"
"象的 [Callable]。"
msgid ""
"Set the default [PhysicsServer2D] implementation to the one identified by "
"[param name], if [param priority] is greater than the priority of the current "
"default implementation."
msgstr ""
"如果優先順序 [param priority] 比目前預設實作的優先順序高,則將由名稱 [param "
"name] 標識的 [PhysicsServer2D] 實作設定為預設實作。"
msgid "A server interface for low-level 3D physics access."
msgstr "用於存取低階 3D 物理的伺服器介面。"
msgid ""
"PhysicsServer3D is the server responsible for all 3D physics. It can directly "
"create and manipulate all physics objects:\n"
"- A [i]space[/i] is a self-contained world for a physics simulation. It "
"contains bodies, areas, and joints. Its state can be queried for collision "
"and intersection information, and several parameters of the simulation can be "
"modified.\n"
"- A [i]shape[/i] is a geometric shape such as a sphere, a box, a cylinder, or "
"a polygon. It can be used for collision detection by adding it to a body/"
"area, possibly with an extra transformation relative to the body/area's "
"origin. Bodies/areas can have multiple (transformed) shapes added to them, "
"and a single shape can be added to bodies/areas multiple times with different "
"local transformations.\n"
"- A [i]body[/i] is a physical object which can be in static, kinematic, or "
"rigid mode. Its state (such as position and velocity) can be queried and "
"updated. A force integration callback can be set to customize the body's "
"physics.\n"
"- An [i]area[/i] is a region in space which can be used to detect bodies and "
"areas entering and exiting it. A body monitoring callback can be set to "
"report entering/exiting body shapes, and similarly an area monitoring "
"callback can be set. Gravity and damping can be overridden within the area by "
"setting area parameters.\n"
"- A [i]joint[/i] is a constraint, either between two bodies or on one body "
"relative to a point. Parameters such as the joint bias and the rest length of "
"a spring joint can be adjusted.\n"
"Physics objects in [PhysicsServer3D] may be created and manipulated "
"independently; they do not have to be tied to nodes in the scene tree.\n"
"[b]Note:[/b] All the 3D physics nodes use the physics server internally. "
"Adding a physics node to the scene tree will cause a corresponding physics "
"object to be created in the physics server. A rigid body node registers a "
"callback that updates the node's transform with the transform of the "
"respective body object in the physics server (every physics update). An area "
"node registers a callback to inform the area node about overlaps with the "
"respective area object in the physics server. The raycast node queries the "
"direct state of the relevant space in the physics server."
msgstr ""
"PhysicsServer3D 是負責所有 3D 物理的伺服器。它可以直接建立和操作所有物理對"
"象:\n"
"- [i]Space空間[/i]是用於物理模擬的自包含世界。它包含實體、區域和關節。可以"
"對其狀態進行查詢,獲取碰撞和相交資訊,並且可以修改部分模擬參數。\n"
"- [i]Shape形狀[/i]是球形、盒形、圓柱形、多邊形等幾何形狀。加入到實體/區域"
"中就可以用來進行碰撞偵測,還可以帶有相對於實體/區域原點的額外變換。實體/區域中"
"可以新增多個(變換後的)形狀,同一個形狀可以使用不同的局部變換新增到實體/區域"
"中。\n"
"- [i]Body實體[/i]是物理物件,可以處於靜態、運動學或剛性模式。可以對其狀態"
"進行查詢和更新(例如位置、速度等)。可以設定力的集成回呼函式,自訂實體的物理特"
"性。\n"
"- [i]Area區域[/i]是空間中的區塊,可用於偵測進入和離開它的實體和區域。可以"
"設定實體的監視回呼函式,報告進入/離開的實體形狀,同樣可以設定區域的監視回呼函"
"式。通過設定區域參數,可以在區域內覆蓋重力和阻尼。\n"
"- [i]Joint關節[/i]是兩個實體之間或一個實體相對於某個點的約束。可以調整關節"
"偏置和彈簧關節的放鬆長度等參數。\n"
"[PhysicsServer3D] 中的物理物件可以獨立建立和操作;不必將它們綁定到場景樹中的節"
"點。\n"
"[b]注意:[/b]所有 3D 物理節點都在內部使用這個物理伺服器。將物理節點新增到場景"
"樹,就會導致在物理伺服器中建立相應的物理物件。剛體節點會註冊回呼函式,該回呼函"
"式會(在每次物理更新時)使用物理伺服器中相應實體物件的變換更新該節點的變換。區"
"域節點會註冊回呼函式,用來通知區域節點與物理伺服器中相應區域物件的重疊。射線投"
"射節點會查詢物理伺服器中相關空間的直接狀態。"
msgid ""
"Adds a shape to the area, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
"向區域新增一個形狀,以及一個變換矩陣。形狀通常通過它們的索引來引用,因此你應該"
"追蹤哪個形狀具有給定的索引。"
msgid ""
"Assigns the area to a descendant of [Object], so it can exist in the node "
"tree."
msgstr "將區域分配給[Object]的子類別,因此它可以存在於節點樹中。"
msgid ""
"Removes all shapes from an area. It does not delete the shapes, so they can "
"be reassigned later."
msgstr "從一個區域移除所有形狀。它不會刪除形狀,因此它們可以稍後重新分配。"
msgid "Creates an [Area3D]."
msgstr "建立 [Area3D]。"
msgid "Returns the physics layer or layers an area belongs to."
msgstr "返回該區域所屬的實體層。"
msgid "Returns the physics layer or layers an area can contact with."
msgstr "返回該區域能夠接觸的實體層。"
msgid "Gets the instance ID of the object the area is assigned to."
msgstr "獲取區域分配給的物件的實例 ID。"
msgid ""
"Returns an area parameter value. A list of available parameters is on the "
"[enum AreaParameter] constants."
msgstr "返回區域參數值。可用參數列表位於 [enum AreaParameter] 常數上。"
msgid "Returns the [RID] of the nth shape of an area."
msgstr "返回區域的第 n 個形狀的 [RID]。"
msgid "Returns the number of shapes assigned to an area."
msgstr "返回分配給區域的形狀數量。"
msgid "Returns the transform matrix of a shape within an area."
msgstr "返回區域內形狀的變換矩陣。"
msgid "Returns the space assigned to the area."
msgstr "返回分配給該區域的空間。"
msgid "Returns the transform matrix for an area."
msgstr "返回區域的變換矩陣。"
msgid ""
"Removes a shape from an area. It does not delete the shape, so it can be "
"reassigned later."
msgstr "從區域中移除一個形狀。它不會刪除形狀,因此可以稍後重新分配。"
msgid "Assigns the area to one or many physics layers."
msgstr "將區域分配給一個或多個實體層。"
msgid "Sets which physics layers the area will monitor."
msgstr "設定區域將監控的實體層。"
msgid ""
"Sets the value for an area parameter. A list of available parameters is on "
"the [enum AreaParameter] constants."
msgstr "設定面積參數的值。可用參數列表位於 [enum AreaParameter] 常數上。"
msgid "Sets object pickable with rays."
msgstr "設定可使用光線拾取的物件。"
msgid ""
"Substitutes a given area shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
"用另一種形狀代替一種形狀。舊的形狀由它的索引選擇,新的形狀由它的[RID]選擇。"
msgid "Sets the transform matrix for an area shape."
msgstr "設定區域形狀的變換矩陣。"
msgid "Assigns a space to the area."
msgstr "為該區域指定一個空間。"
msgid "Sets the transform matrix for an area."
msgstr "設定區域的變換矩陣。"
msgid "Adds a body to the list of bodies exempt from collisions."
msgstr "將一個物體新增到免於碰撞的物體列表中。"
msgid ""
"Adds a constant directional force without affecting rotation that keeps being "
"applied over time until cleared with [code]body_set_constant_force(body, "
"Vector3(0, 0, 0))[/code].\n"
"This is equivalent to using [method body_add_constant_force] at the body's "
"center of mass."
msgstr ""
"在不影響旋轉的情況下,新增一個恒定的方向力,該力會隨著時間的推移而持續施加,直"
"到使用 [code]body_set_constant_force(body, Vector3(0, 0, 0))[/code] 清除。\n"
"這相當於在實體的質心處使用 [method body_add_constant_force]。"
msgid ""
"Adds a constant positioned force to the body that keeps being applied over "
"time until cleared with [code]body_set_constant_force(body, Vector3(0, 0, 0))"
"[/code].\n"
"[param position] is the offset from the body origin in global coordinates."
msgstr ""
"向實體新增一個恒定的定位力,持續施加,直到用 "
"[code]body_set_constant_force(body, Vector3(0, 0, 0))[/code] 清除。\n"
"[param position] 是在全域座標中距實體原點的偏移量。"
msgid ""
"Adds a constant rotational force without affecting position that keeps being "
"applied over time until cleared with [code]body_set_constant_torque(body, "
"Vector3(0, 0, 0))[/code]."
msgstr ""
"在不影響位置的情況下,新增一個恒定的旋轉力,隨著時間的推移而持續施加,直到使"
"用 [code]body_set_constant_torque(body, Vector3(0, 0, 0))[/code] 清除。"
msgid ""
"Adds a shape to the body, along with a transform matrix. Shapes are usually "
"referenced by their index, so you should track which shape has a given index."
msgstr ""
"新增一個形狀到物體,以及一個變換矩陣。形狀通常通過它們的索引來引用,因此你應該"
"追蹤哪個形狀具有給定的索引。"
msgid ""
"Applies a directional force without affecting rotation. A force is time "
"dependent and meant to be applied every physics update.\n"
"This is equivalent to using [method body_apply_force] at the body's center of "
"mass."
msgstr ""
"在不影響旋轉的情況下,施加一個方向力。力是時間相關的,意味著每次物理更新都會施"
"加。\n"
"這相當於在實體的質心處使用 [method body_apply_force]。"
msgid ""
"Applies a directional impulse without affecting rotation.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"This is equivalent to using [method body_apply_impulse] at the body's center "
"of mass."
msgstr ""
"在不影響旋轉的情況下,施加一個定向脈衝。\n"
"衝動是時間無關的!每影格施加一個脈衝將產生依賴於畫面播放速率的力。出於這個原"
"因它應該只在模擬一次性影響時使用否則使用“_force”函式。\n"
"這相當於在實體的質心處使用 [method body_apply_impulse]。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update."
msgstr ""
"在不影響位置的情況下,施加一個旋轉力。力是時間相關的,這意味著每次物理更新都會"
"施加。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise)."
msgstr ""
"在不影響位置的情況下,向實體施加一個旋轉脈衝。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生一個依賴於畫面播放速率的力。出於這個"
"原因它應該只在模擬一次性影響時使用否則使用“_force”函式。"
msgid "Removes all shapes from a body."
msgstr "從物體上移除所有碰撞形狀。"
msgid "Returns the physics layer or layers a body belongs to."
msgstr "返回物體所屬的實體層或層。"
msgid "Returns the physics layer or layers a body can collide with."
msgstr "返回物體可以碰撞的實體層或層。"
msgid "Returns the body's collision priority."
msgstr "返回該物體的碰撞優先順序。"
msgid ""
"Returns the body's total constant positional forces applied during each "
"physics update.\n"
"See [method body_add_constant_force] and [method "
"body_add_constant_central_force]."
msgstr ""
"返回在每次物理更新期間,該物體被施加的總的恒定位置的力。\n"
"參閱 [method body_add_constant_force] 和 [method "
"body_add_constant_central_force]。"
msgid ""
"Returns the body's total constant rotational forces applied during each "
"physics update.\n"
"See [method body_add_constant_torque]."
msgstr ""
"返回在每次物理更新期間,該物體被施加的總的恒定旋轉的力。\n"
"參閱 [method body_add_constant_torque]。"
msgid ""
"Returns the [PhysicsDirectBodyState3D] of the body. Returns [code]null[/code] "
"if the body is destroyed or removed from the physics space."
msgstr ""
"返回該物體的 [PhysicsDirectBodyState3D]。如果該物體已被銷毀或從物理空間中移"
"除,則返回 [code]null[/code]。"
msgid ""
"Returns the maximum contacts that can be reported. See [method "
"body_set_max_contacts_reported]."
msgstr "返回可報告的最大接觸數。見 [method body_set_max_contacts_reported]。"
msgid "Returns the body mode."
msgstr "返回物體模式。"
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
msgstr "返回物體參數的值。可用參數列表位於 [enum BodyParameter] 常數上。"
msgid "Returns the [RID] of the nth shape of a body."
msgstr "返回物體的第 n 個碰撞形狀的 [RID]。"
msgid "Returns the number of shapes assigned to a body."
msgstr "返回分配給物體的碰撞形狀數量。"
msgid "Returns the transform matrix of a body shape."
msgstr "返回物體碰撞形狀的變換矩陣。"
msgid "Returns the [RID] of the space assigned to a body."
msgstr "返回分配給物體的空間的 [RID]。"
msgid "Returns a body state."
msgstr "返回物體的狀態。"
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled."
msgstr "如果為 [code]true[/code],則啟用連續碰撞偵測模式。"
msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
"返回一個物體是否使用回呼函式來計算它自己的物理值(見 [method "
"body_set_force_integration_callback])。"
msgid ""
"Removes a body from the list of bodies exempt from collisions.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
"從免於碰撞的實體列表中刪除實體。\n"
"連續碰撞偵測嘗試預測運動物體碰撞的位置,而不是在碰撞時移動物體並糾正其運動。"
msgid ""
"Removes a shape from a body. The shape is not deleted, so it can be reused "
"afterwards."
msgstr ""
"從物體上移除一個碰撞形狀。碰撞形狀不會被從記憶體中刪除,所以它可以在之後被重複"
"使用。"
msgid ""
"Restores the default inertia and center of mass based on shapes to cancel any "
"custom values previously set using [method body_set_param]."
msgstr ""
"根據形狀恢復預設慣性和質心,以取消之前使用 [method body_set_param] 設定的任何"
"自訂值。"
msgid ""
"Sets an axis velocity. The velocity in the given vector axis will be set as "
"the given vector length. This is useful for jumping behavior."
msgstr ""
"設定軸速度。給定向量軸上的速度將被設定為給定向量長度。這對跳躍行為很有用。"
msgid "Sets the physics layer or layers a body belongs to."
msgstr "設定物體所屬的實體層或層。"
msgid "Sets the physics layer or layers a body can collide with."
msgstr "設定實體層或身體可以碰撞的層。"
msgid "Sets the body's collision priority."
msgstr "設定該物體的碰撞優先順序。"
msgid ""
"Sets the body's total constant positional forces applied during each physics "
"update.\n"
"See [method body_add_constant_force] and [method "
"body_add_constant_central_force]."
msgstr ""
"設定該物體在每次物理更新時套用的總恒定位置力。\n"
"見 [method body_add_constant_force] 和 [method "
"body_add_constant_central_force]。"
msgid ""
"Sets the body's total constant rotational forces applied during each physics "
"update.\n"
"See [method body_add_constant_torque]."
msgstr ""
"設定該物體在每次物理更新時套用的總恒定旋轉力。\n"
"見 [method body_add_constant_torque]。"
msgid ""
"If [code]true[/code], the continuous collision detection mode is enabled.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided."
msgstr ""
"如果為 [code]true[/code],則啟用連續碰撞偵測模式。\n"
"連續碰撞偵測嘗試預測運動物體碰撞的位置,而不是在碰撞時移動物體並糾正其運動。"
msgid ""
"Sets the maximum contacts to report. Bodies can keep a log of the contacts "
"with other bodies. This is enabled by setting the maximum number of contacts "
"reported to a number greater than 0."
msgstr ""
"設定要報告的最大接觸數。物體可以記錄與其他物體的接觸。將最大接觸數設定為大於 "
"0 的數位可以啟用此功能。"
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
msgstr "從 [enum BodyMode] 常數之一設定主體模式。"
msgid ""
"Sets whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
"設定一個物體是否使用回呼函式來計算它自己的物理(見 [method "
"body_set_force_integration_callback])。"
msgid ""
"Sets a body parameter. A list of available parameters is on the [enum "
"BodyParameter] constants."
msgstr "設定物體參數。可用參數列表位於 [enum BodyParameter] 常數上。"
msgid "Sets the body pickable with rays if [param enable] is set."
msgstr "如果設定了 [param enable],則將該物體設定為可通過射線拾取。"
msgid ""
"Substitutes a given body shape by another. The old shape is selected by its "
"index, the new one by its [RID]."
msgstr ""
"用一個給定的物體形狀代替另一個。舊的形狀是通過其索引選擇的,新的是通過其 "
"[RID] 選擇的。"
msgid "Sets the transform matrix for a body shape."
msgstr "設定物體形狀的變換矩陣。"
msgid "Assigns a space to the body (see [method space_create])."
msgstr "給物體分配一個空間(見 [method space_create])。"
msgid "Sets a body state (see [enum BodyState] constants)."
msgstr "設定主體狀態(見 [enum BodyState] 常數)。"
msgid ""
"Returns [code]true[/code] if a collision would result from moving along a "
"motion vector from a given point in space. [PhysicsTestMotionParameters3D] is "
"passed to set motion parameters. [PhysicsTestMotionResult3D] can be passed to "
"return additional information."
msgstr ""
"如果從空間中的給定點沿著運動向量移動會導致碰撞,則返回 [code]true[/code]。傳"
"遞 [PhysicsTestMotionParameters3D] 可以設定運動參數。還可以傳遞 "
"[PhysicsTestMotionResult3D],從而返回其他資訊。"
msgid ""
"Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr "獲取圓錐體扭曲關節參數(見 [enum ConeTwistJointParam] 常數)。"
msgid ""
"Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
msgstr "設定圓錐體扭曲關節參數(見 [enum ConeTwistJointParam] 常數)。"
msgid ""
"Destroys any of the objects created by PhysicsServer3D. If the [RID] passed "
"is not one of the objects that can be created by PhysicsServer3D, an error "
"will be sent to the console."
msgstr ""
"銷毀由 PhysicsServer3D 建立的任何物件。如果傳入的 [RID] 不是由 "
"PhysicsServer3D 建立的對象,則會向控制台發送錯誤。"
msgid ""
"Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr "獲取 generic_6_DOF_joit 旗標(見 [enum G6DOFJointAxisFlag] 常數)。"
msgid ""
"Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr "獲取 generic_6_DOF_joint 參數(見 [enum G6DOFJointAxisParam] 常數)。"
msgid ""
"Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
msgstr "設定 generic_6_DOF_joint 旗標(見 [enum G6DOFJointAxisFlag] 常數)。"
msgid ""
"Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
"constants)."
msgstr "設定 generic_6_DOF_joint 參數(見 [enum G6DOFJointAxisParam] 常數)。"
msgid ""
"Returns information about the current state of the 3D physics engine. See "
"[enum ProcessInfo] for a list of available states."
msgstr ""
"返回有關 3D 物理引擎目前狀態的資訊。可用狀態的列表見 [enum ProcessInfo]。"
msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr "獲取 hinge_joint 旗標(見 [enum HingeJointFlag] 常數)。"
msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
msgstr "獲取 hinge_joint 參數(見 [enum HingeJointParam])。"
msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
msgstr "設定 hinge_joint 旗標(見 [enum HingeJointFlag] 常數)。"
msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
msgstr "設定 hinge_joint 參數(見 [enum HingeJointParam] 常數)。"
msgid ""
"Sets whether the bodies attached to the [Joint3D] will collide with each "
"other."
msgstr "設定附加至該 [Joint3D] 的物體能否互相碰撞。"
msgid "Gets the priority value of the Joint3D."
msgstr "獲取該 Joint3D 的優先順序。"
msgid "Returns the type of the Joint3D."
msgstr "返回該 Joint3D 的型別。"
msgid ""
"Returns whether the bodies attached to the [Joint3D] will collide with each "
"other."
msgstr "返回附加至該 [Joint3D] 的物體能否互相碰撞。"
msgid "Sets the priority value of the Joint3D."
msgstr "設定該 Joint3D 的優先順序。"
msgid "Returns position of the joint in the local space of body a of the joint."
msgstr "返回關節在關節物體 A 的局部空間中的位置。"
msgid "Returns position of the joint in the local space of body b of the joint."
msgstr "返回關節在關節物體 B 的局部空間中的位置。"
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr "獲取 pin_joint 參數(見 [enum PinJointParam] 常數)。"
msgid "Sets position of the joint in the local space of body a of the joint."
msgstr "設定關節在關節物體 A 的局部空間中的位置。"
msgid "Sets position of the joint in the local space of body b of the joint."
msgstr "設定關節在關節物體 B 的局部空間中的位置。"
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
msgstr "設定 pin_joint 參數(見 [enum PinJointParam] 常數)。"
msgid "Activates or deactivates the 3D physics engine."
msgstr "啟動或停用 3D 物理引擎。"
msgid "Returns the shape data."
msgstr "返回形狀資料。"
msgid "Returns the type of shape (see [enum ShapeType] constants)."
msgstr "返回形狀的型別(見 [enum ShapeType] 常數)。"
msgid ""
"Sets the shape data that defines its shape and size. The data to be passed "
"depends on the kind of shape created [method shape_get_type]."
msgstr ""
"設定定義形狀和大小的形狀資料。要傳遞的資料取決於建立的形狀的型別 [method "
"shape_get_type]。"
msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
msgstr "獲取 slider_joint 參數(見 [enum SliderJointParam] 常數)。"
msgid ""
"Creates a space. A space is a collection of parameters for the physics engine "
"that can be assigned to an area or a body. It can be assigned to an area with "
"[method area_set_space], or to a body with [method body_set_space]."
msgstr ""
"建立一個空間。空間是物理引擎的參數集合,可以分配給區域或主體。它可以通過 "
"[method area_set_space] 分配給一個區域,或者通過 [method body_set_space] 分配"
"給一個主體。"
msgid ""
"Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object can "
"be used to make collision/intersection queries."
msgstr ""
"返回空間的狀態,即 [PhysicsDirectSpaceState3D]。該對象可用於進行碰撞/相交的查"
"詢。"
msgid "Returns the value of a space parameter."
msgstr "返回空間參數的值。"
msgid "Returns whether the space is active."
msgstr "返回該空間是否是活動的。"
msgid ""
"Marks a space as active. It will not have an effect, unless it is assigned to "
"an area or body."
msgstr "將空間標記為活動空間。它不會有效果,除非它被分配到一個區域或物體。"
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
msgstr "設定空間參數的值。可用參數列表位於 [enum SpaceParameter] 常數上。"
msgid "The [Joint3D] is a [PinJoint3D]."
msgstr "該 [Joint3D] 為 [PinJoint3D]。"
msgid "The [Joint3D] is a [HingeJoint3D]."
msgstr "該 [Joint3D] 為 [HingeJoint3D]。"
msgid "The [Joint3D] is a [SliderJoint3D]."
msgstr "該 [Joint3D] 為 [SliderJoint3D]。"
msgid "The [Joint3D] is a [ConeTwistJoint3D]."
msgstr "該 [Joint3D] 為 [ConeTwistJoint3D]。"
msgid "The [Joint3D] is a [Generic6DOFJoint3D]."
msgstr "該 [Joint3D] 為 [Generic6DOFJoint3D]。"
msgid ""
"The strength with which the pinned objects try to stay in positional relation "
"to each other.\n"
"The higher, the stronger."
msgstr ""
"固定物件試圖保持彼此位置關係的力度。\n"
"越高越強。"
msgid ""
"The strength with which the pinned objects try to stay in velocity relation "
"to each other.\n"
"The higher, the stronger."
msgstr ""
"被固定的物體試圖保持彼此速度關係的力度。\n"
"越高越強。"
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint3D "
"puts on its ends."
msgstr "如果高於 0則此值是此 Joint3D 施加在其末端的脈衝的最大值。"
msgid "The maximum rotation across the Hinge."
msgstr "鉸鏈上的最大旋轉。"
msgid "The minimum rotation across the Hinge."
msgstr "鉸鏈上的最小旋轉。"
msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
msgstr "如果為 [code]true[/code],鉸鏈具有最大和最小旋轉。"
msgid "If [code]true[/code], a motor turns the Hinge."
msgstr "如果為 [code]true[/code],則馬達將轉動鉸鏈。"
msgid ""
"The maximum difference between the pivot points on their X axis before "
"damping happens."
msgstr "阻尼發生前軸心點之間在 X 軸上的最大差異。"
msgid ""
"The minimum difference between the pivot points on their X axis before "
"damping happens."
msgstr "阻尼發生前軸心點之間在 X 軸上的最小差異。"
msgid ""
"A factor applied to the movement across the slider axis once the limits get "
"surpassed. The lower, the slower the movement."
msgstr "一旦超過極限,套用於滑桿軸上移動的係數。越低,運動越慢。"
msgid ""
"The amount of restitution once the limits are surpassed. The lower, the more "
"velocity-energy gets lost."
msgstr "超出限制後的補償。數值越低,損失的速度能量越多。"
msgid "The amount of damping once the slider limits are surpassed."
msgstr "一旦超過滑桿的極限,阻尼的數量。"
msgid ""
"A factor applied to the movement across the slider axis as long as the slider "
"is in the limits. The lower, the slower the movement."
msgstr "只要滑桿在限制範圍內,就套用於滑桿軸上移動的係數。越低,運動越慢。"
msgid "The amount of restitution inside the slider limits."
msgstr "滑桿限制內的恢復量。"
msgid "The amount of damping inside the slider limits."
msgstr "滑桿內部的阻尼量受到限制。"
msgid "A factor applied to the movement across axes orthogonal to the slider."
msgstr "套用於在垂直於滑桿的軸上移動的係數。"
msgid ""
"The amount of restitution when movement is across axes orthogonal to the "
"slider."
msgstr "當移動穿過垂直於滑桿的軸時的恢復量。"
msgid ""
"The amount of damping when movement is across axes orthogonal to the slider."
msgstr "當移動穿過垂直於滑桿的軸時的阻尼量。"
msgid "The upper limit of rotation in the slider."
msgstr "滑桿旋轉的上限。"
msgid "The lower limit of rotation in the slider."
msgstr "滑桿旋轉的下限。"
msgid "A factor applied to the all rotation once the limit is surpassed."
msgstr "一旦超過極限,套用於所有旋轉的係數。"
msgid "The amount of restitution of the rotation when the limit is surpassed."
msgstr "超過限制時旋轉的恢復量。"
msgid "The amount of damping of the rotation when the limit is surpassed."
msgstr "超過極限時旋轉的阻尼量。"
msgid "A factor that gets applied to the all rotation in the limits."
msgstr "套用於所有極限旋轉的因數。"
msgid "The amount of restitution of the rotation in the limits."
msgstr "極限內旋轉的恢復量。"
msgid "The amount of damping of the rotation in the limits."
msgstr "極限內旋轉的阻尼量。"
msgid ""
"A factor that gets applied to the all rotation across axes orthogonal to the "
"slider."
msgstr "套用於垂直於滑桿的軸上的所有旋轉的因數。"
msgid ""
"The amount of restitution of the rotation across axes orthogonal to the "
"slider."
msgstr "垂直於滑桿的軸上的旋轉恢復量。"
msgid ""
"The amount of damping of the rotation across axes orthogonal to the slider."
msgstr "垂直於滑桿的軸上的旋轉阻尼量。"
msgid "Represents the size of the [enum SliderJointParam] enum."
msgstr "代表 [enum SliderJointParam] 列舉的大小。"
msgid ""
"The ease with which the Joint3D twists, if it's too low, it takes more force "
"to twist the joint."
msgstr "Joint3D 的扭曲彈性,如果太低,就需要更大的力才能扭曲關節。"
msgid ""
"A factor that gets applied to the movement across the axes. The lower, the "
"slower the movement."
msgstr "套用於跨軸移動的因數。越低,運動越慢。"
msgid ""
"The amount of restitution on the axes movement. The lower, the more velocity-"
"energy gets lost."
msgstr "軸運動的恢復量。速度越低,能量損失越多。"
msgid "The velocity that the joint's linear motor will attempt to reach."
msgstr "關節的線性馬達試圖達到的速度。"
msgid ""
"The maximum force that the linear motor can apply while trying to reach the "
"target velocity."
msgstr "線性馬達在試圖達到目標速度時可以施加的最大力。"
msgid "A factor that gets multiplied onto all rotations across the axes."
msgstr "乘以所有軸旋轉的因數。"
msgid ""
"When correcting the crossing of limits in rotation across the axes, this "
"error tolerance factor defines how much the correction gets slowed down. The "
"lower, the slower."
msgstr ""
"當校正軸旋轉中的極限交叉時,該誤差容限因數定義了校正的減慢程度。越低越慢。"
msgid "If set, linear motion is possible within the given limits."
msgstr "設定時,可以在給定的範圍內做線性運動。"
msgid "If set, rotational motion is possible."
msgstr "設定時,可以做旋轉運動。"
msgid "If set, there is a rotational motor across these axes."
msgstr "設定時,存在跨這些軸的旋轉馬達。"
msgid ""
"If set, there is a linear motor on this axis that targets a specific velocity."
msgstr "設定時,存在跨這些軸的線性馬達,以指定的速度為目標。"
msgid "The [Shape3D] is a [WorldBoundaryShape3D]."
msgstr "該 [Shape3D] 為 [WorldBoundaryShape3D]。"
msgid "The [Shape3D] is a [SeparationRayShape3D]."
msgstr "該 [Shape3D] 為 [SeparationRayShape3D]。"
msgid "The [Shape3D] is a [SphereShape3D]."
msgstr "該 [Shape3D] 為 [SphereShape3D]。"
msgid "The [Shape3D] is a [BoxShape3D]."
msgstr "該 [Shape3D] 為 [BoxShape3D]。"
msgid "The [Shape3D] is a [CapsuleShape3D]."
msgstr "該 [Shape3D] 為 [CapsuleShape3D]。"
msgid "The [Shape3D] is a [CylinderShape3D]."
msgstr "該 [Shape3D] 為 [CylinderShape3D]。"
msgid "The [Shape3D] is a [ConvexPolygonShape3D]."
msgstr "該 [Shape3D] 為 [ConvexPolygonShape3D]。"
msgid "The [Shape3D] is a [ConcavePolygonShape3D]."
msgstr "該 [Shape3D] 為 [ConcavePolygonShape3D]。"
msgid "The [Shape3D] is a [HeightMapShape3D]."
msgstr "該 [Shape3D] 為 [HeightMapShape3D]。"
msgid ""
"The [Shape3D] is used internally for a soft body. Any attempt to create this "
"kind of shape results in an error."
msgstr "該 [Shape3D] 是在柔體內部使用的。嘗試建立這種形狀會導致出錯。"
msgid ""
"Constant to set/get gravity override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values."
msgstr ""
"常數,用於在一個區域中設定/獲取重力覆蓋模式。有關可能的值,請參閱 [enum "
"AreaSpaceOverrideMode]。"
msgid "Constant to set/get gravity strength in an area."
msgstr "常數,用於設定/獲取區域中的重力強度。"
msgid "Constant to set/get gravity vector/center in an area."
msgstr "常數,用於設定/獲取區域中的重力向量/中心。"
msgid ""
"Constant to set/get whether the gravity vector of an area is a direction, or "
"a center point."
msgstr "常數,用於設定/獲取區域中的重力向量是方向,還是中心點。"
msgid ""
"Constant to set/get the distance at which the gravity strength is equal to "
"the gravity controlled by [constant AREA_PARAM_GRAVITY]. For example, on a "
"planet 100 meters in radius with a surface gravity of 4.0 m/s², set the "
"gravity to 4.0 and the unit distance to 100.0. The gravity will have falloff "
"according to the inverse square law, so in the example, at 200 meters from "
"the center the gravity will be 1.0 m/s² (twice the distance, 1/4th the "
"gravity), at 50 meters it will be 16.0 m/s² (half the distance, 4x the "
"gravity), and so on.\n"
"The above is true only when the unit distance is a positive number. When this "
"is set to 0.0, the gravity will be constant regardless of distance."
msgstr ""
"常數,用於設定/獲取重力強度等於 [constant AREA_PARAM_GRAVITY] 控制的重力的距"
"離。例如,在半徑為 100 米且表面重力為 4.0 m/s² 的行星上,將重力設定為 4.0,並"
"將單位距離設定為 100.0。重力會根據平方反比定律衰減,因此在該範例中,重力在距中"
"心 200 米處將為 1.0 m/s²距離的兩倍重力的 1/4在距中心 50 米處為 16.0 m/"
"s²距離的一半重力的 4 倍),依此類推。\n"
"僅當單位距離為正數時,上述情況才成立。當該屬性被設定為 0.0 時,無論距離如何,"
"重力都將保持不變。"
msgid ""
"Constant to set/get linear damping override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values."
msgstr ""
"常數,用於在一個區域中設定/獲取線性阻尼覆蓋模式。有關可能的值,請參閱 [enum "
"AreaSpaceOverrideMode]。"
msgid "Constant to set/get the linear damping factor of an area."
msgstr "常數,用於設定/獲取區域的線性阻尼係數。"
msgid ""
"Constant to set/get angular damping override mode in an area. See [enum "
"AreaSpaceOverrideMode] for possible values."
msgstr ""
"常數,用於在一個區域中設定/獲取角度阻尼覆蓋模式。有關可能的值,請參閱 [enum "
"AreaSpaceOverrideMode]。"
msgid "Constant to set/get the angular damping factor of an area."
msgstr "常數,用於設定/獲取區域的角度阻尼係數。"
msgid "Constant to set/get the priority (order of processing) of an area."
msgstr "常數,用於設定/獲取區域的優先順序(處理順序)。"
msgid "Constant to set/get the magnitude of area-specific wind force."
msgstr "常數,用於設定/獲取特定區域風力大小。"
msgid ""
"Constant to set/get the 3D vector that specifies the origin from which an "
"area-specific wind blows."
msgstr "常數,用於設定/獲取 3D 向量,該向量指定區域特定的風吹來的原點。"
msgid ""
"Constant to set/get the 3D vector that specifies the direction in which an "
"area-specific wind blows."
msgstr "常數,用於設定/獲取 3D 向量,該向量指定區域特定的風吹的方向。"
msgid ""
"Constant to set/get the exponential rate at which wind force decreases with "
"distance from its origin."
msgstr "常數,用於設定/獲取風力隨距其原點的距離而減小的指數速率。"
msgid "Constant to set/get a body's bounce factor."
msgstr "常數,用於設定/獲取物體的反彈係數。"
msgid "Constant to set/get a body's friction."
msgstr "常數,用於設定/獲取物體的摩擦力。"
msgid "Constant to set/get a body's mass."
msgstr "常數,用於設定/獲取物體的品質。"
msgid "Constant to set/get a body's inertia."
msgstr "常數,用於設定/獲取物體的慣性。"
msgid ""
"Constant to set/get a body's center of mass position in the body's local "
"coordinate system."
msgstr "常數,用於設定/獲取物體的質心位置,使用該物體的局部坐標系。"
msgid "Constant to set/get a body's gravity multiplier."
msgstr "常數,用於設定/獲取物體的重力倍數。"
msgid ""
"Constant to set/get a body's linear damping mode. See [enum BodyDampMode] for "
"possible values."
msgstr "常數,用於設定/獲取物體的線性阻尼模式。可能的值見 [enum BodyDampMode]。"
msgid ""
"Constant to set/get a body's angular damping mode. See [enum BodyDampMode] "
"for possible values."
msgstr "常數,用於設定/獲取物體的角度阻尼模式。可能的值見 [enum BodyDampMode]。"
msgid "Constant to set/get a body's linear damping factor."
msgstr "常數,用於設定/獲取物體的線性阻尼係數。"
msgid "Constant to set/get a body's angular damping factor."
msgstr "常數,用於設定/獲取物體的角度阻尼係數。"
msgid ""
"Constant to set/get the maximum distance a pair of bodies has to move before "
"their collision status has to be recalculated."
msgstr "常數,用於設定/獲取一對物體在其碰撞狀態被重新計算之前的最大移動距離。"
msgid ""
"Constant to set/get the maximum distance a shape can be from another before "
"they are considered separated and the contact is discarded."
msgstr ""
"常數,用於設定/獲取兩個形狀間的最大距離,超過該距離後它們將被視為分離,接觸將"
"被棄置。"
msgid ""
"Constant to set/get the maximum distance a shape can penetrate another shape "
"before it is considered a collision."
msgstr "常數,用於設定/獲取兩個形狀互相穿透的最大距離,超過該距離後將視為碰撞。"
msgid ""
"Constant to set/get the default solver bias for all physics contacts. A "
"solver bias is a factor controlling how much two objects \"rebound\", after "
"overlapping, to avoid leaving them in that state because of numerical "
"imprecision."
msgstr ""
"常數,用於設定/獲取所有物理接觸的預設求解器偏差。求解器偏差是控制兩個物件在重"
"疊後“反彈”的程度的一個係數,以避免由於數值不精確而使它們處於該狀態。"
msgid ""
"Constant to set/get the threshold linear velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
"常數,用於設定/獲取活躍的閾值線速度。一個被標記為線性速度和角速度都可能不活躍"
"的物體將在給定的時間後進入睡眠狀態。"
msgid ""
"Constant to set/get the threshold angular velocity of activity. A body marked "
"as potentially inactive for both linear and angular velocity will be put to "
"sleep after the time given."
msgstr ""
"常數,用於設定/獲取活動的閾值角速度。一個被標記為線性和角速度都可能不活躍的物"
"體,在給定的時間後將會進入睡眠狀態。"
msgid ""
"Constant to set/get the maximum time of activity. A body marked as "
"potentially inactive for both linear and angular velocity will be put to "
"sleep after this time."
msgstr ""
"常數,用於設定/獲得最大的活動時間。一個被標記為線速度和角速度都可能不活動的物"
"體,在這個時間之後將被置入睡眠狀態。"
msgid ""
"Constant to set/get the number of solver iterations for contacts and "
"constraints. The greater the number of iterations, the more accurate the "
"collisions and constraints will be. However, a greater number of iterations "
"requires more CPU power, which can decrease performance."
msgstr ""
"常數,用於設定/獲取接觸和約束的求解器反覆運算次數。反覆運算次數越多,碰撞和約"
"束就越准確。然而,更多的反覆運算需要更多的 CPU 能力,這會降低性能。"
msgid ""
"Provides virtual methods that can be overridden to create custom "
"[PhysicsServer3D] implementations."
msgstr "提供覆蓋後可以用來建立自訂 [PhysicsServer3D] 實作的虛方法。"
msgid ""
"This class extends [PhysicsServer3D] by providing additional virtual methods "
"that can be overridden. When these methods are overridden, they will be "
"called instead of the internal methods of the physics server.\n"
"Intended for use with GDExtension to create custom implementations of "
"[PhysicsServer3D]."
msgstr ""
"這個類擴充自 [PhysicsServer3D],提供可額外的可覆蓋虛方法。覆蓋這些方法後,就不"
"會呼叫物理伺服器內部方法,而是呼叫這些覆蓋後的方法。\n"
"旨在用於 GDExtension用於建立自訂 [PhysicsServer3D] 實作。"
msgid "A singleton for managing [PhysicsServer3D] implementations."
msgstr "用於管理 [PhysicsServer3D] 實作的單例。"
msgid ""
"[PhysicsServer3DManager] is the API for registering [PhysicsServer3D] "
"implementations and for setting the default implementation.\n"
"[b]Note:[/b] It is not possible to switch physics servers at runtime. This "
"class is only used on startup at the server initialization level, by Godot "
"itself and possibly by GDExtensions."
msgstr ""
"[PhysicsServer3DManager] 是用於註冊 [PhysicsServer3D] 實作、設定預設實作的 "
"API。\n"
"[b]注意:[/b]無法在運作時切換物理伺服器。這個類只在啟動時在伺服器初始化級別使"
"用,可能由 Godot 本身使用,也可能由 GDExtension 使用。"
msgid ""
"Register a [PhysicsServer3D] implementation by passing a [param name] and a "
"[Callable] that returns a [PhysicsServer3D] object."
msgstr ""
"註冊 [PhysicsServer3D] 實作,傳入名稱 [param name] 和返回 [PhysicsServer3D] 對"
"象的 [Callable]。"
msgid ""
"Set the default [PhysicsServer3D] implementation to the one identified by "
"[param name], if [param priority] is greater than the priority of the current "
"default implementation."
msgstr ""
"如果優先順序 [param priority] 比目前預設實作的優先順序高,則將由名稱 [param "
"name] 標識的 [PhysicsServer3D] 實作設定為預設實作。"
msgid ""
"A class used to provide [method PhysicsServer3DExtension."
"_soft_body_update_rendering_server] with a rendering handler for soft bodies."
msgstr ""
"用於為 [method PhysicsServer3DExtension._soft_body_update_rendering_server] 提"
"供柔體渲染處理器的類。"
msgid ""
"Called by the [PhysicsServer3D] to set the bounding box for the [SoftBody3D]."
msgstr "由 [PhysicsServer3D] 呼叫設定 [SoftBody3D] 的邊界框。"
msgid ""
"Called by the [PhysicsServer3D] to set the normal for the [SoftBody3D] vertex "
"at the index specified by [param vertex_id].\n"
"[b]Note:[/b] The [param normal] parameter used to be of type [code]const "
"void*[/code] prior to Godot 4.2."
msgstr ""
"由 [PhysicsServer3D] 呼叫,以在 [param vertex_id] 指定的索引處設定 "
"[SoftBody3D] 頂點的法線。\n"
"[b]注意:[/b] 在 Godot 4.2 之前,[param normal] 參數的型別為 [code]const "
"void*[/code]。"
msgid ""
"Called by the [PhysicsServer3D] to set the position for the [SoftBody3D] "
"vertex at the index specified by [param vertex_id].\n"
"[b]Note:[/b] The [param vertex] parameter used to be of type [code]const "
"void*[/code] prior to Godot 4.2."
msgstr ""
"由 [PhysicsServer3D] 呼叫,以在 [param vertex_id] 指定的索引處設定 "
"[SoftBody3D] 頂點的位置。\n"
"[b]注意:[/b] 在 Godot 4.2 之前,[param vertex] 參數的型別為 [code]const "
"void*[/code]。"
msgid "Sets the bounding box for the [SoftBody3D]."
msgstr "返回文字邊界框的大小。"
msgid ""
"Sets the normal for the [SoftBody3D] vertex at the index specified by [param "
"vertex_id]."
msgstr "獲取由 [param idx] 索引指定的屬性的名稱。"
msgid ""
"Sets the position for the [SoftBody3D] vertex at the index specified by "
"[param vertex_id]."
msgstr "返回名稱為 [param name] 的子動畫節點的位置。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState2D.intersect_shape]."
msgstr "為 [method PhysicsDirectSpaceState2D.intersect_shape] 提供參數。"
msgid ""
"By changing various properties of this object, such as the shape, you can "
"configure the parameters for [method PhysicsDirectSpaceState2D."
"intersect_shape]."
msgstr ""
"你可以通過修改這個物件的形狀等屬性來為 [method PhysicsDirectSpaceState2D."
"intersect_shape] 配置參數。"
msgid "The collision margin for the shape."
msgstr "形狀的碰撞邊距。"
msgid "The motion of the shape being queried for."
msgstr "正在查詢的形狀的運動。"
msgid ""
"The [Shape2D] that will be used for collision/intersection queries. This "
"stores the actual reference which avoids the shape to be released while being "
"used for queries, so always prefer using this over [member shape_rid]."
msgstr ""
"將用於碰撞/相交查詢的 [Shape2D]。儲存的是實際的引用,可以避免該形狀在進行查詢"
"時被釋放,因此請優先使用這個屬性,而不是 [member shape_rid]。"
msgid ""
"The queried shape's [RID] that will be used for collision/intersection "
"queries. Use this over [member shape] if you want to optimize for performance "
"using the Servers API:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var shape_rid = PhysicsServer2D.circle_shape_create()\n"
"var radius = 64\n"
"PhysicsServer2D.shape_set_data(shape_rid, radius)\n"
"\n"
"var params = PhysicsShapeQueryParameters2D.new()\n"
"params.shape_rid = shape_rid\n"
"\n"
"# Execute physics queries here...\n"
"\n"
"# Release the shape when done with physics queries.\n"
"PhysicsServer2D.free_rid(shape_rid)\n"
"[/gdscript]\n"
"[csharp]\n"
"RID shapeRid = PhysicsServer2D.CircleShapeCreate();\n"
"int radius = 64;\n"
"PhysicsServer2D.ShapeSetData(shapeRid, radius);\n"
"\n"
"var params = new PhysicsShapeQueryParameters2D();\n"
"params.ShapeRid = shapeRid;\n"
"\n"
"// Execute physics queries here...\n"
"\n"
"// Release the shape when done with physics queries.\n"
"PhysicsServer2D.FreeRid(shapeRid);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將用於碰撞/相交查詢的形狀的 [RID]。如果你想要使用伺服器 API 優化性能,請使用這"
"個屬性而不是 [member shape]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var shape_rid = PhysicsServer2D.circle_shape_create()\n"
"var radius = 64\n"
"PhysicsServer2D.shape_set_data(shape_rid, radius)\n"
"\n"
"var params = PhysicsShapeQueryParameters2D.new()\n"
"params.shape_rid = shape_rid\n"
"\n"
"# 在此處執行物理查詢...\n"
"\n"
"# 完成物理查詢後釋放形狀。\n"
"PhysicsServer2D.free_rid(shape_rid)\n"
"[/gdscript]\n"
"[csharp]\n"
"RID shapeRid = PhysicsServer2D.CircleShapeCreate();\n"
"int radius = 64;\n"
"PhysicsServer2D.ShapeSetData(shapeRid, radius);\n"
"\n"
"var params = new PhysicsShapeQueryParameters2D();\n"
"params.ShapeRid = shapeRid;\n"
"\n"
"// 在此處執行物理查詢...\n"
"\n"
"// 完成物理查詢後釋放形狀。\n"
"PhysicsServer2D.FreeRid(shapeRid);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "The queried shape's transform matrix."
msgstr "被查詢形狀的變換矩陣。"
msgid ""
"Provides parameters for [method PhysicsDirectSpaceState3D.intersect_shape]."
msgstr "為 [method PhysicsDirectSpaceState3D.intersect_shape] 提供參數。"
msgid ""
"By changing various properties of this object, such as the shape, you can "
"configure the parameters for [method PhysicsDirectSpaceState3D."
"intersect_shape]."
msgstr ""
"你可以通過修改這個物件的形狀等屬性來為 [method PhysicsDirectSpaceState3D."
"intersect_shape] 配置參數。"
msgid ""
"The [Shape3D] that will be used for collision/intersection queries. This "
"stores the actual reference which avoids the shape to be released while being "
"used for queries, so always prefer using this over [member shape_rid]."
msgstr ""
"將用於碰撞/相交查詢的 [Shape3D]。儲存的是實際的引用,可以避免該形狀在進行查詢"
"時被釋放,因此請優先使用這個屬性,而不是 [member shape_rid]。"
msgid ""
"The queried shape's [RID] that will be used for collision/intersection "
"queries. Use this over [member shape] if you want to optimize for performance "
"using the Servers API:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
"var radius = 2.0\n"
"PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
"\n"
"var params = PhysicsShapeQueryParameters3D.new()\n"
"params.shape_rid = shape_rid\n"
"\n"
"# Execute physics queries here...\n"
"\n"
"# Release the shape when done with physics queries.\n"
"PhysicsServer3D.free_rid(shape_rid)\n"
"[/gdscript]\n"
"[csharp]\n"
"RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType."
"Sphere);\n"
"float radius = 2.0f;\n"
"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n"
"\n"
"var params = new PhysicsShapeQueryParameters3D();\n"
"params.ShapeRid = shapeRid;\n"
"\n"
"// Execute physics queries here...\n"
"\n"
"// Release the shape when done with physics queries.\n"
"PhysicsServer3D.FreeRid(shapeRid);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將用於碰撞/相交查詢的形狀的 [RID]。如果你想要使用伺服器 API 優化性能,請使用這"
"個屬性而不是 [member shape]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
"var radius = 2.0\n"
"PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
"\n"
"var params = PhysicsShapeQueryParameters3D.new()\n"
"params.shape_rid = shape_rid\n"
"\n"
"# 在此處執行物理查詢...\n"
"\n"
"# 完成物理查詢後釋放形狀。\n"
"PhysicsServer3D.free_rid(shape_rid)\n"
"[/gdscript]\n"
"[csharp]\n"
"RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType."
"Sphere);\n"
"float radius = 2.0f;\n"
"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n"
"\n"
"var params = new PhysicsShapeQueryParameters3D();\n"
"params.ShapeRid = shapeRid;\n"
"\n"
"// 在此處執行物理查詢...\n"
"\n"
"// 完成物理查詢後釋放形狀。\n"
"PhysicsServer3D.FreeRid(shapeRid);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Provides parameters for [method PhysicsServer2D.body_test_motion]."
msgstr "為 [method PhysicsServer2D.body_test_motion] 提供參數。"
msgid ""
"By changing various properties of this object, such as the motion, you can "
"configure the parameters for [method PhysicsServer2D.body_test_motion]."
msgstr ""
"更改該物件的運動等屬性可以配置 [method PhysicsServer2D.body_test_motion] 的參"
"數。"
msgid ""
"If set to [code]true[/code], shapes of type [constant PhysicsServer2D."
"SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. "
"Can be useful when snapping to the ground.\n"
"If set to [code]false[/code], shapes of type [constant PhysicsServer2D."
"SHAPE_SEPARATION_RAY] are only used for separation when overlapping with "
"other bodies. That's the main use for separation ray shapes."
msgstr ""
"如果設定為 [code]true[/code],則 [constant PhysicsServer2D."
"SHAPE_SEPARATION_RAY] 型別的形狀將用於偵測碰撞,並可以停止運動。吸附到地面時很"
"有用。\n"
"如果設定為 [code]false[/code],則 [constant PhysicsServer2D."
"SHAPE_SEPARATION_RAY] 型別的形狀僅在與其他物體重疊時用於分離。這是分離射線形狀"
"的主要用途。"
msgid ""
"Optional array of body [RID] to exclude from collision. Use [method "
"CollisionObject2D.get_rid] to get the [RID] associated with a "
"[CollisionObject2D]-derived node."
msgstr ""
"可選的物體 [RID] 陣列,會排除與這些物體的碰撞。請使用 [method "
"CollisionObject2D.get_rid] 來獲取與衍生自 [CollisionObject2D] 的節點關聯的 "
"[RID]。"
msgid ""
"Optional array of object unique instance ID to exclude from collision. See "
"[method Object.get_instance_id]."
msgstr ""
"可選的物件唯一實例 ID 陣列,會排除與這些實例的碰撞。見 [method Object."
"get_instance_id]。"
msgid ""
"Transform in global space where the motion should start. Usually set to "
"[member Node2D.global_transform] for the current body's transform."
msgstr ""
"運動開始處的全域空間變換。通常設為 [member Node2D.global_transform],使用目前"
"物體的變換。"
msgid "Increases the size of the shapes involved in the collision detection."
msgstr "增加碰撞偵測中涉及的形狀的大小。"
msgid "Motion vector to define the length and direction of the motion to test."
msgstr "運動向量,定義要測試的運動的長度和方向。"
msgid ""
"If set to [code]true[/code], any depenetration from the recovery phase is "
"reported as a collision; this is used e.g. by [CharacterBody2D] for improving "
"floor detection during floor snapping.\n"
"If set to [code]false[/code], only collisions resulting from the motion are "
"reported, which is generally the desired behavior."
msgstr ""
"如果設定為 [code]true[/code],則把恢復階段的穿透彙報為碰撞;使用場景包括 "
"[CharacterBody2D] 提升地面吸附階段的地面偵測。\n"
"如果設定為 [code]false[/code],則只會彙報移動造成的碰撞,一般符合預期行為。"
msgid "Provides parameters for [method PhysicsServer3D.body_test_motion]."
msgstr "為 [method PhysicsServer3D.body_test_motion] 提供參數。"
msgid ""
"By changing various properties of this object, such as the motion, you can "
"configure the parameters for [method PhysicsServer3D.body_test_motion]."
msgstr ""
"更改該物件的運動等屬性可以配置 [method PhysicsServer3D.body_test_motion] 的參"
"數。"
msgid ""
"If set to [code]true[/code], shapes of type [constant PhysicsServer3D."
"SHAPE_SEPARATION_RAY] are used to detect collisions and can stop the motion. "
"Can be useful when snapping to the ground.\n"
"If set to [code]false[/code], shapes of type [constant PhysicsServer3D."
"SHAPE_SEPARATION_RAY] are only used for separation when overlapping with "
"other bodies. That's the main use for separation ray shapes."
msgstr ""
"如果設定為 [code]true[/code],則 [constant PhysicsServer3D."
"SHAPE_SEPARATION_RAY] 型別的形狀用於偵測碰撞,並可以停止運動。吸附到地面時很有"
"用。\n"
"如果設定為 [code]false[/code],則 [constant PhysicsServer3D."
"SHAPE_SEPARATION_RAY] 型別的形狀僅在與其他物體重疊時用於分離。這是分離射線形狀"
"的主要用途。"
msgid ""
"Optional array of body [RID] to exclude from collision. Use [method "
"CollisionObject3D.get_rid] to get the [RID] associated with a "
"[CollisionObject3D]-derived node."
msgstr ""
"可選的物體 [RID] 陣列,會排除與這些物體的碰撞。請使用 [method "
"CollisionObject3D.get_rid] 來獲取與衍生自 [CollisionObject3D] 的節點關聯的 "
"[RID]。"
msgid ""
"Transform in global space where the motion should start. Usually set to "
"[member Node3D.global_transform] for the current body's transform."
msgstr ""
"運動開始處的全域空間變換。通常設為 [member Node3D.global_transform],使用目前"
"物體的變換。"
msgid ""
"Maximum number of returned collisions, between [code]1[/code] and [code]32[/"
"code]. Always returns the deepest detected collisions."
msgstr ""
"返回碰撞的最大數量,在 [code]1[/code] 和 [code]32[/code] 之間。始終返回偵測到"
"的最深碰撞。"
msgid ""
"If set to [code]true[/code], any depenetration from the recovery phase is "
"reported as a collision; this is used e.g. by [CharacterBody3D] for improving "
"floor detection during floor snapping.\n"
"If set to [code]false[/code], only collisions resulting from the motion are "
"reported, which is generally the desired behavior."
msgstr ""
"如果設定為 [code]true[/code],則把恢復階段的穿透彙報為碰撞;使用場景包括 "
"[CharacterBody3D] 提升地面吸附階段的地面偵測。\n"
"如果設定為 [code]false[/code],則只會彙報移動造成的碰撞,一般符合預期行為。"
msgid ""
"Describes the motion and collision result from [method PhysicsServer2D."
"body_test_motion]."
msgstr "描述 [method PhysicsServer2D.body_test_motion] 的運動和碰撞結果。"
msgid "Returns the colliding body's attached [Object], if a collision occurred."
msgstr "如果發生了碰撞,則返回相撞物體所附加的 [Object]。"
msgid ""
"Returns the unique instance ID of the colliding body's attached [Object], if "
"a collision occurred. See [method Object.get_instance_id]."
msgstr ""
"如果發生了碰撞,則返回相撞物體所附加 [Object] 的唯一實例 ID。見 [method "
"Object.get_instance_id]。"
msgid ""
"Returns the colliding body's [RID] used by the [PhysicsServer2D], if a "
"collision occurred."
msgstr "如果發生了碰撞,則返回相撞物體在 [PhysicsServer2D] 中使用的 [RID]。"
msgid ""
"Returns the colliding body's shape index, if a collision occurred. See "
"[CollisionObject2D]."
msgstr "如果發生了碰撞,則返回相撞物體形狀的索引。見 [CollisionObject2D]。"
msgid "Returns the colliding body's velocity, if a collision occurred."
msgstr "如果發生了碰撞,則返回相撞物體的速度。"
msgid ""
"Returns the length of overlap along the collision normal, if a collision "
"occurred."
msgstr "如果發生了碰撞,則返回沿碰撞法線的重疊長度。"
msgid "Returns the moving object's colliding shape, if a collision occurred."
msgstr "如果發生了碰撞,則返回移動物件的碰撞形狀。"
msgid ""
"Returns the colliding body's shape's normal at the point of collision, if a "
"collision occurred."
msgstr "如果發生了碰撞,則返回碰撞物體形狀在碰撞點處的法線。"
msgid ""
"Returns the point of collision in global coordinates, if a collision occurred."
msgstr "如果發生了碰撞,則返回使用全域座標表示的碰撞點。"
msgid ""
"Returns the maximum fraction of the motion that can occur without a "
"collision, between [code]0[/code] and [code]1[/code]."
msgstr ""
"返回可以運動但不發生碰撞的最大比例,在 [code]0[/code] 和 [code]1[/code] 之間。"
msgid ""
"Returns the minimum fraction of the motion needed to collide, if a collision "
"occurred, between [code]0[/code] and [code]1[/code]."
msgstr ""
"如果發生了碰撞,則返回碰撞運動所需的最小摩擦力,在 [code]0[/code] 和 [code]1[/"
"code] 之間。"
msgid ""
"Describes the motion and collision result from [method PhysicsServer3D."
"body_test_motion]."
msgstr "描述 [method PhysicsServer3D.body_test_motion] 的運動和碰撞結果。"
msgid ""
"Returns the colliding body's attached [Object] given a collision index (the "
"deepest collision by default), if a collision occurred."
msgstr ""
"如果發生了碰撞,則返回相撞物體所附加的 [Object],碰撞物體由碰撞索引指定(預設"
"為最深的碰撞)。見 [method Object.get_instance_id]。"
msgid ""
"Returns the unique instance ID of the colliding body's attached [Object] "
"given a collision index (the deepest collision by default), if a collision "
"occurred. See [method Object.get_instance_id]."
msgstr ""
"如果發生了碰撞,則返回相撞物體所附加 [Object] 的唯一實例 ID碰撞物體由碰撞索"
"引指定(預設為最深的碰撞)。見 [method Object.get_instance_id]。"
msgid ""
"Returns the colliding body's [RID] used by the [PhysicsServer3D] given a "
"collision index (the deepest collision by default), if a collision occurred."
msgstr ""
"如果發生了碰撞,則返回相撞物體在 [PhysicsServer3D] 中使用的 [RID],碰撞物體由"
"碰撞索引指定(預設為最深的碰撞)。見 [method Object.get_instance_id]。"
msgid ""
"Returns the colliding body's shape index given a collision index (the deepest "
"collision by default), if a collision occurred. See [CollisionObject3D]."
msgstr ""
"如果發生了碰撞,則返回相撞物體形狀的索引,碰撞物體由碰撞索引指定(預設為最深的"
"碰撞)。見 [method Object.get_instance_id]。"
msgid ""
"Returns the colliding body's velocity given a collision index (the deepest "
"collision by default), if a collision occurred."
msgstr ""
"如果發生了碰撞,則返回相撞物體的速度。見 [method Object.get_instance_id]。"
msgid ""
"Returns the length of overlap along the collision normal given a collision "
"index (the deepest collision by default), if a collision occurred."
msgstr ""
"如果發生了碰撞,則在給定碰撞索引(預設為最深碰撞)的情況下,返回沿碰撞法線的重"
"疊長度。"
msgid ""
"Returns the moving object's colliding shape given a collision index (the "
"deepest collision by default), if a collision occurred."
msgstr ""
"如果發生了碰撞,則在給定碰撞索引(預設為最深碰撞)的情況下,返回移動物件的碰撞"
"形狀。"
msgid ""
"Returns the colliding body's shape's normal at the point of collision given a "
"collision index (the deepest collision by default), if a collision occurred."
msgstr ""
"如果發生了碰撞,則在給定碰撞索引(預設為最深碰撞)的情況下,返回碰撞物體形狀在"
"碰撞點處的法線。"
msgid ""
"Returns the point of collision in global coordinates given a collision index "
"(the deepest collision by default), if a collision occurred."
msgstr ""
"如果發生了碰撞,則在給定碰撞索引(預設為最深碰撞)的情況下,返回使用全域座標表"
"示的碰撞點。"
msgid ""
"A physics joint that attaches two 2D physics bodies at a single point, "
"allowing them to freely rotate."
msgstr "將兩個 2D 物理體通過單點進行連接的物理關節,能夠讓它們自由旋轉。"
msgid ""
"A physics joint that attaches two 2D physics bodies at a single point, "
"allowing them to freely rotate. For example, a [RigidBody2D] can be attached "
"to a [StaticBody2D] to create a pendulum or a seesaw."
msgstr ""
"將兩個 2D 物理體通過單點進行連接的物理關節,能夠讓它們自由旋轉。例如可以將 "
"[RigidBody2D] 連接到 [StaticBody2D] 上,從而建立鐘擺或蹺蹺板。"
msgid ""
"If [code]true[/code], the pin maximum and minimum rotation, defined by "
"[member angular_limit_lower] and [member angular_limit_upper] are applied."
msgstr ""
"如果為 [code]true[/code],則會對由[member angular_limit/lower]和[member "
"angular_limit/upper]定義的鉸鏈最大和最小旋轉量產生影響。"
msgid ""
"The minimum rotation. Only active if [member angular_limit_enabled] is "
"[code]true[/code]."
msgstr ""
"最小的旋轉量。只有在[member angular_limit/enable]為 [code]true[/code] 時才有"
"效。"
msgid ""
"The maximum rotation. Only active if [member angular_limit_enabled] is "
"[code]true[/code]."
msgstr ""
"最大的旋轉量。只有在[member angular_limit/enable]為 [code]true[/code] 時才有"
"效。"
msgid "When activated, a motor turns the pin."
msgstr "啟動後,馬達會使鉸鏈轉動。"
msgid "The higher this value, the more the bond to the pinned partner can flex."
msgstr "這個值越高,與被牽制的兩個物體之間的的聯繫就越靈活。"
msgid ""
"A physics joint that attaches two 3D physics bodies at a single point, "
"allowing them to freely rotate."
msgstr "將兩個 3D 物理體通過單點進行連接的物理關節,能夠讓它們自由旋轉。"
msgid ""
"A physics joint that attaches two 3D physics bodies at a single point, "
"allowing them to freely rotate. For example, a [RigidBody3D] can be attached "
"to a [StaticBody3D] to create a pendulum or a seesaw."
msgstr ""
"將兩個 2D 物理體通過單點進行連接的物理關節,能夠讓它們自由旋轉。例如可以將 "
"[RigidBody3D] 連接到 [StaticBody3D] 上,從而建立鐘擺或蹺蹺板。"
msgid ""
"The force with which the pinned objects stay in positional relation to each "
"other. The higher, the stronger."
msgstr "被釘在一起的物體之間保持位置關係的力,越高越強。"
msgid ""
"The force with which the pinned objects stay in velocity relation to each "
"other. The higher, the stronger."
msgstr "被釘在一起的物體之間保持共速的力。越高,力越大。"
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint3D "
"produces."
msgstr "如果大於 0則這個值是此 Joint3D 產生的脈衝的最大值。"
msgid "A [Cubemap] without image data."
msgstr "沒有影像資料的 [Cubemap]。"
msgid ""
"This class replaces a [Cubemap] or a [Cubemap]-derived class in 2 "
"conditions:\n"
"- In dedicated server mode, where the image data shouldn't affect game logic. "
"This allows reducing the exported PCK's size significantly.\n"
"- When the [Cubemap]-derived class is missing, for example when using a "
"different engine version.\n"
"[b]Note:[/b] This class is not intended for rendering or for use in shaders. "
"Operations like calculating UV are not guaranteed to work."
msgstr ""
"載入使用 [Cubemap] 子類別的專案時,使用這個類的情況有兩種:\n"
"- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理"
"的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n"
"- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n"
"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材"
"質中正常工作(例如對 UV 進行計算)。"
msgid "A [CubemapArray] without image data."
msgstr "沒有影像資料的 [CubemapArray]。"
msgid ""
"This class replaces a [CubemapArray] or a [CubemapArray]-derived class in 2 "
"conditions:\n"
"- In dedicated server mode, where the image data shouldn't affect game logic. "
"This allows reducing the exported PCK's size significantly.\n"
"- When the [CubemapArray]-derived class is missing, for example when using a "
"different engine version.\n"
"[b]Note:[/b] This class is not intended for rendering or for use in shaders. "
"Operations like calculating UV are not guaranteed to work."
msgstr ""
"載入使用 [CubemapArray] 子類別的專案時,使用這個類的情況有兩種:\n"
"- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理"
"的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n"
"- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n"
"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材"
"質中正常工作(例如對 UV 進行計算)。"
msgid "Placeholder class for a material."
msgstr "材質的占位類。"
msgid ""
"This class is used when loading a project that uses a [Material] subclass in "
"2 conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled)."
msgstr ""
"載入使用 [Material] 子類別的專案時,使用這個類的情況有兩種:\n"
"- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理"
"的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n"
"- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。"
msgid "Placeholder class for a mesh."
msgstr "網格的占位類。"
msgid ""
"This class is used when loading a project that uses a [Mesh] subclass in 2 "
"conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled)."
msgstr ""
"載入使用 [Mesh] 子類別的專案時,使用這個類的情況有兩種:\n"
"- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理"
"的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n"
"- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。"
msgid "The smallest [AABB] enclosing this mesh in local space."
msgstr "局部空間中,包含這個網格的最小 [AABB]。"
msgid "Placeholder class for a 2-dimensional texture."
msgstr "二維紋理的占位類。"
msgid ""
"This class is used when loading a project that uses a [Texture2D] subclass in "
"2 conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled).\n"
"[b]Note:[/b] This is not intended to be used as an actual texture for "
"rendering. It is not guaranteed to work like one in shaders or materials (for "
"example when calculating UV)."
msgstr ""
"載入使用 [Texture2D] 子類別的專案時,使用這個類的情況有兩種:\n"
"- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理"
"的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n"
"- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n"
"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材"
"質中正常工作(例如對 UV 進行計算)。"
msgid "The texture's size (in pixels)."
msgstr "紋理的尺寸(單位為圖元)。"
msgid "Placeholder class for a 2-dimensional texture array."
msgstr "二維紋理陣列的占位元類。"
msgid "Placeholder class for a 3-dimensional texture."
msgstr "三維紋理的占位類。"
msgid ""
"This class is used when loading a project that uses a [Texture3D] subclass in "
"2 conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled).\n"
"[b]Note:[/b] This is not intended to be used as an actual texture for "
"rendering. It is not guaranteed to work like one in shaders or materials (for "
"example when calculating UV)."
msgstr ""
"載入使用 [Texture3D] 子類別的專案時,使用這個類的情況有兩種:\n"
"- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理"
"的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n"
"- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n"
"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材"
"質中正常工作(例如對 UV 進行計算)。"
msgid ""
"This class is used when loading a project that uses a [TextureLayered] "
"subclass in 2 conditions:\n"
"- When running the project exported in dedicated server mode, only the "
"texture's dimensions are kept (as they may be relied upon for gameplay "
"purposes or positioning of other elements). This allows reducing the exported "
"PCK's size significantly.\n"
"- When this subclass is missing due to using a different engine version or "
"build (e.g. modules disabled).\n"
"[b]Note:[/b] This is not intended to be used as an actual texture for "
"rendering. It is not guaranteed to work like one in shaders or materials (for "
"example when calculating UV)."
msgstr ""
"載入使用 [TextureLayered] 子類別的專案時,使用這個類的情況有兩種:\n"
"- 運作使用專用伺服器模式匯出的專案,僅保留紋理的尺寸(因為遊戲邏輯可能依賴紋理"
"的尺寸,可能用來定位其他元素)。這樣能夠顯著減小匯出的 PCK 的大小。\n"
"- 由於引擎版本或建構不同而缺失這個子類別(例如禁用了某些模組)。\n"
"[b]注意:[/b]設計這個類的目的並不是作為渲染的實際紋理。不保證能夠在著色器和材"
"質中正常工作(例如對 UV 進行計算)。"
msgid "The number of layers in the texture array."
msgstr "紋理陣列中的層數。"
msgid "The size of each texture layer (in pixels)."
msgstr "各層紋理的尺寸(單位為圖元)。"
msgid "A plane in Hessian normal form."
msgstr "使用黑塞範式的平面。"
msgid ""
"Represents a normalized plane equation. [member normal] is the normal of the "
"plane (a, b, c normalized), and [member d] is the distance from the origin to "
"the plane (in the direction of \"normal\"). \"Over\" or \"Above\" the plane "
"is considered the side of the plane towards where the normal is pointing."
msgstr ""
"代表正規化的平面方程。[member normal] 是平面的法線(正規化的 a、b、c而 "
"[member d] 是原點到平面的距離(沿“法線”方向)。平面的“上方”是平面朝向法線方向"
"的一面。"
msgid ""
"Constructs a default-initialized [Plane] with all components set to [code]0[/"
"code]."
msgstr "建構預設初始化的 [Plane],所有分量都設定為 [code]0[/code]。"
msgid "Constructs a [Plane] as a copy of the given [Plane]."
msgstr "建構給定 [Plane] 的副本。"
msgid ""
"Creates a plane from the four parameters. The three components of the "
"resulting plane's [member normal] are [param a], [param b] and [param c], and "
"the plane has a distance of [param d] from the origin."
msgstr ""
"根據四個參數建立一個平面。產生的平面的 [member normal] 的三個分量是 [param "
"a]、[param b]、和 [param c],且該平面與原點的距離為 [param d]。"
msgid ""
"Creates a plane from the normal vector. The plane will intersect the origin.\n"
"The [param normal] of the plane must be a unit vector."
msgstr ""
"根據法向量建立一個平面。該平面將與原點相交。\n"
"該平面的 [param normal] 必須是一個單位向量。"
msgid ""
"Creates a plane from the normal vector and the plane's distance from the "
"origin.\n"
"The [param normal] of the plane must be a unit vector."
msgstr ""
"根據法向量和平面與原點的距離建立一個平面。\n"
"平面的 [param normal] 必須是一個單位向量。"
msgid ""
"Creates a plane from the normal vector and a point on the plane.\n"
"The [param normal] of the plane must be a unit vector."
msgstr ""
"從法向量和平面上的一個點建立一個平面。\n"
"平面的 [param normal] 必須是一個單位向量。"
msgid "Creates a plane from the three points, given in clockwise order."
msgstr "根據順時針順序給出的三個點建立一個平面。"
msgid ""
"Returns the shortest distance from the plane to the position [param point]. "
"If the point is above the plane, the distance will be positive. If below, the "
"distance will be negative."
msgstr ""
"返回從該平面到位置 [param point] 的最短距離。如果該點在平面上方,則距離將為"
"正。如果在下方,則距離將為負。"
msgid "Returns the center of the plane."
msgstr "返回平面的中心。"
msgid ""
"Returns [code]true[/code] if [param point] is inside the plane. Comparison "
"uses a custom minimum [param tolerance] threshold."
msgstr ""
"如果 [param point] 在該平面內,則返回 [code]true[/code]。比較將使用一個自訂的"
"最小 [param tolerance] 閾值。"
msgid ""
"Returns the intersection point of the three planes [param b], [param c] and "
"this plane. If no intersection is found, [code]null[/code] is returned."
msgstr ""
"返回 [param b]、[param c]、該平面這三個平面的交點。如果沒有找到交點,則返回 "
"[code]null[/code]。"
msgid ""
"Returns the intersection point of a ray consisting of the position [param "
"from] and the direction normal [param dir] with this plane. If no "
"intersection is found, [code]null[/code] is returned."
msgstr ""
"返回由位置 [param from] 和方向法線 [param dir] 組成的射線與該平面的交點。如果"
"沒有找到交點,則返回 [code]null[/code]。"
msgid ""
"Returns the intersection point of a segment from position [param from] to "
"position [param to] with this plane. If no intersection is found, [code]null[/"
"code] is returned."
msgstr ""
"返回從位置 [param from] 到位置 [param to] 的線段與該平面的交點。如果沒有找到交"
"點,則返回 [code]null[/code]。"
msgid ""
"Returns [code]true[/code] if this plane and [param to_plane] are "
"approximately equal, by running [method @GlobalScope.is_equal_approx] on each "
"component."
msgstr ""
"如果該平面和 [param to_plane] 近似相等,則返回 [code]true[/code],判斷近似相等"
"的方法是通過在每個分量上運作 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this plane is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果該平面是有限的,則返回 [code]true[/code],判斷方法是在每個分量上呼叫 "
"[method @GlobalScope.is_finite]。"
msgid "Returns [code]true[/code] if [param point] is located above the plane."
msgstr "如果 [param point] 位於平面上方,則返回 [code]true[/code]。"
msgid ""
"Returns a copy of the plane, with normalized [member normal] (so it's a unit "
"vector). Returns [code]Plane(0, 0, 0, 0)[/code] if [member normal] can't be "
"normalized (it has zero length)."
msgstr ""
"返回該平面正規化 [member normal] 後的副本(法線成為單位向量)。如果 [member "
"normal] 無法正規化(長度為零),則返回 [code]Plane(0, 0, 0, 0)[/code]。"
msgid ""
"Returns the orthogonal projection of [param point] into a point in the plane."
msgstr "返回 [param point] 在該平面中的正交投影。"
msgid "The X component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 X 分量。"
msgid "The Y component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 Y 分量。"
msgid "The Z component of the plane's [member normal] vector."
msgstr "平面法向量 [member normal] 的 Z 分量。"
msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
msgstr "在 Y 軸和 Z 軸上延伸的平面(法向量指向 +X。"
msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
msgstr "在 X 軸和 Z 軸上延伸的平面(法向量朝向 +Y。"
msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
msgstr "在 X 軸和 Y 軸上延伸的平面(法向量朝向 +Z。"
msgid ""
"Returns [code]true[/code] if the planes are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果平面不相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Returns [code]true[/code] if the planes are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果平面完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Returns the negative value of the [Plane]. This is the same as writing "
"[code]Plane(-p.normal, -p.d)[/code]. This operation flips the direction of "
"the normal vector and also flips the distance value, resulting in a Plane "
"that is in the same place, but facing the opposite direction."
msgstr ""
"返回該 [Plane] 的負值。和寫 [code]Plane(-p.normal, -p.d)[/code] 相同。該操作翻"
"轉了法線向量的方向,也翻轉了距離值,得到的 Plane 位於同一個位置,但是朝向相反"
"的方向。"
msgid "Class representing a planar [PrimitiveMesh]."
msgstr "表示平面 [PrimitiveMesh] 的類。"
msgid ""
"Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
"thickness. By default, this mesh is aligned on the X and Z axes; this default "
"rotation isn't suited for use with billboarded materials. For billboarded "
"materials, change [member orientation] to [constant FACE_Z].\n"
"[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
"may stumble upon UV jittering issues depending on the camera angle. To solve "
"this, increase [member subdivide_depth] and [member subdivide_width] until "
"you no longer notice UV jittering."
msgstr ""
"代表平面 [PrimitiveMesh] 的類。這個扁平的網格沒有厚度。預設情況下,這個網格與 "
"X 和 Z 軸對齊;這樣的旋轉並不適用於公告板材質。對於公告板材質,請將 [member "
"orientation] 改為 [constant FACE_Z]。\n"
"[b]注意:[/b]使用較大且有紋理的 [PlaneMesh](例如地板)時,你可能在使用某些相"
"機角度時會遇到 UV 抖動的問題。要解決這個問題,請增大 [member subdivide_depth] "
"和 [member subdivide_width],直到無法再察覺到 UV 抖動。"
msgid "Offset of the generated plane. Useful for particles."
msgstr "生成平面的偏移量。可用於粒子。"
msgid ""
"Direction that the [PlaneMesh] is facing. See [enum Orientation] for options."
msgstr "[PlaneMesh] 的朝向。可選項見 [enum Orientation]。"
msgid "Size of the generated plane."
msgstr "生成平面的大小。"
msgid "Number of subdivision along the Z axis."
msgstr "沿 Z 軸細分的次數。"
msgid "Number of subdivision along the X axis."
msgstr "沿 X 軸細分的次數。"
msgid "[PlaneMesh] will face the positive X-axis."
msgstr "[PlaneMesh] 將面向 X 軸正方向。"
msgid ""
"[PlaneMesh] will face the positive Y-axis. This matches the behavior of the "
"[PlaneMesh] in Godot 3.x."
msgstr "[PlaneMesh] 將面向 Y 軸正方向。與 Godot 3.x 中 [PlaneMesh] 的行為一致。"
msgid ""
"[PlaneMesh] will face the positive Z-axis. This matches the behavior of the "
"QuadMesh in Godot 3.x."
msgstr "[PlaneMesh] 將面向 Z 軸正方向。與 Godot 3.x 中 QuadMesh 的行為一致。"
msgid "Positional 2D light source."
msgstr "位置性 2D 光源。"
msgid ""
"Casts light in a 2D environment. This light's shape is defined by a (usually "
"grayscale) texture."
msgstr "在 2D 環境中投射光線。此燈的形狀由(通常為灰度)紋理定義。"
msgid ""
"The height of the light. Used with 2D normal mapping. The units are in "
"pixels, e.g. if the height is 100, then it will illuminate an object 100 "
"pixels away at a 45° angle to the plane."
msgstr ""
"燈光的高度。與 2D 法線貼圖一起使用。單位為圖元,例如:如果高度為 100那麼它能"
"夠照亮 100 圖元遠且與該平面成 45° 角的對象。"
msgid "The offset of the light's [member texture]."
msgstr "燈光的 [member texture] 的偏移量。"
msgid "[Texture2D] used for the light's appearance."
msgstr "用於該燈光外觀的 [Texture2D]。"
msgid "The [member texture]'s scale factor."
msgstr "[member texture] 的縮放係數。"
msgid "Mesh with a single Point primitive."
msgstr "使用單個點圖元的網格。"
msgid ""
"The PointMesh is made from a single point. Instead of relying on triangles, "
"points are rendered as a single rectangle on the screen with a constant size. "
"They are intended to be used with Particle systems, but can be used as a "
"cheap way to render constant size billboarded sprites (for example in a point "
"cloud).\n"
"PointMeshes, must be used with a material that has a point size. Point size "
"can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
"[BaseMaterial3D] by setting [member BaseMaterial3D.use_point_size] and the "
"variable [member BaseMaterial3D.point_size].\n"
"When using PointMeshes, properties that normally alter vertices will be "
"ignored, including billboard mode, grow, and cull face."
msgstr ""
"PointMesh 由一個點構成。這個點不依賴於三角形,而是作為螢幕上的一個矩形來渲染,"
"大小是固定的。旨在用於粒子系統,但也可以作為固定大小公告板精靈的羽量級渲染方法"
"(例如在點雲中使用)。\n"
"PointMesh 必須使用具有點大小的材質。點的大小可以在著色器中通過 "
"[code]POINT_SIZE[/code] 存取,也可以在 [BaseMaterial3D] 中設定 [member "
"BaseMaterial3D.use_point_size] 並通過變數 [member BaseMaterial3D.point_size] "
"存取。\n"
"使用 PointMesh 時,會忽略平時用來改變頂點的屬性,包括公告板模式、生長、剔除面"
"等。"
msgid "A 2D polygon."
msgstr "2D 多邊形。"
msgid ""
"A Polygon2D is defined by a set of points. Each point is connected to the "
"next, with the final point being connected to the first, resulting in a "
"closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
"filled with a given texture."
msgstr ""
"Polygon2D 由一組點定義。每個點都連接到下一個點,最後一個點連接到第一個點,從而"
"形成一個封閉的多邊形。Polygon2D 可以填充顏色(純色或漸變),也可以填充給定的紋"
"理。"
msgid "Adds a bone with the specified [param path] and [param weights]."
msgstr "新增指定 [param path] 和 [param weights] 的骨骼。"
msgid "Removes all bones from this [Polygon2D]."
msgstr "刪除這個 [Polygon2D] 的所有骨骼。"
msgid "Removes the specified bone from this [Polygon2D]."
msgstr "從這個 [Polygon2D] 中刪除指定的骨骼。"
msgid "Returns the number of bones in this [Polygon2D]."
msgstr "返回這個 [Polygon2D] 中骨骼的數量。"
msgid "Returns the path to the node associated with the specified bone."
msgstr "返回與指定骨骼相關聯的節點的路徑。"
msgid "Returns the weight values of the specified bone."
msgstr "返回指定骨骼的權重值。"
msgid "Sets the path to the node associated with the specified bone."
msgstr "設定與指定骨骼相關聯的節點的路徑。"
msgid "Sets the weight values for the specified bone."
msgstr "設定指定骨骼的權重值。"
msgid "If [code]true[/code], polygon edges will be anti-aliased."
msgstr "如果為 [code]true[/code],則多邊形邊緣將進行抗鋸齒。"
msgid ""
"Internal list of [Bone2D] nodes used by the assigned [member skeleton]. "
"Edited using the Polygon2D editor (\"UV\" button on the top toolbar)."
msgstr ""
"分配的 [member skeleton] 所使用的 [Bone2D] 節點的內部列表。使用 Polygon2D 編輯"
"器編輯頂部工具列的“UV”按鈕。"
msgid "Number of internal vertices, used for UV mapping."
msgstr "內部頂點的數量,用於 UV 對應。"
msgid ""
"Added padding applied to the bounding box when [member invert_enabled] is set "
"to [code]true[/code]. Setting this value too small may result in a \"Bad "
"Polygon\" error."
msgstr ""
"新增了當 [member invert_enabled] 被設定為 [code]true[/code] 時套用於邊界框的填"
"充。將該值設定得太小可能會產生一個“Bad Polygon”錯誤。"
msgid ""
"If [code]true[/code], the polygon will be inverted, containing the area "
"outside the defined points and extending to the [member invert_border]."
msgstr ""
"如果為 [code]true[/code],則多邊形將被反轉,包含定義點之外的區域並延伸到 "
"[member invert_border]。"
msgid "The offset applied to each vertex."
msgstr "套用於每個頂點的位置偏移量。"
msgid ""
"The polygon's list of vertices. The final point will be connected to the "
"first.\n"
"[b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a "
"reference."
msgstr ""
"多邊形的頂點列表。最後一點將連接到第一個點。\n"
"[b]注意:[/b]返回的是 [PackedVector2Array] 的副本,不是引用。"
msgid ""
"The list of polygons, in case more than one is being represented. Every "
"individual polygon is stored as a [PackedInt32Array] where each [int] is an "
"index to a point in [member polygon]. If empty, this property will be "
"ignored, and the resulting single polygon will be composed of all points in "
"[member polygon], using the order they are stored in."
msgstr ""
"多邊形數量大於一時的多邊形列表。每個獨立的多邊形都作為 [PackedInt32Array] 存"
"儲,其中的每個 [int] 都是對 [member polygon] 某個點的索引。如果為空,則會忽略"
"這個屬性,得到由 [member polygon] 中所有點構成的單個多邊形,順序與儲存順序一"
"致。"
msgid ""
"Path to a [Skeleton2D] node used for skeleton-based deformations of this "
"polygon. If empty or invalid, skeletal deformations will not be used."
msgstr ""
"指向 [Skeleton2D] 節點的路徑,用於對這個多邊形進行基於骨架的變形。如果為空或無"
"效,則不會使用骨架變形。"
msgid "The texture's rotation in radians."
msgstr "紋理的旋轉弧度。"
msgid ""
"Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "平面 2D 多邊形形狀,用於 [OccluderInstance3D] 的遮擋剔除。"
msgid ""
"[PolygonOccluder3D] stores a polygon shape that can be used by the engine's "
"occlusion culling system. When an [OccluderInstance3D] with a "
"[PolygonOccluder3D] is selected in the editor, an editor will appear at the "
"top of the 3D viewport so you can add/remove points. All points must be "
"placed on the same 2D plane, which means it is not possible to create "
"arbitrary 3D shapes with a single [PolygonOccluder3D]. To use arbitrary 3D "
"shapes as occluders, use [ArrayOccluder3D] or [OccluderInstance3D]'s baking "
"feature instead.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[PolygonOccluder3D] 儲存的是多邊形形狀,可用於引擎的遮擋剔除系統。在編輯器中選"
"中具有 [PolygonOccluder3D] 的 [OccluderInstance3D] 時3D 視口的頂部會出現用於"
"新增/移除頂點的編輯器。所有的頂點都必須在相同的 2D 平面中放置,也就是說,使用"
"單個 [PolygonOccluder3D] 是無法任意建立 3D 形狀的。要將任意 3D 形狀作為遮擋"
"器,請改用 [ArrayOccluder3D] 或 [OccluderInstance3D] 的烘焙功能。\n"
"設定遮擋剔除的步驟見 [OccluderInstance3D] 的文件。"
msgid ""
"The polygon to use for occlusion culling. The polygon can be convex or "
"concave, but it should have as few points as possible to maximize "
"performance.\n"
"The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation "
"will fail (with an error message printed)."
msgstr ""
"用於遮擋剔除的多邊形。既可以是凸多邊形,也可以是凹多邊形,但只有讓頂點的數量盡"
"可能地少,才能夠讓性能最大化。\n"
"多邊形必須[i]不存在[/i]相交的線。否則三角形化會失敗(同時會輸出錯誤資訊)。"
msgid "Base class for contextual windows and panels with fixed position."
msgstr "本文視窗以及固定位置的面板的基底類別。"
msgid ""
"[Popup] is a base class for contextual windows and panels with fixed "
"position. It's a modal by default (see [member Window.popup_window]) and "
"provides methods for implementing custom popup behavior."
msgstr ""
"[Popup] 是本文視窗以及固定位置的面板的基底類別。預設情況下是模態的(見 "
"[member Window.popup_window]),還提供了用於自訂彈出行為的方法。"
msgid "Emitted when the popup is hidden."
msgstr "當該快顯視窗被隱藏時發出。"
msgid "Default [StyleBox] for the [Popup]."
msgstr "該 [Button] 的預設 [StyleBox]。"
msgid "A modal window used to display a list of options."
msgstr "用於顯示選項列表的模態視窗。"
msgid ""
"[PopupMenu] is a modal window used to display a list of options. Useful for "
"toolbars and context menus.\n"
"The size of a [PopupMenu] can be limited by using [member Window.max_size]. "
"If the height of the list of items is larger than the maximum height of the "
"[PopupMenu], a [ScrollContainer] within the popup will allow the user to "
"scroll the contents. If no maximum size is set, or if it is set to [code]0[/"
"code], the [PopupMenu] height will be limited by its parent rect.\n"
"All [code]set_*[/code] methods allow negative item indices, i.e. [code]-1[/"
"code] to access the last item, [code]-2[/code] to select the second-to-last "
"item, and so on.\n"
"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec].\n"
"[b]Note:[/b] The ID values used for items are limited to 32 bits, not full 64 "
"bits of [int]. This has a range of [code]-2^32[/code] to [code]2^32 - 1[/"
"code], i.e. [code]-2147483648[/code] to [code]2147483647[/code]."
msgstr ""
"[PopupMenu] 是用於顯示選項列表的模態視窗,常見於工具列和本文功能表。\n"
"[PopupMenu] 的大小可以使用 [member Window.max_size] 限制。如果功能表專案列表的"
"高度大於 [PopupMenu] 的最大高度,則會在彈出框中使用 [ScrollContainer] 讓使用者"
"滾動內容。如果沒有設定最大尺寸或者設為了 [code]0[/code],則該 [PopupMenu] 的高"
"度會被限制在父級的矩形框之中。\n"
"所有的 [code]set_*[/code] 方法都允許使用負數功能表專案索引,即 [code]-1[/"
"code] 訪問的是最後一個功能表專案,[code]-2[/code] 選擇的是倒數第二個功能表專"
"案,依次類推。\n"
"[b]差異量搜索:[/b]與 [ItemList] 和 [Tree] 類似,[PopupMenu] 也支援在聚焦控制"
"項時在列表中進行搜索。按下與某個條目名稱首字母一致的按鍵,就會選中以該字母開頭"
"的第一個條目。在此之後進行差異量搜索的辦法有兩種1在超時前再次按下同一個"
"按鍵選中以該字母開頭的下一個條目。2在超時前按下剩餘字母對應的按鍵直接配"
"對並選中所需的條目。這兩個動作都會在最後一次按鍵超時後重設回列表頂端。你可以通"
"過 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] 修"
"改超時時長。\n"
"[b]注意:[/b]功能表專案的 ID 有 32 位的限制,不是完整 [int] 的 64 位。取值範圍"
"為 [code]-2^32[/code] 到 [code]2^32 - 1[/code],即 [code]-2147483648[/code] "
"到 [code]2147483647[/code]。"
msgid ""
"Checks the provided [param event] against the [PopupMenu]'s shortcuts and "
"accelerators, and activates the first item with matching events. If [param "
"for_global_only] is [code]true[/code], only shortcuts and accelerators with "
"[code]global[/code] set to [code]true[/code] will be called.\n"
"Returns [code]true[/code] if an item was successfully activated.\n"
"[b]Note:[/b] Certain [Control]s, such as [MenuButton], will call this method "
"automatically."
msgstr ""
"根據 [PopupMenu] 的捷徑和加速器檢查提供的 [param event],並啟動具有配對事件的"
"第一個專案。如果 [param for_global_only] 為 [code]true[/ code],只有 "
"[code]global[/code] 設定為 [code]true[/code] 的捷徑和加速器才會被呼叫。\n"
"如果專案已成功激活,則傳回 [code]true[/code]。\n"
"[b]注意:[/b]某些[Control],例如[MenuButton],會自動呼叫此方法。"
msgid ""
"Adds a new checkable item with text [param label].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"新增一個帶有文字 [param label] 的新的可勾選項。\n"
"可以選擇提供一個 [param id] 以及一個加速器([param accel])。如果未提供 "
"[param id],將從索引中建立一個。如果未提供 [param accel],則預設值 0對應於 "
"[constant @GlobalScope.KEY_NONE])將被分配給該項(這意味著它不會有任何加速"
"器)。有關加速器的更多資訊,請參閱 [method get_item_accelerator]。\n"
"[b]注意:[/b]可勾選的項只顯示一個勾選標記,但沒有任何內建的勾選行為,必須手動"
"勾選/取消勾選。有關如何控制它的更多資訊,請參閱 [method set_item_checked]。"
msgid ""
"Adds a new checkable item and assigns the specified [Shortcut] to it. Sets "
"the label of the checkbox to the [Shortcut]'s name.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"新增一個新的可勾選項並為其分配指定的 [Shortcut]。將核取方塊的標籤設定為 "
"[Shortcut] 的名稱。\n"
"可以選擇提供一個 [param id]。如果未提供 [param id],將從索引中建立一個。\n"
"[b]注意:[/b]可勾選項只顯示一個勾選標記,但沒有任何內建的勾選行為,必須手動勾"
"選/取消勾選。有關如何控制它的更多資訊,請參閱 [method set_item_checked]。"
msgid ""
"Adds a new checkable item with text [param label] and icon [param texture].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"新增一個帶有文字 [param label] 和圖示 [param texture] 的新的可勾選項。\n"
"可以選擇提供一個 [param id] 以及一個加速器([param accel])。如果未提供 "
"[param id],將從索引中建立一個。如果未提供 [param accel],則預設值 0對應於 "
"[constant @GlobalScope.KEY_NONE])將被分配給該項(這意味著它不會有任何加速"
"器)。有關加速器的更多資訊,請參閱 [method get_item_accelerator]。\n"
"[b]注意:[/b]可勾選項只顯示一個勾選標記,但沒有任何內建的勾選行為,必須手動勾"
"選/取消勾選。有關如何控制它的更多資訊,請參閱 [method set_item_checked]。"
msgid ""
"Adds a new checkable item and assigns the specified [Shortcut] and icon "
"[param texture] to it. Sets the label of the checkbox to the [Shortcut]'s "
"name.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"新增一個新的可勾選項並為其分配指定的 [Shortcut] 和圖示 [param texture]。將複選"
"框的標籤設定為 [Shortcut] 的名稱。\n"
"可以選擇提供一個 [param id]。如果未提供 [param id],將從索引中建立一個。\n"
"[b]注意:[/b]可勾選項只顯示一個勾選標記,但沒有任何內建的勾選行為,必須手動勾"
"選/取消勾選。有關如何控制它的更多資訊,請參閱 [method set_item_checked]。"
msgid ""
"Adds a new item with text [param label] and icon [param texture].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators."
msgstr ""
"新增帶有文字 [param label] 和圖示 [param texture] 的新功能表專案。\n"
"還可以提供 [param id] 和快捷鍵([param accel])。如果沒有提供 [param id],則會"
"根據索引來建立。如果沒有提供 [param accel],則會為該功能表專案分配預設的 0對"
"應 [constant @GlobalScope.KEY_NONE],在這裡表示沒有快捷鍵)。更多快捷鍵相關的"
"信息見 [method get_item_accelerator]。"
msgid "Same as [method add_icon_check_item], but uses a radio check button."
msgstr "與 [method add_icon_check_item] 相同,但使用選項按鈕。"
msgid "Same as [method add_icon_check_shortcut], but uses a radio check button."
msgstr "與 [method add_icon_check_shortcut] 相同,但使用一個選項按鈕。"
msgid ""
"Adds a new item and assigns the specified [Shortcut] and icon [param texture] "
"to it. Sets the label of the checkbox to the [Shortcut]'s name.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"If [param allow_echo] is [code]true[/code], the shortcut can be activated "
"with echo events."
msgstr ""
"新增新的功能表專案,並為其分配指定的 [Shortcut] 和圖示 [param texture]。核取方"
"塊的標籤會被設為 [Shortcut] 的名稱。\n"
"還可以提供 [param id]。如果沒有提供 [param id],則會根據索引來建立。"
msgid ""
"Adds a new item with text [param label].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators.\n"
"[b]Note:[/b] The provided [param id] is used only in [signal id_pressed] and "
"[signal id_focused] signals. It's not related to the [code]index[/code] "
"arguments in e.g. [method set_item_checked]."
msgstr ""
"新增一個帶有文字 [param label] 的新項。\n"
"可以選擇提供一個 [param id] 以及一個加速器([param accel])。如果未提供 "
"[param id],將從索引中建立一個。如果未提供 [param accel],則預設值 0對應於 "
"[constant @GlobalScope.KEY_NONE])將被分配給該項(這意味著它不會有任何加速"
"器)。有關加速器的更多資訊,請參閱 [method get_item_accelerator]。\n"
"[b]注意:[/b]提供的 [param id] 僅用於 [signal id_pressed] 和 [signal "
"id_focused] 訊號。它與在函式中,例如在 [method set_item_checked] 中的 "
"[code]index[/code] 參數無關。"
msgid ""
"Adds a new multistate item with text [param label].\n"
"Contrarily to normal binary items, multistate items can have more than two "
"states, as defined by [param max_states]. Each press or activate of the item "
"will increase the state by one. The default value is defined by [param "
"default_state].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators."
msgstr ""
"新增文字為 [param label] 的新多狀態功能表專案。\n"
"與普通的雙態功能表專案不同,多狀態功能表專案的狀態可以超過兩個,數量由 [param "
"max_states] 定義。功能表專案每按下或啟動一次,狀態就會加一。預設值由 [param "
"default_state] 定義。\n"
"還可以提供 [param id] 和快捷鍵([param accel])。如果沒有提供 [param id],則會"
"根據索引來建立。如果沒有提供 [param accel],則會為該功能表專案分配預設的 0對"
"應 [constant @GlobalScope.KEY_NONE],在這裡表示沒有快捷鍵)。更多快捷鍵相關的"
"信息見 [method get_item_accelerator]。"
msgid ""
"Adds a new radio check button with text [param label].\n"
"An [param id] can optionally be provided, as well as an accelerator ([param "
"accel]). If no [param id] is provided, one will be created from the index. If "
"no [param accel] is provided, then the default value of 0 (corresponding to "
"[constant @GlobalScope.KEY_NONE]) will be assigned to the item (which means "
"it won't have any accelerator). See [method get_item_accelerator] for more "
"info on accelerators.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"新增一個帶有文字 [param label] 的新單選勾選按鈕。\n"
"可以選擇提供一個 [param id] 以及一個加速器([param accel])。如果未提供 "
"[param id],將從索引中建立一個。如果未提供 [param accel],則預設值 0對應於 "
"[constant @GlobalScope.KEY_NONE])將被分配給該項(這意味著它不會有任何加速"
"器)。有關加速器的更多資訊,請參閱 [method get_item_accelerator]。\n"
"[b]注意:[/b]可勾選項只顯示一個勾選標記,但沒有任何內建的勾選行為,必須手動勾"
"選/取消勾選。有關如何控制它的更多資訊,請參閱 [method set_item_checked]。"
msgid ""
"Adds a new radio check button and assigns a [Shortcut] to it. Sets the label "
"of the checkbox to the [Shortcut]'s name.\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
"新增一個新的單選勾選按鈕並為其分配一個 [Shortcut]。將核取方塊的標籤設定為 "
"[Shortcut] 的名稱。\n"
"可以選擇提供一個 [param id]。如果未提供 [param id],將從索引中建立一個。\n"
"[b]注意:[/b]可勾選項只顯示一個勾選標記,但沒有任何內建的勾選行為,必須手動勾"
"選/取消勾選。有關如何控制它的更多資訊,請參閱 [method set_item_checked]。"
msgid ""
"Adds a separator between items. Separators also occupy an index, which you "
"can set by using the [param id] parameter.\n"
"A [param label] can optionally be provided, which will appear at the center "
"of the separator."
msgstr ""
"在功能表專案之間新增分隔線。分隔線也佔用索引,可以使用 [param id] 參數設定。\n"
"還可以提供 [param label],會在分隔線的中間位置顯示。"
msgid ""
"Adds a [Shortcut].\n"
"An [param id] can optionally be provided. If no [param id] is provided, one "
"will be created from the index.\n"
"If [param allow_echo] is [code]true[/code], the shortcut can be activated "
"with echo events."
msgstr ""
"新增 [Shortcut]。\n"
"還可以提供 [param id]。如果沒有提供 [param id],則會根據索引來建立。"
msgid ""
"Removes all items from the [PopupMenu]. If [param free_submenus] is "
"[code]true[/code], the submenu nodes are automatically freed."
msgstr ""
"從 [PopupMenu] 刪除所有專案。如果 [param free_submenus] 為 [code]true[/code]"
"則自動釋放子選單節點。"
msgid ""
"Returns the index of the currently focused item. Returns [code]-1[/code] if "
"no item is focused."
msgstr "返回目前焦點專案的索引。如果沒有焦點,則返回 [code]-1[/code]。"
msgid ""
"Returns the accelerator of the item at the given [param index]. An "
"accelerator is a keyboard shortcut that can be pressed to trigger the menu "
"button even if it's not currently open. The return value is an integer which "
"is generally a combination of [enum KeyModifierMask]s and [enum Key]s using "
"bitwise OR such as [code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd]). "
"If no accelerator is defined for the specified [param index], [method "
"get_item_accelerator] returns [code]0[/code] (corresponding to [constant "
"@GlobalScope.KEY_NONE])."
msgstr ""
"返回給定 [param index] 處專案的加速器。加速器是一種鍵盤快捷鍵,即使目前未打開"
"功能表按鈕,也可以按下它來觸發功能表按鈕。返回值是一個整數,通常是 [enum "
"KeyModifierMask] 和 [enum Key] 使用按位元或操作的組合,例如 "
"[code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/kbd])。如果沒有為指定的 "
"[param index] 定義加速器,則 [method get_item_accelerator] 返回 [code]0[/code]"
"(對應於 [constant @GlobalScope.KEY_NONE])。"
msgid "Returns the icon of the item at the given [param index]."
msgstr "返回給定 [param index] 處功能表專案的圖示。"
msgid ""
"Returns the maximum allowed width of the icon for the item at the given "
"[param index]."
msgstr "返回給定 [param index] 處功能表專案所允許的最大圖示寬度。"
msgid "Returns a [Color] modulating the item's icon at the given [param index]."
msgstr "返回給定 [param index] 處用於調變功能表專案圖示的 [Color]。"
msgid ""
"Returns the ID of the item at the given [param index]. [code]id[/code] can be "
"manually assigned, while index can not."
msgstr ""
"返回給定 [param index] 處功能表專案的 ID。[code]id[/code] 可以手動分配,而索引"
"則不能。"
msgid "Returns the horizontal offset of the item at the given [param index]."
msgstr "返回給定 [param index] 處功能表專案的水平偏移量。"
msgid ""
"Returns the index of the item containing the specified [param id]. Index is "
"automatically assigned to each item by the engine and can not be set manually."
msgstr ""
"返回包含指定 [param id] 的功能表專案的索引。索引由引擎自動分配給各個專案,無法"
"手動設定。"
msgid ""
"Returns the metadata of the specified item, which might be of any type. You "
"can set it with [method set_item_metadata], which provides a simple way of "
"assigning context data to items."
msgstr ""
"返回指定功能表專案的中繼資料,可能是任何型別。可以使用 [method "
"set_item_metadata] 來設定中繼資料,這樣就能很很方便地將本文資料分配給功能表專"
"案。"
msgid ""
"Returns the [Shortcut] associated with the item at the given [param index]."
msgstr "返回給定 [param index] 處功能表專案所關聯的 [Shortcut]。"
msgid ""
"Returns the submenu name of the item at the given [param index]. See [method "
"add_submenu_item] for more info on how to add a submenu."
msgstr ""
"返回給定 [param index] 處功能表專案的子功能表名稱。有關如何新增子功能表的更多"
"資訊,請參見 [method add_submenu_item]。"
msgid "Returns the text of the item at the given [param index]."
msgstr "返回索引為 [param index] 的功能表專案的文字。"
msgid "Returns the tooltip associated with the item at the given [param index]."
msgstr "返回索引為 [param index] 的功能表專案所關聯的工具提示。"
msgid ""
"Returns [code]true[/code] if the item at the given [param index] is checkable "
"in some way, i.e. if it has a checkbox or radio button.\n"
"[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
"don't have any built-in checking behavior and must be checked/unchecked "
"manually."
msgstr ""
"如果給定 [param index] 處的功能表專案可以某種方式勾選,即如果它有一個核取方塊"
"或單選按鈕,則返回 [code]true[/code]。\n"
"[b]注意:[/b]可勾選項僅顯示一個勾選標記或選項按鈕,但沒有任何內建的勾選行為,"
"必須手動勾選/取消勾選。"
msgid ""
"Returns [code]true[/code] if the item at the given [param index] is checked."
msgstr ""
"如果給定的 [param index] 處的功能表專案被勾選,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the item at the given [param index] is disabled. "
"When it is disabled it can't be selected, or its action invoked.\n"
"See [method set_item_disabled] for more info on how to disable an item."
msgstr ""
"如果給定 [param index] 處的功能表專案被禁用,則返回 [code]true[/code]。功能表"
"專案被禁用時無法被選擇,對應的動作也無法被呼叫。\n"
"有關如何禁用功能表專案的更多資訊,請參閱 [method set_item_disabled]。"
msgid ""
"Returns [code]true[/code] if the item at the given [param index] has radio "
"button-style checkability.\n"
"[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
"unchecking items in radio groups."
msgstr ""
"如果給定 [param index] 處的功能表專案具有選項按鈕樣式的可勾選性,則返回 "
"[code]true[/code]。\n"
"[b]注意:[/b]這純粹是裝飾性的;必須新增用於單選組中勾選/取消勾選專案的邏輯。"
msgid ""
"Returns [code]true[/code] if the item is a separator. If it is, it will be "
"displayed as a line. See [method add_separator] for more info on how to add a "
"separator."
msgstr ""
"如果功能表專案是分隔符號,則返回 [code]true[/code]。分隔符號會顯示為一條線。有"
"關如何新增分隔符號的更多資訊,請參閱 [method add_separator]。"
msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
msgstr "如果指定功能表專案的快捷方式被禁用,則返回 [code]true[/code]。"
msgid ""
"Removes the item at the given [param index] from the menu.\n"
"[b]Note:[/b] The indices of items after the removed item will be shifted by "
"one."
msgstr ""
"從選單中移除給定 [param index] 處的功能表專案。\n"
"[b]注意:[/b]被移除的功能表專案後面的功能表專案的索引將移動一位元。"
msgid ""
"Moves the scroll view to make the item at the given [param index] visible."
msgstr "移動滾動視圖,使位於給定 [param index] 的功能表專案可見。"
msgid ""
"Sets the currently focused item as the given [param index].\n"
"Passing [code]-1[/code] as the index makes so that no item is focused."
msgstr ""
"將目前聚焦的功能表專案設定為給定的 [param index]。\n"
"將 [code]-1[/code] 作為索引傳入將不會聚焦任何功能表專案。"
msgid ""
"Sets the accelerator of the item at the given [param index]. An accelerator "
"is a keyboard shortcut that can be pressed to trigger the menu button even if "
"it's not currently open. [param accel] is generally a combination of [enum "
"KeyModifierMask]s and [enum Key]s using bitwise OR such as "
"[code]KEY_MASK_CTRL | KEY_A[/code] ([kbd]Ctrl + A[/kbd])."
msgstr ""
"在給定的 [param index] 處設定專案的加速器。加速器是一種鍵盤快捷鍵,即使目前未"
"打開功能表按鈕,也可以按下它來觸發功能表按鈕。[param accel] 通常是 [enum "
"KeyModifierMask] 和 [enum Key] 使用按位元或操作的組合,例如 "
"[code]KEY_MASK_CTRL | KEY_A[/code][kbd]Ctrl + A[/kbd])。"
msgid ""
"Sets whether the item at the given [param index] has a checkbox. If "
"[code]false[/code], sets the type of the item to plain text.\n"
"[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
"built-in checking behavior and must be checked/unchecked manually."
msgstr ""
"設定給定 [param index] 處的項是否具有一個核取方塊。如果為 [code]false[/code]"
"則將項的型別設定為純文字。\n"
"[b]注意:[/b]可勾選的項只顯示一個核取記號,但沒有任何內建的勾選行為,必須手動"
"勾選/取消勾選。"
msgid ""
"Sets the type of the item at the given [param index] to radio button. If "
"[code]false[/code], sets the type of the item to plain text."
msgstr ""
"將給定 [param index] 處的項的型別設定為一個選項按鈕。如果為 [code]false[/"
"code],則將項的型別設定為純文字。"
msgid ""
"Mark the item at the given [param index] as a separator, which means that it "
"would be displayed as a line. If [code]false[/code], sets the type of the "
"item to plain text."
msgstr ""
"將給定 [param index] 處的項標記為分隔符號,這意味著它將顯示為直線段。如果為 "
"[code]false[/code],則將項的型別設定為純文字。"
msgid "Sets the checkstate status of the item at the given [param index]."
msgstr "設定位於給定的 [param index] 的功能表專案的勾選狀態。"
msgid ""
"Enables/disables the item at the given [param index]. When it is disabled, it "
"can't be selected and its action can't be invoked."
msgstr ""
"啟用/禁用位於給定 [param index] 的功能表專案。處於禁用狀態的功能表專案無法被選"
"中,也無法呼叫其動作。"
msgid "Replaces the [Texture2D] icon of the item at the given [param index]."
msgstr "替換索引為 [param index] 的功能表專案的 [Texture2D] 圖示。"
msgid ""
"Sets the maximum allowed width of the icon for the item at the given [param "
"index]. This limit is applied on top of the default size of the icon and on "
"top of [theme_item icon_max_width]. The height is adjusted according to the "
"icon's ratio."
msgstr ""
"設定給定 [param index] 處功能表專案所允許的最大圖示寬度。這是在圖示預設大小和 "
"[theme_item icon_max_width] 的基礎上的限制。高度會根據圖示的長寬比調整。"
msgid "Sets a modulating [Color] of the item's icon at the given [param index]."
msgstr "設定索引為 [param index] 的功能表專案圖示的調變 [Color]。"
msgid ""
"Sets the [param id] of the item at the given [param index].\n"
"The [param id] is used in [signal id_pressed] and [signal id_focused] signals."
msgstr ""
"設定位於給定 [param index] 的功能表專案的 [param id]。\n"
"[signal id_pressed] 和 [signal id_focused] 等訊號中會用到 [param id]。"
msgid "Sets the horizontal offset of the item at the given [param index]."
msgstr "設定索引為 [param index] 的功能表專案的水平偏移量。"
msgid ""
"Sets the metadata of an item, which may be of any type. You can later get it "
"with [method get_item_metadata], which provides a simple way of assigning "
"context data to items."
msgstr ""
"設定項的中繼資料,該項可以是任何型別。稍後你可以使用[method get_item_metadata]"
"獲取它,它提供了一種將本文資料分配給項的簡單方法。"
msgid ""
"Sets the state of a multistate item. See [method add_multistate_item] for "
"details."
msgstr "設定一個多態專案的狀態。詳情請參閱 [method add_multistate_item]。"
msgid "Sets a [Shortcut] for the item at the given [param index]."
msgstr "設定索引為 [param index] 的功能表專案的 [Shortcut]。"
msgid "Disables the [Shortcut] of the item at the given [param index]."
msgstr "禁用索引為 [param index] 的功能表專案的 [Shortcut]。"
msgid ""
"Sets the submenu of the item at the given [param index]. The submenu is the "
"name of a child [PopupMenu] node that would be shown when the item is clicked."
msgstr ""
"設定位於給定 [param index] 的功能表專案的子功能表。子功能表為點擊該功能表專案"
"後應該顯示的子 [PopupMenu] 節點的名稱。"
msgid "Sets the text of the item at the given [param index]."
msgstr "設定索引為 [param index] 的功能表專案的文字。"
msgid "Sets the [String] tooltip of the item at the given [param index]."
msgstr "設定索引為 [param index] 的功能表專案的 [String] 工具提示。"
msgid "Toggles the check state of the item at the given [param index]."
msgstr "切換索引為 [param index] 的功能表專案的選中狀態。"
msgid ""
"Cycle to the next state of a multistate item. See [method "
"add_multistate_item] for details."
msgstr ""
"迴圈到一個多態專案的下一個狀態。詳情請參閱 [method add_multistate_item]。"
msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
msgstr "如果為 [code]true[/code],允許用字母鍵導覽 [PopupMenu]。"
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
"is selected."
msgstr ""
"如果為 [code]true[/code],則在選中核取方塊或選項按鈕時隱藏 [PopupMenu]。"
msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
msgstr "如果為 [code]true[/code],當一個專案被選中時隱藏 [PopupMenu]。"
msgid ""
"If [code]true[/code], hides the [PopupMenu] when a state item is selected."
msgstr "如果為 [code]true[/code],則在選中狀態項時隱藏 [PopupMenu]。"
msgid ""
"Sets the delay time in seconds for the submenu item to popup on mouse "
"hovering. If the popup menu is added as a child of another (acting as a "
"submenu), it will inherit the delay time of the parent menu item."
msgstr ""
"設定滑鼠懸停時子功能表項彈出的延遲時間,以秒為單位。如果彈出功能表被新增為另一"
"個選單的子功能表(作為子功能表),它將繼承父功能表專案的延遲時間。"
msgid ""
"Emitted when the user navigated to an item of some [param id] using the "
"[member ProjectSettings.input/ui_up] or [member ProjectSettings.input/"
"ui_down] input action."
msgstr ""
"使用者使用 [member ProjectSettings.input/ui_up] 或 [member ProjectSettings."
"input/ui_down] 輸入動作移動至 ID 為 [param id] 的功能表專案時發出。"
msgid ""
"Emitted when an item of some [param id] is pressed or its accelerator is "
"activated.\n"
"[b]Note:[/b] If [param id] is negative (either explicitly or due to "
"overflow), this will return the corresponding index instead."
msgstr ""
"ID 為 [param id] 的功能表專案被按下或者由快捷鍵啟動時發出。\n"
"[b]注意:[/b]如果 [param id] 為負數(無論是明確指定的還是由於溢出導致的),將"
"返回相應的索引來代替。"
msgid ""
"Emitted when an item of some [param index] is pressed or its accelerator is "
"activated."
msgstr "索引為 [param index] 的功能表專案被按下或者由快捷鍵啟動時發出。"
msgid "Emitted when any item is added, modified or removed."
msgstr "發生選單項的新增、修改、刪除時發出。"
msgid ""
"The text [Color] used for shortcuts and accelerators that show next to the "
"menu item name when defined. See [method get_item_accelerator] for more info "
"on accelerators."
msgstr ""
"文字 [Color] 用於快捷鍵和加速器,當定義時顯示在功能表專案名稱旁邊。有關加速器"
"的更多信息,請參閱 [method get_item_accelerator]。"
msgid "The default text [Color] for menu items' names."
msgstr "功能表專案名稱的預設文字 [Color]。"
msgid "[Color] used for disabled menu items' text."
msgstr "用於禁用功能表專案的文字 [Color]。"
msgid "[Color] used for the hovered text."
msgstr "用於懸停文字的 [Color]。"
msgid "[Color] used for labeled separators' text. See [method add_separator]."
msgstr "用於標注分隔符號文字的顏色 [Color]。見 [method add_separator]。"
msgid "The tint of text outline of the labeled separator."
msgstr "帶標籤分隔符號的文字輪廓的色調。"
msgid "The horizontal space between the item's elements."
msgstr "功能表專案元素之間的水平間距。"
msgid ""
"The maximum allowed width of the item's icon. This limit is applied on top of "
"the default size of the icon, but before the value set with [method "
"set_item_icon_max_width]. The height is adjusted according to the icon's "
"ratio."
msgstr ""
"功能表專案圖示所允許的最大寬度。這是在圖示預設大小的基礎上的限制,在 [method "
"set_item_icon_max_width] 所設定的值之前生效。高度會根據圖示的長寬比調整。"
msgid "Width of the single indentation level."
msgstr "單個縮進級別的寬度。"
msgid "Horizontal padding to the right of the items (or left, in RTL layout)."
msgstr "所有功能表專案右側的水平內邊距RTL 佈局中為左側)。"
msgid "Horizontal padding to the left of the items (or right, in RTL layout)."
msgstr "所有功能表專案左側的水平內邊距RTL 佈局中為右側)。"
msgid "The size of the labeled separator text outline."
msgstr "帶標籤分隔符號的文字輪廓的大小。"
msgid "The vertical space between each menu item."
msgstr "每個功能表專案之間的垂直間距。"
msgid "[Font] used for the menu items."
msgstr "用於功能表專案的 [Font] 字形。"
msgid "[Font] used for the labeled separator."
msgstr "用於帶文字分隔線的 [Font] 字形。"
msgid "Font size of the labeled separator."
msgstr "帶標籤分隔符號的字形大小。"
msgid "Font size of the menu items."
msgstr "功能表專案的字形大小。"
msgid "[Texture2D] icon for the checked checkbox items."
msgstr "[Texture2D] 圖示,用於處於選中狀態的複選項。"
msgid "[Texture2D] icon for the checked checkbox items when they are disabled."
msgstr "[Texture2D] 圖示,用於處於選中狀態的已禁用複選項。"
msgid "[Texture2D] icon for the checked radio button items."
msgstr "[Texture2D] 圖示,用於處於選中狀態的單選項。"
msgid ""
"[Texture2D] icon for the checked radio button items when they are disabled."
msgstr "[Texture2D] 圖示,用於處於選中狀態的已禁用單選項。"
msgid "[Texture2D] icon for the unchecked radio button items."
msgstr "[Texture2D] 圖示,用於處於未選狀態的單選項。"
msgid ""
"[Texture2D] icon for the unchecked radio button items when they are disabled."
msgstr "[Texture2D] 圖示,用於處於未選狀態的已禁用單選項。"
msgid "[Texture2D] icon for the submenu arrow (for left-to-right layouts)."
msgstr "[Texture2D] 圖示,用於子功能表箭頭(用於從左至右佈局)。"
msgid "[Texture2D] icon for the submenu arrow (for right-to-left layouts)."
msgstr "[Texture2D] 圖示,用於子功能表箭頭(用於從右至左佈局)。"
msgid "[Texture2D] icon for the unchecked checkbox items."
msgstr "[Texture2D] 圖示,用於處於未選狀態的複選項。"
msgid ""
"[Texture2D] icon for the unchecked checkbox items when they are disabled."
msgstr "[Texture2D] 圖示,用於處於未選狀態的已禁用複選項。"
msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
msgstr "當 [PopupMenu] 功能表專案被懸停時顯示的 [StyleBox]。"
msgid ""
"[StyleBox] for the left side of labeled separator. See [method add_separator]."
msgstr "用於標籤分隔器的左側 [StyleBox]。請參閱 [method add_separator]。"
msgid ""
"[StyleBox] for the right side of labeled separator. See [method "
"add_separator]."
msgstr "用於標籤分隔器的右側 [StyleBox]。請參閱 [method add_separator]。"
msgid "[StyleBox] used for the separators. See [method add_separator]."
msgstr "用於分隔符號的 [StyleBox]。請參閱 [method add_separator]。"
msgid "A popup with a panel background."
msgstr "帶有面板背景的快顯視窗。"
msgid ""
"A popup with a configurable panel background. Any child controls added to "
"this node will be stretched to fit the panel's size (similar to how "
"[PanelContainer] works). If you are making windows, see [Window]."
msgstr ""
"帶有可配置面板背景的快顯視窗。新增到這個節點的子控制項都會被拉伸到面板的大小"
"(類似於 [PanelContainer] 的原理)。如果你製作的是視窗,請參閱 [Window]。"
msgid ""
"Provides a compressed texture for disk and/or VRAM in a way that is portable."
msgstr "為磁片和/或顯存提供可移植的壓縮紋理。"
msgid ""
"This class allows storing compressed textures as self contained (not "
"imported) resources.\n"
"For 2D usage (compressed on disk, uncompressed on VRAM), the lossy and "
"lossless modes are recommended. For 3D usage (compressed on VRAM) it depends "
"on the target platform.\n"
"If you intend to only use desktop, S3TC or BPTC are recommended. For only "
"mobile, ETC2 is recommended.\n"
"For portable, self contained 3D textures that work on both desktop and "
"mobile, Basis Universal is recommended (although it has a small quality cost "
"and longer compression time as a tradeoff).\n"
"This resource is intended to be created from code."
msgstr ""
"這個類能夠將壓縮紋理儲存為自包含的資源(與匯入資源相對)。\n"
"用於 2D 時(在磁片上壓縮、在顯存中不壓縮)推薦使用有損和無損模式。用於 3D 時"
"(在顯存中壓縮)則取決於目標平臺。\n"
"如果你只想用於桌面平臺,則推薦使用 S3TC 或 BPTC。如果只用於移動平臺則推薦使"
"用 ETC2。\n"
"如果要實作可移植、自包含的 3D 紋理,讓這種紋理能同時在桌面和移動平臺使用,則推"
"薦 Basis Universal儘管代價是有較小的品質損耗和更長的壓縮時間。\n"
"這個資源應使用程式碼建立。"
msgid ""
"Initializes the compressed texture from a base image. The compression mode "
"must be provided.\n"
"[param normal_map] is recommended to ensure optimum quality if this image "
"will be used as a normal map.\n"
"If lossy compression is requested, the quality setting can optionally be "
"provided. This maps to Lossy WebP compression quality."
msgstr ""
"使用基礎圖像初始化壓縮紋理。必須提供壓縮模式。\n"
"如果該圖像會用作法線貼圖,則推薦使用 [param normal_map],確保達到最佳品質。\n"
"如果請求了失真壓縮,還可以提供品質設定。會對應至有損 WebP 壓縮品質。"
msgid "Return the compression mode used (valid after initialized)."
msgstr "返回使用的壓縮模式(初始化後有效)。"
msgid "Return the image format used (valid after initialized)."
msgstr "返回使用的圖像格式(初始化後有效)。"
msgid "Return whether the flag is overridden for all textures of this type."
msgstr "返回是否為所有該型別的紋理覆蓋該旗標。"
msgid ""
"Overrides the flag globally for all textures of this type. This is used "
"primarily by the editor."
msgstr "為該型別的所有紋理全域覆蓋該旗標。主要由編輯器使用。"
msgid ""
"When running on the editor, this class will keep the source compressed data "
"in memory. Otherwise, the source compressed data is lost after loading and "
"the resource can't be re saved.\n"
"This flag allows to keep the compressed data in memory if you intend it to "
"persist after loading."
msgstr ""
"在編輯器中運作時,這個類會將來源壓縮資料保持在記憶體中。否則載入資源後來源壓縮"
"資料就會丟失,資源也無法重新保存。\n"
"如果你要在載入後再次進行持久化,這個旗標能夠讓壓縮資料保持在記憶體中。"
msgid "Allow overriding the texture size (for 2D only)."
msgstr "允許覆蓋紋理大小(僅限 2D。"
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh."
msgstr "所有圖元網格的基底類別。處理將 [Material] 套用到圖元網格的問題。"
msgid ""
"Base class for all primitive meshes. Handles applying a [Material] to a "
"primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], "
"[PlaneMesh], [PrismMesh], and [SphereMesh]."
msgstr ""
"所有基本網格的基底類別,能夠處理將 [Material] 套用到基本網格的操作。有 "
"[BoxMesh]、[CapsuleMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、"
"[SphereMesh] 等基本網格。"
msgid ""
"Returns mesh arrays used to constitute surface of [Mesh]. The result can be "
"passed to [method ArrayMesh.add_surface_from_arrays] to create a new surface. "
"For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var c = CylinderMesh.new()\n"
"var arr_mesh = ArrayMesh.new()\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
"get_mesh_arrays())\n"
"[/gdscript]\n"
"[csharp]\n"
"var c = new CylinderMesh();\n"
"var arrMesh = new ArrayMesh();\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c."
"GetMeshArrays());\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回用於構成 [Mesh] 表面的網格陣列。結果可以傳遞給 [method ArrayMesh."
"add_surface_from_arrays] 建立新的表面。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var c = CylinderMesh.new()\n"
"var arr_mesh = ArrayMesh.new()\n"
"arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
"get_mesh_arrays())\n"
"[/gdscript]\n"
"[csharp]\n"
"var c = new CylinderMesh();\n"
"var arrMesh = new ArrayMesh();\n"
"arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, c."
"GetMeshArrays());\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"If set, generates UV2 UV coordinates applying a padding using the [member "
"uv2_padding] setting. UV2 is needed for lightmapping."
msgstr ""
"打開後將生成 UV2 UV 座標,使用 [member uv2_padding] 設定的間距。光照對應需要 "
"UV2。"
msgid ""
"If set, the order of the vertices in each triangle are reversed resulting in "
"the backside of the mesh being drawn.\n"
"This gives the same result as using [constant BaseMaterial3D.CULL_FRONT] in "
"[member BaseMaterial3D.cull_mode]."
msgstr ""
"打開後會顛倒各個三角形中頂點的順序,導致繪製網格的背面。\n"
"和在 [member BaseMaterial3D.cull_mode] 中使用 [constant BaseMaterial3D."
"CULL_FRONT] 的效果一致。"
msgid "The current [Material] of the primitive mesh."
msgstr "該圖元網格的目前 [Material]。"
msgid ""
"If [member add_uv2] is set, specifies the padding in pixels applied along "
"seams of the mesh. Lower padding values allow making better use of the "
"lightmap texture (resulting in higher texel density), but may introduce "
"visible lightmap bleeding along edges.\n"
"If the size of the lightmap texture can't be determined when generating the "
"mesh, UV2 is calculated assuming a texture size of 1024x1024."
msgstr ""
"如果設定了 [member add_uv2],則指定沿網格接縫被套用的以圖元為單位的填充。較低"
"的填充值允許更好地利用光照貼圖紋理(導致更高的紋素密度),但可能會沿邊緣引入可"
"見的光照貼圖滲色。\n"
"如果在生成網格時無法確定光照貼圖紋理的大小,則計算 UV2 時假定紋理大小為 "
"1024x1024。"
msgid "Class representing a prism-shaped [PrimitiveMesh]."
msgstr "表示棱柱形 [PrimitiveMesh] 的類。"
msgid ""
"Displacement of the upper edge along the X axis. 0.0 positions edge straight "
"above the bottom-left edge."
msgstr "上邊緣沿 X 軸的位移。0.0 將邊緣定位在左下邊緣的正上方。"
msgid "Size of the prism."
msgstr "棱鏡的大小。"
msgid "Number of added edge loops along the Z axis."
msgstr "沿 Z 軸新增的邊迴圈數。"
msgid "Number of added edge loops along the Y axis."
msgstr "沿 Y 軸新增的邊迴圈數。"
msgid "Number of added edge loops along the X axis."
msgstr "沿 X 軸新增的邊迴圈數。"
msgid "A material that defines a simple sky for a [Sky] resource."
msgstr "以圖塊的形式向 [TileSet] 資源暴露一組場景。"
msgid ""
"[ProceduralSkyMaterial] provides a way to create an effective background "
"quickly by defining procedural parameters for the sun, the sky and the "
"ground. The sky and ground are defined by a main color, a color at the "
"horizon, and an easing curve to interpolate between them. Suns are described "
"by a position in the sky, a color, and a max angle from the sun at which the "
"easing curve ends. The max angle therefore defines the size of the sun in the "
"sky.\n"
"[ProceduralSkyMaterial] supports up to 4 suns, using the color, and energy, "
"direction, and angular distance of the first four [DirectionalLight3D] nodes "
"in the scene. This means that the suns are defined individually by the "
"properties of their corresponding [DirectionalLight3D]s and globally by "
"[member sun_angle_max] and [member sun_curve].\n"
"[ProceduralSkyMaterial] uses a lightweight shader to draw the sky and is "
"therefore suited for real time updates. This makes it a great option for a "
"sky that is simple and computationally cheap, but unrealistic. If you need a "
"more realistic procedural option, use [PhysicalSkyMaterial]."
msgstr ""
"ProceduralSkyMaterial 提供了一種通過為太陽、天空、和地面定義程式參數,來快速建"
"立一個有效背景的方法。天空和地面非常相似,它們由地平線上的一種顏色、另一種顏"
"色、以及一條最後在這兩種顏色之間插值的緩動曲線定義。類似地,太陽通過在天空中的"
"一個位置、一種顏色和一條緩動曲線來描述。然而,太陽也定義了最小和最大角度,這兩"
"個值定義了緩動曲線從太陽開始和結束的距離,從而最終定義了天空中太陽的大小。\n"
"[ProceduralSkyMaterial] 使用羽量級著色器來繪製天空,因此適合即時更新。當不需要"
"不現實的快速天空時,這是一個不錯的選擇。如果需要更逼真的選項,請嘗試改用 "
"[PhysicalSkyMaterial]。\n"
"[ProceduralSkyMaterial] 最多支援 4 個太陽。每個太陽都從場景中相應的 "
"[DirectionalLight3D] 獲取其顏色、能量和方向。"
msgid ""
"Color of the ground at the bottom. Blends with [member ground_horizon_color]."
msgstr "地面底部的顏色。會與 [member ground_horizon_color] 混合。"
msgid ""
"How quickly the [member ground_horizon_color] fades into the [member "
"ground_bottom_color]."
msgstr ""
"從 [member ground_horizon_color] 漸變到 [member ground_bottom_color] 的速度。"
msgid ""
"Multiplier for ground color. A higher value will make the ground brighter."
msgstr "地面顏色的乘數。值越高,地面越亮。"
msgid ""
"Color of the ground at the horizon. Blends with [member ground_bottom_color]."
msgstr "地面在地平線處的顏色。會與 [member ground_bottom_color] 混合。"
msgid ""
"The sky cover texture to use. This texture must use an equirectangular "
"projection (similar to [PanoramaSkyMaterial]). The texture's colors will be "
"[i]added[/i] to the existing sky color, and will be multiplied by [member "
"sky_energy_multiplier] and [member sky_cover_modulate]. This is mainly suited "
"to displaying stars at night, but it can also be used to display clouds at "
"day or night (with a non-physically-accurate look)."
msgstr ""
"要使用的天空覆蓋紋理。這個紋理必須使用一個等角投影(類似於"
"[PanoramaSkyMaterial])。 該紋理的顏色將被[i]新增[/i]到現有的天空顏色中,並將"
"乘以 [member sky_energy_multiplier] 和 [member sky_cover_modulate]。這主要適用"
"於顯示夜晚的星星,但也可以用來顯示白天或夜晚的雲彩(具有非物理精確性的外觀)。"
msgid ""
"The tint to apply to the [member sky_cover] texture. This can be used to "
"change the sky cover's colors or opacity independently of the sky energy, "
"which is useful for day/night or weather transitions. Only effective if a "
"texture is defined in [member sky_cover]."
msgstr ""
"套用於 [member sky_cover] 紋理的色調。可用於改變天空覆蓋的顏色或不透明度,不受"
"天空能量的影響,對於晝夜轉換或天氣轉換很有用。只有在 [member sky_cover] 中定義"
"了紋理時才有效。"
msgid ""
"How quickly the [member sky_horizon_color] fades into the [member "
"sky_top_color]."
msgstr "從 [member sky_horizon_color] 漸變到 [member sky_top_color] 的速度。"
msgid "Multiplier for sky color. A higher value will make the sky brighter."
msgstr "天空顏色的倍數。值越高天空越亮。"
msgid "Color of the sky at the horizon. Blends with [member sky_top_color]."
msgstr "天空在地平線處的顏色。會與 [member sky_top_color] 混合。"
msgid "Color of the sky at the top. Blends with [member sky_horizon_color]."
msgstr "天空在頂部的顏色。會與 [member sky_horizon_color] 混合。"
msgid "Distance from center of sun where it fades out completely."
msgstr "太陽完全淡出消失的位置與太陽中心的距離。"
msgid ""
"How quickly the sun fades away between the edge of the sun disk and [member "
"sun_angle_max]."
msgstr "在太陽圓盤邊緣和 [member sun_angle_max] 之間,太陽消失得有多快。"
msgid "A control used for visual representation of a percentage."
msgstr "將百分比視覺化表示的控制項。"
msgid ""
"A control used for visual representation of a percentage. Shows fill "
"percentage from right to left."
msgstr "將百分比視覺化表示的控制項。顯示從右到左的填充百分比。"
msgid "The fill direction. See [enum FillMode] for possible values."
msgstr "填充方向。可能的取值見 [enum FillMode]。"
msgid "If [code]true[/code], the fill percentage is displayed on the bar."
msgstr "為 [code]true[/code] 時,將在進度條上顯示百分比。"
msgid ""
"The progress bar fills from begin to end horizontally, according to the "
"language direction. If [method Control.is_layout_rtl] returns [code]false[/"
"code], it fills from left to right, and if it returns [code]true[/code], it "
"fills from right to left."
msgstr ""
"進度條從開頭到結尾水平填充,開頭和結尾的位置取決於語言的方向。如果 [method "
"Control.is_layout_rtl] 返回 [code]false[/code] 則為從左至右填充,如果返回 "
"[code]true[/code] 則為從右至左填充。"
msgid ""
"The progress bar fills from end to begin horizontally, according to the "
"language direction. If [method Control.is_layout_rtl] returns [code]false[/"
"code], it fills from right to left, and if it returns [code]true[/code], it "
"fills from left to right."
msgstr ""
"進度條從結尾到開頭水平填充,開頭和結尾的位置取決於語言的方向。如果 [method "
"Control.is_layout_rtl] 返回 [code]false[/code] 則為從左至右填充,如果返回 "
"[code]true[/code] 則為從右至左填充。"
msgid "The progress fills from top to bottom."
msgstr "進度從上到下填充。"
msgid "The progress fills from bottom to top."
msgstr "進度從下到上填充。"
msgid "The color of the text."
msgstr "文字的顏色。"
msgid "The tint of text outline of the [ProgressBar]."
msgstr "[ProgressBar] 的文字輪廓的色調。"
msgid ""
"Font used to draw the fill percentage if [member show_percentage] is "
"[code]true[/code]."
msgstr ""
"[member show_percentage] 為 [code]true[/code] 時,用於繪製填充百分比的字形。"
msgid ""
"Font size used to draw the fill percentage if [member show_percentage] is "
"[code]true[/code]."
msgstr ""
"[member show_percentage] 為 [code]true[/code] 時,用於繪製填充百分比的字形。"
msgid "The style of the background."
msgstr "背景的樣式。"
msgid "The style of the progress (i.e. the part that fills the bar)."
msgstr "進度的樣式(即填充進度條的部分)。"
msgid "A 4×4 matrix for 3D projective transformations."
msgstr "用於 3D 投影變換的 4×4 矩陣。"
msgid ""
"A 4x4 matrix used for 3D projective transformations. It can represent "
"transformations such as translation, rotation, scaling, shearing, and "
"perspective division. It consists of four [Vector4] columns.\n"
"For purely linear transformations (translation, rotation, and scale), it is "
"recommended to use [Transform3D], as it is more performant and requires less "
"memory.\n"
"Used internally as [Camera3D]'s projection matrix."
msgstr ""
"用於 3D 投影變換的 4×4 矩陣,可以表示平移、旋轉、縮放、剪切和透視分割等變換,"
"由四個 [Vector4] 列組成。\n"
"對於純粹的線性變換(平移、旋轉和縮放),建議使用 [Transform3D],因為它的性能更"
"強,記憶體佔用更少。\n"
"在內部作為 [Camera3D] 的投影矩陣使用。"
msgid ""
"Constructs a default-initialized [Projection] set to [constant IDENTITY]."
msgstr "建構預設初始化為 [constant IDENTITY] 的 [Projection]。"
msgid "Constructs a [Projection] as a copy of the given [Projection]."
msgstr "建構給定 [Projection] 的副本。"
msgid "Constructs a Projection as a copy of the given [Transform3D]."
msgstr "將 Projection 作為給定 [Transform3D] 的副本進行建構。"
msgid "Constructs a Projection from four [Vector4] values (matrix columns)."
msgstr "從四個 [Vector4] 值(矩陣列)建構 Projection。"
msgid ""
"Creates a new [Projection] that projects positions from a depth range of "
"[code]-1[/code] to [code]1[/code] to one that ranges from [code]0[/code] to "
"[code]1[/code], and flips the projected positions vertically, according to "
"[param flip_y]."
msgstr ""
"建立新的 [Projection],將位置從深度 [code]-1[/code] 到 [code]1[/code] 的範圍投"
"影到 [code]0[/code] 到 [code]1[/code] 的範圍,並將投影後的位置根據 [param "
"flip_y] 垂直翻轉。"
msgid ""
"Creates a new [Projection] that scales a given projection to fit around a "
"given [AABB] in projection space."
msgstr ""
"建立新的 [Projection],將給定的投影進行縮放,從而適應投影空間中的給定 [AABB]。"
msgid ""
"Creates a new [Projection] for projecting positions onto a head-mounted "
"display with the given X:Y aspect ratio, distance between eyes, display "
"width, distance to lens, oversampling factor, and depth clipping planes.\n"
"[param eye] creates the projection for the left eye when set to 1, or the "
"right eye when set to 2."
msgstr ""
"建立新的 [Projection],將位置投影至頭戴顯示器中,使用給定的 X:Y 縱橫比、雙眼間"
"距、顯示器寬度、到鏡頭的距離、過取樣係數以及深度裁剪平面。\n"
"[param eye] 設為 1 時建立的是左眼投影,設為 2 時則為右眼。"
msgid ""
"Creates a new [Projection] that projects positions in a frustum with the "
"given clipping planes."
msgstr ""
"建立新的 [Projection],將位置投影至平截頭台中,平截頭台由給定的裁剪平面指定。"
msgid ""
"Creates a new [Projection] that projects positions in a frustum with the "
"given size, X:Y aspect ratio, offset, and clipping planes.\n"
"[param flip_fov] determines whether the projection's field of view is flipped "
"over its diagonal."
msgstr ""
"建立新的 [Projection]將位置投影至平截頭台中平截頭台由給定的大小、X:Y 縱橫"
"比、偏移量以及裁剪平面指定。\n"
"[param flip_fov] 決定投影視野是否按對角線翻轉。"
msgid ""
"Creates a new [Projection] that projects positions into the given [Rect2]."
msgstr "建立新的 [Projection],將位置投影至給定的 [Rect2]。"
msgid ""
"Creates a new [Projection] that projects positions using an orthogonal "
"projection with the given clipping planes."
msgstr "建立新的 [Projection],使用給定裁剪平面的正交投影對位置進行投影。"
msgid ""
"Creates a new [Projection] that projects positions using an orthogonal "
"projection with the given size, X:Y aspect ratio, and clipping planes.\n"
"[param flip_fov] determines whether the projection's field of view is flipped "
"over its diagonal."
msgstr ""
"建立新的 [Projection]使用正交投影對位置進行投影正交投影由給定的大小、X:Y "
"縱橫比以及裁剪平面指定。\n"
"[param flip_fov] 決定投影視野是否按對角線翻轉。"
msgid ""
"Creates a new [Projection] that projects positions using a perspective "
"projection with the given Y-axis field of view (in degrees), X:Y aspect "
"ratio, and clipping planes.\n"
"[param flip_fov] determines whether the projection's field of view is flipped "
"over its diagonal."
msgstr ""
"建立新的 [Projection],使用透視投影對位置進行投影,透視投影由給定的 Y 軸視野"
"單位為度、X:Y 縱橫比以及裁剪平面指定。\n"
"[param flip_fov] 決定投影視野是否按對角線翻轉。"
msgid ""
"Creates a new [Projection] that projects positions using a perspective "
"projection with the given Y-axis field of view (in degrees), X:Y aspect "
"ratio, and clipping distances. The projection is adjusted for a head-mounted "
"display with the given distance between eyes and distance to a point that can "
"be focused on.\n"
"[param eye] creates the projection for the left eye when set to 1, or the "
"right eye when set to 2.\n"
"[param flip_fov] determines whether the projection's field of view is flipped "
"over its diagonal."
msgstr ""
"建立新的 [Projection],使用透視投影對位置進行投影,透視投影由給定的 Y 軸視野"
"單位為度、X:Y 縱橫比以及裁剪平面指定。投影會針對頭戴顯示器進行調整,使用給"
"定的雙眼間距以及與能夠聚焦的點的距離。\n"
"[param eye] 設為 1 時建立的是左眼投影,設為 2 時則為右眼。\n"
"[param flip_fov] 決定投影視野是否按對角線翻轉。"
msgid ""
"Returns a scalar value that is the signed factor by which areas are scaled by "
"this matrix. If the sign is negative, the matrix flips the orientation of the "
"area.\n"
"The determinant can be used to calculate the invertibility of a matrix or "
"solve linear systems of equations involving the matrix, among other "
"applications."
msgstr ""
"返回一個標量值,該標量值是區域被該矩陣縮放的有符號係數。如果符號是負的,則矩陣"
"翻轉該區域的方向。\n"
"行列式可用於計算矩陣的可逆性或求解涉及矩陣的線性方程組,以及其他套用。"
msgid ""
"Returns a copy of this [Projection] with the signs of the values of the Y "
"column flipped."
msgstr "返回這個 [Projection] 的副本Y 列中數值的符號都進行了翻轉。"
msgid "Returns the X:Y aspect ratio of this [Projection]'s viewport."
msgstr "返回該 [Projection] 視口的 X:Y 縱橫比。"
msgid ""
"Returns the dimensions of the far clipping plane of the projection, divided "
"by two."
msgstr "返回投影遠裁剪平面的尺寸除以二。"
msgid "Returns the horizontal field of view of the projection (in degrees)."
msgstr "返回該投影的水平視野(單位為度)。"
msgid ""
"Returns the vertical field of view of the projection (in degrees) associated "
"with the given horizontal field of view (in degrees) and aspect ratio."
msgstr ""
"返回與給定水平視場(以度為單位)和長寬比相關聯的投影的垂直視場(以度為單位)。"
msgid ""
"Returns the factor by which the visible level of detail is scaled by this "
"[Projection]."
msgstr "返回這個 [Projection] 對可見細節級別的縮放係數。"
msgid ""
"Returns the number of pixels with the given pixel width displayed per meter, "
"after this [Projection] is applied."
msgstr "在該 [Projection] 被套用後,返回每米顯示的具有給定圖元寬度的圖元數。"
msgid ""
"Returns the clipping plane of this [Projection] whose index is given by "
"[param plane].\n"
"[param plane] should be equal to one of [constant PLANE_NEAR], [constant "
"PLANE_FAR], [constant PLANE_LEFT], [constant PLANE_TOP], [constant "
"PLANE_RIGHT], or [constant PLANE_BOTTOM]."
msgstr ""
"返回這個 [Projection] 的裁剪平面,索引由 [param plane] 給定。\n"
"[param plane] 應該等於 [constant PLANE_NEAR]、[constant PLANE_FAR]、[constant "
"PLANE_LEFT]、[constant PLANE_TOP]、[constant PLANE_RIGHT] 或 [constant "
"PLANE_BOTTOM]。"
msgid ""
"Returns the dimensions of the viewport plane that this [Projection] projects "
"positions onto, divided by two."
msgstr "返回視口平面的尺寸除以二,這個 [Projection] 會把位置投影至該平面。"
msgid ""
"Returns the distance for this [Projection] beyond which positions are clipped."
msgstr "返回該 [Projection] 中的距離,超過這個距離的位置會被裁剪。"
msgid ""
"Returns the distance for this [Projection] before which positions are clipped."
msgstr "返回該 [Projection] 中的距離,未達到這個距離的位置會被裁剪。"
msgid ""
"Returns a [Projection] that performs the inverse of this [Projection]'s "
"projective transformation."
msgstr "返回執行這個 [Projection] 的逆投影變換的 [Projection]。"
msgid ""
"Returns [code]true[/code] if this [Projection] performs an orthogonal "
"projection."
msgstr "如果該 [Projection] 進行的是正交投影,則返回 [code]true[/code]。"
msgid ""
"Returns a [Projection] with the X and Y values from the given [Vector2] added "
"to the first and second values of the final column respectively."
msgstr ""
"返回一個 [Projection]X 和 Y 的取值由給定的 [Vector2] 和最後一列中對應的第一"
"個和第二個值相加而來。"
msgid ""
"Returns a [Projection] with the near clipping distance adjusted to be [param "
"new_znear].\n"
"[b]Note:[/b] The original [Projection] must be a perspective projection."
msgstr ""
"返回一個 [Projection],將其近裁剪距離調整為 [param new_znear]。\n"
"[b]注意:[/b]原始的 [Projection] 必須為透視投影。"
msgid ""
"The projection matrix's W vector (column 3). Equivalent to array index "
"[code]3[/code]."
msgstr "投影矩陣的 W 向量(第 3 列)。相當於陣列索引 [code]3[/code]。"
msgid ""
"The projection matrix's X vector (column 0). Equivalent to array index "
"[code]0[/code]."
msgstr "投影矩陣的 X 向量(第 0 列)。相當於陣列索引 [code]0[/code]。"
msgid ""
"The projection matrix's Y vector (column 1). Equivalent to array index "
"[code]1[/code]."
msgstr "投影矩陣的 Y 向量(第 1 列)。相當於陣列索引 [code]1[/code]。"
msgid ""
"The projection matrix's Z vector (column 2). Equivalent to array index "
"[code]2[/code]."
msgstr "投影矩陣的 Z 向量(第 2 列)。相當於陣列索引 [code]2[/code]。"
msgid "The index value of the projection's near clipping plane."
msgstr "該投影的近裁剪平面的索引值。"
msgid "The index value of the projection's far clipping plane."
msgstr "該投影的遠裁剪平面的索引值。"
msgid "The index value of the projection's left clipping plane."
msgstr "該投影的左裁剪平面的索引值。"
msgid "The index value of the projection's top clipping plane."
msgstr "該投影的上裁剪平面的索引值。"
msgid "The index value of the projection's right clipping plane."
msgstr "該投影的右裁剪平面的索引值。"
msgid "The index value of the projection bottom clipping plane."
msgstr "該投影的下裁剪平面的索引值。"
msgid ""
"A [Projection] with no transformation defined. When applied to other data "
"structures, no transformation is performed."
msgstr "未定義變換的 [Projection]。對其他資料結構使用時,不會進行任何變換。"
msgid ""
"A [Projection] with all values initialized to 0. When applied to other data "
"structures, they will be zeroed."
msgstr ""
"所有值都初始化為 0 的 [Projection]。對其他資料結構使用時,會進行清零操作。"
msgid ""
"Returns [code]true[/code] if the projections are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, this may return "
"[code]true[/code], even if the projections are virtually equal. An "
"[code]is_equal_approx[/code] method may be added in a future version of Godot."
msgstr ""
"如果投影不相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點精度誤差,即使投影實際上相等,也可能會返回 [code]true[/"
"code] 。可能會在 Godot 的未來版本中新增 [code]is_equal_approx[/code] 方法。"
msgid ""
"Returns a [Projection] that applies the combined transformations of this "
"[Projection] and [param right]."
msgstr ""
"返回一個 [Projection],套用了這個 [Projection] 和 [param right] 的組合變換。"
msgid "Projects (multiplies) the given [Vector4] by this [Projection] matrix."
msgstr "使用這個 [Projection] 矩陣將給定的 [Vector4] 進行投影(相乘)。"
msgid ""
"Returns [code]true[/code] if the projections are equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, this may return "
"[code]false[/code], even if the projections are virtually equal. An "
"[code]is_equal_approx[/code] method may be added in a future version of Godot."
msgstr ""
"如果投影相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點精度錯誤,即使投影實際上相等,也可能會返回 [code]false[/"
"code]。可能會在 Godot 的未來版本中新增 [code]is_equal_approx[/code] 方法。"
msgid ""
"Returns the column of the [Projection] with the given index.\n"
"Indices are in the following order: x, y, z, w."
msgstr ""
"返回具有給定索引的 [Projection] 的列。\n"
"索引按以下順序排列x、y、z、w。"
msgid "Stores globally-accessible variables."
msgstr "儲存全域變數。"
msgid ""
"Stores variables that can be accessed from everywhere. Use [method "
"get_setting], [method set_setting] or [method has_setting] to access them. "
"Variables stored in [code]project.godot[/code] are also loaded into "
"[ProjectSettings], making this object very useful for reading custom game "
"configuration options.\n"
"When naming a Project Settings property, use the full path to the setting "
"including the category. For example, [code]\"application/config/name\"[/code] "
"for the project name. Category and property names can be viewed in the "
"Project Settings dialog.\n"
"[b]Feature tags:[/b] Project settings can be overridden for specific "
"platforms and configurations (debug, release, ...) using [url=$DOCS_URL/"
"tutorials/export/feature_tags.html]feature tags[/url].\n"
"[b]Overriding:[/b] Any project setting can be overridden by creating a file "
"named [code]override.cfg[/code] in the project's root directory. This can "
"also be used in exported projects by placing this file in the same directory "
"as the project binary. Overriding will still take the base project "
"settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/"
"url] in account. Therefore, make sure to [i]also[/i] override the setting "
"with the desired feature tags if you want them to override base project "
"settings on all platforms and configurations."
msgstr ""
"儲存可以從任何地方存取的變數。請使用 [method get_setting]、[method "
"set_setting]、[method has_setting] 存取。儲存在 [code]project.godot[/code] 中"
"的變數也會被載入到 [ProjectSettings] 中,因此這個物件常用於讀取自訂遊戲配置選"
"項。\n"
"指定“專案設定”的屬性時,請使用設定的完整路徑,包括類別。例如專案名稱應使用 "
"[code]\"application/config/name\"[/code]。類別和屬性名稱可以在“專案設定”對話框"
"中查看。\n"
"[b]功能標籤:[/b]可以使用[url=$DOCS_URL/tutorials/export/feature_tags.html]特"
"性標籤[/url]來針對特定的平臺和配置(除錯、發行……)做專案設定的覆蓋。\n"
"[b]覆蓋:[/b]在專案的根目錄下建立名為 [code]override.cfg[/code] 的檔案,就可以"
"對任意專案設定進行覆蓋。對於已匯出的專案,把這個檔放在與專案二進位檔案相同的目"
"錄下,也可以達到覆蓋的目的。覆蓋時仍會考慮基礎專案設定的[url=$DOCS_URL/"
"tutorials/export/feature_tags.html]功能標籤[/url]。因此,如果你想讓它們在所有"
"平臺和配置上覆蓋基礎專案設定,請確保[i]也用[/i]所需的功能標籤覆蓋該設定。"
msgid ""
"Adds a custom property info to a property. The dictionary must contain:\n"
"- [code]\"name\"[/code]: [String] (the property's name)\n"
"- [code]\"type\"[/code]: [int] (see [enum Variant.Type])\n"
"- optionally [code]\"hint\"[/code]: [int] (see [enum PropertyHint]) and "
"[code]\"hint_string\"[/code]: [String]\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"ProjectSettings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"ProjectSettings.add_property_info(property_info)\n"
"[/gdscript]\n"
"[csharp]\n"
"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n"
"\n"
"var propertyInfo = new Godot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", (int)Variant.Type.Int},\n"
" {\"hint\", (int)PropertyHint.Enum},\n"
" {\"hint_string\", \"one,two,three\"},\n"
"};\n"
"\n"
"ProjectSettings.AddPropertyInfo(propertyInfo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"為某個屬性新增自訂屬性資訊。字典必須包含:\n"
"- [code]\"name\"[/code][String](屬性名稱)\n"
"- [code]\"type\"[/code][int](見 [enum Variant.Type]\n"
"- 可選的 [code]\"hint\"[/code][int](見 [enum PropertyHint])和 "
"[code]\"hint_string\"[/code][String]\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"ProjectSettings.set(\"category/property_name\", 0)\n"
"\n"
"var property_info = {\n"
" \"name\": \"category/property_name\",\n"
" \"type\": TYPE_INT,\n"
" \"hint\": PROPERTY_HINT_ENUM,\n"
" \"hint_string\": \"one,two,three\"\n"
"}\n"
"\n"
"ProjectSettings.add_property_info(property_info)\n"
"[/gdscript]\n"
"[csharp]\n"
"ProjectSettings.Singleton.Set(\"category/property_name\", 0);\n"
"\n"
"var propertyInfo = new Godot.Collections.Dictionary\n"
"{\n"
" {\"name\", \"category/propertyName\"},\n"
" {\"type\", Variant.Type.Int},\n"
" {\"hint\", PropertyHint.Enum},\n"
" {\"hint_string\", \"one,two,three\"},\n"
"};\n"
"\n"
"ProjectSettings.AddPropertyInfo(propertyInfo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Clears the whole configuration (not recommended, may break things)."
msgstr "清除整個配置(不推薦,可能會弄壞東西)。"
msgid ""
"Returns an [Array] of registered global classes. Each global class is "
"represented as a [Dictionary] that contains the following entries:\n"
"- [code]base[/code] is a name of the base class;\n"
"- [code]class[/code] is a name of the registered global class;\n"
"- [code]icon[/code] is a path to a custom icon of the global class, if it has "
"any;\n"
"- [code]language[/code] is a name of a programming language in which the "
"global class is written;\n"
"- [code]path[/code] is a path to a file containing the global class.\n"
"[b]Note:[/b] Both the script and the icon paths are local to the project "
"filesystem, i.e. they start with [code]res://[/code]."
msgstr ""
"返回已註冊的全域類的 [Array]。每個全域類都被表示為包含以下條目的 "
"[Dictionary]\n"
"- [code]base[/code] 是基底類別的名稱;\n"
"- [code]class[/code] 是被註冊的全域類的名稱;\n"
"- [code]icon[/code] 是全域類自訂圖示的路徑,如果有的話;\n"
"- [code]language[/code] 是編寫全域類的程式設計語言的名稱;\n"
"- [code]path[/code] 是包含全域類的檔的路徑。\n"
"[b]注意:[/b]腳本和圖示路徑都是專案檔案系統的本地路徑,即它們以 [code]res://[/"
"code] 開頭。"
msgid ""
"Returns the order of a configuration value (influences when saved to the "
"config file)."
msgstr "返回配置值的順序(保存到設定檔時會產生影響)。"
msgid ""
"Returns the value of the setting identified by [param name]. If the setting "
"doesn't exist and [param default_value] is specified, the value of [param "
"default_value] is returned. Otherwise, [code]null[/code] is returned.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
"print(ProjectSettings.get_setting(\"application/config/custom_description\", "
"\"No description specified.\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(ProjectSettings.GetSetting(\"application/config/name\"));\n"
"GD.Print(ProjectSettings.GetSetting(\"application/config/"
"custom_description\", \"No description specified.\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method doesn't take potential feature overrides into "
"account automatically. Use [method get_setting_with_override] to handle "
"seamlessly."
msgstr ""
"返回由名稱 [param name] 標識的設定項的值。如果該設定項不存在,並且指定了預設"
"值 [param default_value],則會返回 [param default_value] 的值。否則返回 "
"[code]null[/code]。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(ProjectSettings.get_setting(\"application/config/name\"))\n"
"print(ProjectSettings.get_setting(\"application/config/custom_description\", "
"\"未指定描述。\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(ProjectSettings.GetSetting(\"application/config/name\"));\n"
"GD.Print(ProjectSettings.GetSetting(\"application/config/"
"custom_description\", \"未指定描述。\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]這個方法不會自動考慮可能的功能覆蓋項。如需無縫處理,請使用 "
"[method get_setting_with_override]。"
msgid ""
"Similar to [method get_setting], but applies feature tag overrides if any "
"exists and is valid.\n"
"[b]Example:[/b]\n"
"If the following setting override exists \"application/config/name.windows\", "
"and the following code is executed:\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(ProjectSettings.get_setting_with_override(\"application/config/"
"name\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(ProjectSettings.GetSettingWithOverride(\"application/config/"
"name\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Then the overridden setting will be returned instead if the project is "
"running on the [i]Windows[/i] operating system."
msgstr ""
"類似於 [method get_setting],但會套用有效的功能標籤覆蓋項。\n"
"[b]範例:[/b]\n"
"如果存在設定覆蓋項“application/config/name.windows”並且執行了下列程式碼\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(ProjectSettings.get_setting_with_override(\"application/config/"
"name\"))\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(ProjectSettings.GetSettingWithOverride(\"application/config/"
"name\"));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"那麼專案在 [i]Windows[/i] 作業系統上運作時會返回覆蓋的設定值。"
msgid ""
"Returns the absolute, native OS path corresponding to the localized [param "
"path] (starting with [code]res://[/code] or [code]user://[/code]). The "
"returned path will vary depending on the operating system and user "
"preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
"Godot projects[/url] to see what those paths convert to. See also [method "
"localize_path].\n"
"[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
"in an exported project. Instead, prepend the executable's base directory to "
"the path when running from an exported project:\n"
"[codeblock]\n"
"var path = \"\"\n"
"if OS.has_feature(\"editor\"):\n"
" # Running from an editor binary.\n"
" # `path` will contain the absolute path to `hello.txt` located in the "
"project root.\n"
" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
"else:\n"
" # Running from an exported project.\n"
" # `path` will contain the absolute path to `hello.txt` next to the "
"executable.\n"
" # This is *not* identical to using `ProjectSettings.globalize_path()` "
"with a `res://` path,\n"
" # but is close enough in spirit.\n"
" path = OS.get_executable_path().get_base_dir().path_join(\"hello.txt\")\n"
"[/codeblock]"
msgstr ""
"返回與當地語系化 [param path](以 [code]res://[/code] 或 [code]user://[/code] "
"開頭)相對應的絕對原生 OS 路徑。返回的路徑將因作業系統和使用者首選項而異。 請"
"參閱[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 專案中的檔路徑》[/url]"
"以查看這些路徑轉換成的內容。另請參閱 [method localize_path]。\n"
"[b]注意:[/b]對 [code]res://[/code] 呼叫 [method globalize_path] 在匯出的專案"
"中不會起作用。而是,當從匯出的專案運作時,將可執行檔的基目錄新增到路徑中:\n"
"[codeblock]\n"
"var path = \"\"\n"
"if OS.has_feature(\"editor\"):\n"
" # 從編輯器二進位檔案運作。\n"
" # `path` 將包含位於專案根目錄中的 `hello.txt` 的絕對路徑。\n"
" path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
"else:\n"
" # 從匯出的專案運作。\n"
" # `path` 將包含可執行檔旁邊的 `hello.txt` 的絕對路徑。\n"
" # 這與使用 `ProjectSettings.globalize_path()` 和 `res://` 路徑*不*相同,\n"
" # 但在目的上足夠接近。\n"
" path = OS.get_executable_path().get_base_dir().path_join(\"hello.txt\")\n"
"[/codeblock]"
msgid "Returns [code]true[/code] if a configuration value is present."
msgstr "配置值存在時返回 [code]true[/code]。"
msgid ""
"Loads the contents of the .pck or .zip file specified by [param pack] into "
"the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on "
"success.\n"
"[b]Note:[/b] If a file from [param pack] shares the same path as a file "
"already in the resource filesystem, any attempts to load that file will use "
"the file from [param pack] unless [param replace_files] is set to "
"[code]false[/code].\n"
"[b]Note:[/b] The optional [param offset] parameter can be used to specify the "
"offset in bytes to the start of the resource pack. This is only supported "
"for .pck files."
msgstr ""
"將 [param pack] 指定的 .pck 或 .zip 檔的內容,載入到資源檔系統([code]res://[/"
"code])。成功時返回 [code]true[/code]。\n"
"[b]注意:[/b]如果來自 [param pack] 的檔與資源檔系統中已有的檔路徑相同,則任何"
"載入該檔案的嘗試,都將使用來自 [param pack] 的檔案,除非 [param "
"replace_files] 被設定為 [code]false[/code]。\n"
"[b]注意:[/b]可選的 [param offset] 參數可用於指定資源包開頭的位元組偏移量。這"
"只支援 .pck 檔案。"
msgid ""
"Returns the localized path (starting with [code]res://[/code]) corresponding "
"to the absolute, native OS [param path]. See also [method globalize_path]."
msgstr ""
"返回對應於絕對本地作業系統 [param path] 的當地語系化路徑(以 [code]res://[/"
"code] 開頭)。另見 [method globalize_path]。"
msgid ""
"Saves the configuration to the [code]project.godot[/code] file.\n"
"[b]Note:[/b] This method is intended to be used by editor plugins, as "
"modified [ProjectSettings] can't be loaded back in the running app. If you "
"want to change project settings in exported projects, use [method "
"save_custom] to save [code]override.cfg[/code] file."
msgstr ""
"將配置保存到 [code]project.godot[/code] 檔案中。\n"
"[b]注意:[/b]此方法是為編輯器外掛程式使用的,因為修改後的 [ProjectSettings] 無"
"法在運作的套用程式中載入回來。如果要更改匯出專案中的專案設定,請使用 [method "
"save_custom] 保存 [code]override.cfg[/code] 檔案。"
msgid ""
"Saves the configuration to a custom file. The file extension must be [code]."
"godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
"code] (to save in binary format). You can also save [code]override.cfg[/code] "
"file, which is also text, but can be used in exported projects unlike other "
"formats."
msgstr ""
"將配置保存到自訂檔。檔副檔名必須是 [code].godot[/code](以基於文字的 "
"[ConfigFile] 格式保存)或 [code].binary[/code](以二進位格式保存)。你也可以保"
"存為 [code]override.cfg[/code] 檔,它也是文字,但與其他格式不同,可以在導出的"
"專案中使用。"
msgid ""
"Defines if the specified setting is considered basic or advanced. Basic "
"settings will always be shown in the project settings. Advanced settings will "
"only be shown if the user enables the \"Advanced Settings\" option."
msgstr ""
"決定指定的設定是基本設定還是高級設定。專案設定中始終顯示基本設定。高級設定僅在"
"使用者啟用“高級設定”選項時顯示。"
msgid ""
"Defines if the specified setting is considered internal. An internal setting "
"won't show up in the Project Settings dialog. This is mostly useful for "
"addons that need to store their own internal settings without exposing them "
"directly to the user."
msgstr ""
"決定指定的設定是否為內部設定。內部設定不會在“專案設定”對話方塊中出現。常用於插"
"件,用來儲存內部設定,避免直接暴露給使用者。"
msgid ""
"Sets the specified setting's initial value. This is the value the setting "
"reverts to."
msgstr "設定指定設定的初始值。這是屬性恢復到的值。"
msgid ""
"Sets the order of a configuration value (influences when saved to the config "
"file)."
msgstr "設定配置值的順序(保存到設定檔時會產生影響)。"
msgid ""
"Sets whether a setting requires restarting the editor to properly take "
"effect.\n"
"[b]Note:[/b] This is just a hint to display to the user that the editor must "
"be restarted for changes to take effect. Enabling [method "
"set_restart_if_changed] does [i]not[/i] delay the setting being set when "
"changed."
msgstr ""
"設定一個設定是否需要重新開機編輯器才能正確生效。\n"
"[b]注意:[/b]這只是向使用者顯示的提示,提示必須重新啟動編輯器才能使更改生效。"
"啟用 [method set_restart_if_changed] [i]不[/i]會延遲在更改時設定的設定。"
msgid ""
"Sets the value of a setting.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
"[/gdscript]\n"
"[csharp]\n"
"ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This can also be used to erase custom project settings. To do this change the "
"setting value to [code]null[/code]."
msgstr ""
"設定設定項的值。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
"[/gdscript]\n"
"[csharp]\n"
"ProjectSettings.SetSetting(\"application/config/name\", \"Example\");\n"
"[/csharp]\n"
"[/codeblocks]\n"
"也可以用來擦除自訂專案設定。方法是將設定項的值設定為 [code]null[/code]。"
msgid "Background color for the boot splash."
msgstr "啟動介面的背景色。"
msgid ""
"If [code]true[/code], scale the boot splash image to the full window size "
"(preserving the aspect ratio) when the engine starts. If [code]false[/code], "
"the engine will leave it at the default pixel size."
msgstr ""
"如果為 [code]true[/code],引擎啟動時會將啟動介面圖像縮放到整個視窗的大小(保持"
"長寬比)。如果為 [code]false[/code],引擎將保持其預設圖元大小。"
msgid ""
"Path to an image used as the boot splash. If left empty, the default Godot "
"Engine splash will be displayed instead.\n"
"[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is "
"[code]true[/code].\n"
"[b]Note:[/b] The only supported format is PNG. Using another image format "
"will result in an error."
msgstr ""
"圖像的路徑,會作為啟動畫面使用。留空時將使用預設的 Godot 引擎啟動畫面。\n"
"[b]注意:[/b]僅在 [member application/boot_splash/show_image] 為 [code]true[/"
"code] 時有效。"
msgid ""
"Minimum boot splash display time (in milliseconds). It is not recommended to "
"set too high values for this setting."
msgstr "啟動畫面的最小顯示時間(單位為毫秒)。不建議設定為過高的值。"
msgid ""
"If [code]true[/code], displays the image specified in [member application/"
"boot_splash/image] when the engine starts. If [code]false[/code], only "
"displays the plain color specified in [member application/boot_splash/"
"bg_color]."
msgstr ""
"如果為 [code]true[/code],將在引擎啟動時顯示 [member application/boot_splash/"
"image] 所指定的圖像。為 [code]false[/code] 時,僅顯示 [member application/"
"boot_splash/bg_color] 所指定的純色。"
msgid ""
"If [code]true[/code], applies linear filtering when scaling the image "
"(recommended for high-resolution artwork). If [code]false[/code], uses "
"nearest-neighbor interpolation (recommended for pixel art)."
msgstr ""
"如果為 [code]true[/code],則在縮放圖像時會套用線性篩選(推薦用於高解析度圖"
"稿)。如果為 [code]false[/code],則使用最近鄰插值(推薦用於圖元畫)。"
msgid ""
"If [code]true[/code], the application automatically accepts quitting requests."
msgstr "如果為 [code]true[/code],則該套用程式會自動接受退出請求。"
msgid ""
"This user directory is used for storing persistent data ([code]user://[/code] "
"filesystem). If a custom directory name is defined, this name will be "
"appended to the system-specific user data directory (same parent folder as "
"the Godot configuration folder documented in [method OS.get_user_data_dir]).\n"
"The [member application/config/use_custom_user_dir] setting must be enabled "
"for this to take effect."
msgstr ""
"該使用者目錄用於儲存持久資料([code]user://[/code] 檔案系統)。如果定義了自訂"
"目錄名稱,則該名稱將被追加到系統特定的使用者資料目錄(與 [method OS."
"get_user_data_dir] 中記錄的 Godot 設定檔夾相同的父資料夾)。\n"
"[member application/config/use_custom_user_dir] 設定必須被啟用,該設定才能生"
"效。"
msgid ""
"The project's description, displayed as a tooltip in the Project Manager when "
"hovering the project."
msgstr "專案的描述,在專案管理器中懸停時顯示為工具提示。"
msgid ""
"Icon used for the project, set when project loads. Exporters will also use "
"this icon as a fallback if necessary."
msgstr ""
"專案所使用的圖示,在專案載入時設定。匯出器也會在必要時使用此圖示作為退回。"
msgid ""
"Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
"This is done automatically on start by calling [method DisplayServer."
"set_native_icon]."
msgstr ""
"設定 macOS 上遊戲的圖示,使用 [code].icns[/code] 圖示集格式。啟動時會通過調用 "
"[method DisplayServer.set_native_icon] 自動完成。"
msgid ""
"The project's name. It is used both by the Project Manager and by exporters. "
"The project name can be translated by translating its value in localization "
"files. The window title will be set to match the project name automatically "
"on startup.\n"
"[b]Note:[/b] Changing this value will also change the user data folder's path "
"if [member application/config/use_custom_user_dir] is [code]false[/code]. "
"After renaming the project, you will no longer be able to access existing "
"data in [code]user://[/code] unless you rename the old folder to match the "
"new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/"
"url] in the documentation for more information."
msgstr ""
"專案名稱。會在專案管理器和匯出器中使用。可以通過翻譯當地語系化檔中的值來翻譯項"
"目名稱。視窗標題將設定為在啟動時自動配對專案名稱。\n"
"[b]注意:[/b]如果 [member application/config/use_custom_user_dir] 為 "
"[code]false[/code],更改此值也會更改使用者資料檔案夾的路徑。重命名專案後,你將"
"無法再存取 [code]user://[/code] 中的現有資料,除非你重命名舊資料夾以配對新項目"
"名稱。有關更多資訊,請參閱文件中的 [url=$DOCS_URL/tutorials/io/data_paths."
"html]《資料路徑》[/url]。"
msgid ""
"Translations of the project's name. This setting is used by OS tools to "
"translate application name on Android, iOS and macOS."
msgstr ""
"專案名稱的翻譯。作業系統工具會使用此設定來翻譯 Android、iOS 和 macOS 上的套用"
"程式名稱。"
msgid ""
"Specifies a file to override project settings. For example: [code]user://"
"custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] class "
"description at the top for more information.\n"
"[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
"code] will still be read to override the project settings."
msgstr ""
"指定一個檔來覆蓋專案設定。例如:[code]user://custom_settings.cfg[/code]。參見 "
"[ProjectSettings] 頂部類描述中的“Overriding”以獲取更多資訊。\n"
"[b]注意:[/b]不管這個設定的值如何,[code]res://override.cfg[/code] 仍然會被讀"
"取來覆蓋專案設定。"
msgid ""
"If [code]true[/code], the application quits automatically when navigating "
"back (e.g. using the system \"Back\" button on Android)."
msgstr ""
"如果為 [code]true[/code],則該套用程式會在導覽返回時自動退出(例如在 Android "
"上使用系統“返回”鍵)。"
msgid ""
"If [code]true[/code], the project will save user data to its own user "
"directory. If [member application/config/custom_user_dir_name] is empty, "
"[code]<OS user data directory>/<project name>[/code] directory will be used. "
"If [code]false[/code], the project will save user data to [code]<OS user data "
"directory>/Godot/app_userdata/<project name>[/code].\n"
"See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-"
"user-data-user]File paths in Godot projects[/url]. This setting is only "
"effective on desktop platforms."
msgstr ""
"如果為 [code]true[/code],專案會將使用者資料保存到它自己的使用者目錄中。如果 "
"[member application/config/custom_user_dir_name] 為空,將使用 [code]<作業系統"
"使用者資料目錄>/<專案名稱>[/code] 目錄。如果為 [code]false[/code],專案會將使"
"用者資料保存到 [code]<作業系統使用者資料目錄>/Godot/app_userdata/<專案名稱>[/"
"code]。\n"
"另見 [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-"
"data-user]Godot 專案中的檔路徑[/url]。該設定僅在桌面平臺上有效。"
msgid ""
"If [code]true[/code], the project will use a hidden directory ([code].godot[/"
"code]) for storing project-specific data (metadata, shader cache, etc.).\n"
"If [code]false[/code], a non-hidden directory ([code]godot[/code]) will be "
"used instead.\n"
"[b]Note:[/b] Restart the application after changing this setting.\n"
"[b]Note:[/b] Changing this value can help on platforms or with third-party "
"tools where hidden directory patterns are disallowed. Only modify this "
"setting if you know that your environment requires it, as changing the "
"default can impact compatibility with some external tools or plugins which "
"expect the default [code].godot[/code] folder."
msgstr ""
"如果為 [code]true[/code],該專案會使用隱藏目錄([code].godot[/code])來儲存項"
"目特定的資料(中繼資料、著色器快取等)。\n"
"如果為 [code]false[/code],將改用非隱藏目錄([code]godot[/code])。\n"
"[b]注意:[/b]請在更改此設定後重新開機套用程式。\n"
"[b]注意:[/b]修改這個值可能有助於在禁止使用隱藏目錄模式的平臺或協力廠商工具上"
"使用。但是,僅在你確定你的環境需要更改此設定時才進行修改,因為某些外部工具或插"
"件可能使用預設的 [code].godot[/code] 資料夾,因此更改預設設定可能會影響它們的"
"使用。"
msgid ""
"The project's human-readable version identifier. This is used by exporters if "
"the version identifier isn't overridden there. If [member application/config/"
"version] is an empty string and the version identifier isn't overridden in an "
"exporter, the exporter will use [code]1.0.0[/code] as a version identifier."
msgstr ""
"專案的人類可讀版本識別碼。如果版本識別碼沒有在那裡被覆寫,則匯出器將使用它。如"
"果[member application/config/version] 是空字串並且版本標識符在匯出器中未被覆"
"蓋,匯出器將使用[code]1.0.0[/code] 作為版本標識符。"
msgid ""
"Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
"This is done automatically on start by calling [method DisplayServer."
"set_native_icon]."
msgstr ""
"設定 Windows 上遊戲的圖示,使用 [code].ico[/code] 圖示集格式。啟動時會通過調"
"用 [method DisplayServer.set_native_icon] 自動完成。"
msgid ""
"Time samples for frame deltas are subject to random variation introduced by "
"the platform, even when frames are displayed at regular intervals thanks to V-"
"Sync. This can lead to jitter. Delta smoothing can often give a better result "
"by filtering the input deltas to correct for minor fluctuations from the "
"refresh rate.\n"
"[b]Note:[/b] Delta smoothing is only attempted when [member display/window/"
"vsync/vsync_mode] is set to [code]enabled[/code], as it does not work well "
"without V-Sync.\n"
"It may take several seconds at a stable frame rate before the smoothing is "
"initially activated. It will only be active on machines where performance is "
"adequate to render frames at the refresh rate."
msgstr ""
"影格差異量的時間樣本可能會受到平臺帶來的隨機影響,即使垂直同步能夠讓影格按照固"
"定的間隔顯示也無濟於事。因此可能導致卡頓。差異量平滑通常能夠帶來更好的效果,會"
"通過篩選輸入差異量來修改更新率帶來的微小波動。\n"
"[b]注意:[/b]只會在 [member display/window/vsync/vsync_mode] 為 "
"[code]enabled[/code] 時嘗試進行差異量平滑,因為沒有垂直同步時無法很好地工"
"作。\n"
"最開始啟動平滑前可能會需要有若干秒的穩定影格率。只會在性能足以讓渲染影格與更新"
"率配對的機器上啟動。"
msgid ""
"If [code]true[/code], disables printing to standard error. If [code]true[/"
"code], this also hides error and warning messages printed by [method "
"@GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also "
"[member application/run/disable_stdout].\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"如果為 [code]true[/code],則禁用列印到標準錯誤。如果為 [code]true[/code],也會"
"隱藏由 [method @GlobalScope.push_error] 和 [method @GlobalScope.push_warning] "
"列印的錯誤和警告消息。另見 [member application/run/disable_stdout]。\n"
"對該設定項的更改將只在重新開機套用程式後生效。"
msgid ""
"If [code]true[/code], disables printing to standard output. This is "
"equivalent to starting the editor or project with the [code]--quiet[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
"argument[/url]. See also [member application/run/disable_stderr].\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"如果為 [code]true[/code],則禁用列印到標準輸出。相當於使用 [code]--quiet[/"
"code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]命令列參數[/"
"url]啟動編輯器或專案。另見 [member application/run/disable_stderr]。\n"
"對該設定項的更改將只在重新開機套用程式後生效。"
msgid ""
"If [code]true[/code], flushes the standard output stream every time a line is "
"printed. This affects both terminal logging and file logging.\n"
"When running a project, this setting must be enabled if you want logs to be "
"collected by service managers such as systemd/journalctl. This setting is "
"disabled by default on release builds, since flushing on every printed line "
"will negatively affect performance if lots of lines are printed in a rapid "
"succession. Also, if this setting is enabled, logged files will still be "
"written successfully if the application crashes or is otherwise killed by the "
"user (without being closed \"normally\").\n"
"[b]Note:[/b] Regardless of this setting, the standard error stream "
"([code]stderr[/code]) is always flushed when a line is printed to it.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"如果為 [code]true[/code],則每次列印一行時更新標準輸出流。這會影響終端紀錄記錄"
"和檔紀錄記錄。\n"
"運作專案時,如果希望由 systemd/journalctl 等服務管理器收集紀錄,則必須啟用此設"
"定。預設情況下,在發行版本中禁用此設定,因為如果快速連續列印大量行,則在每個打"
"印行上更新都會對性能產生負面影響。此外,如果啟用此設定,如果套用程式當機或以其"
"他方式被使用者殺死(不會“正常”關閉),則仍會成功寫入紀錄檔。\n"
"[b]注意:[/b]無論此設定如何,標準錯誤流 ([code]stderr[/code]) 在列印一行時總是"
"被更新。\n"
"對此設定的更改只會在重新開機套用程式時套用。"
msgid ""
"Debug build override for [member application/run/flush_stdout_on_print], as "
"performance is less important during debugging.\n"
"Changes to this setting will only be applied upon restarting the application."
msgstr ""
"除錯建構覆蓋[member application/run/flush_stdout_on_print],因為在除錯過程中性"
"能不那麼重要。\n"
"僅在重新開機套用程式時才會套用此設定的更改。"
msgid ""
"If [code]true[/code], enables low-processor usage mode. This setting only "
"works on desktop platforms. The screen is not redrawn if nothing changes "
"visually. This is meant for writing applications and editors, but is pretty "
"useless (and can hurt performance) in most games."
msgstr ""
"如果為 [code]true[/code],則啟用低處理器使用模式。此設定僅適用於桌面平臺。如果"
"視覺上沒有任何變化,螢幕不會被重繪。這是為了編寫套用程式和編輯器,但在大多數遊"
"戲中這是非常無用的(並可能損害性能)。"
msgid ""
"Amount of sleeping between frames when the low-processor usage mode is "
"enabled (in microseconds). Higher values will result in lower CPU usage."
msgstr ""
"啟用低處理器使用模式時影格間的睡眠量以微秒計。值越高CPU佔用率越低。"
msgid "The name of the type implementing the engine's main loop."
msgstr "實作引擎主迴圈的型別名稱。"
msgid "Path to the main scene file that will be loaded when the project runs."
msgstr "專案運作時將載入的主場景檔的路徑。"
msgid ""
"Audio buses will disable automatically when sound goes below a given dB "
"threshold for a given time. This saves CPU as effects assigned to that bus "
"will no longer do any processing."
msgstr ""
"當聲音在給定的時間內低於給定的 dB 閾值時,音訊匯流排將自動關閉。這可以節省 "
"CPU因為分配給該匯流排的效果將不再做任何處理。"
msgid ""
"Default [AudioBusLayout] resource file to use in the project, unless "
"overridden by the scene."
msgstr "專案中使用的預設 [AudioBusLayout] 資源檔,除非被場景覆蓋。"
msgid ""
"Specifies the audio driver to use. This setting is platform-dependent as each "
"platform supports different audio drivers. If left empty, the default audio "
"driver will be used.\n"
"The [code]Dummy[/code] audio driver disables all audio playback and "
"recording, which is useful for non-game applications as it reduces CPU usage. "
"It also prevents the engine from appearing as an application playing audio in "
"the OS' audio mixer.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"指定要使用的音訊驅動程式。這個設定與平臺有關,因為不同的平臺支援不同的音訊驅"
"動。如果留空,將使用預設的音訊驅動程式。\n"
"[code]Dummy[/code] 音訊驅動程式會禁用所有的音訊播放和錄製,對非遊戲套用程式很"
"有用,因為會減少對 CPU 的使用。它還可以防止引擎作為正在播放音訊的套用程式出現"
"在作業系統的音訊混合器中。\n"
"[b]注意:[/b]運作時可以通過 [code]--audio-driver[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令列參數[/url]覆蓋所使用的驅動程"
"式。"
msgid ""
"If [code]true[/code], microphone input will be allowed. This requires "
"appropriate permissions to be set when exporting to Android or iOS.\n"
"[b]Note:[/b] If the operating system blocks access to audio input devices "
"(due to the user's privacy settings), audio capture will only return silence. "
"On Windows 10 and later, make sure that apps are allowed to access the "
"microphone in the OS' privacy settings."
msgstr ""
"如果為 [code]true[/code],會允許麥克風輸入。匯出到 Android 和 iOS 時需要設定合"
"適的許可權。\n"
"[b]注意:[/b]如果作業系統(根據該使用者的隱私設定)阻止了對聲音輸入裝置的存"
"取,那麼音訊捕獲只會返回靜音。自 Windows 10 起,請確保在作業系統的隱私設定中允"
"許套用對麥克風的存取。"
msgid ""
"The mixing rate used for audio (in Hz). In general, it's better to not touch "
"this and leave it to the host operating system."
msgstr ""
"用於音訊的混合率單位Hz。一般來說最好不要碰這個把它留給主機操作系統。"
msgid ""
"Safer override for [member audio/driver/mix_rate] in the Web platform. Here "
"[code]0[/code] means \"let the browser choose\" (since some browsers do not "
"like forcing the mix rate)."
msgstr ""
"[member audio/driver/mix_rate] 在 Web 平臺上更安全的覆蓋項。這裡的 [code]0[/"
"code] 表示“讓流覽器選擇”(因為有些流覽器不喜歡強制混合率)。"
msgid ""
"Specifies the preferred output latency in milliseconds for audio. Lower "
"values will result in lower audio latency at the cost of increased CPU usage. "
"Low values may result in audible cracking on slower hardware.\n"
"Audio output latency may be constrained by the host operating system and "
"audio hardware drivers. If the host can not provide the specified audio "
"output latency then Godot will attempt to use the nearest latency allowed by "
"the host. As such you should always use [method AudioServer."
"get_output_latency] to determine the actual audio output latency.\n"
"Audio output latency can be overridden using the [code]--audio-output-latency "
"<ms>[/code] command line argument.\n"
"[b]Note:[/b] This setting is ignored on Android, and on all versions of "
"Windows prior to Windows 10."
msgstr ""
"指定音訊的首選輸出延遲(以毫秒為單位)。較低的值將導致較低的音訊延遲,但會增"
"加 CPU 使用率。低值可能會導致在較慢的硬體上發出可聽見的破裂聲。\n"
"音訊輸出延遲可能會受到主機作業系統和音訊硬體驅動程式的限制。如果主機無法提供指"
"定的音訊輸出延遲,那麼 Godot 將嘗試使用主機允許的最近延遲。因此,應該始終使用 "
"[method AudioServer.get_output_latency] 來確定實際的音訊輸出延遲。\n"
"[b]注意:[/b]在 Windows 10 之前的所有 Windows 版本中,該設定都會被忽略。"
msgid ""
"Safer override for [member audio/driver/output_latency] in the Web platform, "
"to avoid audio issues especially on mobile devices."
msgstr ""
"[member audio/driver/output_latency] 在 Web 平臺上更安全的覆蓋項,能夠避免一些"
"音訊問題,尤其是在移動裝置上。"
msgid ""
"The base strength of the panning effect for all [AudioStreamPlayer2D] nodes. "
"The panning strength can be further scaled on each Node using [member "
"AudioStreamPlayer2D.panning_strength]. A value of [code]0.0[/code] disables "
"stereo panning entirely, leaving only volume attenuation in place. A value of "
"[code]1.0[/code] completely mutes one of the channels if the sound is located "
"exactly to the left (or right) of the listener.\n"
"The default value of [code]0.5[/code] is tuned for headphones. When using "
"speakers, you may find lower values to sound better as speakers have a lower "
"stereo separation compared to headphones."
msgstr ""
"所有 [AudioStreamPlayer2D] 節點的聲像效果的基本強度。可以使用 [member "
"AudioStreamPlayer2D.panning_strength] 在每個節點上進一步縮放聲像強度。"
"[code]0.0[/code] 的值會完全禁用身歷聲聲像,只保留音量衰減。如果聲音恰好位於聽"
"者的左側(或右側),則 [code]1.0[/code] 的值會使其中一個通道完全靜音。\n"
"[code]0.5[/code] 的預設值是針對耳機進行調諧的。當使用揚聲器時,可能會發現較低"
"的值效果更好,因為與耳機相比,揚聲器的身歷聲分離度較低。"
msgid ""
"The base strength of the panning effect for all [AudioStreamPlayer3D] nodes. "
"The panning strength can be further scaled on each Node using [member "
"AudioStreamPlayer3D.panning_strength]. A value of [code]0.0[/code] disables "
"stereo panning entirely, leaving only volume attenuation in place. A value of "
"[code]1.0[/code] completely mutes one of the channels if the sound is located "
"exactly to the left (or right) of the listener.\n"
"The default value of [code]0.5[/code] is tuned for headphones. When using "
"speakers, you may find lower values to sound better as speakers have a lower "
"stereo separation compared to headphones."
msgstr ""
"所有 [AudioStreamPlayer3D] 節點的聲像效果的基本強度。可以使用 [member "
"AudioStreamPlayer3D.panning_strength] 在每個節點上進一步縮放聲像強度。"
"[code]0.0[/code] 的值會完全禁用身歷聲聲像,只保留音量衰減。如果聲音恰好位於聽"
"者的左側(或右側),則 [code]1.0[/code] 的值會使其中一個通道完全靜音。\n"
"[code]0.5[/code] 的預設值是針對耳機進行調諧的。當使用揚聲器時,可能會發現較低"
"的值效果更好,因為與耳機相比,揚聲器的身歷聲分離度較低。"
msgid ""
"If [code]true[/code], text-to-speech support is enabled, see [method "
"DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].\n"
"[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere "
"with the sleep mode, so consider disabling it if TTS is not used."
msgstr ""
"如果為 [code]true[/code]則啟用文字轉語音Text-to-SpeechTTS支援見 "
"[method DisplayServer.tts_get_voices] 和 [method DisplayServer.tts_speak]。\n"
"[b]注意:[/b]啟用 TTS 會增加空閒 CPU 的佔用,影響睡眠模式,所以請在不需要 TTS "
"時考慮將其關閉。"
msgid ""
"Setting to hardcode audio delay when playing video. Best to leave this "
"untouched unless you know what you are doing."
msgstr ""
"播放影片時設定為硬編碼音訊延遲。除非你知道自己在做什麼,否則最好不要動它。"
msgid ""
"If [code]true[/code], ambient lights will be imported from COLLADA models as "
"[DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored."
msgstr ""
"如果為 [code]true[/code],則該線將是垂直的。如果 [code]false[/code],該線將是"
"水平的。"
msgid ""
"The default compression level for gzip. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level. "
"[code]-1[/code] uses the default gzip compression level, which is identical "
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
"gzip 的預設壓縮層級。影響壓縮的場景和資源。較高的級別會以壓縮速度為代價導致文"
"件變小。解壓縮速度大多不受壓縮層級的影響。[code]-1[/code] 使用預設的 gzip 壓縮"
"級別,該級別與 [code]6[/code] 相同,但由於底層 zlib 更新,未來可能會發生變化。"
msgid ""
"The default compression level for Zlib. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level. "
"[code]-1[/code] uses the default gzip compression level, which is identical "
"to [code]6[/code] but could change in the future due to underlying zlib "
"updates."
msgstr ""
"Zlib 的預設壓縮層級。影響壓縮的場景和資源。較高的級別會以壓縮速度為代價導致文"
"件變小。解壓縮速度大多不受壓縮層級的影響。[code]-1[/code] 使用預設的 gzip 壓縮"
"級別,該級別與 [code]6[/code] 相同,但由於底層 zlib 更新,未來可能會發生變化。"
msgid ""
"The default compression level for Zstandard. Affects compressed scenes and "
"resources. Higher levels result in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression level."
msgstr ""
"Zstandard 的預設壓縮層級。影響壓縮的場景和資源。較高的級別會以壓縮速度為代價導"
"致檔案變小。解壓縮速度大多不受壓縮層級的影響。"
msgid ""
"Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
"distance matching[/url] in Zstandard."
msgstr ""
"啟用 Zstandard 的[url=https://github.com/facebook/zstd/releases/tag/v1.3.2]長"
"距離配對[/url]。"
msgid ""
"Largest size limit (in power of 2) allowed when compressing using long-"
"distance matching with Zstandard. Higher values can result in better "
"compression, but will require more memory when compressing and decompressing."
msgstr ""
"使用 Zstandard 的長距離配對進行壓縮時允許的最大大小限制2 的冪)。更高的值"
"可以產生更好的壓縮,但是在壓縮和解壓縮時需要更多的記憶體。"
msgid "If [code]true[/code], logs all output to files."
msgstr "如果為 [code]true[/code],將所有輸出記錄到檔中。"
msgid ""
"Desktop override for [member debug/file_logging/enable_file_logging], as log "
"files are not readily accessible on mobile/Web platforms."
msgstr ""
"[member debug/file_logging/enable_file_logging] 在桌面平臺的覆蓋項,因為在移"
"動/Web 平臺上不容易存取紀錄檔。"
msgid ""
"Path at which to store log files for the project. Using a path under "
"[code]user://[/code] is recommended."
msgstr "專案紀錄的儲存路徑。建議使用 [code]user://[/code] 下的路徑。"
msgid "Specifies the maximum number of log files allowed (used for rotation)."
msgstr "指定允許的最大紀錄檔數量(用於輪換)。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an [code]assert[/code] call always evaluates to false."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在 [code]assert[/code] 調用"
"永遠求值為 false 時對應產生警告或錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an [code]assert[/code] call always evaluates to true."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在 [code]assert[/code] 調用"
"永遠求值為 true 時對應產生警告或錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an identifier contains characters that can be "
"confused with something else, like when mixing different alphabets."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在識別字中的字元可能與其他"
"東西產生混淆時對應產生警告或錯誤,例如混用不同的字母表。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an identifier declared in the nested block has the "
"same name as an identifier declared below in the parent block."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在識別字中的字元可能與其他"
"東西產生混淆時對應產生警告或錯誤,例如混用不同的字母表。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an identifier that will be shadowed below in the "
"block is used."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在解析空檔時對應產生警告或"
"錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a constant is used as a function."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在將常數當作函式使用時對應"
"產生警告或錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when deprecated keywords are used."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在使用已啟用的關鍵字時對應"
"產生警告或錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an empty file is parsed."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在解析空檔時對應產生警告或"
"錯誤。"
msgid ""
"If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
"gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
"GDScript warnings."
msgstr ""
"如果為 [code]true[/code],則啟用特定的 GDScript 警告(請參閱 [code]debug/"
"gdscript/warnings/*[/code] 設定)。如果為 [code]false[/code],則禁用所有 "
"GDScript 警告。"
msgid ""
"If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
"not generate warnings."
msgstr ""
"如果為 [code]true[/code],則 [code]res://addons[/code] 資料夾中的腳本不會生成"
"警告。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when using a function as if it is a property."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當函式作為屬性使用時會分別"
"產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when [method Node.get_node] (or the shorthand [code]$[/"
"code]) is used as default value of a class variable without the "
"[code]@onready[/code] annotation."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當 [method Node.get_node]"
"(或簡寫 [code]$[/code])被用作一個沒有 [code]@onready[/code] 注解的類變數的預"
"設值時,會分別產生一個警告或一個錯誤 。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a ternary operator may emit values with incompatible "
"types."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當三元運算子可能發出具有不"
"相容型別的值時,分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a static inferred type uses a [Variant] as initial "
"value, which makes the static type to also be Variant."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當靜態推斷型別使用一個 "
"[Variant] 作為初始值時,這使得靜態型別也成為 Variant會分別產生一個警告或一個"
"錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a variable, constant, or parameter has an implicitly "
"inferred static type.\n"
"[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/"
"gdscript/warnings/untyped_declaration] if you want to always specify the type "
"explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher "
"than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is "
"not recommended."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當變數、常數或參數具有隱式"
"推斷靜態型別。\n"
"[b]注意:[/b]如果您希望始終明確指定型別,則建議[i]除了[/i][member debug/"
"gdscript/warnings/untyped_declaration]此警告。 [code]INFERRED_DECLARATION[/"
"code] 警告等級高於 [code]UNTYPED_DECLARATION[/code] 警告等級毫無意義,不建議這"
"樣做。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when trying to use an integer as an enum without an "
"explicit cast."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當嘗試將整數用作沒有明確的"
"轉換的列舉時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when trying to use an integer as an enum when there is no "
"matching enum member for that numeric value."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當在嘗試將整數用作列舉,且"
"沒有與該數值配對的列舉成員時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when dividing an integer by another integer (the decimal "
"part will be discarded)."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當一個整數除以另一個整數時"
"(小數部分將被丟棄),會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when passing a floating-point value to a function that "
"expects an integer (it will be converted and lose precision)."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,在將浮點值傳遞給需要整數的"
"函式時(它將被轉換並失去精度),會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a method in the script overrides a native method, "
"because it may not behave as expected."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當腳本中的方法覆蓋本地方"
"法,因為它可能不會按預期運作時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when the [code]@onready[/code] annotation is used together "
"with the [code]@export[/code] annotation, since it may not behave as expected."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當 [code]@onready[/code] 注"
"解與 [code]@export[/code] 注解一起使用時,因為它可能不會按預期運作,會分別產生"
"一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when using a property as if it is a function."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當像函式一樣使用一個屬性"
"時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a function that is not a coroutine is called with "
"await."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當使用 await 呼叫一個非協程"
"的函式時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when the [code]@static_unload[/code] annotation is used in "
"a script without any static variables."
msgstr ""
"設為 [code]warn[/code] 或 [code]error[/code] 時,會在 [code]@static_unload[/"
"code] 注解用於不包含任何靜態變數的腳本時對應產生警告或錯誤。"
msgid ""
"When enabled, using a property, enum, or function that was renamed since "
"Godot 3 will produce a hint if an error occurs."
msgstr ""
"啟用後,使用自 Godot 3 以來重命名的屬性、列舉或函式,將在發生錯誤時產生一個提"
"示。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling a function without using its return value (by "
"assigning it to a variable or using it as a function argument). Such return "
"values are sometimes used to denote possible errors using the [enum Error] "
"enum."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當呼叫函式卻不使用其返回值"
"(通過將其分配給變數或將其用作函式參數)時,會分別產生一個警告或一個錯誤。此類"
"返回值有時使用 [enum Error] 列舉,用於表示可能的錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when defining a local or member variable, signal, or enum "
"that would have the same name as a built-in function or global class name, "
"thus shadowing it."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當定義一個與內建函式或全域"
"類同名的區域變數或成員變數、訊號、或列舉,從而隱藏該內建函式或全域類時,會分別"
"產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when defining a local or member variable that would shadow "
"a member variable that the class defines."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當定義一個區域變數或成員變"
"量,且該變數將隱藏該類定義的成員變數時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when defining a local or subclass member variable that "
"would shadow a variable that is inherited from a parent class."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當定義一個區域變數或子類別"
"成員變數,且該變數將隱藏從父類繼承的變數時,將分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling an expression that has no effect on the "
"surrounding code, such as writing [code]2 + 2[/code] as a statement."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當呼叫對周圍程式碼沒有影響"
"的運算式,例如將 [code]2 + 2[/code] 寫為敘述時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling a ternary expression that has no effect on "
"the surrounding code, such as writing [code]42 if active else 0[/code] as a "
"statement."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當呼叫對周圍程式碼沒有影響"
"的三元運算式,例如將 [code]42 if active else 0[/code] 寫為敘述時,會分別產生一"
"個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling a static method from an instance of a class "
"instead of from the class directly."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當從類的實例而不是直接從類"
"呼叫靜態方法時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when using a variable that wasn't previously assigned."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當使用以前未分配的變數時,"
"會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when assigning a variable using an assignment operator "
"like [code]+=[/code] if the variable wasn't previously assigned."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當使用 [code]+=[/code] 等設"
"定運算子分配一個變數,且該變數以前未分配時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when unreachable code is detected (such as after a "
"[code]return[/code] statement that will always be executed)."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當偵測到無法存取的程式碼"
"(例如始終在 [code]return[/code] 敘述之後被執行的程式碼)時,會分別產生一個警"
"告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when an unreachable [code]match[/code] pattern is detected."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當偵測到無法到達的 "
"[code]match[/code] 模式時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when using an expression whose type may not be compatible "
"with the function parameter expected."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當使用型別可能與函式參數預"
"期的型別不相容的運算式時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when performing an unsafe cast."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當執行不安全的轉換時,會分"
"別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when calling a method whose presence is not guaranteed at "
"compile-time in the class."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當呼叫類中不能保證在編譯時"
"存在的方法時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when accessing a property whose presence is not guaranteed "
"at compile-time in the class."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當存取類中不能保證在編譯時"
"存在的屬性時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when returning a call from a [code]void[/code] function "
"when such call cannot be guaranteed to be also [code]void[/code]."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當從 [code]void[/code] 函數"
"返回一個呼叫,且無法保證該呼叫也是 [code]void[/code] 時,會分別產生一個警告或"
"一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a local constant is never used."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當一個局部常數從未被使用"
"時,分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a function parameter is never used."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當一個函式參數從未使用時,"
"會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a private member variable is never used."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當一個私有成員變數從未被使"
"用時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a signal is declared but never emitted."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當一個訊號被宣告但從未發出"
"時,會分別產生一個警告或一個錯誤。"
msgid ""
"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
"error respectively when a local variable is unused."
msgstr ""
"設定為 [code]warn[/code] 或 [code]error[/code] 時,當一個區域變數未被使用時,"
"會分別產生一個警告或一個錯誤。"
msgid ""
"Message to be displayed before the backtrace when the engine crashes. By "
"default, this message is only used in exported projects due to the editor-"
"only override applied to this setting."
msgstr ""
"引擎當機時,在回溯之前顯示的消息。預設情況下,由於僅限編輯器的覆蓋會套用於該設"
"定,故該消息僅用於匯出的專案中。"
msgid ""
"Editor-only override for [member debug/settings/crash_handler/message]. Does "
"not affect exported projects in debug or release mode."
msgstr ""
"[member debug/settings/crash_handler/message] 的僅限編輯器的覆蓋。不會影響以除"
"錯或發行模式匯出的專案。"
msgid "Maximum call stack allowed for debugging GDScript."
msgstr "除錯 GDScript 時允許的最大呼叫堆疊。"
msgid "Maximum number of functions per frame allowed when profiling."
msgstr "分析時單影格允許的最大函式數量。"
msgid "Print frames per second to standard output every second."
msgstr "每秒將影格率列印到標準輸出。"
msgid ""
"Print GPU profile information to standard output every second. This includes "
"how long each frame takes the GPU to render on average, broken down into "
"different steps of the render pipeline, such as CanvasItems, shadows, glow, "
"etc."
msgstr ""
"每秒將 GPU 設定檔資訊列印到標準輸出。這包括平均每影格需要 GPU 渲染多長時間,細"
"分為渲染管道的不同步驟,例如 CanvasItems、陰影、輝光等。"
msgid ""
"Print more information to standard output when running. It displays "
"information such as memory leaks, which scenes and resources are being "
"loaded, etc. This can also be enabled using the [code]--verbose[/code] or "
"[code]-v[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url], even on an exported project. See also "
"[method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose]."
msgstr ""
"運作時將更多資訊列印到標準輸出。它顯示諸如記憶體洩漏、正在載入哪些場景和資源等"
"信息。這也可以使用 [code]--verbose[/code] 或 [code]-v[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令列參數[/url]來啟用,即使在導出"
"的專案中也是如此。另見 [method OS.is_stdout_verbose] and [method @GlobalScope."
"print_verbose]。"
msgid ""
"When set to [code]true[/code], produces a warning when the shader exceeds "
"certain device limits. Currently, the only device limit checked is the limit "
"on uniform buffer size. More device limits will be added in the future."
msgstr ""
"設為 [code]true[/code] 時,當著色器超出裝置極限時會產生警告。目前唯一偵測的設"
"備極限是 Uniform 緩衝的大小。未來會加入更多裝置極限。"
msgid ""
"If [code]true[/code], enables specific shader warnings (see [code]debug/"
"shader_language/warnings/*[/code] settings). If [code]false[/code], disables "
"all shader warnings."
msgstr ""
"如果為 [code]true[/code],則啟用特定的著色器警告(請參閱 [code]debug/"
"shader_language/warnings/*[/code] 設定)。如果為 [code]false[/code],則禁用所"
"有著色器警告。"
msgid ""
"When set to [code]true[/code], produces a warning when two floating point "
"numbers are compared directly with the [code]==[/code] operator or the [code]!"
"=[/code] operator."
msgstr ""
"設為 [code]true[/code] 時,當使用 [code]==[/code] 或 [code]!=[/code] 運算子直"
"接比較兩個浮點數時,會產生警告。"
msgid ""
"When set to [code]true[/code], produces a warning upon encountering certain "
"formatting errors. Currently this only checks for empty statements. More "
"formatting errors may be added over time."
msgstr ""
"設為 [code]true[/code] 時,當遇到格式錯誤時會產生警告。目前唯一偵測的是空語"
"句。未來可能加入更多格式錯誤。"
msgid "When set to [code]true[/code], warnings are treated as errors."
msgstr "設為 [code]true[/code] 時,會將警告作為錯誤對待。"
msgid ""
"When set to [code]true[/code], produces a warning when a constant is never "
"used."
msgstr "設為 [code]true[/code] 時,當從未使用某個常數時會產生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a function is never "
"used."
msgstr "設為 [code]true[/code] 時,當從未使用某個函式時會產生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a local variable is "
"never used."
msgstr "設為 [code]true[/code] 時,當從未使用某個區域變數時會產生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a struct is never used."
msgstr "設為 [code]true[/code] 時,當從未使用某個結構體時會產生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a uniform is never "
"used."
msgstr "設為 [code]true[/code] 時,當從未使用某個 uniform 時會產生警告。"
msgid ""
"When set to [code]true[/code], produces a warning when a varying is never "
"used."
msgstr "設為 [code]true[/code] 時,當從未使用某個 varying 時會產生警告。"
msgid ""
"Color of the avoidance agents radius, visible when \"Visible Avoidance\" is "
"enabled in the Debug menu."
msgstr "避障代理半徑的顏色,在“除錯”功能表中啟用“顯示避障”時可見。"
msgid ""
"If enabled, displays avoidance agents radius when \"Visible Avoidance\" is "
"enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示避障”時顯示避障代理的半徑。"
msgid ""
"If enabled, displays avoidance obstacles radius when \"Visible Avoidance\" is "
"enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示避障”時顯示避障障礙物的半徑。"
msgid ""
"If enabled, displays static avoidance obstacles when \"Visible Avoidance\" is "
"enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示避障”時顯示靜態避障障礙物。"
msgid ""
"Color of the avoidance obstacles radius, visible when \"Visible Avoidance\" "
"is enabled in the Debug menu."
msgstr "避障障礙物半徑的顏色,在除錯功能表中啟用“顯示避障”時可見。"
msgid ""
"Color of the static avoidance obstacles edges when their vertices are winded "
"in order to push agents in, visible when \"Visible Avoidance\" is enabled in "
"the Debug menu."
msgstr ""
"靜態障礙物的頂點纏繞順序會將代理推入時,障礙物邊的顏色,在除錯功能表中啟用“顯"
"示避障”時可見。"
msgid ""
"Color of the static avoidance obstacles edges when their vertices are winded "
"in order to push agents out, visible when \"Visible Avoidance\" is enabled in "
"the Debug menu."
msgstr ""
"靜態障礙物的頂點纏繞順序會將代理推出時,障礙物邊的顏色,在除錯功能表中啟用“顯"
"示避障”時可見。"
msgid ""
"Color of the static avoidance obstacles faces when their vertices are winded "
"in order to push agents in, visible when \"Visible Avoidance\" is enabled in "
"the Debug menu."
msgstr ""
"靜態障礙物的頂點纏繞順序會將代理推入時,障礙物面的顏色,在除錯功能表中啟用“顯"
"示避障”時可見。"
msgid ""
"Color of the static avoidance obstacles faces when their vertices are winded "
"in order to push agents out, visible when \"Visible Avoidance\" is enabled in "
"the Debug menu."
msgstr ""
"靜態障礙物的頂點纏繞順序會將代理推出時,障礙物面的顏色,在除錯功能表中啟用“顯"
"示避障”時可見。"
msgid ""
"Color of the contact points between collision shapes, visible when \"Visible "
"Collision Shapes\" is enabled in the Debug menu."
msgstr "碰撞形狀之間接觸點的顏色,在除錯功能表中啟用“顯示碰撞形狀”時可見。"
msgid ""
"Sets whether 2D physics will display collision outlines in game when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr ""
"設定當除錯功能表中的啟用“顯示碰撞形狀”時2D 物理是否會在遊戲中顯示碰撞輪廓。"
msgid ""
"Maximum number of contact points between collision shapes to display when "
"\"Visible Collision Shapes\" is enabled in the Debug menu."
msgstr "當在除錯功能表中啟用“顯示碰撞形狀”時,碰撞形狀之間顯示的最大接觸點數。"
msgid ""
"Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
"enabled in the Debug menu."
msgstr "碰撞形狀的顏色,當在除錯功能表中啟用“顯示碰撞形狀”時可見。"
msgid ""
"Color to display enabled navigation agent paths when an agent has debug "
"enabled."
msgstr "用於顯示已啟用的導覽代理路徑的顏色,代理啟用除錯時生效。"
msgid ""
"Rasterized size (pixel) used to render navigation agent path points when an "
"agent has debug enabled."
msgstr "柵格大小(圖元),如果導覽代理啟用了除錯,則會用於渲染該代理的路徑點。"
msgid ""
"Color to display edge connections between navigation regions, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用於顯示導覽區域之間的邊緣連接的顏色,在“除錯”選單中,啟用“可見導覽”時可見。"
msgid ""
"If enabled, displays navigation agent paths when an agent has debug enabled."
msgstr "如果處於啟用狀態,會在導覽代理啟用除錯時顯示其路徑。"
msgid ""
"If enabled, displays navigation agent paths through geometry when an agent "
"has debug enabled."
msgstr "如果處於啟用狀態,會在導覽代理啟用除錯時透過幾何體顯示其路徑。"
msgid ""
"If enabled, displays edge connections between navigation regions when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示導覽”時顯示導覽地區之間的邊緣連"
"接。"
msgid ""
"If enabled, displays edge connections between navigation regions through "
"geometry when \"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示導覽”時透過幾何體顯示導覽地區之"
"間的邊緣連接。"
msgid ""
"If enabled, displays navigation mesh polygon edges when \"Visible "
"Navigation\" is enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示導覽”時顯示導覽網格多邊形的邊"
"緣。"
msgid ""
"If enabled, displays navigation mesh polygon edges through geometry when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示導覽”時透過幾何體顯示導覽網格多"
"邊形的邊緣。"
msgid ""
"If enabled, colorizes each navigation mesh polygon face with a random color "
"when \"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示導覽”時為每個導覽網格多邊形面使"
"用隨機顏色著色。"
msgid ""
"If enabled, displays navigation link connections when \"Visible Navigation\" "
"is enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示導覽”時顯示導覽連結的連接。"
msgid ""
"If enabled, displays navigation link connections through geometry when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"如果處於啟用狀態,會在啟用“除錯”功能表中的“顯示導覽”時透過幾何體顯示導覽連結的"
"連接。"
msgid ""
"Color to display enabled navigation mesh polygon edges, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用於顯示已啟用導覽網格多邊形邊緣的顏色,在“除錯”功能表中啟用“顯示導覽”時可見。"
msgid ""
"Color to display disabled navigation mesh polygon edges, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用於顯示已禁用導覽網格多邊形邊緣的顏色,在“除錯”功能表中啟用“顯示導覽”時可見。"
msgid ""
"Color to display enabled navigation mesh polygon faces, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用於顯示已啟用導覽網格多邊形面的顏色,在“除錯”功能表中啟用“顯示導覽”時可見。"
msgid ""
"Color to display disabled navigation mesh polygon faces, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr ""
"用於顯示已禁用導覽網格多邊形面的顏色,在“除錯”功能表中啟用“顯示導覽”時可見。"
msgid ""
"Color to use to display navigation link connections, visible when \"Visible "
"Navigation\" is enabled in the Debug menu."
msgstr "導覽連結連接的顏色,在除錯功能表中啟用“顯示導覽”時可見。"
msgid ""
"Color to use to display disabled navigation link connections, visible when "
"\"Visible Navigation\" is enabled in the Debug menu."
msgstr "被禁用的導覽連結連接的顏色,在除錯功能表中啟用“顯示導覽”時可見。"
msgid ""
"Color of the curve path geometry, visible when \"Visible Paths\" is enabled "
"in the Debug menu."
msgstr "曲線路徑幾何圖形的顏色,在“除錯”功能表中啟用“可見路徑”時可見。"
msgid ""
"Line width of the curve path geometry, visible when \"Visible Paths\" is "
"enabled in the Debug menu."
msgstr "曲線路徑幾何圖形的線寬,在“除錯”功能表中啟用“可見路徑”時可見。"
msgid "Custom image for the mouse cursor (limited to 256×256)."
msgstr "滑鼠游標的自訂圖像(最大 256×256。"
msgid "Hotspot for the custom mouse cursor image."
msgstr "自訂滑鼠游標圖像的熱點。"
msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
msgstr "工具提示相對於滑鼠游標熱點的位置偏移量。"
msgid ""
"If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS "
"and Web. If [code]false[/code], the platform's low-DPI fallback will be used "
"on HiDPI displays, which causes the window to be displayed in a blurry or "
"pixelated manner (and can cause various window management bugs). Therefore, "
"it is recommended to make your project scale to [url=$DOCS_URL/tutorials/"
"rendering/multiple_resolutions.html]multiple resolutions[/url] instead of "
"disabling this setting.\n"
"[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks "
"are not supported there."
msgstr ""
"如果為 [code]true[/code] ,則允許在 Windows、macOS、Android、iOS 和 Web 上使"
"用 HiDPI 顯示器。如果為 [code]false[/code] ,則在 HiDPI 顯示器上將使用該平臺的"
"低 DPI 退回,這樣會導致視窗模糊或圖元化的方式顯示(並且可能導致各種視窗管理問"
"題)。因此,建議你讓專案支援[url=$DOCS_URL/tutorials/rendering/"
"multiple_resolutions.html]多個解析度[/url],而不是禁用此設定。\n"
"[b]注意:[/b]這個設定在 Linux 上無效,因為 Linux 不支援 DPI 感知退回。"
msgid ""
"If [code]true[/code], keeps the screen on (even in case of inactivity), so "
"the screensaver does not take over. Works on desktop and mobile platforms."
msgstr ""
"如果為 [code]true[/code],則保持螢幕打開(即使在不活動的情況下),因此螢幕保護"
"程式不會接管。適用於桌面和移動平臺。"
msgid ""
"Editor-only override for [member display/window/energy_saving/"
"keep_screen_on]. Does not affect exported projects in debug or release mode."
msgstr ""
"[member display/window/energy_saving/keep_screen_on] 的編輯器覆蓋項。不影響調"
"試模式和發行模式下匯出的專案。"
msgid ""
"The default screen orientation to use on mobile devices. See [enum "
"DisplayServer.ScreenOrientation] for possible values.\n"
"[b]Note:[/b] When set to a portrait orientation, this project setting does "
"not flip the project resolution's width and height automatically. Instead, "
"you have to set [member display/window/size/viewport_width] and [member "
"display/window/size/viewport_height] accordingly."
msgstr ""
"在移動裝置上使用的預設螢幕朝向。可能的取值見 [enum DisplayServer."
"ScreenOrientation]。\n"
"[b]注意:[/b]設為豎屏時,該專案設定不會自動翻轉專案解析度的寬度和高度。你必須"
"設定與之相對應的 [member display/window/size/viewport_width] 和 [member "
"display/window/size/viewport_height]。"
msgid ""
"If [code]true[/code], iOS devices that support high refresh rate/"
"\"ProMotion\" will be allowed to render at up to 120 frames per second."
msgstr ""
"如果為 [code]true[/code]則允許支援高更新率“ProMotion”的 iOS 裝置以每秒 120 "
"影格的速度渲染。"
msgid ""
"If [code]true[/code], the home indicator is hidden automatically. This only "
"affects iOS devices without a physical home button."
msgstr ""
"如果為 [code]true[/code]home 指示器將自動隱藏。這只會影響沒有物理 home 鍵的 "
"iOS 裝置。"
msgid "If [code]true[/code], the status bar is hidden while the app is running."
msgstr "如果為 [code]true[/code],則狀態列將在套用程式運作時隱藏。"
msgid ""
"If [code]true[/code], it will require two swipes to access iOS UI that uses "
"gestures.\n"
"[b]Note:[/b] This setting has no effect on the home indicator if "
"[code]hide_home_indicator[/code] is [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則需要兩次滑動才能存取使用手勢的 iOS UI。\n"
"[b]注意:[/b]如果 [code]hide_home_indicator[/code] 為 [code]true[/code],則該"
"設定對 home 指示器沒有影響。"
msgid ""
"If [code]true[/code], allows per-pixel transparency for the window "
"background. This affects performance, so leave it on [code]false[/code] "
"unless you need it. See also [member display/window/size/transparent] and "
"[member rendering/viewport/transparent_background]."
msgstr ""
"如果為 [code]true[/code],則允許視窗背景的逐圖元透明度。這樣會影響性能,因此除"
"非需要,否則請將其保留為 [code]false[/code]。另見 [member display/window/size/"
"transparent] 和 [member rendering/viewport/transparent_background]。"
msgid ""
"Forces the main window to be always on top.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and Web."
msgstr ""
"強制主視窗始終置頂。\n"
"[b]注意:[/b]該設定在 iOS、Android 和 Web 上被忽略。"
msgid ""
"Forces the main window to be borderless.\n"
"[b]Note:[/b] This setting is ignored on iOS, Android, and Web."
msgstr ""
"強制主視窗無邊框。\n"
"[b]注意:[/b]該設定在 iOS、Android 和 Web 上被忽略。"
msgid ""
"Main window content is expanded to the full size of the window. Unlike a "
"borderless window, the frame is left intact and can be used to resize the "
"window, and the title bar is transparent, but has minimize/maximize/close "
"buttons.\n"
"[b]Note:[/b] This setting is implemented only on macOS."
msgstr ""
"主視窗的內容會擴充到整個視窗的大小。與無邊框視窗不同的是,視窗的框架仍是完整"
"的,可以用來調整視窗的大小,標題列是透明的,但有最小/最大/關閉按鈕。\n"
"[b]注意:[/b]該設定只在 macOS 上實作。"
msgid ""
"Main window initial position (in virtual desktop coordinates), this setting "
"is used only if [member display/window/size/initial_position_type] is set to "
"\"Absolute\" ([code]0[/code])."
msgstr ""
"主視窗的初始位置(使用虛擬桌面座標),該設定僅在 [member display/window/size/"
"initial_position_type] 設定為“Absolute”[code]0[/code] )時使用。"
msgid ""
"Main window initial position.\n"
"[code]0[/code] - \"Absolute\", [member display/window/size/initial_position] "
"is used to set window position.\n"
"[code]1[/code] - \"Primary Screen Center\".\n"
"[code]2[/code] - \"Other Screen Center\", [member display/window/size/"
"initial_screen] is used to set the screen."
msgstr ""
"主視窗的初始位置。\n"
"[code]0[/code] - “Absolute絕對位置視窗位置用 [member display/window/"
"size/initial_position] 設定。\n"
"[code]1[/code] - “Primary Screen Center主螢幕中心”。\n"
"[code]2[/code] - “Other Screen Center其他螢幕中心 螢幕用 [member "
"display/window/size/initial_screen] 設定。"
msgid ""
"Main window initial screen, this setting is used only if [member display/"
"window/size/initial_position_type] is set to \"Other Screen "
"Center\" ([code]2[/code])."
msgstr ""
"主視窗的初始螢幕,該設定僅在 [member display/window/size/"
"initial_position_type] 設定為“Other Screen Center”[code]2[/code] )時使用。"
msgid ""
"Main window mode. See [enum DisplayServer.WindowMode] for possible values and "
"how each mode behaves."
msgstr ""
"主視窗的模式。可能的取值以及各個模式的行為請參閱 [enum DisplayServer."
"WindowMode]。"
msgid ""
"Main window can't be focused. No-focus window will ignore all input, except "
"mouse clicks."
msgstr "主視窗無法成為焦點。無焦點的視窗將忽略除滑鼠點擊之外的所有輸入。"
msgid ""
"Allows the window to be resizable by default.\n"
"[b]Note:[/b] This setting is ignored on iOS."
msgstr ""
"允許視窗預設可調整大小。\n"
"[b]注意:[/b]這個設定在 iOS 上將忽略。"
msgid ""
"If [code]true[/code], enables a window manager hint that the main window "
"background [i]can[/i] be transparent. This does not make the background "
"actually transparent. For the background to be transparent, the root viewport "
"must also be made transparent by enabling [member rendering/viewport/"
"transparent_background].\n"
"[b]Note:[/b] To use a transparent splash screen, set [member application/"
"boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].\n"
"[b]Note:[/b] This setting has no effect if [member display/window/"
"per_pixel_transparency/allowed] is set to [code]false[/code]."
msgstr ""
"如果為 [code]true[/code],則啟用視窗管理器提示,表示主視窗背景[i]能夠[/i]透"
"明。這並不會讓背景變得透明。要讓背景變透明,根視口必須也通過啟用 [member "
"rendering/viewport/transparent_background] 來變得透明。\n"
"[b]注意:[/b]要使用透明的啟動畫面,請將 [member application/boot_splash/"
"bg_color] 設為 [code]Color(0, 0, 0, 0)[/code]。\n"
"[b]注意:[/b]如果 [member display/window/per_pixel_transparency/allowed] 為 "
"[code]false[/code],則這個設定項無效。"
msgid ""
"Sets the game's main viewport height. On desktop platforms, this is also the "
"initial window height, represented by an indigo-colored rectangle in the 2D "
"editor. Stretch mode settings also use this as a reference when using the "
"[code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also "
"[member display/window/size/viewport_width], [member display/window/size/"
"window_width_override] and [member display/window/size/"
"window_height_override]."
msgstr ""
"設定遊戲的主視口高度。在桌面平臺上,這也是初始視窗高度,在 2D 編輯器中使用靛藍"
"色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸模式"
"時也會以此作為參考。另見 [member display/window/size/viewport_width]、[member "
"display/window/size/window_width_override] 和 [member display/window/size/"
"window_height_override]。"
msgid ""
"Sets the game's main viewport width. On desktop platforms, this is also the "
"initial window width, represented by an indigo-colored rectangle in the 2D "
"editor. Stretch mode settings also use this as a reference when using the "
"[code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also "
"[member display/window/size/viewport_height], [member display/window/size/"
"window_width_override] and [member display/window/size/"
"window_height_override]."
msgstr ""
"設定遊戲的主視口寬度。在桌面平臺上,這也是初始視窗寬度,在 2D 編輯器中使用靛藍"
"色的矩形表示。使用 [code]canvas_items[/code] 和 [code]viewport[/code] 拉伸模式"
"時也會以此作為參考。另見 [member display/window/size/viewport_height]、"
"[member display/window/size/window_width_override] 和 [member display/window/"
"size/window_height_override]。"
msgid ""
"On desktop platforms, overrides the game's initial window height. See also "
"[member display/window/size/window_width_override], [member display/window/"
"size/viewport_width] and [member display/window/size/viewport_height].\n"
"[b]Note:[/b] By default, or when set to [code]0[/code], the initial window "
"height is the [member display/window/size/viewport_height]. This setting is "
"ignored on iOS, Android, and Web."
msgstr ""
"在桌面平臺上,覆蓋遊戲的初始視窗高度。另見 [member display/window/size/"
"window_width_override]、[member display/window/size/viewport_width] 和 "
"[member display/window/size/viewport_height]。\n"
"[b]注意:[/b]預設情況下,或者當設定為[code]0[/code] 時,初始視窗高度為 "
"[member display/window/size/viewport_height]。在 iOS、Android 和 Web 上會忽略"
"這個設定。"
msgid ""
"Defines how the base size is stretched to fit the resolution of the window or "
"screen.\n"
"[b]\"disabled\"[/b]: No stretching happens. One unit in the scene corresponds "
"to one pixel on the screen. In this mode, [member display/window/stretch/"
"aspect] has no effect. Recommended for non-game applications.\n"
"[b]\"canvas_items\"[/b]: The base size specified in width and height in the "
"project settings is stretched to cover the whole screen (taking [member "
"display/window/stretch/aspect] into account). This means that everything is "
"rendered directly at the target resolution. 3D is unaffected, while in 2D, "
"there is no longer a 1:1 correspondence between sprite pixels and screen "
"pixels, which may result in scaling artifacts. Recommended for most games "
"that don't use a pixel art esthetic, although it is possible to use this "
"stretch mode for pixel art games too (especially in 3D).\n"
"[b]\"viewport\"[/b]: The size of the root [Viewport] is set precisely to the "
"base size specified in the Project Settings' Display section. The scene is "
"rendered to this viewport first. Finally, this viewport is scaled to fit the "
"screen (taking [member display/window/stretch/aspect] into account). "
"Recommended for games that use a pixel art esthetic."
msgstr ""
"定義如何將基礎大小進行拉伸,從而適應視窗或螢幕的解析度。\n"
"[b]\"disabled\"[/b]:不進行拉伸。場景中的一個單位對應螢幕上的一個圖元。"
"[member display/window/stretch/aspect] 在該模式下無效。推薦非遊戲套用程式使"
"用。\n"
"[b]\"canvas_items\"[/b]:將專案設定中指定的基礎大小拉伸至覆蓋整個螢幕(會考慮 "
"[member display/window/stretch/aspect])。這樣所有東西都是直接按照目標分辨率渲"
"染的。3D 不受影響,但在 2D 中精靈的圖元和螢幕圖元就不再是 1:1 的關係了,縮放可"
"能導致畫面問題。推薦大多數非圖元風的遊戲使用,但圖元風遊戲也是可以使用該拉伸模"
"式的(尤其是 3D。\n"
"[b]\"viewport\"[/b]:將根 [Viewport] 的大小設為專案設定中“顯示”部分中指定的基"
"礎大小。場景會現在這個視口中渲染。最終會將該視口縮放至適合螢幕的尺寸(會考慮 "
"[member display/window/stretch/aspect])。推薦圖元風遊戲使用。"
msgid ""
"The scale factor multiplier to use for 2D elements. This multiplies the final "
"scale factor determined by [member display/window/stretch/mode]. If using the "
"[b]Disabled[/b] stretch mode, this scale factor is applied as-is. This can be "
"adjusted to make the UI easier to read on certain displays."
msgstr ""
"用於2D 元素的比例因子乘數。這將乘以由[member display/window/stretch/mode] 確定"
"的最終比例因子。如果使用[b]Disabled[/b] 拉伸模式,此比例因子按原樣應用。可以對"
"其進行調整以使UI 在某些顯示器上更易於閱讀。"
msgid "If [code]true[/code] subwindows are embedded in the main window."
msgstr "如果為 [code]true[/code] 則子視窗是嵌入到主視窗中的。"
msgid ""
"Sets the V-Sync mode for the main game window.\n"
"See [enum DisplayServer.VSyncMode] for possible values and how they affect "
"the behavior of your application.\n"
"Depending on the platform and used renderer, the engine will fall back to "
"[b]Enabled[/b] if the desired mode is not supported.\n"
"[b]Note:[/b] V-Sync modes other than [b]Enabled[/b] are only supported in the "
"Forward+ and Mobile rendering methods, not Compatibility.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] "
"instead."
msgstr ""
"設定遊戲主視窗的垂直同步模式。\n"
"請參閱 [enum DisplayServer.VSyncMode] 瞭解可能的值以及它們如何影響套用程式的行"
"為。\n"
"根據平臺和所使用的渲染器,如果不支援所需的模式,引擎將退回到 [b]Enabled[/"
"b]。\n"
"[b]注意:[/b]除 [b]Enabled[/b] 以外的垂直同步模式僅支援 Forward+ 和 Mobile 渲"
"染方式,不支援 Compatibility。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變垂直同步模式,請改為調"
"用 [method DisplayServer.window_set_vsync_mode]。"
msgid ""
"Name of the .NET assembly. This name is used as the name of the [code]."
"csproj[/code] and [code].sln[/code] files. By default, it's set to the name "
"of the project ([member application/config/name]) allowing to change it in "
"the future without affecting the .NET assembly."
msgstr ""
".NET 程式集的名稱。這個名稱會被用作 [code].csproj[/code] 和 [code].sln[/code] "
"檔的名稱。預設情況下,它被設定為專案的名稱([member application/config/"
"name]),這樣將來進行修改時就不會影響 .NET 程式集。"
msgid ""
"Number of times to attempt assembly reloading after rebuilding .NET "
"assemblies. Effectively also the timeout in seconds to wait for unloading of "
"script assemblies to finish."
msgstr ""
"重新建構 .NET 程式集前嘗試重新載入程式集的次數。實際也是等待腳本程式集解除安裝"
"完成的超時秒數。"
msgid ""
"Directory that contains the [code].sln[/code] file. By default, the [code]."
"sln[/code] files is in the root of the project directory, next to the "
"[code]project.godot[/code] and [code].csproj[/code] files.\n"
"Changing this value allows setting up a multi-project scenario where there "
"are multiple [code].csproj[/code]. Keep in mind that the Godot project is "
"considered one of the C# projects in the workspace and it's root directory "
"should contain the [code]project.godot[/code] and [code].csproj[/code] next "
"to each other."
msgstr ""
"包含 [code].sln[/code] 檔的目錄。預設情況下,[code].sln[/code] 檔在專案目錄的"
"根部,和 [code]project.godot[/code] 和 [code].csproj[/code] 檔案在同一個目"
"錄。\n"
"改變這個值可以設定包含多個 [code].csproj[/code] 的多專案方案。請記住Godot 專"
"案被認為是工作空間中的 C# 專案之一,根目錄應該包含 [code]project.godot[/code] "
"和[code].csproj[/code]。"
msgid ""
"If [code]true[/code], text resources are converted to a binary format on "
"export. This decreases file sizes and speeds up loading slightly.\n"
"[b]Note:[/b] If [member editor/export/convert_text_resources_to_binary] is "
"[code]true[/code], [method @GDScript.load] will not be able to return the "
"converted files in an exported project. Some file paths within the exported "
"PCK will also change, such as [code]project.godot[/code] becoming "
"[code]project.binary[/code]. If you rely on run-time loading of files present "
"within the PCK, set [member editor/export/convert_text_resources_to_binary] "
"to [code]false[/code]."
msgstr ""
"如果為 [code]true[/code],則匯出時會將文字格式的資源轉換為二進位格式。這樣能夠"
"減小檔大小,略微加快載入速度。\n"
"[b]注意:[/b]如果 [member editor/export/convert_text_resources_to_binary] 為 "
"[code]true[/code],則 [method @GDScript.load] 無法在匯出後的專案中讀取已轉換的"
"檔案。匯出後的 PCK 中,部分檔的路徑也會改變,例如 [code]project.godot[/code] "
"會變成 [code]project.binary[/code]。如果你需要在運作時載入存在於 PCK 中的檔,"
"請將 [member editor/export/convert_text_resources_to_binary] 設定為 "
"[code]false[/code]。"
msgid "If [code]true[/code] importing of resources is run on multiple threads."
msgstr "如果為 [code]true[/code],則會多執行緒執行資源的匯入。"
msgid ""
"If [code]true[/code], requests V-Sync to be disabled when writing a movie "
"(similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/"
"b]). This can speed up video writing if the hardware is fast enough to "
"render, encode and save the video at a framerate higher than the monitor's "
"refresh rate.\n"
"[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the "
"operating system or graphics driver forces V-Sync with no way for "
"applications to disable it."
msgstr ""
"如果為 [code]true[/code],則在寫入電影時會請求禁用垂直同步(類似於將 [member "
"display/window/vsync/vsync_mode] 設定為 [b]Disabled[/b])。如果硬體的渲染速度"
"足夠快,那麼就可以加速影片的寫入,以高於顯示器更新率的畫面播放速率渲染、編碼和"
"保存影片。\n"
"[b]注意:[/b]如果作業系統或圖形驅動程式強制垂直同步,則套用程式無法禁用,"
"[member editor/movie_writer/disable_vsync] 無效。"
msgid ""
"The number of frames per second to record in the video when writing a movie. "
"Simulation speed will adjust to always match the specified framerate, which "
"means the engine will appear to run slower at higher [member editor/"
"movie_writer/fps] values. Certain FPS values will require you to adjust "
"[member editor/movie_writer/mix_rate] to prevent audio from desynchronizing "
"over time.\n"
"This can be specified manually on the command line using the [code]--fixed-"
"fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"輸出電影時,在影片中每秒記錄的影格數。模擬速度將調整為始終與指定的影格數相配"
"對,這意味著引擎在較高的 [member editor/movie_writer/fps] 值下會顯得運作較慢。"
"部分 FPS 值將需要你調整 [member editor/movie_writer/mix_rate],防止音訊隨著時"
"間的推移而出現不同步。\n"
"可以在命令列中使用 [code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/"
"editor/command_line_tutorial.html]命令列參數[/url]手動指定。"
msgid ""
"The audio mix rate to use in the recorded audio when writing a movie (in Hz). "
"This can be different from [member audio/driver/mix_rate], but this value "
"must be divisible by [member editor/movie_writer/fps] to prevent audio from "
"desynchronizing over time."
msgstr ""
"寫入影片時,錄製的音訊所使用的音訊混合取樣速率(單位為 Hz。可以和 [member "
"audio/driver/mix_rate] 不同,但這個值必須能夠被 [member editor/movie_writer/"
"fps] 整除,從而防止音訊可能逐漸不同步的問題。"
msgid ""
"The JPEG quality to use when writing a video to an AVI file, between "
"[code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/"
"code] values result in better-looking output at the cost of larger file "
"sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] "
"and [code]0.9[/code]. Even at quality [code]1.0[/code], JPEG compression "
"remains lossy.\n"
"[b]Note:[/b] This does not affect the audio quality or writing PNG image "
"sequences."
msgstr ""
"JPEG 品質,將影片寫入 AVI 檔時使用,介於 [code]0.01[/code] 和 [code]1.0[/code]"
"(含)之間。[code]quality[/code] 值越高,輸出效果越好看,但檔大小也越大。"
"[code]quality[/code] 的推薦值為 [code]0.75[/code] 和 [code]0.9[/code] 之間。即"
"使品質為 [code]1.0[/code]JPEG 壓縮仍然有損。\n"
"[b]注意:[/b]這不會影響音訊品質和 PNG 圖像序列的寫入。"
msgid ""
"The output path for the movie. The file extension determines the "
"[MovieWriter] that will be used.\n"
"Godot has 2 built-in [MovieWriter]s:\n"
"- AVI container with MJPEG for video and uncompressed audio ([code].avi[/"
"code] file extension). Lossy compression, medium file sizes, fast encoding. "
"The lossy compression quality can be adjusted by changing [member "
"ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be "
"viewed in most video players, but it must be converted to another format for "
"viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not "
"support transparency. AVI output is currently limited to a file of 4 GB in "
"size at most.\n"
"- PNG image sequence for video and WAV for audio ([code].png[/code] file "
"extension). Lossless compression, large file sizes, slow encoding. Designed "
"to be encoded to a video file with another tool such as [url=https://ffmpeg."
"org/]FFmpeg[/url] after recording. Transparency is currently not supported, "
"even if the root viewport is set to be transparent.\n"
"If you need to encode to a different format or pipe a stream through third-"
"party software, you can extend this [MovieWriter] class to create your own "
"movie writers.\n"
"When using PNG output, the frame number will be appended at the end of the "
"file name. It starts from 0 and is padded with 8 digits to ensure correct "
"sorting and easier processing. For example, if the output path is [code]/tmp/"
"hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/"
"code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at "
"[code]/tmp/hello.wav[/code]."
msgstr ""
"影片的輸出路徑。檔副檔名決定要使用的 [MovieWriter]。\n"
"Godot 有兩個內建的 [MovieWriter]\n"
"- AVI 容器,影片使用 MJPEG、音訊未壓縮檔副檔名為 [code].avi[/code])。有損壓"
"縮,檔大小中等,編碼較快。失真壓縮品質可以通過 [member ProjectSettings.editor/"
"movie_writer/mjpeg_quality] 調整。得到的檔可以使用大多數影片播放機查看,但必須"
"轉換成其他格式才能在 Web 或 Godot 的 [VideoStreamPlayer] 中播放。MJPEG 不支援"
"透明度。AVI 輸出目前有單檔 4 GB 的大小限制。\n"
"- 影片使用 PNG 圖像序列,音訊使用 WAV檔副檔名為 [code].png[/code])。無損壓"
"縮,檔大小較大,編碼較慢。旨在錄製後使用 [url=https://ffmpeg.org/]FFmpeg[/"
"url] 等其他工具編碼為影片檔。目前不支援透明度,即便將根視口設為透明也不行。\n"
"如果需要編碼為其他格式,或者將流匯入至協力廠商軟體,你可以擴充 [MovieWriter] "
"類,建立自己的影片寫入器。\n"
"使用 PNG 輸出時,影格號將附加在檔案名末尾。影格號從 0 開始,會補齊至 8 位元數"
"字,從而確保能夠正確排序,處理起來也更方便。例如,如果輸出路徑為 [code]/tmp/"
"hello.png[/code],那麼前兩影格就是 [code]/tmp/hello00000000.png[/code] 和 "
"[code]/tmp/hello00000001.png[/code]。音訊將保存在 [code]/tmp/hello.wav[/"
"code]。"
msgid ""
"The speaker mode to use in the recorded audio when writing a movie. See [enum "
"AudioServer.SpeakerMode] for possible values."
msgstr ""
"保存電影時,錄製的音訊中所使用的揚聲器模式。可能的值見 [enum AudioServer."
"SpeakerMode]。"
msgid ""
"The format of the default signal callback name (in the Signal Connection "
"Dialog). The following substitutions are available: [code]{NodeName}[/code], "
"[code]{nodeName}[/code], [code]{node_name}[/code], [code]{SignalName}[/code], "
"[code]{signalName}[/code], and [code]{signal_name}[/code]."
msgstr ""
"訊號回呼函式名稱的預設格式(在訊號連接對話方塊中使用)。可以使用以下替換:"
"[code]{NodeName}[/code]、[code]{nodeName}[/code]、[code]{node_name}[/code]、"
"[code]{SignalName}[/code]、[code]{signalName}[/code]、[code]{signal_name}[/"
"code]。"
msgid ""
"The format of the default signal callback name when a signal connects to the "
"same node that emits it (in the Signal Connection Dialog). The following "
"substitutions are available: [code]{NodeName}[/code], [code]{nodeName}[/"
"code], [code]{node_name}[/code], [code]{SignalName}[/code], [code]{signalName}"
"[/code], and [code]{signal_name}[/code]."
msgstr ""
"訊號回呼函式名稱的預設格式,用於連接到與發出訊號相同節點的情況(在訊號連接對話"
"方塊中使用)。可以使用以下替換:[code]{NodeName}[/code]、[code]{nodeName}[/"
"code]、[code]{node_name}[/code]、[code]{SignalName}[/code]、[code]{signalName}"
"[/code]、[code]{signal_name}[/code]。"
msgid ""
"When creating node names automatically, set the type of casing in this "
"project. This is mostly an editor setting."
msgstr ""
"當自動建立節點名稱時,在這個專案中設定大小寫的型別。這主要是編輯器設定。"
msgid ""
"What to use to separate node name from number. This is mostly an editor "
"setting."
msgstr "用什麼來分隔節點名稱和編號。這主要是一個編輯器的設定。"
msgid ""
"When generating file names from scene root node, set the type of casing in "
"this project. This is mostly an editor setting."
msgstr ""
"根據場景根節點生成檔案名時,設定這個專案中的大小寫型別。主要是編輯器設定。"
msgid ""
"The command-line arguments to append to Godot's own command line when running "
"the project. This doesn't affect the editor itself.\n"
"It is possible to make another executable run Godot by using the "
"[code]%command%[/code] placeholder. The placeholder will be replaced with "
"Godot's own command line. Program-specific arguments should be placed "
"[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
"placed [i]after[/i] the placeholder.\n"
"For example, this can be used to force the project to run on the dedicated "
"GPU in a NVIDIA Optimus system on Linux:\n"
"[codeblock]\n"
"prime-run %command%\n"
"[/codeblock]"
msgstr ""
"運作專案時附加到 Godot 自己的命令列的命令列參數。這不會影響編輯器本身。\n"
"可以使用 [code]%command%[/code] 預留位置使另一個可執行檔運作 Godot。預留位置將"
"替換為 Godot 自己的命令列。程式特定的參數應該放在[i]預留位置之前[/i],而 "
"Godot 特定參數應該放在[i]預留位置之後[/i]。\n"
"例如,這可用於強制專案在 Linux 上的 NVIDIA Optimus 系統中的專用 GPU 上運行:\n"
"[codeblock]\n"
"prime-run %command%\n"
"[/codeblock]"
msgid ""
"Text-based file extensions to include in the script editor's \"Find in "
"Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse "
"your scene files, especially if you use built-in scripts which are serialized "
"in the scene files."
msgstr ""
"腳本編輯器的“在檔中搜尋”功能中包含的基於文字的檔副檔名。你可以新增例如 "
"[code]tscn[/code],如果你也想解析你的場景檔,特別是如果你使用的是在場景檔中序"
"列化的內建腳本。"
msgid ""
"Search path for project-specific script templates. Godot will search for "
"script templates both in the editor-specific path and in this project-"
"specific path."
msgstr ""
"對於專案特定的腳本範本的搜索路徑。Godot 將在編輯器的特定路徑和此專案的路徑中搜"
"索。"
msgid ""
"If [code]true[/code], Blender 3D scene files with the [code].blend[/code] "
"extension will be imported by converting them to glTF 2.0.\n"
"This requires configuring a path to a Blender executable in the editor "
"settings at [code]filesystem/import/blender/blender3_path[/code]. Blender 3.0 "
"or later is required."
msgstr ""
"如果為 [code]true[/code],副檔名為 [code].blend[/code] 的 Blender 3D 場景檔案"
"會通過轉換為 glTF 2.0 來匯入。\n"
"需要在編輯器設定 [code]filesystem/import/blender/blender3_path[/code] 中,配"
"置 Blender 可執行檔的路徑。需要 Blender 3.0 或更高版本。"
msgid ""
"Override for [member filesystem/import/blender/enabled] on Android where "
"Blender can't easily be accessed from Godot."
msgstr ""
"[member filesystem/import/blender/enabled] 在 Android 上的覆蓋項Godot 無法輕"
"易存取到 Blender。"
msgid ""
"Override for [member filesystem/import/blender/enabled] on the Web where "
"Blender can't easily be accessed from Godot."
msgstr ""
"[member filesystem/import/blender/enabled] 在 Web 上的覆蓋項Godot 無法輕易存"
"取到 Blender。"
msgid ""
"If [code]true[/code], Autodesk FBX 3D scene files with the [code].fbx[/code] "
"extension will be imported by converting them to glTF 2.0.\n"
"This requires configuring a path to a FBX2glTF executable in the editor "
"settings at [code]filesystem/import/fbx/fbx2gltf_path[/code]."
msgstr ""
"如果為 [code]true[/code],副檔名為 [code].fbx[/code] 的 Autodesk FBX 3D 場景檔"
"會通過轉換為 glTF 2.0 來匯入。\n"
"需要在編輯器設定 [code]filesystem/import/blender/fbx2gltf_path[/code] 中,配"
"置 FBX2glTF 可執行檔的路徑。"
msgid ""
"Override for [member filesystem/import/fbx/enabled] on Android where FBX2glTF "
"can't easily be accessed from Godot."
msgstr ""
"[member filesystem/import/fbx/enabled] 在 Android 上的覆蓋項Godot 無法輕易存"
"取到 FBX2glTF。"
msgid ""
"Override for [member filesystem/import/fbx/enabled] on the Web where FBX2glTF "
"can't easily be accessed from Godot."
msgstr ""
"[member filesystem/import/fbx/enabled] 在 Web 上的覆蓋項Godot 無法輕易存取"
"到 FBX2glTF。"
msgid ""
"Default value for [member ScrollContainer.scroll_deadzone], which will be "
"used for all [ScrollContainer]s unless overridden."
msgstr ""
"[member ScrollContainer.scroll_deadzone],它將用於所有 [ScrollContainer],除非"
"fug。"
msgid ""
"If [code]true[/code], snaps [Control] node vertices to the nearest pixel to "
"ensure they remain crisp even when the camera moves or zooms."
msgstr ""
"如果為 [code]true[/code],則將 [Control] 節點的頂點吸附到最近的圖元,確保即便"
"相機發生移動或縮放也能夠保持銳利。"
msgid ""
"If [code]true[/code], swaps [b]Cancel[/b] and [b]OK[/b] buttons in dialogs on "
"Windows to follow interface conventions. [method DisplayServer."
"get_swap_cancel_ok] can be used to query whether buttons are swapped at run-"
"time.\n"
"[b]Note:[/b] This doesn't affect native dialogs such as the ones spawned by "
"[method DisplayServer.dialog_show]."
msgstr ""
"如果為 [code]true[/code] ,則會在 Windows 和 UWP 上交換對話方塊中的[b]確定[/b]"
"和[b]取消[/b]按鈕,從而遵循介面規範。可以使用 [method DisplayServer."
"get_swap_cancel_ok] 查詢運作時是否交換這兩個按鈕。\n"
"[b]注意:[/b]由 [method DisplayServer.dialog_show] 等生成的原生對話方塊不受影"
"響。"
msgid "Maximum undo/redo history size for [TextEdit] fields."
msgstr "[TextEdit] 欄位的最大撤銷/重做歷史大小。"
msgid ""
"Path to a custom [Theme] resource file to use for the project ([code].theme[/"
"code] or generic [code].tres[/code]/[code].res[/code] extension)."
msgstr ""
"[Theme] 資源檔的路徑,用於自訂專案主題(副檔名為 [code].theme[/code] 或通用的 "
"[code].tres[/code]/[code].res[/code])。"
msgid ""
"Path to a custom [Font] resource to use as default for all GUI elements of "
"the project."
msgstr "自訂 [Font] 資源的路徑,用作專案中所有 GUI 元素的預設字形。"
msgid ""
"Font anti-aliasing mode for the default project font. See [member FontFile."
"antialiasing].\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.antialiasing])."
msgstr ""
"預設專案字形的字形抗鋸齒模式。請參閱[member FontFile.antialiasing]。\n"
"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠"
"列(請參閱[member ResourceImporterDynamicFont.antialiasing])。"
msgid ""
"If set to [code]true[/code], the default font will have mipmaps generated. "
"This prevents text from looking grainy when a [Control] is scaled down, or "
"when a [Label3D] is viewed from a long distance (if [member Label3D."
"texture_filter] is set to a mode that displays mipmaps).\n"
"Enabling [member gui/theme/default_font_generate_mipmaps] increases font "
"generation time and memory usage. Only enable this setting if you actually "
"need it.\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.generate_mipmaps])."
msgstr ""
"如果設定為 [code]true[/code],則預設字形將生成 mipmap。這樣可以防止文字在 "
"[Control] 被按比例縮小或從遠距離查看 [Label3D] 時看起來有顆粒感(如果 [member "
"Label3D.texture_filter] 設定為顯示 mipmap 的模式)。\n"
"啟用 [member gui/theme/default_font_generate_mipmaps] 會增加字形生成時間和內存"
"使用量。請只在你確實需要時才啟用此設定。\n"
"[b]注意:[/b]此設定不會影響專案中使用的自訂 [Font]。"
msgid ""
"Font hinting mode for the default project font. See [member FontFile."
"hinting].\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.hinting])."
msgstr ""
"預設專案字型的字型提示模式。請參閱[member FontFile.hinting]。\n"
"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠"
"列(請參閱[member ResourceImporterDynamicFont.hinting])。"
msgid ""
"If set to [code]true[/code], the default font will use multichannel signed "
"distance field (MSDF) for crisp rendering at any size. Since this approach "
"does not rely on rasterizing the font every time its size changes, this "
"allows for resizing the font in real-time without any performance penalty. "
"Text will also not look grainy for [Control]s that are scaled down (or for "
"[Label3D]s viewed from a long distance).\n"
"MSDF font rendering can be combined with [member gui/theme/"
"default_font_generate_mipmaps] to further improve font rendering quality when "
"scaled down.\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.multichannel_signed_distance_field])."
msgstr ""
"如果設定為 [code]true[/code]預設字形將使用多通道帶符號距離場MSDF任何尺"
"寸都能夠進行清晰的渲染。由於這種方法不需要在每次字形大小更改時都對字形進行光柵"
"化,因此可以即時調整字形大小,不會造成任何性能損失。對於按比例縮小的 [Control]"
"(或從遠距離查看的 [Label3D]),文字也不會看起來有顆粒感。\n"
"MSDF 字形渲染可以與 [member gui/theme/default_font_generate_mipmaps] 結合使"
"用,從而進一步提高縮小時的字形渲染品質。\n"
"[b]注意:[/b]此設定不會影響專案中使用的自訂 [Font]。"
msgid ""
"Font glyph subpixel positioning mode for the default project font. See "
"[member FontFile.subpixel_positioning].\n"
"[b]Note:[/b] This setting does not affect custom [Font]s used within the "
"project. Use the [b]Import[/b] dock for that instead (see [member "
"ResourceImporterDynamicFont.subpixel_positioning])."
msgstr ""
"預設專案字型的字型字字形子像素定位模式。請參閱[member FontFile."
"subpixel_positioning]。\n"
"[b]注意:[/b] 此設定不會影響專案中使用的自訂[字型]。請使用 [b]Import[/b] 停靠"
"列(請參閱[member ResourceImporterDynamicFont.subpixel_positioning])。"
msgid ""
"The default scale factor for [Control]s, when not overridden by a [Theme].\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default scale at runtime, set [member ThemeDB.fallback_base_scale] "
"instead."
msgstr ""
"[Theme] 中沒有覆蓋縮放係數時,[Control] 的預設縮放係數。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變預設縮放,請改為設定 "
"[member ThemeDB.fallback_base_scale]。"
msgid ""
"LCD subpixel layout used for font anti-aliasing. See [enum TextServer."
"FontLCDSubpixelLayout]."
msgstr ""
"LCD 次圖元佈局,用於字形抗鋸齒。見 [enum TextServer.FontLCDSubpixelLayout]。"
msgid ""
"When [member BaseButton.shortcut_feedback] is enabled, this is the time the "
"[BaseButton] will remain highlighted after a shortcut."
msgstr ""
"啟用 [member BaseButton.shortcut_feedback] 時,按下快捷鍵後 [BaseButton] 保持"
"高亮的時間。"
msgid ""
"Timer setting for incremental search in [Tree], [ItemList], etc. controls (in "
"milliseconds)."
msgstr "在 [Tree]、[ItemList] 等控制項中為差異量搜索設定計時器(單位為毫秒)。"
msgid "Timer for detecting idle in [TextEdit] (in seconds)."
msgstr "偵測 [TextEdit] 空閒的計時器(單位為秒)。"
msgid "Default delay for tooltips (in seconds)."
msgstr "工具提示的預設延遲(單位為秒)。"
msgid ""
"Default [InputEventAction] to confirm a focused button, menu or list item, or "
"validate input.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於確認焦點按鈕、功能表或列表項,或用於驗證輸入。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to discard a modal or pending input.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於放棄模態或掛起的輸入。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to copy a selection to the clipboard.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將選中內容複製到剪貼板。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to cut a selection to the clipboard.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將選中內容剪切到剪貼板。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move down in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在 UI 中向下移動。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to go to the end position of a [Control] (e.g. "
"last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
"KEY_END] on typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於前往 [Control] 的末尾(例如 [ItemList] 和 [Tree] "
"中的最後一個專案),與常見桌面 UI 系統中 [constant KEY_END] 的 行為一致。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to refresh the contents of the current directory "
"of a [FileDialog].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於更新 [FileDialog] 中目前的目錄的內容。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to toggle showing hidden files and directories in "
"a [FileDialog].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於開關 [FileDialog] 中隱藏檔和目錄的顯示。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to go up one directory in a [FileDialog].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在 [FileDialog] 前往上一級目錄。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to focus the next [Control] in the scene. The "
"focus behavior can be configured via [member Control.focus_next].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於聚焦場景中的下一個 [Control]。聚焦行為可以通過 "
"[member Control.focus_next] 配置。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to focus the previous [Control] in the scene. The "
"focus behavior can be configured via [member Control.focus_previous].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於聚焦場景中的上一個 [Control]。聚焦行為可以通過 "
"[member Control.focus_previous] 配置。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to delete a [GraphNode] in a [GraphEdit].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於刪除 [GraphEdit] 中的某個 [GraphNode]。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to duplicate a [GraphNode] in a [GraphEdit].\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於製作 [GraphEdit] 中某個 [GraphNode] 的副本。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to go to the start position of a [Control] (e.g. "
"first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
"KEY_HOME] on typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於前往 [Control] 的開頭(例如 [ItemList] 和 [Tree] "
"中的第一個專案),與常見桌面 UI 系統中 [constant KEY_HOME] 的 行為一致。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作不能被刪除,因為它們是幾個 "
"[Control] 的內部邏輯所必需的。然而,分配給動作的事件可以被修改。"
msgid ""
"Default [InputEventAction] to move left in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在 UI 中向左移動。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to open a context menu in a text field.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在文字欄位中打開本文功能表。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
"typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在 [Control](例如 [ItemList] 和 [Tree])中向下翻"
"頁,與常見桌面 UI 系統中 [constant KEY_PAGEDOWN] 的 行為一致。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
"[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
"typical desktop UI systems.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在 [Control](例如 [ItemList] 和 [Tree])中向上翻"
"頁,與常見桌面 UI 系統中 [constant KEY_PAGEUP] 的 行為一致。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to paste from the clipboard.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於從剪貼板貼上內容。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to redo an undone action.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於重做被撤銷的動作。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move right in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在 UI 中向右移動。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to select an item in a [Control] (e.g. in an "
"[ItemList] or a [Tree]).\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在 [Control](例如 [ItemList] 和 [Tree])中選中專"
"案。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to swap input direction, i.e. change between left-"
"to-right to right-to-left modes. Affects text-editting controls ([LineEdit], "
"[TextEdit])."
msgstr ""
"預設 [InputEventAction],用於交換輸入方向,例如在“從左至右”和“從右至左”模式之"
"間切換。影響文字編輯控制項([LineEdit]、[TextEdit])。"
msgid ""
"If a selection is currently active with the last caret in text fields, "
"searches for the next occurrence of the selection, adds a caret and selects "
"the next occurrence.\n"
"If no selection is currently active with the last caret in text fields, "
"selects the word currently under the caret.\n"
"The action can be performed sequentially for all occurrences of the selection "
"of the last caret and for all existing carets.\n"
"The viewport is adjusted to the latest newly added caret.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"如果文字欄位的最近一個游標處存在選中的文字,則會搜索所選內容下一次出現的位元"
"置,在那個位置新增一個游標,然後選中該處的內容。\n"
"如果文字欄位的最近一個游標處沒有選中文字,則會選中目前游標下的單詞。\n"
"該動作可以連續執行,選中最近一個游標所選文字的所有出現位置,所有現存游標均適"
"用。\n"
"視口會根據最近新新增的文字游標進行調整。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to delete the character before the text cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於刪除文字游標前的字元。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to delete [b]all[/b] text before the text cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於刪除文字游標前的[b]所有[/b]文字。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to delete all text before the text "
"cursor."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應刪除文字游標前所有文字的快捷鍵。"
msgid ""
"Default [InputEventAction] to delete all characters before the cursor up "
"until a whitespace or punctuation character.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於刪除游標前、空白或標點字元後的所有字元。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid "macOS specific override for the shortcut to delete a word."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應刪除單詞的快捷鍵。"
msgid ""
"Default [InputEventAction] to add an additional caret above every caret of a "
"text."
msgstr "預設 [InputEventAction],用於在文字中各個游標上方再新增一個游標。"
msgid ""
"macOS specific override for the shortcut to add a caret above every caret."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應在各個游標上方再新增一個游標的快捷鍵。"
msgid ""
"Default [InputEventAction] to add an additional caret below every caret of a "
"text."
msgstr "預設 [InputEventAction],用於在文字中各個游標下方再新增一個游標。"
msgid ""
"macOS specific override for the shortcut to add a caret below every caret."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應在各個游標下方再新增一個游標的快捷鍵。"
msgid ""
"Default [InputEventAction] to move the text cursor to the end of the text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標移動到文字的末尾。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor to the end "
"of the text."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應將文字游標移動到文字末尾的快捷鍵。"
msgid ""
"Default [InputEventAction] to move the text cursor to the start of the text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標移動到文字的開頭。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor to the start "
"of the text."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應將文字游標移動到文字開頭的快捷鍵。"
msgid ""
"Default [InputEventAction] to move the text cursor down.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標向下移動。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor left.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標向左移動。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor to the end of the line.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標移動到該行的末尾。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor to the end "
"of the line."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應將文字游標移動到改行末尾的快捷鍵。"
msgid ""
"Default [InputEventAction] to move the text cursor to the start of the line.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標移動到該行的開頭。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor to the start "
"of the line."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應將文字游標移動到改行開頭的快捷鍵。"
msgid ""
"Default [InputEventAction] to move the text cursor down one page.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標向下移動一頁。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor up one page.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標向上移動一頁。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor right.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標向右移動。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor up.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標向上移動。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move the text cursor left to the next "
"whitespace or punctuation.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標向左移動到最近的空白或標點字元。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor back one "
"word."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應將文字游標向後移動一個單詞的快捷鍵。"
msgid ""
"Default [InputEventAction] to move the text cursor right to the next "
"whitespace or punctuation.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於將文字游標向右移動到最近的空白或標點字元。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to move the text cursor forward one "
"word."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應將文字游標向前移動一個單詞的快捷鍵。"
msgid ""
"If there's only one caret active and with a selection, clears the selection.\n"
"In case there's more than one caret active, removes the secondary carets and "
"clears their selections.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"如果處於活動狀態並且有選區的游標只有一個,則清除該選區。\n"
"如果有多個游標處於活動狀態,請移除次要游標並清除其選區。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作無法移除,因為它們對於部分 "
"[Control] 的內部邏輯是必需的。但是,可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to accept an autocompetion hint.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於接受某個自動補全提示。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to request autocompetion.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於請求自動補全。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to accept an autocompetion hint, replacing "
"existing text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於接受某個自動補全提示並替換現有文字。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to unindent text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於取消文字縮進。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to delete the character after the text cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於刪除文字游標後的字元。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to delete [b]all[/b] text after the text cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於刪除文字游標後的[b]所有[/b]文字。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to delete all text after the text "
"cursor."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應刪除文字游標後所有文字的快捷鍵。"
msgid ""
"Default [InputEventAction] to delete all characters after the cursor up until "
"a whitespace or punctuation character.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於刪除游標後、空白或標點字元前的所有字元。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to delete a word after the text "
"cursor."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應刪除文字游標前的單詞的快捷鍵。"
msgid ""
"Default [InputEventAction] to indent the current line.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於縮進目前行。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to insert a new line at the position of the text "
"cursor.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在文字游標處插入換行。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to insert a new line before the current one.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在目前行之前插入一個空行。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to insert a new line after the current one.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於在目前行之後插入一個空行。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to scroll down one line of text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於向下滾動一行文字。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid "macOS specific override for the shortcut to scroll down one line."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應向下滾動一行的快捷鍵。"
msgid ""
"Default [InputEventAction] to scroll up one line of text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於向上滾動一行文字。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid "macOS specific override for the shortcut to scroll up one line."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應向上滾動一行的快捷鍵。"
msgid ""
"Default [InputEventAction] to select all text.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於全選文字。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"If no selection is currently active, selects the word currently under the "
"caret in text fields. If a selection is currently active, deselects the "
"current selection.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"如果文字方塊中目前沒有選中文字,則選中文字游標下的單詞。如果有目前選中的文字,"
"則取消選中。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"macOS specific override for the shortcut to select the word currently under "
"the caret."
msgstr "針對 macOS 的快捷鍵覆蓋項,對應選中游標處單詞的快捷鍵。"
msgid ""
"Default [InputEventAction] to submit a text field.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於提交文字欄位。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to toggle [i]insert mode[/i] in a text field. "
"While in insert mode, inserting new text overrides the character after the "
"cursor, unless the next character is a new line.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於開關文字欄位的[i]插入模式[/i]。在插入模式中,插入"
"新的文字會覆蓋游標後的字元,除非下一個字元是分行符號。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to undo the most recent action.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設 [InputEventAction],用於撤銷最近的動作。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"Default [InputEventAction] to move up in the UI.\n"
"[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
"necessary for the internal logic of several [Control]s. The events assigned "
"to the action can however be modified."
msgstr ""
"預設在 UI 中向上移動[InputEventAction]。\n"
"[b]注意:[/b]預設的 [code]ui_*[/code] 動作是部分 [Control] 的內部邏輯所必需"
"的,無法刪除。但是可以修改分配給該動作的事件。"
msgid ""
"If [code]true[/code], key/touch/joystick events will be flushed just before "
"every idle and physics frame.\n"
"If [code]false[/code], such events will be flushed only once per process "
"frame, between iterations of the engine.\n"
"Enabling this can greatly improve the responsiveness to input, specially in "
"devices that need to run multiple physics frames per visible (process) frame, "
"because they can't run at the target frame rate.\n"
"[b]Note:[/b] Currently implemented only on Android."
msgstr ""
"如果為 [code]true[/code],按鍵/觸摸/操縱桿事件將在每個空閒影格和物理影格之前刷"
"新。\n"
"如果為 [code]false[/code],該類事件將在引擎反覆運算之間的每個程序影格中僅更新"
"一次。\n"
"啟用該功能可以極大地提高對輸入的回應能力,特別是在每個可見(程序)影格需要運作"
"多個物理影格的裝置中,因為它們無法以目標畫面播放速率運作。\n"
"[b]注意:[/b]目前只在 Android 上實作。"
msgid ""
"If [code]true[/code], [method Input.is_action_just_pressed] and [method Input."
"is_action_just_released] will only return [code]true[/code] if the action is "
"still in the respective state, i.e. an action that is pressed [i]and[/i] "
"released on the same frame will be missed.\n"
"If [code]false[/code], no input will be lost.\n"
"[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] "
"setting. The legacy behavior is to enable supporting old projects that rely "
"on the old logic, without changes to script."
msgstr ""
"如果為 [code]true[/code],則 [method Input.is_action_just_pressed] 和 [method "
"Input.is_action_just_released] 只有在動作仍然處於相應狀態時返回 [code]true[/"
"code],也就是說,會忽略在同一影格按下[i]並[/i]釋放的動作。\n"
"如果為 [code]false[/code],則不會丟失任何輸入。\n"
"[b]注意:[/b]幾乎所有情況下都應該優先設定為 [code]false[/code]。舊有行為的用途"
"是支援老專案,這樣不需要修改腳本就可以使用以前的邏輯。"
msgid ""
"Specifies the tablet driver to use. If left empty, the default driver will be "
"used.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"tablet-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url]."
msgstr ""
"指定要使用的平板驅動。如果留空,則會使用預設驅動。\n"
"[b]注意:[/b]所使用的驅動可以通過 [code]--tablet-driver[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令列參數[/url]在運作時進行覆蓋。"
msgid "Override for [member input_devices/pen_tablet/driver] on Windows."
msgstr "[member input_devices/pen_tablet/driver] 針對 Windows 的覆蓋項。"
msgid ""
"If [code]true[/code], sends mouse input events when tapping or swiping on the "
"touchscreen."
msgstr "如果為 [code]true[/code],則在點擊或滑動觸控式螢幕時發送滑鼠輸入事件。"
msgid ""
"If [code]true[/code], sends touch input events when clicking or dragging the "
"mouse."
msgstr "如果為 [code]true[/code],則在點擊或拖動滑鼠時發送觸摸輸入事件。"
msgid ""
"The locale to fall back to if a translation isn't available in a given "
"language. If left empty, [code]en[/code] (English) will be used."
msgstr ""
"如果給定語言的翻譯不可用,則使用預設區域設定。如果留空,將使用 [code]en[/"
"code],即英文。"
msgid ""
"If [code]true[/code], text server break iteration rule sets, dictionaries and "
"other optional data are included in the exported project.\n"
"[b]Note:[/b] \"ICU / HarfBuzz / Graphite\" text server data includes "
"dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as "
"Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line "
"breaking rules. Data is about 4 MB large.\n"
"[b]Note:[/b] \"Fallback\" text server does not use additional data."
msgstr ""
"如果為 [code]true[/code],則文字伺服器中斷反覆運算規則集、字典、和其他可選資料"
"將被包含在匯出的專案中。\n"
"[b]注意:[/b]“ICU / HarfBuzz / Graphite”文字伺服器資料包括緬甸語、漢語、日"
"語、高棉語、老撾語和泰語的詞典,以及 Unicode 標準附件 #29 和 Unicode 標準附件 "
"#14 單詞和行折斷規則。資料大約 4 MB。\n"
"[b]注意:[/b]“後備”文字伺服器不使用額外資料。"
msgid ""
"If non-empty, this locale will be used when running the project from the "
"editor."
msgstr "如果不為空,那麼當從編輯器中運作專案時,將使用該區域設定。"
msgid ""
"Double vowels in strings during pseudolocalization to simulate the "
"lengthening of text due to localization."
msgstr ""
"進行偽當地語系化時,重複字串中的母音字母,類比由於當地語系化而造成的文字加長。"
msgid ""
"The expansion ratio to use during pseudolocalization. A value of [code]0.3[/"
"code] is sufficient for most practical purposes, and will increase the length "
"of each string by 30%."
msgstr ""
"進行偽當地語系化時的擴充比率。取 [code]0.3[/code] 能夠適應大部分實際使用,會將"
"每個字串加長 30%。"
msgid ""
"If [code]true[/code], emulate bidirectional (right-to-left) text when "
"pseudolocalization is enabled. This can be used to spot issues with RTL "
"layout and UI mirroring that will crop up if the project is localized to RTL "
"languages such as Arabic or Hebrew."
msgstr ""
"如果為 [code]true[/code],則在啟用偽當地語系化時模擬雙向(從右至左)文字。可用"
"於發現 RTL 佈局和 UI 鏡像問題,如果專案當地語系化為阿拉伯語或希伯來語等 RTL 語"
"言,則會出現這些問題。"
msgid ""
"Replace all characters in the string with [code]*[/code]. Useful for finding "
"non-localizable strings."
msgstr "將字串中的所有字元替換為 [code]*[/code]。用於搜尋不可當地語系化的字串。"
msgid "Prefix that will be prepended to the pseudolocalized string."
msgstr "將被前置到偽當地語系化字串的前綴。"
msgid ""
"Replace all characters with their accented variants during pseudolocalization."
msgstr "進行偽當地語系化時,將所有字元替換為其重音變體。"
msgid ""
"Skip placeholders for string formatting like [code]%s[/code] or [code]%f[/"
"code] during pseudolocalization. Useful to identify strings which need "
"additional control characters to display correctly."
msgstr ""
"進行偽當地語系化時,跳過 [code]%s[/code] 或 [code]%f[/code] 等用於字串格式的占"
"位符。有助於識別需要額外的控制字元才能正確顯示的字串。"
msgid "Suffix that will be appended to the pseudolocalized string."
msgstr "將被追加到偽當地語系化字串的後綴。"
msgid ""
"If [code]true[/code], enables pseudolocalization for the project. This can be "
"used to spot untranslatable strings or layout issues that may occur once the "
"project is localized to languages that have longer strings than the source "
"language.\n"
"[b]Note:[/b] This property is only read when the project starts. To toggle "
"pseudolocalization at run-time, use [member TranslationServer."
"pseudolocalization_enabled] instead."
msgstr ""
"如果為 [code]true[/code],則為專案啟用偽當地語系化。這可用於發現,一旦專案被本"
"地化為字串比來源語言更長的語言時,可能出現的無法翻譯的字串或佈局問題。\n"
"[b]注意:[/b]只有在專案啟動時該屬性才會被讀取。要在運作時切換偽當地語系化,請"
"改用 [member TranslationServer.pseudolocalization_enabled]。"
msgid ""
"Force layout direction and text writing direction to RTL for all controls."
msgstr "強制所有控制項的佈局方向和文字書寫方向為 RTL。"
msgid "Root node default layout direction."
msgstr "根節點的預設佈局方向。"
msgid ""
"Specifies the [TextServer] to use. If left empty, the default will be used.\n"
"\"ICU / HarfBuzz / Graphite\" is the most advanced text driver, supporting "
"right-to-left typesetting and complex scripts (for languages like Arabic, "
"Hebrew, etc). The \"Fallback\" text driver does not support right-to-left "
"typesetting and complex scripts.\n"
"[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--"
"text-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial."
"html]command line argument[/url].\n"
"[b]Note:[/b] There is an additional [code]Dummy[/code] text driver available, "
"which disables all text rendering and font-related functionality. This driver "
"is not listed in the project settings, but it can be enabled when running the "
"editor or project using the [code]--text-driver Dummy[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]command line argument[/url]."
msgstr ""
"指定要使用的 [TextServer]。如果留空,則會使用預設伺服器。\n"
"“ICU / HarfBuzz / Graphite”是最先進的文字驅動支援從右至左的排版和複雜文字"
"用於阿拉伯語、希伯來語等語言。“Fallback”文字驅動不支援從右至左的排版和複雜"
"文字。\n"
"[b]注意:[/b]在運作時可以通過 [code]--text-driver[/code] [url=$DOCS_URL/"
"tutorials/editor/command_line_tutorial.html]命令列參數[/url]覆蓋使用的驅動程"
"序。\n"
"[b]注意:[/b]另外還提供了 [code]Dummy[/code] 文字驅動,它禁用了所有文字渲染和"
"字形相關的功能。這個驅動沒有在專案設定中列出,但可以在運作編輯器或專案時使用 "
"[code]--text-driver Dummy[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html]命令列參數[/url]啟用。"
msgid ""
"Optional name for the 2D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 導覽層 1 的可選名稱。留空則會顯示為“層 1”。"
msgid ""
"Optional name for the 2D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 導覽層 2 的可選名稱。留空則會顯示為“層 2”。"
msgid ""
"Optional name for the 2D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 導覽層 3 的可選名稱。留空則會顯示為“層 3”。"
msgid ""
"Optional name for the 2D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 導覽層 4 的可選名稱。留空則會顯示為“層 4”。"
msgid ""
"Optional name for the 2D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 導覽層 5 的可選名稱。留空則會顯示為“層 5”。"
msgid ""
"Optional name for the 2D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 導覽層 6 的可選名稱。留空則會顯示為“層 6”。"
msgid ""
"Optional name for the 2D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 導覽層 7 的可選名稱。留空則會顯示為“層 7”。"
msgid ""
"Optional name for the 2D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 導覽層 8 的可選名稱。留空則會顯示為“層 8”。"
msgid ""
"Optional name for the 2D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 導覽層 9 的可選名稱。留空則會顯示為“層 9”。"
msgid ""
"Optional name for the 2D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 導覽層 10 的可選名稱。留空則會顯示為“層 10”。"
msgid ""
"Optional name for the 2D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 導覽層 11 的可選名稱。留空則會顯示為“層 11”。"
msgid ""
"Optional name for the 2D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 導覽層 12 的可選名稱。留空則會顯示為“層 12”。"
msgid ""
"Optional name for the 2D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 導覽層 13 的可選名稱。留空則會顯示為“層 13”。"
msgid ""
"Optional name for the 2D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 導覽層 14 的可選名稱。留空則會顯示為“層 14”。"
msgid ""
"Optional name for the 2D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 導覽層 15 的可選名稱。留空則會顯示為“層 15”。"
msgid ""
"Optional name for the 2D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 導覽層 16 的可選名稱。留空則會顯示為“層 16”。"
msgid ""
"Optional name for the 2D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 導覽層 17 的可選名稱。留空則會顯示為“層 17”。"
msgid ""
"Optional name for the 2D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 導覽層 18 的可選名稱。留空則會顯示為“層 18”。"
msgid ""
"Optional name for the 2D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 導覽層 19 的可選名稱。留空則會顯示為“層 19”。"
msgid ""
"Optional name for the 2D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 導覽層 20 的可選名稱。留空則會顯示為“層 20”。"
msgid ""
"Optional name for the 2D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "2D 導覽層 21 的可選名稱。留空則會顯示為“層 21”。"
msgid ""
"Optional name for the 2D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "2D 導覽層 22 的可選名稱。留空則會顯示為“層 22”。"
msgid ""
"Optional name for the 2D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "2D 導覽層 23 的可選名稱。留空則會顯示為“層 23”。"
msgid ""
"Optional name for the 2D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "2D 導覽層 24 的可選名稱。留空則會顯示為“層 24”。"
msgid ""
"Optional name for the 2D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "2D 導覽層 25 的可選名稱。留空則會顯示為“層 25”。"
msgid ""
"Optional name for the 2D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "2D 導覽層 26 的可選名稱。留空則會顯示為“層 26”。"
msgid ""
"Optional name for the 2D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "2D 導覽層 27 的可選名稱。留空則會顯示為“層 27”。"
msgid ""
"Optional name for the 2D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "2D 導覽層 28 的可選名稱。留空則會顯示為“層 28”。"
msgid ""
"Optional name for the 2D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "2D 導覽層 29 的可選名稱。留空則會顯示為“層 29”。"
msgid ""
"Optional name for the 2D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "2D 導覽層 30 的可選名稱。留空則會顯示為“層 30”。"
msgid ""
"Optional name for the 2D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "2D 導覽層 31 的可選名稱。留空則會顯示為“層 31”。"
msgid ""
"Optional name for the 2D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "2D 導覽層 32 的可選名稱。留空則會顯示為“層 32”。"
msgid ""
"Optional name for the 2D physics layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 實體層 1 的可選名稱。留空則會顯示為“層 1”。"
msgid ""
"Optional name for the 2D physics layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 實體層 2 的可選名稱。留空則會顯示為“層 2”。"
msgid ""
"Optional name for the 2D physics layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 實體層 3 的可選名稱。留空則會顯示為“層 3”。"
msgid ""
"Optional name for the 2D physics layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 實體層 4 的可選名稱。留空則會顯示為“層 4”。"
msgid ""
"Optional name for the 2D physics layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 實體層 5 的可選名稱。留空則會顯示為“層 5”。"
msgid ""
"Optional name for the 2D physics layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 實體層 6 的可選名稱。留空則會顯示為“層 6”。"
msgid ""
"Optional name for the 2D physics layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 實體層 7 的可選名稱。留空則會顯示為“層 7”。"
msgid ""
"Optional name for the 2D physics layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 實體層 8 的可選名稱。留空則會顯示為“層 8”。"
msgid ""
"Optional name for the 2D physics layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 實體層 9 的可選名稱。留空則會顯示為“層 9”。"
msgid ""
"Optional name for the 2D physics layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 實體層 10 的可選名稱。留空則會顯示為“層 10”。"
msgid ""
"Optional name for the 2D physics layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 實體層 11 的可選名稱。留空則會顯示為“層 11”。"
msgid ""
"Optional name for the 2D physics layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 實體層 12 的可選名稱。留空則會顯示為“層 12”。"
msgid ""
"Optional name for the 2D physics layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 實體層 13 的可選名稱。留空則會顯示為“層 13”。"
msgid ""
"Optional name for the 2D physics layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 實體層 14 的可選名稱。留空則會顯示為“層 14”。"
msgid ""
"Optional name for the 2D physics layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 實體層 15 的可選名稱。留空則會顯示為“層 15”。"
msgid ""
"Optional name for the 2D physics layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 實體層 16 的可選名稱。留空則會顯示為“層 16”。"
msgid ""
"Optional name for the 2D physics layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 實體層 17 的可選名稱。留空則會顯示為“層 17”。"
msgid ""
"Optional name for the 2D physics layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 實體層 18 的可選名稱。留空則會顯示為“層 18”。"
msgid ""
"Optional name for the 2D physics layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 實體層 19 的可選名稱。留空則會顯示為“層 19”。"
msgid ""
"Optional name for the 2D physics layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 實體層 20 的可選名稱。留空則會顯示為“層 20”。"
msgid ""
"Optional name for the 2D physics layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "2D 實體層 21 的可選名稱。留空則會顯示為“層 21”。"
msgid ""
"Optional name for the 2D physics layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "2D 實體層 22 的可選名稱。留空則會顯示為“層 22”。"
msgid ""
"Optional name for the 2D physics layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "2D 實體層 23 的可選名稱。留空則會顯示為“層 23”。"
msgid ""
"Optional name for the 2D physics layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "2D 實體層 24 的可選名稱。留空則會顯示為“層 24”。"
msgid ""
"Optional name for the 2D physics layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "2D 實體層 25 的可選名稱。留空則會顯示為“層 25”。"
msgid ""
"Optional name for the 2D physics layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "2D 實體層 26 的可選名稱。留空則會顯示為“層 26”。"
msgid ""
"Optional name for the 2D physics layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "2D 實體層 27 的可選名稱。留空則會顯示為“層 27”。"
msgid ""
"Optional name for the 2D physics layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "2D 實體層 28 的可選名稱。留空則會顯示為“層 28”。"
msgid ""
"Optional name for the 2D physics layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "2D 實體層 29 的可選名稱。留空則會顯示為“層 29”。"
msgid ""
"Optional name for the 2D physics layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "2D 實體層 30 的可選名稱。留空則會顯示為“層 30”。"
msgid ""
"Optional name for the 2D physics layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "2D 實體層 31 的可選名稱。留空則會顯示為“層 31”。"
msgid ""
"Optional name for the 2D physics layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "2D 實體層 32 的可選名稱。留空則會顯示為“層 32”。"
msgid ""
"Optional name for the 2D render layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "2D 渲染層 1 的可選名稱。留空則會顯示為“層 1”。"
msgid ""
"Optional name for the 2D render layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "2D 渲染層 2 的可選名稱。留空則會顯示為“層 2”。"
msgid ""
"Optional name for the 2D render layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "2D 渲染層 3 的可選名稱。留空則會顯示為“層 3”。"
msgid ""
"Optional name for the 2D render layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "2D 渲染層 4 的可選名稱。留空則會顯示為“層 4”。"
msgid ""
"Optional name for the 2D render layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "2D 渲染層 5 的可選名稱。留空則會顯示為“層 5”。"
msgid ""
"Optional name for the 2D render layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "2D 渲染層 6 的可選名稱。留空則會顯示為“層 6”。"
msgid ""
"Optional name for the 2D render layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "2D 渲染層 7 的可選名稱。留空則會顯示為“層 7”。"
msgid ""
"Optional name for the 2D render layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "2D 渲染層 8 的可選名稱。留空則會顯示為“層 8”。"
msgid ""
"Optional name for the 2D render layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "2D 渲染層 9 的可選名稱。留空則會顯示為“層 9”。"
msgid ""
"Optional name for the 2D render layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "2D 渲染層 10 的可選名稱。留空則會顯示為“層 10”。"
msgid ""
"Optional name for the 2D render layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "2D 渲染層 11 的可選名稱。留空則會顯示為“層 11”。"
msgid ""
"Optional name for the 2D render layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "2D 渲染層 12 的可選名稱。留空則會顯示為“層 12”。"
msgid ""
"Optional name for the 2D render layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "2D 渲染層 13 的可選名稱。留空則會顯示為“層 13”。"
msgid ""
"Optional name for the 2D render layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "2D 渲染層 14 的可選名稱。留空則會顯示為“層 14”。"
msgid ""
"Optional name for the 2D render layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "2D 渲染層 15 的可選名稱。留空則會顯示為“層 15”。"
msgid ""
"Optional name for the 2D render layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "2D 渲染層 16 的可選名稱。留空則會顯示為“層 16”。"
msgid ""
"Optional name for the 2D render layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "2D 渲染層 17 的可選名稱。留空則會顯示為“層 17”。"
msgid ""
"Optional name for the 2D render layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "2D 渲染層 18 的可選名稱。留空則會顯示為“層 18”。"
msgid ""
"Optional name for the 2D render layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "2D 渲染層 19 的可選名稱。留空則會顯示為“層 19”。"
msgid ""
"Optional name for the 2D render layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "2D 渲染層 20 的可選名稱。留空則會顯示為“層 20”。"
msgid ""
"Optional name for the 3D navigation layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 導覽層 1 的可選名稱。留空則會顯示為“層 1”。"
msgid ""
"Optional name for the 3D navigation layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 導覽層 2 的可選名稱。留空則會顯示為“層 2”。"
msgid ""
"Optional name for the 3D navigation layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 導覽層 3 的可選名稱。留空則會顯示為“層 3”。"
msgid ""
"Optional name for the 3D navigation layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 導覽層 4 的可選名稱。留空則會顯示為“層 4”。"
msgid ""
"Optional name for the 3D navigation layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 導覽層 5 的可選名稱。留空則會顯示為“層 5”。"
msgid ""
"Optional name for the 3D navigation layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 導覽層 6 的可選名稱。留空則會顯示為“層 6”。"
msgid ""
"Optional name for the 3D navigation layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 導覽層 7 的可選名稱。留空則會顯示為“層 7”。"
msgid ""
"Optional name for the 3D navigation layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 導覽層 8 的可選名稱。留空則會顯示為“層 8”。"
msgid ""
"Optional name for the 3D navigation layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 導覽層 9 的可選名稱。留空則會顯示為“層 9”。"
msgid ""
"Optional name for the 3D navigation layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 導覽層 10 的可選名稱。留空則會顯示為“層 10”。"
msgid ""
"Optional name for the 3D navigation layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 導覽層 11 的可選名稱。留空則會顯示為“層 11”。"
msgid ""
"Optional name for the 3D navigation layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 導覽層 12 的可選名稱。留空則會顯示為“層 12”。"
msgid ""
"Optional name for the 3D navigation layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 導覽層 13 的可選名稱。留空則會顯示為“層 13”。"
msgid ""
"Optional name for the 3D navigation layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "3D 導覽層 14 的可選名稱。留空則會顯示為“層 14”。"
msgid ""
"Optional name for the 3D navigation layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 導覽層 15 的可選名稱。留空則會顯示為“層 15”。"
msgid ""
"Optional name for the 3D navigation layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 導覽層 16 的可選名稱。留空則會顯示為“層 16”。"
msgid ""
"Optional name for the 3D navigation layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 導覽層 17 的可選名稱。留空則會顯示為“層 17”。"
msgid ""
"Optional name for the 3D navigation layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 導覽層 18 的可選名稱。留空則會顯示為“層 18”。"
msgid ""
"Optional name for the 3D navigation layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 導覽層 19 的可選名稱。留空則會顯示為“層 19”。"
msgid ""
"Optional name for the 3D navigation layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 導覽層 20 的可選名稱。留空則會顯示為“層 20”。"
msgid ""
"Optional name for the 3D navigation layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "3D 導覽層 21 的可選名稱。留空則會顯示為“層 21”。"
msgid ""
"Optional name for the 3D navigation layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "3D 導覽層 22 的可選名稱。留空則會顯示為“層 22”。"
msgid ""
"Optional name for the 3D navigation layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "3D 導覽層 23 的可選名稱。留空則會顯示為“層 23”。"
msgid ""
"Optional name for the 3D navigation layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "3D 導覽層 24 的可選名稱。留空則會顯示為“層 24”。"
msgid ""
"Optional name for the 3D navigation layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "3D 導覽層 25 的可選名稱。留空則會顯示為“層 25”。"
msgid ""
"Optional name for the 3D navigation layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "3D 導覽層 26 的可選名稱。留空則會顯示為“層 26”。"
msgid ""
"Optional name for the 3D navigation layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "3D 導覽層 27 的可選名稱。留空則會顯示為“層 27”。"
msgid ""
"Optional name for the 3D navigation layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "3D 導覽層 28 的可選名稱。留空則會顯示為“層 28”。"
msgid ""
"Optional name for the 3D navigation layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "3D 導覽層 29 的可選名稱。留空則會顯示為“層 29”。"
msgid ""
"Optional name for the 3D navigation layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "3D 導覽層 30 的可選名稱。留空則會顯示為“層 30”。"
msgid ""
"Optional name for the 3D navigation layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "3D 導覽層 31 的可選名稱。留空則會顯示為“層 31”。"
msgid ""
"Optional name for the 3D navigation layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "3D 導覽層 32 的可選名稱。留空則會顯示為“層 32”。"
msgid ""
"Optional name for the 3D physics layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 實體層 1 的可選名稱。留空則會顯示為“層 1”。"
msgid ""
"Optional name for the 3D physics layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 實體層 2 的可選名稱。留空則會顯示為“層 2”。"
msgid ""
"Optional name for the 3D physics layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 實體層 3 的可選名稱。留空則會顯示為“層 3”。"
msgid ""
"Optional name for the 3D physics layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 實體層 4 的可選名稱。留空則會顯示為“層 4”。"
msgid ""
"Optional name for the 3D physics layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 實體層 5 的可選名稱。留空則會顯示為“層 5”。"
msgid ""
"Optional name for the 3D physics layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 實體層 6 的可選名稱。留空則會顯示為“層 6”。"
msgid ""
"Optional name for the 3D physics layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 實體層 7 的可選名稱。留空則會顯示為“層 7”。"
msgid ""
"Optional name for the 3D physics layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 實體層 8 的可選名稱。留空則會顯示為“層 8”。"
msgid ""
"Optional name for the 3D physics layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 實體層 9 的可選名稱。留空則會顯示為“層 9”。"
msgid ""
"Optional name for the 3D physics layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 實體層 10 的可選名稱。留空則會顯示為“層 10”。"
msgid ""
"Optional name for the 3D physics layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 實體層 11 的可選名稱。留空則會顯示為“層 11”。"
msgid ""
"Optional name for the 3D physics layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 實體層 12 的可選名稱。留空則會顯示為“層 12”。"
msgid ""
"Optional name for the 3D physics layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 實體層 13 的可選名稱。留空則會顯示為“層 13”。"
msgid ""
"Optional name for the 3D physics layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "3D 實體層 14 的可選名稱。留空則會顯示為“層 14”。"
msgid ""
"Optional name for the 3D physics layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 實體層 15 的可選名稱。留空則會顯示為“層 15”。"
msgid ""
"Optional name for the 3D physics layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 實體層 16 的可選名稱。留空則會顯示為“層 16”。"
msgid ""
"Optional name for the 3D physics layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 實體層 17 的可選名稱。留空則會顯示為“層 17”。"
msgid ""
"Optional name for the 3D physics layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 實體層 18 的可選名稱。留空則會顯示為“層 18”。"
msgid ""
"Optional name for the 3D physics layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 實體層 19 的可選名稱。留空則會顯示為“層 19”。"
msgid ""
"Optional name for the 3D physics layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 實體層 20 的可選名稱。留空則會顯示為“層 20”。"
msgid ""
"Optional name for the 3D physics layer 21. If left empty, the layer will "
"display as \"Layer 21\"."
msgstr "3D 實體層 21 的可選名稱。留空則會顯示為“層 21”。"
msgid ""
"Optional name for the 3D physics layer 22. If left empty, the layer will "
"display as \"Layer 22\"."
msgstr "3D 實體層 22 的可選名稱。留空則會顯示為“層 22”。"
msgid ""
"Optional name for the 3D physics layer 23. If left empty, the layer will "
"display as \"Layer 23\"."
msgstr "3D 實體層 23 的可選名稱。留空則會顯示為“層 23”。"
msgid ""
"Optional name for the 3D physics layer 24. If left empty, the layer will "
"display as \"Layer 24\"."
msgstr "3D 實體層 24 的可選名稱。留空則會顯示為“層 24”。"
msgid ""
"Optional name for the 3D physics layer 25. If left empty, the layer will "
"display as \"Layer 25\"."
msgstr "3D 實體層 25 的可選名稱。留空則會顯示為“層 25”。"
msgid ""
"Optional name for the 3D physics layer 26. If left empty, the layer will "
"display as \"Layer 26\"."
msgstr "3D 實體層 26 的可選名稱。留空則會顯示為“層 26”。"
msgid ""
"Optional name for the 3D physics layer 27. If left empty, the layer will "
"display as \"Layer 27\"."
msgstr "3D 實體層 27 的可選名稱。留空則會顯示為“層 27”。"
msgid ""
"Optional name for the 3D physics layer 28. If left empty, the layer will "
"display as \"Layer 28\"."
msgstr "3D 實體層 28 的可選名稱。留空則會顯示為“層 28”。"
msgid ""
"Optional name for the 3D physics layer 29. If left empty, the layer will "
"display as \"Layer 29\"."
msgstr "3D 實體層 29 的可選名稱。留空則會顯示為“層 29”。"
msgid ""
"Optional name for the 3D physics layer 30. If left empty, the layer will "
"display as \"Layer 30\"."
msgstr "3D 實體層 30 的可選名稱。留空則會顯示為“層 30”。"
msgid ""
"Optional name for the 3D physics layer 31. If left empty, the layer will "
"display as \"Layer 31\"."
msgstr "3D 實體層 31 的可選名稱。留空則會顯示為“層 31”。"
msgid ""
"Optional name for the 3D physics layer 32. If left empty, the layer will "
"display as \"Layer 32\"."
msgstr "3D 實體層 32 的可選名稱。留空則會顯示為“層 32”。"
msgid ""
"Optional name for the 3D render layer 1. If left empty, the layer will "
"display as \"Layer 1\"."
msgstr "3D 渲染層 1 的可選名稱。留空則會顯示為“層 1”。"
msgid ""
"Optional name for the 3D render layer 2. If left empty, the layer will "
"display as \"Layer 2\"."
msgstr "3D 渲染層 2 的可選名稱。留空則會顯示為“層 2”。"
msgid ""
"Optional name for the 3D render layer 3. If left empty, the layer will "
"display as \"Layer 3\"."
msgstr "3D 渲染層 3 的可選名稱。留空則會顯示為“層 3”。"
msgid ""
"Optional name for the 3D render layer 4. If left empty, the layer will "
"display as \"Layer 4\"."
msgstr "3D 渲染層 4 的可選名稱。留空則會顯示為“層 4”。"
msgid ""
"Optional name for the 3D render layer 5. If left empty, the layer will "
"display as \"Layer 5\"."
msgstr "3D 渲染層 5 的可選名稱。留空則會顯示為“層 5”。"
msgid ""
"Optional name for the 3D render layer 6. If left empty, the layer will "
"display as \"Layer 6\"."
msgstr "3D 渲染層 6 的可選名稱。留空則會顯示為“層 6”。"
msgid ""
"Optional name for the 3D render layer 7. If left empty, the layer will "
"display as \"Layer 7\"."
msgstr "3D 渲染層 7 的可選名稱。留空則會顯示為“層 7”。"
msgid ""
"Optional name for the 3D render layer 8. If left empty, the layer will "
"display as \"Layer 8\"."
msgstr "3D 渲染層 8 的可選名稱。留空則會顯示為“層 8”。"
msgid ""
"Optional name for the 3D render layer 9. If left empty, the layer will "
"display as \"Layer 9\"."
msgstr "3D 渲染層 9 的可選名稱。留空則會顯示為“層 9”。"
msgid ""
"Optional name for the 3D render layer 10. If left empty, the layer will "
"display as \"Layer 10\"."
msgstr "3D 渲染層 10 的可選名稱。留空則會顯示為“層 10”。"
msgid ""
"Optional name for the 3D render layer 11. If left empty, the layer will "
"display as \"Layer 11\"."
msgstr "3D 渲染層 11 的可選名稱。留空則會顯示為“層 11”。"
msgid ""
"Optional name for the 3D render layer 12. If left empty, the layer will "
"display as \"Layer 12\"."
msgstr "3D 渲染層 12 的可選名稱。留空則會顯示為“層 12”。"
msgid ""
"Optional name for the 3D render layer 13. If left empty, the layer will "
"display as \"Layer 13\"."
msgstr "3D 渲染層 13 的可選名稱。留空則會顯示為“層 13”。"
msgid ""
"Optional name for the 3D render layer 14. If left empty, the layer will "
"display as \"Layer 14\"."
msgstr "3D 渲染層 14 的可選名稱。留空則會顯示為“層 14”。"
msgid ""
"Optional name for the 3D render layer 15. If left empty, the layer will "
"display as \"Layer 15\"."
msgstr "3D 渲染層 15 的可選名稱。留空則會顯示為“層 15”。"
msgid ""
"Optional name for the 3D render layer 16. If left empty, the layer will "
"display as \"Layer 16\"."
msgstr "3D 渲染層 16 的可選名稱。留空則會顯示為“層 16”。"
msgid ""
"Optional name for the 3D render layer 17. If left empty, the layer will "
"display as \"Layer 17\"."
msgstr "3D 渲染層 17 的可選名稱。留空則會顯示為“層 17”。"
msgid ""
"Optional name for the 3D render layer 18. If left empty, the layer will "
"display as \"Layer 18\"."
msgstr "3D 渲染層 18 的可選名稱。留空則會顯示為“層 18”。"
msgid ""
"Optional name for the 3D render layer 19. If left empty, the layer will "
"display as \"Layer 19\"."
msgstr "3D 渲染層 19 的可選名稱。留空則會顯示為“層 19”。"
msgid ""
"Optional name for the 3D render layer 20. If left empty, the layer will "
"display as \"Layer 20\"."
msgstr "3D 渲染層 20 的可選名稱。留空則會顯示為“層 20”。"
msgid ""
"Optional name for the navigation avoidance layer 1. If left empty, the layer "
"will display as \"Layer 1\"."
msgstr "導覽避障層 1 的可選名稱。留空則會顯示為“層 1”。"
msgid ""
"Optional name for the navigation avoidance layer 2. If left empty, the layer "
"will display as \"Layer 2\"."
msgstr "導覽避障層 2 的可選名稱。留空則會顯示為“層 2”。"
msgid ""
"Optional name for the navigation avoidance layer 3. If left empty, the layer "
"will display as \"Layer 3\"."
msgstr "導覽避障層 3 的可選名稱。留空則會顯示為“層 3”。"
msgid ""
"Optional name for the navigation avoidance layer 4. If left empty, the layer "
"will display as \"Layer 4\"."
msgstr "導覽避障層 4 的可選名稱。留空則會顯示為“層 4”。"
msgid ""
"Optional name for the navigation avoidance layer 5. If left empty, the layer "
"will display as \"Layer 5\"."
msgstr "導覽避障層 5 的可選名稱。留空則會顯示為“層 5”。"
msgid ""
"Optional name for the navigation avoidance layer 6. If left empty, the layer "
"will display as \"Layer 6\"."
msgstr "導覽避障層 6 的可選名稱。留空則會顯示為“層 6”。"
msgid ""
"Optional name for the navigation avoidance layer 7. If left empty, the layer "
"will display as \"Layer 7\"."
msgstr "導覽避障層 7 的可選名稱。留空則會顯示為“層 7”。"
msgid ""
"Optional name for the navigation avoidance layer 8. If left empty, the layer "
"will display as \"Layer 8\"."
msgstr "導覽避障層 8 的可選名稱。留空則會顯示為“層 8”。"
msgid ""
"Optional name for the navigation avoidance layer 9. If left empty, the layer "
"will display as \"Layer 9\"."
msgstr "導覽避障層 9 的可選名稱。留空則會顯示為“層 9”。"
msgid ""
"Optional name for the navigation avoidance layer 10. If left empty, the layer "
"will display as \"Layer 10\"."
msgstr "導覽避障層 10 的可選名稱。留空則會顯示為“層 10”。"
msgid ""
"Optional name for the navigation avoidance layer 11. If left empty, the layer "
"will display as \"Layer 11\"."
msgstr "導覽避障層 11 的可選名稱。留空則會顯示為“層 11”。"
msgid ""
"Optional name for the navigation avoidance layer 12. If left empty, the layer "
"will display as \"Layer 12\"."
msgstr "導覽避障層 12 的可選名稱。留空則會顯示為“層 12”。"
msgid ""
"Optional name for the navigation avoidance layer 13. If left empty, the layer "
"will display as \"Layer 13\"."
msgstr "導覽避障層 13 的可選名稱。留空則會顯示為“層 13”。"
msgid ""
"Optional name for the navigation avoidance layer 14. If left empty, the layer "
"will display as \"Layer 14\"."
msgstr "導覽避障層 14 的可選名稱。留空則會顯示為“層 14”。"
msgid ""
"Optional name for the navigation avoidance layer 15. If left empty, the layer "
"will display as \"Layer 15\"."
msgstr "導覽避障層 15 的可選名稱。留空則會顯示為“層 15”。"
msgid ""
"Optional name for the navigation avoidance layer 16. If left empty, the layer "
"will display as \"Layer 16\"."
msgstr "導覽避障層 16 的可選名稱。留空則會顯示為“層 16”。"
msgid ""
"Optional name for the navigation avoidance layer 17. If left empty, the layer "
"will display as \"Layer 17\"."
msgstr "導覽避障層 17 的可選名稱。留空則會顯示為“層 17”。"
msgid ""
"Optional name for the navigation avoidance layer 18. If left empty, the layer "
"will display as \"Layer 18\"."
msgstr "導覽避障層 18 的可選名稱。留空則會顯示為“層 18”。"
msgid ""
"Optional name for the navigation avoidance layer 19. If left empty, the layer "
"will display as \"Layer 19\"."
msgstr "導覽避障層 19 的可選名稱。留空則會顯示為“層 19”。"
msgid ""
"Optional name for the navigation avoidance layer 20. If left empty, the layer "
"will display as \"Layer 20\"."
msgstr "導覽避障層 20 的可選名稱。留空則會顯示為“層 20”。"
msgid ""
"Optional name for the navigation avoidance layer 21. If left empty, the layer "
"will display as \"Layer 21\"."
msgstr "導覽避障層 21 的可選名稱。留空則會顯示為“層 21”。"
msgid ""
"Optional name for the navigation avoidance layer 22. If left empty, the layer "
"will display as \"Layer 22\"."
msgstr "導覽避障層 22 的可選名稱。留空則會顯示為“層 22”。"
msgid ""
"Optional name for the navigation avoidance layer 23. If left empty, the layer "
"will display as \"Layer 23\"."
msgstr "導覽避障層 23 的可選名稱。留空則會顯示為“層 23”。"
msgid ""
"Optional name for the navigation avoidance layer 24. If left empty, the layer "
"will display as \"Layer 24\"."
msgstr "導覽避障層 24 的可選名稱。留空則會顯示為“層 24”。"
msgid ""
"Optional name for the navigation avoidance layer 25. If left empty, the layer "
"will display as \"Layer 25\"."
msgstr "導覽避障層 25 的可選名稱。留空則會顯示為“層 25”。"
msgid ""
"Optional name for the navigation avoidance layer 26. If left empty, the layer "
"will display as \"Layer 26\"."
msgstr "導覽避障層 26 的可選名稱。留空則會顯示為“層 26”。"
msgid ""
"Optional name for the navigation avoidance layer 27. If left empty, the layer "
"will display as \"Layer 27\"."
msgstr "導覽避障層 27 的可選名稱。留空則會顯示為“層 27”。"
msgid ""
"Optional name for the navigation avoidance layer 28. If left empty, the layer "
"will display as \"Layer 28\"."
msgstr "導覽避障層 28 的可選名稱。留空則會顯示為“層 28”。"
msgid ""
"Optional name for the navigation avoidance layer 29. If left empty, the layer "
"will display as \"Layer 29\"."
msgstr "導覽避障層 29 的可選名稱。留空則會顯示為“層 29”。"
msgid ""
"Optional name for the navigation avoidance layer 30. If left empty, the layer "
"will display as \"Layer 30\"."
msgstr "導覽避障層 30 的可選名稱。留空則會顯示為“層 30”。"
msgid ""
"Optional name for the navigation avoidance layer 31. If left empty, the layer "
"will display as \"Layer 31\"."
msgstr "導覽避障層 31 的可選名稱。留空則會顯示為“層 31”。"
msgid ""
"Optional name for the navigation avoidance layer 32. If left empty, the layer "
"will display as \"Layer 32\"."
msgstr "導覽避障層 32 的可選名稱。留空則會顯示為“層 32”。"
msgid ""
"Godot uses a message queue to defer some function calls. If you run out of "
"space on it (you will see an error), you can increase the size here."
msgstr ""
"Godot 使用一個訊息佇列來延遲一些函式呼叫。如果你的空間用完了(你會看到一個錯"
"誤),你可以在這裡增加大小。"
msgid ""
"This is used by servers when used in multi-threading mode (servers and "
"visual). RIDs are preallocated to avoid stalling the server requesting them "
"on threads. If servers get stalled too often when loading resources in a "
"thread, increase this number."
msgstr ""
"在多執行緒模式下使用時伺服器會使用它伺服器和視覺化端。RID 是預先分配的,"
"以避免在執行緒上停止請求它們的伺服器。如果在執行緒中載入資源時伺服器經常卡頓,"
"請增加此數字。"
msgid ""
"Default cell size for 2D navigation maps. See [method NavigationServer2D."
"map_set_cell_size]."
msgstr ""
"2D 導覽地圖的預設儲存格大小。見 [method NavigationServer2D."
"map_set_cell_size]。"
msgid ""
"Default edge connection margin for 2D navigation maps. See [method "
"NavigationServer2D.map_set_edge_connection_margin]."
msgstr ""
"2D 導覽地圖的預設邊界連結邊距。見 [method NavigationServer2D."
"map_set_edge_connection_margin]。"
msgid ""
"Default link connection radius for 2D navigation maps. See [method "
"NavigationServer2D.map_set_link_connection_radius]."
msgstr ""
"2D 導覽地圖的預設連結連接半徑。見 [method NavigationServer2D."
"map_set_link_connection_radius]。"
msgid ""
"If enabled 2D navigation regions will use edge connections to connect with "
"other navigation regions within proximity of the navigation map edge "
"connection margin. This setting only affects World2D default navigation maps."
msgstr ""
"如果啟用,則 2D 導覽地區會使用邊緣連接來連接其他導覽地區,使用的是導覽地圖邊緣"
"連接邊距。這項設定只會影響 World2D 的預設導覽地圖。"
msgid ""
"Default cell height for 3D navigation maps. See [method NavigationServer3D."
"map_set_cell_height]."
msgstr ""
"3D 導覽地圖的預設儲存格高度。見 [method NavigationServer3D."
"map_set_cell_height]。"
msgid ""
"Default cell size for 3D navigation maps. See [method NavigationServer3D."
"map_set_cell_size]."
msgstr ""
"3D 導覽地圖的預設儲存格大小。見 [method NavigationServer3D."
"map_set_cell_size]。"
msgid ""
"Default edge connection margin for 3D navigation maps. See [method "
"NavigationServer3D.map_set_edge_connection_margin]."
msgstr ""
"3D 導覽地圖的預設邊界連結邊距。見 [method NavigationServer3D."
"map_set_edge_connection_margin]。"
msgid ""
"Default link connection radius for 3D navigation maps. See [method "
"NavigationServer3D.map_set_link_connection_radius]."
msgstr ""
"3D 導覽地圖的預設連結連接半徑。見 [method NavigationServer3D."
"map_set_link_connection_radius]。"
msgid ""
"Default up orientation for 3D navigation maps. See [method NavigationServer3D."
"map_set_up]."
msgstr ""
"3D 導覽地圖的預設儲存格大小。見 [method NavigationServer3D."
"map_set_cell_size]。"
msgid ""
"If enabled 3D navigation regions will use edge connections to connect with "
"other navigation regions within proximity of the navigation map edge "
"connection margin. This setting only affects World3D default navigation maps."
msgstr ""
"如果啟用,則 3D 導覽地區會使用邊緣連接來連接其他導覽地區,使用的是導覽地圖邊緣"
"連接邊距。這項設定只會影響 World3D 的預設導覽地圖。"
msgid ""
"If enabled and avoidance calculations use multiple threads the threads run "
"with high priority."
msgstr "如果啟用,並且使用多執行緒進行避障計算,則執行的執行緒為高優先順序。"
msgid "If enabled the avoidance calculations use multiple threads."
msgstr "如果啟用,則會使用多執行緒進行避障計算。"
msgid ""
"If enabled and async navmesh baking uses multiple threads the threads run "
"with high priority."
msgstr "如果啟用,並且使用多執行緒進行避障計算,則執行的執行緒為高優先順序。"
msgid "If enabled the async navmesh baking uses multiple threads."
msgstr "如果啟用,則會使用多執行緒進行避障計算。"
msgid ""
"Maximum number of characters allowed to send as output from the debugger. "
"Over this value, content is dropped. This helps not to stall the debugger "
"connection."
msgstr ""
"允許作為除錯器輸出發送的最大字元數。超過該值,內容將被丟棄。這有助於避免除錯器"
"的連接停滯。"
msgid ""
"Maximum number of errors allowed to be sent from the debugger. Over this "
"value, content is dropped. This helps not to stall the debugger connection."
msgstr ""
"允許從除錯器發送的最大錯誤數。超過該值,內容將被丟棄。這有助於避免除錯器的連接"
"停滯。"
msgid ""
"Maximum number of messages in the debugger queue. Over this value, content is "
"dropped. This helps to limit the debugger memory usage."
msgstr ""
"除錯器佇列中的最大消息數。超過該值,內容將被丟棄。這有助於限制除錯器的記憶體使"
"用。"
msgid ""
"Maximum number of warnings allowed to be sent from the debugger. Over this "
"value, content is dropped. This helps not to stall the debugger connection."
msgstr ""
"允許從除錯器發送的最大警告數。超過此值,內容將被丟棄。這有助於避免除錯器的連接"
"停滯。"
msgid ""
"Default size of packet peer stream for deserializing Godot data (in bytes, "
"specified as a power of two). The default value [code]16[/code] is equal to "
"65,536 bytes. Over this size, data is dropped."
msgstr ""
"用於反序列化 Godot 資料的封包對等流 (stream) 的預設大小(以位元組為單位,指定"
"為 2 的冪)。預設值 [code]16[/code] 等於 65,536 位元組。超過此大小,資料將被丟"
"棄。"
msgid "Timeout (in seconds) for connection attempts using TCP."
msgstr "使用TCP的連接嘗試的超時以秒為單位。"
msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
msgstr "[WebRTCDataChannel] 輸入緩衝區的最大尺寸(單位為 kiB。"
msgid ""
"The CA certificates bundle to use for TLS connections. If this is set to a "
"non-empty value, this will [i]override[/i] Godot's default [url=https://"
"github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates."
"crt]Mozilla certificate bundle[/url]. If left empty, the default certificate "
"bundle will be used.\n"
"If in doubt, leave this setting empty."
msgstr ""
"用於 TLS 連接的 CA 憑證包。如果設定為非空值,這將[i]覆蓋[/i] Godot 預設的 "
"[url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-"
"certificates.crt]Mozilla 憑證包[/url]。如果留空,將使用預設的憑證包。\n"
"如果有疑問,請將此設定留空。"
msgid ""
"The default angular damp in 2D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_ticks_per_second], [code]60[/code] by default) will bring the "
"object to a stop in one iteration."
msgstr ""
"2D 中的預設角度阻尼。\n"
"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的範圍內比較好。為 "
"[code]0[/code] 時,物件會保持相同的速度移動。大於 [code]1[/code] 時,會在一秒"
"內將速度降低到 [code]0[/code],例如為 [code]2[/code] 時會在半秒內將速度降低到 "
"[code]0[/code]。大於等於物理影格率([member ProjectSettings.physics/common/"
"physics_ticks_per_second],預設為 [code]60[/code])時,會讓對象在反覆運算一次"
"後就停止。"
msgid ""
"The default gravity strength in 2D (in pixels per second squared).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity strength to 980.\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY, 980)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity strength to 980.\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.Gravity, 980);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"2D 預設重力強度(單位為圖元每平方秒)。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變預設重力,請使用以下代"
"碼範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 將預設重力強度設定為 980。\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY, 980)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 將預設重力強度設定為 980。\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.Gravity, 980);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default gravity direction in 2D.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity vector at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity direction to `Vector2(0, 1)`.\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity direction to `Vector2(0, 1)`.\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"2D 預設重力方向。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變預設重力向量,請使用以"
"下程式碼範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 將預設整理方向設定為 `Vector2(0, 1)`。\n"
"PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, "
"PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 將預設整理方向設定為 `Vector2(0, 1)`。\n"
"PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2D().Space, "
"PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default linear damp in 2D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_ticks_per_second], [code]60[/code] by default) will bring the "
"object to a stop in one iteration."
msgstr ""
"2D 中的預設線性阻尼。\n"
"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的範圍內比較好。為 "
"[code]0[/code] 時,物件會保持相同的速度移動。大於 [code]1[/code] 時,會在一秒"
"內將速度降低到 [code]0[/code],例如為 [code]2[/code] 時會在半秒內將速度降低到 "
"[code]0[/code]。大於等於物理影格率([member ProjectSettings.physics/common/"
"physics_ticks_per_second],預設為 [code]60[/code])時,會讓對象在反覆運算一次"
"後就停止。"
msgid ""
"Sets which physics engine to use for 2D physics.\n"
"\"DEFAULT\" and \"GodotPhysics2D\" are the same, as there is currently no "
"alternative 2D physics server implemented."
msgstr ""
"設定 2D 物理使用哪個物理引擎。\n"
"“DEFAULT”和“GodotPhysics2D”是相同的因為目前尚未實作備選 2D 物理伺服器。"
msgid ""
"If [code]true[/code], the 2D physics server runs on a separate thread, making "
"better use of multi-core CPUs. If [code]false[/code], the 2D physics server "
"runs on the main thread. Running the physics server on a separate thread can "
"increase performance, but restricts API access to only physics process."
msgstr ""
"如果為 [code]true[/code],則 2D 物理伺服器會在單獨的執行緒上運作,能夠更好地利"
"用多核 CPU。如果為 [code]false[/code],則 2D 物理伺服器會在主執行緒上運作。在"
"單獨的執行緒上運作物理伺服器能夠提高性能,但會把對 API 的存取限制在物理處理"
"中。"
msgid ""
"Threshold angular velocity under which a 2D physics body will be considered "
"inactive. See [constant PhysicsServer2D."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"角速度的閾值,在該閾值以下的 2D 物理體將被視為不活動。見 [constant "
"PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Threshold linear velocity under which a 2D physics body will be considered "
"inactive. See [constant PhysicsServer2D."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"線速度的閾值,在該閾值以下的 2D 物理體將被視為不活動。見 [constant "
"PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Maximum distance a shape can penetrate another shape before it is considered "
"a collision. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
msgstr ""
"兩個形狀互相穿透的最大距離,超過該距離後將視為碰撞。見 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。"
msgid ""
"Maximum distance a shape can be from another before they are considered "
"separated and the contact is discarded. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_MAX_SEPARATION]."
msgstr ""
"兩個形狀間的最大距離,超過該距離後它們將被視為分離,接觸將被棄置。見 "
"[constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION]。"
msgid ""
"Maximum distance a pair of bodies has to move before their collision status "
"has to be recalculated. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
msgstr ""
"一對物體在其碰撞狀態被重新計算之前的最大移動距離。見 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]。"
msgid ""
"Default solver bias for all physics constraints. Defines how much bodies "
"react to enforce constraints. See [constant PhysicsServer2D."
"SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS].\n"
"Individual constraints can have a specific bias value (see [member Joint2D."
"bias])."
msgstr ""
"所有物理約束的預設求解器偏置。定義物體對強制約束的反應程度。見 [constant "
"PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS]。\n"
"不同的約束可以指定不同的偏置值(見 [member Joint2D.bias])。"
msgid ""
"Default solver bias for all physics contacts. Defines how much bodies react "
"to enforce contact separation. See [constant PhysicsServer2D."
"SPACE_PARAM_CONTACT_DEFAULT_BIAS].\n"
"Individual shapes can have a specific bias value (see [member Shape2D."
"custom_solver_bias])."
msgstr ""
"所有物理接觸的預設求解器偏置。定義物體對強制接觸拆分的反應程度。見 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS]。\n"
"不同的形狀可以指定不同的偏置值(見 [member Shape2D.custom_solver_bias])。"
msgid ""
"Number of solver iterations for all contacts and constraints. The greater the "
"number of iterations, the more accurate the collisions will be. However, a "
"greater number of iterations requires more CPU power, which can decrease "
"performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]."
msgstr ""
"所有接觸和約束的求解器反覆運算次數。反覆運算次數越多,碰撞越精確。然而,大量反"
"覆運算也會消耗大量的 CPU 性能,可能導致性能的降低。見 [constant "
"PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]。"
msgid ""
"Time (in seconds) of inactivity before which a 2D physics body will put to "
"sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
"2D 物理物體進入睡眠狀態之前,所需的不活動時間(以秒為單位)。請參閱 [constant "
"PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
msgid ""
"The default angular damp in 3D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_ticks_per_second], [code]60[/code] by default) will bring the "
"object to a stop in one iteration."
msgstr ""
"3D 中的預設角度阻尼。\n"
"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的範圍內比較好。為 "
"[code]0[/code] 時,物件會保持相同的速度移動。大於 [code]1[/code] 時,會在一秒"
"內將速度降低到 [code]0[/code],例如為 [code]2[/code] 時會在半秒內將速度降低到 "
"[code]0[/code]。大於等於物理影格率([member ProjectSettings.physics/common/"
"physics_ticks_per_second],預設為 [code]60[/code])時,會讓對象在反覆運算一次"
"後就停止。"
msgid ""
"The default gravity strength in 3D (in meters per second squared).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity strength to 9.8.\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity strength to 9.8.\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
"PhysicsServer3D.AreaParameter.Gravity, 9.8);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"3D 預設重力強度(單位為米每平方秒)。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變預設重力,請使用以下代"
"碼範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 將預設重力強度設定為 9.8。\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 將預設重力強度設定為 9.8。\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D."
"AreaParameter.Gravity, 9.8);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default gravity direction in 3D.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the default gravity vector at runtime, use the following code sample:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world_3d().space, "
"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld3D().Space, "
"PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"3D 預設重力方向。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變預設重力向量,請使用以"
"下程式碼範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 將預設整理方向設定為 `Vector3(0, -1, 0)`。\n"
"PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), "
"PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)\n"
"[/gdscript]\n"
"[csharp]\n"
"// 將預設整理方向設定為 `Vector3(0, -1, 0)`。\n"
"PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D."
"AreaParameter.GravityVector, Vector3.Down)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"The default linear damp in 3D.\n"
"[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
"At value [code]0[/code] objects will keep moving with the same velocity. "
"Values greater than [code]1[/code] will aim to reduce the velocity to "
"[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
"to reduce the velocity to [code]0[/code] in half a second. A value equal to "
"or greater than the physics frame rate ([member ProjectSettings.physics/"
"common/physics_ticks_per_second], [code]60[/code] by default) will bring the "
"object to a stop in one iteration."
msgstr ""
"3D 中的預設線性阻尼。\n"
"[b]注意:[/b]值在 [code]0[/code] 到 [code]1[/code] 的範圍內比較好。為 "
"[code]0[/code] 時,物件會保持相同的速度移動。大於 [code]1[/code] 時,會在一秒"
"內將速度降低到 [code]0[/code],例如為 [code]2[/code] 時會在半秒內將速度降低到 "
"[code]0[/code]。大於等於物理影格率([member ProjectSettings.physics/common/"
"physics_ticks_per_second],預設為 [code]60[/code])時,會讓對象在反覆運算一次"
"後就停止。"
msgid ""
"Sets which physics engine to use for 3D physics.\n"
"\"DEFAULT\" and \"GodotPhysics3D\" are the same, as there is currently no "
"alternative 3D physics server implemented."
msgstr ""
"設定 3D 物理使用哪個物理引擎。\n"
"“DEFAULT”和“GodotPhysics3D”是相同的因為目前尚未實作備選 3D 物理伺服器。"
msgid ""
"If [code]true[/code], the 3D physics server runs on a separate thread, making "
"better use of multi-core CPUs. If [code]false[/code], the 3D physics server "
"runs on the main thread. Running the physics server on a separate thread can "
"increase performance, but restricts API access to only physics process."
msgstr ""
"如果為 [code]true[/code],則 3D 物理伺服器會在單獨的執行緒上運作,能夠更好地利"
"用多核 CPU。如果為 [code]false[/code],則 3D 物理伺服器會在主執行緒上運作。在"
"單獨的執行緒上運作物理伺服器能夠提高性能,但會把對 API 的存取限制在物理處理"
"中。"
msgid ""
"Threshold angular velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
"SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"角速度的閾值,在該閾值以下的 3D 物理體將被視為不活動。見 [constant "
"PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Threshold linear velocity under which a 3D physics body will be considered "
"inactive. See [constant PhysicsServer3D."
"SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
msgstr ""
"線速度的閾值,在該閾值以下的 3D 物理體將被視為不活動。見 [constant "
"PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。"
msgid ""
"Maximum distance a shape can penetrate another shape before it is considered "
"a collision. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]."
msgstr ""
"兩個形狀互相穿透的最大距離,超過該距離後將視為碰撞。見 [constant "
"PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。 [constant "
"PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]。"
msgid ""
"Maximum distance a shape can be from another before they are considered "
"separated and the contact is discarded. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_MAX_SEPARATION]."
msgstr ""
"兩個形狀間的最大距離,超過該距離後它們將被視為分離,接觸將被棄置。見 "
"[constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION]。"
msgid ""
"Maximum distance a pair of bodies has to move before their collision status "
"has to be recalculated. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_RECYCLE_RADIUS]."
msgstr ""
"一對物體在其碰撞狀態被重新計算之前的最大移動距離。見 [constant "
"PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]。"
msgid ""
"Default solver bias for all physics contacts. Defines how much bodies react "
"to enforce contact separation. See [constant PhysicsServer3D."
"SPACE_PARAM_CONTACT_DEFAULT_BIAS].\n"
"Individual shapes can have a specific bias value (see [member Shape3D."
"custom_solver_bias])."
msgstr ""
"所有物理接觸的預設求解器偏置。定義物體對強制接觸拆分的反應程度。見 [constant "
"PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS]。\n"
"不同的形狀可以指定不同的偏置值(見 [member Shape3D.custom_solver_bias])。"
msgid ""
"Number of solver iterations for all contacts and constraints. The greater the "
"number of iterations, the more accurate the collisions will be. However, a "
"greater number of iterations requires more CPU power, which can decrease "
"performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]."
msgstr ""
"所有接觸與約束的求解器反覆運算數。反覆運算次數越多,碰撞越準確。但是,大量的反"
"覆運算會需要更多的 CPU 能力,會降低性能。見 [constant PhysicsServer3D."
"SPACE_PARAM_SOLVER_ITERATIONS]。"
msgid ""
"Time (in seconds) of inactivity before which a 3D physics body will put to "
"sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
msgstr ""
"3D 物理物體進入睡眠狀態之前,所需的不活動時間(以秒為單位)。請參閱 [constant "
"PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。"
msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
msgstr "在根視圖上啟用 [member Viewport.physics_object_picking]。"
msgid ""
"Controls the maximum number of physics steps that can be simulated each "
"rendered frame. The default value is tuned to avoid \"spiral of death\" "
"situations where expensive physics simulations trigger more expensive "
"simulations indefinitely. However, the game will appear to slow down if the "
"rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of "
"[member physics/common/physics_ticks_per_second]. This occurs even if "
"[code]delta[/code] is consistently used in physics calculations. To avoid "
"this, increase [member physics/common/max_physics_steps_per_frame] if you "
"have increased [member physics/common/physics_ticks_per_second] significantly "
"above its default value.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the maximum number of simulated physics steps per frame at runtime, set "
"[member Engine.max_physics_steps_per_frame] instead."
msgstr ""
"控制每個渲染影格所能類比的最大物理步驟數。預設值經過除錯,可以避免“死亡螺旋”,"
"防止開銷較大的物理模擬無限觸發開銷更大的模擬。不過如果渲染 FPS 小於 [member "
"physics/common/physics_ticks_per_second] 的 [code]1 / "
"max_physics_steps_per_frame[/code],遊戲看上去會是降速的。即便在物理計算中始終"
"使用 [code]delta[/code] 也一樣會發生。要避免這種情況,如果增大了 [member "
"physics/common/physics_ticks_per_second],而且遠大於預設值,那麼建議將 "
"[member physics/common/max_physics_steps_per_frame] 也調大。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變每影格類比的最大物理步"
"驟數,請改為設定 [member Engine.max_physics_steps_per_frame]。"
msgid ""
"The number of fixed iterations per second. This controls how often physics "
"simulation and [method Node._physics_process] methods are run. See also "
"[member application/run/max_fps].\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the physics FPS at runtime, set [member Engine.physics_ticks_per_second] "
"instead.\n"
"[b]Note:[/b] Only [member physics/common/max_physics_steps_per_frame] physics "
"ticks may be simulated per rendered frame at most. If more physics ticks have "
"to be simulated per rendered frame to keep up with rendering, the project "
"will appear to slow down (even if [code]delta[/code] is used consistently in "
"physics calculations). Therefore, it is recommended to also increase [member "
"physics/common/max_physics_steps_per_frame] if increasing [member physics/"
"common/physics_ticks_per_second] significantly above its default value."
msgstr ""
"每秒執行的固定反覆運算次數。用於控制物理模擬和 [method Node._physics_process] "
"的執行頻率。另見 [member application/run/max_fps]。\n"
"[b]注意:[/b]這個屬性只在專案啟動時讀取。要在運作時改變物理 FPS請改為設定 "
"[member Engine.physics_ticks_per_second]。\n"
"[b]注意:[/b]每個渲染影格最多只能模擬 [member physics/common/"
"max_physics_steps_per_frame] 個物理週期。如果為了追趕渲染,需要在每個渲染影格"
"中類比更多物理週期,遊戲看上去會是降速的(即便在物理計算中始終使用 "
"[code]delta[/code])。因此,如果增大了 [member physics/common/"
"physics_ticks_per_second],而且遠大於預設值,那麼建議將 [member physics/"
"common/max_physics_steps_per_frame] 也調大。"
msgid ""
"Controls how much of the original viewport size should be covered by the 2D "
"signed distance field. This SDF can be sampled in [CanvasItem] shaders and is "
"used for [GPUParticles2D] collision. Higher values allow portions of "
"occluders located outside the viewport to still be taken into account in the "
"generated signed distance field, at the cost of performance. If you notice "
"particles falling through [LightOccluder2D]s as the occluders leave the "
"viewport, increase this setting.\n"
"The percentage specified is added on each axis and on both sides. For "
"example, with the default setting of 120%, the signed distance field will "
"cover 20% of the viewport's size outside the viewport on each side (top, "
"right, bottom, left).\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the 2D SDF oversizing percentage at runtime, use [method RenderingServer."
"viewport_set_sdf_oversize_and_scale] instead."
msgstr ""
"控制 2D 帶符號距離場應該覆蓋原始視口中多大的區域。該 SDF 可以在 [CanvasItem] "
"著色器中取樣,用於 [GPUParticles2D] 碰撞。生成帶符號距離場時,較高的值能夠讓部"
"分處於視口外的遮擋器也納入考慮範圍,但會以犧牲性能為代價。如果你注意到 "
"[LightOccluder2D] 離開視口時粒子會穿過遮擋器,就可以增大這個設定。\n"
"每一側每個軸上都會新增指定的百分比。例如,預設設定為 120% 就會讓帶符號距離場覆"
"蓋視口之外每側(上、右、下、左)各 20% 的大小。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時修改 2D SDF 擴界百分比,請"
"改用 [method RenderingServer.viewport_set_sdf_oversize_and_scale]。"
msgid ""
"The resolution scale to use for the 2D signed distance field. Higher values "
"lead to a more precise and more stable signed distance field as the camera "
"moves, at the cost of performance. The default value (50%) renders at half "
"the resolution of the viewport size on each axis, which means the SDF is "
"generated with 25% of the viewport's pixel count.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the 2D SDF resolution scale at runtime, use [method RenderingServer."
"viewport_set_sdf_oversize_and_scale] instead."
msgstr ""
"2D 帶符號距離場的解析度縮放。設定為較大的值能夠得到更精確的帶符號距離場,也能"
"讓帶符號距離場在相機移動時更為穩定但代價是犧牲性能。預設值50%)表示每個軸"
"使用視口大小的一半大小的解析度,因此生成的 SDF 的圖元數量是視口圖元數量的 "
"25%。\n"
"[b]注意:[/b]該屬性僅在專案啟動時讀取。 要在運作時更改 2D SDF 解析度縮放,請改"
"為使用 [method RenderingServer.viewport_set_sdf_oversize_and_scale]。"
msgid ""
"The size of the 2D shadow atlas in pixels. Higher values result in more "
"precise [Light2D] shadows, at the cost of performance and video memory usage. "
"The specified value is rounded up to the nearest power of 2.\n"
"[b]Note:[/b] This property is only read when the project starts. To change "
"the 2D shadow atlas size at runtime, use [method RenderingServer."
"canvas_set_shadow_texture_size] instead."
msgstr ""
"2D 陰影合集的大小,單位為圖元。值越高,[Light2D] 的陰影越精確,但性能消耗和顯"
"存佔用也越大。指定的值會根據最接近的 2 的冪進行向上取整。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時修改 2D 陰影合集的大小,請"
"改用 [method RenderingServer.canvas_set_shadow_texture_size]。"
msgid ""
"If [code]true[/code], [CanvasItem] nodes will internally snap to full pixels. "
"Their position can still be sub-pixel, but the decimals will not have effect. "
"This can lead to a crisper appearance at the cost of less smooth movement, "
"especially when [Camera2D] smoothing is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To toggle 2D "
"transform snapping at runtime, use [method RenderingServer."
"viewport_set_snap_2d_transforms_to_pixel] on the root [Viewport] instead.\n"
"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. "
"This is controlled by [member gui/common/snap_controls_to_pixels]."
msgstr ""
"如果為 [code]true[/code],則 [CanvasItem] 節點會在內部吸附到整圖元。節點的位置"
"仍然可以是次圖元的,但小數部分無效。這樣外觀看上去就會更銳利,但會影響移動的平"
"滑程度,尤其是在啟用了 [Camera2D] 平滑的情況下。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時開關 2D 變換的吸附,請改為"
"在根 [Viewport] 上使用 [method RenderingServer."
"viewport_set_snap_2d_transforms_to_pixel]。\n"
"[b]注意:[/b][Control] 節點預設就是吸附到最接近的圖元的。這種行為由 [member "
"gui/common/snap_controls_to_pixels] 控制。"
msgid ""
"If [code]true[/code], vertices of [CanvasItem] nodes will snap to full "
"pixels. Only affects the final vertex positions, not the transforms. This can "
"lead to a crisper appearance at the cost of less smooth movement, especially "
"when [Camera2D] smoothing is enabled.\n"
"[b]Note:[/b] This property is only read when the project starts. To toggle 2D "
"vertex snapping at runtime, use [method RenderingServer."
"viewport_set_snap_2d_vertices_to_pixel] on the root [Viewport] instead.\n"
"[b]Note:[/b] [Control] nodes are snapped to the nearest pixel by default. "
"This is controlled by [member gui/common/snap_controls_to_pixels]."
msgstr ""
"如果為 [code]true[/code],則 [CanvasItem] 節點的頂點會吸附到整圖元。只影響最終"
"頂點的位置,不影響變換。這樣外觀看上去就會更銳利,但會影響移動的平滑程度,尤其"
"是在啟用了 [Camera2D] 平滑的情況下。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時開關 2D 頂點的吸附,請改為"
"在根 [Viewport] 上使用 [method RenderingServer."
"viewport_set_snap_2d_vertices_to_pixel]。\n"
"[b]注意:[/b][Control] 節點預設就是吸附到最接近的圖元的。這種行為由 [member "
"gui/common/snap_controls_to_pixels] 控制。"
msgid ""
"Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of "
"two). MSAA is used to reduce aliasing around the edges of polygons. A higher "
"MSAA value results in smoother edges but can be significantly slower on some "
"hardware, especially integrated graphics due to their limited memory "
"bandwidth. This has no effect on shader-induced aliasing or texture "
"aliasing.\n"
"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering "
"methods, not Compatibility."
msgstr ""
"設定用於 2D/Canvas 渲染的 MSAA 取樣數(為 2 的冪。MSAA 可用於減少多邊形邊緣"
"周圍的鋸齒。較高的 MSAA 值會產生更平滑的邊緣,但在某些硬體上可能會明顯變慢,尤"
"其是顯存頻寬比較有限的集成顯卡。這對著色器引起的鋸齒或紋理鋸齒無效。\n"
"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。"
msgid ""
"Sets the number of MSAA samples to use for 3D rendering (as a power of two). "
"MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA "
"value results in smoother edges but can be significantly slower on some "
"hardware, especially integrated graphics due to their limited memory "
"bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, "
"which provides higher quality but is much more expensive. This has no effect "
"on shader-induced aliasing or texture aliasing.\n"
"[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering "
"methods, not Compatibility."
msgstr ""
"設定用於 3D 渲染的 MSAA 取樣數(為 2 的冪。MSAA 用於減少多邊形邊緣周圍的鋸"
"齒。較高的 MSAA 值會產生更平滑的邊緣,但在某些硬體上可能會明顯變慢,尤其是顯存"
"頻寬比較有限的集成顯卡。另見用於超級取樣的雙線性縮放 3d [member rendering/"
"scaling_3d/mode],它提供更高的品質但更昂貴。這對著色器引起的鋸齒或紋理鋸齒無"
"效。\n"
"[b]注意:[/b]MSAA 僅支援 Forward+ 和 Mobile 渲染方式,不支援 Compatibility。"
msgid ""
"Sets the screen-space antialiasing mode for the default screen [Viewport]. "
"Screen-space antialiasing works by selectively blurring edges in a post-"
"process shader. It differs from MSAA which takes multiple coverage samples "
"while rendering objects. Screen-space AA methods are typically faster than "
"MSAA and will smooth out specular aliasing, but tend to make scenes appear "
"blurry. The blurriness is partially counteracted by automatically using a "
"negative mipmap LOD bias (see [member rendering/textures/default_filters/"
"texture_mipmap_bias]).\n"
"Another way to combat specular aliasing is to enable [member rendering/"
"anti_aliasing/screen_space_roughness_limiter/enabled].\n"
"[b]Note:[/b] Screen-space antialiasing is only supported in the Forward+ and "
"Mobile rendering methods, not Compatibility."
msgstr ""
"設定預設螢幕 [Viewport] 的螢幕空間抗鋸齒模式。螢幕空間抗鋸齒的原理是使用後期處"
"理著色器選擇性地讓邊緣模糊。與 MSAA 的區別在於MSAA 是在渲染對象時進行了多次"
"覆蓋取樣。螢幕空間 AA 的方法通常比 MSAA 要快,會將鏡面反射鋸齒也進行平滑處理,"
"但容易讓場景變得模糊。這種模糊可以通過自動使用負的 Mipmap LOD 偏置部分緩解"
"(見 [member rendering/textures/default_filters/texture_mipmap_bias])。\n"
"對抗鏡面反射鋸齒的另一種方法是啟用 [member rendering/anti_aliasing/"
"screen_space_roughness_limiter/enabled]。\n"
"[b]注意:[/b]螢幕空間抗鋸齒僅支援 Forward+ 和 Mobile 渲染方法,不支援 "
"Compatibility。"
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
"debanding unless the [member Environment.background_mode] is [constant "
"Environment.BG_CANVAS].\n"
"In some cases, debanding may introduce a slightly noticeable dithering "
"pattern. It's recommended to enable debanding only when actually needed since "
"the dithering pattern will make lossless-compressed screenshots larger.\n"
"[b]Note:[/b] This property is only read when the project starts. To set "
"debanding at run-time, set [member Viewport.use_debanding] on the root "
"[Viewport] instead."
msgstr ""
"如果為 [code]true[/code],則使用一個快速的後處理濾鏡使條帶在 3D 中明顯不那麼明"
"顯。除非 [member Environment.background_mode] 為 [constant Environment."
"BG_CANVAS],否則 2D 渲染[i]不會[/i]受到去條帶的影響。\n"
"在某些情況下,去條帶可能會引入稍微明顯的抖動圖案。建議只在實際需要時才啟用去條"
"帶,因為抖動圖案會使無失真壓縮的螢幕截圖變大。\n"
"[b]注意:[/b]只有在專案啟動時才讀取該屬性。要在運作時設定去條帶,請改為在根 "
"[Viewport] 上設定 [member Viewport.use_debanding]。"
msgid ""
"Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works "
"by jittering the camera and accumulating the images of the last rendered "
"frames, motion vector rendering is used to account for camera and object "
"motion. Enabling TAA can make the image blurrier, which is partially "
"counteracted by automatically using a negative mipmap LOD bias (see [member "
"rendering/textures/default_filters/texture_mipmap_bias]).\n"
"[b]Note:[/b] The implementation is not complete yet. Some visual instances "
"such as particles and skinned meshes may show ghosting artifacts in motion.\n"
"[b]Note:[/b] TAA is only supported in the Forward+ rendering method, not "
"Mobile or Compatibility."
msgstr ""
"為預設螢幕 [Viewport] 啟用時間抗鋸齒Temporal Anti-Aliasing。TAA 的原理是讓"
"相機產生抖動並積累最近渲染的幾影格圖像,使用運動向量渲染讓相機和物件產生運動。"
"啟用 TAA 會讓圖像變模糊,這種模糊可以通過自動使用負的 Mipmap LOD 偏置部分緩解"
"(參見 [member rendering/textures/default_filters/texture_mipmap_bias])。\n"
"[b]注意:[/b]實作尚未完成,粒子及蒙皮網格等某些視覺實例可能會顯示運動中的重影"
"偽像。\n"
"[b]注意:[/b]TAA 只支援 Forward+ 渲染方式,不支援 Mobile 或 Compatibility。"
msgid ""
"[b]Note:[/b] This property is only read when the project starts. To control "
"the screen-space roughness limiter at runtime, call [method RenderingServer."
"screen_space_roughness_limiter_set_active] instead."
msgstr ""
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制螢幕空間粗糙度限制器,"
"請呼叫 [method RenderingServer.screen_space_roughness_limiter_set_active]。"
msgid ""
"If [code]true[/code], enables a spatial filter to limit roughness in areas "
"with high-frequency detail. This can help reduce specular aliasing to an "
"extent, though not as much as enabling [member rendering/anti_aliasing/"
"quality/use_taa]. This filter has a small performance cost, so consider "
"disabling it if it doesn't benefit your scene noticeably.\n"
"[b]Note:[/b] The screen-space roughness limiter is only supported in the "
"Forward+ and Mobile rendering methods, not Compatibility.\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"the screen-space roughness limiter at runtime, call [method RenderingServer."
"screen_space_roughness_limiter_set_active] instead."
msgstr ""
"如果為 [code]true[/code],則啟用空間篩檢程式以限制具有高頻細節的區域的粗糙度。"
"這可以在一定程度上幫助減少鏡面反射鋸齒,儘管不如啟用 [member rendering/"
"anti_aliasing/quality/use_taa]。 該篩檢程式的性能成本很小,因此如果它對你的場"
"景沒有明顯好處,請考慮禁用它。\n"
"[b]注意:[/b]螢幕空間粗糙度限制器只支援 Forward+ 和 Mobile 渲染方式,不支援 "
"Compatibility。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制螢幕空間粗糙度限制器,"
"請呼叫 [method RenderingServer.screen_space_roughness_limiter_set_active]。"
msgid ""
"Sets the quality of the depth of field effect. Higher quality takes more "
"samples, which is slower but looks smoother."
msgstr ""
"設定景深效果的品質。品質越高,取樣的數量也越多,也會更慢,但看起來更平滑。"
msgid ""
"Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the "
"fastest. Circle is the most realistic, but also the most expensive to compute."
msgstr ""
"設定景深的形狀。可以是方形、六邊形或圓形。方形最快。圓形最真實,但計算開銷也是"
"最大的。"
msgid ""
"If [code]true[/code], jitters DOF samples to make effect slightly blurrier "
"and hide lines created from low sample rates. This can result in a slightly "
"grainy appearance when used with a low number of samples."
msgstr ""
"如果為 [code]true[/code],則抖動 DOF 樣本以使效果稍微模糊,並隱藏低取樣速率建"
"立的線條。當與較低的樣本數一起使用時,這可能會導致外觀略帶顆粒感。"
msgid ""
"Disables [member rendering/driver/depth_prepass/enable] conditionally for "
"certain vendors. By default, disables the depth prepass for mobile devices as "
"mobile devices do not benefit from the depth prepass due to their unique "
"architecture."
msgstr ""
"針對某些供應商禁用 [member rendering/driver/depth_prepass/enable]。預設情況下"
"會針對移動裝置禁用前置深度階段,因為移動裝置由於獨特的架構而無法從前置深度階段"
"中獲益。"
msgid ""
"If [code]true[/code], performs a previous depth pass before rendering 3D "
"materials. This increases performance significantly in scenes with high "
"overdraw, when complex materials and lighting are used. However, in scenes "
"with few occluded surfaces, the depth prepass may reduce performance. If your "
"game is viewed from a fixed angle that makes it easy to avoid overdraw (such "
"as top-down or side-scrolling perspective), consider disabling the depth "
"prepass to improve performance. This setting can be changed at run-time to "
"optimize performance depending on the scene currently being viewed.\n"
"[b]Note:[/b] Depth prepass is only supported when using the Forward+ or "
"Compatibility rendering method. When using the Mobile rendering method, there "
"is no depth prepass performed."
msgstr ""
"如果 [code]true[/code],則在渲染 3D 材質之前先執行深度階段。當使用複雜的材質和"
"照明時,這樣做能夠顯著提高過度繪製場景的性能。然而,如果場景中被遮擋的表面比較"
"少,前置深度階段可能會降低性能。如果你的遊戲使用的是不易造成過度繪製的固定視角"
"(例如俯視或者橫版視角),請考慮禁用前置深度階段,從而提升性能。這個設置可以在"
"運作時更改,針對目前查看的場景來優化進行。\n"
"[b]注意:[/b]前置深度階段僅在使用 Forward+ 或 Compatibility 渲染方法時支援。使"
"用 Mobile 渲染方法時,不會執行前置深度階段。"
msgid ""
"The thread model to use for rendering. Rendering on a thread may improve "
"performance, but synchronizing to the main thread can cause a bit more "
"jitter.\n"
"[b]Note:[/b] The [b]Multi-Threaded[/b] option is experimental, and has "
"several known bugs which can lead to crashing, especially when using "
"particles or resizing the window. Not recommended for use in production at "
"this stage."
msgstr ""
"渲染使用的執行緒模型。使用執行緒渲染可能提升性能,但與主執行緒同步時可能引起更"
"大的卡頓。\n"
"[b]注意:[/b]多執行緒對應的 [b]Multi-Threaded[/b] 選項是實驗性的,存在一些已知"
"的問題,這些問題可能導致當機,尤其是在使用粒子或調整視窗大小的情況下。目前不推"
"薦在生產環境中使用。"
msgid ""
"Default background clear color. Overridable per [Viewport] using its "
"[Environment]. See [member Environment.background_mode] and [member "
"Environment.background_color] in particular. To change this default color "
"programmatically, use [method RenderingServer.set_default_clear_color]."
msgstr ""
"預設清屏顏色。[Viewport] 可使用其 [Environment] 進行覆蓋。具體見 [member "
"Environment.background_mode] 和 [member Environment.background_color]。要通過"
"程式碼更改此預設顏色,請使用 [method RenderingServer."
"set_default_clear_color]。"
msgid ""
"[Environment] that will be used as a fallback environment in case a scene "
"does not specify its own environment. The default environment is loaded in at "
"scene load time regardless of whether you have set an environment or not. If "
"you do not rely on the fallback environment, you do not need to set this "
"property."
msgstr ""
"場景未指定其環境時作為退回環境使用的 [Environment]。無論是否設定了環境,載入場"
"景時都會載入預設環境。如果你不依賴退回環境,那麼就不需要設定這個屬性。"
msgid ""
"Sets how the glow effect is upscaled before being copied onto the screen. "
"Linear is faster, but looks blocky. Bicubic is slower but looks smooth."
msgstr ""
"設定輝光效果在複製到螢幕之前的放大方式。Linear線性更快但看起來棱角分明。"
"Bicubic雙線性更慢但看起來比較平滑。"
msgid ""
"Lower-end override for [member rendering/environment/glow/upscale_mode] on "
"mobile devices, due to performance concerns or driver support."
msgstr ""
"由於性能或驅動程式支援問題,[member rendering/environment/glow/upscale_mode] "
"在移動裝置上的低端覆蓋項。"
msgid ""
"Sets the quality for rough screen-space reflections. Turning off will make "
"all screen space reflections sharp, while higher values make rough "
"reflections look better."
msgstr ""
"設定粗糙螢幕空間反射的品質。關閉後所有螢幕空間反射都會顯得銳利;使用較高的值會"
"使粗糙反射更好看。"
msgid ""
"Quality target to use when [member rendering/environment/ssao/quality] is set "
"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and "
"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] "
"provides much higher quality than any of the other settings at the cost of "
"performance."
msgstr ""
"當 [member rendering/environment/ssao/quality] 被設定為 [code]Ultra[/code] 時"
"所使用的品質目標。值為 [code]0.0[/code] 時的品質和速度與 [code]Medium[/code] "
"相似,而值為 [code]1.0[/code] 時的品質比其他任何設定都要高得多,代價是犧牲性"
"能。"
msgid ""
"Number of blur passes to use when computing screen-space ambient occlusion. A "
"higher number will result in a smoother look, but will be slower to compute "
"and will have less high-frequency detail."
msgstr ""
"模糊通道數,在計算螢幕空間環境光遮蔽時使用。數值越大,外觀越平滑,但計算速度會"
"變慢,高頻細節也會變少。"
msgid ""
"Distance at which the screen-space ambient occlusion effect starts to fade "
"out. Use this hide ambient occlusion at great distances."
msgstr ""
"螢幕空間環境光遮蔽效果開始淡出的距離。使用該屬性可以在遠距離處隱藏環境光遮蔽。"
msgid ""
"Distance at which the screen-space ambient occlusion is fully faded out. Use "
"this hide ambient occlusion at great distances."
msgstr ""
"螢幕空間環境光遮蔽效果完全淡出的距離。使用該屬性可以在遠距離處隱藏環境光遮蔽。"
msgid ""
"If [code]true[/code], screen-space ambient occlusion will be rendered at half "
"size and then upscaled before being added to the scene. This is significantly "
"faster but may miss small details. If [code]false[/code], screen-space "
"ambient occlusion will be rendered at full size."
msgstr ""
"如果為 [code]true[/code],螢幕空間環境光遮蔽將以一半大小渲染,然後在被新增到場"
"景之前放大。這明顯更快,但可能會遺漏一些小細節。如果為 [code]false[/code],螢"
"幕空間環境光遮蔽將以全尺寸渲染。"
msgid ""
"Sets the quality of the screen-space ambient occlusion effect. Higher values "
"take more samples and so will result in better quality, at the cost of "
"performance. Setting to [code]Ultra[/code] will use the [member rendering/"
"environment/ssao/adaptive_target] setting."
msgstr ""
"設定螢幕空間環境光遮蔽效果的品質。值越高,取樣數量越多,因此最終的品質也越高,"
"但代價是消耗性能。設為 [code]Ultra[/code] 會使用 [member rendering/"
"environment/ssao/adaptive_target] 設定。"
msgid ""
"Quality target to use when [member rendering/environment/ssil/quality] is set "
"to [code]Ultra[/code]. A value of [code]0.0[/code] provides a quality and "
"speed similar to [code]Medium[/code] while a value of [code]1.0[/code] "
"provides much higher quality than any of the other settings at the cost of "
"performance. When using the adaptive target, the performance cost scales with "
"the complexity of the scene."
msgstr ""
"當 [member rendering/environment/ssil/quality] 被設定為 [code]Ultra[/code] 時"
"所使用的品質目標。值為 [code]0.0[/code] 時的品質和速度與 [code]Medium[/code] "
"相似,而值為 [code]1.0[/code] 時的品質比其他任何設定都要高得多,代價是犧牲性"
"能。使用適應目標時,性能損耗與場景複雜度成正比。"
msgid ""
"Number of blur passes to use when computing screen-space indirect lighting. A "
"higher number will result in a smoother look, but will be slower to compute "
"and will have less high-frequency detail."
msgstr ""
"模糊通道數,在計算螢幕空間間接光照時使用。數值越大,外觀越平滑,但計算速度會變"
"慢,高頻細節也會變少。"
msgid ""
"Distance at which the screen-space indirect lighting effect starts to fade "
"out. Use this hide screen-space indirect lighting at great distances."
msgstr ""
"螢幕空間間接光照效果開始淡出的距離。使用該屬性可以在遠距離處隱藏螢幕空間間接光"
"照。"
msgid ""
"Distance at which the screen-space indirect lighting is fully faded out. Use "
"this hide screen-space indirect lighting at great distances."
msgstr ""
"螢幕空間間接光照效果完全淡出的距離。使用該屬性可以在遠距離處隱藏螢幕空間間接光"
"照。"
msgid ""
"If [code]true[/code], screen-space indirect lighting will be rendered at half "
"size and then upscaled before being added to the scene. This is significantly "
"faster but may miss small details and may result in some objects appearing to "
"glow at their edges."
msgstr ""
"如果為 [code]true[/code],螢幕空間間接光照將以一半大小渲染,然後在被新增到場景"
"之前放大。這明顯更快,但可能會遺漏一些小細節,部分物件的邊緣也會出現發光的情"
"況。"
msgid ""
"Sets the quality of the screen-space indirect lighting effect. Higher values "
"take more samples and so will result in better quality, at the cost of "
"performance. Setting to [code]Ultra[/code] will use the [member rendering/"
"environment/ssil/adaptive_target] setting."
msgstr ""
"設定螢幕空間間接照明效果的品質。值越高,取樣數量越多,因此最終的品質也越高,但"
"代價是消耗性能。設為 [code]Ultra[/code] 會使用 [member rendering/environment/"
"ssil/adaptive_target] 設定。"
msgid ""
"Scales the depth over which the subsurface scattering effect is applied. A "
"high value may allow light to scatter into a part of the mesh or another mesh "
"that is close in screen space but far in depth. See also [member rendering/"
"environment/subsurface_scattering/subsurface_scattering_scale].\n"
"[b]Note:[/b] This property is only read when the project starts. To set the "
"subsurface scattering depth scale at runtime, call [method RenderingServer."
"sub_surface_scattering_set_scale] instead."
msgstr ""
"對次表面散射效果套用深度進行縮放。較高的取值能夠讓燈光散射進網格的某些部分或者"
"在螢幕空間中距離較近但深度更遠的其他網格。另見 [member rendering/environment/"
"subsurface_scattering/subsurface_scattering_scale]。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時設定次表面散射深度縮放,請"
"改為呼叫 [method RenderingServer.sub_surface_scattering_set_scale]。"
msgid ""
"Sets the quality of the subsurface scattering effect. Higher values are "
"slower but look nicer. This affects the rendering of materials that have "
"[member BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code], "
"along with [ShaderMaterial]s that set [code]SSS_STRENGTH[/code].\n"
"[b]Note:[/b] This property is only read when the project starts. To set the "
"subsurface scattering quality at runtime, call [method RenderingServer."
"sub_surface_scattering_set_quality] instead."
msgstr ""
"設定次表面散射效果的品質。值越高越慢,但視覺效果更佳。影響 [member "
"BaseMaterial3D.subsurf_scatter_enabled] 為 [code]true[/code] 以及設定了 "
"[code]SSS_STRENGTH[/code] 的 [ShaderMaterial] 的材質的渲染。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時設定次表面散射品質,請改為"
"呼叫 [method RenderingServer.sub_surface_scattering_set_quality]。"
msgid ""
"Scales the distance over which samples are taken for subsurface scattering "
"effect. Changing this does not impact performance, but higher values will "
"result in significant artifacts as the samples will become obviously spread "
"out. A lower value results in a smaller spread of scattered light. See also "
"[member rendering/environment/subsurface_scattering/"
"subsurface_scattering_depth_scale].\n"
"[b]Note:[/b] This property is only read when the project starts. To set the "
"subsurface scattering scale at runtime, call [method RenderingServer."
"sub_surface_scattering_set_scale] instead."
msgstr ""
"縮放對次表面散射效果進行取樣的距離。更改該值不會影響性能;但較高的值將導致明顯"
"的偽影,因為樣本將變得明顯分散。較低的值會導致散射光的散佈更小。另見 [member "
"rendering/environment/subsurface_scattering/"
"subsurface_scattering_depth_scale]。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。如果要在運作時設定次表面散射縮放,請"
"改為呼叫 [method RenderingServer.sub_surface_scattering_set_scale]。"
msgid ""
"Enables filtering of the volumetric fog effect prior to integration. This "
"substantially blurs the fog which reduces fine details but also smooths out "
"harsh edges and aliasing artifacts. Disable when more detail is required."
msgstr ""
"在積分之前啟用體積霧效果的篩選。這大大模糊了霧,減少了精細的細節,但也平滑了粗"
"糙的邊緣和鋸齒偽影。當需要更多細節時禁用。"
msgid ""
"Number of slices to use along the depth of the froxel buffer for volumetric "
"fog. A lower number will be more efficient but may result in artifacts "
"appearing during camera movement. See also [member Environment."
"volumetric_fog_length]."
msgstr ""
"沿著片段體素緩衝區的深度使用的切片數量,用於體積霧。較小的數位會更有效,但可能"
"會導致相機移動時出現偽影。另請參閱 [member Environment."
"volumetric_fog_length]。"
msgid ""
"Base size used to determine size of froxel buffer in the camera X-axis and Y-"
"axis. The final size is scaled by the aspect ratio of the screen, so actual "
"values may differ from what is set. Set a larger size for more detailed fog, "
"set a smaller size for better performance."
msgstr ""
"用於確定相機 X 軸和 Y 軸中片段體素緩衝區大小的基本大小。最終大小按螢幕的長寬比"
"縮放,因此實際值可能與設定的值不同。設定較大的大小,以獲得更詳細的霧;設定較小"
"的大小,以獲得更好的性能。"
msgid ""
"Sets the driver to be used by the renderer when using the Compatibility "
"renderer. This property can not be edited directly, instead, set the driver "
"using the platform-specific overrides."
msgstr ""
"設定渲染器驅動程式,在使用 Compatibility相容性渲染器時使用。這個屬性不能直"
"接編輯,請改用特定平臺的覆蓋項來設定驅動程式。"
msgid "Android override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Android 的覆蓋項。"
msgid "iOS override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 iOS 的覆蓋項。"
msgid "LinuxBSD override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 LinuxBSD 的覆蓋項。"
msgid "macOS override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 macOS 的覆蓋項。"
msgid "Web override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Web 的覆蓋項。"
msgid "Windows override for [member rendering/gl_compatibility/driver]."
msgstr "[member rendering/gl_compatibility/driver] 在 Windows 的覆蓋項。"
msgid ""
"Maximum number of canvas items commands that can be drawn in a single "
"viewport update. If more render commands are issued they will be ignored. "
"Decreasing this limit may improve performance on bandwidth limited devices. "
"Increase this limit if you find that not all objects are being drawn in a "
"frame."
msgstr ""
"單次視口更新中能夠繪製的畫布專案命令的最大數量。如果發出了更多的渲染命令,就會"
"被忽略。降低這個限制可以在頻寬有限的裝置上提高性能。如果你發現不是所有的對象都"
"在同一影格中被繪製,請提高這個限制。"
msgid ""
"If [code]true[/code], disables the threaded optimization feature from the "
"NVIDIA drivers, which are known to cause stuttering in most OpenGL "
"applications.\n"
"[b]Note:[/b] This setting only works on Windows, as threaded optimization is "
"disabled by default on other platforms."
msgstr ""
"如果為 [code]true[/code],則禁用 NVIDIA 驅動的多執行緒優化功能,這個功能會導致"
"大多數 OpenGL 套用的卡頓。\n"
"[b]注意:[/b]這個設定僅在 Windows 上有效,因為在其他平臺上多執行緒優化預設都是"
"關閉的。"
msgid ""
"If [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment."
"sdfgi_enabled]) buffers at halved resolution (e.g. 960×540 when the viewport "
"size is 1920×1080). This improves performance significantly when VoxelGI or "
"SDFGI is enabled, at the cost of artifacts that may be visible on polygon "
"edges. The loss in quality becomes less noticeable as the viewport resolution "
"increases. [LightmapGI] rendering is not affected by this setting.\n"
"[b]Note:[/b] This property is only read when the project starts. To set half-"
"resolution GI at run-time, call [method RenderingServer."
"gi_set_use_half_resolution] instead."
msgstr ""
"如果為 [code]true[/code],則以減半的解析度渲染 [VoxelGI] 和 SDFGI[member "
"Environment.sdfgi_enabled])緩衝區(例如,當視口大小為 1920×1080 時為 "
"960×540。當啟用 VoxelGI 或 SDFGI 時,這會顯著提高性能,但代價是多邊形邊緣上"
"可能會出現可見的偽影。隨著視口解析度的增加,品質損失變得不那麼明顯。"
"[LightmapGI] 渲染不受該設定的影響。\n"
"[b]注意:[/b]只有在專案啟動時該屬性才會被讀取。要在運作時設定半解析度 GI請改"
"為呼叫 [method RenderingServer.gi_set_use_half_resolution]。"
msgid ""
"The number of frames to use for converging signed distance field global "
"illumination. Higher values lead to a less noisy result, at the cost of "
"taking a longer time to fully converge. This means the scene's global "
"illumination will be too dark for a longer period of time, especially when "
"the camera moves fast. The actual convergence speed depends on rendered "
"framerate. For example, with the default setting of 30 frames, rendering at "
"60 FPS will make SDFGI fully converge after 0.5 seconds. See also [member "
"rendering/global_illumination/sdfgi/frames_to_update_lights] and [member "
"rendering/global_illumination/sdfgi/probe_ray_count].\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"SDFGI convergence speed at runtime, call [method RenderingServer."
"environment_set_sdfgi_frames_to_converge] instead."
msgstr ""
"用於收斂帶符號距離場全域光照的影格數。值越高,得到的噪點越少,但完全收斂所需的"
"時間也就越長。這意味著場景的全域光照處於過暗狀態的時間可能更長,在相機快速移動"
"時尤為明顯。實際的收斂速度取決於渲染影格率。例如,預設設定為 30 影格,則 60 "
"FPS 的渲染會讓 SDFGI 在 0.5 秒後完全收斂。另見 [member rendering/"
"global_illumination/sdfgi/frames_to_update_lights] 和 [member rendering/"
"global_illumination/sdfgi/probe_ray_count]。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制 SDFGI 的收斂速度,請改"
"為呼叫 [method RenderingServer.environment_set_sdfgi_frames_to_converge]。"
msgid ""
"The number of frames over which dynamic lights should be updated in signed "
"distance field global illumination. Higher values take more time to update "
"indirect lighting coming from dynamic lights, but result in better "
"performance when many dynamic lights are present. See also [member rendering/"
"global_illumination/sdfgi/frames_to_converge] and [member rendering/"
"global_illumination/sdfgi/probe_ray_count].\n"
"[b]Note:[/b] This only affects [Light3D] nodes whose [member Light3D."
"light_bake_mode] is [constant Light3D.BAKE_DYNAMIC] (which is the default). "
"Consider making non-moving lights use the [constant Light3D.BAKE_STATIC] bake "
"mode to improve performance.\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"SDFGI light update speed at runtime, call [method RenderingServer."
"environment_set_sdfgi_frames_to_update_light] instead."
msgstr ""
"帶符號距離場全域光照中動態光照更新所需的影格數。值越高,動態燈光造成的間接光照"
"就會花費更多的時間來更新,但動態燈光數量較多時性能會更好。另見 [member "
"rendering/global_illumination/sdfgi/frames_to_converge] 和 [member rendering/"
"global_illumination/sdfgi/probe_ray_count]。\n"
"[b]注意:[/b]僅影響 [member Light3D.light_bake_mode] 為 [constant Light3D."
"BAKE_DYNAMIC](預設值)的 [Light3D] 節點。讓不會移動的燈光使用 [constant "
"Light3D.BAKE_STATIC] 烘焙模式能夠提升性能。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制 SDFGI 的燈光更新速度,"
"請改為呼叫 [method RenderingServer."
"environment_set_sdfgi_frames_to_update_light]。"
msgid ""
"The number of rays to throw per frame when computing signed distance field "
"global illumination. Higher values lead to a less noisy result, at the cost "
"of performance. See also [member rendering/global_illumination/sdfgi/"
"frames_to_converge] and [member rendering/global_illumination/sdfgi/"
"frames_to_update_lights].\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"SDFGI quality at runtime, call [method RenderingServer."
"environment_set_sdfgi_ray_count] instead."
msgstr ""
"計算帶符號距離場全域光照時每影格發出的射線。值越高,得到的噪點越少,但性能消耗"
"也越大。另見 [member rendering/global_illumination/sdfgi/frames_to_converge] "
"和 [member rendering/global_illumination/sdfgi/frames_to_update_lights]。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制 SDFGI 的品質,請改為呼"
"叫 [method RenderingServer.environment_set_sdfgi_ray_count]。"
msgid ""
"The VoxelGI quality to use. High quality leads to more precise lighting and "
"better reflections, but is slower to render. This setting does not affect the "
"baked data and doesn't require baking the [VoxelGI] again to apply.\n"
"[b]Note:[/b] This property is only read when the project starts. To control "
"VoxelGI quality at runtime, call [method RenderingServer."
"voxel_gi_set_quality] instead."
msgstr ""
"要使用的 VoxelGI 品質。高品質下的光照更精確、反射品質更好,但渲染速度較慢。這"
"個設定不影響烘焙資料,套用時不需要重新烘焙 [VoxelGI]。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。要在運作時控制 VoxelGI 的品質,請改為"
"呼叫 [method RenderingServer.voxel_gi_set_quality]。"
msgid ""
"The maximum number of rays that can be thrown per pass when baking lightmaps "
"with [LightmapGI]. Depending on the scene, adjusting this value may result in "
"higher GPU utilization when baking lightmaps, leading to faster bake times."
msgstr ""
"使用 [LightmapGI] 烘焙光照貼圖時,每階段可以投射的最大光線數。根據場景的不同,"
"調整此值可能會在烘焙光照貼圖時提高 GPU 利用率,從而加快烘焙時間。"
msgid ""
"The maximum number of rays that can be thrown per pass when baking dynamic "
"object lighting in [LightmapProbe]s with [LightmapGI]. Depending on the "
"scene, adjusting this value may result in higher GPU utilization when baking "
"lightmaps, leading to faster bake times."
msgstr ""
"在帶有 [LightmapGI] 的 [LightmapProbe] 中烘焙動態物件光照時,每階段可以投射的"
"最大光線數。根據場景的不同,調整該值可能會在烘焙光照貼圖時提高 GPU 利用率,從"
"而加快烘焙時間。"
msgid "The region size to use when baking lightmaps with [LightmapGI]."
msgstr "使用 [LightmapGI] 烘焙光照貼圖時使用的區塊大小。"
msgid ""
"The number of rays to use for baking dynamic object lighting in "
"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
"BAKE_QUALITY_HIGH]."
msgstr ""
"當 [member LightmapGI.quality] 為 [constant LightmapGI.BAKE_QUALITY_HIGH] 時,"
"用於在 [LightmapProbe] 中烘焙動態物件光照的光線數。"
msgid ""
"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_HIGH]."
msgstr ""
"當 [member LightmapGI.quality] 為 [constant LightmapGI.BAKE_QUALITY_HIGH] 時,"
"用於使用 [LightmapGI] 烘焙光照貼圖的光線數。"
msgid ""
"The number of rays to use for baking dynamic object lighting in "
"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
"BAKE_QUALITY_LOW]."
msgstr ""
"當 [member LightmapGI.quality] 為 [constant LightmapGI.BAKE_QUALITY_LOW] 時,"
"用於在 [LightmapProbe] 中烘焙動態物件光照的光線數。"
msgid ""
"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_LOW]."
msgstr ""
"當 [member LightmapGI.quality] 為 [constant LightmapGI.BAKE_QUALITY_LOW] 時,"
"用於使用 [LightmapGI] 烘焙光照貼圖的光線數。"
msgid ""
"The number of rays to use for baking dynamic object lighting in "
"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
"BAKE_QUALITY_MEDIUM]."
msgstr ""
"當 [member LightmapGI.quality] 為 [constant LightmapGI.BAKE_QUALITY_MEDIUM] "
"時,用於在 [LightmapProbe] 中烘焙動態物件光照的光線數。"
msgid ""
"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_MEDIUM]."
msgstr ""
"當 [member LightmapGI.quality] 為 [constant LightmapGI.BAKE_QUALITY_MEDIUM] "
"時,用於使用 [LightmapGI] 烘焙光照貼圖的光線數。"
msgid ""
"The number of rays to use for baking dynamic object lighting in "
"[LightmapProbe]s when [member LightmapGI.quality] is [constant LightmapGI."
"BAKE_QUALITY_ULTRA]."
msgstr ""
"當 [member LightmapGI.quality] 為 [constant LightmapGI.BAKE_QUALITY_ULTRA] "
"時,用於在 [LightmapProbe] 中烘焙動態物件光照的光線數。"
msgid ""
"The number of rays to use for baking lightmaps with [LightmapGI] when [member "
"LightmapGI.quality] is [constant LightmapGI.BAKE_QUALITY_ULTRA]."
msgstr ""
"當 [member LightmapGI.quality] 為 [constant LightmapGI.BAKE_QUALITY_ULTRA] "
"時,用於使用 [LightmapGI] 烘焙光照貼圖的光線數。"
msgid ""
"The texel_size that is used to calculate the [member Mesh.lightmap_size_hint] "
"on [PrimitiveMesh] resources if [member PrimitiveMesh.add_uv2] is enabled."
msgstr ""
"用於計算啟用了 [member PrimitiveMesh.add_uv2] 的 [PrimitiveMesh] 資源上的 "
"[member Mesh.lightmap_size_hint] 的體素大小。"
msgid ""
"The framerate-independent update speed when representing dynamic object "
"lighting from [LightmapProbe]s. Higher values make dynamic object lighting "
"update faster. Higher values can prevent fast-moving objects from having "
"\"outdated\" indirect lighting displayed on them, at the cost of possible "
"flickering when an object moves from a bright area to a shaded area."
msgstr ""
"當表示來自 [LightmapProbe] 的動態物件光照時,與畫面播放速率無關的更新速度。較"
"高的值使動態物件光照更新更快。較高的值可以防止快速移動的物件在其上顯示“過時"
"的”間接光照,但代價是當物件從明亮區域移動到陰影區域時可能會出現閃爍。"
msgid ""
"Use 16 bits for the directional shadow depth map. Enabling this results in "
"shadows having less precision and may result in shadow acne, but can lead to "
"performance improvements on some devices."
msgstr ""
"使用 16 位元的平行光陰影深度貼圖。啟用後,陰影的精度會降低,可能造成陰影失真,"
"但能夠在部分裝置上提升性能。"
msgid ""
"The directional shadow's size in pixels. Higher values will result in sharper "
"shadows, at the cost of performance. The value is rounded up to the nearest "
"power of 2."
msgstr ""
"方向陰影的大小,單位為圖元。值越高,得到的陰影越清晰,但會以性能為代價。取值將"
"四捨五入到最接近的 2 次冪。"
msgid ""
"Lower-end override for [member rendering/lights_and_shadows/"
"directional_shadow/size] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
"由於性能和驅動支援,在移動裝置上會對 [member rendering/lights_and_shadows/"
"directional_shadow/size] 以低配數值覆蓋。"
msgid ""
"Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality "
"settings use more samples when reading from shadow maps and are thus slower. "
"Low quality settings may result in shadows looking grainy.\n"
"[b]Note:[/b] The Soft Very Low setting will automatically multiply "
"[i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. "
"This automatic blur change only affects the constant blur factor defined in "
"[member Light3D.shadow_blur], not the variable blur performed by "
"[DirectionalLight3D]s' [member Light3D.light_angular_distance].\n"
"[b]Note:[/b] The Soft High and Soft Ultra settings will automatically "
"multiply [i]constant[/i] shadow blur by 1.5× and 2× respectively to make "
"better use of the increased sample count. This increased blur also improves "
"stability of dynamic object shadows."
msgstr ""
"[DirectionalLight3D] 投射的陰影的品質設定。品質設定地越高,從陰影貼圖讀取的樣"
"本越多,因此速度也越慢。品質設定地較低時,可能會導致陰影看起來有顆粒感。\n"
"[b]注意:[/b]Soft Very Low 設定會自動將[i]常數[/i]的陰影模糊乘以 0.75 倍,從而"
"減少可見的噪點。這種對自動模糊的更改僅影響 [member Light3D.shadow_blur] 中定義"
"的常數模糊係數,不影響 [DirectionalLight3D] 的 [member Light3D."
"light_angular_distance] 執行的可變模糊。\n"
"[b]注意:[/b]Soft High 和 Soft Ultra 設定,會自動將[i]常數[/i]的陰影模糊分別乘"
"以 1.5 倍和 2 倍,從而更好地利用增加的樣本數。這種對模糊的提升還改善了動態物件"
"陰影的穩定性。"
msgid ""
"Lower-end override for [member rendering/lights_and_shadows/"
"directional_shadow/soft_shadow_filter_quality] on mobile devices, due to "
"performance concerns or driver support."
msgstr ""
"由於性能和驅動支援,在移動裝置上會對 [member rendering/lights_and_shadows/"
"directional_shadow/soft_shadow_filter_quality] 以低配數值覆蓋。"
msgid ""
"Use 16 bits for the omni/spot shadow depth map. Enabling this results in "
"shadows having less precision and may result in shadow acne, but can lead to "
"performance improvements on some devices."
msgstr ""
"使用 16 位的全向燈/聚光燈陰影深度貼圖。啟用後,陰影的精度會降低,可能造成陰影"
"失真,但能夠在部分裝置上提升性能。"
msgid ""
"Subdivision quadrant size for shadow mapping. See shadow mapping "
"documentation."
msgstr "陰影貼圖的細分象限大小。請參閱陰影對應文件。"
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). See documentation."
msgstr "陰影合集的大小(用於 OmniLight 和 SpotLight。請參閱文件。"
msgid ""
"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/"
"atlas_size] on mobile devices, due to performance concerns or driver support."
msgstr ""
"由於性能和驅動支援,在移動裝置上會對 [member rendering/lights_and_shadows/"
"positional_shadow/atlas_size] 以低配數值覆蓋。"
msgid ""
"Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher "
"quality settings use more samples when reading from shadow maps and are thus "
"slower. Low quality settings may result in shadows looking grainy.\n"
"[b]Note:[/b] The Soft Very Low setting will automatically multiply "
"[i]constant[/i] shadow blur by 0.75x to reduce the amount of noise visible. "
"This automatic blur change only affects the constant blur factor defined in "
"[member Light3D.shadow_blur], not the variable blur performed by "
"[DirectionalLight3D]s' [member Light3D.light_angular_distance].\n"
"[b]Note:[/b] The Soft High and Soft Ultra settings will automatically "
"multiply shadow blur by 1.5× and 2× respectively to make better use of the "
"increased sample count. This increased blur also improves stability of "
"dynamic object shadows."
msgstr ""
"[OmniLight3D] 和 [SpotLight3D] 投射的陰影的品質設定。品質設定地越高,從陰影貼"
"圖讀取的樣本越多,因此速度也越慢。品質設定地較低時,可能會導致陰影看起來有顆粒"
"感。\n"
"[b]注意:[/b]Soft Very Low 設定會自動將[i]常數[/i]的陰影模糊乘以 0.75 倍,從而"
"減少可見的噪點。這種對自動模糊的更改僅影響 [member Light3D.shadow_blur] 中定義"
"的常數模糊係數,不影響 [DirectionalLight3D] 的 [member Light3D."
"light_angular_distance] 執行的可變模糊。\n"
"[b]注意:[/b]Soft High 和 Soft Ultra 設定,會自動將陰影模糊分別乘以 1.5 倍和 "
"2 倍,從而更好地利用增加的樣本數。這種對模糊的提升還改善了動態物件陰影的穩定"
"性。"
msgid ""
"Lower-end override for [member rendering/lights_and_shadows/positional_shadow/"
"soft_shadow_filter_quality] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
"由於性能和驅動支援,在移動裝置上會對 [member rendering/lights_and_shadows/"
"positional_shadow/soft_shadow_filter_quality] 以低配數值覆蓋。"
msgid ""
"Enables the use of physically based units for light sources. Physically based "
"units tend to be much larger than the arbitrary units used by Godot, but they "
"can be used to match lighting within Godot to real-world lighting. Due to the "
"large dynamic range of lighting conditions present in nature, Godot bakes "
"exposure into the various lighting quantities before rendering. Most light "
"sources bake exposure automatically at run time based on the active "
"[CameraAttributes] resource, but [LightmapGI] and [VoxelGI] require a "
"[CameraAttributes] resource to be set at bake time to reduce the dynamic "
"range. At run time, Godot will automatically reconcile the baked exposure "
"with the active exposure to ensure lighting remains consistent."
msgstr ""
"允許對光源使用基於物理的單位。基於物理的單位往往比 Godot 使用的任意單位大得"
"多,但它們可用於將 Godot 內的照明與真實世界的照明相配對。由於自然界中照明條件"
"的動態範圍很大Godot 在渲染之前會將曝光量烘焙到各種照明量中。大多數光源在運行"
"時根據活動的 [CameraAttributes] 資源自動烘焙曝光,但 [LightmapGI] 和 "
"[VoxelGI] 需要在烘焙時設定 [CameraAttributes] 資源以減少動態範圍。在運作時,"
"Godot 將自動協調烘焙的曝光與活動的曝光,以確保照明保持一致。"
msgid ""
"The maximum number of clustered elements ([OmniLight3D] + [SpotLight3D] + "
"[Decal] + [ReflectionProbe]) that can be rendered at once in the camera view. "
"If there are more clustered elements present in the camera view, some of them "
"will not be rendered (leading to pop-in during camera movement). Enabling "
"distance fade on lights and decals ([member Light3D.distance_fade_enabled], "
"[member Decal.distance_fade_enabled]) can help avoid reaching this limit.\n"
"Decreasing this value may improve GPU performance on certain setups, even if "
"the maximum number of clustered elements is never reached in the project.\n"
"[b]Note:[/b] This setting is only effective when using the Forward+ rendering "
"method, not Mobile and Compatibility."
msgstr ""
"可以在相機視圖中一次渲染的集群元素([OmniLight3D] + [SpotLight3D] + [Decal] + "
"[ReflectionProbe])的最大數量。如果相機視圖中存在更多的集群元素,其中一些將不"
"會被渲染(導致在相機移動期間彈出)。在燈光和裝飾上啟用距離淡入淡出([member "
"Light3D.distance_fade_enabled]、[member Decal.distance_fade_enabled])有助於避"
"免達到該限制。\n"
"減小該值可能會提高某些設定的 GPU 性能,即使在專案中從未達到集群元素最大數量也"
"是如此。\n"
"[b]注意:[/b]該設定僅在使用 Forward+ 渲染方式時有效,對 Mobile 和 "
"Compatibility 無效。"
msgid ""
"Max number of omnilights and spotlights renderable per object. At the default "
"value of 8, this means that each surface can be affected by up to 8 "
"omnilights and 8 spotlights. This is further limited by hardware support and "
"[member rendering/limits/opengl/max_renderable_lights]. Setting this low will "
"slightly reduce memory usage, may decrease shader compile times, and may "
"result in faster rendering on low-end, mobile, or web devices.\n"
"[b]Note:[/b] This setting is only effective when using the Compatibility "
"rendering method, not Forward+ and Mobile."
msgstr ""
"每個物件可渲染的全向燈和聚光燈的最大數量。預設值為 8這意味著每個表面最多可受"
"到 8 個全向燈和 8 個聚光燈影響。這進一步受到硬體支援和 [member rendering/"
"limits/opengl/max_renderable_lights] 的限制。將該設定得較低會略微減少記憶體使"
"用,可能會減少著色器編譯時間,並可能導致在低端、移動或 Web 裝置上的渲染速度更"
"快。\n"
"[b]注意:[/b]該設定僅支援 Compatibility 渲染方式,不支援 Forward+ 和 Mobile。"
msgid ""
"Max number of elements renderable in a frame. If more elements than this are "
"visible per frame, they will not be drawn. Keep in mind elements refer to "
"mesh surfaces and not meshes themselves. Setting this low will slightly "
"reduce memory usage and may decrease shader compile times, particularly on "
"web. For most uses, the default value is suitable, but consider lowering as "
"much as possible on web export.\n"
"[b]Note:[/b] This setting is only effective when using the Compatibility "
"rendering method, not Forward+ and Mobile."
msgstr ""
"一影格中可渲染的最大元素數。如果每影格可見的元素多於此,則不會繪製它們。請記"
"住,元素指的是網格表面,而不是網格本身。將此值設定得較低會略微減少記憶體使用"
"量,並可能減少著色器編譯時間,尤其是在 Web 上。對於大多數用途,預設值是合適"
"的,但在 Web 匯出時可考慮盡可能降低。\n"
"[b]注意:[/b]該設定僅在支援 Compatibility 渲染方式,不支援 Forward+ 和 "
"Mobile。"
msgid ""
"Max number of positional lights renderable in a frame. If more lights than "
"this number are used, they will be ignored. Setting this low will slightly "
"reduce memory usage and may decrease shader compile times, particularly on "
"web. For most uses, the default value is suitable, but consider lowering as "
"much as possible on web export.\n"
"[b]Note:[/b] This setting is only effective when using the Compatibility "
"rendering method, not Forward+ and Mobile."
msgstr ""
"一影格中可渲染的定位燈的最大數量。如果使用的燈多於此數量,則它們將被忽略。將此"
"值設定得較低會略微減少記憶體使用量,並可能減少著色器編譯時間,尤其是在 Web "
"上。對於大多數用途,預設值是合適的,但在 Web 匯出時可考慮盡可能降低。\n"
"[b]注意:[/b]該設定僅在支援 Compatibility 渲染方式,不支援 Forward+ 和 "
"Mobile。"
msgid ""
"The automatic LOD bias to use for meshes rendered within the "
"[ReflectionProbe]. Higher values will use less detailed versions of meshes "
"that have LOD variations generated. If set to [code]0.0[/code], automatic LOD "
"is disabled. Increase [member rendering/mesh_lod/lod_change/threshold_pixels] "
"to improve performance at the cost of geometry detail.\n"
"[b]Note:[/b] [member rendering/mesh_lod/lod_change/threshold_pixels] does not "
"affect [GeometryInstance3D] visibility ranges (also known as \"manual\" LOD "
"or hierarchical LOD).\n"
"[b]Note:[/b] This property is only read when the project starts. To adjust "
"the automatic LOD threshold at runtime, set [member Viewport."
"mesh_lod_threshold] on the root [Viewport]."
msgstr ""
"用於 [ReflectionProbe] 中渲染的網格的自動 LOD 偏置。較高的值將使用生成了 LOD "
"變化的不太詳細的網格版本。如果設定為 [code]0.0[/code],則自動 LOD 將被禁用。增"
"加 [member rendering/mesh_lod/lod_change/threshold_pixels] 以犧牲幾何細節為代"
"價提高性能。\n"
"[b]注意:[/b][member rendering/mesh_lod/lod_change/threshold_pixels] 不影響 "
"[GeometryInstance3D] 可見性範圍也稱為“手動”LOD 或分層 LOD。\n"
"[b]注意:[/b]只有在專案啟動時該屬性才會被讀取。要在運作時調整自動 LOD 閾值,請"
"在根 [Viewport] 上設定 [member Viewport.mesh_lod_threshold]。"
msgid ""
"The [url=https://en.wikipedia.org/wiki/Bounding_volume_hierarchy]Bounding "
"Volume Hierarchy[/url] quality to use when rendering the occlusion culling "
"buffer. Higher values will result in more accurate occlusion culling, at the "
"cost of higher CPU usage. See also [member rendering/occlusion_culling/"
"occlusion_rays_per_thread].\n"
"[b]Note:[/b] This property is only read when the project starts. To adjust "
"the BVH build quality at runtime, use [method RenderingServer."
"viewport_set_occlusion_culling_build_quality]."
msgstr ""
"渲染遮擋剔除緩衝區時使用的 [url=https://en.wikipedia.org/wiki/"
"Bounding_volume_hierarchy]BVH[/url] 品質。值越高,得到的遮擋剔除越精確,但代價"
"是 CPU 使用率也越高。另見 [member rendering/occlusion_culling/"
"occlusion_rays_per_thread]。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。如果要在運作時調整 BVH 建構品質,請使"
"用 [method RenderingServer.viewport_set_occlusion_culling_build_quality]。"
msgid ""
"The number of occlusion rays traced per CPU thread. Higher values will result "
"in more accurate occlusion culling, at the cost of higher CPU usage. The "
"occlusion culling buffer's pixel count is roughly equal to "
"[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code], so it "
"will depend on the system's CPU. Therefore, CPUs with fewer cores will use a "
"lower resolution to attempt keeping performance costs even across devices. "
"See also [member rendering/occlusion_culling/bvh_build_quality].\n"
"[b]Note:[/b] This property is only read when the project starts. To adjust "
"the number of occlusion rays traced per thread at runtime, use [method "
"RenderingServer.viewport_set_occlusion_rays_per_thread]."
msgstr ""
"每個 CPU 執行緒所追蹤的剔除射線數量。更高的值將導致更準確的遮擋剔除,但代價是"
"更高的 CPU 使用率。遮擋剔除緩衝區的圖元數大致等於 "
"[code]occlusion_rays_per_thread * number_of_logical_cpu_cores[/code],因此它取"
"決於系統的 CPU。因此內核較少的 CPU 將使用較低的解析度,來嘗試保持跨裝置的性"
"能成本。另見 [member rendering/occlusion_culling/bvh_build_quality]。\n"
"[b]注意:[/b]這個屬性僅在專案啟動時讀取。如果要在運作時調整每個執行緒所追蹤的"
"剔除射線數量,請使用 [method RenderingServer."
"viewport_set_occlusion_rays_per_thread]。"
msgid ""
"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion "
"culling in 3D in the root viewport. In custom viewports, [member Viewport."
"use_occlusion_culling] must be set to [code]true[/code] instead.\n"
"[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable "
"occlusion culling if you actually plan to use it. Large open scenes with few "
"or no objects blocking the view will generally not benefit much from "
"occlusion culling. Large open scenes generally benefit more from mesh LOD and "
"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and "
"[member GeometryInstance3D.visibility_range_end]) compared to occlusion "
"culling.\n"
"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by "
"default in Web export templates. It can be enabled by compiling custom Web "
"export templates with [code]module_raycast_enabled=yes[/code]."
msgstr ""
"如果為 [code]true[/code],則 [OccluderInstance3D] 節點在根視口的 3D 遮擋剔除中"
"可用。對於自訂視口,必須改為將 [member Viewport.use_occlusion_culling] 設為 "
"[code]true[/code]。\n"
"[b]注意:[/b]啟用遮擋剔除會消耗 CPU 資源。請只在打算使用時啟用遮擋剔除。阻擋視"
"線的物件很少或根本不存在的大型開放場景通常不會因遮擋剔除而獲得什麼優化。相對於"
"遮擋剔除,大型開放場景通常能夠從網格 LOD 和可見範圍([member "
"GeometryInstance3D.visibility_range_begin] 和 [member GeometryInstance3D."
"visibility_range_end])中獲益。"
msgid ""
"Number of cubemaps to store in the reflection atlas. The number of "
"[ReflectionProbe]s in a scene will be limited by this amount. A higher number "
"requires more VRAM."
msgstr ""
"儲存在反射合集中的立方體貼圖數量。場景中的 [ReflectionProbe] 數量受此數量限"
"制。數字越高,所需的顯存越多。"
msgid ""
"Size of cubemap faces for [ReflectionProbe]s. A higher number requires more "
"VRAM and may make reflection probe updating slower."
msgstr ""
"[ReflectionProbe] 的立方體貼圖面的大小。數位越大,所需的顯存越多,並且反射探針"
"的更新也可能變得越慢。"
msgid ""
"Lower-end override for [member rendering/reflections/reflection_atlas/"
"reflection_size] on mobile devices, due to performance concerns or driver "
"support."
msgstr ""
"移動裝置上 [member rendering/reflections/reflection_atlas/reflection_size] 的"
"低端覆蓋項,出於性能問題或驅動程式支援的考慮。"
msgid ""
"Use a higher quality variant of the fast filtering algorithm. Significantly "
"slower than using default quality, but results in smoother reflections. "
"Should only be used when the scene is especially detailed."
msgstr ""
"使用快速篩選演算法的更高品質變體。明顯比使用預設品質慢,但會產生更平滑的反射。"
"只應在場景特別詳細時使用。"
msgid ""
"Sets the number of samples to take when using importance sampling for [Sky]s "
"and [ReflectionProbe]s. A higher value will result in smoother, higher "
"quality reflections, but increases time to calculate radiance maps. In "
"general, fewer samples are needed for simpler, low dynamic range environments "
"while more samples are needed for HDR environments and environments with a "
"high level of detail."
msgstr ""
"設定在對 [Sky] 和 [ReflectionProbe] 使用重要性取樣時要採用的樣本數。較高的值將"
"導致更平滑、更高品質的反射,但會增加計算輻照度對應的時間。一般來說,更簡單的低"
"動態範圍環境需要更少的樣本,而 HDR 環境和具有高細節層次的環境需要更多的樣本。"
msgid ""
"Lower-end override for [member rendering/reflections/sky_reflections/"
"ggx_samples] on mobile devices, due to performance concerns or driver support."
msgstr ""
"移動裝置上 [member rendering/reflections/sky_reflections/ggx_samples] 的低端覆"
"蓋項,出於性能問題或驅動程式支援的考慮。"
msgid ""
"Limits the number of layers to use in radiance maps when using importance "
"sampling. A lower number will be slightly faster and take up less VRAM."
msgstr ""
"使用重要性取樣時,限制在輻照度對應中使用的層數。較低的數字會稍微快一些,並且會"
"佔用較少的 VRAM。"
msgid ""
"If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
"probes and panorama backgrounds (sky). This reduces jitter noise and "
"upscaling artifacts on reflections, but is significantly slower to compute "
"and uses [member rendering/reflections/sky_reflections/roughness_layers] "
"times more memory."
msgstr ""
"如果為 [code]true[/code],則使用紋理陣列而不是 mipmap用於反射探查和全景背景"
"(天空)。這減少了反射上的抖動雜訊和放大偽影,但計算速度明顯變慢,並且使用了 "
"[member rendering/reflections/sky_reflections/roughness_layers] 倍的記憶體。"
msgid ""
"Lower-end override for [member rendering/reflections/sky_reflections/"
"texture_array_reflections] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
"移動裝置上 [member rendering/reflections/sky_reflections/"
"texture_array_reflections] 的低端覆蓋項,出於性能問題或驅動程式支援的考慮。"
msgid ""
"Sets the renderer that will be used by the project. Options are:\n"
"[b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a "
"higher base overhead, but scales well with complex scenes. Not suitable for "
"older devices or mobile.\n"
"[b]Mobile[/b]: Modern renderer designed for mobile devices. Has a lower base "
"overhead than Forward Plus, but does not scale as well to large scenes with "
"many elements.\n"
"[b]GL Compatibility[/b]: Low-end renderer designed for older devices. Based "
"on the limitations of the OpenGL 3.3/ OpenGL ES 3.0 / WebGL 2 APIs."
msgstr ""
"設定專案將使用的渲染器。選項有:\n"
"[b]Forward Plus[/b]:為桌面裝置設計的高端渲染器。有較高的基礎開銷,但能夠很好"
"地擴充到複雜的場景。不適合老舊裝置和移動裝置。\n"
"[b]Mobile[/b]:為移動裝置設計的現代渲染器。基礎開銷比 Forward Plus 低,但在處"
"理有許多元素的大型場景時,擴充性並不理想。\n"
"[b]GL Compatibility[/b]:為老舊裝置設計的低端渲染器。基於 OpenGL 3.3/ OpenGL "
"ES 3.0 / WebGL 2 API 的限制。"
msgid ""
"Override for [member rendering/renderer/rendering_method] on mobile devices."
msgstr "移動裝置的 [member rendering/renderer/rendering_method] 覆蓋項。"
msgid "Override for [member rendering/renderer/rendering_method] on web."
msgstr "Web 平臺的 [member rendering/renderer/rendering_method] 覆蓋項。"
msgid ""
"Sets the driver to be used by the renderer when using a RenderingDevice-based "
"renderer like the clustered renderer or the mobile renderer. This property "
"can not be edited directly, instead, set the driver using the platform-"
"specific overrides."
msgstr ""
"設定渲染器驅動程式,在使用集群渲染器、移動渲染器等基於 RenderingDevice 的渲染"
"器時使用。這個屬性不能直接編輯,請改用特定平臺的覆蓋項來設定驅動程式。"
msgid "Android override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Android 的覆蓋項。"
msgid "iOS override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 iOS 的覆蓋項。"
msgid "LinuxBSD override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 LinuxBSD 的覆蓋項。"
msgid "macOS override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 macOS 的覆蓋項。"
msgid "Windows override for [member rendering/rendering_device/driver]."
msgstr "[member rendering/rendering_device/driver] 在 Windows 的覆蓋項。"
msgid ""
"Determines at which interval pipeline cache is saved to disk. The lower the "
"value, the more often it is saved."
msgstr "決定管線快取保存到磁片的間隔。值越低,保存地越頻繁。"
msgid ""
"Determines how sharp the upscaled image will be when using the FSR upscaling "
"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) "
"to 2.0. Values above 2.0 won't make a visible difference."
msgstr ""
"決定使用 FSR 放大模式時放大圖像的清晰度。每個整數的銳度減半。值從 0.0(最銳"
"利)到 2.0。高於 2.0 的值不會產生明顯的差異。"
msgid ""
"Sets the scaling 3D mode. Bilinear scaling renders at different resolution to "
"either undersample or supersample the viewport. FidelityFX Super Resolution "
"1.0, abbreviated to FSR, is an upscaling technology that produces high "
"quality images at fast framerates by using a spatially-aware upscaling "
"algorithm. FSR is slightly more expensive than bilinear, but it produces "
"significantly higher image quality. On particularly low-end GPUs, the added "
"cost of FSR may not be worth it (compared to using bilinear scaling with a "
"slightly higher resolution scale to match performance).\n"
"[b]Note:[/b] FSR is only effective when using the Forward+ rendering method, "
"not Mobile or Compatibility. If using an incompatible rendering method, FSR "
"will fall back to bilinear scaling."
msgstr ""
"設定縮放 3D 模式。雙線性縮放以不同的解析度渲染,以對視口進行欠取樣或超取樣。"
"FidelityFX 超解析度FidelityFX Super Resolution 1.0,縮寫為 FSR是一種放大"
"技術可通過使用一種空間感知放大演算法以快速畫面播放速率生成高品質圖像。FSR "
"比雙線性稍微貴一點,但它產生的圖像品質明顯更高。在特別低端的 GPU 上FSR 的性"
"價比過低(與使用具有一個稍高解析度縮放以配對性能的雙線性縮放相比)。\n"
"[b]注意:[/b]FSR 只在使用 Forward+ 渲染方式時有效,對 Mobile 或 Compatibility "
"無效。如果使用不相容的渲染方法FSR 將退回到雙線性縮放。"
msgid ""
"Scales the 3D render buffer based on the viewport size uses an image filter "
"specified in [member rendering/scaling_3d/mode] to scale the output image to "
"the full viewport size. Values lower than [code]1.0[/code] can be used to "
"speed up 3D rendering at the cost of quality (undersampling). Values greater "
"than [code]1.0[/code] are only valid for bilinear mode and can be used to "
"improve 3D rendering quality at a high performance cost (supersampling). See "
"also [member rendering/anti_aliasing/quality/msaa_3d] for multi-sample "
"antialiasing, which is significantly cheaper but only smooths the edges of "
"polygons."
msgstr ""
"根據視口大小縮放 3D 渲染緩衝區,使用 [member rendering/scaling_3d/mode] 中指定"
"的圖像篩檢程式將輸出圖像縮放至完整的視口大小。比 [code]1.0[/code] 小的值可以犧"
"牲品質(欠取樣)換取更高的 3D 渲染速度。比 [code]1.0[/code] 大的值僅對雙線性模"
"式有效,可以大幅犧牲性能(超取樣)換取 3D 渲染品質的提升。另見 [member "
"rendering/anti_aliasing/quality/msaa_3d] 多重取樣抗鋸齒,性能成本顯著降低,但"
"僅平滑多邊形的邊緣。"
msgid ""
"Enable the shader cache, which stores compiled shaders to disk to prevent "
"stuttering from shader compilation the next time the shader is needed."
msgstr ""
"啟用著色器快取,編譯後的著色器會儲存在磁片上,防止在下次需要該著色器時因為編譯"
"著色器而帶來卡頓。"
msgid ""
"If [code]true[/code], uses faster but lower-quality Lambert material lighting "
"model instead of Burley."
msgstr ""
"如果為 [code]true[/code],則使用速度更快但品質較低的 Lambert 材質照明模型,不"
"使用 Burley 模型。"
msgid ""
"Lower-end override for [member rendering/shading/overrides/"
"force_lambert_over_burley] on mobile devices, due to performance concerns or "
"driver support."
msgstr ""
"由於性能問題或驅動程式支援,移動裝置上用於 [member rendering/shading/"
"overrides/force_lambert_over_burley] 的低端覆蓋。"
msgid ""
"If [code]true[/code], forces vertex shading for all rendering. This can "
"increase performance a lot, but also reduces quality immensely. Can be used "
"to optimize performance on low-end mobile devices.\n"
"[b]Note:[/b] This setting currently has no effect, as vertex shading is not "
"implemented yet."
msgstr ""
"如果為 [code]true[/code],為所有渲染強制頂點著色。這可以大大提高性能,但也會極"
"大地降低品質。可用於優化低端移動裝置的性能。\n"
"[b]注意:[/b]這個設定目前沒有效果,因為頂點著色還沒有實作。"
msgid ""
"Lower-end override for [member rendering/shading/overrides/"
"force_vertex_shading] on mobile devices, due to performance concerns or "
"driver support.\n"
"[b]Note:[/b] This setting currently has no effect, as vertex shading is not "
"implemented yet."
msgstr ""
"由於性能問題或驅動程式支援,移動裝置上用於 [member rendering/shading/"
"overrides/force_vertex_shading] 的低端覆蓋。\n"
"[b]注意:[/b]這個設定目前沒有效果,因為頂點著色還沒有實作。"
msgid "The default texture filtering mode to use on [CanvasItem]s."
msgstr "[CanvasItem] 所使用的預設紋理篩選模式。"
msgid "The default texture repeating mode to use on [CanvasItem]s."
msgstr "[CanvasItem] 所使用的預設紋理重複模式。"
msgid ""
"The filtering quality to use for [Decal] nodes. When using one of the "
"anisotropic filtering modes, the anisotropic filtering level is controlled by "
"[member rendering/textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"[Decal] 節點的篩選品質。使用 Anisotropic各向異性篩選模式時各向異性篩選級"
"別由 [member rendering/textures/default_filters/anisotropic_filtering_level] "
"控制。"
msgid ""
"Sets the maximum number of samples to take when using anisotropic filtering "
"on textures (as a power of two). A higher sample count will result in sharper "
"textures at oblique angles, but is more expensive to compute. A value of "
"[code]0[/code] forcibly disables anisotropic filtering, even on materials "
"where it is enabled.\n"
"The anisotropic filtering level also affects decals and light projectors if "
"they are configured to use anisotropic filtering. See [member rendering/"
"textures/decals/filter] and [member rendering/textures/light_projectors/"
"filter].\n"
"[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled "
"by default[/i] on 2D and 3D materials. For this setting to have an effect in "
"3D, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D."
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D."
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials. For this "
"setting to have an effect in 2D, set [member CanvasItem.texture_filter] to "
"[constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or "
"[constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the "
"[CanvasItem] node displaying the texture (or in [CanvasTexture]). However, "
"anisotropic filtering is rarely useful in 2D, so only enable it for textures "
"in 2D if it makes a meaningful visual difference.\n"
"[b]Note:[/b] This property is only read when the project starts. There is "
"currently no way to change this setting at run-time."
msgstr ""
"設定在紋理上使用各向異性篩選時要採用的最大樣本數(作為 2 的冪)。更高的取樣數"
"將導致傾斜角度的紋理更清晰,但計算成本更高。[code]0[/code] 的值會強制禁用各向"
"異性篩選,即使在啟用它的材質上也是如此。\n"
"如果裝飾和投影器被配置為使用各向異性篩選,則各向異性篩選級別也會影響它們。請參"
"閱 [member rendering/textures/decals/filter] and [member rendering/textures/"
"light_projectors/filter]。\n"
"[b]注意:[/b]出於性能原因,各向異性篩選在 2D 和 3D 材質上[i]預設不啟用[/i]。要"
"使該設定在 3D 中產生效果,請在材質上將 [member BaseMaterial3D.texture_filter] "
"設定為 [constant BaseMaterial3D."
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 或 [constant BaseMaterial3D."
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC]。要使該設定在 2D 中生效,請在"
"顯示紋理的 [CanvasItem] 節點上(或 [CanvasTexture] 中)將 [member CanvasItem."
"texture_filter] 設定為 [constant CanvasItem."
"TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] 或 [constant CanvasItem."
"TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC]。然而,各向異性篩選在 2D 中並"
"不實用,因此在 2D 中只有在它產生有意義的視覺差異時才對紋理啟用它。\n"
"[b]注意:[/b]只有在專案啟動時該屬性才會被讀取。目前無法在運作時更改該設定。"
msgid ""
"If [code]true[/code], uses nearest-neighbor mipmap filtering when using "
"mipmaps (also called \"bilinear filtering\"), which will result in visible "
"seams appearing between mipmap stages. This may increase performance in "
"mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap "
"filtering (also called \"trilinear filtering\") is used.\n"
"[b]Note:[/b] This property is only read when the project starts. There is "
"currently no way to change this setting at run-time."
msgstr ""
"如果為 [code]true[/code],則在使用 mipmap 時使用最近鄰 mipmap 篩選(也稱為“雙"
"線性篩選”),這將導致在 mipmap 階段之間出現可見的接縫。因為使用的記憶體頻寬更"
"少,這可能會提高移動裝置的性能。如果為 [code]false[/code],則使用線性 mipmap "
"篩選(也稱為“三線性篩選”)。\n"
"[b]注意:[/b]只有在專案啟動時該屬性才會被讀取。目前無法在運作時更改該設定。"
msgid ""
"The filtering quality to use for [OmniLight3D] and [SpotLight3D] projectors. "
"When using one of the anisotropic filtering modes, the anisotropic filtering "
"level is controlled by [member rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"[OmniLight3D] 和 [SpotLight3D] 投影器的篩選品質。使用 Anisotropic各向異性"
"篩選模式時,各向異性篩選級別由 [member rendering/textures/default_filters/"
"anisotropic_filtering_level] 控制。"
msgid ""
"If [code]true[/code], the texture importer will import lossless textures "
"using the PNG format. Otherwise, it will default to using WebP."
msgstr ""
"如果為 [code]true[/code],紋理匯入器將使用 PNG 格式匯入無損紋理。否則預設使用 "
"WebP。"
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the Ericsson Texture Compression 2 algorithm for lower quality "
"textures and normal maps and Adaptable Scalable Texture Compression algorithm "
"for high quality textures (in 4x4 block size).\n"
"[b]Note:[/b] This setting is an override. The texture importer will always "
"import the format the host platform needs, even if this is set to "
"[code]false[/code].\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].godot/imported/[/code] "
"folder located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
"如果為 [code]true[/code],則紋理匯入器,將使用 Ericsson 紋理壓縮 2 演算法匯入 "
"VRAM 壓縮紋理以獲取較低品質的紋理和法線貼圖,並使用自我調整可縮放紋理壓縮演算"
"法導入高品質紋理4x4 塊大小)。\n"
"[b]注意:[/b]這是設定覆蓋項。即便設為 [code]false[/code],紋理匯入器也始終會匯"
"入宿主平臺所需的格式。\n"
"[b]注意:[/b]更改該設定[i]不會[/i]影響之前已經匯入的紋理。要使該設定套用於已匯"
"入的紋理,請退出編輯器,移除位於專案檔案夾內的 [code].godot/imported/[/code] "
"資料夾,然後重新啟動編輯器(請參閱 [member application/config/"
"use_hidden_project_data_directory])。"
msgid ""
"If [code]true[/code], the texture importer will import VRAM-compressed "
"textures using the S3 Texture Compression algorithm (DXT1-5) for lower "
"quality textures and the BPTC algorithm (BC6H and BC7) for high quality "
"textures. This algorithm is only supported on PC desktop platforms and "
"consoles.\n"
"[b]Note:[/b] This setting is an override. The texture importer will always "
"import the format the host platform needs, even if this is set to "
"[code]false[/code].\n"
"[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
"already imported before. To make this setting apply to textures that were "
"already imported, exit the editor, remove the [code].godot/imported/[/code] "
"folder located inside the project folder then restart the editor (see [member "
"application/config/use_hidden_project_data_directory])."
msgstr ""
"如果為 [code]true[/code],紋理匯入器將使用 S3 紋理壓縮演算法DXT1-5匯入 "
"VRAM 壓縮紋理以獲得較低品質的紋理;並使用 BPTC 演算法BC6H 和 BC7匯入高品質"
"紋理。該演算法僅在 PC 桌面平臺和主機平臺上受支援。\n"
"[b]注意:[/b]這是設定覆蓋項。即便設為 [code]false[/code],紋理匯入器也始終會匯"
"入宿主平臺所需的格式。\n"
"[b]注意:[/b]更改該設定[i]不會[/i]影響之前已經匯入的紋理。要使該設定套用於已匯"
"入的紋理,請退出編輯器,移除位於專案檔案夾內的 [code].godot/imported/[/code] "
"資料夾,然後重新啟動編輯器(請參閱 [member application/config/"
"use_hidden_project_data_directory])。"
msgid ""
"The default compression method for WebP. Affects both lossy and lossless "
"WebP. A higher value results in smaller files at the cost of compression "
"speed. Decompression speed is mostly unaffected by the compression method. "
"Supported values are 0 to 6. Note that compression methods above 4 are very "
"slow and offer very little savings."
msgstr ""
"WebP 的預設壓縮方法。影響有損和無損 WebP。較高的值會以壓縮速度為代價產生較小的"
"檔案。解壓縮速度基本上不受壓縮方法的影響。支援的值為 0 到 6。請注意高於 4 的"
"壓縮方法非常慢並且節省的空間很小。"
msgid ""
"The default compression factor for lossless WebP. Decompression speed is "
"mostly unaffected by the compression factor. Supported values are 0 to 100."
msgstr ""
"無損 WebP 的預設壓縮係數。解壓速度通常不受壓縮係數的影響。支援的值為 0 到 "
"100。"
msgid ""
"If [code]true[/code], enables [member Viewport.use_hdr_2d] on the root "
"viewport. This allows 2D rendering to take advantage of effects requiring "
"high dynamic range (e.g. 2D glow)."
msgstr ""
"如果 [code]true[/code],則在根視窗上啟用 [member Viewport.use_hdr_2d]。這允許 "
"2D 渲染利用需要高動態範圍的效果(例如 2D 發光) )。"
msgid ""
"If [code]true[/code], enables [member Viewport.transparent_bg] on the root "
"viewport. This allows per-pixel transparency to be effective after also "
"enabling [member display/window/size/transparent] and [member display/window/"
"per_pixel_transparency/allowed]."
msgstr ""
"如果為 [code]true[/code] ,則在根視口上啟用 [member Viewport."
"transparent_bg] 。這樣在同時啟用 [member display/window/size/transparent] 和 "
"[member display/window/per_pixel_transparency/allowed] 之後,逐圖元透明就會生"
"效。"
msgid ""
"Set the default Variable Rate Shading (VRS) mode for the main viewport. See "
"[member Viewport.vrs_mode] to change this at runtime, and [enum Viewport."
"VRSMode] for possible values."
msgstr ""
"為主視口設定預設的可變速率著色VRS模式。請參閱 [member Viewport.vrs_mode] "
"以在運作時更改該設定,並參閱 [enum Viewport.VRSMode] 以獲取可能的值。"
msgid ""
"If [member rendering/vrs/mode] is set to [b]Texture[/b], this is the path to "
"default texture loaded as the VRS image.\n"
"The texture [i]must[/i] use a lossless compression format so that colors can "
"be matched precisely. The following VRS densities are mapped to various "
"colors, with brighter colors representing a lower level of shading "
"precision:\n"
"[codeblock]\n"
"- 1x1 = rgb(0, 0, 0) - #000000\n"
"- 1x2 = rgb(0, 85, 0) - #005500\n"
"- 2x1 = rgb(85, 0, 0) - #550000\n"
"- 2x2 = rgb(85, 85, 0) - #555500\n"
"- 2x4 = rgb(85, 170, 0) - #55aa00\n"
"- 4x2 = rgb(170, 85, 0) - #aa5500\n"
"- 4x4 = rgb(170, 170, 0) - #aaaa00\n"
"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n"
"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n"
"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n"
"[/codeblock]"
msgstr ""
"如果 [member rendering/vrs/mode] 為 [b]Texture[/b],則這是 VRS 圖像所載入的默"
"認紋理的路徑。\n"
"該紋理[i]必須[/i]使用無失真壓縮格式,以便可以精確配對顏色。以下 VRS 密度會對應"
"為各種顏色,較亮的顏色代表較低的著色精度。\n"
"[codeblock]\n"
"- 1x1 = rgb(0, 0, 0) - #000000\n"
"- 1x2 = rgb(0, 85, 0) - #005500\n"
"- 2x1 = rgb(85, 0, 0) - #550000\n"
"- 2x2 = rgb(85, 85, 0) - #555500\n"
"- 2x4 = rgb(85, 170, 0) - #55aa00\n"
"- 4x2 = rgb(170, 85, 0) - #aa5500\n"
"- 4x4 = rgb(170, 170, 0) - #aaaa00\n"
"- 4x8 = rgb(170, 255, 0) - #aaff00 - 大多數硬體不支援\n"
"- 8x4 = rgb(255, 170, 0) - #ffaa00 - 大多數硬體不支援\n"
"- 8x8 = rgb(255, 255, 0) - #ffff00 - 大多數硬體不支援\n"
"[/codeblock]"
msgid ""
"Maximum number of threads to be used by [WorkerThreadPool]. Value of "
"[code]-1[/code] means no limit."
msgstr "[WorkerThreadPool] 所使用的最大執行緒數。[code]-1[/code] 表示無限制。"
msgid "Action map configuration to load by default."
msgstr "預設載入的動作對應配置。"
msgid "If [code]true[/code] Godot will setup and initialize OpenXR on startup."
msgstr "如果為 [code]true[/code]Godot 將在啟動時初始化 OpenXR。"
msgid ""
"Specify how OpenXR should blend in the environment. This is specific to "
"certain AR and passthrough devices where camera images are blended in by the "
"XR compositor."
msgstr ""
"指定 OpenXR 應如何融入環境。這特定於某些 AR 和直通裝置,其中相機影像由 XR 合成"
"器混合。"
msgid ""
"Specify whether OpenXR should be configured for an HMD or a hand held device."
msgstr "指定是否應為 HMD 或手持裝置配置 OpenXR。"
msgid ""
"Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high."
msgstr "應用程式的注視點等級若支援0 = 關閉、1 = 低、2 = 中、3 = 高。"
msgid "Specify the default reference space."
msgstr "指定預設參照空間。"
msgid ""
"If [code]true[/code], Godot will display an alert modal when OpenXR "
"initialization fails on startup."
msgstr ""
"如果為 [code]true[/code],則啟動時如果 OpenXR 初始化失敗Godot 就會顯示警告彈"
"框。"
msgid ""
"If [code]true[/code], OpenXR will manage the depth buffer and use the depth "
"buffer for advanced reprojection provided this is supported by the XR "
"runtime. Note that some rendering features in Godot can't be used with this "
"feature."
msgstr ""
"如果為 [code]true[/code],則 OpenXR 會管理深度緩衝區,使用深度緩衝區進行高級再"
"投影,前提是 XR 運作時支援。請注意Godot 中的部分渲染功能無法與該功能一同使"
"用。"
msgid ""
"Specify the view configuration with which to configure OpenXR setting up "
"either Mono or Stereo rendering."
msgstr "指定視圖配置,用於配置 OpenXR 設定單視場或立體渲染。"
msgid "If [code]true[/code], Godot will compile shaders required for XR."
msgstr "如果為 [code]true[/code]Godot 將編譯 XR 所需的著色器。"
msgid "Emitted when any setting is changed, up to once per process frame."
msgstr "在鍵 [param name] 下新增 [Animation] 時發出。"
msgid "Interpolates an [Object]'s property over time."
msgstr "隨時間對 [Object] 的屬性進行插值。"
msgid ""
"[PropertyTweener] is used to interpolate a property in an object. See [method "
"Tween.tween_property] for more usage information.\n"
"[b]Note:[/b] [method Tween.tween_property] is the only correct way to create "
"[PropertyTweener]. Any [PropertyTweener] created manually will not function "
"correctly."
msgstr ""
"[PropertyTweener] 用於為物件的屬性進行插值。詳細的用法見 [method Tween."
"tween_property]。\n"
"[b]注意:[/b][method Tween.tween_property] 是建立 [PropertyTweener] 的唯一正確"
"方法。任何手動建立的 [PropertyTweener] 都將無法正常運作。"
msgid ""
"When called, the final value will be used as a relative value instead.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
"as_relative() #the node will move by 100 pixels to the right\n"
"[/codeblock]"
msgstr ""
"呼叫時,最終值將用作相對值。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
"as_relative() # 該節點將向右移動 100 個圖元\n"
"[/codeblock]"
msgid ""
"Sets a custom initial value to the [PropertyTweener].\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(Vector2(100, 100)) #this will move the node from position (100, 100) to "
"(200, 100)\n"
"[/codeblock]"
msgstr ""
"設定該 [PropertyTweener] 的自訂初始值。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(Vector2(100, 100)) # 這會將該節點從位置 (100, 100) 移動到 (200, 100)\n"
"[/codeblock]"
msgid ""
"Makes the [PropertyTweener] use the current property value (i.e. at the time "
"of creating this [PropertyTweener]) as a starting point. This is equivalent "
"of using [method from] with the current value. These two calls will do the "
"same:\n"
"[codeblock]\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(position)\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from_current()\n"
"[/codeblock]"
msgstr ""
"讓該 [PropertyTweener] 使用目前屬性值作為起點(即建立這個 [PropertyTweener] 時"
"的值)。與使用目前值呼叫 [method from] 等價。以下兩種呼叫方法效果相同:\n"
"[codeblock]\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from(position)\n"
"tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
"from_current()\n"
"[/codeblock]"
msgid ""
"Sets the time in seconds after which the [PropertyTweener] will start "
"interpolating. By default there's no delay."
msgstr "設定該 [PropertyTweener] 開始插值的時間,單位為秒。預設無延遲。"
msgid "Class representing a square mesh facing the camera."
msgstr "表示面向相機的正方形網格的類。"
msgid ""
"Class representing a square [PrimitiveMesh]. This flat mesh does not have a "
"thickness. By default, this mesh is aligned on the X and Y axes; this "
"rotation is more suited for use with billboarded materials. A [QuadMesh] is "
"equivalent to a [PlaneMesh] except its default [member PlaneMesh.orientation] "
"is [constant PlaneMesh.FACE_Z]."
msgstr ""
"代表正方形 [PrimitiveMesh] 的類。這個平面網格沒有厚度。預設情況下,這個網格與 "
"X 軸和 Y 軸對齊;這種旋轉方式更適合於使用公告板的材質。[QuadMesh] 和 "
"[PlaneMesh] 是等價的,區別是 [member PlaneMesh.orientation] 預設為 [constant "
"PlaneMesh.FACE_Z]。"
msgid "2D in 3D Demo"
msgstr "3D 中的 2D 演示"
msgid "Flat plane shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "用於 [OccluderInstance3D] 遮擋剔除的扁平平面形狀。"
msgid ""
"[QuadOccluder3D] stores a flat plane shape that can be used by the engine's "
"occlusion culling system. See also [PolygonOccluder3D] if you need to "
"customize the quad's shape.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[QuadOccluder3D] 儲存的是一個扁平的平面形狀,可以用於引擎的遮擋剔除系統。如果"
"你需要自訂正方形的形狀,請參閱 [PolygonOccluder3D]。\n"
"設定遮擋剔除的說明見 [OccluderInstance3D] 的文件。"
msgid "The quad's size in 3D units."
msgstr "該四邊形的大小,使用 3D 單位。"
msgid "A unit quaternion used for representing 3D rotations."
msgstr "代表 3D 旋轉的單位四元數。"
msgid ""
"Quaternions are similar to [Basis], which implements the matrix "
"representation of rotations. Unlike [Basis], which stores rotation, scale, "
"and shearing, quaternions only store rotation.\n"
"Quaternions can be parametrized using both an axis-angle pair or Euler "
"angles. Due to their compactness and the way they are stored in memory, "
"certain operations (obtaining axis-angle and performing SLERP, in particular) "
"are more efficient and robust against floating-point errors.\n"
"[b]Note:[/b] Quaternions need to be normalized before being used for rotation."
msgstr ""
"四元數與 [Basis] 類似,實作的是旋轉的矩陣表示。但 [Basis] 儲存了旋轉、縮放、切"
"變,四元數隻儲存旋轉。\n"
"四元數的參數可以使用軸角對來指定,也可以通過歐拉角來指定。由於四元數的緊湊性以"
"及在記憶體中的儲存方式,部分運算(尤其是獲取軸角和執行 SLERP在防止浮點數誤差"
"方面更加高效穩健。\n"
"[b]注意:[/b]四元數需要先正規化,才能用於旋轉。"
msgid ""
"Constructs a default-initialized quaternion with all components set to "
"[code]0[/code]."
msgstr "建構預設初始化的四元數,所有分量都被設定為 [code]0[/code]。"
msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]."
msgstr "建構給定 [Quaternion] 的副本。"
msgid ""
"Constructs a quaternion representing the shortest arc between two points on "
"the surface of a sphere with a radius of [code]1.0[/code]."
msgstr ""
"建構一個四元數,代表半徑為 [code]1.0[/code] 的球面上兩個點之間最短的弧。"
msgid ""
"Constructs a quaternion that will rotate around the given axis by the "
"specified angle. The axis must be a normalized vector."
msgstr ""
"建構一個四元數,它將圍繞給定的軸旋轉指定的角度。軸必須是一個正規化的向量。"
msgid "Constructs a quaternion from the given [Basis]."
msgstr "從給定的 [Basis] 建構一個四元數。"
msgid "Constructs a quaternion defined by the given values."
msgstr "建構一個由給定值定義的四元數。"
msgid ""
"Returns the angle between this quaternion and [param to]. This is the "
"magnitude of the angle you would need to rotate by to get from one to the "
"other.\n"
"[b]Note:[/b] The magnitude of the floating-point error for this method is "
"abnormally high, so methods such as [code]is_zero_approx[/code] will not work "
"reliably."
msgstr ""
"返回這個四元數與 [param to] 之間的角度。這是從一個旋轉到另一個旋轉所需的角度大"
"小。\n"
"[b]注意:[/b]該方法的浮點數誤差異常地高,因此 [code]is_zero_approx[/code] 等方"
"法的結果不可靠。"
msgid "Returns the dot product of two quaternions."
msgstr "返回兩個四元數的點積。"
msgid "Constructs a Quaternion from Euler angles in YXZ rotation order."
msgstr "按 YXZ 旋轉順序從歐拉角建構一個四元數。"
msgid ""
"Returns the quaternion's rotation in the form of Euler angles. The Euler "
"order depends on the [param order] parameter, for example using the YXZ "
"convention: since this method decomposes, first Z, then X, and Y last. See "
"the [enum EulerOrder] enum for possible values. The returned vector contains "
"the rotation angles in the format (X angle, Y angle, Z angle)."
msgstr ""
"以歐拉角的形式返回該四元數的旋轉。歐拉順序取決於 [param order] 參數,例如使用 "
"YXZ 順序:這個方法按照 Z、X、Y 的順序分解。可能的取值見 [enum EulerOrder] 列"
"舉。返回向量的格式為 (X 角, Y 角, Z 角)。"
msgid "Returns the inverse of the quaternion."
msgstr "返回四元數的取逆。"
msgid ""
"Returns [code]true[/code] if this quaternion and [param to] are approximately "
"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果該四元數和 [param to] 近似相等,則返回 [code]true[/code],判斷方法是通過在"
"每個分量上運作 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this quaternion is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果該四元數是有限的,則返回 [code]true[/code],判斷方法是在每個分量上呼叫 "
"[method @GlobalScope.is_finite]。"
msgid "Returns whether the quaternion is normalized or not."
msgstr "返回四元數是否被正規化。"
msgid "Returns the length of the quaternion."
msgstr "返回四元數的長度。"
msgid "Returns the length of the quaternion, squared."
msgstr "返回四元數的長度的平方。"
msgid "Returns a copy of the quaternion, normalized to unit length."
msgstr "返回四元數的副本,正規化為單位長度。"
msgid ""
"Returns the result of the spherical linear interpolation between this "
"quaternion and [param to] by amount [param weight].\n"
"[b]Note:[/b] Both quaternions must be normalized."
msgstr ""
"返回該四元數與 [param to] 之間的球面線性插值 [param weight] 的結果。\n"
"[b]注意:[/b]兩個四元數都必須被正規化。"
msgid ""
"Returns the result of the spherical linear interpolation between this "
"quaternion and [param to] by amount [param weight], but without checking if "
"the rotation path is not bigger than 90 degrees."
msgstr ""
"返回在這個四元數和 [param to] 之間按照 [param weight] 進行球面線性插值的結果,"
"不會檢查旋轉路徑是否大於 90 度。"
msgid ""
"Performs a spherical cubic interpolation between quaternions [param pre_a], "
"this vector, [param b], and [param post_b], by the given amount [param "
"weight]."
msgstr ""
"在四元數 [param pre_a]、這個向量、[param b] 以及 [param post_b] 之間按照給定"
"的 [param weight] 進行球面三次插值。"
msgid ""
"W component of the quaternion (real part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元數的W分量實數部分。\n"
"四元數分量通常不應該被直接操作。"
msgid ""
"X component of the quaternion (imaginary [code]i[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元數的X分量虛軸[code]i[/code]部分)。\n"
"四元數分量通常不應直接操作。"
msgid ""
"Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元數的Y分量虛軸[code]j[/code]部分)。\n"
"四元數分量通常不應直接操作。"
msgid ""
"Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
"Quaternion components should usually not be manipulated directly."
msgstr ""
"四元數的Z分量虛軸[code]k[/code]部分)。\n"
"四元數分量通常不應該被直接操作。"
msgid ""
"The identity quaternion, representing no rotation. Equivalent to an identity "
"[Basis] matrix. If a vector is transformed by an identity quaternion, it will "
"not change."
msgstr ""
"單位四元數,代表無旋轉。相當於單位 [Basis] 矩陣。如果一個向量被一個單位四元數"
"變換,它不會改變。"
msgid ""
"Returns [code]true[/code] if the quaternions are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果四元數不相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Composes these two quaternions by multiplying them together. This has the "
"effect of rotating the second quaternion (the child) by the first quaternion "
"(the parent)."
msgstr ""
"通過將這兩個四元數相乘,來合成這兩個四元數。效果是將第二個四元數(子)按照第一"
"個四元數(父)進行旋轉。"
msgid "Rotates (multiplies) the [Vector3] by the given [Quaternion]."
msgstr "使用給定的 [Quaternion] 旋轉 [Vector3](相乘)。"
msgid ""
"Multiplies each component of the [Quaternion] by the given value. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression."
msgstr ""
"將該 [Quaternion] 的每個分量乘以給定的值。此操作本身沒有意義,但可以用作更大運"
"算式的一部分。"
msgid ""
"Adds each component of the left [Quaternion] to the right [Quaternion]. This "
"operation is not meaningful on its own, but it can be used as a part of a "
"larger expression, such as approximating an intermediate rotation between two "
"nearby rotations."
msgstr ""
"將左側 [Quaternion] 的每個分量與右側的 [Quaternion] 相加。這個運算本身沒有意"
"義,但可以用作更大運算式的一部分,例如求兩個相近旋轉的中間近似值。"
msgid ""
"Subtracts each component of the left [Quaternion] by the right [Quaternion]. "
"This operation is not meaningful on its own, but it can be used as a part of "
"a larger expression."
msgstr ""
"將左側 [Quaternion] 的每個分量與右側的 [Quaternion] 相減。這個運算本身沒有意"
"義,但可以用作更大運算式的一部分。"
msgid ""
"Divides each component of the [Quaternion] by the given value. This operation "
"is not meaningful on its own, but it can be used as a part of a larger "
"expression."
msgstr ""
"將該 [Quaternion] 的每個分量除以給定的值。此操作本身沒有意義,但可以用作更大運"
"算式的一部分。"
msgid ""
"Returns [code]true[/code] if the quaternions are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果四元數完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Access quaternion components using their index. [code]q[0][/code] is "
"equivalent to [code]q.x[/code], [code]q[1][/code] is equivalent to [code]q.y[/"
"code], [code]q[2][/code] is equivalent to [code]q.z[/code], and [code]q[3][/"
"code] is equivalent to [code]q.w[/code]."
msgstr ""
"使用索引存取四元數的分量。[code]q[0][/code] 等價於 [code]q.x[/code]、"
"[code]q[1][/code] 等價於 [code]q.y[/code]、[code]q[2][/code] 等價於 [code]q."
"z[/code]、[code]q[3][/code] 等價於[code]q.w[/code]。"
msgid ""
"Returns the negative value of the [Quaternion]. This is the same as writing "
"[code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/code]. This operation results in a "
"quaternion that represents the same rotation."
msgstr ""
"返回該 [Quaternion] 的負值。和寫 [code]Quaternion(-q.x, -q.y, -q.z, -q.w)[/"
"code] 相同。這個操作得到的是代表相同旋轉的四元數。"
msgid "Provides methods for generating pseudo-random numbers."
msgstr "提供生成偽亂數的方法。"
msgid ""
"RandomNumberGenerator is a class for generating pseudo-random numbers. It "
"currently uses [url=https://www.pcg-random.org/]PCG32[/url].\n"
"[b]Note:[/b] The underlying algorithm is an implementation detail and should "
"not be depended upon.\n"
"To generate a random float number (within a given range) based on a time-"
"dependant seed:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
"[/codeblock]"
msgstr ""
"RandomNumberGenerator 是一個用於生成偽亂數的類。它目前使用 [url=https://www."
"pcg-random.org/]PCG32[/url]。\n"
"[b]注意:[/b]底層演算法屬於實作細節,不應該對此產生依賴。\n"
"要根據時間相關種子生成(給定範圍內的)隨機浮點數:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"func _ready():\n"
" var my_random_number = rng.randf_range(-10.0, 10.0)\n"
"[/codeblock]"
msgid ""
"Returns a pseudo-random float between [code]0.0[/code] and [code]1.0[/code] "
"(inclusive)."
msgstr ""
"返回在 [code]0.0[/code] 和 [code]1.0[/code] 之間(含端點)的偽隨機浮點數。"
msgid ""
"Returns a pseudo-random float between [param from] and [param to] (inclusive)."
msgstr "返回在 [param from] 和 [param to] 之間(含端點)的偽隨機浮點數。"
msgid ""
"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
"distributed[/url] pseudo-random number, using Box-Muller transform with the "
"specified [param mean] and a standard [param deviation]. This is also called "
"Gaussian distribution."
msgstr ""
"使用具有指定 [param mean] 和標準 [param deviation] 的 Box-Muller 變換,返回一"
"個[url=https://en.wikipedia.org/wiki/Normal_distribution]正態分佈[/url]的偽隨"
"機數。這也被稱為高斯分佈。"
msgid ""
"Returns a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
"[code]4294967295[/code] (inclusive)."
msgstr ""
"返回在 [code]0[/code] 和 [code]4294967295[/code] 之間(含端點)的偽隨機 32 位"
"不帶正負號的整數。"
msgid ""
"Returns a pseudo-random 32-bit signed integer between [param from] and [param "
"to] (inclusive)."
msgstr ""
"返回在 [param from] 和 [param to] 之間(含端點)的偽隨機 32 位不帶正負號的整"
"數。"
msgid ""
"Initializes the random number generator state based on the given seed value. "
"A given seed will give a reproducible sequence of pseudo-random numbers.\n"
"[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
"similar random streams given similar seeds. Consider using a hash function to "
"improve your seed quality if they're sourced externally.\n"
"[b]Note:[/b] Setting this property produces a side effect of changing the "
"internal [member state], so make sure to initialize the seed [i]before[/i] "
"modifying the [member state]:\n"
"[b]Note:[/b] The default value of this property is pseudo-random, and changes "
"when calling [method randomize]. The [code]0[/code] value documented here is "
"a placeholder, and not the actual default seed.\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"rng.seed = hash(\"Godot\")\n"
"rng.state = 100 # Restore to some previously saved state.\n"
"[/codeblock]"
msgstr ""
"根據給定的種子值初始化亂數產生器狀態。給定的種子將給出一個可重現的偽亂數序"
"列。\n"
"[b]注意:[/b]RNG 沒有雪崩效應,給定相似的種子可以輸出相似的隨機流。如果種子來"
"自外部,請考慮使用雜湊函式來提高種子品質。\n"
"[b]注意:[/b]設定該屬性會產生改變內部 [member state] 的副作用,因此請確保在修"
"改 [member state] [i]之前[/i]初始化種子:\n"
"[b]注意:[/b]該屬性的預設值是偽隨機的,會在呼叫 [method randomize] 時改變。文"
"檔中記錄的 [code]0[/code] 是預留位置,不是實際的預設種子。\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"rng.seed = hash(\"Godot\")\n"
"rng.state = 100 # 恢復到之前保存的一些狀態。\n"
"[/codeblock]"
msgid ""
"The current state of the random number generator. Save and restore this "
"property to restore the generator to a previous state:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
"var saved_state = rng.state # Store current state.\n"
"print(rng.randf()) # Advance internal state.\n"
"rng.state = saved_state # Restore the state.\n"
"print(rng.randf()) # Prints the same value as in previous.\n"
"[/codeblock]\n"
"[b]Note:[/b] Do not set state to arbitrary values, since the random number "
"generator requires the state to have certain qualities to behave properly. It "
"should only be set to values that came from the state property itself. To "
"initialize the random number generator with arbitrary input, use [member "
"seed] instead.\n"
"[b]Note:[/b] The default value of this property is pseudo-random, and changes "
"when calling [method randomize]. The [code]0[/code] value documented here is "
"a placeholder, and not the actual default seed."
msgstr ""
"亂數產生器的目前狀態。保存並恢復此屬性,以將生成器恢復到之前的狀態:\n"
"[codeblock]\n"
"var rng = RandomNumberGenerator.new()\n"
"print(rng.randf())\n"
"var saved_state = rng.state # 保存目前狀態。\n"
"print(rng.randf()) # 讓內部狀態發生步進。\n"
"rng.state = saved_state # 恢復狀態。\n"
"print(rng.randf()) # 輸出和之前一樣的值。\n"
"[/codeblock]\n"
"[b]注意:[/b]不要將狀態設定為任意值,因為亂數產生器要求狀態具有某些功能才能正"
"常運作。它應該只設定為來自狀態屬性本身的值。要使用任意輸入初始化亂數產生器,請"
"改用 [member seed]。\n"
"[b]注意:[/b]該屬性的預設值是偽隨機的,會在呼叫 [method randomize] 時改變。文"
"檔中記錄的 [code]0[/code] 是預留位置,不是實際的預設種子。"
msgid "Abstract base class for controls that represent a number within a range."
msgstr "代表特定範圍內數位的控制項的抽象基底類別。"
msgid ""
"Range is an abstract base class for controls that represent a number within a "
"range, using a configured [member step] and [member page] size. See e.g. "
"[ScrollBar] and [Slider] for examples of higher-level nodes using Range."
msgstr ""
"Range 是代表特定範圍內數位的控制項的抽象基底類別,能夠對步長 [member step] 和"
"分頁大小 [member page] 進行配置。使用 Range 的高階節點範例請參考 [ScrollBar] "
"和 [Slider]。"
msgid ""
"Called when the [Range]'s value is changed (following the same conditions as "
"[signal value_changed])."
msgstr "[Range] 的值發生更改時呼叫(條件與 [signal value_changed] 相同)。"
msgid ""
"Sets the [Range]'s current value to the specified [param value], without "
"emitting the [signal value_changed] signal."
msgstr ""
"將 [Range] 的目前值設定為指定的 [param value] 而不發出 [signal value_changed] "
"訊號。"
msgid ""
"Binds two [Range]s together along with any ranges previously grouped with "
"either of them. When any of range's member variables change, it will share "
"the new value with all other ranges in its group."
msgstr ""
"將兩個 [Range] 綁定,之前已與兩者之中的任何一個組合的 Range 也會被綁定在一起。"
"其中任何一個 Range 的成員變數改變時,它將與它的組中的所有其他 Range 共用新值。"
msgid "Stops the [Range] from sharing its member variables with any other."
msgstr "使該 [Range] 停止與任何其他 Range 共用其成員變數。"
msgid ""
"If [code]true[/code], [member value] may be greater than [member max_value]."
msgstr "如果為 [code]true[/code][member value] 可能大於 [member max_value]。"
msgid ""
"If [code]true[/code], [member value] may be less than [member min_value]."
msgstr "如果為 [code]true[/code][member value] 可能小於 [member min_value]。"
msgid ""
"If [code]true[/code], and [member min_value] is greater than 0, [member "
"value] will be represented exponentially rather than linearly."
msgstr ""
"如果為 [code]true[/code],並且 [member min_value] 大於 0[member value] 將以"
"指數方式而不是線性方式表示。"
msgid ""
"Maximum value. Range is clamped if [member value] is greater than [member "
"max_value]."
msgstr "最大值。如果 [member value] 大於 [member max_value],則會被範圍限制。"
msgid ""
"Minimum value. Range is clamped if [member value] is less than [member "
"min_value]."
msgstr "最小值。如果 [member value] 小於 [member min_value],則會被範圍限制。"
msgid ""
"Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
"multiplied by [member page] over the difference between [member min_value] "
"and [member max_value]."
msgstr ""
"頁面大小。主要用於 [ScrollBar]。ScrollBar 的長度是它的尺寸乘以 [member page] "
"超過 [member min_value] 和 [member max_value] 之間的差值。"
msgid "The value mapped between 0 and 1."
msgstr "該值在 0 和 1 之間進行對應。"
msgid ""
"If [code]true[/code], [member value] will always be rounded to the nearest "
"integer."
msgstr "如果為 [code]true[/code][member value] 將始終四捨五入到最接近的整數。"
msgid ""
"If greater than 0, [member value] will always be rounded to a multiple of "
"this property's value. If [member rounded] is also [code]true[/code], [member "
"value] will first be rounded to a multiple of this property's value, then "
"rounded to the nearest integer."
msgstr ""
"如果大於 0[member value] 將總是被四捨五入為這個屬性的倍數。如果 [member "
"rounded] 也是 [code]true[/code][member value] 將首先被四捨五入為這個屬性的倍"
"數,然後四捨五入為最近的整數。"
msgid ""
"Range's current value. Changing this property (even via code) will trigger "
"[signal value_changed] signal. Use [method set_value_no_signal] if you want "
"to avoid it."
msgstr ""
"Range 的目前值。更改這個屬性(即便是通過程式碼修改的)會觸發 [signal "
"value_changed] 訊號。如果你想避免觸發訊號,請使用 [method "
"set_value_no_signal]。"
msgid ""
"Emitted when [member min_value], [member max_value], [member page], or "
"[member step] change."
msgstr ""
"在 [member min_value]、[member max_value]、[member page]、[member step] 改變時"
"釋放訊號。"
msgid ""
"Emitted when [member value] changes. When used on a [Slider], this is called "
"continuously while dragging (potentially every frame). If you are performing "
"an expensive operation in a function connected to [signal value_changed], "
"consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
"[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
"value_changed] is also emitted when [param value] is set directly via code."
msgstr ""
"[member value] 更改時發出。在 [Slider] 上使用時,會在拖動時連續呼叫(可能是每"
"一影格)。如果在連接到 [signal value_changed] 的函式中執行昂貴的操作,請考慮使"
"用[i]去除抖動[/i] [Timer] 來減少呼叫該函式的頻率。\n"
"[b]注意:[/b]與 [signal LineEdit.text_changed] 等訊號不同,當直接通過程式碼設"
"置 [param value] 時,[signal value_changed] 仍會發出。"
msgid ""
"A ray in 2D space, used to find the first [CollisionObject2D] it intersects."
msgstr "2D 空間中的射線,用於搜尋第一個相交的 [CollisionObject2D]。"
msgid ""
"A raycast represents a ray from its origin to its [member target_position] "
"that finds the closest [CollisionObject2D] along its path, if it intersects "
"any. This is useful for a lot of things, such as\n"
"[RayCast2D] can ignore some objects by adding them to an exception list, by "
"making its detection reporting ignore [Area2D]s ([member collide_with_areas]) "
"or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics "
"layers.\n"
"[RayCast2D] calculates intersection every physics frame, and it holds the "
"result until the next physics frame. For an immediate raycast, or if you want "
"to configure a [RayCast2D] multiple times within the same physics frame, use "
"[method force_raycast_update].\n"
"To sweep over a region of 2D space, you can approximate the region with "
"multiple [RayCast2D]s or use [ShapeCast2D]."
msgstr ""
"Raycast 代表的是從它的原點到 [member target_position] 的射線,如果與碰撞物件相"
"交,就能找到路徑上距離最近的 [CollisionObject2D]。可以用來做很多事情,例如\n"
"要讓 [RayCast2D] 忽略某些物件,可以將它們加入例外列表,也可以讓偵測彙報忽略 "
"[Area2D][member collide_with_areas])或 [PhysicsBody2D][member "
"collide_with_bodies]),還可以配置實體層。\n"
"[RayCast2D] 每一個物理影格都會計算是否相交,計算結果會保留到下一個物理影格。如"
"果要立即執行射線投射,或者你想要在同一個物理影格內多次配置 [RayCast2D],請使"
"用 [method force_raycast_update]。\n"
"要掃描 2D 空間中的某個區域,可以使用多個 [RayCast2D] 去近似,也可以使用 "
"[ShapeCast2D]。"
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [CollisionObject2D] node."
msgstr "新增碰撞例外,這樣射線就不會報告與指定 [CollisionObject2D] 節點的碰撞。"
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [RID]."
msgstr "新增碰撞例外,這樣射線就不會報告與指定 [RID] 的碰撞。"
msgid "Removes all collision exceptions for this ray."
msgstr "刪除此射線的所有碰撞例外。"
msgid ""
"Updates the collision information for the ray immediately, without waiting "
"for the next [code]_physics_process[/code] call. Use this method, for "
"example, when the ray or its parent has changed state.\n"
"[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this "
"to work."
msgstr ""
"更新射線的碰撞資訊。使用該方法立即更新碰撞資訊,而不是等待下一個 "
"[code]_physics_process[/code] 呼叫,例如,如果射線或其父級已更改狀態。\n"
"[b]注意:[/b][member enabled] 不需要為 [code]true[/code] 即可生效。"
msgid ""
"Returns the first object that the ray intersects, or [code]null[/code] if no "
"object is intersecting the ray (i.e. [method is_colliding] returns "
"[code]false[/code])."
msgstr ""
"返回射線相交的第一個物件,如果沒有物件與射線相交,則返回 [code]null[/code]"
"(即 [method is_colliding] 返回 [code]false[/code])。"
msgid ""
"Returns the [RID] of the first object that the ray intersects, or an empty "
"[RID] if no object is intersecting the ray (i.e. [method is_colliding] "
"returns [code]false[/code])."
msgstr ""
"返回該射線相交的第一個物件的 [RID],如果沒有物件與該射線相交,則返回空 [RID]"
"(即 [method is_colliding] 返回 [code]false[/code])。"
msgid ""
"Returns the shape ID of the first object that the ray intersects, or [code]0[/"
"code] if no object is intersecting the ray (i.e. [method is_colliding] "
"returns [code]false[/code])."
msgstr ""
"返回射線相交的第一個物件的形狀 ID如果沒有物件與射線相交則返回 [code]0[/"
"code](即 [method is_colliding] 返回 [code]false[/code])。"
msgid ""
"Returns the normal of the intersecting object's shape at the collision point, "
"or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member "
"hit_from_inside] is [code]true[/code]."
msgstr ""
"返回相交物件的形狀在碰撞點處的法線,如果射線從該形狀內部發出並且 [member "
"hit_from_inside] 為 [code]true[/code],則為 [code]Vector2(0, 0)[/code]。"
msgid ""
"Returns the collision point at which the ray intersects the closest object.\n"
"[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
msgstr ""
"返回射線與最近的物體相交的碰撞點。\n"
"[b]注意:[/b]這個點是在[b]全域[/b]坐標系中。"
msgid ""
"Returns whether any object is intersecting with the ray's vector (considering "
"the vector length)."
msgstr "返回是否有任何物件與射線的向量相交(考慮向量長度)。"
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [CollisionObject2D] node."
msgstr "移除碰撞例外,這樣射線就會報告與指定的 [CollisionObject2D] 節點的碰撞。"
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [RID]."
msgstr "移除碰撞例外,這樣射線就會報告與指定的 [RID] 的碰撞。"
msgid "If [code]true[/code], collisions with [Area2D]s will be reported."
msgstr "如果為 [code]true[/code],則會報告與 [Area2D] 的碰撞。"
msgid "If [code]true[/code], collisions with [PhysicsBody2D]s will be reported."
msgstr "如果為 [code]true[/code],則會報告與 [PhysicsBody2D] 的碰撞。"
msgid ""
"The ray's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
"射線的碰撞遮罩。只能偵測到至少啟用了一個遮罩中碰撞層的物件。詳情請參閱文件中的"
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]《碰撞層與遮罩》[/url]。"
msgid "If [code]true[/code], collisions will be reported."
msgstr "如果為 [code]true[/code],將報告碰撞。"
msgid ""
"If [code]true[/code], the parent node will be excluded from collision "
"detection."
msgstr "如果為 [code]true[/code],父節點將被排除在碰撞偵測之外。"
msgid ""
"If [code]true[/code], the ray will detect a hit when starting inside shapes. "
"In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does "
"not affect concave polygon shapes."
msgstr ""
"如果為 [code]true[/code],射線會在從形狀內部開始時偵測到命中。在此情況下,碰撞"
"法線將為 [code]Vector2(0, 0)[/code]。不會影響凹多邊形形狀。"
msgid ""
"The ray's destination point, relative to the RayCast's [code]position[/code]."
msgstr "射線的目標點,相對於該 RayCast 的 [code]position[/code]。"
msgid ""
"A ray in 3D space, used to find the first [CollisionObject3D] it intersects."
msgstr "3D 空間中的射線,用於搜尋第一個相交的 [CollisionObject3D]。"
msgid ""
"A raycast represents a ray from its origin to its [member target_position] "
"that finds the closest [CollisionObject3D] along its path, if it intersects "
"any. This is useful for a lot of things, such as\n"
"[RayCast3D] can ignore some objects by adding them to an exception list, by "
"making its detection reporting ignore [Area3D]s ([member collide_with_areas]) "
"or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics "
"layers.\n"
"[RayCast3D] calculates intersection every physics frame, and it holds the "
"result until the next physics frame. For an immediate raycast, or if you want "
"to configure a [RayCast3D] multiple times within the same physics frame, use "
"[method force_raycast_update].\n"
"To sweep over a region of 3D space, you can approximate the region with "
"multiple [RayCast3D]s or use [ShapeCast3D]."
msgstr ""
"Raycast 代表的是從它的原點到 [member target_position] 的射線,如果與碰撞物件相"
"交,就能找到路徑上距離最近的 [CollisionObject3D]。可以用來做很多事情,例如\n"
"要讓 [RayCast3D] 忽略某些物件,可以將它們加入例外列表,也可以讓偵測彙報忽略 "
"[Area3D][member collide_with_areas])或 [PhysicsBody3D][member "
"collide_with_bodies]),還可以配置實體層。\n"
"[RayCast3D] 每一個物理影格都會計算是否相交,計算結果會保留到下一個物理影格。如"
"果要立即執行射線投射,或者你想要在同一個物理影格內多次配置 [RayCast3D],請使"
"用 [method force_raycast_update]。\n"
"要掃描 3D 空間中的某個區域,可以使用多個 [RayCast3D] 去近似,也可以使用 "
"[ShapeCast3D]。"
msgid ""
"Adds a collision exception so the ray does not report collisions with the "
"specified [CollisionObject3D] node."
msgstr "新增碰撞例外,這樣射線就不會報告與指定 [CollisionObject3D] 節點的碰撞。"
msgid ""
"Returns the collision object's face index at the collision point, or "
"[code]-1[/code] if the shape intersecting the ray is not a "
"[ConcavePolygonShape3D]."
msgstr ""
"返回相交物件的形狀在碰撞點處的法線,如果射線從該形狀內部發出並且 [member "
"hit_from_inside] 為 [code]true[/code],則為 [code]Vector2(0, 0)[/code]。"
msgid ""
"Returns the normal of the intersecting object's shape at the collision point, "
"or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and "
"[member hit_from_inside] is [code]true[/code]."
msgstr ""
"返回相交對象形狀在碰撞點處的法線;或者如果射線從形狀內部開始並且 [member "
"hit_from_inside] 為 [code]true[/code],則返回 [code]Vector3(0, 0, 0)[/code]。"
msgid ""
"Removes a collision exception so the ray does report collisions with the "
"specified [CollisionObject3D] node."
msgstr ""
"移除一個碰撞例外,以便射線確實報告與指定 [CollisionObject3D] 節點的碰撞。"
msgid "If [code]true[/code], collisions with [Area3D]s will be reported."
msgstr "如果為 [code]true[/code],則會報告與 [Area3D] 的碰撞。"
msgid "If [code]true[/code], collisions with [PhysicsBody3D]s will be reported."
msgstr "如果為 [code]true[/code],則會報告與 [PhysicsBody3D] 的碰撞。"
msgid ""
"The custom color to use to draw the shape in the editor and at run-time if "
"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
"color will be highlighted at run-time if the [RayCast3D] is colliding with "
"something.\n"
"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
msgstr ""
"如果在[b]除錯[/b]功能表中啟用了[b]可見碰撞形狀[/b],則用於在編輯器中和運作時中"
"繪製形狀的自訂顏色。如果 [RayCast3D] 與某物發生碰撞,該顏色將在運作時突出顯"
"示。\n"
"如果設定為 [code]Color(0.0, 0.0, 0.0)[/code](預設情況下),則使用 [member "
"ProjectSettings.debug/shapes/collision/shape_color] 中設定的顏色。"
msgid ""
"If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
"truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible "
"Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
"shape to be visible at run-time."
msgstr ""
"如果設定為 [code]1[/code],則使用一條線作為除錯形狀。否則,將繪製一個截斷的金"
"字塔來表示 [RayCast3D]。需要在[b]除錯[/b]選單中啟用[b]可見碰撞形狀[/b],以便除"
"錯形狀在運作時可見。"
msgid ""
"If [code]true[/code], collisions will be ignored for this RayCast3D's "
"immediate parent."
msgstr "如果為 [code]true[/code],則該 RayCast3D 的直接父級的碰撞將被忽略。"
msgid ""
"If [code]true[/code], the ray will hit back faces with concave polygon shapes "
"with back face enabled or heightmap shapes."
msgstr ""
"如果為 [code]true[/code],查詢將命中背部面,這些背部面是啟用了背面的凹多邊形形"
"狀,或高度圖形狀。"
msgid ""
"If [code]true[/code], the ray will detect a hit when starting inside shapes. "
"In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does "
"not affect shapes with no volume like concave polygon or heightmap."
msgstr ""
"如果為 [code]true[/code],射線會在從形狀內部開始時偵測到命中。在此情況下,碰撞"
"法線將為 [code]Vector3(0, 0, 0)[/code]。不會影響無體積的形狀,如凹多邊形和高度"
"圖。"
msgid "Attachment format (used by [RenderingDevice])."
msgstr "附件格式(由 [RenderingDevice] 使用)。"
msgid "This object is used by [RenderingDevice]."
msgstr "這個物件由 [RenderingDevice] 使用。"
msgid "The attachment's data format."
msgstr "該附件的資料格式。"
msgid "The number of samples used when sampling the attachment."
msgstr "對附件進行取樣時使用的取樣數。"
msgid "The attachment's usage flags, which determine what can be done with it."
msgstr "該附件的用途旗標,用於確定能夠進行的操作。"
msgid "Framebuffer pass attachment description (used by [RenderingDevice])."
msgstr "框架緩衝區階段的附件描述(由 [RenderingDevice] 使用)。"
msgid ""
"This class contains the list of attachment descriptions for a framebuffer "
"pass. Each points with an index to a previously supplied list of texture "
"attachments.\n"
"Multipass framebuffers can optimize some configurations in mobile. On "
"desktop, they provide little to no advantage.\n"
"This object is used by [RenderingDevice]."
msgstr ""
"該類包含框架緩衝區通道的附件描述列表。每個點都有一個指向先前提供的紋理附件列表"
"的索引。\n"
"多通道框架緩衝區,可以優化移動裝置中的某些配置;在桌面裝置上,它們幾乎沒有優"
"勢。\n"
"這個物件由 [RenderingDevice] 使用。"
msgid ""
"Color attachments in order starting from 0. If this attachment is not used by "
"the shader, pass ATTACHMENT_UNUSED to skip."
msgstr ""
"從 0 開始按順序為附件著色。如果該附件未被著色器使用,則傳遞 ATTACHMENT_UNUSED "
"以跳過。"
msgid ""
"Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is "
"required for this pass."
msgstr "深度附件。如果該通道不需要深度緩衝區,則應使用 ATTACHMENT_UNUSED。"
msgid ""
"Used for multipass framebuffers (more than one render pass). Converts an "
"attachment to an input. Make sure to also supply it properly in the "
"[RDUniform] for the uniform set."
msgstr ""
"用於多通道框架緩衝區(不止一個渲染通道)。將一個附件轉換為一個輸入。確保還在 "
"[RDUniform] 中為 uniform 集正確提供它。"
msgid "Attachments to preserve in this pass (otherwise they are erased)."
msgstr "要在該階段中保留的附件(否則它們將被刪除)。"
msgid ""
"If the color attachments are multisampled, non-multisampled resolve "
"attachments can be provided."
msgstr "如果顏色附件是多重取樣的,則可以提供非多重取樣的解析附件。"
msgid "Attachment is unused."
msgstr "附件未使用。"
msgid "Pipeline color blend state (used by [RenderingDevice])."
msgstr "管線顏色混合狀態(由 [RenderingDevice] 使用)。"
msgid "The attachments that are blended together."
msgstr "要混合的附件。"
msgid ""
"The constant color to blend with. See also [method RenderingDevice."
"draw_list_set_blend_constants]."
msgstr ""
"要進行混合的顏色常數。另見 [method RenderingDevice."
"draw_list_set_blend_constants]。"
msgid ""
"If [code]true[/code], performs the logic operation defined in [member "
"logic_op]."
msgstr "如果為 [code]true[/code],則執行 [member logic_op] 中定義的邏輯運算。"
msgid ""
"The logic operation to perform for blending. Only effective if [member "
"enable_logic_op] is [code]true[/code]."
msgstr ""
"混合時執行的邏輯運算。僅在 [member enable_logic_op] 為 [code]true[/code] 時有"
"效。"
msgid "Pipeline color blend state attachment (used by [RenderingDevice])."
msgstr "管線顏色混合狀態附件(由 [RenderingDevice] 使用)。"
msgid ""
"Controls how blending between source and destination fragments is performed "
"when using [RenderingDevice].\n"
"For reference, this is how common user-facing blend modes are implemented in "
"Godot's 2D renderer:\n"
"[b]Mix:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_alpha_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"[/codeblock]\n"
"[b]Add:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"[/codeblock]\n"
"[b]Subtract:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"[/codeblock]\n"
"[b]Multiply:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n"
"[/codeblock]\n"
"[b]Pre-multiplied alpha:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_color_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_alpha_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"[/codeblock]"
msgstr ""
"控制使用 [RenderingDevice] 時如何在來源和目標片段之間進行混合。\n"
"以下是常見面向使用者的混合模式在 Godot 的 2D 渲染器中的實作方法,僅供參考:\n"
"[b]混合:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_alpha_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"[/codeblock]\n"
"[b]加:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"[/codeblock]\n"
"[b]減:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_REVERSE_SUBTRACT\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_SRC_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"[/codeblock]\n"
"[b]乘:[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_DST_COLOR\n"
"attachment.dst_color_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_DST_ALPHA\n"
"attachment.dst_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ZERO\n"
"[/codeblock]\n"
"[b]預乘 Alpha[/b]\n"
"[codeblock]\n"
"var attachment = RDPipelineColorBlendStateAttachment.new()\n"
"attachment.enable_blend = true\n"
"attachment.alpha_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.color_blend_op = RenderingDevice.BLEND_OP_ADD\n"
"attachment.src_color_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_color_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"attachment.src_alpha_blend_factor = RenderingDevice.BLEND_FACTOR_ONE\n"
"attachment.dst_alpha_blend_factor = RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA\n"
"[/codeblock]"
msgid ""
"Convenience method to perform standard mix blending with straight (non-"
"premultiplied) alpha. This sets [member enable_blend] to [code]true[/code], "
"[member src_color_blend_factor] to [constant RenderingDevice."
"BLEND_FACTOR_SRC_ALPHA], [member dst_color_blend_factor] to [constant "
"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA], [member "
"src_alpha_blend_factor] to [constant RenderingDevice.BLEND_FACTOR_SRC_ALPHA] "
"and [member dst_alpha_blend_factor] to [constant RenderingDevice."
"BLEND_FACTOR_ONE_MINUS_SRC_ALPHA]."
msgstr ""
"使用普通非預乘Alpha 進行標準混合混合mix blending的簡便方法。這個方法會"
"將 [member enable_blend] 設為 [code]true[/code],將 [member "
"src_color_blend_factor] 設為 [constant RenderingDevice."
"BLEND_FACTOR_SRC_ALPHA],將 [member dst_color_blend_factor] 設為 [constant "
"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA],將 [member "
"src_alpha_blend_factor] 設為 [constant RenderingDevice."
"BLEND_FACTOR_SRC_ALPHA],將 [member dst_alpha_blend_factor] 設為 [constant "
"RenderingDevice.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA]。"
msgid "The blend mode to use for the alpha channel."
msgstr "Alpha 通道使用的混合模式。"
msgid "The blend mode to use for the red/green/blue color channels."
msgstr "紅、綠、藍通道使用的混合模式。"
msgid ""
"Controls how the blend factor for the alpha channel is determined based on "
"the destination's fragments."
msgstr "控制如何根據目標片段確定 Alpha 通道的混合係數。"
msgid ""
"Controls how the blend factor for the color channels is determined based on "
"the destination's fragments."
msgstr "控制如何根據目標片段確定顏色通道的混合係數。"
msgid ""
"If [code]true[/code], performs blending between the source and destination "
"according to the factors defined in [member src_color_blend_factor], [member "
"dst_color_blend_factor], [member src_alpha_blend_factor] and [member "
"dst_alpha_blend_factor]. The blend modes [member color_blend_op] and [member "
"alpha_blend_op] are also taken into account, with [member write_r], [member "
"write_g], [member write_b] and [member write_a] controlling the output."
msgstr ""
"如果為 [code]true[/code],則會根據 [member src_color_blend_factor]、[member "
"dst_color_blend_factor]、[member src_alpha_blend_factor] 和 [member "
"dst_alpha_blend_factor] 中定義的係數對來源和目標進行混合。同時也會考慮 "
"[member color_blend_op] 和 [member alpha_blend_op] 混合模式,[member "
"write_r]、[member write_g]、[member write_b] 和 [member write_a] 則控制的是輸"
"出。"
msgid ""
"Controls how the blend factor for the alpha channel is determined based on "
"the source's fragments."
msgstr "控制如何根據來源片段確定 Alpha 通道的混合係數。"
msgid ""
"Controls how the blend factor for the color channels is determined based on "
"the source's fragments."
msgstr "控制如何根據來源片段確定顏色通道的混合係數。"
msgid "If [code]true[/code], writes the new alpha channel to the final result."
msgstr "如果為 [code]true[/code],則將新的 Alpha 通道寫入最終結果。"
msgid ""
"If [code]true[/code], writes the new blue color channel to the final result."
msgstr "如果為 [code]true[/code],則將新的藍色通道寫入最終結果。"
msgid ""
"If [code]true[/code], writes the new green color channel to the final result."
msgstr "如果為 [code]true[/code],則將新的綠色通道寫入最終結果。"
msgid ""
"If [code]true[/code], writes the new red color channel to the final result."
msgstr "如果為 [code]true[/code],則將新的紅色通道寫入最終結果。"
msgid "Pipeline depth/stencil state (used by [RenderingDevice])."
msgstr "管線的深度/範本狀態(由 [RenderingDevice] 使用)。"
msgid ""
"[RDPipelineDepthStencilState] controls the way depth and stencil comparisons "
"are performed when sampling those values using [RenderingDevice]."
msgstr ""
"[RDPipelineDepthStencilState] 控制的是在使用 [RenderingDevice] 對深度和範本進"
"行取樣時,如何進行深度和範本的比較。"
msgid ""
"If [code]true[/code], enables depth testing which allows objects to be "
"automatically occluded by other objects based on their depth. This also "
"allows objects to be partially occluded by other objects. If [code]false[/"
"code], objects will appear in the order they were drawn (like in Godot's 2D "
"renderer)."
msgstr ""
"如果為 [code]true[/code],則會啟用深度測試,能夠讓物件根據深度自動被其他物件遮"
"擋。這樣物件就能夠被其他物件部分遮擋。如果為 [code]false[/code],則會按照繪制"
"順序顯示(類似 Godot 的 2D 渲染器)。"
msgid "Pipeline multisample state (used by [RenderingDevice])."
msgstr "管線的多重取樣狀態(由 [RenderingDevice] 使用)。"
msgid ""
"[RDPipelineMultisampleState] is used to control how multisample or "
"supersample antialiasing is being performed when rendering using "
"[RenderingDevice]."
msgstr ""
"[RDPipelineMultisampleState] 控制的是在使用 [RenderingDevice] 進行渲染時,如何"
"進行多重取樣和超取樣抗鋸齒。"
msgid ""
"If [code]true[/code], alpha to coverage is enabled. This generates a "
"temporary coverage value based on the alpha component of the fragment's first "
"color output. This allows alpha transparency to make use of multisample "
"antialiasing."
msgstr ""
"如果為 [code]true[/code],則啟用 Alpha 為覆蓋面。此時會根據片段的第一個顏色輸"
"出的 Alpha 分量生成臨時的覆蓋值。這樣就能夠讓 Alpha 透明使用多重取樣抗鋸齒。"
msgid ""
"If [code]true[/code], alpha is forced to either [code]0.0[/code] or "
"[code]1.0[/code]. This allows hardening the edges of antialiased alpha "
"transparencies. Only relevant if [member enable_alpha_to_coverage] is "
"[code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則會將 Alpha 強制為 [code]0.0[/code] 或 [code]1.0[/"
"code]。這樣就能夠讓 Alpha 透明抗鋸齒後的邊緣更銳利。僅在 [member "
"enable_alpha_to_coverage] 為 [code]true[/code] 時有效。"
msgid ""
"If [code]true[/code], enables per-sample shading which replaces MSAA by SSAA. "
"This provides higher quality antialiasing that works with transparent (alpha "
"scissor) edges. This has a very high performance cost. See also [member "
"min_sample_shading]. See the [url=https://registry.khronos.org/vulkan/"
"specs/1.3-extensions/html/vkspec.html#primsrast-sampleshading]per-sample "
"shading Vulkan documentation[/url] for more details."
msgstr ""
"如果為 [code]true[/code],則會啟用逐樣本著色,使用 SSAA 代替 MSAA。這樣能夠提"
"供更高品質的抗鋸齒支援透明邊緣Alpha 裁剪)。性能消耗很高。另見 [member "
"min_sample_shading]。詳見[url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#primsrast-sampleshading]逐樣本著色 Vulkan 文件[/"
"url]。"
msgid ""
"The multiplier of [member sample_count] that determines how many samples are "
"performed for each fragment. Must be between [code]0.0[/code] and [code]1.0[/"
"code] (inclusive). Only effective if [member enable_sample_shading] is "
"[code]true[/code]. If [member min_sample_shading] is [code]1.0[/code], "
"fragment invocation must only read from the coverage index sample. Tile image "
"access must not be used if [member enable_sample_shading] is [i]not[/i] "
"[code]1.0[/code]."
msgstr ""
"[member sample_count] 的乘數,決定每個片段執行多少次取樣。必須在 [code]0.0[/"
"code] 和 [code]1.0[/code] 之間(含端點)。僅在 [member enable_sample_shading] "
"為 [code]true[/code] 時有效。如果 [member min_sample_shading] 為 [code]1.0[/"
"code],則片段呼叫必須僅從覆蓋索引樣本中讀取。如果 [member "
"enable_sample_shading] [i]不是[/i] [code]1.0[/code],則不能對平鋪圖像進行存"
"取。"
msgid ""
"The number of MSAA samples (or SSAA samples if [member enable_sample_shading] "
"is [code]true[/code]) to perform. Higher values result in better "
"antialiasing, at the cost of performance."
msgstr ""
"要進行 MSAA 取樣的數量(如果 [member enable_sample_shading] 為 [code]true[/"
"code] 則為 SSAA 取樣)。值越高,抗鋸齒效果越好,但會以性能為代價。"
msgid ""
"The sample mask array. See the [url=https://registry.khronos.org/vulkan/"
"specs/1.3-extensions/html/vkspec.html#fragops-samplemask]sample mask Vulkan "
"documentation[/url] for more details."
msgstr ""
"樣本遮罩。詳情見 [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#fragops-samplemask]Vulkan 的樣本遮罩文件[/url]。"
msgid "Pipeline rasterization state (used by [RenderingDevice])."
msgstr "管線柵格化狀態(由 [RenderingDevice] 使用)。"
msgid ""
"The cull mode to use when drawing polygons, which determines whether front "
"faces or backfaces are hidden."
msgstr "繪製多邊形時的剔除模式,決定隱藏正面還是反面。"
msgid ""
"If [code]true[/code], primitives are discarded immediately before the "
"rasterization stage."
msgstr "如果為 [code]true[/code],則會在柵格化階段前立即丟棄圖元。"
msgid ""
"The winding order to use to determine which face of a triangle is considered "
"its front face."
msgstr "要使用的纏繞順序,決定三角形的哪個面是正面。"
msgid ""
"The line width to use when drawing lines (in pixels). Thick lines may not be "
"supported on all hardware."
msgstr "繪製線段時使用的線寬(單位為圖元)。可能不是所有硬體都支援粗線段。"
msgid ""
"The number of control points to use when drawing a patch with tessellation "
"enabled. Higher values result in higher quality at the cost of performance."
msgstr ""
"啟用曲面細分繪製面片時,使用的控制點的數量。值越高,品質越高,但是性能開銷也越"
"高。"
msgid ""
"If [code]true[/code], performs wireframe rendering for triangles instead of "
"flat or textured rendering."
msgstr ""
"如果為 [code]true[/code],則會為三角形進行線框渲染,不進行平面或紋理渲染。"
msgid "Pipeline specialization constant (used by [RenderingDevice])."
msgstr "管線特化常數(由 [RenderingDevice] 使用)。"
msgid ""
"A [i]specialization constant[/i] is a way to create additional variants of "
"shaders without actually increasing the number of shader versions that are "
"compiled. This allows improving performance by reducing the number of shader "
"versions and reducing [code]if[/code] branching, while still allowing shaders "
"to be flexible for different use cases.\n"
"This object is used by [RenderingDevice]."
msgstr ""
"[i]特化常數[/i]可以建立同一著色器的額外版本,但不會導致實際編譯的著色器版本數"
"增加。這樣就能減少著色器的版本數、減少 [code]if[/code] 分支,從而提升性能,但"
"與此同時保持著色器能夠在不同場合靈活運用。\n"
"這個物件由 [RenderingDevice] 使用。"
msgid ""
"The identifier of the specialization constant. This is a value starting from "
"[code]0[/code] and that increments for every different specialization "
"constant for a given shader."
msgstr ""
"特化常數的識別字。這個值從 [code]0[/code] 開始,給定著色器中每一個不同的特化常"
"數都會將其遞增。"
msgid ""
"The specialization constant's value. Only [bool], [int] and [float] types are "
"valid for specialization constants."
msgstr "特化常數的值。只有 [bool]、[int]、[float] 型別是有效的特化常數。"
msgid "Sampler state (used by [RenderingDevice])."
msgstr "取樣器狀態(由 [RenderingDevice] 使用)。"
msgid ""
"Maximum anisotropy that can be used when sampling. Only effective if [member "
"use_anisotropy] is [code]true[/code]. Higher values result in a sharper "
"sampler at oblique angles, at the cost of performance (due to memory "
"bandwidth). This value may be limited by the graphics hardware in use. Most "
"graphics hardware only supports values up to [code]16.0[/code].\n"
"If [member anisotropy_max] is [code]1.0[/code], forcibly disables anisotropy "
"even if [member use_anisotropy] is [code]true[/code]."
msgstr ""
"取樣時能夠使用的最大各向異性。僅在 [member use_anisotropy] 為 [code]true[/"
"code] 時有效。值越高,傾斜角度下得到的取樣越銳利,但性能開銷也越大(由於顯存頻"
"寬的原因)。這個值可能受到使用的圖形硬體的限制。大多數圖形硬體最多僅支援 "
"[code]16.0[/code]。\n"
"如果 [member anisotropy_max] 為 [code]1.0[/code],則會強制禁用各向異性,即便 "
"[member use_anisotropy] 為 [code]true[/code]。"
msgid ""
"The border color that will be returned when sampling outside the sampler's "
"bounds and the [member repeat_u], [member repeat_v] or [member repeat_w] "
"modes have repeating disabled."
msgstr ""
"對取樣器範圍外進行取樣,並且 [member repeat_u]、[member repeat_v] 或 [member "
"repeat_w] 的模式禁用了重複時,返回的邊框顏色。"
msgid ""
"The compare operation to use. Only effective if [member enable_compare] is "
"[code]true[/code]."
msgstr ""
"要使用的比較運算。僅在 [member enable_compare] 為 [code]true[/code] 時有效。"
msgid ""
"If [code]true[/code], returned values will be based on the comparison "
"operation defined in [member compare_op]. This is a hardware-based approach "
"and is therefore faster than performing this manually in a shader. For "
"example, compare operations are used for shadow map rendering by comparing "
"depth values from a shadow sampler."
msgstr ""
"如果為 [code]true[/code],則返回值基於 [member compare_op] 定義的比較運算。這"
"種做法基於硬體,因此比手動在著色器中執行要快。例如,渲染陰影貼圖時就會對陰影取"
"樣器的深度值進行比較運算。"
msgid ""
"The mipmap LOD bias to use. Positive values will make the sampler blurrier at "
"a given distance, while negative values will make the sampler sharper at a "
"given distance (at the risk of looking grainy). Recommended values are "
"between [code]-0.5[/code] and [code]0.0[/code]. Only effective if the sampler "
"has mipmaps available."
msgstr ""
"要使用的 mipmap LOD 偏置。正值會讓取樣器在給定距離處更模糊,而負值會讓取樣器在"
"給定距離處更銳利(有可能看上去會很顆粒化)。推薦值在 [code]-0.5[/code] 到 "
"[code]0.0[/code] 之間。僅在取樣器的 mipmap 可用時有效。"
msgid "The sampler's magnification filter."
msgstr "取樣器的放大篩檢程式。"
msgid ""
"The maximum mipmap LOD bias to display (lowest resolution). Only effective if "
"the sampler has mipmaps available."
msgstr ""
"用於顯示的最大 mipmap LOD 偏置(最低解析度)。僅在取樣器有 mipmap 可用時有效。"
msgid ""
"The minimum mipmap LOD bias to display (highest resolution). Only effective "
"if the sampler has mipmaps available."
msgstr ""
"用於顯示的最小 mipmap LOD 偏置(最高解析度)。僅在取樣器有 mipmap 可用時有效。"
msgid "The filtering method to use for mipmaps."
msgstr "Mipmap 使用的篩選方法。"
msgid ""
"The repeat mode to use along the U axis of UV coordinates. This affects the "
"returned values if sampling outside the UV bounds."
msgstr "沿著 UV 座標 U 軸的重複模式。影響取樣超出 UV 邊界時的返回值。"
msgid ""
"The repeat mode to use along the V axis of UV coordinates. This affects the "
"returned values if sampling outside the UV bounds."
msgstr "沿著 UV 座標 V 軸的重複模式。影響取樣超出 UV 邊界時的返回值。"
msgid ""
"The repeat mode to use along the W axis of UV coordinates. This affects the "
"returned values if sampling outside the UV bounds. Only effective for 3D "
"samplers."
msgstr ""
"沿著 UV 座標 W 軸的重複模式。影響取樣超出 UV 邊界時的返回值。僅對 3D 取樣器有"
"效。"
msgid ""
"If [code]true[/code], perform anisotropic sampling. See [member "
"anisotropy_max]."
msgstr "如果為 [code]true[/code],則執行各向異性取樣。"
msgid ""
"Compiled shader file in SPIR-V form (used by [RenderingDevice]). Not to be "
"confused with Godot's own [Shader]."
msgstr ""
"編譯後的 SPIR-V 形式的著色器檔(由 [RenderingDevice] 使用)。請勿與 Godot 自身"
"的 [Shader] 混淆。"
msgid ""
"Compiled shader file in SPIR-V form.\n"
"See also [RDShaderSource]. [RDShaderFile] is only meant to be used with the "
"[RenderingDevice] API. It should not be confused with Godot's own [Shader] "
"resource, which is what Godot's various nodes use for high-level shader "
"programming."
msgstr ""
"編譯後的 SPIR-V 形式的著色器檔。\n"
"另見 [RDShaderSource]。[RDShaderFile] 應該僅用於 [RenderingDevice] API。不應"
"與 Godot 自身的 [Shader] 資源混淆,後者是 Godot 諸多節點所使用的資源,用於高階"
"著色器程式設計。"
msgid ""
"Returns the SPIR-V intermediate representation for the specified shader "
"[param version]."
msgstr "返回指定著色器版本 [param version] 的 SPIR-V 中間表示。"
msgid "Returns the list of compiled versions for this shader."
msgstr "返回該著色器的編譯版本列表。"
msgid ""
"Sets the SPIR-V [param bytecode] that will be compiled for the specified "
"[param version]."
msgstr ""
"設定指定著色器版本 [param version] 要編譯的 SPIR-V 位元組碼 [param bytecode]。"
msgid ""
"The base compilation error message, which indicates errors not related to a "
"specific shader stage if non-empty. If empty, shader compilation is not "
"necessarily successful (check [RDShaderSPIRV]'s error message members)."
msgstr ""
"基礎編譯錯誤消息,如果非空,表示與特定著色器階段無關的錯誤。如果為空,著色器編"
"譯也不一定成功(請檢查 [RDShaderSPIRV] 的各種錯誤消息成員)。"
msgid "Shader source code (used by [RenderingDevice])."
msgstr "著色器原始程式碼(由 [RenderingDevice] 使用)。"
msgid ""
"Shader source code in text form.\n"
"See also [RDShaderFile]. [RDShaderSource] is only meant to be used with the "
"[RenderingDevice] API. It should not be confused with Godot's own [Shader] "
"resource, which is what Godot's various nodes use for high-level shader "
"programming."
msgstr ""
"文字形式的著色器原始程式碼。\n"
"另見 [RDShaderFile]。[RDShaderSource] 應該僅用於 [RenderingDevice] API。不應將"
"其與 Godot 自己的 [Shader] 資源Godot 的各種節點會使用後者來進行高階著色器程"
"式設計。"
msgid ""
"Returns source code for the specified shader [param stage]. Equivalent to "
"getting one of [member source_compute], [member source_fragment], [member "
"source_tesselation_control], [member source_tesselation_evaluation] or "
"[member source_vertex]."
msgstr ""
"返回指定著色器階段 [param stage] 的原始程式碼。等價於獲取 [member "
"source_compute]、[member source_fragment]、[member "
"source_tesselation_control]、[member source_tesselation_evaluation] 或 "
"[member source_vertex]。"
msgid ""
"Sets [param source] code for the specified shader [param stage]. Equivalent "
"to setting one of [member source_compute], [member source_fragment], [member "
"source_tesselation_control], [member source_tesselation_evaluation] or "
"[member source_vertex]."
msgstr ""
"設定指定著色器階段 [param stage] 的原始程式碼 [param source]。等價於設定 "
"[member source_compute]、[member source_fragment]、[member "
"source_tesselation_control]、[member source_tesselation_evaluation] 或 "
"[member source_vertex]。"
msgid "The language the shader is written in."
msgstr "著色器的編寫語言。"
msgid "Source code for the shader's compute stage."
msgstr "著色器計算階段的原始程式碼。"
msgid "Source code for the shader's fragment stage."
msgstr "著色器片段階段的原始程式碼。"
msgid "Source code for the shader's tessellation control stage."
msgstr "著色器曲面細分控制階段的原始程式碼。"
msgid "Source code for the shader's tessellation evaluation stage."
msgstr "著色器曲面細分求值階段的原始程式碼。"
msgid "Source code for the shader's vertex stage."
msgstr "著色器頂點階段的原始程式碼。"
msgid ""
"SPIR-V intermediate representation as part of a [RDShaderFile] (used by "
"[RenderingDevice])."
msgstr ""
"SPIR-V 中間表示,是 [RDShaderFile] 的一部分(由 [RenderingDevice] 使用)。"
msgid ""
"[RDShaderSPIRV] represents a [RDShaderFile]'s [url=https://www.khronos.org/"
"spir/]SPIR-V[/url] code for various shader stages, as well as possible "
"compilation error messages. SPIR-V is a low-level intermediate shader "
"representation. This intermediate representation is not used directly by GPUs "
"for rendering, but it can be compiled into binary shaders that GPUs can "
"understand. Unlike compiled shaders, SPIR-V is portable across GPU models and "
"driver versions.\n"
"This object is used by [RenderingDevice]."
msgstr ""
"[RDShaderSPIRV] 代表 [RDShaderFile] 不同著色器階段的 [url=https://www.khronos."
"org/spir/]SPIR-V[/url] 程式碼以及可能的編譯錯誤消息。SPIR-V 是一種低階著色器"
"中間表示。這種中間表示無法用於 GPU 渲染,但可以編譯為 GPU 能夠理解的二進位著色"
"器。與編譯後的著色器不同SPIR-V 可以在不同 GPU 型號以及驅動版本之間移植。\n"
"這個物件由 [RenderingDevice] 使用。"
msgid ""
"Equivalent to getting one of [member bytecode_compute], [member "
"bytecode_fragment], [member bytecode_tesselation_control], [member "
"bytecode_tesselation_evaluation], [member bytecode_vertex]."
msgstr ""
"等價於獲取 [member bytecode_compute]、[member bytecode_fragment]、[member "
"bytecode_tesselation_control]、[member bytecode_tesselation_evaluation]、"
"[member bytecode_vertex] 的其中之一。"
msgid ""
"Returns the compilation error message for the given shader [param stage]. "
"Equivalent to getting one of [member compile_error_compute], [member "
"compile_error_fragment], [member compile_error_tesselation_control], [member "
"compile_error_tesselation_evaluation], [member compile_error_vertex]."
msgstr ""
"返回給定著色器階段 [param stage] 的編譯錯誤消息。等價於獲取 [member "
"compile_error_compute]、[member compile_error_fragment]、[member "
"compile_error_tesselation_control]、[member "
"compile_error_tesselation_evaluation]、[member compile_error_vertex] 的其中之"
"一。"
msgid ""
"Sets the SPIR-V [param bytecode] for the given shader [param stage]. "
"Equivalent to setting one of [member bytecode_compute], [member "
"bytecode_fragment], [member bytecode_tesselation_control], [member "
"bytecode_tesselation_evaluation], [member bytecode_vertex]."
msgstr ""
"設定給定著色器階段 [param stage] 的 SPIR-V 位元組碼 [param bytecode]。等價於設"
"置 [member bytecode_compute]、[member bytecode_fragment]、[member "
"bytecode_tesselation_control]、[member bytecode_tesselation_evaluation]、"
"[member bytecode_vertex] 的其中之一。"
msgid ""
"Sets the compilation error message for the given shader [param stage] to "
"[param compile_error]. Equivalent to setting one of [member "
"compile_error_compute], [member compile_error_fragment], [member "
"compile_error_tesselation_control], [member "
"compile_error_tesselation_evaluation], [member compile_error_vertex]."
msgstr ""
"設定給定著色器階段 [param stage] 的編譯錯誤消息。等價於設定 [member "
"compile_error_compute]、[member compile_error_fragment]、[member "
"compile_error_tesselation_control]、[member "
"compile_error_tesselation_evaluation]、[member compile_error_vertex] 的其中之"
"一。"
msgid "The SPIR-V bytecode for the compute shader stage."
msgstr "計算著色器階段的 SPIR-V 位元組碼。"
msgid "The SPIR-V bytecode for the fragment shader stage."
msgstr "片段著色器階段的 SPIR-V 位元組碼。"
msgid "The SPIR-V bytecode for the tessellation control shader stage."
msgstr "曲面細分控制著色器階段的 SPIR-V 位元組碼。"
msgid "The SPIR-V bytecode for the tessellation evaluation shader stage."
msgstr "曲面細分求值著色器階段的 SPIR-V 位元組碼。"
msgid "The SPIR-V bytecode for the vertex shader stage."
msgstr "頂點著色器階段的 SPIR-V 位元組碼。"
msgid ""
"The compilation error message for the compute shader stage (set by the SPIR-V "
"compiler and Godot). If empty, shader compilation was successful."
msgstr ""
"計算著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為空,則著"
"色器成功編譯。"
msgid ""
"The compilation error message for the fragment shader stage (set by the SPIR-"
"V compiler and Godot). If empty, shader compilation was successful."
msgstr ""
"片段著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為空,則著"
"色器成功編譯。"
msgid ""
"The compilation error message for the tessellation control shader stage (set "
"by the SPIR-V compiler and Godot). If empty, shader compilation was "
"successful."
msgstr ""
"曲面細分控制著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為"
"空,則著色器成功編譯。"
msgid ""
"The compilation error message for the tessellation evaluation shader stage "
"(set by the SPIR-V compiler and Godot). If empty, shader compilation was "
"successful."
msgstr ""
"曲面細分求值著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為"
"空,則著色器成功編譯。"
msgid ""
"The compilation error message for the vertex shader stage (set by the SPIR-V "
"compiler and Godot). If empty, shader compilation was successful."
msgstr ""
"頂點著色器階段的編譯錯誤資訊(由 SPIR-V 編譯器和 Godot 設定)。如果為空,則著"
"色器成功編譯。"
msgid "Texture format (used by [RenderingDevice])."
msgstr "紋理格式(由 [RenderingDevice] 使用)。"
msgid ""
"The number of layers in the texture. Only relevant for 2D texture arrays."
msgstr "紋理的層數。僅適用於 2D 紋理陣列。"
msgid ""
"The texture's depth (in pixels). This is always [code]1[/code] for 2D "
"textures."
msgstr "紋理的深度單位為圖元。2D 紋理始終為 [code]1[/code]。"
msgid "The texture's pixel data format."
msgstr "紋理的圖元資料格式。"
msgid "The texture's height (in pixels)."
msgstr "紋理的高度(單位為圖元)。"
msgid "The number of mipmaps available in the texture."
msgstr "紋理中可用的 mipmap 數。"
msgid "The number of samples used when sampling the texture."
msgstr "對紋理進行取樣時所使用的樣本數。"
msgid "The texture type."
msgstr "紋理型別。"
msgid ""
"The texture's usage bits, which determine what can be done using the texture."
msgstr "紋理的用途位,決定使用該紋理時能做什麼。"
msgid "The texture's width (in pixels)."
msgstr "紋理的寬度(單位為圖元)。"
msgid "Texture view (used by [RenderingDevice])."
msgstr "紋理視圖(由 [RenderingDevice] 使用)。"
msgid ""
"Optional override for the data format to return sampled values in. The "
"default value of [constant RenderingDevice.DATA_FORMAT_MAX] does not override "
"the format."
msgstr ""
"對返回取樣值資料格式的可選覆蓋。預設值 [constant RenderingDevice."
"DATA_FORMAT_MAX] 不會對格式進行覆蓋。"
msgid "The channel to sample when sampling the alpha channel."
msgstr "對 Alpha 通道進行取樣時取樣的通道。"
msgid "The channel to sample when sampling the blue color channel."
msgstr "對藍色通道進行取樣時取樣的通道。"
msgid "The channel to sample when sampling the green color channel."
msgstr "對綠色通道進行取樣時取樣的通道。"
msgid "The channel to sample when sampling the red color channel."
msgstr "對紅色通道進行取樣時取樣的通道。"
msgid "Shader uniform (used by [RenderingDevice])."
msgstr "著色器 Uniform由 [RenderingDevice] 使用)。"
msgid "The uniform's binding."
msgstr "Uniform 的綁定。"
msgid "The uniform's data type."
msgstr "Uniform 的資料型別。"
msgid "Vertex attribute (used by [RenderingDevice])."
msgstr "頂點屬性(由 [RenderingDevice] 使用)。"
msgid "A 2D axis-aligned bounding box using floating-point coordinates."
msgstr "使用浮點數座標的 2D 軸對齊邊界框。"
msgid ""
"The [Rect2] built-in [Variant] type represents an axis-aligned rectangle in a "
"2D space. It is defined by its [member position] and [member size], which are "
"[Vector2]. It is frequently used for fast overlap tests (see [method "
"intersects]). Although [Rect2] itself is axis-aligned, it can be combined "
"with [Transform2D] to represent a rotated or skewed rectangle.\n"
"For integer coordinates, use [Rect2i]. The 3D equivalent to [Rect2] is "
"[AABB].\n"
"[b]Note:[/b] Negative values for [member size] are not supported. With "
"negative size, most [Rect2] methods do not work correctly. Use [method abs] "
"to get an equivalent [Rect2] with a non-negative size.\n"
"[b]Note:[/b] In a boolean context, a [Rect2] evaluates to [code]false[/code] "
"if both [member position] and [member size] are zero (equal to [constant "
"Vector2.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
msgstr ""
"[Rect2]內建[Variant]型別表示二維空間中的軸對齊矩形。它由其[member 位置]和"
"[member 大小]定義,分別是[Vector2]。常用於快速重疊測試(參見[method "
"intersects])。雖然[Rect2]本身是軸對齊的,但它可以與[Transform2D]組合來表示旋"
"轉或傾斜的矩形。\n"
"對於整數座標,請使用 [Rect2i]。與 [Rect2] 等效的 3D 是 [AABB]。\n"
"[b]注意:[/b] 不支援 [member size] 的負值。對於負大小,大多數 [Rect2] 方法都無"
"法正常運作。使用 [method abs] 取得具有非負大小的等效 [Rect2]。\n"
"[b]注意:[/b] 在布林本文中,如果[member position] 和[member size] 均為零(等於"
"[constant Vector2.ZERO]),則[Rect2] 的計算結果為[code]false[/code] )。否則,"
"它的計算結果始終為 [code]true[/code]。"
msgid ""
"Constructs a [Rect2] with its [member position] and [member size] set to "
"[constant Vector2.ZERO]."
msgstr "預設建構 [Rect2][member position] 和 [member size] 均為預設值(零)。"
msgid "Constructs a [Rect2] as a copy of the given [Rect2]."
msgstr "建構給定 [Rect2] 的副本。"
msgid "Constructs a [Rect2] from a [Rect2i]."
msgstr "從 [Rect2i] 建構 [Rect2]。"
msgid "Constructs a [Rect2] by [param position] and [param size]."
msgstr "按位置和大小建構 [Rect2]。"
msgid ""
"Constructs a [Rect2] by setting its [member position] to ([param x], [param "
"y]), and its [member size] to ([param width], [param height])."
msgstr ""
"透過將 [member position] 設定為 ([param x], [param y]) 並將其 [member 大小] 設"
"定為 ([param width], [param height]) 。"
msgid ""
"Returns a [Rect2] equivalent to this rectangle, with its width and height "
"modified to be non-negative values, and with its [member position] being the "
"top-left corner of the rectangle.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2(25, 25, -100, -50)\n"
"var absolute = rect.abs() # absolute is Rect2(-75, -25, 100, 50)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2(25, 25, -100, -50);\n"
"var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] It's recommended to use this method when [member size] is "
"negative, as most other methods in Godot assume that the [member position] is "
"the top-left corner, and the [member end] is the bottom-right corner."
msgstr ""
"傳回與此矩形等效的[Rect2],其寬度和高度修改為非負值,其[member position]為矩形"
"的左上角。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2(25, 25, -100, -50)\n"
"var absolute = rect.abs() # absolute is Rect2(-75, -25, 100, 50)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2(25, 25, -100, -50);\n"
"var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]當[member 大小]為負數時建議使用此方法因為Godot中的大多數其他"
"方法都假設[member position]是左上角,[member end]是右下角。"
msgid ""
"Returns [code]true[/code] if this rectangle [i]completely[/i] encloses the "
"[param b] rectangle."
msgstr "如果該 [Rect2i] 完全包含另一個,則返回 [code]true[/code]。"
msgid ""
"Returns a copy of this rectangle expanded to align the edges with the given "
"[param to] point, if necessary.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2(0, 0, 5, 2)\n"
"\n"
"rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)\n"
"rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 10, 5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2(0, 0, 5, 2);\n"
"\n"
"rect = rect.Expand(new Vector2(10, 0)); // rect is Rect2(0, 0, 10, 2)\n"
"rect = rect.Expand(new Vector2(-5, 5)); // rect is Rect2(-5, 0, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回該 [Rect2i] 的副本,該副本擴充至包含給定點。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 位置 (-3, 2),大小 (1, 1)\n"
"var rect = Rect2i(Vector2i(-3, 2), Vector2i(1, 1))\n"
"# 位置 (-3, -1),大小 (3, 4),所以我們同時適配 rect 和 Vector2i(0, -1)\n"
"var rect2 = rect.expand(Vector2i(0, -1))\n"
"[/gdscript]\n"
"[csharp]\n"
"// 位置 (-3, 2),大小 (1, 1)\n"
"var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1));\n"
"// 位置 (-3, -1),大小 (3, 4),所以我們同時適配 rect 和 Vector2i(0, -1)\n"
"var rect2 = rect.Expand(new Vector2I(0, -1));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the rectangle's area. This is equivalent to [code]size.x * size.y[/"
"code]. See also [method has_area]."
msgstr "返回該 [Rect2] 的面積。另請參閱 [method has_area]。"
msgid ""
"Returns the center point of the rectangle. This is the same as [code]position "
"+ (size / 2.0)[/code]."
msgstr ""
"返回該向量的逆向量。與 [code]Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z)[/code] "
"相同。"
msgid ""
"Returns a copy of this rectangle extended on all sides by the given [param "
"amount]. A negative [param amount] shrinks the rectangle instead. See also "
"[method grow_individual] and [method grow_side].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)\n"
"var b = Rect2(0, 0, 8, 4).grow(2) # b is Rect2(-2, -2, 12, 8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2(4, 4, 8, 8).Grow(4); // a is Rect2(0, 0, 16, 16)\n"
"var b = new Rect2(0, 0, 8, 4).Grow(2); // b is Rect2(-2, -2, 12, 8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] 會縮"
"小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)\n"
"var b = Rect2(0, 0, 8, 4).grow(2) # b is Rect2(-2, -2, 12, 8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2(4, 4, 8, 8).Grow(4); // a is Rect2(0, 0, 16, 16)\n"
"var b = new Rect2(0, 0, 8, 4).Grow(2); // b is Rect2(-2, -2, 12, 8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of this rectangle with its [param left], [param top], [param "
"right], and [param bottom] sides extended by the given amounts. Negative "
"values shrink the sides, instead. See also [method grow] and [method "
"grow_side]."
msgstr ""
"傳回此矩形的副本,其 [param left]、[param top]、[param right] 和 [param "
"Bottom] 邊擴充了給定的量。負值會縮小另請參閱[method Growth] 和[method "
"Growth_side]。"
msgid ""
"Returns a copy of this rectangle with its [param side] extended by the given "
"[param amount] (see [enum Side] constants). A negative [param amount] shrinks "
"the rectangle, instead. See also [method grow] and [method grow_individual]."
msgstr ""
"傳回此矩形的副本,其 [param side] 按給定的 [param amount] 擴充(請參閱 [enum "
"Side] 常數)。負數 [param amount] 會縮小矩形,相反。另請參見[method 增長] 和"
"[method 增長_個人]。"
msgid ""
"Returns [code]true[/code] if this rectangle has positive width and height. "
"See also [method get_area]."
msgstr ""
"如果該字串以給定的 [param text] 開始,則返回 [code]true[/code]。另見 [method "
"ends_with]。"
msgid ""
"Returns [code]true[/code] if the rectangle contains the given [param point]. "
"By convention, points on the right and bottom edges are [b]not[/b] included.\n"
"[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative[/i] "
"[member size]. Use [method abs] first to get a valid rectangle."
msgstr ""
"返回 [code]true[/code] 時,該 [Rect2] 包含此點。依照慣例,[Rect2] 的右邊緣和下"
"邊緣是被排除在外的,因此[b]不[/b]包含位於這兩條邊上的點。\n"
"[b]注意:[/b]對於[i]大小為負[/i]的 [Rect2],該方法並不可靠。請使用 [method "
"abs] 獲取等價的正數大小矩形再檢查是否包含某個點。"
msgid ""
"Returns the intersection between this rectangle and [param b]. If the "
"rectangles do not intersect, returns an empty [Rect2].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect1 = Rect2(0, 0, 5, 10)\n"
"var rect2 = Rect2(2, 0, 8, 4)\n"
"\n"
"var a = rect1.intersection(rect2) # a is Rect2(2, 0, 3, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect1 = new Rect2(0, 0, 5, 10);\n"
"var rect2 = new Rect2(2, 0, 8, 4);\n"
"\n"
"var a = rect1.Intersection(rect2); // a is Rect2(2, 0, 3, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you only need to know whether two rectangles are overlapping, "
"use [method intersects], instead."
msgstr ""
"傳回此矩形與 [param b] 之間的交集。如果矩形不相交,則傳回空的 [Rect2]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect1 = Rect2(0, 0, 5, 10)\n"
"var rect2 = Rect2(2, 0, 8, 4)\n"
"\n"
"var a = rect1.intersection(rect2) # a is Rect2(2, 0, 3, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect1 = new Rect2(0, 0, 5, 10);\n"
"var rect2 = new Rect2(2, 0, 8, 4);\n"
"\n"
"var a = rect1.Intersection(rect2); // a is Rect2(2, 0, 3, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果您只需要知道兩個矩形是否重疊,請改用[method intersects]。"
msgid ""
"Returns [code]true[/code] if this rectangle overlaps with the [param b] "
"rectangle. The edges of both rectangles are excluded, unless [param "
"include_borders] is [code]true[/code]."
msgstr ""
"如果該 [Rect2i] 與 [param b] 重疊(即至少包含一個共同的點),則返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this rectangle and [param rect] are "
"approximately equal, by calling [method Vector2.is_equal_approx] on the "
"[member position] and the [member size]."
msgstr ""
"如果該 [Rect2] 和 [param rect] 近似相等,則返回 [code]true[/code],判斷方法是"
"通過在每個分量上呼叫 [code]is_equal_approx[/code]。"
msgid ""
"Returns [code]true[/code] if this rectangle's values are finite, by calling "
"[method Vector2.is_finite] on the [member position] and the [member size]."
msgstr ""
"如果該平面是有限的,則返回 [code]true[/code],判斷方法是在每個分量上呼叫 "
"[method @GlobalScope.is_finite]。"
msgid ""
"Returns a [Rect2] that encloses both this rectangle and [param b] around the "
"edges. See also [method encloses]."
msgstr ""
"傳回包圍此矩形和邊緣周圍的 [param b] 的 [Rect2]。另請參閱 [method encloses]."
msgid ""
"The ending point. This is usually the bottom-right corner of the rectangle, "
"and is equivalent to [code]position + size[/code]. Setting this point affects "
"the [member size]."
msgstr ""
"終點角。通過 [code]position + size[/code] 計算而來。設定該值會修改大小。"
msgid "The origin point. This is usually the top-left corner of the rectangle."
msgstr "相機的位置是固定的,所以左上角總是在原點。"
msgid ""
"The rectangle's width and height, starting from [member position]. Setting "
"this value also affects the [member end] point.\n"
"[b]Note:[/b] It's recommended setting the width and height to non-negative "
"values, as most methods in Godot assume that the [member position] is the top-"
"left corner, and the [member end] is the bottom-right corner. To get an "
"equivalent rectangle with non-negative size, use [method abs]."
msgstr ""
"矩形的寬度和高度,從 [member position] 開始。設定此值也會影響 [member 結束] "
"點。\n"
"[b]注意:[/b]建議將寬度和高度設為非負值因為Godot中的大多數方法都假設[member "
"position]是左上角,[member end]是底部-右上角。若要獲得非負大小的等效矩形,請使"
"用[method abs]。"
msgid ""
"Returns [code]true[/code] if the [member position] or [member size] of both "
"rectangles are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果矩形不相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Returns [code]true[/code] if both [member position] and [member size] of the "
"rectangles are exactly equal, respectively.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果矩形完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid "A 2D axis-aligned bounding box using integer coordinates."
msgstr "使用整數座標的 2D 軸對齊邊界框。"
msgid ""
"The [Rect2i] built-in [Variant] type represents an axis-aligned rectangle in "
"a 2D space, using integer coordinates. It is defined by its [member position] "
"and [member size], which are [Vector2i]. Because it does not rotate, it is "
"frequently used for fast overlap tests (see [method intersects]).\n"
"For floating-point coordinates, see [Rect2].\n"
"[b]Note:[/b] Negative values for [member size] are not supported. With "
"negative size, most [Rect2i] methods do not work correctly. Use [method abs] "
"to get an equivalent [Rect2i] with a non-negative size.\n"
"[b]Note:[/b] In a boolean context, a [Rect2i] evaluates to [code]false[/code] "
"if both [member position] and [member size] are zero (equal to [constant "
"Vector2i.ZERO]). Otherwise, it always evaluates to [code]true[/code]."
msgstr ""
"[Rect2i] 內建 [Variant] 型別表示 2D 空間中的軸對齊矩形,使用整數座標。它由其 "
"[member position] 和 [member size] 定義,即[Vector2i],由於它不會旋轉,所以常"
"用於快速重疊測試(參見[method intersects])。\n"
"浮點座標,請參見[Rect2]。\n"
"[b]注意:[/b] 不支援 [member size] 的負值。對於負大小,大多數 [Rect2i] 方法都"
"無法正常運作。使用 [method abs] 獲得具有非負大小的等效 [Rect2i]。\n"
"[b]注意:[/b] 在布林本文中,如果[member position] 和[member size] 均為零(等於"
"[constant Vector2i.ZERO]),則[Rect2i] 的計算結果為[code]false[/code] )。否"
"則,它的計算結果始終為 [code]true[/code]。"
msgid ""
"Constructs a [Rect2i] with its [member position] and [member size] set to "
"[constant Vector2i.ZERO]."
msgstr ""
"預設建構 [Rect2i][member position] 和 [member size] 均為預設值(零)。"
msgid "Constructs a [Rect2i] as a copy of the given [Rect2i]."
msgstr "建構給定 [Rect2i] 的副本。"
msgid ""
"Constructs a [Rect2i] from a [Rect2]. The floating-point coordinates are "
"truncated."
msgstr "從 [Rect2] 建構新的 [Rect2i]。浮點數座標將被截斷。"
msgid "Constructs a [Rect2i] by [param position] and [param size]."
msgstr "按位置和大小建構 [Rect2i]。"
msgid ""
"Constructs a [Rect2i] by setting its [member position] to ([param x], [param "
"y]), and its [member size] to ([param width], [param height])."
msgstr ""
"透過將 [member position] 設定為 ([param x], [param y]) 並將其 [member size] 設"
"為 ([param width], [param height]) 。"
msgid ""
"Returns a [Rect2i] equivalent to this rectangle, with its width and height "
"modified to be non-negative values, and with its [member position] being the "
"top-left corner of the rectangle.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2i(25, 25, -100, -50)\n"
"var absolute = rect.abs() # absolute is Rect2i(-75, -25, 100, 50)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2I(25, 25, -100, -50);\n"
"var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] It's recommended to use this method when [member size] is "
"negative, as most other methods in Godot assume that the [member position] is "
"the top-left corner, and the [member end] is the bottom-right corner."
msgstr ""
"傳回與此矩形等效的[Rect2i],其寬度和高度修改為非負值,其[member position]為矩"
"形的左上角。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2i(25, 25, -100, -50)\n"
"var absolute = rect.abs() # absolute is Rect2i(-75, -25, 100, 50)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2I(25, 25, -100, -50);\n"
"var absolute = rect.Abs(); // absolute is Rect2I(-75, -25, 100, 50)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]當[member size]為負數時建議使用此方法因為Godot中的大多數其他"
"方法都假設[member position]是左上角,[member end]是右下角。"
msgid ""
"Returns [code]true[/code] if this [Rect2i] completely encloses another one."
msgstr "如果該 [Rect2i] 完全包含另一個,則返回 [code]true[/code]。"
msgid ""
"Returns a copy of this rectangle expanded to align the edges with the given "
"[param to] point, if necessary.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var rect = Rect2i(0, 0, 5, 2)\n"
"\n"
"rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)\n"
"rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 10, 5)\n"
"[/gdscript]\n"
"[csharp]\n"
"var rect = new Rect2I(0, 0, 5, 2);\n"
"\n"
"rect = rect.Expand(new Vector2I(10, 0)); // rect is Rect2I(0, 0, 10, 2)\n"
"rect = rect.Expand(new Vector2I(-5, 5)); // rect is Rect2I(-5, 0, 10, 5)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回該 [Rect2i] 的副本,該副本擴充至包含給定點。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 位置 (-3, 2),大小 (1, 1)\n"
"var rect = Rect2i(Vector2i(-3, 2), Vector2i(1, 1))\n"
"# 位置 (-3, -1),大小 (3, 4),所以我們同時適配 rect 和 Vector2i(0, -1)\n"
"var rect2 = rect.expand(Vector2i(0, -1))\n"
"[/gdscript]\n"
"[csharp]\n"
"// 位置 (-3, 2),大小 (1, 1)\n"
"var rect = new Rect2I(new Vector2I(-3, 2), new Vector2I(1, 1));\n"
"// 位置 (-3, -1),大小 (3, 4),所以我們同時適配 rect 和 Vector2i(0, -1)\n"
"var rect2 = rect.Expand(new Vector2I(0, -1));\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the center point of the rectangle. This is the same as [code]position "
"+ (size / 2)[/code].\n"
"[b]Note:[/b] If the [member size] is odd, the result will be rounded towards "
"[member position]."
msgstr ""
"返回該 [Rect2i] 的中心,等於 [member position] + ([member size] / 2)。\n"
"如果 [member size] 為奇數,則返回的中心值將向 [member position] 四捨五入。"
msgid ""
"Returns a copy of this rectangle extended on all sides by the given [param "
"amount]. A negative [param amount] shrinks the rectangle instead. See also "
"[method grow_individual] and [method grow_side].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)\n"
"var b = Rect2i(0, 0, 8, 4).grow(2) # b is Rect2i(-2, -2, 12, 8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2I(4, 4, 8, 8).Grow(4); // a is Rect2I(0, 0, 16, 16)\n"
"var b = new Rect2I(0, 0, 8, 4).Grow(2); // b is Rect2I(-2, -2, 12, 8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"傳回給定的[param amount] 在所有邊上擴充的此矩形的副本。負的[param amount] 會縮"
"小矩形。另請參閱[method Growth_individual] 和[method Growth_side]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)\n"
"var b = Rect2i(0, 0, 8, 4).grow(2) # b is Rect2i(-2, -2, 12, 8)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2I(4, 4, 8, 8).Grow(4); // a is Rect2I(0, 0, 16, 16)\n"
"var b = new Rect2I(0, 0, 8, 4).Grow(2); // b is Rect2I(-2, -2, 12, 8)\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if the rectangle contains the given [param point]. "
"By convention, points on the right and bottom edges are [b]not[/b] included.\n"
"[b]Note:[/b] This method is not reliable for [Rect2i] with a [i]negative[/i] "
"[member size]. Use [method abs] first to get a valid rectangle."
msgstr ""
"返回 [code]true[/code] 時,該 [Rect2] 包含此點。依照慣例,[Rect2] 的右邊緣和下"
"邊緣是被排除在外的,因此[b]不[/b]包含位於這兩條邊上的點。\n"
"[b]注意:[/b]對於[i]大小為負[/i]的 [Rect2],該方法並不可靠。請使用 [method "
"abs] 獲取等價的正數大小矩形再檢查是否包含某個點。"
msgid ""
"Returns the intersection between this rectangle and [param b]. If the "
"rectangles do not intersect, returns an empty [Rect2i].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(0, 0, 5, 10)\n"
"var b = Rect2i(2, 0, 8, 4)\n"
"\n"
"var c = a.intersection(b) # c is Rect2i(2, 0, 3, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2I(0, 0, 5, 10);\n"
"var b = new Rect2I(2, 0, 8, 4);\n"
"\n"
"var c = rect1.Intersection(rect2); // c is Rect2I(2, 0, 3, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you only need to know whether two rectangles are overlapping, "
"use [method intersects], instead."
msgstr ""
"傳回此矩形與 [param b] 之間的交集。如果矩形不相交,則傳回空的 [Rect2i]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var a = Rect2i(0, 0, 5, 10)\n"
"var b = Rect2i(2, 0, 8, 4)\n"
"\n"
"var c = a.intersection(b) # c is Rect2i(2, 0, 3, 4)\n"
"[/gdscript]\n"
"[csharp]\n"
"var a = new Rect2I(0, 0, 5, 10);\n"
"var b = new Rect2I(2, 0, 8, 4);\n"
"\n"
"var c = rect1.Intersection(rect2); // c is Rect2I(2, 0, 3, 4)\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果您只需要知道兩個矩形是否重疊,請改用[method intersects]。"
msgid ""
"Returns [code]true[/code] if this rectangle overlaps with the [param b] "
"rectangle. The edges of both rectangles are excluded."
msgstr ""
"如果該 [Rect2i] 與 [param b] 重疊(即至少包含一個共同的點),則返回 "
"[code]true[/code]。"
msgid ""
"Returns a [Rect2i] that encloses both this rectangle and [param b] around the "
"edges. See also [method encloses]."
msgstr ""
"傳回包圍此矩形和邊緣周圍的[param b] 的 [Rect2i] 。另請參閱 [method encloses]。"
msgid ""
"Returns [code]true[/code] if the [member position] or [member size] of both "
"rectangles are not equal."
msgstr "如果矩形不相等,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both [member position] and [member size] of the "
"rectangles are equal, respectively."
msgstr "如果矩形相等,則返回 [code]true[/code]。"
msgid "A 2D rectangle shape used for physics collision."
msgstr "2D 矩形,旨在用於物理學。"
msgid ""
"A 2D rectangle shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape2D].\n"
"[b]Performance:[/b] [RectangleShape2D] is fast to check collisions against. "
"It is faster than [CapsuleShape2D], but slower than [CircleShape2D]."
msgstr ""
"2D 矩形,旨在用於物理學。通常用於為 [CollisionShape2D] 提供形狀。\n"
"[b]性能:[/b][RectangleShape2D] 可以快速偵測碰撞。比 [CapsuleShape2D] 快,但"
"比 [CircleShape2D] 慢。"
msgid "The rectangle's width and height."
msgstr "該矩形的寬度和高度。"
msgid "Base class for reference-counted objects."
msgstr "引用計數物件的基底類別。"
msgid "Returns the current reference count."
msgstr "返回目前的引用計數。"
msgid ""
"Initializes the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns whether the initialization was successful."
msgstr ""
"初始化內部引用計數器。只有在你真的知道你在做什麼的時候才使用這個。\n"
"返回初始化是否成功。"
msgid ""
"Increments the internal reference counter. Use this only if you really know "
"what you are doing.\n"
"Returns [code]true[/code] if the increment was successful, [code]false[/code] "
"otherwise."
msgstr ""
"內部引用差異量計數器。只有在你真的知道你在做什麼的時候才使用這個。\n"
"如果差異量成功,返回 [code]true[/code],否則返回 [code]false[/code]。"
msgid "A rectangle hint for designing UIs."
msgstr "設計 UI 使用的矩形提示。"
msgid ""
"A rectangle box that displays only a colored border around its rectangle. It "
"is used to visualize the extents of a [Control]."
msgstr "僅在對應矩形周圍上顯示彩色邊框的矩形框。用於將 [Control] 的範圍視覺化。"
msgid "Sets the border color of the [ReferenceRect]."
msgstr "設定該 [ReferenceRect] 的邊框顏色。"
msgid ""
"Sets the border width of the [ReferenceRect]. The border grows both inwards "
"and outwards with respect to the rectangle box."
msgstr "設定該 [ReferenceRect] 的邊框寬度。邊界相對於矩形框同時向內向外伸長。"
msgid ""
"If [code]true[/code], the [ReferenceRect] will only be visible while in "
"editor. Otherwise, [ReferenceRect] will be visible in the running project."
msgstr ""
"如果為 [code]true[/code],則 [ReferenceRect] 僅在編輯器中可見。否則,"
"[ReferenceRect] 將在正在運作的專案中可見。"
msgid ""
"Captures its surroundings to create fast, accurate reflections from a given "
"point."
msgstr "捕捉某個位置周圍的環境,用於快速建立準確的反射。"
msgid ""
"Captures its surroundings as a cubemap, and stores versions of it with "
"increasing levels of blur to simulate different material roughnesses.\n"
"The [ReflectionProbe] is used to create high-quality reflections at a low "
"performance cost (when [member update_mode] is [constant UPDATE_ONCE]). "
"[ReflectionProbe]s can be blended together and with the rest of the scene "
"smoothly. [ReflectionProbe]s can also be combined with [VoxelGI], SDFGI "
"([member Environment.sdfgi_enabled]) and screen-space reflections ([member "
"Environment.ssr_enabled]) to get more accurate reflections in specific areas. "
"[ReflectionProbe]s render all objects within their [member cull_mask], so "
"updating them can be quite expensive. It is best to update them once with the "
"important static objects and then leave them as-is.\n"
"[b]Note:[/b] Unlike [VoxelGI] and SDFGI, [ReflectionProbe]s only source their "
"environment from a [WorldEnvironment] node. If you specify an [Environment] "
"resource within a [Camera3D] node, it will be ignored by the "
"[ReflectionProbe]. This can lead to incorrect lighting within the "
"[ReflectionProbe].\n"
"[b]Note:[/b] Reflection probes are only supported in the Forward+ and Mobile "
"rendering methods, not Compatibility. When using the Mobile rendering method, "
"only 8 reflection probes can be displayed on each mesh resource. Attempting "
"to display more than 8 reflection probes on a single mesh resource will "
"result in reflection probes flickering in and out as the camera moves.\n"
"[b]Note:[/b] When using the Mobile rendering method, reflection probes will "
"only correctly affect meshes whose visibility AABB intersects with the "
"reflection probe's AABB. If using a shader to deform the mesh in a way that "
"makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] "
"must be increased on the mesh. Otherwise, the reflection probe may not be "
"visible on the mesh."
msgstr ""
"將其周圍環境捕捉為立方體貼圖,並儲存不同版本,其模糊級別遞增以模擬不同的材質粗"
"糙度。\n"
"[ReflectionProbe] 用於以低性能成本(當 [member update_mode] 為 [constant "
"UPDATE_ONCE] 時),建立高品質反射。[ReflectionProbe] 可以與場景的其餘部分,平"
"滑地混合在一起。[ReflectionProbe] 還可以與 [VoxelGI]、SDFGI[member "
"Environment.sdfgi_enabled])和螢幕空間反射([member Environment.ssr_enabled]"
"結合使用,以在特定區域獲得更準確的反射。[ReflectionProbe] 渲染其 [member "
"cull_mask] 內的所有物件,因此更新它們可能會非常昂貴。最好僅用重要的靜態物件更"
"新一次,然後保持原樣。\n"
"[b]注意:[/b]與 [VoxelGI] 和 SDFGI 不同,[ReflectionProbe] 僅從一個 "
"[WorldEnvironment] 節點獲取環境。如果你在一個 [Camera3D] 節點中指定了一個 "
"[Environment] 資源,它將被該 [ReflectionProbe] 忽略。這可能會導致 "
"[ReflectionProbe] 內的照明不正確。\n"
"[b]注意:[/b]反射探查僅支援 Forward+ 和 Mobile 渲染方法,不支援 "
"Compatibility。使用移動渲染方法時每個網格資源上最多只能顯示 8 個反射探查。嘗"
"試在單個網格資源上顯示 8 個以上的反射探查,將導致反射探查隨著相機移動而閃"
"爍。\n"
"[b]注意:[/b]當使用移動渲染方法時,反射探查只會正確地影響可見 AABB 與反射探查"
"的 AABB 相交的網格。如果使用著色器以使網格超出其 AABB 的方式變形該網格,則必須"
"在網格上增加 [member GeometryInstance3D.extra_cull_margin]。否則,反射探查可能"
"在網格上不可見。"
msgid "Reflection probes"
msgstr "反射探查"
msgid ""
"The custom ambient color to use within the [ReflectionProbe]'s box defined by "
"its [member size]. Only effective if [member ambient_mode] is [constant "
"AMBIENT_COLOR]."
msgstr ""
"[ReflectionProbe] 的大小為 [member size] 的框中使用的自訂環境光顏色。僅在 "
"[member ambient_mode] 為 [constant AMBIENT_COLOR] 時有效。"
msgid ""
"The custom ambient color energy to use within the [ReflectionProbe]'s box "
"defined by its [member size]. Only effective if [member ambient_mode] is "
"[constant AMBIENT_COLOR]."
msgstr ""
"[ReflectionProbe] 的大小為 [member size] 的框中使用的自訂環境光顏色能量。僅在 "
"[member ambient_mode] 為 [constant AMBIENT_COLOR] 時有效。"
msgid ""
"The ambient color to use within the [ReflectionProbe]'s box defined by its "
"[member size]. The ambient color will smoothly blend with other "
"[ReflectionProbe]s and the rest of the scene (outside the [ReflectionProbe]'s "
"box defined by its [member size])."
msgstr ""
"[ReflectionProbe] 的大小為 [member size] 的框中使用的環境光顏色。環境光顏色會"
"和其他 [ReflectionProbe] 和場景([ReflectionProbe] 的大小為 [member size] 的框"
"之外)的其他部分進行平滑混合。"
msgid ""
"If [code]true[/code], enables box projection. This makes reflections look "
"more correct in rectangle-shaped rooms by offsetting the reflection center "
"depending on the camera's location.\n"
"[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to the "
"grid, you can rotate the [ReflectionProbe] node."
msgstr ""
"為 [code]true[/code] 時將啟用箱體投影。通過根據相機的位置偏移反射中心,這使得"
"在矩形房間中的反射看起來更正確。\n"
"[b]注意:[/b]為了更好地適應未與網格對齊的區域,你可以旋轉 [ReflectionProbe] 節"
"點。"
msgid ""
"Sets the cull mask which determines what objects are drawn by this probe. "
"Every [VisualInstance3D] with a layer included in this cull mask will be "
"rendered by the probe. To improve performance, it is best to only include "
"large objects which are likely to take up a lot of space in the reflection."
msgstr ""
"設定剔除遮罩,該遮罩確定該探查繪製的對象。每個 [VisualInstance3D],若它有一個"
"層被包含在該剔除遮罩中,則它將由該探查渲染。為了提高性能,最好只包含可能在反射"
"中佔用大量空間的大型物件。"
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection probe slower to render; you may want to disable this if using "
"the [constant UPDATE_ALWAYS] [member update_mode]."
msgstr ""
"如果為 [code]true[/code],則在反射探測中計算陰影。這使得反射探查渲染更慢;如果"
"想禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。"
msgid ""
"Defines the reflection intensity. Intensity modulates the strength of the "
"reflection."
msgstr "定義反射強度。"
msgid "If [code]true[/code], reflections will ignore sky contribution."
msgstr "如果為 [code]true[/code],則反射將忽略天空的貢獻。"
msgid ""
"The maximum distance away from the [ReflectionProbe] an object can be before "
"it is culled. Decrease this to improve performance, especially when using the "
"[constant UPDATE_ALWAYS] [member update_mode].\n"
"[b]Note:[/b] The maximum reflection distance is always at least equal to the "
"probe's extents. This means that decreasing [member max_distance] will not "
"always cull objects from reflections, especially if the reflection probe's "
"box defined by its [member size] is already large."
msgstr ""
"物件在被剔除之前可以距該 [ReflectionProbe] 的最大距離。減少它可以提高性能,尤"
"其是在使用 [constant UPDATE_ALWAYS] 作為 [member update_mode] 時。\n"
"[b]注意:[/b]最大反射距離始終至少等於探查的範圍。這意味著減少 [member "
"max_distance] 並不總是會從反射中剔除物件,尤其是在反射探查由 [member size] 定"
"義的框已經很大的情況下。"
msgid ""
"The automatic LOD bias to use for meshes rendered within the "
"[ReflectionProbe] (this is analog to [member Viewport.mesh_lod_threshold]). "
"Higher values will use less detailed versions of meshes that have LOD "
"variations generated. If set to [code]0.0[/code], automatic LOD is disabled. "
"Increase [member mesh_lod_threshold] to improve performance at the cost of "
"geometry detail, especially when using the [constant UPDATE_ALWAYS] [member "
"update_mode].\n"
"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] "
"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)."
msgstr ""
"用於在 [ReflectionProbe] 內渲染網格的自動 LOD 偏置(這類似於 [member Viewport."
"mesh_lod_threshold])。較高的值將使用生成了 LOD 變化的不太詳細的網格版本。如果"
"設定為 [code]0.0[/code],則自動 LOD 將被禁用。增加 [member "
"mesh_lod_threshold] 以犧牲幾何細節為代價提高性能,尤其是在使用 [constant "
"UPDATE_ALWAYS] 的 [member update_mode] 時。\n"
"[b]注意:[/b][member mesh_lod_threshold] 不影響 [GeometryInstance3D] 可見性範"
"圍也稱為“手動”LOD 或分層 LOD。"
msgid ""
"Sets the origin offset to be used when this [ReflectionProbe] is in [member "
"box_projection] mode. This can be set to a non-zero value to ensure a "
"reflection fits a rectangle-shaped room, while reducing the number of objects "
"that \"get in the way\" of the reflection."
msgstr ""
"設定當該 [ReflectionProbe] 處於 [member box_projection] 模式時要使用的原點偏移"
"量。這可以被設定為一個非零值,以確保反射適合矩形房間,同時減少“妨礙”反射的物件"
"數量。"
msgid ""
"The size of the reflection probe. The larger the size, the more space covered "
"by the probe, which will lower the perceived resolution. It is best to keep "
"the size only as large as you need it.\n"
"[b]Note:[/b] To better fit areas that are not aligned to the grid, you can "
"rotate the [ReflectionProbe] node."
msgstr ""
"反射探查的大小。大小越大,探查覆蓋的空間就越大,這將降低感知的解析度。最好將大"
"小保持在需要的大小。\n"
"[b]注意:[/b]為了更好地適應未與網格對齊的區域,可以旋轉 [ReflectionProbe] 節"
"點。"
msgid ""
"Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
"UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
msgstr ""
"設定該 [ReflectionProbe] 的更新頻率。可以是 [constant UPDATE_ONCE] 或 "
"[constant UPDATE_ALWAYS]。"
msgid ""
"Update the probe once on the next frame (recommended for most objects). The "
"corresponding radiance map will be generated over the following six frames. "
"This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
"lower performance cost and can result in higher-quality reflections. The "
"ReflectionProbe is updated when its transform changes, but not when nearby "
"geometry changes. You can force a [ReflectionProbe] update by moving the "
"[ReflectionProbe] slightly in any direction."
msgstr ""
"在下一影格更新一次探查(建議大多數物件使用)。對應的輻照度貼圖會在後續六影格中"
"陸續生成。更新所花費的時間比 [constant UPDATE_ALWAYS] 多,但消耗的性能比它少、"
"產生的反射品質也更高。ReflectionProbe 的變換發生變化時也會進行更新,但不會在周"
"圍幾何體變化時更新。你可以通過將該 [ReflectionProbe] 在任意方向上進行小幅度移"
"動來強制更新 [ReflectionProbe]。"
msgid ""
"Update the probe every frame. This provides better results for fast-moving "
"dynamic objects (such as cars). However, it has a significant performance "
"cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
"[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
"[constant UPDATE_ONCE]."
msgstr ""
"每一影格都更新該探查。可以為快速移動的物件(如汽車)提供更好的結果。然而,帶來"
"的性能消耗也是顯著的。因此,建議同一個場景中最多只使用一個 [constant "
"UPDATE_ALWAYS] 的 ReflectionProbe。其他用途請使用 [constant UPDATE_ONCE]。"
msgid ""
"Do not apply any ambient lighting inside the [ReflectionProbe]'s box defined "
"by its [member size]."
msgstr "不在 [ReflectionProbe] 的大小為 [member size] 的框內部套用環境光照。"
msgid ""
"Apply automatically-sourced environment lighting inside the "
"[ReflectionProbe]'s box defined by its [member size]."
msgstr ""
"在 [ReflectionProbe] 的大小為 [member size] 的框內部套用自動來源的環境光照。"
msgid ""
"Apply custom ambient lighting inside the [ReflectionProbe]'s box defined by "
"its [member size]. See [member ambient_color] and [member "
"ambient_color_energy]."
msgstr ""
"在 [ReflectionProbe] 的大小為 [member size] 的框內部套用自訂環境光照。見 "
"[member ambient_color] 和 [member ambient_color_energy]。"
msgid "Class for searching text for patterns using regular expressions."
msgstr "使用規則運算式搜索文字的類。"
msgid ""
"A regular expression (or regex) is a compact language that can be used to "
"recognize strings that follow a specific pattern, such as URLs, email "
"addresses, complete sentences, etc. For example, a regex of [code]ab[0-9][/"
"code] would find any string that is [code]ab[/code] followed by any number "
"from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can "
"easily find various tutorials and detailed explanations on the Internet.\n"
"To begin, the RegEx object needs to be compiled with the search pattern using "
"[method compile] before it can be used.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"[/codeblock]\n"
"The search pattern must be escaped first for GDScript before it is escaped "
"for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be "
"read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\"
"\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/"
"code]. In GDScript, you can also use raw string literals (r-strings). For "
"example, [code]compile(r'\"(?:\\\\.|[^\"])*\"')[/code] would be read the "
"same.\n"
"Using [method search], you can find the pattern within the given text. If a "
"pattern is found, [RegExMatch] is returned and you can retrieve details of "
"the results using methods such as [method RegExMatch.get_string] and [method "
"RegExMatch.get_start].\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"var result = regex.search(\"abc n-0123\")\n"
"if result:\n"
" print(result.get_string()) # Would print n-0123\n"
"[/codeblock]\n"
"The results of capturing groups [code]()[/code] can be retrieved by passing "
"the group number to the various methods in [RegExMatch]. Group 0 is the "
"default and will always refer to the entire pattern. In the above example, "
"calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n"
"This version of RegEx also supports named capturing groups, and the names can "
"be used to retrieve the results. If two or more groups have the same name, "
"the name would only refer to the first one with a match.\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
"var result = regex.search(\"the number is x2f\")\n"
"if result:\n"
" print(result.get_string(\"digit\")) # Would print 2f\n"
"[/codeblock]\n"
"If you need to process multiple results, [method search_all] generates a list "
"of all non-overlapping results. This can be combined with a [code]for[/code] "
"loop for convenience.\n"
"[codeblock]\n"
"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
" print(result.get_string(\"digit\"))\n"
"# Would print 01 03 0 3f 42\n"
"[/codeblock]\n"
"[b]Example of splitting a string using a RegEx:[/b]\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\S+\") # Negated whitespace character class.\n"
"var results = []\n"
"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
" results.push_back(result.get_string())\n"
"# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
"[/codeblock]\n"
"[b]Note:[/b] Godot's regex implementation is based on the [url=https://www."
"pcre.org/]PCRE2[/url] library. You can view the full pattern reference "
"[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n"
"[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test regular "
"expressions online."
msgstr ""
"規則運算式(或稱 regex是一種緊湊的語言可用於識別遵循特定模式的字串如 "
"URL、電子郵寄地址、完整句子等。例如規則運算式 [code]ab[0-9][/code] 可以找到 "
"[code]ab[/code] 後面跟著 [code]0[/code] 到 [code]9[/code] 的任何數位的字元串。"
"要想更深入地瞭解,你可以很容易地在互聯網上找到各種教學和詳細解釋。\n"
"首先,在使用 RegEx 物件之前,需要用 [method compile] 對其進行搜索模式的編"
"譯。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"[/codeblock]\n"
"在為運算式轉義之前,必須先為 GDScript 轉義搜索模式。例如,[code]compile(\"\\"
"\\d+\")[/code] 會被 RegEx 讀成 [code]\\d+[/code]。同樣,[code]compile(\"\\"
"\"(?:\\\\\\\\.|[^\\\"])*\\\")[/code] 會被讀作 [code]\"(?:\\.|[^\"])*\"[/"
"code]。\n"
"使用 [method search],你可以在給定的文字中配對模式。如果配對到一個模式,將返"
"回 [RegExMatch],你可以使用 [method RegExMatch.get_string] 和 [method "
"RegExMatch.get_start] 等方法檢索結果的細節。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\w-(\\\\d+)\")\n"
"var result = regex.search(\"abc n-0123\")\n"
"if result:\n"
" print(result.get_string()) # 會輸出 n-0123\n"
"[/codeblock]\n"
"捕獲組的結果 [code]()[/code] 可以通過向 [RegExMatch] 中的各種方法傳遞組號來檢"
"索。預設是組 0並且將總是指整個模式。在上面的例子中呼叫 [code]result."
"get_string(1)[/code] 會得到 [code]0123[/code]。\n"
"這個版本的 RegEx 也支援命名的捕獲組,名稱可以用來檢索結果。如果兩個或更多的組"
"有相同的名稱,那麼這個名稱將只指第一個有配對的組。\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
"var result = regex.search(\"數字是 x2f\")\n"
"if result:\n"
" print(result.get_string(\"digit\")) # 會輸出 2f\n"
"[/codeblock]\n"
"如果你需要處理多個結果,[method search_all] 會生成一個所有不重疊的結果列表。為"
"了方便起見,這可以和一個 [code]for[/code] 迴圈結合起來。\n"
"[codeblock]\n"
"for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
" print(result.get_string(\"digit\"))\n"
"# 會輸出 01 03 0 3f 42\n"
"[/codeblock]\n"
"[b]使用 RegEx 分割字串的例子:[/b]\n"
"[codeblock]\n"
"var regex = RegEx.new()\n"
"regex.compile(\"\\\\S+\") # 非空白字元類。\n"
"var results = []\n"
"for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
" results.push_back(result.get_string())\n"
"# `results` 陣列包含 \"One\"、\"Two\"、\"Three\"。\n"
"[/codeblock]\n"
"[b]注意:[/b]Godot 的 regex 實作基於的是 [url=https://www.pcre.org/]PCRE2[/"
"url]。你可以查看完整的模式參考[url=https://www.pcre.org/current/doc/html/"
"pcre2pattern.html]這裡[/url]。\n"
"[b]提示:[/b]你可以使用 [url=https://regexr.com/]Regexr[/url] 來線上測試正則運"
"算式。"
msgid ""
"This method resets the state of the object, as if it was freshly created. "
"Namely, it unassigns the regular expression of this object."
msgstr ""
"這個方法重設了物件的狀態,就像它是新建立的一樣。也就是說,它取消了這個物件的規"
"則運算式的賦值。"
msgid ""
"Compiles and assign the search pattern to use. Returns [constant OK] if the "
"compilation is successful. If an error is encountered, details are printed to "
"standard output and an error is returned."
msgstr ""
"編譯並指定要使用的搜索模式。如果編譯成功,返回 [constant OK]。如果遇到錯誤,細"
"節將被列印到標準輸出,並返回一個錯誤。"
msgid "Creates and compiles a new [RegEx] object."
msgstr "建立並編譯新 [RegEx] 對象。"
msgid "Returns the number of capturing groups in compiled pattern."
msgstr "返回編譯模式中捕獲組的數量。"
msgid ""
"Returns an array of names of named capturing groups in the compiled pattern. "
"They are ordered by appearance."
msgstr ""
"返回一個陣列,該陣列是編譯模式中命名的捕獲組的名稱。它們是按外觀排序的。"
msgid "Returns the original search pattern that was compiled."
msgstr "返回被編譯的原始搜索模式。"
msgid "Returns whether this object has a valid search pattern assigned."
msgstr "返回此物件是否分配了有效的搜索模式。"
msgid ""
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
"of the first matching result if found, otherwise [code]null[/code].\n"
"The region to search within can be specified with [param offset] and [param "
"end]. This is useful when searching for another match in the same [param "
"subject] by calling this method again after a previous success. Note that "
"setting these parameters differs from passing over a shortened string. For "
"example, the start anchor [code]^[/code] is not affected by [param offset], "
"and the character before [param offset] will be checked for the word boundary "
"[code]\\b[/code]."
msgstr ""
"在文字中搜索編譯後的模式。如果找到,則將首個配對結果放在 [RegExMatch] 容器中返"
"回,否則返回 [code]null[/code]。\n"
"可以使用 [param offset] 和 [param end] 指定要搜索的區域。這對在上一次成功後再"
"次呼叫該方法,以相同的 [param subject] 搜索另一個配對項時很有用。請注意,設定"
"這些參數不同於傳遞縮短後的字串。例如,起始錨點 [code]^[/code] 不受 [param "
"offset] 的影響,會為單詞邊界 [code]\\b[/code] 檢查 [param offset] 之前的字符。"
msgid ""
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
"containers for each non-overlapping result. If no results were found, an "
"empty array is returned instead.\n"
"The region to search within can be specified with [param offset] and [param "
"end]. This is useful when searching for another match in the same [param "
"subject] by calling this method again after a previous success. Note that "
"setting these parameters differs from passing over a shortened string. For "
"example, the start anchor [code]^[/code] is not affected by [param offset], "
"and the character before [param offset] will be checked for the word boundary "
"[code]\\b[/code]."
msgstr ""
"在文字中搜索編譯後的模式。返回 [RegExMatch] 容器的陣列,其中每個容器包含的是互"
"不重疊的配對結果。如果沒有找到結果,則返回一個空陣列。\n"
"可以使用 [param offset] 和 [param end] 指定要搜索的區域。這對在上一次成功後再"
"次呼叫該方法,以相同的 [param subject] 搜索另一個配對項時很有用。請注意,設定"
"這些參數不同於傳遞縮短後的字串。例如,起始錨點 [code]^[/code] 不受 [param "
"offset] 的影響,會為單詞邊界 [code]\\b[/code] 檢查 [param offset] 之前的字符。"
msgid ""
"Searches the text for the compiled pattern and replaces it with the specified "
"string. Escapes and backreferences such as [code]$1[/code] and [code]$name[/"
"code] are expanded and resolved. By default, only the first instance is "
"replaced, but it can be changed for all instances (global replacement).\n"
"The region to search within can be specified with [param offset] and [param "
"end]. This is useful when searching for another match in the same [param "
"subject] by calling this method again after a previous success. Note that "
"setting these parameters differs from passing over a shortened string. For "
"example, the start anchor [code]^[/code] is not affected by [param offset], "
"and the character before [param offset] will be checked for the word boundary "
"[code]\\b[/code]."
msgstr ""
"在文字中搜索編譯後的模式,並將其替換為指定的字串。諸如 [code]$1[/code] 和 "
"[code]$name[/code] 等轉義和反向引用會被擴充和解析。預設情況下,只有第一個實例"
"被替換,但可以修改為針對所有實例(全域替換)。\n"
"可以使用 [param offset] 和 [param end] 指定要搜索的區域。這對在上一次成功後再"
"次呼叫該方法,以相同的 [param subject] 搜索另一個配對項時很有用。請注意,設定"
"這些參數不同於傳遞縮短後的字串。例如,起始錨點 [code]^[/code] 不受 [param "
"offset] 的影響,會為單詞邊界 [code]\\b[/code] 檢查 [param offset] 之前的字符。"
msgid "Contains the results of a [RegEx] search."
msgstr "包含 [RegEx] 搜索的結果。"
msgid ""
"Contains the results of a single [RegEx] match returned by [method RegEx."
"search] and [method RegEx.search_all]. It can be used to find the position "
"and range of the match and its capturing groups, and it can extract its "
"substring for you."
msgstr ""
"包含由 [method RegEx.search] 和 [method RegEx.search_all] 返回的單個 [RegEx] "
"配對結果。它可以用來搜尋配對的位置和範圍以及它的捕獲組,並且可以提取其子字元"
"串。"
msgid ""
"Returns the end position of the match within the source string. The end "
"position of capturing groups can be retrieved by providing its group number "
"as an integer or its string name (if it's a named group). The default value "
"of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
"返回源字串中配對的結束位置。捕獲組的結束位置可以通過提供其組號的整數或其字符串"
"名稱(如果它是一個命名組)來檢索。預設值為 0指的是整個運算式。\n"
"如果該組沒有配對或不存在,則返回 -1。"
msgid "Returns the number of capturing groups."
msgstr "返回捕獲組的數量。"
msgid ""
"Returns the starting position of the match within the source string. The "
"starting position of capturing groups can be retrieved by providing its group "
"number as an integer or its string name (if it's a named group). The default "
"value of 0 refers to the whole pattern.\n"
"Returns -1 if the group did not match or doesn't exist."
msgstr ""
"返回源字串中配對的起始位置。捕獲組的起始位置可以通過提供它的組號作為一個整數或"
"它的字串名稱(如果它是一個命名組)來檢索。預設值為 0指的是整個表達式。\n"
"如果組沒有配對或不存在,返回 -1。"
msgid ""
"Returns the substring of the match from the source string. Capturing groups "
"can be retrieved by providing its group number as an integer or its string "
"name (if it's a named group). The default value of 0 refers to the whole "
"pattern.\n"
"Returns an empty string if the group did not match or doesn't exist."
msgstr ""
"返回源字串中配對的子串。捕獲組可以通過提供它的組號作為整數或它的字串名稱(如果"
"它是一個命名組)來檢索。預設值為 0指的是整個運算式。\n"
"如果組沒有配對或不存在,則返回一個空字串。"
msgid ""
"A dictionary of named groups and its corresponding group number. Only groups "
"that were matched are included. If multiple groups have the same name, that "
"name would refer to the first matching one."
msgstr ""
"命名組的字典和它相應的組號。只有被配對的組才被包括在內。如果多個組有相同的名"
"稱,該名稱將指第一個配對的組。"
msgid "An [Array] of the match and its capturing groups."
msgstr "配對項及其捕獲組的 [Array]。"
msgid ""
"The source string used with the search pattern to find this matching result."
msgstr "與搜索模式一起使用的源字串,以找到這個配對結果。"
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived "
"node in the scene."
msgstr ""
"RemoteTransform2D 會將自己的 [Transform2D] 推送到場景中另一個衍生自 "
"[CanvasItem] 的節點。"
msgid ""
"RemoteTransform2D pushes its own [Transform2D] to another [Node2D] derived "
"node (called the remote node) in the scene.\n"
"It can be set to update another node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
"RemoteTransform2D 會將自己的 [Transform2D] 推送到場景中另一個衍生自 "
"[CanvasItem] 的節點(稱為遠端節點)。\n"
"可以設定更新另一個節點的位置、旋轉和/或比例。可以使用全域座標,也可以使用局部"
"座標。"
msgid ""
"[RemoteTransform2D] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
"[RemoteTransform2D] 快取了遠端節點。如果遠端節點消失了,它可能不會通知;"
"[method force_update_cache] 強制它再次更新快取。"
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform2D's "
"position in the scene."
msgstr "到遠端節點的 [NodePath],相對於 RemoteTransform2D 在場景中的位置。"
msgid "If [code]true[/code], the remote node's position is updated."
msgstr "如果為 [code]true[/code],則更新遠端節點的位置。"
msgid "If [code]true[/code], the remote node's rotation is updated."
msgstr "如果為 [code]true[/code],則更新遠端節點的旋轉。"
msgid "If [code]true[/code], the remote node's scale is updated."
msgstr "如果為 [code]true[/code],則更新遠端節點的比例。"
msgid ""
"If [code]true[/code], global coordinates are used. If [code]false[/code], "
"local coordinates are used."
msgstr ""
"如果為 [code]true[/code],則使用全域座標。如果 [code]false[/code],則使用本地"
"座標。"
msgid ""
"RemoteTransform3D pushes its own [Transform3D] to another [Node3D] derived "
"Node in the scene."
msgstr ""
"RemoteTransform3D 會將自己的 [Transform3D] 推送到場景中另一個衍生自 [Node3D] "
"的節點。"
msgid ""
"RemoteTransform3D pushes its own [Transform3D] to another [Node3D] derived "
"Node (called the remote node) in the scene.\n"
"It can be set to update another Node's position, rotation and/or scale. It "
"can use either global or local coordinates."
msgstr ""
"RemoteTransform3D 會將自己的 [Transform3D] 推送到場景中另一個衍生自 [Node3D] "
"的節點(稱為遠端節點)。\n"
"可以設定更新另一個 Node 的位置、旋轉和/或比例。可以使用全域座標,也可以使用局"
"部座標。"
msgid ""
"[RemoteTransform3D] caches the remote node. It may not notice if the remote "
"node disappears; [method force_update_cache] forces it to update the cache "
"again."
msgstr ""
"[RemoteTransform3D] 快取了遠端節點。如果遠端節點消失了,它可能不會通知;"
"[method force_update_cache] 強制它再次更新快取。"
msgid ""
"The [NodePath] to the remote node, relative to the RemoteTransform3D's "
"position in the scene."
msgstr "到遠端節點的 [NodePath],相對於 RemoteTransform3D 在場景中的位置。"
msgid "Abstraction for working with modern low-level graphics APIs."
msgstr "用於處理現代低階圖形 API 的抽象。"
msgid ""
"[RenderingDevice] is an abstraction for working with modern low-level "
"graphics APIs such as Vulkan. Compared to [RenderingServer] (which works with "
"Godot's own rendering subsystems), [RenderingDevice] is much lower-level and "
"allows working more directly with the underlying graphics APIs. "
"[RenderingDevice] is used in Godot to provide support for several modern low-"
"level graphics APIs while reducing the amount of code duplication required. "
"[RenderingDevice] can also be used in your own projects to perform things "
"that are not exposed by [RenderingServer] or high-level nodes, such as using "
"compute shaders.\n"
"On startup, Godot creates a global [RenderingDevice] which can be retrieved "
"using [method RenderingServer.get_rendering_device]. This global "
"[RenderingDevice] performs drawing to the screen.\n"
"[b]Local RenderingDevices:[/b] Using [method RenderingServer."
"create_local_rendering_device], you can create \"secondary\" rendering "
"devices to perform drawing and GPU compute operations on separate threads.\n"
"[b]Note:[/b] [RenderingDevice] assumes intermediate knowledge of modern "
"graphics APIs such as Vulkan, Direct3D 12, Metal or WebGPU. These graphics "
"APIs are lower-level than OpenGL or Direct3D 11, requiring you to perform "
"what was previously done by the graphics driver itself. If you have "
"difficulty understanding the concepts used in this class, follow the "
"[url=https://vulkan-tutorial.com/]Vulkan Tutorial[/url] or [url=https://"
"vkguide.dev/]Vulkan Guide[/url]. It's recommended to have existing modern "
"OpenGL or Direct3D 11 knowledge before attempting to learn a low-level "
"graphics API.\n"
"[b]Note:[/b] [RenderingDevice] is not available when running in headless mode "
"or when using the Compatibility rendering method."
msgstr ""
"[RenderingDevice] 是用來使用 Vulkan 等現代低階圖形 API 的抽象。與(適用於 "
"Godot 自有渲染子系統的)[RenderingServer] 相比,[RenderingDevice] 所處的層級更"
"低,能夠更加直接地使用底層圖形 API。Godot 使用 [RenderingDevice] 來支援部分現"
"代低階圖形 API能夠減少所需的重複程式碼。你也可以在自己的專案中使用 "
"[RenderingDevice],從而執行 [RenderingServer] 和高階節點未暴露的功能,例如使用"
"計算著色器。\n"
"啟動時Godot 會建立一個全域的 [RenderingDevice],可以使用 [method "
"RenderingServer.get_rendering_device] 獲取。這個全域的 [RenderingDevice] 進行"
"的是螢幕繪圖。\n"
"[b]局部 RenderingDevice[/b]你可以使用 [method RenderingServer."
"create_local_rendering_device] 建立“次級”渲染裝置,在單獨的執行緒中進行渲染和 "
"GPU 計算操作。\n"
"[b]注意:[/b]使用 [RenderingDevice] 需要對 Vulkan、Direct3D 12、Metal 或 "
"WebGPU 有中等水平的知識。這些圖形 API 比 OpenGL 和 Direct3D 所處的層級更低,能"
"夠執行原本由圖形驅動自己實作的功能。如果這個類中所使用的概念你理解起來有困難,"
"請學習 [url=https://vulkan-tutorial.com/]Vulkan 教學[/url]或 [url=https://"
"vkguide.dev/]Vulkan 指南[/url]。在嘗試學習低階圖形 API 之前,建議先學習現代 "
"OpenGL 或 Direct3D 11 相關的知識。\n"
"[b]注意:[/b]使用無頭模式運作或使用 Compatibility 渲染方法時,"
"[RenderingDevice] 不可用。"
msgid "Using compute shaders"
msgstr "使用計算著色器"
msgid ""
"Puts a memory barrier in place. This is used for synchronization to avoid "
"data races. See also [method full_barrier], which may be useful for debugging."
msgstr ""
"原地放置一個記憶體屏障。記憶體屏障可用於進行同步,避免資料競爭。另見 [method "
"full_barrier],可能更適合除錯。"
msgid ""
"Clears the contents of the [param buffer], clearing [param size_bytes] bytes, "
"starting at [param offset]. Always raises a memory barrier.\n"
"Prints an error if:\n"
"- the size isn't a multiple of four\n"
"- the region specified by [param offset] + [param size_bytes] exceeds the "
"buffer\n"
"- a draw list is currently active (created by [method draw_list_begin])\n"
"- a compute list is currently active (created by [method compute_list_begin])"
msgstr ""
"清除 [param buffer] 的內容,清除 [param size_bytes] 位元組,從 [param offset] "
"開始。總是引發記憶體屏障。\n"
"若出現以下情況,則列印錯誤:\n"
"- 大小不是四的倍數\n"
"- [param offset] + [param size_bytes] 指定的區域超出緩衝區\n"
"- 繪製列表目前處於活動狀態(由[method draw_list_begin]建立)\n"
"- 計算列表目前處於活動狀態(由[method compute_list_begin]建立)"
msgid ""
"Returns a copy of the data of the specified [param buffer], optionally [param "
"offset_bytes] and [param size_bytes] can be set to copy only a portion of the "
"buffer."
msgstr ""
"返回指定 [param buffer] 中資料的副本,還可以設定 [param offset_bytes] 和 "
"[param size_bytes],僅複製緩衝區的某一部分。"
msgid ""
"Updates a region of [param size_bytes] bytes, starting at [param offset], in "
"the buffer, with the specified [param data]. Raises a memory barrier except "
"when [param post_barrier] is set to [constant BARRIER_MASK_NO_BARRIER].\n"
"Prints an error if:\n"
"- the region specified by [param offset] + [param size_bytes] exceeds the "
"buffer\n"
"- a draw list is currently active (created by [method draw_list_begin])\n"
"- a compute list is currently active (created by [method compute_list_begin])"
msgstr ""
"使用指定的 [param data] 更新緩衝區中從 [param offset] 開始的 [param "
"size_bytes] 位元組區域。引發記憶體屏障,除非 [param post_barrier]設定為[常數"
"BARRIER_MASK_NO_BARRIER]。\n"
"若出現以下情況,則列印錯誤:\n"
"- [param offset] + [param size_bytes] 指定的區域超出緩衝區\n"
"- 繪製列表目前處於活動狀態(由[method draw_list_begin]建立)\n"
"- 計算列表目前處於活動狀態(由[method compute_list_begin]建立)"
msgid ""
"Creates a timestamp marker with the specified [param name]. This is used for "
"performance reporting with the [method get_captured_timestamp_cpu_time], "
"[method get_captured_timestamp_gpu_time] and [method "
"get_captured_timestamp_name] methods."
msgstr ""
"使用指定的名稱 [param name] 建立時間戳記標記。用於 [method "
"get_captured_timestamp_cpu_time]、[method get_captured_timestamp_gpu_time]、"
"[method get_captured_timestamp_name] 等方法的性能彙報。"
msgid "Raises a Vulkan compute barrier in the specified [param compute_list]."
msgstr "將 [param render_pipeline] 綁定到指定的 [param draw_list]。"
msgid ""
"Starts a list of compute commands created with the [code]compute_*[/code] "
"methods. The returned value should be passed to other [code]compute_list_*[/"
"code] functions.\n"
"If [param allow_draw_overlap] is [code]true[/code], you may have one draw "
"list running at the same time as one compute list. Multiple compute lists "
"cannot be created at the same time; you must finish the previous compute list "
"first using [method compute_list_end].\n"
"A simple compute operation might look like this (code is not a complete "
"example):\n"
"[codeblock]\n"
"var rd = RenderingDevice.new()\n"
"var compute_list = rd.compute_list_begin()\n"
"\n"
"rd.compute_list_bind_compute_pipeline(compute_list, "
"compute_shader_dilate_pipeline)\n"
"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n"
"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n"
"\n"
"for i in atlas_slices:\n"
" rd.compute_list_set_push_constant(compute_list, push_constant, "
"push_constant.size())\n"
" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, "
"group_size.z)\n"
" # No barrier, let them run all together.\n"
"\n"
"rd.compute_list_end()\n"
"[/codeblock]"
msgstr ""
"開始由 [code]compute_*[/code] 方法建立的計算命令列表。應該將返回值傳遞給其他 "
"[code]compute_list_*[/code] 函式。\n"
"如果 [param allow_draw_overlap] 為 [code]true[/code],就可以在執行繪圖列表的同"
"時執行計算列表。無法同時建立多個計算列表;你必須先使用 [method "
"compute_list_end] 把之前的計算列表完成。\n"
"簡易的計算操作類似於下面這樣(程式碼不是完整的範例):\n"
"[codeblock]\n"
"var rd = RenderingDevice.new()\n"
"var compute_list = rd.compute_list_begin()\n"
"\n"
"rd.compute_list_bind_compute_pipeline(compute_list, "
"compute_shader_dilate_pipeline)\n"
"rd.compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0)\n"
"rd.compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1)\n"
"\n"
"for i in atlas_slices:\n"
" rd.compute_list_set_push_constant(compute_list, push_constant, "
"push_constant.size())\n"
" rd.compute_list_dispatch(compute_list, group_size.x, group_size.y, "
"group_size.z)\n"
" # 沒有屏障,一起執行。\n"
"\n"
"rd.compute_list_end()\n"
"[/codeblock]"
msgid ""
"Tells the GPU what compute pipeline to use when processing the compute list. "
"If the shader has changed since the last time this function was called, Godot "
"will unbind all descriptor sets and will re-bind them inside [method "
"compute_list_dispatch]."
msgstr ""
"告訴 GPU 在處理計算列表時要使用什麼計算管道。如果自上次呼叫此函式以來著色器已"
"更改Godot 將取消綁定所有描述符集並重新綁定它們在[method "
"compute_list_dispatch]中。"
msgid ""
"Binds the [param uniform_set] to this [param compute_list]. Godot ensures "
"that all textures in the uniform set have the correct Vulkan access masks. If "
"Godot had to change access masks of textures, it will raise a Vulkan image "
"memory barrier."
msgstr ""
"將 [paramuniform_set] 綁定到此 [paramcompute_list]。Godot 確保均勻集中的所有紋"
"理都具有正確的 Vulkan 存取掩碼。如果 Godot 必須更改紋理的存取掩碼,它將引發"
"Vulkan 影像記憶體障礙。"
msgid ""
"Submits the compute list for processing on the GPU. This is the compute "
"equivalent to [method draw_list_draw]."
msgstr "將計算列表提交給 GPU 處理。相當於是計算版本的 [method draw_list_draw]。"
msgid ""
"Finishes a list of compute commands created with the [code]compute_*[/code] "
"methods."
msgstr "結束由 [code]compute_*[/code] 方法建立的計算命令列表。"
msgid ""
"Sets the push constant data to [param buffer] for the specified [param "
"compute_list]. The shader determines how this binary data is used. The "
"buffer's size in bytes must also be specified in [param size_bytes] (this can "
"be obtained by calling the [method PackedByteArray.size] method on the passed "
"[param buffer])."
msgstr ""
"為指定的 [param compute_list] 設定 [param buffer] 的推送常數資料。如何使用這個"
"二進位資料由著色器決定。另外還必須在 [param size_bytes] 中指定緩衝的位元組大小"
"(可以通過對 [param buffer] 呼叫 [method PackedByteArray.size] 獲取)。"
msgid ""
"Creates a new compute pipeline. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建計算管線。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Returns [code]true[/code] if the compute pipeline specified by the [param "
"compute_pipeline] RID is valid, [code]false[/code] otherwise."
msgstr ""
"如果由 [param compute_pipeline] RID 指定的計算管線有效,則返回 [code]true[/"
"code],否則返回 [code]false[/code]。"
msgid ""
"Create a new local [RenderingDevice]. This is most useful for performing "
"compute operations on the GPU independently from the rest of the engine."
msgstr ""
"新建局部 [RenderingDevice]。主要用於在 GPU 上執行計算操作,獨立於引擎的其他部"
"分。"
msgid ""
"Create a command buffer debug label region that can be displayed in third-"
"party tools such as [url=https://renderdoc.org/]RenderDoc[/url]. All regions "
"must be ended with a [method draw_command_end_label] call. When viewed from "
"the linear series of submissions to a single queue, calls to [method "
"draw_command_begin_label] and [method draw_command_end_label] must be matched "
"and balanced.\n"
"The [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] Vulkan extension must be "
"available and enabled for command buffer debug label region to work. See also "
"[method draw_command_insert_label] and [method draw_command_end_label]."
msgstr ""
"建立命令緩衝除錯標籤區域,能夠在 [url=https://renderdoc.org/]RenderDoc[/url] "
"等協力廠商工具中顯示。所有的區域都應該呼叫 [method draw_command_end_label] 結"
"束。觀察單個佇列的線性提交序列時,[method draw_command_begin_label] 必須有與之"
"對應的 [method draw_command_end_label]。\n"
"Vulkan 擴充 [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] 必須可用並啟用,這"
"樣命令緩衝除錯標籤區域才能正常工作。另見 [method draw_command_insert_label] "
"和 [method draw_command_end_label]。"
msgid ""
"Ends the command buffer debug label region started by a [method "
"draw_command_begin_label] call."
msgstr ""
"結束命令緩衝除錯標籤區域,該區域由 [method draw_command_begin_label] 呼叫開"
"啟。"
msgid ""
"Inserts a command buffer debug label region in the current command buffer. "
"Unlike [method draw_command_begin_label], this region should not be ended "
"with a [method draw_command_end_label] call."
msgstr ""
"在目前的命令緩衝中插入命令緩衝除錯標籤區域。與 [method "
"draw_command_begin_label] 不同,不應該呼叫 [method draw_command_end_label] 來"
"結束這個區域。"
msgid ""
"Starts a list of raster drawing commands created with the [code]draw_*[/code] "
"methods. The returned value should be passed to other [code]draw_list_*[/"
"code] functions.\n"
"Multiple draw lists cannot be created at the same time; you must finish the "
"previous draw list first using [method draw_list_end].\n"
"A simple drawing operation might look like this (code is not a complete "
"example):\n"
"[codeblock]\n"
"var rd = RenderingDevice.new()\n"
"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), "
"Color(0, 0, 0, 0)]\n"
"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice."
"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice."
"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n"
"\n"
"# Draw opaque.\n"
"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n"
"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n"
"rd.draw_list_set_push_constant(draw_list, raster_push_constant, "
"raster_push_constant.size())\n"
"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n"
"# Draw wire.\n"
"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n"
"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n"
"rd.draw_list_set_push_constant(draw_list, raster_push_constant, "
"raster_push_constant.size())\n"
"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n"
"\n"
"rd.draw_list_end()\n"
"[/codeblock]"
msgstr ""
"開始由 [code]draw_*[/code] 方法建立的柵格繪圖命令列表。應該將返回值傳遞給其他 "
"[code]draw_list_*[/code] 函式。\n"
"無法同時建立多個繪圖列表;你必須先使用 [method draw_list_end] 把之前的繪圖列表"
"完成。\n"
"簡易的繪圖操作類似於下面這樣(程式碼不是完整的範例):\n"
"[codeblock]\n"
"var rd = RenderingDevice.new()\n"
"var clear_colors = PackedColorArray([Color(0, 0, 0, 0), Color(0, 0, 0, 0), "
"Color(0, 0, 0, 0)]\n"
"var draw_list = rd.draw_list_begin(framebuffers[i], RenderingDevice."
"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_READ, RenderingDevice."
"INITIAL_ACTION_CLEAR, RenderingDevice.FINAL_ACTION_DISCARD, clear_colors)\n"
"\n"
"# 實心繪製。\n"
"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline)\n"
"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n"
"rd.draw_list_set_push_constant(draw_list, raster_push_constant, "
"raster_push_constant.size())\n"
"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n"
"# 線框繪製。\n"
"rd.draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire)\n"
"rd.draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0)\n"
"rd.draw_list_set_push_constant(draw_list, raster_push_constant, "
"raster_push_constant.size())\n"
"rd.draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3)\n"
"\n"
"rd.draw_list_end()\n"
"[/codeblock]"
msgid ""
"High-level variant of [method draw_list_begin], with the parameters "
"automatically being adjusted for drawing onto the window specified by the "
"[param screen] ID.\n"
"[b]Note:[/b] Cannot be used with local RenderingDevices, as these don't have "
"a screen. If called on a local RenderingDevice, [method "
"draw_list_begin_for_screen] returns [constant INVALID_ID]."
msgstr ""
"[method draw_list_begin] 的高階變體,會針對繪製到 [param screen] ID 指定的窗口"
"上自動調整參數。\n"
"[b]注意:[/b]局部 RenderingDevice 沒有螢幕,所以無法使用。如果對局部 "
"RenderingDevice 呼叫,[method draw_list_begin_for_screen] 會返回 [constant "
"INVALID_ID]。"
msgid ""
"Variant of [method draw_list_begin] with support for multiple splits. The "
"[param splits] parameter determines how many splits are created."
msgstr ""
"[method draw_list_begin] 的變體,支援多個拆分。[param splits] 參數決定建立多少"
"拆分。"
msgid "Binds [param index_array] to the specified [param draw_list]."
msgstr "將 [param index_array] 綁定到指定的 [param draw_list]。"
msgid "Binds [param render_pipeline] to the specified [param draw_list]."
msgstr "將 [param render_pipeline] 綁定到指定的 [param draw_list]。"
msgid ""
"Binds [param uniform_set] to the specified [param draw_list]. A [param "
"set_index] must also be specified, which is an identifier starting from "
"[code]0[/code] that must match the one expected by the draw list."
msgstr ""
"將 [param uniform_set] 綁定到指定的 [param draw_list]。還必須指定 [param "
"set_index],這是從 [code]0[/code] 開始的識別字,必須與繪製列表中所需要的相匹"
"配。"
msgid "Binds [param vertex_array] to the specified [param draw_list]."
msgstr "將 [param vertex_array] 綁定到指定的 [param draw_list]。"
msgid ""
"Removes and disables the scissor rectangle for the specified [param "
"draw_list]. See also [method draw_list_enable_scissor]."
msgstr ""
"為指定的 [param draw_list] 移除並禁用裁剪矩形。另見 [method "
"draw_list_enable_scissor]。"
msgid ""
"Submits [param draw_list] for rendering on the GPU. This is the raster "
"equivalent to [method compute_list_dispatch]."
msgstr ""
"將 [param draw_list] 提交給 GPU 渲染。相當於是柵格版本的 [method "
"compute_list_dispatch]。"
msgid ""
"Creates a scissor rectangle and enables it for the specified [param "
"draw_list]. Scissor rectangles are used for clipping by discarding fragments "
"that fall outside a specified rectangular portion of the screen. See also "
"[method draw_list_disable_scissor].\n"
"[b]Note:[/b] The specified [param rect] is automatically intersected with the "
"screen's dimensions, which means it cannot exceed the screen's dimensions."
msgstr ""
"建立裁剪矩形並為指定的 [param draw_list] 啟用。裁剪矩形可以用來實作裁剪,會丟"
"棄落在螢幕上指定矩形範圍之外的片段。另見 [method "
"draw_list_disable_scissor]。\n"
"[b]注意:[/b]指定的 [param rect] 會自動與螢幕尺寸求交集,也就是說裁剪矩形無法"
"超出螢幕的範圍。"
msgid ""
"Finishes a list of raster drawing commands created with the [code]draw_*[/"
"code] methods."
msgstr "結束由 [code]draw_*[/code] 方法建立的柵格繪圖命令列表。"
msgid ""
"Sets blend constants for the specified [param draw_list] to [param color]. "
"Blend constants are used only if the graphics pipeline is created with "
"[constant DYNAMIC_STATE_BLEND_CONSTANTS] flag set."
msgstr ""
"將指定 [param draw_list] 的混合常數設定為 [param color]。建立圖形管線時設定了 "
"[constant DYNAMIC_STATE_BLEND_CONSTANTS] 旗標時才會使用混合常數。"
msgid ""
"Sets the push constant data to [param buffer] for the specified [param "
"draw_list]. The shader determines how this binary data is used. The buffer's "
"size in bytes must also be specified in [param size_bytes] (this can be "
"obtained by calling the [method PackedByteArray.size] method on the passed "
"[param buffer])."
msgstr ""
"為指定的 [param draw_list] 設定 [param buffer] 的推送常數資料。如何使用這個二"
"進制資料由著色器決定。另外還必須在 [param size_bytes] 中指定緩衝的位元組大小"
"(可以通過對 [param buffer] 呼叫 [method PackedByteArray.size] 獲取)。"
msgid ""
"Switches to the next draw pass and returns the split's ID. Equivalent to "
"[method draw_list_switch_to_next_pass_split] with [code]splits[/code] set to "
"[code]1[/code]."
msgstr ""
"切換到下一個繪製階段並返回拆分 ID。等價於呼叫 [method "
"draw_list_switch_to_next_pass_split] 時將 [code]splits[/code] 設為 [code]1[/"
"code]。"
msgid ""
"Switches to the next draw pass, with the number of splits allocated specified "
"in [param splits]. The return value is an array containing the ID of each "
"split. For single-split usage, see [method draw_list_switch_to_next_pass]."
msgstr ""
"切換到下一個繪製階段,分配的拆分數在 [param splits] 中指定。返回值是一個數組,"
"包含各個拆分的 ID。如果使用的是單個拆分請參閱 [method "
"draw_list_switch_to_next_pass]。"
msgid ""
"Creates a new framebuffer. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建影格緩衝。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Creates a new empty framebuffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建空的影格緩衝。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Creates a new multipass framebuffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建多階段影格緩衝。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Creates a new framebuffer format with the specified [param attachments] and "
"[param view_count]. Returns the new framebuffer's unique framebuffer format "
"ID.\n"
"If [param view_count] is greater than or equal to [code]2[/code], enables "
"multiview which is used for VR rendering. This requires support for the "
"Vulkan multiview extension."
msgstr ""
"新建影格緩衝格式,附件為 [param attachments]、視圖數為 [param view_count]。返"
"回的是新影格緩衝的唯一影格緩衝格式 ID。\n"
"如果 [param view_count] 大於等於 [code]2[/code],則會針對 VR 渲染啟用多視圖。"
"要求支援 Vulkan 的多視圖擴充。"
msgid ""
"Creates a new empty framebuffer format with the specified number of [param "
"samples] and returns its ID."
msgstr "新建空的影格緩衝格式並返回其 ID取樣數為 [param samples]。"
msgid ""
"Creates a multipass framebuffer format with the specified [param "
"attachments], [param passes] and [param view_count] and returns its ID. If "
"[param view_count] is greater than or equal to [code]2[/code], enables "
"multiview which is used for VR rendering. This requires support for the "
"Vulkan multiview extension."
msgstr ""
"建立多階段影格緩衝格式並返回其 ID附件為 [param attachments]、階段數為 "
"[param passes]、視圖數為 [param view_count]。如果 [param view_count] 大於等於 "
"[code]2[/code],則會針對 VR 渲染啟用多視圖。要求支援 Vulkan 的多視圖擴充。"
msgid ""
"Returns the number of texture samples used for the given framebuffer [param "
"format] ID (returned by [method framebuffer_get_format])."
msgstr ""
"返回給定影格緩衝格式 ID [param format] 所使用的紋理取樣數量(格式由 [method "
"framebuffer_get_format] 返回)。"
msgid ""
"Returns the format ID of the framebuffer specified by the [param framebuffer] "
"RID. This ID is guaranteed to be unique for the same formats and does not "
"need to be freed."
msgstr ""
"返回由影格緩衝 RID [param framebuffer] 指定的影格緩衝的格式 ID。相同格式下這"
"個 ID 一定是唯一的,不需要釋放。"
msgid ""
"Returns [code]true[/code] if the framebuffer specified by the [param "
"framebuffer] RID is valid, [code]false[/code] otherwise."
msgstr ""
"返回由影格緩衝 RID [param framebuffer] 指定的影格緩衝有效,則返回 [code]true[/"
"code],否則返回 [code]false[/code]。"
msgid ""
"Tries to free an object in the RenderingDevice. To avoid memory leaks, this "
"should be called after using an object as memory management does not occur "
"automatically when using RenderingDevice directly."
msgstr ""
"嘗試釋放 RenderingDevice 中的某個物件。為了防止記憶體洩漏,物件使用完後就應該"
"調用這個方法,因為直接使用 RenderingDevice 時並不會自動進行記憶體管理。"
msgid ""
"Puts a [i]full[/i] memory barrier in place. This is a memory [method barrier] "
"with all flags enabled. [method full_barrier] it should only be used for "
"debugging as it can severely impact performance."
msgstr ""
"原地放置一個[i]完整[/i]的記憶體屏障。這是啟用了所有旗標的 [method barrier]。"
"[method full_barrier] 應該僅用於除錯,因為對性能的影響極大。"
msgid ""
"Returns the timestamp in CPU time for the rendering step specified by [param "
"index] (in microseconds since the engine started). See also [method "
"get_captured_timestamp_gpu_time] and [method capture_timestamp]."
msgstr ""
"返回渲染步驟的 CPU 時間戳記(引擎啟動後經過的毫秒數),渲染步驟由 [param "
"index] 指定。另見 [method get_captured_timestamp_gpu_time] 和 [method "
"capture_timestamp]。"
msgid ""
"Returns the timestamp in GPU time for the rendering step specified by [param "
"index] (in microseconds since the engine started). See also [method "
"get_captured_timestamp_cpu_time] and [method capture_timestamp]."
msgstr ""
"返回渲染步驟的 GPU 時間戳記(引擎啟動後經過的毫秒數),渲染步驟由 [param "
"index] 指定。另見 [method get_captured_timestamp_cpu_time] 和 [method "
"capture_timestamp]。"
msgid ""
"Returns the timestamp's name for the rendering step specified by [param "
"index]. See also [method capture_timestamp]."
msgstr ""
"返回渲染步驟的時間戳記的名稱,渲染步驟由 [param index] 指定。另見 [method "
"capture_timestamp]。"
msgid ""
"Returns the total number of timestamps (rendering steps) available for "
"profiling."
msgstr "返回能夠進行性能分析的時間戳記(渲染步驟)總數。"
msgid ""
"Returns the index of the last frame rendered that has rendering timestamps "
"available for querying."
msgstr "返回能夠進行渲染時間戳記查詢的最後一個渲染影格的索引。"
msgid ""
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\"). "
"Equivalent to [method RenderingServer.get_video_adapter_name]. See also "
"[method get_device_vendor_name]."
msgstr ""
"返回視訊卡的名稱(例如 \"GeForce GTX 1080/PCIe/SSE2\")。等價於 [method "
"RenderingServer.get_video_adapter_name]。另見 [method "
"get_device_vendor_name]。"
msgid ""
"Returns the universally unique identifier for the pipeline cache. This is "
"used to cache shader files on disk, which avoids shader recompilations on "
"subsequent engine runs. This UUID varies depending on the graphics card "
"model, but also the driver version. Therefore, updating graphics drivers will "
"invalidate the shader cache."
msgstr ""
"返回管線快取的通用唯一識別碼。用於將著色器檔快取到磁片,避免後續運作引擎時進行"
"著色器的重新編譯。這個 UUID 會根據顯卡型號以及驅動版本的不同而不同。因此,更新"
"圖形驅動會使著色器快取失效。"
msgid ""
"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\"). "
"Equivalent to [method RenderingServer.get_video_adapter_vendor]. See also "
"[method get_device_name]."
msgstr ""
"返回視訊卡的供應商(例如 \"NVIDIA Corporation\")。等價於 [method "
"RenderingServer.get_video_adapter_vendor]。另見 [method get_device_name]。"
msgid ""
"Returns the unique identifier of the driver [param resource] for the "
"specified [param rid]. Some driver resource types ignore the specified [param "
"rid] (see [enum DriverResource] descriptions). [param index] is always "
"ignored but must be specified anyway."
msgstr ""
"返回指定 [param rid] 的驅動資源 [param resource] 的唯一識別碼。部分驅動資源類"
"型會忽略指定的 [param rid](說明見 [enum DriverResource])。[param index] 始終"
"會被忽略,但仍然必須指定。"
msgid ""
"Returns the frame count kept by the graphics API. Higher values result in "
"higher input lag, but with more consistent throughput. For the main "
"[RenderingDevice], frames are cycled (usually 3 with triple-buffered V-Sync "
"enabled). However, local [RenderingDevice]s only have 1 frame."
msgstr ""
"返回圖形 API 所記錄的影格數。值越高輸入延遲就越高,但輸送量也更一致。對於主 "
"[RenderingDevice] 而言,影格會進行迴圈(啟用三緩衝垂直同步時通常為 3。但是局"
"部 [RenderingDevice] 只有 1 影格。"
msgid ""
"Returns the memory usage in bytes corresponding to the given [param type]. "
"When using Vulkan, these statistics are calculated by [url=https://github.com/"
"GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator]Vulkan Memory Allocator[/url]."
msgstr ""
"返回與型別 [param type] 對應的記憶體用量,單位為位元組。使用 Vulkan 時,會通"
"過 [url=https://github.com/GPUOpen-LibrariesAndSDKs/"
"VulkanMemoryAllocator]Vulkan Memory Allocator[/url] 計算這些統計資訊。"
msgid ""
"Creates a new index array. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建索引陣列。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Creates a new index buffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建索引緩衝。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Returns the value of the specified [param limit]. This limit varies depending "
"on the current graphics hardware (and sometimes the driver version). If the "
"given limit is exceeded, rendering errors will occur.\n"
"Limits for various graphics hardware can be found in the [url=https://vulkan."
"gpuinfo.org/]Vulkan Hardware Database[/url]."
msgstr ""
"返回指定 [param limit] 的值。這個極限值取決於目前的圖形硬體(有時也和驅動版本"
"有關)。如果超出了給定的極限,則會發生渲染錯誤。\n"
"各種圖形硬體的極限可以在 [url=https://vulkan.gpuinfo.org/]Vulkan 硬體資料庫[/"
"url]中找到。"
msgid ""
"Creates a new render pipeline. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建渲染管線。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Returns [code]true[/code] if the render pipeline specified by the [param "
"render_pipeline] RID is valid, [code]false[/code] otherwise."
msgstr ""
"如果由 [param render_pipeline] RID 指定的渲染管線有效則返回 [code]true[/"
"code],否則返回 [code]false[/code]。"
msgid ""
"Creates a new sampler. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建取樣器。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Returns [code]true[/code] if implementation supports using a texture of "
"[param format] with the given [param sampler_filter]."
msgstr ""
"如果實作支援使用格式為 [param format] 和 [param sampler_filter] 取樣篩選的紋"
"理,則返回 [code]true[/code]。"
msgid ""
"Returns the screen's framebuffer format.\n"
"[b]Note:[/b] Only the main [RenderingDevice] returned by [method "
"RenderingServer.get_rendering_device] has a format. If called on a local "
"[RenderingDevice], this method prints an error and returns [constant "
"INVALID_ID]."
msgstr ""
"返回螢幕影格緩衝的格式。\n"
"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 "
"[RenderingDevice] 有格式。對局部 [RenderingDevice] 呼叫時,這個方法會輸出錯誤"
"並返回 [constant INVALID_ID]。"
msgid ""
"Returns the window height matching the graphics API context for the given "
"window ID (in pixels). Despite the parameter being named [param screen], this "
"returns the [i]window[/i] size. See also [method screen_get_width].\n"
"[b]Note:[/b] Only the main [RenderingDevice] returned by [method "
"RenderingServer.get_rendering_device] has a height. If called on a local "
"[RenderingDevice], this method prints an error and returns [constant "
"INVALID_ID]."
msgstr ""
"返回與給定視窗 ID 圖形 API 本文相配對的視窗高度(單位為圖元)。雖然參數的名字"
"叫 [param screen],但返回的是[i]視窗[/i]的大小。另見 [method "
"screen_get_width]。\n"
"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 "
"[RenderingDevice] 有高度。如果對局部 [RenderingDevice] 呼叫,則會輸出錯誤並返"
"回 [constant INVALID_ID]。"
msgid ""
"Returns the window width matching the graphics API context for the given "
"window ID (in pixels). Despite the parameter being named [param screen], this "
"returns the [i]window[/i] size. See also [method screen_get_height].\n"
"[b]Note:[/b] Only the main [RenderingDevice] returned by [method "
"RenderingServer.get_rendering_device] has a width. If called on a local "
"[RenderingDevice], this method prints an error and returns [constant "
"INVALID_ID]."
msgstr ""
"返回與給定視窗 ID 圖形 API 本文相配對的視窗寬度(單位為圖元)。雖然參數的名字"
"叫 [param screen],但返回的是[i]視窗[/i]的大小。另見 [method "
"screen_get_height]。\n"
"[b]注意:[/b]只有 [method RenderingServer.get_rendering_device] 返回的主 "
"[RenderingDevice] 有寬度。如果對局部 [RenderingDevice] 呼叫,則會輸出錯誤並返"
"回 [constant INVALID_ID]。"
msgid ""
"Sets the resource name for [param id] to [param name]. This is used for "
"debugging with third-party tools such as [url=https://renderdoc."
"org/]RenderDoc[/url].\n"
"The following types of resources can be named: texture, sampler, vertex "
"buffer, index buffer, uniform buffer, texture buffer, storage buffer, uniform "
"set buffer, shader, render pipeline and compute pipeline. Framebuffers cannot "
"be named. Attempting to name an incompatible resource type will print an "
"error.\n"
"[b]Note:[/b] Resource names are only set when the engine runs in verbose mode "
"([method OS.is_stdout_verbose] = [code]true[/code]), or when using an engine "
"build compiled with the [code]dev_mode=yes[/code] SCons option. The graphics "
"driver must also support the [code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] "
"Vulkan extension for named resources to work."
msgstr ""
"將 ID 為 [param id] 的資源名稱設定為 [param name]。用於使用 [url=https://"
"renderdoc.org/]RenderDoc[/url] 等協力廠商工具進行除錯。\n"
"可以為以下型別的資源命名紋理、取樣器、頂點緩衝、索引緩衝、uniform 緩衝、紋理"
"緩衝、儲存緩衝、uniform 集緩衝、著色器、渲染管線、計算管線。無法為影格緩衝命"
"名。嘗試為不相容的資源型別命名會輸出錯誤。\n"
"[b]注意:[/b]引擎以詳細模式運作時([method OS.is_stdout_verbose] = "
"[code]true[/code]),或者使用 [code]dev_mode=yes[/code] SCons 選項編譯引擎構建"
"時,才會設定資源的名稱。圖形驅動也必須支援 Vulkan 擴充 "
"[code]VK_EXT_DEBUG_UTILS_EXTENSION_NAME[/code] 具名資源才能正常工作。"
msgid ""
"Compiles a binary shader from [param spirv_data] and returns the compiled "
"binary data as a [PackedByteArray]. This compiled shader is specific to the "
"GPU model and driver version used; it will not work on different GPU models "
"or even different driver versions. See also [method "
"shader_compile_spirv_from_source].\n"
"[param name] is an optional human-readable name that can be given to the "
"compiled shader for organizational purposes."
msgstr ""
"從 [param spirv_data] 編譯二進位著色器,並將編譯得到的二進位資料以 "
"[PackedByteArray] 的形式返回。編譯後的著色器與所使用的 GPU 型號和驅動版本對"
"應;無法在不同的 GPU 型號甚至不同的驅動版本上正常工作。另見 [method "
"shader_compile_spirv_from_source]。\n"
"[param name] 是可選的人類可讀名稱,會給予編譯後的著色器,方便組織。"
msgid ""
"Compiles a SPIR-V from the shader source code in [param shader_source] and "
"returns the SPIR-V as a [RDShaderSPIRV]. This intermediate language shader is "
"portable across different GPU models and driver versions, but cannot be run "
"directly by GPUs until compiled into a binary shader using [method "
"shader_compile_binary_from_spirv].\n"
"If [param allow_cache] is [code]true[/code], make use of the shader cache "
"generated by Godot. This avoids a potentially lengthy shader compilation step "
"if the shader is already in cache. If [param allow_cache] is [code]false[/"
"code], Godot's shader cache is ignored and the shader will always be "
"recompiled."
msgstr ""
"將 [param shader_source] 中的著色器原始程式碼編譯為 [RDShaderSPIRV] 形式的 "
"SPIR-V。這種中間語言的著色器可以在不同 GPU 型號和驅動版本之間移植,但無法直接"
"在 GPU 上運作,需要先使用 [method shader_compile_binary_from_spirv] 編譯為二進"
"位著色器。\n"
"如果 [param allow_cache] 為 [code]true[/code],則會使用 Godot 生成的著色器緩"
"存。如果著色器已經在快取中,這樣就可能避免冗長的著色器編譯步驟。[param "
"allow_cache] 為 [code]false[/code],則會忽略 Godot 的著色器快取,始終重新編譯"
"著色器。"
msgid ""
"Creates a new shader instance from a binary compiled shader. It can be "
"accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method. See also [method "
"shader_compile_binary_from_spirv] and [method shader_create_from_spirv]."
msgstr ""
"根據二進位的已編譯著色器建立新的著色器實例。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingDevice 的 [method free_rid] 方法進行釋放。另"
"見 [method shader_compile_binary_from_spirv] 和 [method "
"shader_create_from_spirv]。"
msgid ""
"Creates a new shader instance from SPIR-V intermediate code. It can be "
"accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method. See also [method "
"shader_compile_spirv_from_source] and [method shader_create_from_bytecode]."
msgstr ""
"根據 SPIR-V 中間程式碼建立新的著色器實例。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingDevice 的 [method free_rid] 方法進行釋放。另"
"見 [method shader_compile_spirv_from_source] 和 [method "
"shader_create_from_bytecode]。"
msgid ""
"Create a placeholder RID by allocating an RID without initializing it for use "
"in [method shader_create_from_bytecode]. This allows you to create an RID for "
"a shader and pass it around, but defer compiling the shader to a later time."
msgstr ""
"透過指派RID 來建立佔位符RID而不將其初始化以在[method "
"shader_create_from_bytecode] 中使用。這允許您為著色器建立RID 並將其傳遞,但延"
"遲編譯著色器稍後。"
msgid ""
"Returns the internal vertex input mask. Internally, the vertex input mask is "
"an unsigned integer consisting of the locations (specified in GLSL via. "
"[code]layout(location = ...)[/code]) of the input variables (specified in "
"GLSL by the [code]in[/code] keyword)."
msgstr ""
"傳回內部頂點輸入遮罩。在內部頂點輸入遮罩是由位置組成的無符號整數透過GLSL "
"指定。[code]layout(location = ...) [/code])輸入變數(在 GLSL 中由 [code]in[/"
"code] 關鍵字指定)。"
msgid ""
"Creates a [url=https://vkguide.dev/docs/chapter-4/storage_buffers/]storage "
"buffer[/url] with the specified [param data] and [param usage]. It can be "
"accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"建立帶有指定資料 [param data] 用法為 [param usage] 的[url=https://vkguide.dev/"
"docs/chapter-4/storage_buffers/]儲存緩衝[/url]。可以通過返回的 RID 進行訪"
"問。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Pushes the frame setup and draw command buffers then marks the local device "
"as currently processing (which allows calling [method sync]).\n"
"[b]Note:[/b] Only available in local RenderingDevices."
msgstr ""
"推送影格設定與繪圖命令緩衝,然後將局部裝置標記為目前正在處理(這樣就能夠呼叫 "
"[method sync])。\n"
"[b]注意:[/b]僅在局部 RenderingDevice 上可用。"
msgid ""
"Forces a synchronization between the CPU and GPU, which may be required in "
"certain cases. Only call this when needed, as CPU-GPU synchronization has a "
"performance cost.\n"
"[b]Note:[/b] Only available in local RenderingDevices.\n"
"[b]Note:[/b] [method sync] can only be called after a [method submit]."
msgstr ""
"讓 CPU 與 GPU 進行強制同步,部分場合可能需要進行這樣的操作。請只在需要時調用,"
"因為 CPU 與 GPU 的同步存在性能開銷。\n"
"[b]注意:[/b]僅在局部 RenderingDevice 上可用。\n"
"[b]注意:[/b]只能在 [method submit] 後呼叫 [method sync]。"
msgid ""
"Creates a new texture buffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建紋理緩衝。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Copies the [param from_texture] to [param to_texture] with the specified "
"[param from_pos], [param to_pos] and [param size] coordinates. The Z axis of "
"the [param from_pos], [param to_pos] and [param size] must be [code]0[/code] "
"for 2-dimensional textures. Source and destination mipmaps/layers must also "
"be specified, with these parameters being [code]0[/code] for textures without "
"mipmaps or single-layer textures. Returns [constant @GlobalScope.OK] if the "
"texture copy was successful or [constant @GlobalScope.ERR_INVALID_PARAMETER] "
"otherwise.\n"
"[b]Note:[/b] [param from_texture] texture can't be copied while a draw list "
"that uses it as part of a framebuffer is being created. Ensure the draw list "
"is finalized (and that the color/depth texture using it is not set to "
"[constant FINAL_ACTION_CONTINUE]) to copy this texture.\n"
"[b]Note:[/b] [param from_texture] texture requires the [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved.\n"
"[b]Note:[/b] [param to_texture] can't be copied while a draw list that uses "
"it as part of a framebuffer is being created. Ensure the draw list is "
"finalized (and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to copy this texture.\n"
"[b]Note:[/b] [param to_texture] requires the [constant "
"TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved.\n"
"[b]Note:[/b] [param from_texture] and [param to_texture] must be of the same "
"type (color or depth)."
msgstr ""
"將 [param from_texture] 複製到 [param to_texture],使用指定的 [param "
"from_pos]、[param to_pos] 和 [param size] 座標。對於二維紋理,[param "
"from_pos]、[param to_pos] 和 [param size] 的 Z 軸必須為 [code]0[/code]。來源和"
"目標的 mipmap/圖層也必須指定,對於沒有 mipmap 或單層紋理的情況,這些參數應為 "
"[code]0[/code]。如果紋理複製成功,則返回 [constant @GlobalScope.OK],否則返回 "
"[constant @GlobalScope.ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b]如果使用 [param from_texture] 紋理的繪圖列表是建立的影格緩衝的一"
"部分,則無法複製。請確保繪圖列表已經完成(並且使用它的顏色/深度紋理沒有設定為 "
"[constant FINAL_ACTION_CONTINUE]),然後再複製紋理。\n"
"[b]注意:[/b][param from_texture] 紋理需要獲取 [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT]。\n"
"[b]注意:[/b]如果使用 [param to_texture] 紋理的繪圖列表是建立的影格緩衝的一部"
"分,則無法複製。請確保繪圖列表已經完成(並且使用它的顏色/深度紋理沒有設定為 "
"[constant FINAL_ACTION_CONTINUE]),然後再複製紋理。\n"
"[b]注意:[/b][param to_texture] 紋理需要獲取 [constant "
"TEXTURE_USAGE_CAN_COPY_TO_BIT]。\n"
"[b]注意:[/b][param from_texture] 和 [param to_texture] 的型別必須相同(顏色或"
"深度)。"
msgid ""
"Creates a new texture. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method.\n"
"[b]Note:[/b] Not to be confused with [method RenderingServer."
"texture_2d_create], which creates the Godot-specific [Texture2D] resource as "
"opposed to the graphics API's own texture type."
msgstr ""
"新建紋理。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]請勿與 [method RenderingServer.texture_2d_create] 混淆,後者建立"
"的是 Godot 專屬的 [Texture2D] 資源,不是圖形 API 自己的紋理型別。"
msgid ""
"Returns an RID for an existing [param image] ([code]VkImage[/code]) with the "
"given [param type], [param format], [param samples], [param usage_flags], "
"[param width], [param height], [param depth], and [param layers]. This can be "
"used to allow Godot to render onto foreign images."
msgstr ""
"使用給定的[param type]、[param format]、[param samples]、傳回現有[param "
"image] ([code]VkImage[/code])的RID[param usage_flags]、[param width]、[param "
"height]、[param depth]和[param layers]。這可用於允許Godot渲染到外部圖像上。"
msgid ""
"Creates a shared texture using the specified [param view] and the texture "
"information from [param with_texture]."
msgstr ""
"使用指定的 [param view] 和 [param with_texture] 中的紋理資訊建立共用紋理。"
msgid ""
"Creates a shared texture using the specified [param view] and the texture "
"information from [param with_texture]'s [param layer] and [param mipmap]. The "
"number of included mipmaps from the original texture can be controlled using "
"the [param mipmaps] parameter. Only relevant for textures with multiple "
"layers, such as 3D textures, texture arrays and cubemaps. For single-layer "
"textures, use [method texture_create_shared]\n"
"For 2D textures (which only have one layer), [param layer] must be [code]0[/"
"code].\n"
"[b]Note:[/b] Layer slicing is only supported for 2D texture arrays, not 3D "
"textures or cubemaps."
msgstr ""
"使用指定的 [param view] 和 [param with_texture] 的 [param layer] 和 [param "
"mipmap] 中的紋理資訊建立共用紋理。可以使用 [param mipmaps] 參數控制從原始紋理"
"中包含的 mipmap 數量。僅適用於 3D 紋理、紋理陣列、立方體貼圖等多層紋理。單層紋"
"理請使用 [method texture_create_shared]。\n"
"對於 2D 紋理(僅有一個圖層),[param layer] 必須為 [code]0[/code]。\n"
"[b]注意:[/b]圖層切片僅支援 2D 紋理陣列,不支援 3D 紋理或立方體貼圖。"
msgid ""
"Returns the [param texture] data for the specified [param layer] as raw "
"binary data. For 2D textures (which only have one layer), [param layer] must "
"be [code]0[/code].\n"
"[b]Note:[/b] [param texture] can't be retrieved while a draw list that uses "
"it as part of a framebuffer is being created. Ensure the draw list is "
"finalized (and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to retrieve this texture. Otherwise, an error is "
"printed and a empty [PackedByteArray] is returned.\n"
"[b]Note:[/b] [param texture] requires the [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved. Otherwise, an error is "
"printed and a empty [PackedByteArray] is returned."
msgstr ""
"將紋理 [param texture] 中指定層 [param layer] 的紋理資料以原始二進位資料的形式"
"返回。2D 紋理(只有一層)的 [param layer] 必須為 [code]0[/code]。\n"
"[b]注意:[/b]如果使用 [param texture] 紋理的繪圖列表是建立的影格緩衝的一部分,"
"則無法獲取。請確保繪圖列表已經完成(並且使用它的顏色/深度紋理沒有設定為 "
"[constant FINAL_ACTION_CONTINUE]),然後獲取紋理。否則會輸出錯誤並返回空的 "
"[PackedByteArray]。\n"
"[b]注意:[/b][param texture] 紋理需要獲取 [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT]。否則會輸出錯誤並返回空的 [PackedByteArray]。"
msgid "Returns the data format used to create this texture."
msgstr "返回用於生成 MSDF 紋理的源字形大小。"
msgid ""
"Returns the internal graphics handle for this texture object. For use when "
"communicating with third-party APIs mostly with GDExtension.\n"
"[b]Note:[/b] This function returns a [code]uint64_t[/code] which internally "
"maps to a [code]GLuint[/code] (OpenGL) or [code]VkImage[/code] (Vulkan)."
msgstr ""
"返回該紋理物件的內部圖形控制碼。主要用於 GDExtension 與協力廠商 API 通訊。\n"
"[b]注意:[/b]這個函式返回的是 [code]uint64_t[/code],內部對應到 [code]GLuint[/"
"code]OpenGL或 [code]VkImage[/code]Vulkan。"
msgid ""
"Returns [code]true[/code] if the specified [param format] is supported for "
"the given [param usage_flags], [code]false[/code] otherwise."
msgstr ""
"如果指定的格式 [param format] 支援給定的用途旗標 [param usage_flags],則返回 "
"[code]true[/code],否則返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the [param texture] is shared, [code]false[/"
"code] otherwise. See [RDTextureView]."
msgstr ""
"如果 [param texture] 是共用紋理,則返回 [code]true[/code],否則返回 "
"[code]false[/code]。見 [RDTextureView]。"
msgid ""
"Returns [code]true[/code] if the [param texture] is valid, [code]false[/code] "
"otherwise."
msgstr ""
"如果 [param texture] 有效,則返回 [code]true[/code],否則返回 [code]false[/"
"code]。"
msgid ""
"Resolves the [param from_texture] texture onto [param to_texture] with "
"multisample antialiasing enabled. This must be used when rendering a "
"framebuffer for MSAA to work. Returns [constant @GlobalScope.OK] if "
"successful, [constant @GlobalScope.ERR_INVALID_PARAMETER] otherwise.\n"
"[b]Note:[/b] [param from_texture] and [param to_texture] textures must have "
"the same dimension, format and type (color or depth).\n"
"[b]Note:[/b] [param from_texture] can't be copied while a draw list that uses "
"it as part of a framebuffer is being created. Ensure the draw list is "
"finalized (and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to resolve this texture.\n"
"[b]Note:[/b] [param from_texture] requires the [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT] to be retrieved.\n"
"[b]Note:[/b] [param from_texture] must be multisampled and must also be 2D "
"(or a slice of a 3D/cubemap texture).\n"
"[b]Note:[/b] [param to_texture] can't be copied while a draw list that uses "
"it as part of a framebuffer is being created. Ensure the draw list is "
"finalized (and that the color/depth texture using it is not set to [constant "
"FINAL_ACTION_CONTINUE]) to resolve this texture.\n"
"[b]Note:[/b] [param to_texture] texture requires the [constant "
"TEXTURE_USAGE_CAN_COPY_TO_BIT] to be retrieved.\n"
"[b]Note:[/b] [param to_texture] texture must [b]not[/b] be multisampled and "
"must also be 2D (or a slice of a 3D/cubemap texture)."
msgstr ""
"啟用多重取樣抗鋸齒,將 [param from_texture] 紋理溶解至 [param to_texture]。啟"
"用後才能夠正常渲染 MSAA 影格緩衝。成功時返回 [constant @GlobalScope.OK],否則"
"返回 [constant @GlobalScope.ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b][param from_texture] 和 [param to_texture] 的尺寸、格式、型別(顏"
"色或深度)都必須相同。\n"
"[b]注意:[/b]如果使用 [param from_texture] 紋理的繪圖列表是建立的影格緩衝的一"
"部分,則無法複製。請確保繪圖列表已經完成(並且使用它的顏色/深度紋理沒有設定為 "
"[constant FINAL_ACTION_CONTINUE]),然後再複製紋理。\n"
"[b]注意:[/b][param from_texture] 紋理需要獲取 [constant "
"TEXTURE_USAGE_CAN_COPY_FROM_BIT]。\n"
"[b]注意:[/b][param from_texture] 紋理必須為多重取樣,並且必須為 2D 紋理(或者"
"是 3D/立方體貼圖紋理的切片)。\n"
"[b]注意:[/b]如果使用 [param to_texture] 紋理的繪圖列表是建立的影格緩衝的一部"
"分,則無法複製。請確保繪圖列表已經完成(並且使用它的顏色/深度紋理沒有設定為 "
"[constant FINAL_ACTION_CONTINUE]),然後再溶解紋理。\n"
"[b]注意:[/b][param to_texture] 紋理需要獲取 [constant "
"TEXTURE_USAGE_CAN_COPY_TO_BIT]。\n"
"[b]注意:[/b][param from_texture] 紋理必須[b]不能[/b]是多重取樣,並且必須為 "
"2D 紋理(或者是 3D/立方體貼圖紋理的切片)。"
msgid ""
"Updates texture data with new data, replacing the previous data in place. The "
"updated texture data must have the same dimensions and format. For 2D "
"textures (which only have one layer), [param layer] must be [code]0[/code]. "
"Returns [constant @GlobalScope.OK] if the update was successful, [constant "
"@GlobalScope.ERR_INVALID_PARAMETER] otherwise.\n"
"[b]Note:[/b] Updating textures is forbidden during creation of a draw or "
"compute list.\n"
"[b]Note:[/b] The existing [param texture] can't be updated while a draw list "
"that uses it as part of a framebuffer is being created. Ensure the draw list "
"is finalized (and that the color/depth texture using it is not set to "
"[constant FINAL_ACTION_CONTINUE]) to update this texture.\n"
"[b]Note:[/b] The existing [param texture] requires the [constant "
"TEXTURE_USAGE_CAN_UPDATE_BIT] to be updatable."
msgstr ""
"使用新的資料更新紋理資料,會原地替換之前的資料。更新後的紋理資料必須和原有尺"
"寸、格式一致。2D 紋理(只有一層)的 [param layer] 必須為 [code]0[/code]。如果"
"更新成功則返回 [constant @GlobalScope.OK],否則返回 [constant @GlobalScope."
"ERR_INVALID_PARAMETER]。\n"
"[b]注意:[/b]精緻在建立繪圖列表或計算列表時更新紋理。\n"
"[b]注意:[/b]如果使用 [param texture] 紋理的繪圖列表是建立的影格緩衝的一部分,"
"則無法更新。請確保繪圖列表已經完成(並且使用它的顏色/深度紋理沒有設定為 "
"[constant FINAL_ACTION_CONTINUE]),然後再更新紋理。\n"
"[b]注意:[/b][param texture] 紋理需要獲取 [constant "
"TEXTURE_USAGE_CAN_UPDATE_BIT]。"
msgid ""
"Creates a new uniform buffer. It can be accessed with the RID that is "
"returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建影格緩衝。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Creates a new uniform set. It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"新建影格緩衝。可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid "Checks if the [param uniform_set] is valid, i.e. is owned."
msgstr "檢查 [paramuniform_set] 是否有效,即是否擁有。"
msgid ""
"Creates a vertex array based on the specified buffers. Optionally, [param "
"offsets] (in bytes) may be defined for each buffer."
msgstr ""
"根據給定的緩衝區建立頂點陣列。還可以為各個緩衝區定義偏移量 [param offsets](單"
"位為位元組)。"
msgid ""
"It can be accessed with the RID that is returned.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingDevice's [method free_rid] method."
msgstr ""
"可以通過返回的 RID 進行存取。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Creates a new vertex format with the specified [param vertex_descriptions]. "
"Returns a unique vertex format ID corresponding to the newly created vertex "
"format."
msgstr ""
"新建頂點描述為 [param vertex_descriptions] 的頂點格式。返回與新建頂點格式對應"
"的唯一格式 ID。"
msgid ""
"Rendering device type does not match any of the other enum values or is "
"unknown."
msgstr "渲染裝置的型別與其他列舉值均不配對,或者未知。"
msgid ""
"Rendering device is an integrated GPU, which is typically [i](but not always)"
"[/i] slower than dedicated GPUs ([constant DEVICE_TYPE_DISCRETE_GPU]). On "
"Android and iOS, the rendering device type is always considered to be "
"[constant DEVICE_TYPE_INTEGRATED_GPU]."
msgstr ""
"渲染裝置為集成 GPU通常[i](但不一定)[/i]比獨立 GPU[constant "
"DEVICE_TYPE_DISCRETE_GPU])要慢。在 Android 和 iOS 上,渲染裝置的型別始終為 "
"[constant DEVICE_TYPE_INTEGRATED_GPU]。"
msgid ""
"Rendering device is a dedicated GPU, which is typically [i](but not always)[/"
"i] faster than integrated GPUs ([constant DEVICE_TYPE_INTEGRATED_GPU])."
msgstr ""
"渲染裝置為獨立 GPU通常[i](但不一定)[/i]比集成 GPU[constant "
"DEVICE_TYPE_INTEGRATED_GPU])要快。"
msgid ""
"Rendering device is an emulated GPU in a virtual environment. This is "
"typically much slower than the host GPU, which means the expected performance "
"level on a dedicated GPU will be roughly equivalent to [constant "
"DEVICE_TYPE_INTEGRATED_GPU]. Virtual machine GPU passthrough (such as VFIO) "
"will not report the device type as [constant DEVICE_TYPE_VIRTUAL_GPU]. "
"Instead, the host GPU's device type will be reported as if the GPU was not "
"emulated."
msgstr ""
"渲染裝置為虛擬環境中的類比 GPU。通常比主機 GPU 要慢很多,這意味著獨立 GPU 的預"
"期性能等級大概與 [constant DEVICE_TYPE_INTEGRATED_GPU] 等價。使用虛擬機器 GPU "
"穿透(例如 VFIO裝置型別不會被彙報為 [constant DEVICE_TYPE_VIRTUAL_GPU]。"
"而是會彙報主機 GPU 的裝置型別,就好像使用的不是模擬 GPU 一樣。"
msgid ""
"Rendering device is provided by software emulation (such as Lavapipe or "
"[url=https://github.com/google/swiftshader]SwiftShader[/url]). This is the "
"slowest kind of rendering device available; it's typically much slower than "
"[constant DEVICE_TYPE_INTEGRATED_GPU]."
msgstr ""
"渲染裝置由軟體類比提供(例如 Lavapipe 或 [url=https://github.com/google/"
"swiftshader]SwiftShader[/url])。這是可用的渲染裝置中最慢的一種;通常比 "
"[constant DEVICE_TYPE_INTEGRATED_GPU] 要慢很多。"
msgid "Represents the size of the [enum DeviceType] enum."
msgstr "代表 [enum DeviceType] 列舉的大小。"
msgid ""
"Vulkan device driver resource. This is a \"global\" resource and ignores the "
"RID passed in"
msgstr "Vulkan 裝置驅動資源。這是一種“全域”資源,會忽略傳入的 RID"
msgid "Physical device (graphics card) driver resource."
msgstr "物理裝置(顯卡)驅動資源。"
msgid "Vulkan instance driver resource."
msgstr "Vulkan 實例驅動資源。"
msgid "Vulkan queue driver resource."
msgstr "Vulkan 佇列驅動資源。"
msgid "Vulkan queue family index driver resource."
msgstr "Vulkan 佇列族索引驅動資源。"
msgid "Vulkan image driver resource."
msgstr "Vulkan 圖像驅動資源。"
msgid "Vulkan image view driver resource."
msgstr "Vulkan 圖像查看驅動資源。"
msgid "Vulkan image native texture format driver resource."
msgstr "Vulkan 圖像原生紋理格式驅動資源。"
msgid "Vulkan sampler driver resource."
msgstr "Vulkan 取樣器驅動資源。"
msgid ""
"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]descriptor set[/"
"url] driver resource."
msgstr ""
"Vulkan [url=https://vkguide.dev/docs/chapter-4/descriptors/]描述符集[/url]驅動"
"資源。"
msgid "Vulkan buffer driver resource."
msgstr "Vulkan 緩衝驅動資源。"
msgid "Vulkan compute pipeline driver resource."
msgstr "Vulkan 計算管線驅動資源。"
msgid "Vulkan render pipeline driver resource."
msgstr "Vulkan 渲染管線驅動資源。"
msgid ""
"4-bit-per-channel red/green channel data format, packed into 8 bits. Values "
"are in the [code][0.0, 1.0][/code] range.\n"
"[b]Note:[/b] More information on all data formats can be found on the "
"[url=https://registry.khronos.org/vulkan/specs/1.1/html/vkspec."
"html#_identification_of_formats]Identification of formats[/url] section of "
"the Vulkan specification, as well as the [url=https://registry.khronos.org/"
"vulkan/specs/1.3-extensions/man/html/VkFormat.html]VkFormat[/url] enum."
msgstr ""
"每通道 4 位的紅、綠通道資料格式,緊縮在 8 個比特位中。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。\n"
"[b]注意:[/b]所有資料格式的更多資訊可以在 Vulkan 規格說明的 [url=https://"
"registry.khronos.org/vulkan/specs/1.1/html/vkspec."
"html#_identification_of_formats]Identification of formats[/url] 章節和 "
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/"
"VkFormat.html]VkFormat[/url] 列舉中找到。"
msgid ""
"4-bit-per-channel red/green/blue/alpha channel data format, packed into 16 "
"bits. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 4 位的紅、綠、藍、Alpha 通道資料格式,緊縮在 16 個比特位中。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"4-bit-per-channel blue/green/red/alpha channel data format, packed into 16 "
"bits. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 4 位的藍、綠、紅、Alpha 通道資料格式,緊縮在 16 個比特位中。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"Red/green/blue channel data format with 5 bits of red, 6 bits of green and 5 "
"bits of blue, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] "
"range."
msgstr ""
"紅、綠、藍通道資料格式,紅占 5 位、綠占 6 位、藍占 5 位,緊縮在 16 個比特位"
"中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"Blue/green/red channel data format with 5 bits of blue, 6 bits of green and 5 "
"bits of red, packed into 16 bits. Values are in the [code][0.0, 1.0][/code] "
"range."
msgstr ""
"藍、綠、紅通道資料格式,藍占 5 位、綠占 6 位、紅占 5 位,緊縮在 16 個比特位"
"中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"Red/green/blue/alpha channel data format with 5 bits of red, 6 bits of green, "
"5 bits of blue and 1 bit of alpha, packed into 16 bits. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"紅、綠、藍、Alpha 通道資料格式,紅占 5 位、綠占 6 位、藍占 5 位、Alpha 占 1 "
"位,緊縮在 16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"Blue/green/red/alpha channel data format with 5 bits of blue, 6 bits of "
"green, 5 bits of red and 1 bit of alpha, packed into 16 bits. Values are in "
"the [code][0.0, 1.0][/code] range."
msgstr ""
"藍、綠、紅、Alpha 通道資料格式,藍占 5 位、綠占 6 位、紅占 5 位、Alpha 占 1 "
"位,緊縮在 16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"Alpha/red/green/blue channel data format with 1 bit of alpha, 5 bits of red, "
"6 bits of green and 5 bits of blue, packed into 16 bits. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"Alpha、紅、綠、藍通道資料格式Alpha 占 1 位、紅占 5 位、綠占 6 位、藍占 5 "
"位,緊縮在 16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅通道資料格式,使用正規化的值。取值均在 [code]"
"[0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point red channel data format with "
"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數紅通道資料格式,使用正規化的值。取值均在 [code]"
"[-1.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red channel data format with scaled "
"value (value is converted from integer to float). Values are in the [code]"
"[0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅通道資料格式,使用縮放後的值(值從整數轉換為浮點"
"數)。取值均在 [code][0.0, 255.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point red channel data format with scaled "
"value (value is converted from integer to float). Values are in the [code]"
"[-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數紅通道資料格式,使用縮放後的值(值從整數轉換為浮點"
"數)。取值均在 [code][-127.0, 127.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned integer red channel data format. Values are in the "
"[code][0, 255][/code] range."
msgstr ""
"每通道 8 位元的不帶正負號的整數紅通道資料格式。取值均在 [code][0, 255][/code] "
"的範圍內。"
msgid ""
"8-bit-per-channel signed integer red channel data format. Values are in the "
"[code][-127, 127][/code] range."
msgstr ""
"每通道 8 位元的帶符號整數紅通道資料格式。取值均在 [code][-127, 127][/code] 的"
"範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅通道資料格式,使用正規化的值、非線性 sRGB 編碼。"
"取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠通道資料格式,使用正規化的值。取值均在 [code]"
"[0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point red/green channel data format with "
"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數紅、綠通道資料格式,使用正規化的值。取值均在 [code]"
"[-1.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠通道資料格式,使用縮放後的值(值從整數轉換為"
"浮點數)。取值均在 [code][0.0, 255.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point red/green channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數紅、綠通道資料格式,使用縮放後的值(值從整數轉換為"
"浮點數)。取值均在 [code][-127.0, 127.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned integer red/green channel data format. Values are "
"in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的不帶正負號的整數紅、綠通道資料格式。取值均在 [code][0, 255][/"
"code] 的範圍內。"
msgid ""
"8-bit-per-channel signed integer red/green channel data format. Values are in "
"the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位元的帶符號整數紅、綠通道資料格式。取值均在 [code][-127, 127][/"
"code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠通道資料格式,使用正規化的值、非線性 sRGB 編"
"碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠、藍通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point red/green/blue channel data format "
"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數紅、綠、藍通道資料格式,使用正規化的值。取值均在 "
"[code][-1.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠、藍通道資料格式,使用縮放後的值(值從整數轉"
"換為浮點數)。取值均在 [code][0.0, 255.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point red/green/blue channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數紅、綠、藍通道資料格式,使用縮放後的值(值從整數轉"
"換為浮點數)。取值均在 [code][-127.0, 127.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned integer red/green/blue channel data format. Values "
"are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的不帶正負號的整數紅、綠、藍通道資料格式。取值均在 [code][0, 255][/"
"code] 的範圍內。"
msgid ""
"8-bit-per-channel signed integer red/green/blue channel data format. Values "
"are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位元的帶符號整數紅、綠、藍通道資料格式。取值均在 [code][-127, 127][/"
"code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue/blue channel data "
"format with normalized value and non-linear sRGB encoding. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠、藍通道資料格式,使用正規化的值、非線性 "
"sRGB 編碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數藍、綠、紅通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point blue/green/red channel data format "
"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數藍、綠、紅通道資料格式,使用正規化的值。取值均在 "
"[code][-1.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數藍、綠、紅通道資料格式,使用縮放後的值(值從整數轉"
"換為浮點數)。取值均在 [code][0.0, 255.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point blue/green/red channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數藍、綠、紅通道資料格式,使用縮放後的值(值從整數轉"
"換為浮點數)。取值均在 [code][-127.0, 127.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned integer blue/green/red channel data format. Values "
"are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的不帶正負號的整數藍、綠、紅通道資料格式。取值均在 [code][0, 255][/"
"code] 的範圍內。"
msgid ""
"8-bit-per-channel signed integer blue/green/red channel data format. Values "
"are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位元的帶符號整數藍、綠、紅通道資料格式。取值均在 [code][-127, 127][/"
"code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數藍、綠、紅通道資料格式,使用正規化的值、非線性 "
"sRGB 編碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取"
"值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
"range."
msgstr ""
"每通道 8 位元的帶符號浮點數紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取"
"值均在 [code][-1.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠、藍、Alpha 通道資料格式,使用縮放後的值(值"
"從整數轉換為浮點數)。取值均在 [code][0.0, 255.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數紅、綠、藍、Alpha 通道資料格式,使用縮放後的值(值"
"從整數轉換為浮點數)。取值均在 [code][-127.0, 127.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
"Values are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的不帶正負號的整數紅、綠、藍、Alpha 通道資料格式。取值均在 [code]"
"[0, 255][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed integer red/green/blue/alpha channel data format. "
"Values are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位元的帶符號整數紅、綠、藍、Alpha 通道資料格式。取值均在 [code]"
"[-127, 127][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with normalized value and non-linear sRGB encoding. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數紅、綠、藍、Alpha 通道資料格式,使用正規化的值、非"
"線性 sRGB 編碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
"format with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數藍、綠、紅、Alpha 通道資料格式,使用正規化的值。取"
"值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point blue/green/red/alpha channel data "
"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
"range."
msgstr ""
"每通道 8 位元的帶符號浮點數藍、綠、紅、Alpha 通道資料格式,使用正規化的值。取"
"值均在 [code][-1.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數藍、綠、紅、Alpha 通道資料格式,使用縮放後的值(值"
"從整數轉換為浮點數)。取值均在 [code][0.0, 255.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point blue/green/red/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數藍、綠、紅、Alpha 通道資料格式,使用縮放後的值(值"
"從整數轉換為浮點數)。取值均在 [code][-127.0, 127.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned integer blue/green/red/alpha channel data format. "
"Values are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的不帶正負號的整數藍、綠、紅、Alpha 通道資料格式。取值均在 [code]"
"[0, 255][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed integer blue/green/red/alpha channel data format. "
"Values are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位元的帶符號整數藍、綠、紅、Alpha 通道資料格式。取值均在 [code]"
"[-127, 127][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red/alpha channel data "
"format with normalized value and non-linear sRGB encoding. Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數藍、綠、紅、Alpha 通道資料格式,使用正規化的值、非"
"線性 sRGB 編碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
"format with normalized value, packed in 32 bits. Values are in the [code]"
"[0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數 Alpha、紅、綠、藍通道資料格式使用正規化的值緊"
"縮在 32 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point alpha/red/green/blue channel data "
"format with normalized value, packed in 32 bits. Values are in the [code]"
"[-1.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數 Alpha、紅、綠、藍通道資料格式使用正規化的值緊"
"縮在 32 個比特位中。取值均在 [code][-1.0, 1.0][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
"format with scaled value (value is converted from integer to float), packed "
"in 32 bits. Values are in the [code][0.0, 255.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數 Alpha、紅、綠、藍通道資料格式使用縮放後的值值"
"從整數轉換為浮點數),緊縮在 32 個比特位中。取值均在 [code][0.0, 255.0][/"
"code] 的範圍內。"
msgid ""
"8-bit-per-channel signed floating-point alpha/red/green/blue channel data "
"format with scaled value (value is converted from integer to float), packed "
"in 32 bits. Values are in the [code][-127.0, 127.0][/code] range."
msgstr ""
"每通道 8 位元的帶符號浮點數 Alpha、紅、綠、藍通道資料格式使用縮放後的值值"
"從整數轉換為浮點數),緊縮在 32 個比特位中。取值均在 [code][-127.0, 127.0][/"
"code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned integer alpha/red/green/blue channel data format, "
"packed in 32 bits. Values are in the [code][0, 255][/code] range."
msgstr ""
"每通道 8 位的不帶正負號的整數 Alpha、紅、綠、藍通道資料格式緊縮在 32 個比特"
"位中。取值均在 [code][0, 255][/code] 的範圍內。"
msgid ""
"8-bit-per-channel signed integer alpha/red/green/blue channel data format, "
"packed in 32 bits. Values are in the [code][-127, 127][/code] range."
msgstr ""
"每通道 8 位元的帶符號整數 Alpha、紅、綠、藍通道資料格式緊縮在 32 個比特位"
"中。取值均在 [code][-127, 127][/code] 的範圍內。"
msgid ""
"8-bit-per-channel unsigned floating-point alpha/red/green/blue channel data "
"format with normalized value and non-linear sRGB encoding, packed in 32 bits. "
"Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數 Alpha、紅、綠、藍通道資料格式使用正規化的值、非"
"線性 sRGB 編碼,緊縮在 32 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍"
"內。"
msgid ""
"Unsigned floating-point alpha/red/green/blue channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"無符號浮點數 Alpha、紅、綠、藍通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位紅、10 位綠、10 位藍。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。"
msgid ""
"Signed floating-point alpha/red/green/blue channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of red, 10 bits of green and 10 bits of blue. Values are in the [code][-1.0, "
"1.0][/code] range."
msgstr ""
"帶符號浮點數 Alpha、紅、綠、藍通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位紅、10 位綠、10 位藍。取值均在 [code][-1.0, "
"1.0][/code] 的範圍內。"
msgid ""
"Unsigned floating-point alpha/red/green/blue channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of red, 10 bits of green and 10 bits of blue. Values are in the [code][0.0, "
"1023.0][/code] range for red/green/blue and [code][0.0, 3.0][/code] for alpha."
msgstr ""
"無符號浮點數 Alpha、紅、綠、藍通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位紅、10 位綠、10 位藍。紅、綠、藍的取值在 "
"[code][0.0, 1023.0][/code] 的範圍內Alpha 的取值在 [code][0.0, 3.0][/code] 的"
"範圍內。"
msgid ""
"Signed floating-point alpha/red/green/blue channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of red, 10 bits of green and 10 bits of blue. Values are in the [code]"
"[-511.0, 511.0][/code] range for red/green/blue and [code][-1.0, 1.0][/code] "
"for alpha."
msgstr ""
"帶符號浮點數 Alpha、紅、綠、藍通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位紅、10 位綠、10 位藍。紅、綠、藍的取值在 "
"[code][-511.0, 511.0][/code] 的範圍內Alpha 的取值在 [code][-1.0, 1.0][/"
"code] 的範圍內。"
msgid ""
"Unsigned integer alpha/red/green/blue channel data format with normalized "
"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 "
"bits of green and 10 bits of blue. Values are in the [code][0, 1023][/code] "
"range for red/green/blue and [code][0, 3][/code] for alpha."
msgstr ""
"不帶正負號的整數 Alpha、紅、綠、藍通道資料格式使用正規化的值緊縮在 32 個比"
"特位中。格式中包含 2 位 Alpha、10 位紅、10 位綠、10 位藍。紅、綠、藍的取值在 "
"[code][0, 1023][/code] 的範圍內Alpha 的取值在 [code][0, 3][/code] 的範圍內。"
msgid ""
"Signed integer alpha/red/green/blue channel data format with normalized "
"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of red, 10 "
"bits of green and 10 bits of blue. Values are in the [code][-511, 511][/code] "
"range for red/green/blue and [code][-1, 1][/code] for alpha."
msgstr ""
"帶符號整數 Alpha、紅、綠、藍通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位紅、10 位綠、10 位藍。紅、綠、藍的取值在 "
"[code][-511, 511][/code] 的範圍內Alpha 的取值在 [code][-1, 1][/code] 的範圍"
"內。"
msgid ""
"Unsigned floating-point alpha/blue/green/red channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"無符號浮點數 Alpha、藍、綠、紅通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位藍、10 位綠、10 位紅。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。"
msgid ""
"Signed floating-point alpha/blue/green/red channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of blue, 10 bits of green and 10 bits of red. Values are in the [code][-1.0, "
"1.0][/code] range."
msgstr ""
"帶符號浮點數 Alpha、藍、綠、紅通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位藍、10 位綠、10 位紅。取值均在 [code][-1.0, "
"1.0][/code] 的範圍內。"
msgid ""
"Unsigned floating-point alpha/blue/green/red channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of blue, 10 bits of green and 10 bits of red. Values are in the [code][0.0, "
"1023.0][/code] range for blue/green/red and [code][0.0, 3.0][/code] for alpha."
msgstr ""
"無符號浮點數 Alpha、藍、綠、紅通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位藍、10 位綠、10 位紅。藍、綠、紅的取值在 "
"[code][0.0, 1023.0][/code] 的範圍內Alpha 的取值在 [code][0.0, 3.0][/code] 的"
"範圍內。"
msgid ""
"Signed floating-point alpha/blue/green/red channel data format with "
"normalized value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits "
"of blue, 10 bits of green and 10 bits of red. Values are in the [code]"
"[-511.0, 511.0][/code] range for blue/green/red and [code][-1.0, 1.0][/code] "
"for alpha."
msgstr ""
"帶符號浮點數 Alpha、藍、綠、紅通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位藍、10 位綠、10 位紅。藍、綠、紅的取值在 "
"[code][-511.0, 511.0][/code] 的範圍內Alpha 的取值在 [code][-1.0, 1.0][/"
"code] 的範圍內。"
msgid ""
"Unsigned integer alpha/blue/green/red channel data format with normalized "
"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, "
"10 bits of green and 10 bits of red. Values are in the [code][0, 1023][/code] "
"range for blue/green/red and [code][0, 3][/code] for alpha."
msgstr ""
"不帶正負號的整數 Alpha、藍、綠、紅通道資料格式使用正規化的值緊縮在 32 個比"
"特位中。格式中包含 2 位 Alpha、10 位藍、10 位綠、10 位紅。藍、綠、紅的取值在 "
"[code][0, 1023][/code] 的範圍內Alpha 的取值在 [code][0, 3][/code] 的範圍內。"
msgid ""
"Signed integer alpha/blue/green/red channel data format with normalized "
"value, packed in 32 bits. Format contains 2 bits of alpha, 10 bits of blue, "
"10 bits of green and 10 bits of red. Values are in the [code][-511, 511][/"
"code] range for blue/green/red and [code][-1, 1][/code] for alpha."
msgstr ""
"帶符號整數 Alpha、藍、綠、紅通道資料格式使用正規化的值緊縮在 32 個比特位"
"中。格式中包含 2 位 Alpha、10 位藍、10 位綠、10 位紅。藍、綠、紅的取值在 "
"[code][-511, 511][/code] 的範圍內Alpha 的取值在 [code][-1, 1][/code] 的範圍"
"內。"
msgid ""
"16-bit-per-channel unsigned floating-point red channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 16 位元的無符號浮點數紅通道資料格式,使用正規化的值。取值均在 [code]"
"[0.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red channel data format with "
"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 16 位元的帶符號浮點數紅通道資料格式,使用正規化的值。取值均在 [code]"
"[-1.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned floating-point red channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][0.0, 65535.0][/code] range."
msgstr ""
"每通道 16 位元的無符號浮點數紅通道資料格式,使用縮放後的值(值從整數轉換為浮點"
"數)。取值均在 [code][0.0, 65535.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red channel data format with scaled "
"value (value is converted from integer to float). Values are in the [code]"
"[-32767.0, 32767.0][/code] range."
msgstr ""
"每通道 16 位元的帶符號浮點數紅通道資料格式,使用縮放後的值(值從整數轉換為浮點"
"數)。取值均在 [code][-32767.0, 32767.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned integer red channel data format. Values are in "
"the [code][0.0, 65535][/code] range."
msgstr ""
"每通道 16 位元的不帶正負號的整數紅通道資料格式。取值均在 [code][0.0, 65535][/"
"code] 的範圍內。"
msgid ""
"16-bit-per-channel signed integer red channel data format. Values are in the "
"[code][-32767, 32767][/code] range."
msgstr ""
"每通道 16 位元的帶符號整數紅通道資料格式。取值均在 [code][-32767, 32767][/"
"code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red channel data format with the "
"value stored as-is."
msgstr "每通道 16 位元的帶符號浮點數紅通道資料格式,數值原樣儲存。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 16 位元的無符號浮點數紅、綠通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green channel data format with "
"normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 16 位元的帶符號浮點數紅、綠通道資料格式,使用正規化的值。取值均在 "
"[code][-1.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][0.0, 65535.0][/code] range."
msgstr ""
"每通道 16 位元的無符號浮點數紅、綠通道資料格式,使用縮放後的值(值從整數轉換為"
"浮點數)。取值均在 [code][0.0, 65535.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green channel data format with "
"scaled value (value is converted from integer to float). Values are in the "
"[code][-32767.0, 32767.0][/code] range."
msgstr ""
"每通道 16 位元的帶符號浮點數紅、綠通道資料格式,使用縮放後的值(值從整數轉換為"
"浮點數)。取值均在 [code][-32767.0, 32767.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned integer red/green channel data format. Values are "
"in the [code][0.0, 65535][/code] range."
msgstr ""
"每通道 16 位的不帶正負號的整數紅、綠通道資料格式。取值均在 [code][0.0, 65535]"
"[/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed integer red/green channel data format. Values are "
"in the [code][-32767, 32767][/code] range."
msgstr ""
"每通道 16 位元的帶符號整數紅、綠通道資料格式。取值均在 [code][-32767, 32767][/"
"code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green channel data format with "
"the value stored as-is."
msgstr "每通道 16 位元的帶符號浮點數紅、綠通道資料格式,數值原樣儲存。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green/blue channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 16 位元的無符號浮點數紅、綠、藍通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue channel data format "
"with normalized value. Values are in the [code][-1.0, 1.0][/code] range."
msgstr ""
"每通道 16 位元的帶符號浮點數紅、綠、藍通道資料格式,使用正規化的值。取值均在 "
"[code][-1.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green/blue channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][0.0, 65535.0][/code] range."
msgstr ""
"每通道 16 位元的無符號浮點數紅、綠、藍通道資料格式,使用縮放後的值(值從整數轉"
"換為浮點數)。取值均在 [code][0.0, 65535.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue channel data format "
"with scaled value (value is converted from integer to float). Values are in "
"the [code][-32767.0, 32767.0][/code] range."
msgstr ""
"每通道 16 位元的帶符號浮點數紅、綠、藍通道資料格式,使用縮放後的值(值從整數轉"
"換為浮點數)。取值均在 [code][-32767.0, 32767.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned integer red/green/blue channel data format. "
"Values are in the [code][0.0, 65535][/code] range."
msgstr ""
"每通道 16 位的不帶正負號的整數紅、綠、藍通道資料格式。取值均在 [code][0.0, "
"65535][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed integer red/green/blue channel data format. Values "
"are in the [code][-32767, 32767][/code] range."
msgstr ""
"每通道 16 位元的帶符號整數紅、綠、藍通道資料格式。取值均在 [code][-32767, "
"32767][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue channel data format "
"with the value stored as-is."
msgstr "每通道 16 位元的帶符號浮點數紅、綠、藍通道資料格式,數值原樣儲存。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with normalized value. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 16 位元的無符號浮點數紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取"
"值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with normalized value. Values are in the [code][-1.0, 1.0][/code] "
"range."
msgstr ""
"每通道 16 位元的帶符號浮點數紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取"
"值均在 [code][-1.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][0.0, 65535.0][/code] range."
msgstr ""
"每通道 16 位元的無符號浮點數紅、綠、藍、Alpha 通道資料格式,使用縮放後的值(值"
"從整數轉換為浮點數)。取值均在 [code][0.0, 65535.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with scaled value (value is converted from integer to float). Values "
"are in the [code][-32767.0, 32767.0][/code] range."
msgstr ""
"每通道 16 位元的帶符號浮點數紅、綠、藍、Alpha 通道資料格式,使用縮放後的值(值"
"從整數轉換為浮點數)。取值均在 [code][-32767.0, 32767.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
"Values are in the [code][0.0, 65535][/code] range."
msgstr ""
"每通道 16 位的不帶正負號的整數紅、綠、藍、Alpha 通道資料格式。取值均在 [code]"
"[0.0, 65535][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed integer red/green/blue/alpha channel data format. "
"Values are in the [code][-32767, 32767][/code] range."
msgstr ""
"每通道 16 位元的帶符號整數紅、綠、藍、Alpha 通道資料格式。取值均在 [code]"
"[-32767, 32767][/code] 的範圍內。"
msgid ""
"16-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with the value stored as-is."
msgstr ""
"每通道 16 位元的帶符號浮點數紅、綠、藍、Alpha 通道資料格式,數值原樣儲存。"
msgid ""
"32-bit-per-channel unsigned integer red channel data format. Values are in "
"the [code][0, 2^32 - 1][/code] range."
msgstr ""
"每通道 32 位元的不帶正負號的整數紅通道資料格式。取值均在 [code][0, 2^32 - 1][/"
"code] 的範圍內。"
msgid ""
"32-bit-per-channel signed integer red channel data format. Values are in the "
"[code][2^31 + 1, 2^31 - 1][/code] range."
msgstr ""
"每通道 32 位元的帶符號整數紅通道資料格式。取值均在 [code][2^31 + 1, 2^31 - 1]"
"[/code] 的範圍內。"
msgid ""
"32-bit-per-channel signed floating-point red channel data format with the "
"value stored as-is."
msgstr "每通道 32 位元的帶符號整數紅通道資料格式,數值原樣儲存。"
msgid ""
"32-bit-per-channel unsigned integer red/green channel data format. Values are "
"in the [code][0, 2^32 - 1][/code] range."
msgstr ""
"每通道 32 位的不帶正負號的整數紅、綠通道資料格式。取值均在 [code][0, 2^32 - 1]"
"[/code] 的範圍內。"
msgid ""
"32-bit-per-channel signed integer red/green channel data format. Values are "
"in the [code][2^31 + 1, 2^31 - 1][/code] range."
msgstr ""
"每通道 32 位元的帶符號整數紅、綠通道資料格式。取值均在 [code][2^31 + 1, 2^31 "
"- 1][/code] 的範圍內。"
msgid ""
"32-bit-per-channel signed floating-point red/green channel data format with "
"the value stored as-is."
msgstr "每通道 32 位元的帶符號整數紅、綠通道資料格式,數值原樣儲存。"
msgid ""
"32-bit-per-channel unsigned integer red/green/blue channel data format. "
"Values are in the [code][0, 2^32 - 1][/code] range."
msgstr ""
"每通道 32 位的不帶正負號的整數紅、綠、藍通道資料格式。取值均在 [code][0, 2^32 "
"- 1][/code] 的範圍內。"
msgid ""
"32-bit-per-channel signed integer red/green/blue channel data format. Values "
"are in the [code][2^31 + 1, 2^31 - 1][/code] range."
msgstr ""
"每通道 32 位元的帶符號整數紅、綠、藍通道資料格式。取值均在 [code][2^31 + 1, "
"2^31 - 1][/code] 的範圍內。"
msgid ""
"32-bit-per-channel signed floating-point red/green/blue channel data format "
"with the value stored as-is."
msgstr "每通道 32 位元的帶符號整數紅、綠、藍通道資料格式,數值原樣儲存。"
msgid ""
"32-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
"Values are in the [code][0, 2^32 - 1][/code] range."
msgstr ""
"每通道 32 位的不帶正負號的整數紅、綠、藍、Alpha 通道資料格式。取值均在 [code]"
"[0, 2^32 - 1][/code] 的範圍內。"
msgid ""
"32-bit-per-channel signed integer red/green/blue/alpha channel data format. "
"Values are in the [code][2^31 + 1, 2^31 - 1][/code] range."
msgstr ""
"每通道 32 位元的帶符號整數紅、綠、藍、Alpha 通道資料格式。取值均在 [code]"
"[2^31 + 1, 2^31 - 1][/code] 的範圍內。"
msgid ""
"32-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with the value stored as-is."
msgstr ""
"每通道 32 位元的帶符號整數紅、綠、藍、Alpha 通道資料格式,數值原樣儲存。"
msgid ""
"64-bit-per-channel unsigned integer red channel data format. Values are in "
"the [code][0, 2^64 - 1][/code] range."
msgstr ""
"每通道 64 位元的不帶正負號的整數紅通道資料格式。取值均在 [code][0, 2^64 - 1][/"
"code] 的範圍內。"
msgid ""
"64-bit-per-channel signed integer red channel data format. Values are in the "
"[code][2^63 + 1, 2^63 - 1][/code] range."
msgstr ""
"每通道 64 位元的帶符號整數紅通道資料格式。取值均在 [code][2^63 + 1, 2^63 - 1]"
"[/code] 的範圍內。"
msgid ""
"64-bit-per-channel signed floating-point red channel data format with the "
"value stored as-is."
msgstr "每通道 64 位元的帶符號整數紅通道資料格式,數值原樣儲存。"
msgid ""
"64-bit-per-channel unsigned integer red/green channel data format. Values are "
"in the [code][0, 2^64 - 1][/code] range."
msgstr ""
"每通道 64 位的不帶正負號的整數紅、綠通道資料格式。取值均在 [code][0, 2^64 - 1]"
"[/code] 的範圍內。"
msgid ""
"64-bit-per-channel signed integer red/green channel data format. Values are "
"in the [code][2^63 + 1, 2^63 - 1][/code] range."
msgstr ""
"每通道 64 位元的帶符號整數紅、綠通道資料格式。取值均在 [code][2^63 + 1, 2^63 "
"- 1][/code] 的範圍內。"
msgid ""
"64-bit-per-channel signed floating-point red/green channel data format with "
"the value stored as-is."
msgstr "每通道 64 位元的帶符號整數紅、綠通道資料格式,數值原樣儲存。"
msgid ""
"64-bit-per-channel unsigned integer red/green/blue channel data format. "
"Values are in the [code][0, 2^64 - 1][/code] range."
msgstr ""
"每通道 64 位的不帶正負號的整數紅、綠、藍通道資料格式。取值均在 [code][0, 2^64 "
"- 1][/code] 的範圍內。"
msgid ""
"64-bit-per-channel signed integer red/green/blue channel data format. Values "
"are in the [code][2^63 + 1, 2^63 - 1][/code] range."
msgstr ""
"每通道 64 位元的帶符號整數紅、綠、藍通道資料格式。取值均在 [code][2^63 + 1, "
"2^63 - 1][/code] 的範圍內。"
msgid ""
"64-bit-per-channel signed floating-point red/green/blue channel data format "
"with the value stored as-is."
msgstr "每通道 64 位元的帶符號整數紅、綠、藍通道資料格式,數值原樣儲存。"
msgid ""
"64-bit-per-channel unsigned integer red/green/blue/alpha channel data format. "
"Values are in the [code][0, 2^64 - 1][/code] range."
msgstr ""
"每通道 64 位的不帶正負號的整數紅、綠、藍、Alpha 通道資料格式。取值均在 [code]"
"[0, 2^64 - 1][/code] 的範圍內。"
msgid ""
"64-bit-per-channel signed integer red/green/blue/alpha channel data format. "
"Values are in the [code][2^63 + 1, 2^63 - 1][/code] range."
msgstr ""
"每通道 64 位元的帶符號整數紅、綠、藍、Alpha 通道資料格式。取值均在 [code]"
"[2^63 + 1, 2^63 - 1][/code] 的範圍內。"
msgid ""
"64-bit-per-channel signed floating-point red/green/blue/alpha channel data "
"format with the value stored as-is."
msgstr ""
"每通道 64 位元的帶符號整數紅、綠、藍、Alpha 通道資料格式,數值原樣儲存。"
msgid ""
"Unsigned floating-point blue/green/red data format with the value stored as-"
"is, packed in 32 bits. The format's precision is 10 bits of blue channel, 11 "
"bits of green channel and 11 bits of red channel."
msgstr ""
"無符號浮點數藍、綠、紅資料格式,數值原樣儲存,緊縮在 32 個比特位中。該格式的精"
"度為藍通道 10 位、綠通道 11 位、紅通道 11 位。"
msgid ""
"Unsigned floating-point exposure/blue/green/red data format with the value "
"stored as-is, packed in 32 bits. The format's precision is 5 bits of "
"exposure, 9 bits of blue channel, 9 bits of green channel and 9 bits of red "
"channel."
msgstr ""
"無符號浮點數曝光、藍、綠、紅資料格式,數值原樣儲存,緊縮在 32 個比特位中。該格"
"式的精度為曝光 5 位、藍通道 9 位、綠通道 9 位、紅通道 9 位。"
msgid ""
"16-bit unsigned floating-point depth data format with normalized value. "
"Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"16 位元無符號浮點數深度資料格式,使用正規化的值。取值均在 [code][0.0, 1.0][/"
"code] 的範圍內。"
msgid ""
"24-bit unsigned floating-point depth data format with normalized value, plus "
"8 unused bits, packed in 32 bits. Values for depth are in the [code][0.0, 1.0]"
"[/code] range."
msgstr ""
"24 位元無符號浮點數深度資料格式,使用正規化的值,另有 8 位未使用,緊縮在 32 個"
"比特位中。深度取值在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"32-bit signed floating-point depth data format with the value stored as-is."
msgstr "32 位元無符號浮點數深度資料格式,數值原樣儲存。"
msgid "8-bit unsigned integer stencil data format."
msgstr "8 位元不帶正負號的整數範本資料格式。"
msgid ""
"16-bit unsigned floating-point depth data format with normalized value, plus "
"8 bits of stencil in unsigned integer format. Values for depth are in the "
"[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/"
"code] range."
msgstr ""
"16 位元無符號浮點數深度資料格式,使用正規化的值,另有 8 位使用不帶正負號的整數"
"格式的範本。深度取值在 [code][0.0, 1.0][/code] 的範圍內。範本取值在 [code][0, "
"255][/code] 的範圍內。"
msgid ""
"24-bit unsigned floating-point depth data format with normalized value, plus "
"8 bits of stencil in unsigned integer format. Values for depth are in the "
"[code][0.0, 1.0][/code] range. Values for stencil are in the [code][0, 255][/"
"code] range."
msgstr ""
"24 位元無符號浮點數深度資料格式,使用正規化的值,另有 8 位使用不帶正負號的整數"
"格式的範本。深度取值在 [code][0.0, 1.0][/code] 的範圍內。範本取值在 [code][0, "
"255][/code] 的範圍內。"
msgid ""
"32-bit signed floating-point depth data format with the value stored as-is, "
"plus 8 bits of stencil in unsigned integer format. Values for stencil are in "
"the [code][0, 255][/code] range."
msgstr ""
"32 位元無符號浮點數深度資料格式,數值原樣儲存,另有 8 位使用不帶正負號的整數格"
"式的模板。範本取值在 [code][0, 255][/code] 的範圍內。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. The format's "
"precision is 5 bits of red channel, 6 bits of green channel and 5 bits of "
"blue channel. Using BC1 texture compression (also known as S3TC DXT1)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍通道資料格式,使用正規化的值。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。該格式的精度為紅通道 5 位、綠通道 6 位、藍通道 5 位。使"
"用 BC1 紋理壓縮(也叫 S3TC DXT1。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with normalized "
"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] "
"range. The format's precision is 5 bits of red channel, 6 bits of green "
"channel and 5 bits of blue channel. Using BC1 texture compression (also known "
"as S3TC DXT1)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍通道資料格式,使用正規化的值、非線性 sRGB 編碼。取值"
"均在 [code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅通道 5 位、綠通道 6 "
"位、藍通道 5 位。使用 BC1 紋理壓縮(也叫 S3TC DXT1。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
"of blue channel and 1 bit of alpha channel. Using BC1 texture compression "
"(also known as S3TC DXT1)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅通道 5 位、綠通道 6 位、藍通"
"道 5 位、Alpha 通道 1 位。使用 BC1 紋理壓縮(也叫 S3TC DXT1。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of "
"green channel, 5 bits of blue channel and 1 bit of alpha channel. Using BC1 "
"texture compression (also known as S3TC DXT1)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值、非線性 sRGB 編"
"碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅通道 5 位、綠通"
"道 6 位、藍通道 5 位、Alpha 通道 1 位。使用 BC1 紋理壓縮(也叫 S3TC DXT1。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
"of blue channel and 4 bits of alpha channel. Using BC2 texture compression "
"(also known as S3TC DXT3)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅通道 5 位、綠通道 6 位、藍通"
"道 5 位、Alpha 通道 4 位。使用 BC2 紋理壓縮(也叫 S3TC DXT3。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of "
"green channel, 5 bits of blue channel and 4 bits of alpha channel. Using BC2 "
"texture compression (also known as S3TC DXT3)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值、非線性 sRGB 編"
"碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅通道 5 位、綠通"
"道 6 位、藍通道 5 位、Alpha 通道 4 位。使用 BC2 紋理壓縮(也叫 S3TC DXT3。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
"format's precision is 5 bits of red channel, 6 bits of green channel, 5 bits "
"of blue channel and 8 bits of alpha channel. Using BC3 texture compression "
"(also known as S3TC DXT5)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅通道 5 位、綠通道 6 位、藍通"
"道 5 位、Alpha 通道 8 位。使用 BC3 紋理壓縮(也叫 S3TC DXT5。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. The format's precision is 5 bits of red channel, 6 bits of "
"green channel, 5 bits of blue channel and 8 bits of alpha channel. Using BC3 "
"texture compression (also known as S3TC DXT5)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值、非線性 sRGB 編"
"碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅通道 5 位、綠通"
"道 6 位、藍通道 5 位、Alpha 通道 8 位。使用 BC3 紋理壓縮(也叫 S3TC DXT5。"
msgid ""
"VRAM-compressed unsigned red channel data format with normalized value. "
"Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 "
"bits of red channel. Using BC4 texture compression."
msgstr ""
"顯存壓縮的無符號紅通道資料格式,使用正規化的值。取值均在 [code][0.0, 1.0][/"
"code] 的範圍內。該格式的精度為紅通道 8 位。使用 BC4 紋理壓縮。"
msgid ""
"VRAM-compressed signed red channel data format with normalized value. Values "
"are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 bits "
"of red channel. Using BC4 texture compression."
msgstr ""
"顯存壓縮的帶符號紅通道資料格式,使用正規化的值。取值均在 [code][-1.0, 1.0][/"
"code] 的範圍內。該格式的精度為紅通道 8 位。使用 BC4 紋理壓縮。"
msgid ""
"VRAM-compressed unsigned red/green channel data format with normalized value. "
"Values are in the [code][0.0, 1.0][/code] range. The format's precision is 8 "
"bits of red channel and 8 bits of green channel. Using BC5 texture "
"compression (also known as S3TC RGTC)."
msgstr ""
"顯存壓縮的無符號紅、綠通道資料格式,使用正規化的值。取值均在 [code][0.0, 1.0]"
"[/code] 的範圍內。該格式的精度為紅通道 8 位、綠通道 8 位。使用 BC5 紋理壓縮"
"(也叫 S3TC RGTC。"
msgid ""
"VRAM-compressed signed red/green channel data format with normalized value. "
"Values are in the [code][-1.0, 1.0][/code] range. The format's precision is 8 "
"bits of red channel and 8 bits of green channel. Using BC5 texture "
"compression (also known as S3TC RGTC)."
msgstr ""
"顯存壓縮的帶符號紅、綠通道資料格式,使用正規化的值。取值均在 [code][-1.0, 1.0]"
"[/code] 的範圍內。該格式的精度為紅通道 8 位、綠通道 8 位。使用 BC5 紋理壓縮"
"(也叫 S3TC RGTC。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with the floating-"
"point value stored as-is. The format's precision is 8 bits of red channel and "
"8 bits of green channel. Using BC6H texture compression (also known as BPTC "
"HDR)."
msgstr ""
"顯存壓縮的無符號紅、綠、藍通道資料格式,浮點數值原樣儲存。該格式的精度為紅通"
"道 8 位、綠通道 8 位。使用 BC6H 紋理壓縮(也叫 BPTC HDR。"
msgid ""
"VRAM-compressed signed red/green/blue channel data format with the floating-"
"point value stored as-is. The format's precision is between 4 and 7 bits for "
"the red/green/blue channels and between 0 and 8 bits for the alpha channel. "
"Using BC7 texture compression (also known as BPTC HDR)."
msgstr ""
"顯存壓縮的帶符號紅、綠、藍通道資料格式,浮點數值原樣儲存。該格式的精度為紅、"
"綠、藍通道在 4 到 7 位之間Alpha 通道在 0 到 8 位之間。使用 BC7 紋理壓縮(也"
"叫 BPTC HDR。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. The "
"format's precision is between 4 and 7 bits for the red/green/blue channels "
"and between 0 and 8 bits for the alpha channel. Also known as BPTC LDR."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅、綠、藍通道在 4 到 7 位之"
"間Alpha 通道在 0 到 8 位之間。使用 BC7 紋理壓縮。也叫 BPTC HDR。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. The format's precision is between 4 and 7 bits for the red/"
"green/blue channels and between 0 and 8 bits for the alpha channel. Also "
"known as BPTC LDR."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值、非線性 sRGB 編"
"碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。該格式的精度為紅、綠、藍通道在 "
"4 到 7 位之間Alpha 通道在 0 到 8 位之間。使用 BC7 紋理壓縮。也叫 BPTC HDR。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"顯存壓縮的無符號紅、綠、藍通道資料格式,使用正規化的值。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。使用 ETC2 紋理壓縮。"
msgid ""
"VRAM-compressed unsigned red/green/blue channel data format with normalized "
"value and non-linear sRGB encoding. Values are in the [code][0.0, 1.0][/code] "
"range. Using ETC2 texture compression."
msgstr ""
"顯存壓縮的無符號紅、綠、藍通道資料格式,使用正規化的值、非線性 sRGB 編碼。取值"
"均在 [code][0.0, 1.0][/code] 的範圍內。使用 ETC2 紋理壓縮。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/"
"blue use 8 bit of precision each, with alpha using 1 bit of precision. Using "
"ETC2 texture compression."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。紅、綠、藍均使用 8 位精度Alpha 使用 1 位精"
"度。使用 ETC2 紋理壓縮。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. Red/green/blue use 8 bit of precision each, with alpha "
"using 1 bit of precision. Using ETC2 texture compression."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值、非線性 sRGB 編"
"碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。紅、綠、藍均使用 8 位精度,"
"Alpha 使用 1 位精度。使用 ETC2 紋理壓縮。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value. Values are in the [code][0.0, 1.0][/code] range. Red/green/"
"blue use 8 bits of precision each, with alpha using 8 bits of precision. "
"Using ETC2 texture compression."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。紅、綠、藍均使用 8 位精度Alpha 使用 8 位精"
"度。使用 ETC2 紋理壓縮。"
msgid ""
"VRAM-compressed unsigned red/green/blue/alpha channel data format with "
"normalized value and non-linear sRGB encoding. Values are in the [code][0.0, "
"1.0][/code] range. Red/green/blue use 8 bits of precision each, with alpha "
"using 8 bits of precision. Using ETC2 texture compression."
msgstr ""
"顯存壓縮的無符號紅、綠、藍、Alpha 通道資料格式,使用正規化的值、非線性 sRGB 編"
"碼。取值均在 [code][0.0, 1.0][/code] 的範圍內。紅、綠、藍均使用 8 位精度,"
"Alpha 使用 8 位精度。使用 ETC2 紋理壓縮。"
msgid ""
"11-bit VRAM-compressed unsigned red channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"11 位元顯存壓縮的無符號紅通道資料格式,使用正規化的值。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。使用 ETC2 紋理壓縮。"
msgid ""
"11-bit VRAM-compressed signed red channel data format with normalized value. "
"Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"11 位元顯存壓縮的帶符號紅通道資料格式,使用正規化的值。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。使用 ETC2 紋理壓縮。"
msgid ""
"11-bit VRAM-compressed unsigned red/green channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"11 位元顯存壓縮的無符號紅、綠通道資料格式,使用正規化的值。取值均在 [code]"
"[0.0, 1.0][/code] 的範圍內。使用 ETC2 紋理壓縮。"
msgid ""
"11-bit VRAM-compressed signed red/green channel data format with normalized "
"value. Values are in the [code][0.0, 1.0][/code] range. Using ETC2 texture "
"compression."
msgstr ""
"11 位元顯存壓縮的帶符號紅、綠通道資料格式,使用正規化的值。取值均在 [code]"
"[0.0, 1.0][/code] 的範圍內。使用 ETC2 紋理壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 4×4 blocks (highest quality). Values are in the [code][0.0, 1.0][/"
"code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 4x4 的區塊內(品質最"
"高)。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 4×4 blocks (highest quality). Values are "
"in the [code][0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 4x4 "
"的區塊內(品質最高)。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓"
"縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 5×4 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 5x4 的區塊內。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 5×4 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 5x4 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 5×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 5x5 的區塊內。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 5×5 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 5x5 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 6×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 6x5 的區塊內。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 6×5 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 6x5 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 6×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 6x6 的區塊內。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 6×6 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 6x6 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 8×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 8x5 的區塊內。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 8×5 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 8x5 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 8×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 8x6 的區塊內。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 8×6 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 8x6 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 8×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 8x8 的區塊內。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 8×8 blocks. Values are in the [code][0.0, "
"1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 8x8 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 10×5 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 10x5 的區塊內。取值均"
"在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 10×5 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 10x5 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 10×6 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 10x6 的區塊內。取值均"
"在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 10×6 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 10x6 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 10×8 blocks. Values are in the [code][0.0, 1.0][/code] range. Using "
"ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 10x8 的區塊內。取值均"
"在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 10×8 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 10x8 "
"的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 10×10 blocks. Values are in the [code][0.0, 1.0][/code] range. "
"Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 10x10 的區塊內。取值均"
"在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 10×10 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 "
"10x10 的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 12×10 blocks. Values are in the [code][0.0, 1.0][/code] range. "
"Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 12x10 的區塊內。取值均"
"在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 12×10 blocks. Values are in the [code]"
"[0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 "
"12x10 的區塊內。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value, "
"packed in 12 blocks (lowest quality). Values are in the [code][0.0, 1.0][/"
"code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值,緊縮在 12 個區塊內(品質最"
"低)。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓縮。"
msgid ""
"VRAM-compressed unsigned floating-point data format with normalized value and "
"non-linear sRGB encoding, packed in 12 blocks (lowest quality). Values are in "
"the [code][0.0, 1.0][/code] range. Using ASTC compression."
msgstr ""
"顯存壓縮的無符號浮點數資料格式,使用正規化的值、非線性 sRGB 編碼,緊縮在 12 個"
"區塊內(品質最低)。取值均在 [code][0.0, 1.0][/code] 的範圍內。使用 ASTC 壓"
"縮。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
"and red channel data is stored at halved horizontal resolution (i.e. 2 "
"horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 8 位元的無符號浮點數綠、藍、紅通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相"
"鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"8-bit-per-channel unsigned floating-point blue/green/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
"and red channel data is stored at halved horizontal resolution (i.e. 2 "
"horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 8 位元的無符號浮點數藍、綠、紅通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相"
"鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 3 separate planes (green + blue + red). "
"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is "
"stored at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels "
"will share the same value for the blue/red channel)."
msgstr ""
"每通道 8 位元的無符號浮點數綠、藍、紅通道資料格式,使用正規化的值,分別在三個"
"獨立平面儲存(綠 + 藍 + 紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、"
"紅通道資料縱橫半解析度儲存(即 2x2 相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 2 separate planes (green + blue/red). Values "
"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored "
"at halved horizontal and vertical resolution (i.e. 2×2 adjacent pixels will "
"share the same value for the blue/red channel)."
msgstr ""
"每通道 8 位元的無符號浮點數綠、藍、紅通道資料格式,使用正規化的值,分別在兩個"
"獨立平面儲存(綠 + 藍、紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅"
"通道資料縱橫半解析度儲存(即 2x2 相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 2 separate planes (green + blue + red). "
"Values are in the [code][0.0, 1.0][/code] range. Blue and red channel data is "
"stored at halved horizontal resolution (i.e. 2 horizontally adjacent pixels "
"will share the same value for the blue/red channel)."
msgstr ""
"每通道 8 位元的無符號浮點數綠、藍、紅通道資料格式,使用正規化的值,分別在兩個"
"獨立平面儲存(綠 + 藍 + 紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、"
"紅通道資料橫向半解析度儲存(即兩個橫向相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 2 separate planes (green + blue/red). Values "
"are in the [code][0.0, 1.0][/code] range. Blue and red channel data is stored "
"at halved horizontal resolution (i.e. 2 horizontally adjacent pixels will "
"share the same value for the blue/red channel)."
msgstr ""
"每通道 8 位元的無符號浮點數綠、藍、紅通道資料格式,使用正規化的值,分別在兩個"
"獨立平面儲存(綠 + 藍、紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅"
"通道資料橫向半解析度儲存(即兩個橫向相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"8-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, stored across 3 separate planes. Values are in the [code]"
"[0.0, 1.0][/code] range."
msgstr ""
"每通道 8 位元的無符號浮點數綠、藍、紅通道資料格式,使用正規化的值,分別在三個"
"獨立平面儲存。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"10-bit-per-channel unsigned floating-point red channel data with normalized "
"value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 10 位元的無符號浮點數紅通道資料,使用正規化的值,另有 6 位未使用,緊縮"
"在 16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"10-bit-per-channel unsigned floating-point red/green channel data with "
"normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. "
"Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 10 位元的無符號浮點數紅、綠通道資料,使用正規化的值,每個通道均另有 6 "
"位未使用,緊縮在 2x16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"10-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 10 位元的無符號浮點數紅、綠、藍、Alpha 通道資料,使用正規化的值,每個通"
"道均另有 6 位未使用,緊縮在 4x16 個比特位中。取值均在 [code][0.0, 1.0][/code] "
"的範圍內。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/green/red channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
"pixels will share the same value for the blue/red channel). The green channel "
"is listed twice, but contains different values to allow it to be represented "
"at full resolution."
msgstr ""
"每通道 10 位元的無符號浮點數綠、藍、綠、紅通道資料,使用正規化的值,每個通道均"
"另有 6 位未使用,緊縮在 4x16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範"
"圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相鄰的圖元共用同一個藍、紅通道"
"數值)。綠通道出現兩次,但包含不同的值,因此能夠表示為完整的解析度。"
msgid ""
"10-bit-per-channel unsigned floating-point blue/green/red/green channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
"pixels will share the same value for the blue/red channel). The green channel "
"is listed twice, but contains different values to allow it to be represented "
"at full resolution."
msgstr ""
"每通道 10 位元的無符號浮點數藍、綠、紅、綠通道資料,使用正規化的值,每個通道均"
"另有 6 位未使用,緊縮在 4x16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範"
"圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相鄰的圖元共用同一個藍、紅通道"
"數值)。綠通道出現兩次,但包含不同的值,因此能夠表示為完整的解析度。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 2 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 10 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在兩個獨立平面儲存(綠 + 藍 + "
"紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料縱橫半解析度儲"
"存(即 2x2 相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 2 separate planes (green + blue/red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 10 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在兩個獨立平面儲存(綠 + 藍、紅)。"
"取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料縱橫半解析度儲存(即 "
"2x2 相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 10 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在三個獨立平面儲存(綠 + 藍 + "
"紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲"
"存(即兩個橫向相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue/red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 10 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在三個獨立平面儲存(綠 + 藍、紅)。"
"取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲存(即"
"兩個橫向相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"10-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 10 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在三個獨立平面儲存(綠 + 藍 + "
"紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"12-bit-per-channel unsigned floating-point red channel data with normalized "
"value, plus 6 unused bits, packed in 16 bits. Values are in the [code][0.0, "
"1.0][/code] range."
msgstr ""
"每通道 12 位元的無符號浮點數紅通道資料,使用正規化的值,另有 6 位未使用,緊縮"
"在 16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"12-bit-per-channel unsigned floating-point red/green channel data with "
"normalized value, plus 6 unused bits after each channel, packed in 2×16 bits. "
"Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 12 位元的無符號浮點數紅、綠通道資料,使用正規化的值,每個通道均另有 6 "
"位未使用,緊縮在 2x16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"12-bit-per-channel unsigned floating-point red/green/blue/alpha channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range."
msgstr ""
"每通道 12 位元的無符號浮點數紅、綠、藍、Alpha 通道資料,使用正規化的值,每個通"
"道均另有 6 位未使用,緊縮在 4x16 個比特位中。取值均在 [code][0.0, 1.0][/code] "
"的範圍內。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/green/red channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
"pixels will share the same value for the blue/red channel). The green channel "
"is listed twice, but contains different values to allow it to be represented "
"at full resolution."
msgstr ""
"每通道 12 位元的無符號浮點數綠、藍、綠、紅通道資料,使用正規化的值,每個通道均"
"另有 6 位未使用,緊縮在 4x16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範"
"圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相鄰的圖元共用同一個藍、紅通道"
"數值)。綠通道出現兩次,但包含不同的值,因此能夠表示為完整的解析度。"
msgid ""
"12-bit-per-channel unsigned floating-point blue/green/red/green channel data "
"with normalized value, plus 6 unused bits after each channel, packed in 4×16 "
"bits. Values are in the [code][0.0, 1.0][/code] range. Blue and red channel "
"data is stored at halved horizontal resolution (i.e. 2 horizontally adjacent "
"pixels will share the same value for the blue/red channel). The green channel "
"is listed twice, but contains different values to allow it to be represented "
"at full resolution."
msgstr ""
"每通道 12 位元的無符號浮點數藍、綠、紅、綠通道資料,使用正規化的值,每個通道均"
"另有 6 位未使用,緊縮在 4x16 個比特位中。取值均在 [code][0.0, 1.0][/code] 的範"
"圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相鄰的圖元共用同一個藍、紅通道"
"數值)。綠通道出現兩次,但包含不同的值,因此能夠表示為完整的解析度。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 2 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 12 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在兩個獨立平面儲存(綠 + 藍 + "
"紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料縱橫半解析度儲"
"存(即 2x2 相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 2 separate planes (green + blue/red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal and vertical resolution (i.e. 2×2 adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 12 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在兩個獨立平面儲存(綠 + 藍、紅)。"
"取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料縱橫半解析度儲存(即 "
"2x2 相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 12 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在三個獨立平面儲存(綠 + 藍 + "
"紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲"
"存(即兩個橫向相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue/red). Values are in the "
"[code][0.0, 1.0][/code] range. Blue and red channel data is stored at halved "
"horizontal resolution (i.e. 2 horizontally adjacent pixels will share the "
"same value for the blue/red channel)."
msgstr ""
"每通道 12 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在三個獨立平面儲存(綠 + 藍、紅)。"
"取值均在 [code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲存(即"
"兩個橫向相鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"12-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Packed in 3×16 bits "
"and stored across 3 separate planes (green + blue + red). Values are in the "
"[code][0.0, 1.0][/code] range."
msgstr ""
"每通道 12 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用,緊縮在 3x16 個比特位中,分別在三個獨立平面儲存(綠 + 藍 + "
"紅)。取值均在 [code][0.0, 1.0][/code] 的範圍內。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
"and red channel data is stored at halved horizontal resolution (i.e. 2 "
"horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 16 位元的無符號浮點數綠、藍、紅通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相"
"鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"16-bit-per-channel unsigned floating-point blue/green/red channel data format "
"with normalized value. Values are in the [code][0.0, 1.0][/code] range. Blue "
"and red channel data is stored at halved horizontal resolution (i.e. 2 "
"horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 16 位元的無符號浮點數藍、綠、紅通道資料格式,使用正規化的值。取值均在 "
"[code][0.0, 1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相"
"鄰的圖元共用同一個藍、紅通道數值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 2 "
"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
"code] range. Blue and red channel data is stored at halved horizontal and "
"vertical resolution (i.e. 2×2 adjacent pixels will share the same value for "
"the blue/red channel)."
msgstr ""
"每通道 16 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用。分別在兩個獨立平面儲存(綠 + 藍 + 紅)。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。藍、紅通道資料縱橫半解析度儲存(即 2x2 相鄰的圖元共用同"
"一個藍、紅通道數值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 2 "
"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] "
"range. Blue and red channel data is stored at halved horizontal and vertical "
"resolution (i.e. 2×2 adjacent pixels will share the same value for the blue/"
"red channel)."
msgstr ""
"每通道 16 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用。分別在兩個獨立平面儲存(綠 + 藍、紅)。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。藍、紅通道資料縱橫半解析度儲存(即 2x2 相鄰的圖元共用同"
"一個藍、紅通道數值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 3 "
"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
"code] range. Blue and red channel data is stored at halved horizontal "
"resolution (i.e. 2 horizontally adjacent pixels will share the same value for "
"the blue/red channel)."
msgstr ""
"每通道 16 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用。分別在三個獨立平面儲存(綠 + 藍 + 紅)。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相鄰的圖元共用"
"同一個藍、紅通道數值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 3 "
"separate planes (green + blue/red). Values are in the [code][0.0, 1.0][/code] "
"range. Blue and red channel data is stored at halved horizontal resolution (i."
"e. 2 horizontally adjacent pixels will share the same value for the blue/red "
"channel)."
msgstr ""
"每通道 16 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用。分別在三個獨立平面儲存(綠 + 藍、紅)。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。藍、紅通道資料橫向半解析度儲存(即兩個橫向相鄰的圖元共用"
"同一個藍、紅通道數值)。"
msgid ""
"16-bit-per-channel unsigned floating-point green/blue/red channel data with "
"normalized value, plus 6 unused bits after each channel. Stored across 3 "
"separate planes (green + blue + red). Values are in the [code][0.0, 1.0][/"
"code] range."
msgstr ""
"每通道 16 位元的無符號浮點數綠、藍、紅通道資料,使用正規化的值,每個通道均另"
"有 6 位未使用。分別在三個獨立平面儲存(綠 + 藍 + 紅)。取值均在 [code][0.0, "
"1.0][/code] 的範圍內。"
msgid "Represents the size of the [enum DataFormat] enum."
msgstr "代表 [enum DataFormat] 列舉的大小。"
msgid "Vertex shader barrier mask."
msgstr "傳輸屏障遮罩。"
msgid "Fragment shader barrier mask."
msgstr "傳輸屏障遮罩。"
msgid "Compute barrier mask."
msgstr "計算屏障遮罩。"
msgid "Transfer barrier mask."
msgstr "傳輸屏障遮罩。"
msgid ""
"Raster barrier mask (vertex and fragment). Equivalent to "
"[code]BARRIER_MASK_VERTEX | BARRIER_MASK_FRAGMENT[/code]."
msgstr ""
"所有型別的屏障遮罩(柵格化、計算、傳輸)。等價於 [code]BARRIER_MASK_RASTER | "
"BARRIER_MASK_COMPUTE | BARRIER_MASK_TRANSFER[/code]。"
msgid "Barrier mask for all types (vertex, fragment, compute, transfer)."
msgstr "所有型別(頂點、片段、計算、傳輸)的屏障遮罩。"
msgid "No barrier for any type."
msgstr "沒有任何型別的屏障。"
msgid "1-dimensional texture."
msgstr "一維紋理。"
msgid "2-dimensional texture."
msgstr "二維紋理。"
msgid "3-dimensional texture."
msgstr "三維紋理。"
msgid "[Cubemap] texture."
msgstr "[Cubemap] 紋理。"
msgid "Array of 1-dimensional textures."
msgstr "一維紋理陣列。"
msgid "Array of 2-dimensional textures."
msgstr "二維紋理陣列。"
msgid "Array of [Cubemap] textures."
msgstr "[Cubemap] 紋理陣列。"
msgid "Represents the size of the [enum TextureType] enum."
msgstr "代表 [enum TextureType] 列舉的大小。"
msgid ""
"Perform 1 texture sample (this is the fastest but lowest-quality for "
"antialiasing)."
msgstr "執行 1 次紋理取樣(最快,但抗鋸齒品質最低)。"
msgid "Perform 2 texture samples."
msgstr "執行 2 次紋理取樣。"
msgid "Perform 4 texture samples."
msgstr "執行 4 次紋理取樣。"
msgid ""
"Perform 8 texture samples. Not supported on mobile GPUs (including Apple "
"Silicon)."
msgstr "執行 8 次紋理取樣。移動 GPU 不支援(包括 Apple Silicon。"
msgid ""
"Perform 16 texture samples. Not supported on mobile GPUs and many desktop "
"GPUs."
msgstr "執行 16 次紋理取樣。移動 GPU 及許多桌面 GPU 均不支援。"
msgid "Perform 32 texture samples. Not supported on most GPUs."
msgstr "執行 32 次紋理取樣。大多數 GPU 均不支援。"
msgid ""
"Perform 64 texture samples (this is the slowest but highest-quality for "
"antialiasing). Not supported on most GPUs."
msgstr "執行 64 次紋理取樣(最慢,但抗鋸齒品質最高)。大多數 GPU 均不支援。"
msgid "Represents the size of the [enum TextureSamples] enum."
msgstr "代表 [enum TextureSamples] 列舉的大小。"
msgid "Texture can be sampled."
msgstr "紋理可以取樣。"
msgid "Texture can be used as a color attachment in a framebuffer."
msgstr "紋理可以用作影格緩衝的顏色附件。"
msgid "Texture can be used as a depth/stencil attachment in a framebuffer."
msgstr "紋理可以用作影格緩衝的深度/範本附件。"
msgid ""
"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url]."
msgstr ""
"紋理可以用作[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/"
"html/vkspec.html#descriptorsets-storageimage]儲存圖像[/url]。"
msgid ""
"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url] "
"with support for atomic operations."
msgstr ""
"紋理可以用作支援不可分割操作的[url=https://registry.khronos.org/vulkan/"
"specs/1.3-extensions/html/vkspec.html#descriptorsets-storageimage]儲存圖像[/"
"url]。"
msgid ""
"Texture can be read back on the CPU using [method texture_get_data] faster "
"than without this bit, since it is always kept in the system memory."
msgstr ""
"紋理可以在 CPU 上使用 [method texture_get_data] 讀取,比不設定這一位要快,因為"
"會始終在系統記憶體中保留。"
msgid "Texture can be updated using [method texture_update]."
msgstr "紋理可以使用 [method texture_update] 更新。"
msgid "Texture can be a source for [method texture_copy]."
msgstr "紋理可以作為 [method texture_copy] 的來源。"
msgid "Texture can be a destination for [method texture_copy]."
msgstr "紋理可以作為 [method texture_copy] 的目標。"
msgid ""
"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-inputattachment]input attachment[/"
"url] in a framebuffer."
msgstr ""
"紋理可以用作影格緩衝的[url=https://registry.khronos.org/vulkan/specs/1.3-"
"extensions/html/vkspec.html#descriptorsets-inputattachment]輸入附件[/url]。"
msgid "Return the sampled value as-is."
msgstr "原樣返回取樣數值。"
msgid "Always return [code]0.0[/code] when sampling."
msgstr "取樣時使用返回 [code]0.0[/code]。"
msgid "Always return [code]1.0[/code] when sampling."
msgstr "取樣時使用返回 [code]1.0[/code]。"
msgid "Sample the red color channel."
msgstr "對紅色通道進行取樣。"
msgid "Sample the green color channel."
msgstr "對綠色通道進行取樣。"
msgid "Sample the blue color channel."
msgstr "對藍色通道進行取樣。"
msgid "Sample the alpha channel."
msgstr "對 Alpha 通道進行取樣。"
msgid "Represents the size of the [enum TextureSwizzle] enum."
msgstr "代表 [enum TextureSwizzle] 列舉的大小。"
msgid "2-dimensional texture slice."
msgstr "二維紋理切片。"
msgid "Cubemap texture slice."
msgstr "立方體貼圖紋理切片。"
msgid "3-dimensional texture slice."
msgstr "三維紋理切片。"
msgid ""
"Nearest-neighbor sampler filtering. Sampling at higher resolutions than the "
"source will result in a pixelated look."
msgstr "最近鄰取樣器篩選。按照比源更高解析度取樣時,會產生圖元化的效果。"
msgid ""
"Bilinear sampler filtering. Sampling at higher resolutions than the source "
"will result in a blurry look."
msgstr "雙線性取樣器篩選。按照比源更高解析度取樣時,會產生模糊的效果。"
msgid "Sample with repeating enabled."
msgstr "啟用重複取樣。"
msgid ""
"Sample with mirrored repeating enabled. When sampling outside the [code][0.0, "
"1.0][/code] range, return a mirrored version of the sampler. This mirrored "
"version is mirrored again if sampling further away, with the pattern "
"repeating indefinitely."
msgstr ""
"啟用鏡像重複取樣。對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回取樣器的鏡"
"像版本。如果取樣的是更遠的位置,則會對鏡像版本再次鏡像,並按照這樣的規律無限重"
"複下去。"
msgid ""
"Sample with repeating disabled. When sampling outside the [code][0.0, 1.0][/"
"code] range, return the color of the last pixel on the edge."
msgstr ""
"禁用重複取樣。對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回邊緣上最後一個"
"圖元的顏色。"
msgid ""
"Sample with repeating disabled. When sampling outside the [code][0.0, 1.0][/"
"code] range, return the specified [member RDSamplerState.border_color]."
msgstr ""
"禁用重複取樣。對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回指定的邊框顏色 "
"[member RDSamplerState.border_color]。"
msgid ""
"Sample with mirrored repeating enabled, but only once. When sampling in the "
"[code][-1.0, 0.0][/code] range, return a mirrored version of the sampler. "
"When sampling outside the [code][-1.0, 1.0][/code] range, return the color of "
"the last pixel on the edge."
msgstr ""
"啟用單次鏡像重複取樣。對 [code][-1.0, 0.0][/code] 範圍進行取樣時,返回取樣器的"
"鏡像版本。對 [code][-1.0, 1.0][/code] 範圍外進行取樣時,返回邊緣上最後一個圖元"
"的顏色。"
msgid "Represents the size of the [enum SamplerRepeatMode] enum."
msgstr "代表 [enum SamplerRepeatMode] 列舉的大小。"
msgid ""
"Return a floating-point transparent black color when sampling outside the "
"[code][0.0, 1.0][/code] range. Only effective if the sampler repeat mode is "
"[constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回浮點型的透明黑色。僅在取樣器"
"的重複模式為 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 時有效。"
msgid ""
"Return a integer transparent black color when sampling outside the [code]"
"[0.0, 1.0][/code] range. Only effective if the sampler repeat mode is "
"[constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回整型的透明黑色。僅在取樣器的"
"重複模式為 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 時有效。"
msgid ""
"Return a floating-point opaque black color when sampling outside the [code]"
"[0.0, 1.0][/code] range. Only effective if the sampler repeat mode is "
"[constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回浮點型的不透明黑色。僅在取樣"
"器的重複模式為 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 時有效。"
msgid ""
"Return a integer opaque black color when sampling outside the [code][0.0, 1.0]"
"[/code] range. Only effective if the sampler repeat mode is [constant "
"SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回整型的不透明黑色。僅在取樣器"
"的重複模式為 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 時有效。"
msgid ""
"Return a floating-point opaque white color when sampling outside the [code]"
"[0.0, 1.0][/code] range. Only effective if the sampler repeat mode is "
"[constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回浮點型的不透明白色。僅在取樣"
"器的重複模式為 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 時有效。"
msgid ""
"Return a integer opaque white color when sampling outside the [code][0.0, 1.0]"
"[/code] range. Only effective if the sampler repeat mode is [constant "
"SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER]."
msgstr ""
"對 [code][0.0, 1.0][/code] 範圍外進行取樣時,返回整型的不透明白色。僅在取樣器"
"的重複模式為 [constant SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER] 時有效。"
msgid "Represents the size of the [enum SamplerBorderColor] enum."
msgstr "代表 [enum SamplerBorderColor] 列舉的大小。"
msgid ""
"Vertex attribute addressing is a function of the vertex. This is used to "
"specify the rate at which vertex attributes are pulled from buffers."
msgstr "頂點屬性定址是頂點的功能。用於指定從緩衝中拉取頂點屬性的頻率。"
msgid ""
"Vertex attribute addressing is a function of the instance index. This is used "
"to specify the rate at which vertex attributes are pulled from buffers."
msgstr "頂點屬性定址是實例索引的功能。用於指定從緩衝中拉取頂點屬性的頻率。"
msgid ""
"Index buffer in 16-bit unsigned integer format. This limits the maximum index "
"that can be specified to [code]65535[/code]."
msgstr ""
"16 位元不帶正負號的整數格式的索引緩衝。對可指定索引最大值的限制為 "
"[code]65535[/code]。"
msgid ""
"Index buffer in 32-bit unsigned integer format. This limits the maximum index "
"that can be specified to [code]4294967295[/code]."
msgstr ""
"32 位元不帶正負號的整數格式的索引緩衝。對可指定索引最大值的限制為 "
"[code]4294967295[/code]。"
msgid "Sampler uniform."
msgstr "取樣器 uniform。"
msgid "Sampler uniform with a texture."
msgstr "帶有紋理的取樣器 uniform。"
msgid "Texture uniform."
msgstr "紋理 uniform。"
msgid "Image uniform."
msgstr "圖像 uniform。"
msgid "Texture buffer uniform."
msgstr "紋理緩衝 uniform。"
msgid "Sampler uniform with a texture buffer."
msgstr "帶有紋理的取樣器 uniform。"
msgid "Image buffer uniform."
msgstr "圖像緩衝 uniform。"
msgid "Uniform buffer uniform."
msgstr "Uniform 緩衝區 uniform。"
msgid ""
"[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]Storage buffer[/url] "
"uniform."
msgstr ""
"[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]儲存緩衝區[/url] "
"uniform。"
msgid "Input attachment uniform."
msgstr "輸入附件 uniform。"
msgid "Represents the size of the [enum UniformType] enum."
msgstr "表示 [enum UniformType] 列舉的大小。"
msgid ""
"Point rendering primitive (with constant size, regardless of distance from "
"camera)."
msgstr "渲染點的圖元(大小為常數,和與相機之間的距離無關)。"
msgid ""
"Line list rendering primitive. Lines are drawn separated from each other."
msgstr "渲染線段列表的圖元。線段在繪製時是彼此獨立的。"
msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-lists-with-adjacency]Line list rendering primitive with "
"adjacency.[/url]\n"
"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-lists-with-adjacency]渲染線段列表的圖元,提供鄰接資料。[/"
"url]\n"
"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。"
msgid ""
"Line strip rendering primitive. Lines drawn are connected to the previous "
"vertex."
msgstr "渲染線段條帶的圖元。繪製的線段與它的前一個頂點是相連的。"
msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-strips-with-adjacency]Line strip rendering primitive with "
"adjacency.[/url]\n"
"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-line-strips-with-adjacency]渲染線段條帶的圖元,提供鄰接資料。[/"
"url]\n"
"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。"
msgid ""
"Triangle list rendering primitive. Triangles are drawn separated from each "
"other."
msgstr "渲染三角形列表的圖元。三角形在繪製時是彼此獨立的。"
msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-lists-with-adjacency]Triangle list rendering primitive "
"with adjacency.[/url]\n"
" [b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot "
"does not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-lists-with-adjacency]渲染三角形列表的圖元,提供鄰接數"
"據。[/url]\n"
"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。"
msgid ""
"Triangle strip rendering primitive. Triangles drawn are connected to the "
"previous triangle."
msgstr "渲染三角形條帶的圖元。繪製的三角形與它的前一個三角形是相連的。"
msgid ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-strips-with-adjacency]Triangle strip rendering "
"primitive with adjacency.[/url]\n"
"[b]Note:[/b] Adjacency is only useful with geometry shaders, which Godot does "
"not expose."
msgstr ""
"[url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec."
"html#drawing-triangle-strips-with-adjacency]渲染三角形條帶的圖元,提供鄰接數"
"據。[/url]\n"
"[b]注意:[/b]鄰接資料僅在幾何著色器中有用,但 Godot 並沒有暴露。"
msgid ""
"Triangle strip rendering primitive with [i]primitive restart[/i] enabled. "
"Triangles drawn are connected to the previous triangle, but a primitive "
"restart index can be specified before drawing to create a second triangle "
"strip after the specified index.\n"
"[b]Note:[/b] Only compatible with indexed draws."
msgstr ""
"渲染三角形條帶的圖元,啟用[i]圖元重啟[/i]。繪製的三角形與它的前一個三角形是相"
"連的,但是在繪製前可以指定圖元重啟索引,這樣在指定索引之後就會再建立一條三角形"
"條帶。\n"
"[b]注意:[/b]僅相容索引繪圖。"
msgid ""
"Tessellation patch rendering primitive. Only useful with tessellation "
"shaders, which can be used to deform these patches."
msgstr "曲面細分面片渲染圖元。僅對曲面細分著色器有用,可以將面片變形。"
msgid "Represents the size of the [enum RenderPrimitive] enum."
msgstr "代表 [enum RenderPrimitive] 列舉的大小。"
msgid "Do not use polygon front face or backface culling."
msgstr "不使用多邊形的正面和背面剔除。"
msgid ""
"Use polygon frontface culling (faces pointing towards the camera are hidden)."
msgstr "使用多邊形的正面剔除(隱藏正對相機的面)。"
msgid ""
"Use polygon backface culling (faces pointing away from the camera are hidden)."
msgstr "使用多邊形的背面剔除(隱藏背對相機的面)。"
msgid ""
"Clockwise winding order to determine which face of a polygon is its front "
"face."
msgstr "決定多邊形面為是否為正面時,使用順時針纏繞順序。"
msgid ""
"Counter-clockwise winding order to determine which face of a polygon is its "
"front face."
msgstr "決定多邊形面為是否為正面時,使用逆時針纏繞順序。"
msgid "Keep the current stencil value."
msgstr "保留目前的範本值。"
msgid "Set the stencil value to [code]0[/code]."
msgstr "將範本值設定為 [code]0[/code]。"
msgid "Replace the existing stencil value with the new one."
msgstr "將現有的範本值替換為新值。"
msgid ""
"Increment the existing stencil value and clamp to the maximum representable "
"unsigned value if reached. Stencil bits are considered as an unsigned integer."
msgstr ""
"將現有的範本值加一,到達能夠表示的最大無符號值之後就不會再增長。會將範本位元視"
"作不帶正負號的整數。"
msgid ""
"Decrement the existing stencil value and clamp to the minimum value if "
"reached. Stencil bits are considered as an unsigned integer."
msgstr ""
"將現有的範本值減一,到達最小值之後就不會再降低。會將範本位元視作不帶正負號的整"
"數。"
msgid "Bitwise-invert the existing stencil value."
msgstr "將現有的範本值按位元取反。"
msgid ""
"Increment the stencil value and wrap around to [code]0[/code] if reaching the "
"maximum representable unsigned. Stencil bits are considered as an unsigned "
"integer."
msgstr ""
"將現有的範本值加一,到達能夠表示的最大無符號值之後環繞至 [code]0[/code]。會將"
"範本位元視作不帶正負號的整數。"
msgid ""
"Decrement the stencil value and wrap around to the maximum representable "
"unsigned if reaching the minimum. Stencil bits are considered as an unsigned "
"integer."
msgstr ""
"將現有的範本值減一,到達最小值之後環繞至能夠表示的最大無符號值。會將範本位元視"
"作不帶正負號的整數。"
msgid "Represents the size of the [enum StencilOperation] enum."
msgstr "代表 [enum StencilOperation] 列舉的大小。"
msgid "\"Never\" comparison (opposite of [constant COMPARE_OP_ALWAYS])."
msgstr "“永不”比較(與 [constant COMPARE_OP_ALWAYS] 相對)。"
msgid "\"Less than\" comparison."
msgstr "“小於”比較。"
msgid "\"Equal\" comparison."
msgstr "“等於”比較。"
msgid "\"Less than or equal\" comparison."
msgstr "“小於等於”比較。"
msgid "\"Greater than\" comparison."
msgstr "“大於”比較。"
msgid "\"Not equal\" comparison."
msgstr "“不等於”比較。"
msgid "\"Greater than or equal\" comparison."
msgstr "“大於等於”比較。"
msgid "\"Always\" comparison (opposite of [constant COMPARE_OP_NEVER])."
msgstr "“始終”比較(與 [constant COMPARE_OP_NEVER] 相對)。"
msgid "Represents the size of the [enum CompareOperator] enum."
msgstr "代表 [enum CompareOperator] 列舉的大小。"
msgid ""
"Clear logic operation (result is always [code]0[/code]). See also [constant "
"LOGIC_OP_SET]."
msgstr ""
"邏輯清除運算(結果始終為 [code]0[/code])。另見 [constant LOGIC_OP_SET]。"
msgid "AND logic operation."
msgstr "邏輯與AND運算。"
msgid ""
"AND logic operation with the [i]destination[/i] operand being inverted. See "
"also [constant LOGIC_OP_AND_INVERTED]."
msgstr ""
"邏輯與AND運算翻轉[i]目標[/i]運算元。另見 [constant "
"LOGIC_OP_AND_INVERTED]。"
msgid ""
"Copy logic operation (keeps the [i]source[/i] value as-is). See also "
"[constant LOGIC_OP_COPY_INVERTED] and [constant LOGIC_OP_NO_OP]."
msgstr ""
"邏輯複製運算(保留[i]來源[/i]的值)。另見 [constant LOGIC_OP_COPY_INVERTED] "
"和 [constant LOGIC_OP_NO_OP]。"
msgid ""
"AND logic operation with the [i]source[/i] operand being inverted. See also "
"[constant LOGIC_OP_AND_REVERSE]."
msgstr ""
"邏輯與AND運算翻轉[i]來源[/i]運算元。另見 [constant "
"LOGIC_OP_AND_REVERSE]。"
msgid ""
"No-op logic operation (keeps the [i]destination[/i] value as-is). See also "
"[constant LOGIC_OP_COPY]."
msgstr "邏輯空運算(保留[i]目標[/i]值)。另見 [constant LOGIC_OP_COPY]。"
msgid "Exclusive or (XOR) logic operation."
msgstr "邏輯異或XOR運算。"
msgid "OR logic operation."
msgstr "邏輯或OR運算。"
msgid "Not-OR (NOR) logic operation."
msgstr "邏輯非或NOR運算。"
msgid "Not-XOR (XNOR) logic operation."
msgstr "邏輯非異或XNOR運算。"
msgid "Invert logic operation."
msgstr "邏輯翻轉運算。"
msgid ""
"OR logic operation with the [i]destination[/i] operand being inverted. See "
"also [constant LOGIC_OP_OR_REVERSE]."
msgstr ""
"邏輯或OR運算翻轉[i]目標[/i]運算元。另見 [constant LOGIC_OP_OR_REVERSE]。"
msgid ""
"NOT logic operation (inverts the value). See also [constant LOGIC_OP_COPY]."
msgstr "邏輯非NOT運算將值翻轉。另見 [constant LOGIC_OP_COPY]。"
msgid ""
"OR logic operation with the [i]source[/i] operand being inverted. See also "
"[constant LOGIC_OP_OR_REVERSE]."
msgstr ""
"邏輯或OR運算翻轉[i]來源[/i]運算元。另見 [constant LOGIC_OP_OR_REVERSE]。"
msgid "Not-AND (NAND) logic operation."
msgstr "邏輯非與NAND運算。"
msgid ""
"SET logic operation (result is always [code]1[/code]). See also [constant "
"LOGIC_OP_CLEAR]."
msgstr ""
"邏輯設定運算(結果始終為 [code]1[/code])。另見 [constant LOGIC_OP_CLEAR]。"
msgid "Represents the size of the [enum LogicOperation] enum."
msgstr "代表 [enum LogicOperation] 列舉的大小。"
msgid "Constant [code]0.0[/code] blend factor."
msgstr "混合係數常數 [code]0.0[/code]。"
msgid "Constant [code]1.0[/code] blend factor."
msgstr "混合係數常數 [code]1.0[/code]。"
msgid ""
"Color blend factor is [code]source color[/code]. Alpha blend factor is "
"[code]source alpha[/code]."
msgstr ""
"顏色混合係數為 [code]source color[/code]。Alpha 混合係數為 [code]source "
"alpha[/code]。"
msgid ""
"Color blend factor is [code]1.0 - source color[/code]. Alpha blend factor is "
"[code]1.0 - source alpha[/code]."
msgstr ""
"顏色混合係數為 [code]1.0 - source color[/code]。Alpha 混合係數為 [code]1.0 - "
"source alpha[/code]。"
msgid ""
"Color blend factor is [code]destination color[/code]. Alpha blend factor is "
"[code]destination alpha[/code]."
msgstr ""
"顏色混合係數為 [code]destination color[/code]。Alpha 混合係數為 "
"[code]destination alpha[/code]。"
msgid ""
"Color blend factor is [code]1.0 - destination color[/code]. Alpha blend "
"factor is [code]1.0 - destination alpha[/code]."
msgstr ""
"顏色混合係數為 [code]1.0 - destination color[/code]。Alpha 混合係數為 "
"[code]1.0 - destination alpha[/code]。"
msgid "Color and alpha blend factor is [code]source alpha[/code]."
msgstr "顏色混合和 Alpha 混合係數為 [code]source alpha[/code]。"
msgid "Color and alpha blend factor is [code]1.0 - source alpha[/code]."
msgstr "顏色混合和 Alpha 混合係數為 [code]1.0 - source alpha[/code]。"
msgid "Color and alpha blend factor is [code]destination alpha[/code]."
msgstr "顏色混合和 Alpha 混合係數為 [code]destination alpha[/code]。"
msgid "Color and alpha blend factor is [code]1.0 - destination alpha[/code]."
msgstr "顏色混合和 Alpha 混合係數為 [code]1.0 - destination alpha[/code]。"
msgid ""
"Color blend factor is [code]blend constant color[/code]. Alpha blend factor "
"is [code]blend constant alpha[/code] (see [method "
"draw_list_set_blend_constants])."
msgstr ""
"顏色混合係數為 [code]blend constant color[/code]。Alpha 混合係數為 "
"[code]blend constant alpha[/code](見 [method "
"draw_list_set_blend_constants])。"
msgid ""
"Color blend factor is [code]1.0 - blend constant color[/code]. Alpha blend "
"factor is [code]1.0 - blend constant alpha[/code] (see [method "
"draw_list_set_blend_constants])."
msgstr ""
"顏色混合係數為 [code]1.0 - blend constant color[/code]。Alpha 混合係數為 "
"[code]1.0 - blend constant alpha[/code](見 [method "
"draw_list_set_blend_constants])。"
msgid ""
"Color and alpha blend factor is [code]blend constant alpha[/code] (see "
"[method draw_list_set_blend_constants])."
msgstr ""
"顏色混合和 Alpha 混合係數為 [code]blend constant alpha[/code](見 [method "
"draw_list_set_blend_constants])。"
msgid ""
"Color and alpha blend factor is [code]1.0 - blend constant alpha[/code] (see "
"[method draw_list_set_blend_constants])."
msgstr ""
"顏色混合和 Alpha 混合係數為 [code]1.0 - blend constant alpha[/code](見 "
"[method draw_list_set_blend_constants])。"
msgid ""
"Color blend factor is [code]min(source alpha, 1.0 - destination alpha)[/"
"code]. Alpha blend factor is [code]1.0[/code]."
msgstr ""
"顏色混合係數為 [code]min(source alpha, 1.0 - destination alpha)[/code]。Alpha "
"混合係數為 [code]1.0[/code]。"
msgid ""
"Color blend factor is [code]second source color[/code]. Alpha blend factor is "
"[code]second source alpha[/code]. Only relevant for dual-source blending."
msgstr ""
"顏色混合係數為 [code]second source color[/code]。Alpha 混合係數為 "
"[code]second source alpha[/code]。僅適用於雙源混合。"
msgid ""
"Color blend factor is [code]1.0 - second source color[/code]. Alpha blend "
"factor is [code]1.0 - second source alpha[/code]. Only relevant for dual-"
"source blending."
msgstr ""
"顏色混合係數為 [code]1.0 - second source color[/code]。Alpha 混合係數為 "
"[code]1.0 - second source alpha[/code]。僅適用於雙源混合。"
msgid ""
"Color and alpha blend factor is [code]second source alpha[/code]. Only "
"relevant for dual-source blending."
msgstr ""
"顏色混合和 Alpha 混合係數為 [code]second source alpha[/code]。僅適用於雙源混"
"合。"
msgid ""
"Color and alpha blend factor is [code]1.0 - second source alpha[/code]. Only "
"relevant for dual-source blending."
msgstr ""
"顏色混合和 Alpha 混合係數為 [code]1.0 - second source alpha[/code]。僅適用於雙"
"源混合。"
msgid "Represents the size of the [enum BlendFactor] enum."
msgstr "代表 [enum BlendFactor] 列舉的大小。"
msgid "Additive blending operation ([code]source + destination[/code])."
msgstr "加法混合運算([code]source + destination[/code])。"
msgid "Subtractive blending operation ([code]source - destination[/code])."
msgstr "減法混合運算([code]source - destination[/code])。"
msgid ""
"Reverse subtractive blending operation ([code]destination - source[/code])."
msgstr "逆減法混合運算([code]destination - source[/code])。"
msgid "Minimum blending operation (keep the lowest value of the two)."
msgstr "最小混合運算(保留兩者之間的較小值)。"
msgid "Maximum blending operation (keep the highest value of the two)."
msgstr "最大混合運算(保留兩者之間的較大值)。"
msgid "Represents the size of the [enum BlendOperation] enum."
msgstr "代表 [enum BlendOperation] 列舉的大小。"
msgid "Start rendering and clear the whole framebuffer."
msgstr "開始渲染並清空整個影格緩衝。"
msgid "Start rendering and clear the framebuffer in the specified region."
msgstr "開始渲染並清空影格緩衝裡的指定區域。"
msgid ""
"Continue rendering and clear the framebuffer in the specified region. "
"Framebuffer must have been left in [constant FINAL_ACTION_CONTINUE] state as "
"the final action previously."
msgstr ""
"繼續渲染並清空影格緩衝裡的指定區域。影格緩衝必須在之前的最後一次動作後停留在 "
"[constant FINAL_ACTION_CONTINUE] 狀態。"
msgid ""
"Start rendering, but keep attached color texture contents. If the framebuffer "
"was previously used to read in a shader, this will automatically insert a "
"layout transition."
msgstr ""
"開始渲染但保留附加顏色紋理的內容。如果影格緩衝之前用於在著色器中讀取,此操作會"
"自動插入佈局過渡。"
msgid ""
"Start rendering, ignore what is there; write above it. In general, this is "
"the fastest option when you will be writing every single pixel and you don't "
"need a clear color."
msgstr ""
"開始渲染,忽略原有內容;在內容上覆蓋。當你會寫入所有圖元並且不需要清屏顏色時,"
"這通常是最快的選項。"
msgid ""
"Continue rendering. Framebuffer must have been left in [constant "
"FINAL_ACTION_CONTINUE] state as the final action previously."
msgstr ""
"繼續渲染。影格緩衝必須在之前的最後一次動作後停留在 [constant "
"FINAL_ACTION_CONTINUE] 狀態。"
msgid "Represents the size of the [enum InitialAction] enum."
msgstr "代表 [enum InitialAction] 列舉的大小。"
msgid ""
"Store the texture for reading and make it read-only if it has the [constant "
"TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil "
"attachments)."
msgstr ""
"以讀取為目的儲存紋理,如果設定了 [constant TEXTURE_USAGE_SAMPLING_BIT] 位則將"
"其設為唯讀(僅適用於顏色、深度、範本附件)。"
msgid ""
"Discard the texture data and make it read-only if it has the [constant "
"TEXTURE_USAGE_SAMPLING_BIT] bit (only applies to color, depth and stencil "
"attachments)."
msgstr ""
"丟棄紋理資料,如果設定了 [constant TEXTURE_USAGE_SAMPLING_BIT] 位則將其設為只"
"讀(僅適用於顏色、深度、範本附件)。"
msgid ""
"Store the texture and continue for further processing. Similar to [constant "
"FINAL_ACTION_READ], but does not make the texture read-only if it has the "
"[constant TEXTURE_USAGE_SAMPLING_BIT] bit."
msgstr ""
"儲存紋理並繼續後續處理。與 [constant FINAL_ACTION_READ] 類似,但不會在設定了 "
"[constant TEXTURE_USAGE_SAMPLING_BIT] 位時將其設為唯讀。"
msgid "Represents the size of the [enum FinalAction] enum."
msgstr "代表 [enum FinalAction] 列舉的大小。"
msgid ""
"Vertex shader stage. This can be used to manipulate vertices from a shader "
"(but not create new vertices)."
msgstr "頂點著色器階段。可用於在著色器中操作頂點(但無法新建頂點)。"
msgid ""
"Fragment shader stage (called \"pixel shader\" in Direct3D). This can be used "
"to manipulate pixels from a shader."
msgstr ""
"片段著色器階段Direct3D 中成為“圖元著色器”)。可用於在著色器中操作圖元。"
msgid ""
"Tessellation control shader stage. This can be used to create additional "
"geometry from a shader."
msgstr "曲面細分控制著色器階段。可用於在著色器中建立額外的幾何體。"
msgid ""
"Tessellation evaluation shader stage. This can be used to create additional "
"geometry from a shader."
msgstr "曲面細分求值著色器階段。可用於在著色器中建立額外的幾何體。"
msgid ""
"Compute shader stage. This can be used to run arbitrary computing tasks in a "
"shader, performing them on the GPU instead of the CPU."
msgstr ""
"計算著色器階段。可用於在著色器中執行任意計算工作,在 GPU 而不是 CPU 上進行計"
"算。"
msgid "Represents the size of the [enum ShaderStage] enum."
msgstr "代表 [enum ShaderStage] 列舉的大小。"
msgid "Vertex shader stage bit (see also [constant SHADER_STAGE_VERTEX])."
msgstr "頂點著色器階段位(另見 [constant SHADER_STAGE_VERTEX])。"
msgid "Fragment shader stage bit (see also [constant SHADER_STAGE_FRAGMENT])."
msgstr "片段著色器階段位(另見 [constant SHADER_STAGE_FRAGMENT])。"
msgid ""
"Tessellation control shader stage bit (see also [constant "
"SHADER_STAGE_TESSELATION_CONTROL])."
msgstr ""
"曲面細分控制著色器階段位(另見 [constant SHADER_STAGE_TESSELATION_CONTROL])。"
msgid ""
"Tessellation evaluation shader stage bit (see also [constant "
"SHADER_STAGE_TESSELATION_EVALUATION])."
msgstr ""
"曲面細分求值著色器階段位(另見 [constant "
"SHADER_STAGE_TESSELATION_EVALUATION])。"
msgid "Compute shader stage bit (see also [constant SHADER_STAGE_COMPUTE])."
msgstr "計算著色器階段位(另見 [constant SHADER_STAGE_COMPUTE])。"
msgid ""
"Khronos' GLSL shading language (used natively by OpenGL and Vulkan). This is "
"the language used for core Godot shaders."
msgstr ""
"Khronos 的 GLSL 著色語言OpenGL 和 Vulkan 原生使用)。這是核心 Godot 著色器所"
"使用的語言。"
msgid ""
"Microsoft's High-Level Shading Language (used natively by Direct3D, but can "
"also be used in Vulkan)."
msgstr "Microsoft 的高級著色器語言Direct3D 原生使用Vulkan 中也能使用)。"
msgid "Boolean specialization constant."
msgstr "布林型特化常數。"
msgid "Integer specialization constant."
msgstr "整型特化常數。"
msgid "Floating-point specialization constant."
msgstr "浮點型特化常數。"
msgid "Maximum number of uniform sets that can be bound at a given time."
msgstr "能夠同時綁定的最大 uniform 集的數量。"
msgid ""
"Maximum number of color framebuffer attachments that can be used at a given "
"time."
msgstr "能夠同時使用的最大顏色影格緩衝附件的數量。"
msgid "Maximum number of textures that can be used per uniform set."
msgstr "單個 uniform 集能夠使用的最大紋理數量。"
msgid "Maximum number of samplers that can be used per uniform set."
msgstr "單個 uniform 集能夠使用的最大取樣器數量。"
msgid ""
"Maximum number of [url=https://vkguide.dev/docs/chapter-4/"
"storage_buffers/]storage buffers[/url] per uniform set."
msgstr ""
"單個 uniform 集的最大[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]"
"儲存緩衝[/url]數量。"
msgid "Maximum number of storage images per uniform set."
msgstr "單個 uniform 集的最大儲存圖像數量。"
msgid "Maximum number of uniform buffers per uniform set."
msgstr "單個 uniform 集的最大 uniform 緩衝數量。"
msgid "Maximum index for an indexed draw command."
msgstr "索引繪圖指令的最大索引。"
msgid "Maximum height of a framebuffer (in pixels)."
msgstr "影格緩衝的最大高度(單位為圖元)。"
msgid "Maximum width of a framebuffer (in pixels)."
msgstr "影格緩衝的最大寬度(單位為圖元)。"
msgid "Maximum number of texture array layers."
msgstr "紋理陣列的最大層數。"
msgid ""
"Maximum supported 1-dimensional texture size (in pixels on a single axis)."
msgstr "支援的一維紋理的最大尺寸(單軸圖元數)。"
msgid ""
"Maximum supported 2-dimensional texture size (in pixels on a single axis)."
msgstr "支援的二維紋理的最大尺寸(單軸圖元數)。"
msgid ""
"Maximum supported 3-dimensional texture size (in pixels on a single axis)."
msgstr "支援的三維紋理的最大尺寸(單軸圖元數)。"
msgid ""
"Maximum supported cubemap texture size (in pixels on a single axis of a "
"single face)."
msgstr "支援的立方體貼圖紋理的最大尺寸(單軸圖元數)。"
msgid "Maximum number of textures per shader stage."
msgstr "每個著色器階段的最大紋理數。"
msgid "Maximum number of samplers per shader stage."
msgstr "每個著色器階段的最大取樣器數。"
msgid ""
"Maximum number of [url=https://vkguide.dev/docs/chapter-4/"
"storage_buffers/]storage buffers[/url] per shader stage."
msgstr ""
"每個著色器階段的最大[url=https://vkguide.dev/docs/chapter-4/storage_buffers/]"
"儲存緩衝[/url]數。"
msgid "Maximum number of storage images per shader stage."
msgstr "每個著色器階段的最大儲存圖像數。"
msgid ""
"Maximum size of a push constant. A lot of devices are limited to 128 bytes, "
"so try to avoid exceeding 128 bytes in push constants to ensure compatibility "
"even if your GPU is reporting a higher value."
msgstr ""
"推送常數的最大大小。許多裝置都有 128 位元組的限制,所以即便你的 GPU 彙報的值更"
"大,也請嘗試避免讓推送常數超過 127 位元組,從而確保相容性。"
msgid "Maximum size of a uniform buffer."
msgstr "Uniform 緩衝的最大大小。"
msgid "Maximum vertex input attribute offset."
msgstr "頂點輸入屬性的最大偏移。"
msgid "Maximum number of vertex input attributes."
msgstr "頂點輸入屬性的最大數量。"
msgid "Maximum number of vertex input bindings."
msgstr "頂點輸入綁定的最大數量。"
msgid "Maximum vertex input binding stride."
msgstr "頂點輸入綁定的最大步幅。"
msgid "Minimum uniform buffer offset alignment."
msgstr "Uniform 緩衝的最小偏移對齊。"
msgid "Maximum shared memory size for compute shaders."
msgstr "計算著色器的最大共用記憶體大小。"
msgid "Maximum number of workgroups for compute shaders on the X axis."
msgstr "計算著色器在 X 軸上的最大工作組數量。"
msgid "Maximum number of workgroups for compute shaders on the Y axis."
msgstr "計算著色器在 Y 軸上的最大工作組數量。"
msgid "Maximum number of workgroups for compute shaders on the Z axis."
msgstr "計算著色器在 Z 軸上的最大工作組數量。"
msgid "Maximum number of workgroup invocations for compute shaders."
msgstr "計算著色器的最大工作組呼叫數量。"
msgid "Maximum workgroup size for compute shaders on the X axis."
msgstr "計算著色器在 X 軸上的最大工作組大小。"
msgid "Maximum workgroup size for compute shaders on the Y axis."
msgstr "計算著色器在 Y 軸上的最大工作組大小。"
msgid "Maximum workgroup size for compute shaders on the Z axis."
msgstr "計算著色器在 Z 軸上的最大工作組大小。"
msgid "Maximum viewport width (in pixels)."
msgstr "視口的最大寬度(單位為圖元)。"
msgid "Maximum viewport height (in pixels)."
msgstr "視口的最大高度(單位為圖元)。"
msgid "Memory taken by textures."
msgstr "紋理佔用的記憶體。"
msgid "Memory taken by buffers."
msgstr "緩衝區佔用的記憶體。"
msgid ""
"Total memory taken. This is greater than the sum of [constant "
"MEMORY_TEXTURES] and [constant MEMORY_BUFFERS], as it also includes "
"miscellaneous memory usage."
msgstr ""
"記憶體中佔用。比 [constant MEMORY_TEXTURES] 和 [constant MEMORY_BUFFERS] 的總"
"和要大,因為還會包含其他雜項記憶體佔用。"
msgid "Returned by functions that return an ID if a value is invalid."
msgstr "返回 ID 的函式會在值無效時返回此值。"
msgid "Returned by functions that return a format ID if a value is invalid."
msgstr "返回格式 ID 的函式會在值無效時返回此值。"
msgid "Server for anything visible."
msgstr "任何可見的東西的伺服器。"
msgid ""
"The rendering server is the API backend for everything visible. The whole "
"scene system mounts on it to display. The rendering server is completely "
"opaque: the internals are entirely implementation-specific and cannot be "
"accessed.\n"
"The rendering server can be used to bypass the scene/[Node] system entirely. "
"This can improve performance in cases where the scene system is the "
"bottleneck, but won't improve performance otherwise (for instance, if the GPU "
"is already fully utilized).\n"
"Resources are created using the [code]*_create[/code] functions. These "
"functions return [RID]s which are not references to the objects themselves, "
"but opaque [i]pointers[/i] towards these objects.\n"
"All objects are drawn to a viewport. You can use the [Viewport] attached to "
"the [SceneTree] or you can create one yourself with [method viewport_create]. "
"When using a custom scenario or canvas, the scenario or canvas needs to be "
"attached to the viewport using [method viewport_set_scenario] or [method "
"viewport_attach_canvas].\n"
"[b]Scenarios:[/b] In 3D, all visual objects must be associated with a "
"scenario. The scenario is a visual representation of the world. If accessing "
"the rendering server from a running game, the scenario can be accessed from "
"the scene tree from any [Node3D] node with [method Node3D.get_world_3d]. "
"Otherwise, a scenario can be created with [method scenario_create].\n"
"Similarly, in 2D, a canvas is needed to draw all canvas items.\n"
"[b]3D:[/b] In 3D, all visible objects are comprised of a resource and an "
"instance. A resource can be a mesh, a particle system, a light, or any other "
"3D object. In order to be visible resources must be attached to an instance "
"using [method instance_set_base]. The instance must also be attached to the "
"scenario using [method instance_set_scenario] in order to be visible. "
"RenderingServer methods that don't have a prefix are usually 3D-specific (but "
"not always).\n"
"[b]2D:[/b] In 2D, all visible objects are some form of canvas item. In order "
"to be visible, a canvas item needs to be the child of a canvas attached to a "
"viewport, or it needs to be the child of another canvas item that is "
"eventually attached to the canvas. 2D-specific RenderingServer methods "
"generally start with [code]canvas_*[/code].\n"
"[b]Headless mode:[/b] Starting the engine with the [code]--headless[/code] "
"[url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line "
"argument[/url] disables all rendering and window management functions. Most "
"functions from [RenderingServer] will return dummy values in this case."
msgstr ""
"渲染伺服器是所有可見內容的 API 後端。整個場景系統都掛載在它上面來顯示。渲染服"
"務器是完全不透明的:內部實作完全取決於具體的實作,無法進行存取。\n"
"使用渲染伺服器可以完全繞過場景和 [Node] 系統。如果場景系統是瓶頸所在,那麼這樣"
"做就可以提升性能,否則無法提升性能(例如已經完全利用 GPU 的情況)。\n"
"資源是使用 [code]*_create[/code] 函式建立的。這些函式返回的 [RID] 並不是對對象"
"本身的引用,而是指向這些物件的不透明[i]指標[/i]。\n"
"所有物件都會被繪製到視口中。你可以使用附加到 [SceneTree] 的 [Viewport],或者也"
"可以使用 [method viewport_create] 自行建立。使用自訂場景或畫布時,需要使用 "
"[method viewport_set_scenario] 或 [method viewport_attach_canvas] 將場景或畫布"
"附加到視口。\n"
"[b]場景:[/b]在 3D 中所有可視物件都必須與一個場景Scenario相關聯。場景是"
"世界的視覺化表示。如果要從正在運作的遊戲中存取渲染伺服器,那麼就可以使用 "
"[method Node3D.get_world_3d] 從任何 [Node3D] 節點的場景樹存取該場景。此外,也"
"可以使用 [method scenario_create] 建立場景。\n"
"在 2D 中也是類似的需要一個畫布Canvas來繪製所有的畫布項。\n"
"[b]3D[/b]在 3D 中所有可視物件都由資源Resource和實例Instance組成。"
"資源可以是網格、粒子系統、燈光或任何其他 3D 物件。為了使資源可見,必須使用 "
"[method instance_set_base] 將其附加到一個實例。該實例還必須使用 [method "
"instance_set_scenario] 附加到場景中才可見。不帶前綴的 RenderingServer 方法通常"
"都是針對 3D 的(但也有例外)。\n"
"[b]2D[/b]在 2D 中所有可見物件都是某種形式的畫布項Canvas Item。為了使畫"
"布項可見,就需要讓它成為附加到視口的畫布的子項,或者需要讓它成為其他畫布項的子"
"項,但這些畫布項最終也需要是畫布的子項。針對 2D 的 RenderingServer 方法一般都"
"以 [code]canvas_*[/code] 開頭。\n"
"[b]無頭模式:[/b]使用 [code]--headless[/code] [url=$DOCS_URL/tutorials/editor/"
"command_line_tutorial.html]命令列參數[/url]啟動引擎將禁用所有渲染和窗口管理功"
"能。在這種情況下,[RenderingServer] 中的大多數函式將返回虛值。"
msgid "Optimization using Servers"
msgstr "使用伺服器進行優化"
msgid ""
"Bakes the material data of the Mesh passed in the [param base] parameter with "
"optional [param material_overrides] to a set of [Image]s of size [param "
"image_size]. Returns an array of [Image]s containing material properties as "
"specified in [enum BakeChannels]."
msgstr ""
"使用可選的 [param material_overrides],將 [param base] 參數中傳遞的 Mesh 的材"
"質資料,烘焙為一組大小為 [param image_size] 的 [Image]。返回包含 [enum "
"BakeChannels] 中指定的材質屬性的 [Image] 陣列。"
msgid ""
"As the RenderingServer actual logic may run on an separate thread, accessing "
"its internals from the main (or any other) thread will result in errors. To "
"make it easier to run code that can safely access the rendering internals "
"(such as [RenderingDevice] and similar RD classes), push a callable via this "
"function so it will be executed on the render thread."
msgstr ""
"由於 RenderingServer 實際邏輯可能在單獨的執行緒上運作,從主(或任何其他)執行"
"緒存取其內部將導致錯誤。為了更輕鬆地運作可以安全地運作的程式碼存取渲染內部(例"
"如[RenderingDevice] 和類似的RD 類別),透過此函式推送可呼叫函式,以便它將在渲"
"染線程上執行。"
msgid ""
"Creates a camera attributes object and adds it to the RenderingServer. It can "
"be accessed with the RID that is returned. This RID will be used in all "
"[code]camera_attributes_[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [CameraAttributes]."
msgstr ""
"建立相機屬性物件並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這"
"個 RID 會在所有 [code]camera_attributes_[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價資源為 [CameraAttributes]。"
msgid ""
"Sets the parameters to use with the auto-exposure effect. These parameters "
"take on the same meaning as their counterparts in [CameraAttributes] and "
"[CameraAttributesPractical]."
msgstr ""
"設定用於自動曝光效果的參數。這些參數與 [CameraAttributes] 和 "
"[CameraAttributesPractical] 中的對應參數具有相同的含義。"
msgid ""
"Sets the parameters to use with the DOF blur effect. These parameters take on "
"the same meaning as their counterparts in [CameraAttributesPractical]."
msgstr ""
"設定用於 DOF 模糊效果的參數。這些參數與 [CameraAttributesPractical] 中的對應參"
"數具有相同的含義。"
msgid ""
"Sets the shape of the DOF bokeh pattern. Different shapes may be used to "
"achieve artistic effect, or to meet performance targets. For more detail on "
"available options see [enum DOFBokehShape]."
msgstr ""
"設定 DOF 散景圖案的形狀。可以使用不同的形狀來達到藝術效果,或達到性能目標。有"
"關可用選項的更多詳細資訊,請參閱 [enum DOFBokehShape]。"
msgid ""
"Sets the quality level of the DOF blur effect to one of the options in [enum "
"DOFBlurQuality]. [param use_jitter] can be used to jitter samples taken "
"during the blur pass to hide artifacts at the cost of looking more fuzzy."
msgstr ""
"將 DOF 模糊效果的品質級別設定為 [enum DOFBlurQuality] 中的選項之一。[param "
"use_jitter] 可用於抖動模糊過程中採集的樣本,以隱藏偽影,代價是看起來更模糊。"
msgid ""
"Sets the exposure values that will be used by the renderers. The "
"normalization amount is used to bake a given Exposure Value (EV) into "
"rendering calculations to reduce the dynamic range of the scene.\n"
"The normalization factor can be calculated from exposure value (EV100) as "
"follows:\n"
"[codeblock]\n"
"func get_exposure_normalization(float ev100):\n"
" \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n"
"[/codeblock]\n"
"The exposure value can be calculated from aperture (in f-stops), shutter "
"speed (in seconds), and sensitivity (in ISO) as follows:\n"
"[codeblock]\n"
"func get_exposure(float aperture, float shutter_speed, float sensitivity):\n"
" return log2((aperture * aperture) / shutterSpeed * (100.0 / "
"sensitivity))\n"
"[/codeblock]"
msgstr ""
"設定渲染器所使用的曝光值。正規化量用於將給定的曝光值Exposure ValueEV烘焙"
"進渲染計算,從而降低場景的動態範圍。\n"
"可以用如下方法根據曝光值EV100來計算正規化係數\n"
"[codeblock]\n"
"func get_exposure_normalization(float ev100):\n"
" \t\t\t return 1.0 / (pow(2.0, ev100) * 1.2)\n"
"[/codeblock]\n"
"可以使用如下方法根據光圈(單位為 F 值)、快門速度(單位為秒)、感光度(單位為 "
"ISO來計算曝光值\n"
"[codeblock]\n"
"func get_exposure(float aperture, float shutter_speed, float sensitivity):\n"
" return log2((aperture * aperture) / shutterSpeed * (100.0 / "
"sensitivity))\n"
"[/codeblock]"
msgid ""
"Creates a 3D camera and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]camera_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [Camera3D]."
msgstr ""
"建立 3D 相機並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]camera_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價節點為 [Camera3D]。"
msgid ""
"Sets the camera_attributes created with [method camera_attributes_create] to "
"the given camera."
msgstr ""
"將使用 [method camera_attributes_create] 建立的 camera_attributes 設定給給定的"
"相機。"
msgid ""
"Sets the cull mask associated with this camera. The cull mask describes which "
"3D layers are rendered by this camera. Equivalent to [member Camera3D."
"cull_mask]."
msgstr ""
"設定與該相機關聯的剔除遮罩。剔除遮罩描述了該相機渲染了哪些 3D 圖層。相當於 "
"[member Camera3D.cull_mask]。"
msgid ""
"Sets the environment used by this camera. Equivalent to [member Camera3D."
"environment]."
msgstr "設定該相機使用的環境。相當於 [member Camera3D.environment]。"
msgid ""
"Sets camera to use frustum projection. This mode allows adjusting the [param "
"offset] argument to create \"tilted frustum\" effects."
msgstr ""
"將相機設定為使用視錐投影。該模式允許調整 [param offset] 參數以建立“傾斜視錐”效"
"果。"
msgid ""
"Sets camera to use orthogonal projection, also known as orthographic "
"projection. Objects remain the same size on the screen no matter how far away "
"they are."
msgstr ""
"將相機設定為使用正交投影,也稱為正射投影。物體在螢幕上保持相同的尺寸,無論它們"
"有多遠。"
msgid ""
"Sets camera to use perspective projection. Objects on the screen becomes "
"smaller when they are far away."
msgstr "將相機設定為使用透視投影。螢幕上的物體在遠處時變得更小。"
msgid "Sets [Transform3D] of camera."
msgstr "設定相機的 [Transform3D]。"
msgid ""
"If [code]true[/code], preserves the horizontal aspect ratio which is "
"equivalent to [constant Camera3D.KEEP_WIDTH]. If [code]false[/code], "
"preserves the vertical aspect ratio which is equivalent to [constant Camera3D."
"KEEP_HEIGHT]."
msgstr ""
"如果為 [code]true[/code],則保留水平長寬比,相當於 [constant Camera3D."
"KEEP_WIDTH]。如果為 [code]false[/code],則保留垂直長寬比,相當於 [constant "
"Camera3D.KEEP_HEIGHT]。"
msgid ""
"Creates a canvas and returns the assigned [RID]. It can be accessed with the "
"RID that is returned. This RID will be used in all [code]canvas_*[/code] "
"RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"Canvas has no [Resource] or [Node] equivalent."
msgstr ""
"建立畫布並返回分配的 [RID]。可以通過返回的 RID 進行存取。這個 RID 會在所有 "
"[code]canvas_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"沒有與畫布等價的 [Resource] 或 [Node]。"
msgid ""
"Draws a circle on the [CanvasItem] pointed to by the [param item] [RID]. See "
"also [method CanvasItem.draw_circle]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個圓圈。另見 [method "
"CanvasItem.draw_circle]。"
msgid ""
"If [param ignore] is [code]true[/code], ignore clipping on items drawn with "
"this canvas item until this is called again with [param ignore] set to false."
msgstr ""
"如果 [param ignore] 為 [code]true[/code],則忽略使用該畫布項繪製的專案的裁剪,"
"直到將 [param ignore] 設定為 false 時再次呼叫。"
msgid "See also [method CanvasItem.draw_lcd_texture_rect_region]."
msgstr "另見 [method CanvasItem.draw_lcd_texture_rect_region]。"
msgid ""
"Draws a line on the [CanvasItem] pointed to by the [param item] [RID]. See "
"also [method CanvasItem.draw_line]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上畫一條線。另見 [method CanvasItem."
"draw_line]。"
msgid ""
"Draws a mesh created with [method mesh_create] with given [param transform], "
"[param modulate] color, and [param texture]. This is used internally by "
"[MeshInstance2D]."
msgstr ""
"使用給定的 [param transform]、[param modulate] 顏色、和 [param texture] 繪製使"
"用 [method mesh_create] 建立的網格。這由 [MeshInstance2D] 內部使用。"
msgid "See also [method CanvasItem.draw_msdf_texture_rect_region]."
msgstr "另見 [method CanvasItem.draw_msdf_texture_rect_region]。"
msgid ""
"Draws a 2D multiline on the [CanvasItem] pointed to by the [param item] "
"[RID]. See also [method CanvasItem.draw_multiline] and [method CanvasItem."
"draw_multiline_colors]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上,繪製一個 2D 多線。另見 [method "
"CanvasItem.draw_multiline] 和 [method CanvasItem.draw_multiline_colors]。"
msgid ""
"Draws a 2D [MultiMesh] on the [CanvasItem] pointed to by the [param item] "
"[RID]. See also [method CanvasItem.draw_multimesh]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上,繪製一個 2D [MultiMesh]。另見 "
"[method CanvasItem.draw_multimesh]。"
msgid ""
"Draws a nine-patch rectangle on the [CanvasItem] pointed to by the [param "
"item] [RID]."
msgstr "在 [param item] [RID] 指向的 [CanvasItem] 上,繪製一個九宮格矩形。"
msgid ""
"Draws particles on the [CanvasItem] pointed to by the [param item] [RID]."
msgstr "在 [param item] [RID] 指向的 [CanvasItem] 上繪製粒子。"
msgid ""
"Draws a 2D polygon on the [CanvasItem] pointed to by the [param item] [RID]. "
"If you need more flexibility (such as being able to use bones), use [method "
"canvas_item_add_triangle_array] instead. See also [method CanvasItem."
"draw_polygon]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個 2D 多邊形。如果你需要更加"
"靈活的設定(例如能夠使用骨骼),請改用 [method "
"canvas_item_add_triangle_array]。另見 [method CanvasItem.draw_polygon]。"
msgid ""
"Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] [RID]. "
"See also [method CanvasItem.draw_polyline] and [method CanvasItem."
"draw_polyline_colors]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上,繪製一個 2D 折線。另見 [method "
"CanvasItem.draw_polyline] 和 [method CanvasItem.draw_polyline_colors]。"
msgid ""
"Draws a 2D primitive on the [CanvasItem] pointed to by the [param item] "
"[RID]. See also [method CanvasItem.draw_primitive]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個 2D 圖元。另見 [method "
"CanvasItem.draw_primitive]。"
msgid ""
"Draws a rectangle on the [CanvasItem] pointed to by the [param item] [RID]. "
"See also [method CanvasItem.draw_rect]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個矩形。另見 [method "
"CanvasItem.draw_rect]。"
msgid ""
"Sets a [Transform2D] that will be used to transform subsequent canvas item "
"commands."
msgstr "設定將被用於變換後續畫布項命令的 [Transform2D]。"
msgid ""
"Draws a 2D textured rectangle on the [CanvasItem] pointed to by the [param "
"item] [RID]. See also [method CanvasItem.draw_texture_rect] and [method "
"Texture2D.draw_rect]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個有紋理的 2D 矩形。另見 "
"[method CanvasItem.draw_texture_rect] 和 [method Texture2D.draw_rect]。"
msgid ""
"Draws the specified region of a 2D textured rectangle on the [CanvasItem] "
"pointed to by the [param item] [RID]. See also [method CanvasItem."
"draw_texture_rect_region] and [method Texture2D.draw_rect_region]."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個有紋理 2D 矩形的特定區域。"
"另見 [method CanvasItem.draw_texture_rect_region] 和 [method Texture2D."
"draw_rect_region]。"
msgid ""
"Draws a triangle array on the [CanvasItem] pointed to by the [param item] "
"[RID]. This is internally used by [Line2D] and [StyleBoxFlat] for rendering. "
"[method canvas_item_add_triangle_array] is highly flexible, but more complex "
"to use than [method canvas_item_add_polygon].\n"
"[b]Note:[/b] [param count] is unused and can be left unspecified."
msgstr ""
"在 [param item] [RID] 指向的 [CanvasItem] 上繪製一個三角形陣列。渲染 [Line2D] "
"和 [StyleBoxFlat] 時內部使用。[method canvas_item_add_triangle_array] 非常靈"
"活,但用起來要比 [method canvas_item_add_polygon] 複雜。\n"
"[b]注意:[/b][param count] 未使用,可以不指定。"
msgid "Clears the [CanvasItem] and removes all commands in it."
msgstr "清空 [CanvasItem] 並刪除其中的所有命令。"
msgid ""
"Creates a new CanvasItem instance and returns its [RID]. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]canvas_item_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [CanvasItem]."
msgstr ""
"新建 CanvasItem 實例並返回其 [RID]。可以通過返回的 RID 進行存取。這個 RID 會在"
"所有 [code]canvas_item_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價節點為 [CanvasItem]。"
msgid ""
"Sets the canvas group mode used during 2D rendering for the canvas item "
"specified by the [param item] RID. For faster but more limited clipping, use "
"[method canvas_item_set_clip] instead.\n"
"[b]Note:[/b] The equivalent node functionality is found in [CanvasGroup] and "
"[member CanvasItem.clip_children]."
msgstr ""
"設定對畫布項進行 2D 渲染時使用的畫布群組模式,畫布項由 [param item] RID 指定。"
"要使用更快速但局限性更大的裁剪,請改用 [method canvas_item_set_clip]。\n"
"[b]注意:[/b]等價的節點功能可以在 [CanvasGroup] 和 [member CanvasItem."
"clip_children] 中找到。"
msgid ""
"If [param clip] is [code]true[/code], makes the canvas item specified by the "
"[param item] RID not draw anything outside of its rect's coordinates. This "
"clipping is fast, but works only with axis-aligned rectangles. This means "
"that rotation is ignored by the clipping rectangle. For more advanced "
"clipping shapes, use [method canvas_item_set_canvas_group_mode] instead.\n"
"[b]Note:[/b] The equivalent node functionality is found in [member Label."
"clip_text], [RichTextLabel] (always enabled) and more."
msgstr ""
"如果 [param clip] 為 [code]true[/code],則畫布項不會在其矩形座標之外繪製內容,"
"畫布項由 [param item] RID 指定。這種裁剪很快,但只能用於軸對齊的矩形。也就是說"
"裁剪矩形會忽略旋轉。更高階的裁剪形狀請改用 [method "
"canvas_item_set_canvas_group_mode]。\n"
"[b]注意:[/b]等價的節點功能可以在 [member Label.clip_text]、[RichTextLabel]"
"(始終啟用)等處找到。"
msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
msgstr "設定 [CanvasItem] 以將矩形複製到背景緩衝區。"
msgid ""
"If [param use_custom_rect] is [code]true[/code], sets the custom visibility "
"rectangle (used for culling) to [param rect] for the canvas item specified by "
"[param item]. Setting a custom visibility rect can reduce CPU load when "
"drawing lots of 2D instances. If [param use_custom_rect] is [code]false[/"
"code], automatically computes a visibility rectangle based on the canvas "
"item's draw commands."
msgstr ""
"如果 [param use_custom_rect] 為 [code]true[/code],則將畫布項 [param item] 的"
"自訂可見性框設定為 [param rect](用於剔除)。設定自訂可見性框能夠在繪製大量 "
"2D 實例時降低 CPU 負載。如果 [param use_custom_rect] 為 [code]false[/code],則"
"會根據畫布項的繪製命令自動計算可見性框。"
msgid ""
"Sets the default texture filter mode for the canvas item specified by the "
"[param item] RID. Equivalent to [member CanvasItem.texture_filter]."
msgstr ""
"設定 RID 為 [param item] 的畫布項的預設紋理篩選模式。等價於 [member "
"CanvasItem.texture_filter]。"
msgid ""
"Sets the default texture repeat mode for the canvas item specified by the "
"[param item] RID. Equivalent to [member CanvasItem.texture_repeat]."
msgstr ""
"設定 RID 為 [param item] 的畫布項的預設紋理重複模式。等價於 [member "
"CanvasItem.texture_repeat]。"
msgid ""
"If [param enabled] is [code]true[/code], enables multichannel signed distance "
"field rendering mode for the canvas item specified by the [param item] RID. "
"This is meant to be used for font rendering, or with specially generated "
"images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url]."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則為 RID 為 [param item] 的畫布項啟"
"用多通道帶符號距離場渲染模式。旨在用於字形渲染,或針對使用 [url=https://"
"github.com/Chlumsky/msdfgen]msdfgen[/url] 生成的圖像。"
msgid ""
"If [param enabled] is [code]true[/code], draws the canvas item specified by "
"the [param item] RID behind its parent. Equivalent to [member CanvasItem."
"show_behind_parent]."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則為 RID 為 [param item] 的畫布項繪"
"製在父級之後。等價於 [member CanvasItem.show_behind_parent]。"
msgid "Sets the index for the [CanvasItem]."
msgstr "設定 [CanvasItem] 的索引。"
msgid ""
"Sets the light [param mask] for the canvas item specified by the [param item] "
"RID. Equivalent to [member CanvasItem.light_mask]."
msgstr ""
"設定 RID 為 [param item] 的畫布項的燈光遮罩 [param mask]。等價於 [member "
"CanvasItem.light_mask]。"
msgid ""
"Sets a new [param material] to the canvas item specified by the [param item] "
"RID. Equivalent to [member CanvasItem.material]."
msgstr ""
"設定 RID 為 [param item] 的畫布項的新材質 [param material]。等價於 [member "
"CanvasItem.material]。"
msgid ""
"Multiplies the color of the canvas item specified by the [param item] RID, "
"while affecting its children. See also [method "
"canvas_item_set_self_modulate]. Equivalent to [member CanvasItem.modulate]."
msgstr ""
"將 RID 為 [param item] 的畫布項的顏色與其相乘,子項也受影響。另見 [method "
"canvas_item_set_self_modulate]。等價於 [member CanvasItem.modulate]。"
msgid ""
"Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit "
"transform, modulation and visibility from its parent, like [CanvasItem] nodes "
"in the scene tree."
msgstr ""
"為 [CanvasItem] 設定父級 [CanvasItem]。該專案會從父級繼承變換、調變、可見性,"
"和場景樹中的 [CanvasItem] 節點一樣。"
msgid ""
"Multiplies the color of the canvas item specified by the [param item] RID, "
"without affecting its children. See also [method canvas_item_set_modulate]. "
"Equivalent to [member CanvasItem.self_modulate]."
msgstr ""
"將 RID 為 [param item] 的畫布項的顏色與其相乘,子項不受影響。另見 [method "
"canvas_item_set_modulate]。等價於 [member CanvasItem.self_modulate]。"
msgid ""
"If [param enabled] is [code]true[/code], child nodes with the lowest Y "
"position are drawn before those with a higher Y position. Y-sorting only "
"affects children that inherit from the canvas item specified by the [param "
"item] RID, not the canvas item itself. Equivalent to [member CanvasItem."
"y_sort_enabled]."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則會在繪製 Y 位置最低的子節點之後再"
"繪製 Y 位置較高的子節點。Y 排序僅影響繼承自該畫布項的子級,不影響畫布項自身,"
"該畫布項由 [param item] RID 指定。等價於 [member CanvasItem.y_sort_enabled]。"
msgid ""
"Sets the [param transform] of the canvas item specified by the [param item] "
"RID. This affects where and how the item will be drawn. Child canvas items' "
"transforms are multiplied by their parent's transform. Equivalent to [member "
"Node2D.transform]."
msgstr ""
"將 RID 為 [param item] 的畫布項的變換設定為 [param transform]。會影響該畫布項"
"繪製的位置和方法。子級畫布項的變換會與父級變換相乘。等價於 [member Node2D."
"transform]。"
msgid "Sets if the [CanvasItem] uses its parent's material."
msgstr "設定 [CanvasItem] 是否使用其父級的材質。"
msgid ""
"Sets the rendering visibility layer associated with this [CanvasItem]. Only "
"[Viewport] nodes with a matching rendering mask will render this [CanvasItem]."
msgstr ""
"設定與這個 [CanvasItem] 關聯的渲染可見性層。只有渲染遮罩與此配對的 [Viewport] "
"節點才會渲染這個 [CanvasItem]。"
msgid ""
"Sets the given [CanvasItem] as visibility notifier. [param area] defines the "
"area of detecting visibility. [param enter_callable] is called when the "
"[CanvasItem] enters the screen, [param exit_callable] is called when the "
"[CanvasItem] exits the screen. If [param enable] is [code]false[/code], the "
"item will no longer function as notifier.\n"
"This method can be used to manually mimic [VisibleOnScreenNotifier2D]."
msgstr ""
"將給定的 [CanvasItem] 設定為可見性通知器。[param area] 定義可見性檢查的區域。"
"[CanvasItem] 進入螢幕時會呼叫 [param enter_callable][CanvasItem] 退出螢幕時"
"會呼叫 [param exit_callable]。如果 [param enable] 為 [code]false[/code],則該"
"專案將不再作為通知器。\n"
"這個方法可用於手動模仿 [VisibleOnScreenNotifier2D]。"
msgid "Sets the visibility of the [CanvasItem]."
msgstr "設定 [CanvasItem] 的可見性。"
msgid ""
"If this is enabled, the Z index of the parent will be added to the children's "
"Z index."
msgstr "如果啟用此選項,則父項的 Z 索引將新增到子項的 Z 索引中。"
msgid ""
"Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn "
"first)."
msgstr "設定 [CanvasItem] 的 Z 索引,即它的繪製順序(首先繪製數值較低的索引)。"
msgid ""
"Attaches the canvas light to the canvas. Removes it from its previous canvas."
msgstr "將畫布燈連接到畫布上,並將其從以前的畫布中取出。"
msgid ""
"Creates a canvas light and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]canvas_light_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [Light2D]."
msgstr ""
"建立畫布燈光並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]canvas_light_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價節點為 [Light2D]。"
msgid ""
"Attaches a light occluder to the canvas. Removes it from its previous canvas."
msgstr "將光遮擋物新增到畫布上,並將其從之前的畫布中移除。"
msgid ""
"Creates a light occluder and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]canvas_light_occluder_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [LightOccluder2D]."
msgstr ""
"建立光線遮擋器並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]canvas_light_occluder_*[/code] RenderingServer 函式中使"
"用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價節點為 [LightOccluder2D]。"
msgid "Enables or disables light occluder."
msgstr "啟用或禁用遮光器。"
msgid ""
"The light mask. See [LightOccluder2D] for more information on light masks."
msgstr "光線遮罩。詳情請參閱 [LightOccluder2D]。"
msgid "Sets a light occluder's polygon."
msgstr "設定光遮擋物的多邊形。"
msgid "Sets a light occluder's [Transform2D]."
msgstr "設定光遮擋物的 [Transform2D]。"
msgid ""
"Sets the blend mode for the given canvas light. See [enum "
"CanvasLightBlendMode] for options. Equivalent to [member Light2D.blend_mode]."
msgstr ""
"設定給定畫布燈光的混合模式。選項見 [enum CanvasLightBlendMode]。等價於 "
"[member Light2D.blend_mode]。"
msgid "Sets the color for a light."
msgstr "設定燈光的顏色。"
msgid "Enables or disables a canvas light."
msgstr "啟用或禁用畫布燈。"
msgid "Sets a canvas light's energy."
msgstr "設定畫布燈的能量。"
msgid "Sets a canvas light's height."
msgstr "設定畫布燈的高度。"
msgid ""
"The binary mask used to determine which layers this canvas light's shadows "
"affects. See [LightOccluder2D] for more information on light masks."
msgstr ""
"用於確定此畫布燈光陰影影響哪些圖層的二進位蒙版。有關光遮罩的更多資訊,請參閱 "
"[LightOccluder2D]。"
msgid "The layer range that gets rendered with this light."
msgstr "使用此燈光渲染的圖層範圍。"
msgid "The mode of the light, see [enum CanvasLightMode] constants."
msgstr "光的模式,詳見[enum CanvasLightMode]。"
msgid "Sets the color of the canvas light's shadow."
msgstr "設定畫布燈的陰影顏色。"
msgid "Enables or disables the canvas light's shadow."
msgstr "啟用或禁用畫布燈的陰影。"
msgid ""
"Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] "
"constants."
msgstr "設定畫布燈的陰影篩檢程式,詳見 [enum CanvasLightShadowFilter] 。"
msgid "Smoothens the shadow. The lower, the smoother."
msgstr "使陰影變得平滑。數值越低越光滑。"
msgid ""
"Sets the texture to be used by a [PointLight2D]. Equivalent to [member "
"PointLight2D.texture]."
msgstr ""
"設定 [PointLight2D] 所使用的紋理。相當於 [member PointLight2D.texture]。"
msgid ""
"Sets the offset of a [PointLight2D]'s texture. Equivalent to [member "
"PointLight2D.offset]."
msgstr "設定 [PointLight2D] 紋理的偏移量。相當於 [member PointLight2D.offset]。"
msgid ""
"Sets the scale factor of a [PointLight2D]'s texture. Equivalent to [member "
"PointLight2D.texture_scale]."
msgstr ""
"設定 [PointLight2D] 紋理的縮放係數。相當於 [member PointLight2D."
"texture_scale]。"
msgid "Sets the canvas light's [Transform2D]."
msgstr "設定畫布燈的 [Transform2D]。"
msgid ""
"Sets the Z range of objects that will be affected by this light. Equivalent "
"to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
msgstr ""
"設定將受此光影響的對象的 Z 範圍。相當於 [member Light2D.range_z_min] 和 "
"[member Light2D.range_z_max]。"
msgid ""
"Creates a new light occluder polygon and adds it to the RenderingServer. It "
"can be accessed with the RID that is returned. This RID will be used in all "
"[code]canvas_occluder_polygon_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [OccluderPolygon2D]."
msgstr ""
"新建光線遮擋多邊形並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。"
"這個 RID 會在所有 [code]canvas_occluder_polygon_*[/code] RenderingServer 函式"
"中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價節點為 [OccluderPolygon2D]。"
msgid ""
"Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] "
"constants."
msgstr "設定遮擋多邊形剔除模式。詳見 [enum CanvasOccluderPolygonCullMode] 。"
msgid "Sets the shape of the occluder polygon."
msgstr "設定遮擋多邊形的形狀。"
msgid ""
"A copy of the canvas item will be drawn with a local offset of the mirroring "
"[Vector2]."
msgstr "畫布專案的副本將以鏡像的局部偏移量[Vector2]被繪製。"
msgid "Modulates all colors in the given canvas."
msgstr "調變給定畫布中的所有顏色。"
msgid ""
"Sets the [member ProjectSettings.rendering/2d/shadow_atlas/size] to use for "
"[Light2D] shadow rendering (in pixels). The value is rounded up to the "
"nearest power of 2."
msgstr ""
"設定 [Light2D] 陰影渲染時使用的 [member ProjectSettings.rendering/2d/"
"shadow_atlas/size](單位為圖元)。該值會向上取整到最接近的 2 的冪。"
msgid ""
"Creates a canvas texture and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]canvas_texture_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method. See also [method "
"texture_2d_create].\n"
"[b]Note:[/b] The equivalent resource is [CanvasTexture] and is only meant to "
"be used in 2D rendering, not 3D."
msgstr ""
"建立畫布紋理並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]canvas_texture_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。另"
"見 [method texture_2d_create]。\n"
"[b]注意:[/b]等價資源為 [CanvasTexture],應該僅用於 2D 渲染,不用於 3D。"
msgid ""
"Sets the [param channel]'s [param texture] for the canvas texture specified "
"by the [param canvas_texture] RID. Equivalent to [member CanvasTexture."
"diffuse_texture], [member CanvasTexture.normal_texture] and [member "
"CanvasTexture.specular_texture]."
msgstr ""
"為畫布紋理設定 [param channel] 通道的紋理 [param texture],該畫布紋理由 RID "
"[param canvas_texture] 指定。等價於 [member CanvasTexture.diffuse_texture]、"
"[member CanvasTexture.normal_texture] 和 [member CanvasTexture."
"specular_texture]。"
msgid ""
"Sets the [param base_color] and [param shininess] to use for the canvas "
"texture specified by the [param canvas_texture] RID. Equivalent to [member "
"CanvasTexture.specular_color] and [member CanvasTexture.specular_shininess]."
msgstr ""
"為畫布紋理設定 [param base_color] 和 [param shininess],該畫布紋理由 RID "
"[param canvas_texture] 指定。等價於 [member CanvasTexture.specular_color] 和 "
"[member CanvasTexture.specular_shininess]。"
msgid ""
"Sets the texture [param filter] mode to use for the canvas texture specified "
"by the [param canvas_texture] RID."
msgstr ""
"為畫布紋理設定紋理篩選模式 [param filter],該畫布紋理由 RID [param "
"canvas_texture] 指定。"
msgid ""
"Sets the texture [param repeat] mode to use for the canvas texture specified "
"by the [param canvas_texture] RID."
msgstr ""
"為畫布紋理設定紋理重複模式 [param repeat],該畫布紋理由 RID [param "
"canvas_texture] 指定。"
msgid ""
"Creates a RenderingDevice that can be used to do draw and compute operations "
"on a separate thread. Cannot draw to the screen nor share data with the "
"global RenderingDevice.\n"
"[b]Note:[/b] When using the OpenGL backend or when running in headless mode, "
"this function always returns [code]null[/code]."
msgstr ""
"建立一個 RenderingDevice可以用來在單獨的執行緒上進行繪製和計算操作。不能繪製"
"到螢幕上,也不能與全域的 RenderingDevice 共用資料。\n"
"[b]注意:[/b]使用 OpenGL 後端或在無頭模式下運作時,這個函式始終返回 "
"[code]null[/code] 。"
msgid ""
"Creates a decal and adds it to the RenderingServer. It can be accessed with "
"the RID that is returned. This RID will be used in all [code]decal_*[/code] "
"RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this decal to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [Decal]."
msgstr ""
"建立裝飾並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID 會"
"在所有 [code]decal_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"如果要將這個裝飾放置到場景中,請使用返回的 RID 呼叫 [method "
"instance_set_base],將其附加至某個實例上。\n"
"[b]注意:[/b]等價節點為 [Decal]。"
msgid ""
"Sets the [param albedo_mix] in the decal specified by the [param decal] RID. "
"Equivalent to [member Decal.albedo_mix]."
msgstr ""
"為裝飾設定 [param albedo_mix],該裝飾由 RID [param decal] 指定。等價於 "
"[member Decal.albedo_mix]。"
msgid ""
"Sets the cull [param mask] in the decal specified by the [param decal] RID. "
"Equivalent to [member Decal.cull_mask]."
msgstr ""
"為裝飾設定剔除遮罩 [param mask],該裝飾由 RID [param decal] 指定。等價於 "
"[member Decal.cull_mask]。"
msgid ""
"Sets the distance fade parameters in the decal specified by the [param decal] "
"RID. Equivalent to [member Decal.distance_fade_enabled], [member Decal."
"distance_fade_begin] and [member Decal.distance_fade_length]."
msgstr ""
"為裝飾設定距離淡出參數,該裝飾由 RID [param decal] 指定。等價於 [member Decal."
"distance_fade_enabled]、[member Decal.distance_fade_begin] 和 [member Decal."
"distance_fade_length]。"
msgid ""
"Sets the emission [param energy] in the decal specified by the [param decal] "
"RID. Equivalent to [member Decal.emission_energy]."
msgstr ""
"為裝飾設定自發光能量 [param energy],該裝飾由 RID [param decal] 指定。等價於 "
"[member Decal.emission_energy]。"
msgid ""
"Sets the upper fade ([param above]) and lower fade ([param below]) in the "
"decal specified by the [param decal] RID. Equivalent to [member Decal."
"upper_fade] and [member Decal.lower_fade]."
msgstr ""
"為裝飾設定上側淡出([param above])和下側淡出([param below]),該裝飾由 RID "
"[param decal] 指定。等價於 [member Decal.upper_fade] 和 [member Decal."
"lower_fade]。"
msgid ""
"Sets the color multiplier in the decal specified by the [param decal] RID to "
"[param color]. Equivalent to [member Decal.modulate]."
msgstr ""
"將裝飾的顏色乘數設定為 [param color],該裝飾由 RID [param decal] 指定。等價於 "
"[member Decal.modulate]。"
msgid ""
"Sets the normal [param fade] in the decal specified by the [param decal] RID. "
"Equivalent to [member Decal.normal_fade]."
msgstr ""
"設定 RID 為 [param decal] 的裝飾的法線淡出 [param fade]。等價於 [member Decal."
"normal_fade]。"
msgid ""
"Sets the [param size] of the decal specified by the [param decal] RID. "
"Equivalent to [member Decal.size]."
msgstr ""
"設定 RID 為 [param decal] 的裝飾的大小 [param size]。等價於 [member Decal."
"size]。"
msgid ""
"Sets the [param texture] in the given texture [param type] slot for the "
"specified decal. Equivalent to [method Decal.set_texture]."
msgstr ""
"設定指定裝飾中給定紋理型別插槽 [param type] 的紋理 [param texture]。等價於 "
"[method Decal.set_texture]。"
msgid ""
"Sets the texture [param filter] mode to use when rendering decals. This "
"parameter is global and cannot be set on a per-decal basis."
msgstr ""
"設定渲染裝飾時所使用的紋理篩選模式 [param filter]。這個參數是全域的,無法針對"
"某個裝飾單獨設定。"
msgid ""
"Creates a directional light and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID can be used in most "
"[code]light_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this directional light to an instance using "
"[method instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [DirectionalLight3D]."
msgstr ""
"建立平行光並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID "
"會在大多數 [code]light_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"如果要將這個平行光放置到場景中,請使用返回的 RID 呼叫 [method "
"instance_set_base],將其附加至某個實例上。\n"
"[b]注意:[/b]等價節點為 [DirectionalLight3D]。"
msgid ""
"Sets the [param size] of the directional light shadows in 3D. See also "
"[member ProjectSettings.rendering/lights_and_shadows/directional_shadow/"
"size]. This parameter is global and cannot be set on a per-viewport basis."
msgstr ""
"設定 3D 方向燈光的陰影大小 [param size]。另見 [member ProjectSettings."
"rendering/lights_and_shadows/directional_shadow/size]。這個參數是全域的,無法"
"針對某個視口單獨設定。"
msgid ""
"Sets the filter [param quality] for directional light shadows in 3D. See also "
"[member ProjectSettings.rendering/lights_and_shadows/directional_shadow/"
"soft_shadow_filter_quality]. This parameter is global and cannot be set on a "
"per-viewport basis."
msgstr ""
"設定 3D 方向燈光的陰影篩選品質 [param quality]。另見 [member ProjectSettings."
"rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality]。"
"這個參數是全域的,無法針對某個視口單獨設定。"
msgid ""
"Generates and returns an [Image] containing the radiance map for the "
"specified [param environment] RID's sky. This supports built-in sky material "
"and custom sky shaders. If [param bake_irradiance] is [code]true[/code], the "
"irradiance map is saved instead of the radiance map. The radiance map is used "
"to render reflected light, while the irradiance map is used to render ambient "
"light. See also [method sky_bake_panorama].\n"
"[b]Note:[/b] The image is saved in linear color space without any tonemapping "
"performed, which means it will look too dark if viewed directly in an image "
"editor.\n"
"[b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated "
"panorama to have square pixels. For radiance maps, there is no point in using "
"a height greater than [member Sky.radiance_size], as it won't increase "
"detail. Irradiance maps only contain low-frequency data, so there is usually "
"no point in going past a size of 128×64 pixels when saving an irradiance map."
msgstr ""
"生成並返回包含 [param environment] RID 中的天空的輻射度貼圖的 [Image]。支援內"
"置天空材質和自訂天空著色器。如果 [param bake_irradiance] 為 [code]true[/"
"code],則保存的是輻照度貼圖,而不是輻射度貼圖。輻射度貼圖用於渲染反射光,而輻"
"照度貼圖用於渲染環境光。另見 [method sky_bake_panorama]。\n"
"[b]注意:[/b]圖像使用線性色彩空間保存,未執行任何色調對應,也就是說如果在圖像"
"編輯器中查看會顯得太暗。\n"
"[b]注意:[/b]要讓生成的全景圖擁有正方形的圖元,[param size] 的長寬比應該為 "
"2:1。輻射度貼圖的高度超過 [member Sky.radiance_size] 沒有意義,不會增加細節。"
"輻照度僅包含低頻資料,保存時超過 128×64 圖元通常沒有意義。"
msgid ""
"Creates an environment and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all "
"[code]environment_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Environment]."
msgstr ""
"建立環境並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID 會"
"在所有 [code]environment_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價資源為 [Environment]。"
msgid ""
"If [param enable] is [code]true[/code], enables bicubic upscaling for glow "
"which improves quality at the cost of performance. Equivalent to [member "
"ProjectSettings.rendering/environment/glow/upscale_mode]."
msgstr ""
"如果 [param enable] 為 [code]true[/code],則會為輝光啟用雙三次插值,能夠犧牲性"
"能、提升品質。等價於 [member ProjectSettings.rendering/environment/glow/"
"upscale_mode]。"
msgid ""
"Sets the values to be used with the \"adjustments\" post-process effect. See "
"[Environment] for more details."
msgstr "設定用於“調整”後期處理效果的數值。詳見 [Environment]。"
msgid ""
"Sets the values to be used for ambient light rendering. See [Environment] for "
"more details."
msgstr "設定用於環境光渲染的數值。詳見 [Environment]。"
msgid ""
"Sets the environment's background mode. Equivalent to [member Environment."
"background_mode]."
msgstr "設定環境的背景模式。等價於 [member Environment.background_mode]。"
msgid ""
"Color displayed for clear areas of the scene. Only effective if using the "
"[constant ENV_BG_COLOR] background mode."
msgstr "場景中清屏區域的顏色。僅在使用 [constant ENV_BG_COLOR] 背景模式時有效。"
msgid "Sets the intensity of the background color."
msgstr "設定背景顏色的強度。"
msgid "Sets the maximum layer to use if using Canvas background mode."
msgstr "如果使用畫布背景模式,設定要使用的最大層數。"
msgid ""
"Configures fog for the specified environment RID. See [code]fog_*[/code] "
"properties in [Environment] for more information."
msgstr ""
"為指定的環境 RID 配置霧。詳見 [Environment] 中的 [code]fog_*[/code] 屬性。"
msgid ""
"Configures glow for the specified environment RID. See [code]glow_*[/code] "
"properties in [Environment] for more information."
msgstr ""
"為指定的環境 RID 配置輝光。詳見 [Environment] 中的 [code]glow_*[/code] 屬性。"
msgid ""
"Configures signed distance field global illumination for the specified "
"environment RID. See [code]sdfgi_*[/code] properties in [Environment] for "
"more information."
msgstr ""
"為指定的環境 RID 配置帶符號距離場全域光照。詳見 [Environment] 中的 "
"[code]sdfgi_*[/code] 屬性。"
msgid ""
"Sets the number of frames to use for converging signed distance field global "
"illumination. Equivalent to [member ProjectSettings.rendering/"
"global_illumination/sdfgi/frames_to_converge]."
msgstr ""
"設定用於聚合帶符號距離場全域光照的影格數。等價於 [member ProjectSettings."
"rendering/global_illumination/sdfgi/frames_to_converge]。"
msgid ""
"Sets the update speed for dynamic lights' indirect lighting when computing "
"signed distance field global illumination. Equivalent to [member "
"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]."
msgstr ""
"設定計算帶符號距離場全域光照時動態燈光間接光照的更新速度。等價於 [member "
"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights]。"
msgid ""
"Sets the number of rays to throw per frame when computing signed distance "
"field global illumination. Equivalent to [member ProjectSettings.rendering/"
"global_illumination/sdfgi/probe_ray_count]."
msgstr ""
"設定計算帶符號距離場全域光照時每影格射出的光線數。等價於 [member "
"ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count]。"
msgid ""
"Sets the [Sky] to be used as the environment's background when using "
"[i]BGMode[/i] sky. Equivalent to [member Environment.sky]."
msgstr ""
"設定當使用 [i]BGMode[/i] 天空時被用作環境背景的 [Sky]。相當於 [member "
"Environment.sky]。"
msgid ""
"Sets a custom field of view for the background [Sky]. Equivalent to [member "
"Environment.sky_custom_fov]."
msgstr "為背景 [Sky] 設定自訂視野。相當於 [member Environment.sky_custom_fov]。"
msgid ""
"Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
"to [member Environment.sky_rotation], where the rotation vector is used to "
"construct the [Basis]."
msgstr ""
"設定被表示為 [Basis] 的背景 [Sky] 的旋轉。相當於 [member Environment."
"sky_rotation],其中旋轉向量用於建構該 [Basis]。"
msgid ""
"Sets the variables to be used with the screen-space ambient occlusion (SSAO) "
"post-process effect. See [Environment] for more details."
msgstr ""
"設定螢幕空間環境光遮蔽SSAO後期處理效果所使用的變數。詳情見 [Environment]。"
msgid ""
"Sets the quality level of the screen-space ambient occlusion (SSAO) post-"
"process effect. See [Environment] for more details."
msgstr ""
"設定螢幕空間環境光遮蔽SSAO後期處理效果的品質級別。詳情見 [Environment]。"
msgid ""
"Sets the quality level of the screen-space indirect lighting (SSIL) post-"
"process effect. See [Environment] for more details."
msgstr ""
"設定螢幕空間間接照明SSIL後期處理效果的品質級別。詳情見 [Environment]。"
msgid ""
"Sets the variables to be used with the screen-space reflections (SSR) post-"
"process effect. See [Environment] for more details."
msgstr "設定螢幕空間反射SSR後期處理效果所使用的變數。詳情見 [Environment]。"
msgid ""
"Sets the variables to be used with the \"tonemap\" post-process effect. See "
"[Environment] for more details."
msgstr "設定“色調對應”後期處理效果所使用的變數。詳情見 [Environment]。"
msgid ""
"Sets the variables to be used with the volumetric fog post-process effect. "
"See [Environment] for more details."
msgstr "設定體積霧後期處理效果所使用的變數。詳情見 [Environment]。"
msgid ""
"Enables filtering of the volumetric fog scattering buffer. This results in "
"much smoother volumes with very few under-sampling artifacts."
msgstr ""
"啟用體積霧散射緩衝區的篩選。這會產生更平滑的體積,並且幾乎沒有欠取樣偽影。"
msgid ""
"Sets the resolution of the volumetric fog's froxel buffer. [param size] is "
"modified by the screen's aspect ratio and then used to set the width and "
"height of the buffer. While [param depth] is directly used to set the depth "
"of the buffer."
msgstr ""
"設定體積霧的片段體素緩衝區解析度。[param size] 會被螢幕的縱橫比修改,用於設定"
"緩衝區的寬度和高度。[param depth] 則用於設定緩衝區的深度。"
msgid ""
"Creates a new fog volume and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]fog_volume_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [FogVolume]."
msgstr ""
"新建霧體積並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID "
"會在所有 [code]fog_volume_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價節點為 [FogVolume]。"
msgid ""
"Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a "
"custom [ShaderMaterial]."
msgstr ""
"設定該霧體積的 [Material]。可以是 [FogMaterial],也可以是自訂的 "
"[ShaderMaterial]。"
msgid ""
"Sets the shape of the fog volume to either [constant RenderingServer."
"FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], "
"[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer."
"FOG_VOLUME_SHAPE_WORLD]."
msgstr ""
"將霧體積的形狀設定為 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、"
"[constant RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER]、[constant RenderingServer.FOG_VOLUME_SHAPE_BOX] "
"或 [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD]。"
msgid ""
"Sets the size of the fog volume when shape is [constant RenderingServer."
"FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer."
"FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] "
"or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX]."
msgstr ""
"設定形狀為 [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID]、[constant "
"RenderingServer.FOG_VOLUME_SHAPE_CONE]、[constant RenderingServer."
"FOG_VOLUME_SHAPE_CYLINDER] 或 [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] "
"時,霧體積的大小。"
msgid "Forces redrawing of all viewports at once."
msgstr "立即強制重繪所有的視口。"
msgid ""
"Forces a synchronization between the CPU and GPU, which may be required in "
"certain cases. Only call this when needed, as CPU-GPU synchronization has a "
"performance cost."
msgstr ""
"強制在 CPU 和 GPU 之間進行同步,某些情況下是必須的。請只在需要時呼叫,因為 "
"CPU-GPU 同步對性能有影響。"
msgid ""
"Tries to free an object in the RenderingServer. To avoid memory leaks, this "
"should be called after using an object as memory management does not occur "
"automatically when using RenderingServer directly."
msgstr ""
"嘗試釋放 RenderingServer 中的某個物件。為了避免記憶體洩漏,應該在使用完物件後"
"調用,因為直接使用 RenderingServer 時不會自動進行記憶體管理。"
msgid ""
"Returns the default clear color which is used when a specific clear color has "
"not been selected. See also [method set_default_clear_color]."
msgstr ""
"返回預設清屏顏色,會在沒有選擇特定的清屏顏色時使用。另見 [method "
"set_default_clear_color]。"
msgid ""
"Returns the time taken to setup rendering on the CPU in milliseconds. This "
"value is shared across all viewports and does [i]not[/i] require [method "
"viewport_set_measure_render_time] to be enabled on a viewport to be queried. "
"See also [method viewport_get_measured_render_time_cpu]."
msgstr ""
"返回在 CPU 上設定渲染所消耗的時間,單位為毫秒。這個值是所有視口共用的,[i]不需"
"要[/i]在查詢的視口上啟用 [method viewport_set_measure_render_time]。另見 "
"[method viewport_get_measured_render_time_cpu]。"
msgid ""
"Returns the global RenderingDevice.\n"
"[b]Note:[/b] When using the OpenGL backend or when running in headless mode, "
"this function always returns [code]null[/code]."
msgstr ""
"返回全域的 RenderingDevice。\n"
"[b]注意:[/b]當使用 OpenGL 後端或在無頭模式下運作時,這個函式始終返回 "
"[code]null[/code]。"
msgid ""
"Returns a statistic about the rendering engine which can be used for "
"performance profiling. See [enum RenderingServer.RenderingInfo] for a list of "
"values that can be queried. See also [method viewport_get_render_info], which "
"returns information specific to a viewport.\n"
"[b]Note:[/b] Only 3D rendering is currently taken into account by some of "
"these values, such as the number of draw calls.\n"
"[b]Note:[/b] Rendering information is not available until at least 2 frames "
"have been rendered by the engine. If rendering information is not available, "
"[method get_rendering_info] returns [code]0[/code]. To print rendering "
"information in [code]_ready()[/code] successfully, use the following:\n"
"[codeblock]\n"
"func _ready():\n"
" for _i in 2:\n"
" await get_tree().process_frame\n"
"\n"
" print(RenderingServer."
"get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))\n"
"[/codeblock]"
msgstr ""
"返回關於渲染引擎的統計資訊,能夠用於性能分析。能夠查詢的值的列表見 [enum "
"RenderingServer.RenderingInfo]。另見 [method viewport_get_render_info],返回的"
"是某個視口的相關資訊。\n"
"[b]注意:[/b]部分值目前僅考慮 3D 渲染,例如繪製呼叫的數量。\n"
"[b]注意:[/b]引擎渲染至少 2 影格後渲染資訊才可用。渲染資訊不可用時 [method "
"get_rendering_info] 返回 [code]0[/code]。要在 [code]_ready()[/code] 中成功輸出"
"渲染資訊,請使用如下程式碼:\n"
"[codeblock]\n"
"func _ready():\n"
" for _i in 2:\n"
" await get_tree().process_frame\n"
"\n"
" print(RenderingServer."
"get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))\n"
"[/codeblock]"
msgid "Returns the parameters of a shader."
msgstr "返回著色器的參數。"
msgid ""
"Returns the RID of the test cube. This mesh will be created and returned on "
"the first call to [method get_test_cube], then it will be cached for "
"subsequent calls. See also [method make_sphere_mesh]."
msgstr ""
"返回測試立方體的 RID。首次呼叫 [method get_test_cube] 時會建立並返回該網格,然"
"後為後續呼叫快取。另見 [method make_sphere_mesh]。"
msgid ""
"Returns the RID of a 256×256 texture with a testing pattern on it (in "
"[constant Image.FORMAT_RGB8] format). This texture will be created and "
"returned on the first call to [method get_test_texture], then it will be "
"cached for subsequent calls. See also [method get_white_texture].\n"
"Example of getting the test texture and applying it to a [Sprite2D] node:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_test_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgstr ""
"返回帶有測試圖案的 256×256 紋理(格式為 [constant Image.FORMAT_RGB8])。首次呼"
"叫 [method get_test_texture] 時會建立並返回該紋理,然後為後續呼叫快取。另見 "
"[method get_white_texture]。\n"
"獲取測試紋理並將其套用至 [Sprite2D] 節點的範例:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_test_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgid ""
"Returns the version of the graphics video adapter [i]currently in use[/i] (e."
"g. \"1.2.189\" for Vulkan, \"3.3.0 NVIDIA 510.60.02\" for OpenGL). This "
"version may be different from the actual latest version supported by the "
"hardware, as Godot may not always request the latest version. See also "
"[method OS.get_video_adapter_driver_info].\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
"返回[i]目前使用的[/i]圖形視訊卡的版本例如Vulkan 為“1.2.189”OpenGL "
"為“3.3.0 NVIDIA 510.60.02”)。該版本可能與硬體支援的實際最新版本不同,因為 "
"Godot 可能並不總是要求最新版本。另見 [method OS."
"get_video_adapter_driver_info]。\n"
"[b]注意:[/b]當運作無頭或伺服器可執行檔時,該函式返回一個空字串。"
msgid ""
"Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/SSE2\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string.\n"
"[b]Note:[/b] On the web platform, some browsers such as Firefox may report a "
"different, fixed GPU name such as \"GeForce GTX 980\" (regardless of the "
"user's actual GPU model). This is done to make fingerprinting more difficult."
msgstr ""
"傳回視訊適配器的名稱例如「GeForce GTX 1080/PCIe/SSE2」。\n"
"[b]注意:[/b] 執行無頭或伺服器二進位檔案時,此函式傳回空字串。\n"
"[b]注意:[/b] 在網路平台上,某些瀏覽器(例如 Firefox可能會報告不同的固定 "
"GPU 名稱例如「GeForce GTX 980」無論使用者的實際 GPU 型號為何)。這樣做是為"
"了使指紋辨識更加困難。"
msgid ""
"Returns the type of the video adapter. Since dedicated graphics cards from a "
"given generation will [i]usually[/i] be significantly faster than integrated "
"graphics made in the same generation, the device type can be used as a basis "
"for automatic graphics settings adjustment. However, this is not always true, "
"so make sure to provide users with a way to manually override graphics "
"settings.\n"
"[b]Note:[/b] When using the OpenGL backend or when running in headless mode, "
"this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER]."
msgstr ""
"返回視訊卡的型別。由於給定代的專用顯卡[i]通常[/i]明顯快於同一代製造的集成顯"
"卡,因此裝置型別可用作自動圖形設定調整的基礎。然而,這並不總是正確的,因此請確"
"保為使用者提供一種手動覆蓋圖形設定的方法。\n"
"[b]注意:[/b]當使用 OpenGL 後端或在無頭模式下運作時,該函式始終返回 [constant "
"RenderingDevice.DEVICE_TYPE_OTHER]。"
msgid ""
"Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
"[b]Note:[/b] When running a headless or server binary, this function returns "
"an empty string."
msgstr ""
"返回視訊卡的供應商(例如 \"NVIDIA Corporation\")。\n"
"[b]注意:[/b]當運作精簡或伺服器可執行檔時,該函式返回一個空字串。"
msgid ""
"Returns the ID of a 4×4 white texture (in [constant Image.FORMAT_RGB8] "
"format). This texture will be created and returned on the first call to "
"[method get_white_texture], then it will be cached for subsequent calls. See "
"also [method get_test_texture].\n"
"Example of getting the white texture and applying it to a [Sprite2D] node:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_white_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgstr ""
"返回 4×4 的白色紋理(格式為 [constant Image.FORMAT_RGB8])。首次呼叫 [method "
"get_white_texture] 時會建立並返回該紋理,然後為後續呼叫快取。另見 [method "
"get_test_texture]。\n"
"獲取測試紋理並將其套用至 [Sprite2D] 節點的範例:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_white_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgid ""
"If [param half_resolution] is [code]true[/code], renders [VoxelGI] and SDFGI "
"([member Environment.sdfgi_enabled]) buffers at halved resolution on each "
"axis (e.g. 960×540 when the viewport size is 1920×1080). This improves "
"performance significantly when VoxelGI or SDFGI is enabled, at the cost of "
"artifacts that may be visible on polygon edges. The loss in quality becomes "
"less noticeable as the viewport resolution increases. [LightmapGI] rendering "
"is not affected by this setting. Equivalent to [member ProjectSettings."
"rendering/global_illumination/gi/use_half_resolution]."
msgstr ""
"如果 [param half_resolution] 為 [code]true[/code],則每個軸上都會使用一半的分"
"辨率渲染 [VoxelGI] 和 SDFGI[member Environment.sdfgi_enabled])緩衝區(例如"
"視口大小為 1920×1080 時使用 960×540。啟用 VoxelGI 或 SDFGI 時,這樣做能夠顯"
"著提升性能,但代價是多邊形邊緣可能產生顯示問題。視口解析度越高,越不容易注意到"
"品質的損失。[LightmapGI] 的渲染不受這個設定的影響。等價於 [member "
"ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。"
msgid ""
"Creates a new global shader uniform.\n"
"[b]Note:[/b] Global shader parameter names are case-sensitive."
msgstr ""
"新建全域著色器 uniform。\n"
"[b]注意:[/b]全域著色器參數名稱是大小寫敏感的。"
msgid ""
"Returns the value of the global shader uniform specified by [param name].\n"
"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
"penalty as the rendering thread needs to synchronize with the calling thread, "
"which is slow. Do not use this method during gameplay to avoid stuttering. If "
"you need to read values in a script after setting them, consider creating an "
"autoload where you store the values you need to query at the same time you're "
"setting them as global parameters."
msgstr ""
"返回名稱為 [param name] 的全域著色器 uniform 的值。\n"
"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染"
"執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用"
"這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參"
"數的同時保存一份你需要查詢的值。"
msgid ""
"Returns the list of global shader uniform names.\n"
"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
"penalty as the rendering thread needs to synchronize with the calling thread, "
"which is slow. Do not use this method during gameplay to avoid stuttering. If "
"you need to read values in a script after setting them, consider creating an "
"autoload where you store the values you need to query at the same time you're "
"setting them as global parameters."
msgstr ""
"返回全域著色器 uniform 名稱的列表。\n"
"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染"
"執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用"
"這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參"
"數的同時保存一份你需要查詢的值。"
msgid ""
"Returns the type associated to the global shader uniform specified by [param "
"name].\n"
"[b]Note:[/b] [method global_shader_parameter_get] has a large performance "
"penalty as the rendering thread needs to synchronize with the calling thread, "
"which is slow. Do not use this method during gameplay to avoid stuttering. If "
"you need to read values in a script after setting them, consider creating an "
"autoload where you store the values you need to query at the same time you're "
"setting them as global parameters."
msgstr ""
"返回與名稱為 [param name] 的全域著色器 uniform 相關聯的型別。\n"
"[b]注意:[/b][method global_shader_parameter_get] 存在較大的性能損耗,因為渲染"
"執行緒需要與呼叫執行緒同步,這個過程比較慢。為了避免卡頓,請勿在遊戲過程中使用"
"這個方法。如果你需要在設定後在腳本中讀取,請考慮建立一個自動載入,在設定全域參"
"數的同時保存一份你需要查詢的值。"
msgid "Removes the global shader uniform specified by [param name]."
msgstr "移除名稱為 [param name] 的全域著色器 Uniform。"
msgid "Sets the global shader uniform [param name] to [param value]."
msgstr "將名稱為 [param name] 的全域著色器 Uniform 設定為 [param value]。"
msgid ""
"Overrides the global shader uniform [param name] with [param value]. "
"Equivalent to the [ShaderGlobalsOverride] node."
msgstr ""
"使用 [param value] 覆蓋名稱為 [param name] 的全域著色器 Uniform。等價於 "
"[ShaderGlobalsOverride] 節點。"
msgid ""
"Returns [code]true[/code] if changes have been made to the RenderingServer's "
"data. [method force_draw] is usually called if this happens."
msgstr ""
"如果對 RenderingServer 的資料進行了更改,則返回 [code]true[/code]。如果發生這"
"種情況,通常會呼叫 [method force_draw]。"
msgid "Not yet implemented. Always returns [code]false[/code]."
msgstr "還沒有實作。總是返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if the OS supports a certain [param feature]. "
"Features might be [code]s3tc[/code], [code]etc[/code], and [code]etc2[/code]."
msgstr ""
"如果作業系統支援某個功能 [param feature],則返回 [code]true[/code]。功能可以"
"是 [code]s3tc[/code]、[code]etc[/code]、[code]etc2[/code]。"
msgid ""
"Attaches a unique Object ID to instance. Object ID must be attached to "
"instance for proper culling with [method instances_cull_aabb], [method "
"instances_cull_convex], and [method instances_cull_ray]."
msgstr ""
"將唯一的物件 ID 附加到實例上。必須將物件 ID 附加到實例上,以便通過 [method "
"instances_cull_aabb]、[method instances_cull_convex] 和 [method "
"instances_cull_ray] 進行正確的篩除。"
msgid ""
"Attaches a skeleton to an instance. Removes the previous skeleton from the "
"instance."
msgstr "將骨架附加到實例。並從實例中移除之前骨架。"
msgid ""
"Creates a visual instance and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]instance_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"An instance is a way of placing a 3D object in the scenario. Objects like "
"particles, meshes, reflection probes and decals need to be associated with an "
"instance to be visible in the scenario using [method instance_set_base].\n"
"[b]Note:[/b] The equivalent node is [VisualInstance3D]."
msgstr ""
"建立可視實例並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]instance_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"實例可以將 3D 物件放置到場景中。粒子、網格、反射探查、裝飾等物件都需要使用 "
"[method instance_set_base] 與實例關聯,才能顯示在場景中。\n"
"[b]注意:[/b]等價節點為 [VisualInstance3D]。"
msgid ""
"Creates a visual instance, adds it to the RenderingServer, and sets both base "
"and scenario. It can be accessed with the RID that is returned. This RID will "
"be used in all [code]instance_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method. This is a shorthand for using "
"[method instance_create] and setting the base and scenario manually."
msgstr ""
"建立可視實例並將其新增到 RenderingServer、設定基礎和場景。可以通過返回的 RID "
"進行存取。這個 RID 會在大多數 [code]instance_*[/code] RenderingServer 函式中使"
"用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。這"
"是使用 [method instance_create] 並手動設定基礎和場景的快捷方式。"
msgid ""
"Returns the value of the per-instance shader uniform from the specified 3D "
"geometry instance. Equivalent to [method GeometryInstance3D."
"get_instance_shader_parameter].\n"
"[b]Note:[/b] Per-instance shader parameter names are case-sensitive."
msgstr ""
"返回指定 3D 幾何體實例的單實例著色器 uniform 的值。等價於 [method "
"GeometryInstance3D.get_instance_shader_parameter]。\n"
"[b]注意:[/b]單實例著色器參數的名稱是大小寫敏感的。"
msgid ""
"Returns the default value of the per-instance shader uniform from the "
"specified 3D geometry instance. Equivalent to [method GeometryInstance3D."
"get_instance_shader_parameter]."
msgstr ""
"返回指定 3D 幾何體實例的單實例著色器 uniform 的預設值。等價於 [method "
"GeometryInstance3D.get_instance_shader_parameter]。"
msgid ""
"Returns a dictionary of per-instance shader uniform names of the per-instance "
"shader uniform from the specified 3D geometry instance. The returned "
"dictionary is in PropertyInfo format, with the keys [code]name[/code], "
"[code]class_name[/code], [code]type[/code], [code]hint[/code], "
"[code]hint_string[/code] and [code]usage[/code]. Equivalent to [method "
"GeometryInstance3D.get_instance_shader_parameter]."
msgstr ""
"返回指定 3D 幾何體實例的單實例著色器名稱字典。返回的字典使用 PropertyInfo 格"
"式,包含 [code]name[/code]、[code]class_name[/code]、[code]type[/code]、"
"[code]hint[/code]、[code]hint_string[/code] 以及 [code]usage[/code] 等鍵。等價"
"於 [method GeometryInstance3D.get_instance_shader_parameter]。"
msgid ""
"Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
"Equivalent to [member GeometryInstance3D.cast_shadow]."
msgstr ""
"將陰影的投射設定設定為 [enum ShadowCastingSetting] 之一。相當於 [member "
"GeometryInstance3D.cast_shadow]。"
msgid ""
"Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
"more details."
msgstr ""
"設定給定的 [enum InstanceFlags] 旗標。更多細節請參閱 [enum InstanceFlags]。"
msgid ""
"Sets the lightmap GI instance to use for the specified 3D geometry instance. "
"The lightmap UV scale for the specified instance (equivalent to [member "
"GeometryInstance3D.gi_lightmap_scale]) and lightmap atlas slice must also be "
"specified."
msgstr ""
"為指定的 3D 幾何體實例設定要使用的光照貼圖 GI 實例。必須同時指定該實例的光照貼"
"圖 UV 縮放(等價於 [member GeometryInstance3D.gi_lightmap_scale])和光照貼圖合"
"集切片。"
msgid ""
"Sets the level of detail bias to use when rendering the specified 3D geometry "
"instance. Higher values result in higher detail from further away. Equivalent "
"to [member GeometryInstance3D.lod_bias]."
msgstr ""
"為指定的 3D 幾何體實例設定要使用的細節級別偏置。值越高,距離較遠時的細節也會越"
"高。等價於 [member GeometryInstance3D.lod_bias]。"
msgid ""
"Sets a material that will be rendered for all surfaces on top of active "
"materials for the mesh associated with this instance. Equivalent to [member "
"GeometryInstance3D.material_overlay]."
msgstr ""
"設定一個材質,該材質將在與該實例關聯的網格的活動材質之上,為所有表面渲染。相當"
"於[member GeometryInstance3D.material_overlay]。"
msgid ""
"Sets a material that will override the material for all surfaces on the mesh "
"associated with this instance. Equivalent to [member GeometryInstance3D."
"material_override]."
msgstr ""
"設定一種材質,該材質將覆蓋與此實例關聯的網格上的所有表面的材質。相當於 "
"[member GeometryInstance3D.material_override]。"
msgid ""
"Sets the per-instance shader uniform on the specified 3D geometry instance. "
"Equivalent to [method GeometryInstance3D.set_instance_shader_parameter]."
msgstr ""
"設定指定的 3D 幾何體實例的單實例著色器 uniform。等價於 [method "
"GeometryInstance3D.set_instance_shader_parameter]。"
msgid ""
"Sets the transparency for the given geometry instance. Equivalent to [member "
"GeometryInstance3D.transparency].\n"
"A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] is "
"fully transparent. Values greater than [code]0.0[/code] (exclusive) will "
"force the geometry's materials to go through the transparent pipeline, which "
"is slower to render and can exhibit rendering issues due to incorrect "
"transparency sorting. However, unlike using a transparent material, setting "
"[param transparency] to a value greater than [code]0.0[/code] (exclusive) "
"will [i]not[/i] disable shadow rendering.\n"
"In spatial shaders, [code]1.0 - transparency[/code] is set as the default "
"value of the [code]ALPHA[/code] built-in.\n"
"[b]Note:[/b] [param transparency] is clamped between [code]0.0[/code] and "
"[code]1.0[/code], so this property cannot be used to make transparent "
"materials more opaque than they originally are."
msgstr ""
"設定給定幾何體實例的透明度。相當於 [member GeometryInstance3D."
"transparency]。\n"
"透明度為 [code]0.0[/code] 時完全不透明,為 [code]1.0[/code] 時則完全透明。如果"
"值比 [code]0.0[/code] 大,則會強制讓幾何體的材質經過透明管線,渲染起來相對較"
"慢,可能由於錯誤的透明排序而產生渲染問題。不過,與使用透明材質不同,將 [param "
"transparency] 設定為比 [code]0.0[/code] 大的值[i]不會[/i]禁用陰影的渲染。\n"
"在空間著色器中,內建 [code]ALPHA[/code] 的預設值為 [code]1.0 - transparency[/"
"code]。\n"
"[b]注意:[/b][param transparency] 會被鉗制在 [code]0.0[/code] 和 [code]1.0[/"
"code] 的範圍內,所以這個屬性無法讓透明材質比原來更不透明。"
msgid ""
"Sets the visibility range values for the given geometry instance. Equivalent "
"to [member GeometryInstance3D.visibility_range_begin] and related properties."
msgstr ""
"設定給定幾何實例的可見性範圍值。相當於 [member GeometryInstance3D."
"visibility_range_begin] 和相關屬性。"
msgid ""
"Sets the base of the instance. A base can be any of the 3D objects that are "
"created in the RenderingServer that can be displayed. For example, any of the "
"light types, mesh, multimesh, particle system, reflection probe, decal, "
"lightmap, voxel GI and visibility notifiers are all types that can be set as "
"the base of an instance in order to be displayed in the scenario."
msgstr ""
"設定實例的基礎。基礎可以是在 RenderingServer 中建立的任何可以顯示的 3D 物件。"
"例如,任何光源型別、網格、多重網格、粒子系統、反射探查、裝飾、光照貼圖、體素 "
"GI 和可見性通知器都可以設定為實例的基礎,以便在場景中顯示。"
msgid "Sets the weight for a given blend shape associated with this instance."
msgstr "設定與該實例相關的特定混合形狀的權重。"
msgid ""
"Sets a custom AABB to use when culling objects from the view frustum. "
"Equivalent to setting [member GeometryInstance3D.custom_aabb]."
msgstr ""
"設定將物件從視錐中剔除時使用的自訂 AABB。相當於設定 [member "
"GeometryInstance3D.custom_aabb]。"
msgid ""
"Sets a margin to increase the size of the AABB when culling objects from the "
"view frustum. This allows you to avoid culling objects that fall outside the "
"view frustum. Equivalent to [member GeometryInstance3D.extra_cull_margin]."
msgstr ""
"設定將對象從視錐中剔除時為 AABB 增加的邊距大小。這樣就可以避免剔除落在視錐外的"
"對象。相當於 [member GeometryInstance3D.extra_cull_margin]。"
msgid ""
"If [code]true[/code], ignores both frustum and occlusion culling on the "
"specified 3D geometry instance. This is not the same as [member "
"GeometryInstance3D.ignore_occlusion_culling], which only ignores occlusion "
"culling and leaves frustum culling intact."
msgstr ""
"如果為 [code]true[/code],則會忽略指定 3D 幾何體實例的視錐剔除和遮擋剔除。和 "
"[member GeometryInstance3D.ignore_occlusion_culling] 不同,後者只會忽略遮擋剔"
"除,仍會保留視錐剔除。"
msgid ""
"Sets the render layers that this instance will be drawn to. Equivalent to "
"[member VisualInstance3D.layers]."
msgstr "設定這個實例要繪製到的渲染層。相當於 [member VisualInstance3D.layers]。"
msgid ""
"Sets the sorting offset and switches between using the bounding box or "
"instance origin for depth sorting."
msgstr "設定排序偏移量,並在使用包圍框還是實例原點進行深度排序之間進行切換。"
msgid ""
"Sets the scenario that the instance is in. The scenario is the 3D world that "
"the objects will be displayed in."
msgstr "設定實例所在的場景。場景是物件將在其中顯示的 3D 世界。"
msgid ""
"Sets the override material of a specific surface. Equivalent to [method "
"MeshInstance3D.set_surface_override_material]."
msgstr ""
"設定指定表面的覆蓋材質。相當於 [method MeshInstance3D."
"set_surface_override_material]。"
msgid ""
"Sets the world space transform of the instance. Equivalent to [member Node3D."
"transform]."
msgstr "設定該實例的世界空間變換。相當於 [member Node3D.transform]。"
msgid ""
"Sets the visibility parent for the given instance. Equivalent to [member "
"Node3D.visibility_parent]."
msgstr "設定給定實例的可見性父級。相當於 [member Node3D.visibility_parent]。"
msgid ""
"Sets whether an instance is drawn or not. Equivalent to [member Node3D."
"visible]."
msgstr "設定是否繪製實例。相當於 [member Node3D.visible]。"
msgid ""
"Returns an array of object IDs intersecting with the provided AABB. Only 3D "
"nodes that inherit from [VisualInstance3D] are considered, such as "
"[MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope."
"instance_from_id] to obtain the actual nodes. A scenario RID must be "
"provided, which is available in the [World3D] you want to query. This forces "
"an update for all resources queued to update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
"返回與提供的 AABB 相交的物件 ID 的陣列。僅考慮繼承自 [VisualInstance3D] 的 3D "
"節點,例如 [MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method "
"@GlobalScope.instance_from_id] 來獲取實際節點。必須提供一個場景 RID且它在要"
"查詢的 [World3D] 中可用。這會強制更新所有已被佇列以等待更新的資源。\n"
"[b]警告:[/b]該函式主要供編輯器使用。對於遊戲中的用例,最好是物理碰撞。"
msgid ""
"Returns an array of object IDs intersecting with the provided convex shape. "
"Only 3D nodes that inherit from [VisualInstance3D] are considered, such as "
"[MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope."
"instance_from_id] to obtain the actual nodes. A scenario RID must be "
"provided, which is available in the [World3D] you want to query. This forces "
"an update for all resources queued to update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
"返回與提供的凸形相交的物件 ID 的陣列。僅考慮繼承自 [VisualInstance3D] 的 3D 節"
"點,例如 [MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method "
"@GlobalScope.instance_from_id] 以獲取實際節點。必須提供場景 RID且它在要查詢"
"的 [World3D] 中可用。這會強制更新所有已被佇列以等待更新的資源。\n"
"[b]警告:[/b]該函式主要供編輯器使用。對於遊戲中的用例,最好是物理碰撞。"
msgid ""
"Returns an array of object IDs intersecting with the provided 3D ray. Only 3D "
"nodes that inherit from [VisualInstance3D] are considered, such as "
"[MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope."
"instance_from_id] to obtain the actual nodes. A scenario RID must be "
"provided, which is available in the [World3D] you want to query. This forces "
"an update for all resources queued to update.\n"
"[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
"game use cases, prefer physics collision."
msgstr ""
"返回與提供的 3D 射線相交的物件 ID 的陣列。僅考慮繼承自 [VisualInstance3D] 的 "
"3D 節點,例如 [MeshInstance3D] 或 [DirectionalLight3D]。可使用 [method "
"@GlobalScope.instance_from_id] 以獲取實際節點。必須提供場景 RID且它在你要查"
"詢的 [World3D] 中可用。這會強制更新所有已被佇列以等待更新的資源。\n"
"[b]警告:[/b]該函式主要供編輯器使用。對於遊戲中的用例,最好是物理碰撞。"
msgid ""
"If [code]true[/code], this directional light will blend between shadow map "
"splits resulting in a smoother transition between them. Equivalent to [member "
"DirectionalLight3D.directional_shadow_blend_splits]."
msgstr ""
"如果為 [code]true[/code],則該平行光將在陰影貼圖分割之間混合,從而在它們之間產"
"生更平滑的過渡。相當於 [member DirectionalLight3D."
"directional_shadow_blend_splits]。"
msgid ""
"Sets the shadow mode for this directional light. Equivalent to [member "
"DirectionalLight3D.directional_shadow_mode]. See [enum "
"LightDirectionalShadowMode] for options."
msgstr ""
"設定該平行光的陰影模式。相當於 [member DirectionalLight3D."
"directional_shadow_mode]。有關選項,請參閱 [enum LightDirectionalShadowMode]。"
msgid ""
"If [code]true[/code], this light will not be used for anything except sky "
"shaders. Use this for lights that impact your sky shader that you may want to "
"hide from affecting the rest of the scene. For example, you may want to "
"enable this when the sun in your sky shader falls below the horizon."
msgstr ""
"如果為 [code]true[/code],則該燈光將不會被用於除天空著色器之外的任何內容。將其"
"用於影響天空著色器的燈光,可能希望隱藏這些燈光以免影響場景的其餘部分。例如,當"
"天空著色器中的太陽落在地平線以下時,可能希望啟用該功能。"
msgid ""
"Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual "
"paraboloid is faster but may suffer from artifacts. Equivalent to [member "
"OmniLight3D.omni_shadow_mode]."
msgstr ""
"設定是使用雙抛物面還是立方體貼圖作為陰影貼圖。雙抛物面速度更快,但可能會出現偽"
"影。相當於 [member OmniLight3D.omni_shadow_mode]。"
msgid ""
"Sets the texture filter mode to use when rendering light projectors. This "
"parameter is global and cannot be set on a per-light basis."
msgstr ""
"設定渲染光線投射器時使用的紋理篩選模式。這個參數是全域的,不能單獨針對某個燈光"
"進行設定。"
msgid ""
"Sets the bake mode to use for the specified 3D light. Equivalent to [member "
"Light3D.light_bake_mode]."
msgstr ""
"設定指定 3D 燈光所使用的烘焙模式。相當於 [member Light3D.light_bake_mode]。"
msgid "Sets the color of the light. Equivalent to [member Light3D.light_color]."
msgstr "設定燈光的顏色。相當於 [member Light3D.light_color]。"
msgid ""
"Sets the cull mask for this 3D light. Lights only affect objects in the "
"selected layers. Equivalent to [member Light3D.light_cull_mask]."
msgstr ""
"設定該 3D 燈光的剔除遮罩。燈光僅影響選定層中的物件。相當於 [member Light3D."
"light_cull_mask]。"
msgid ""
"Sets the distance fade for this 3D light. This acts as a form of level of "
"detail (LOD) and can be used to improve performance. Equivalent to [member "
"Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], [member "
"Light3D.distance_fade_shadow], and [member Light3D.distance_fade_length]."
msgstr ""
"設定該 3D 燈光的淡入淡出距離。這充當了一種多細節層次LOD的形式可用於提高"
"性能。相當於 [member Light3D.distance_fade_enabled]、[member Light3D."
"distance_fade_begin]、[member Light3D.distance_fade_shadow] 和 [member "
"Light3D.distance_fade_length]。"
msgid ""
"Sets the maximum SDFGI cascade in which the 3D light's indirect lighting is "
"rendered. Higher values allow the light to be rendered in SDFGI further away "
"from the camera."
msgstr ""
"設定渲染 3D 燈光間接光照時的 SDFGI 最大級聯數。較高的值能夠讓遠離相機的燈光在 "
"SDFGI 中渲染。"
msgid ""
"If [code]true[/code], the 3D light will subtract light instead of adding "
"light. Equivalent to [member Light3D.light_negative]."
msgstr ""
"如果為 [code]true[/code],則該 3D 燈光會扣除光照而不是增加。等價於 [member "
"Light3D.light_negative]。"
msgid ""
"Sets the specified 3D light parameter. See [enum LightParam] for options. "
"Equivalent to [method Light3D.set_param]."
msgstr ""
"設定指定的 3D 燈光參數。選項見 [enum LightParam]。等價於 [method Light3D."
"set_param]。"
msgid ""
"Sets the projector texture to use for the specified 3D light. Equivalent to "
"[member Light3D.light_projector]."
msgstr ""
"設定指定 3D 燈光使用的投射器紋理。等價於 [member Light3D.light_projector]。"
msgid ""
"If [code]true[/code], reverses the backface culling of the mesh. This can be "
"useful when you have a flat mesh that has a light behind it. If you need to "
"cast a shadow on both sides of the mesh, set the mesh to use double-sided "
"shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
"to [member Light3D.shadow_reverse_cull_face]."
msgstr ""
"如果為 [code]true[/code],則反轉網格的背面剔除。當有一個背後有燈光的平面網格"
"時,這會很有用。如果需要在網格的兩側投射陰影,請使用 [method "
"instance_geometry_set_cast_shadows_setting],將網格設定為使用雙面陰影。相當於 "
"[member Light3D.shadow_reverse_cull_face]。"
msgid ""
"If [code]true[/code], light will cast shadows. Equivalent to [member Light3D."
"shadow_enabled]."
msgstr ""
"如果為 [code]true[/code],則燈光會投射陰影。相當於 [member Light3D."
"shadow_enabled]。"
msgid ""
"Creates a new lightmap global illumination instance and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]lightmap_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [LightmapGI]."
msgstr ""
"新建全域光照的光照貼圖並將其新增到 RenderingServer。可以通過返回的 RID 進行訪"
"問。這個 RID 會在所有 [code]lightmap_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]與其等價的資源為 [LightmapGI]。"
msgid ""
"Used to inform the renderer what exposure normalization value was used while "
"baking the lightmap. This value will be used and modulated at run time to "
"ensure that the lightmap maintains a consistent level of exposure even if the "
"scene-wide exposure normalization is changed at run time. For more "
"information see [method camera_attributes_set_exposure]."
msgstr ""
"用於通知渲染器在烘焙光照貼圖時使用的曝光正規化值。該值將在運作時被使用和被調"
"制,以確保即使場景範圍的曝光正規化值在運作時發生變化,光照貼圖也能保持一致的曝"
"光水平。有關詳細資訊,請參閱 [method camera_attributes_set_exposure]。"
msgid ""
"Set the textures on the given [param lightmap] GI instance to the texture "
"array pointed to by the [param light] RID. If the lightmap texture was baked "
"with [member LightmapGI.directional] set to [code]true[/code], then [param "
"uses_sh] must also be [code]true[/code]."
msgstr ""
"將給定光照貼圖 [param lightmap] GI 實例的紋理設定為 [param light] RID 所指向的"
"紋理陣列。如果烘焙光照貼圖紋理時的 [member LightmapGI.directional] 為 "
"[code]true[/code],則 [param uses_sh] 也必須為 [code]true[/code]。"
msgid ""
"Returns a mesh of a sphere with the given number of horizontal subdivisions, "
"vertical subdivisions and radius. See also [method get_test_cube]."
msgstr ""
"返回球體網格,具有給定數量的水平細分、垂直細分、半徑。另見 [method "
"get_test_cube]。"
msgid ""
"Creates an empty material and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]material_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Material]."
msgstr ""
"建立空材質並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID "
"會在所有 [code]material_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]與其等價的資源為 [Material]。"
msgid "Returns the value of a certain material's parameter."
msgstr "返回特定材質的參數值。"
msgid "Sets an object's next material."
msgstr "設定物件的下一個材質。"
msgid "Sets a material's parameter."
msgstr "設定材質的參數。"
msgid "Sets a material's render priority."
msgstr "設定材質的渲染優先順序。"
msgid "Sets a shader material's shader."
msgstr "設定著色器材質的著色器。"
msgid "Removes all surfaces from a mesh."
msgstr "移除網格中的所有表面。"
msgid ""
"Creates a new mesh and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]mesh_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this mesh to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent resource is [Mesh]."
msgstr ""
"新建網格並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID 會"
"在所有 [code]mesh_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"如果要將這個網格放置到場景中,請使用返回的 RID 呼叫 [method "
"instance_set_base],將其附加至某個實例上。\n"
"[b]注意:[/b]與其等價的資源為 [Mesh]。"
msgid "Returns a mesh's blend shape count."
msgstr "返回一個網格的混合形狀數量。"
msgid "Returns a mesh's blend shape mode."
msgstr "返回網格的混合形狀模式。"
msgid "Returns a mesh's custom aabb."
msgstr "返回網格的自訂 AABB。"
msgid "Returns a mesh's number of surfaces."
msgstr "返回網格的面數。"
msgid "Sets a mesh's blend shape mode."
msgstr "設定網格的混合形狀模式。"
msgid "Sets a mesh's custom aabb."
msgstr "設定網格的自訂 AABB。"
msgid "Returns a mesh's surface's buffer arrays."
msgstr "返回網格表面的緩衝區陣列。"
msgid "Returns a mesh's surface's arrays for blend shapes."
msgstr "返回網格表面的混合形狀陣列。"
msgid "Returns a mesh's surface's material."
msgstr "返回網格表面的材質。"
msgid "Sets a mesh's surface's material."
msgstr "設定網格表面的材質。"
msgid ""
"Creates a new multimesh on the RenderingServer and returns an [RID] handle. "
"This RID will be used in all [code]multimesh_*[/code] RenderingServer "
"functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this multimesh to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent resource is [MultiMesh]."
msgstr ""
"新建多網格並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID "
"會在所有 [code]multimesh_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"如果要將這個多網格放置到場景中,請使用返回的 RID 呼叫 [method "
"instance_set_base],將其附加至某個實例上。\n"
"[b]注意:[/b]與其等價的資源為 [MultiMesh]。"
msgid ""
"Calculates and returns the axis-aligned bounding box that encloses all "
"instances within the multimesh."
msgstr "計算並返回軸對齊的邊界框,該邊界框將所有的實例都包含在 multimesh 中。"
msgid ""
"Returns the MultiMesh data (such as instance transforms, colors, etc). See "
"[method multimesh_set_buffer] for a description of the returned data.\n"
"[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to "
"be fetched from GPU memory and possibly decompressed. This means [method "
"multimesh_get_buffer] is potentially a slow operation and should be avoided "
"whenever possible."
msgstr ""
"返回 MultiMesh 資料(實例的變換、顏色等)。返回資料的描述見 [method "
"multimesh_set_buffer]。\n"
"[b]注意:[/b]如果緩衝位於引擎的內部快取中,則需要從 GPU 顯存獲取,並且有可能需"
"要解壓。也就是說 [method multimesh_get_buffer] 可能會比較慢,應該盡可能避免。"
msgid "Returns the number of instances allocated for this multimesh."
msgstr "返回分配給這個 multimesh 的實例的數量。"
msgid "Returns the RID of the mesh that will be used in drawing this multimesh."
msgstr "返回用於繪製此 multimesh 的 RID。"
msgid "Returns the number of visible instances for this multimesh."
msgstr "返回此 multimesh 的可見實例數。"
msgid "Returns the color by which the specified instance will be modulated."
msgstr "返回指定實例將被調變的顏色。"
msgid "Returns the custom data associated with the specified instance."
msgstr "返回與指定實例相關的自訂資料。"
msgid "Returns the [Transform3D] of the specified instance."
msgstr "返回指定實例的 [Transform3D]。"
msgid ""
"Returns the [Transform2D] of the specified instance. For use when the "
"multimesh is set to use 2D transforms."
msgstr "返回指定實例的 [Transform2D]。只在 multimesh 設定為使用 2D 變換時使用。"
msgid ""
"Sets the color by which this instance will be modulated. Equivalent to "
"[method MultiMesh.set_instance_color]."
msgstr "設定這個實例的調變顏色。相當於 [method MultiMesh.set_instance_color]。"
msgid ""
"Sets the custom data for this instance. Custom data is passed as a [Color], "
"but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
"[method MultiMesh.set_instance_custom_data]."
msgstr ""
"為這個實例設定自訂資料。自訂資料以 [Color] 的形式傳遞,但在著色器中會被解釋為 "
"[code]vec4[/code]。相當於 [method MultiMesh.set_instance_custom_data]。"
msgid ""
"Sets the [Transform3D] for this instance. Equivalent to [method MultiMesh."
"set_instance_transform]."
msgstr ""
"為此實例設定 [Transform3D]。相當於 [method MultiMesh.set_instance_transform]。"
msgid ""
"Sets the [Transform2D] for this instance. For use when multimesh is used in "
"2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
msgstr ""
"為此實例設定 [Transform2D]。用於在 2D 中使用 multimesh 時。相當於 [method "
"MultiMesh.set_instance_transform_2d]。"
msgid ""
"Set the entire data to use for drawing the [param multimesh] at once to "
"[param buffer] (such as instance transforms and colors). [param buffer]'s "
"size must match the number of instances multiplied by the per-instance data "
"size (which depends on the enabled MultiMesh fields). Otherwise, an error "
"message is printed and nothing is rendered. See also [method "
"multimesh_get_buffer].\n"
"The per-instance data size and expected data order is:\n"
"[codeblock]\n"
"2D:\n"
" - Position: 8 floats (8 floats for Transform2D)\n"
" - Position + Vertex color: 12 floats (8 floats for Transform2D, 4 floats "
"for Color)\n"
" - Position + Custom data: 12 floats (8 floats for Transform2D, 4 floats of "
"custom data)\n"
" - Position + Vertex color + Custom data: 16 floats (8 floats for "
"Transform2D, 4 floats for Color, 4 floats of custom data)\n"
"3D:\n"
" - Position: 12 floats (12 floats for Transform3D)\n"
" - Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats "
"for Color)\n"
" - Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of "
"custom data)\n"
" - Position + Vertex color + Custom data: 20 floats (12 floats for "
"Transform3D, 4 floats for Color, 4 floats of custom data)\n"
"[/codeblock]"
msgstr ""
"將用於繪製 [param multimesh] 的全部資料立即寫入 [param buffer](例如實例的變換"
"和顏色)。[param buffer] 的大小必須與實例數和單實例資料大小的乘積配對(後者取"
"決於啟用的 MultiMesh 欄位)。否則,會輸出錯誤資訊,不渲染任何東西。另見 "
"[method multimesh_get_buffer]。\n"
"單實例資料大小與預期的資料順序如下:\n"
"[codeblock]\n"
"2D:\n"
" - 位置8 個 floatTransform2D 占 8 個 float\n"
" - 位置 + 頂點顏色12 個 floatTransform2D 占 8 個 float、顏色占 4 個 "
"float\n"
" - 位置 + 自訂資料12 個 floatTransform2D 占 8 個 float、自訂資料占 4 個 "
"float\n"
" - 位置 + 頂點顏色 + 自訂資料16 個 floatTransform2D 占 8 個 float、顏色"
"占 4 個 float、自訂資料占 4 個 float\n"
"3D:\n"
" - 位置12 個 floatTransform3D 占 12 個 float\n"
" - 位置 + 頂點顏色16 個 floatTransform3D 占 12 個 float、顏色占 4 個 "
"float\n"
" - 位置 + 自訂資料16 個 floatTransform3D 占 12 個 float、自訂資料占 4 個 "
"float\n"
" - 位置 + 頂點顏色 + 自訂資料20 個 floatTransform3D 占 12 個 float、顏色"
"占 4 個 float、自訂資料占 4 個 float\n"
"[/codeblock]"
msgid ""
"Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
"mesh]."
msgstr "設定 Multimesh 所要繪製的網格。相當於 [member MultiMesh.mesh]。"
msgid ""
"Sets the number of instances visible at a given time. If -1, all instances "
"that have been allocated are drawn. Equivalent to [member MultiMesh."
"visible_instance_count]."
msgstr ""
"設定在給定時間內可見的實例的數量。如果是 -1所有被分配的實例都會被畫出來。相"
"當於 [member MultiMesh.visible_instance_count]。"
msgid ""
"Creates an occluder instance and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]occluder_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Occluder3D] (not to be confused with "
"the [OccluderInstance3D] node)."
msgstr ""
"建立遮擋器實例並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]occluder_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]與其等價的資源為 [Occluder3D](請勿與 [OccluderInstance3D] 節點混"
"淆)。"
msgid ""
"Sets the mesh data for the given occluder RID, which controls the shape of "
"the occlusion culling that will be performed."
msgstr "設定給定遮擋器 RID 的網格資料,控制執行遮擋剔除時的形狀。"
msgid ""
"Creates a new omni light and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID can be used in most "
"[code]light_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this omni light to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [OmniLight3D]."
msgstr ""
"建立一個新的全向燈並將其新增到 RenderingServer。可以使用返回的 RID 存取它。該 "
"RID 可用於大多數 [code]light_*[/code] RenderingServer 函式。\n"
"一旦使用 RID 完成操作後,需要使用 RenderingServer 的方法 [method free_rid] 來"
"釋放該 RID。\n"
"要放置在場景中,請使用 [method instance_set_base] 使用該返回的 RID 將該全向燈"
"附加到一個實例。\n"
"[b]注意:[/b]等價節點為 [OmniLight3D]。"
msgid ""
"Creates a new 3D GPU particle collision or attractor and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"can be used in most [code]particles_collision_*[/code] RenderingServer "
"functions.\n"
"[b]Note:[/b] The equivalent nodes are [GPUParticlesCollision3D] and "
"[GPUParticlesAttractor3D]."
msgstr ""
"新建 3D GPU 粒子碰撞或吸引器並將其新增到 RenderingServer。可以通過返回的 RID "
"進行存取。這個 RID 會在所有 [code]particles_collision_*[/code] "
"RenderingServer 函式中使用。\n"
"[b]注意:[/b]等價節點為 [GPUParticlesCollision3D] 和 "
"[GPUParticlesAttractor3D]。"
msgid ""
"Requests an update for the 3D GPU particle collision heightfield. This may be "
"automatically called by the 3D GPU particle collision heightfield depending "
"on its [member GPUParticlesCollisionHeightField3D.update_mode]."
msgstr ""
"請求對 3D GPU 粒子碰撞高度圖進行更新。3D GPU 粒子碰撞高度圖可能會自動呼叫這個"
"函式,取決於 [member GPUParticlesCollisionHeightField3D.update_mode]。"
msgid ""
"Sets the attenuation [param curve] for the 3D GPU particles attractor "
"specified by the [param particles_collision] RID. Only used for attractors, "
"not colliders. Equivalent to [member GPUParticlesAttractor3D.attenuation]."
msgstr ""
"為 RID 為 [param particles_collision] 的 3D GPU 粒子吸引器設定衰減曲線 [param "
"curve]。僅用於吸引器,對碰撞體不適用。等價於 [member GPUParticlesAttractor3D."
"attenuation]。"
msgid ""
"Sets the directionality [param amount] for the 3D GPU particles attractor "
"specified by the [param particles_collision] RID. Only used for attractors, "
"not colliders. Equivalent to [member GPUParticlesAttractor3D.directionality]."
msgstr ""
"設定 3D GPU 粒子吸引器的方向量 [param amount],吸引器由 RID [param "
"particles_collision] 指定。僅用於吸引器,不適用於碰撞體。等價於 [member "
"GPUParticlesAttractor3D.directionality]。"
msgid ""
"Sets the [param strength] for the 3D GPU particles attractor specified by the "
"[param particles_collision] RID. Only used for attractors, not colliders. "
"Equivalent to [member GPUParticlesAttractor3D.strength]."
msgstr ""
"設定 3D GPU 粒子吸引器的強度 [param strength],吸引器由 RID [param "
"particles_collision] 指定。僅用於吸引器,不適用於碰撞體。等價於 [member "
"GPUParticlesAttractor3D.strength]。"
msgid ""
"Sets the [param extents] for the 3D GPU particles collision by the [param "
"particles_collision] RID. Equivalent to [member GPUParticlesCollisionBox3D."
"size], [member GPUParticlesCollisionSDF3D.size], [member "
"GPUParticlesCollisionHeightField3D.size], [member GPUParticlesAttractorBox3D."
"size] or [member GPUParticlesAttractorVectorField3D.size] depending on the "
"[param particles_collision] type."
msgstr ""
"設定 3D GPU 粒子吸引器的範圍 [param extents],吸引器由 RID [param "
"particles_collision] 指定。根據 [param particles_collision] 型別的不同,等價"
"於 [member GPUParticlesCollisionBox3D.size]、[member "
"GPUParticlesCollisionSDF3D.size]、[member GPUParticlesCollisionHeightField3D."
"size]、[member GPUParticlesAttractorBox3D.size]、[member "
"GPUParticlesAttractorVectorField3D.size]。"
msgid ""
"Sets the collision or attractor shape [param type] for the 3D GPU particles "
"collision or attractor specified by the [param particles_collision] RID."
msgstr ""
"設定 3D GPU 粒子碰撞或吸引器的形狀型別 [param type],碰撞或吸引器由 RID "
"[param particles_collision] 指定。"
msgid ""
"Sets the cull [param mask] for the 3D GPU particles collision or attractor "
"specified by the [param particles_collision] RID. Equivalent to [member "
"GPUParticlesCollision3D.cull_mask] or [member GPUParticlesAttractor3D."
"cull_mask] depending on the [param particles_collision] type."
msgstr ""
"設定 3D GPU 粒子碰撞或吸引器的剔除遮罩 [param mask],碰撞或吸引器由 RID "
"[param particles_collision] 指定。根據 [param particles_collision] 型別的不"
"同,等價於 [member GPUParticlesCollision3D.cull_mask] 或 [member "
"GPUParticlesAttractor3D.cull_mask]。"
msgid ""
"Sets the signed distance field [param texture] for the 3D GPU particles "
"collision specified by the [param particles_collision] RID. Equivalent to "
"[member GPUParticlesCollisionSDF3D.texture] or [member "
"GPUParticlesAttractorVectorField3D.texture] depending on the [param "
"particles_collision] type."
msgstr ""
"設定 3D GPU 粒子碰撞的帶符號距離場紋理 [param texture],碰撞由 RID [param "
"particles_collision] 指定。根據 [param particles_collision] 型別的不同,等價"
"於 [member GPUParticlesCollisionSDF3D.texture] 或 [member "
"GPUParticlesAttractorVectorField3D.texture]。"
msgid ""
"Sets the heightmap [param resolution] for the 3D GPU particles heightfield "
"collision specified by the [param particles_collision] RID. Equivalent to "
"[member GPUParticlesCollisionHeightField3D.resolution]."
msgstr ""
"設定 3D GPU 粒子高度圖碰撞的高度圖解析度 [param resolution],碰撞由 RID "
"[param particles_collision] 指定。等價於 [member "
"GPUParticlesCollisionHeightField3D.resolution]。"
msgid ""
"Sets the [param radius] for the 3D GPU particles sphere collision or "
"attractor specified by the [param particles_collision] RID. Equivalent to "
"[member GPUParticlesCollisionSphere3D.radius] or [member "
"GPUParticlesAttractorSphere3D.radius] depending on the [param "
"particles_collision] type."
msgstr ""
"設定 3D GPU 粒子球體碰撞或吸引器的半徑 [param radius],碰撞或吸引器由 RID "
"[param particles_collision] 指定。根據 [param particles_collision] 型別的不"
"同,等價於 [member GPUParticlesCollisionSphere3D.radius] 或 [member "
"GPUParticlesAttractorSphere3D.radius]。"
msgid ""
"Creates a GPU-based particle system and adds it to the RenderingServer. It "
"can be accessed with the RID that is returned. This RID will be used in all "
"[code]particles_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach these particles to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent nodes are [GPUParticles2D] and [GPUParticles3D].\n"
"[b]Note:[/b] All [code]particles_*[/code] methods only apply to GPU-based "
"particles, not CPU-based particles. [CPUParticles2D] and [CPUParticles3D] do "
"not have equivalent RenderingServer functions available, as these use "
"[MultiMeshInstance2D] and [MultiMeshInstance3D] under the hood (see "
"[code]multimesh_*[/code] methods)."
msgstr ""
"建立基於 GPU 的粒子系統並將其新增到 RenderingServer。可以通過返回的 RID 進行存"
"取。這個 RID 會在所有 [code]particles_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"如果要將這個粒子系統放置到場景中,請使用返回的 RID 呼叫 [method "
"instance_set_base],將其附加至某個實例上。\n"
"[b]注意:[/b]等價節點為 [GPUParticles2D] 和 [GPUParticles3D]。\n"
"[b]注意:[/b]所有 [code]particles_*[/code] 方法都僅適用於基於 GPU 的粒子,不適"
"用於基於 CPU 的粒子。RenderingServer 中沒有 [CPUParticles2D] 和 "
"[CPUParticles3D] 的等價函式,因為這兩個節點底層使用的是 [MultiMeshInstance2D] "
"和 [MultiMeshInstance3D](見 [code]multimesh_*[/code] 方法)。"
msgid "Manually emits particles from the [param particles] instance."
msgstr "從 [param particles] 實例中手動發射粒子。"
msgid ""
"Calculates and returns the axis-aligned bounding box that contains all the "
"particles. Equivalent to [method GPUParticles3D.capture_aabb]."
msgstr ""
"計算並返回包含所有粒子的軸對齊邊界框。相當於 [method GPUParticles3D."
"capture_aabb]。"
msgid "Returns [code]true[/code] if particles are currently set to emitting."
msgstr "如果目前粒子被設定發射,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if particles are not emitting and particles are set "
"to inactive."
msgstr "如果粒子沒有發射並且粒子設定為非活動狀態,則返回 [code]true[/code]。"
msgid ""
"Add particle system to list of particle systems that need to be updated. "
"Update will take place on the next frame, or on the next call to [method "
"instances_cull_aabb], [method instances_cull_convex], or [method "
"instances_cull_ray]."
msgstr ""
"將粒子系統新增到需要更新的粒子系統列表中。更新將在下一影格或下一次呼叫 "
"[method instances_cull_aabb]、[method instances_cull_convex] 或 [method "
"instances_cull_ray] 時進行。"
msgid ""
"Reset the particles on the next update. Equivalent to [method GPUParticles3D."
"restart]."
msgstr "下次更新時重設粒子。相當於 [method GPUParticles3D.restart]。"
msgid ""
"Sets the number of particles to be drawn and allocates the memory for them. "
"Equivalent to [member GPUParticles3D.amount]."
msgstr ""
"設定要繪製的粒子的數量,並為其分配記憶體。相當於 [member GPUParticles3D."
"amount]。"
msgid ""
"Sets a custom axis-aligned bounding box for the particle system. Equivalent "
"to [member GPUParticles3D.visibility_aabb]."
msgstr ""
"設定粒子系統的自訂軸對齊邊界框。相當於 [member GPUParticles3D."
"visibility_aabb]。"
msgid ""
"Sets the draw order of the particles to one of the named enums from [enum "
"ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to "
"[member GPUParticles3D.draw_order]."
msgstr ""
"將粒子的繪製順序設定為命名列舉 [enum ParticlesDrawOrder]。選項見 [enum "
"ParticlesDrawOrder]。相當於 [member GPUParticles3D.draw_order]。"
msgid ""
"Sets the mesh to be used for the specified draw pass. Equivalent to [member "
"GPUParticles3D.draw_pass_1], [member GPUParticles3D.draw_pass_2], [member "
"GPUParticles3D.draw_pass_3], and [member GPUParticles3D.draw_pass_4]."
msgstr ""
"設定用於指定繪製階段的網格。相當於 [member GPUParticles3D.draw_pass_1]、"
"[member GPUParticles3D.draw_pass_2]、[member GPUParticles3D.draw_pass_3]、和 "
"[member GPUParticles3D.draw_pass_4]。"
msgid ""
"Sets the number of draw passes to use. Equivalent to [member GPUParticles3D."
"draw_passes]."
msgstr ""
"設定要使用的繪製階段的數量。相當於 [member GPUParticles3D.draw_passes]。"
msgid ""
"Sets the [Transform3D] that will be used by the particles when they first "
"emit."
msgstr "設定粒子首次發射時使用的 [Transform3D]。"
msgid ""
"If [code]true[/code], particles will emit over time. Setting to false does "
"not reset the particles, but only stops their emission. Equivalent to [member "
"GPUParticles3D.emitting]."
msgstr ""
"如果為 [code]true[/code],則粒子將隨時間發射。設定為 false 不會重設粒子,只會"
"停止發射。相當於 [member GPUParticles3D.emitting]。"
msgid ""
"Sets the explosiveness ratio. Equivalent to [member GPUParticles3D."
"explosiveness]."
msgstr "設定爆發比例。相當於 [member GPUParticles3D.explosiveness]。"
msgid ""
"Sets the frame rate that the particle system rendering will be fixed to. "
"Equivalent to [member GPUParticles3D.fixed_fps]."
msgstr ""
"設定粒子系統渲染的固定影格率。相當於 [member GPUParticles3D.fixed_fps]。"
msgid ""
"If [code]true[/code], uses fractional delta which smooths the movement of the "
"particles. Equivalent to [member GPUParticles3D.fract_delta]."
msgstr ""
"如果為 [code]true[/code],則使用分數差異量來平滑粒子的運動。相當於 [member "
"GPUParticles3D.fract_delta]。"
msgid ""
"Sets the lifetime of each particle in the system. Equivalent to [member "
"GPUParticles3D.lifetime]."
msgstr "設定系統中每個粒子的生命週期。相當於 [member GPUParticles3D.lifetime]。"
msgid ""
"Sets whether the GPU particles specified by the [param particles] RID should "
"be rendered in 2D or 3D according to [param mode]."
msgstr ""
"設定由 RID [param particles] 指定的 GPU 粒子是否應該根據 [param mode] 在 2D "
"或 3D 中渲染。"
msgid ""
"If [code]true[/code], particles will emit once and then stop. Equivalent to "
"[member GPUParticles3D.one_shot]."
msgstr ""
"如果為 [code]true[/code],則粒子將發射一次然後停止。相當於 [member "
"GPUParticles3D.one_shot]。"
msgid ""
"Sets the preprocess time for the particles' animation. This lets you delay "
"starting an animation until after the particles have begun emitting. "
"Equivalent to [member GPUParticles3D.preprocess]."
msgstr ""
"設定粒子動畫的預處理時間。這樣可以讓動畫延遲到粒子開始發射之後再開始。相當於 "
"[member GPUParticles3D.preprocess]。"
msgid ""
"Sets the material for processing the particles.\n"
"[b]Note:[/b] This is not the material used to draw the materials. Equivalent "
"to [member GPUParticles3D.process_material]."
msgstr ""
"設定用於處理粒子的材質。\n"
"[b]注意:[/b]這不是用來繪製材質的材質。相當於 [member GPUParticles3D."
"process_material]。"
msgid ""
"Sets the emission randomness ratio. This randomizes the emission of particles "
"within their phase. Equivalent to [member GPUParticles3D.randomness]."
msgstr ""
"設定發射隨機性比例。會隨機化該粒子在其相位內的發射。相當於 [member "
"GPUParticles3D.randomness]。"
msgid ""
"Sets the speed scale of the particle system. Equivalent to [member "
"GPUParticles3D.speed_scale]."
msgstr "設定粒子系統的速度縮放。相當於 [member GPUParticles3D.speed_scale]。"
msgid ""
"If [param enable] is [code]true[/code], enables trails for the [param "
"particles] with the specified [param length_sec] in seconds. Equivalent to "
"[member GPUParticles3D.trail_enabled] and [member GPUParticles3D."
"trail_lifetime]."
msgstr ""
"如果 [param enable] 為 [code]true[/code],則會為 [param particles] 啟用尾跡,"
"長度為 [param length_sec] 秒。等價於 [member GPUParticles3D.trail_enabled] 和 "
"[member GPUParticles3D.trail_lifetime]。"
msgid ""
"If [code]true[/code], particles use local coordinates. If [code]false[/code] "
"they use global coordinates. Equivalent to [member GPUParticles3D."
"local_coords]."
msgstr ""
"如果為 [code]true[/code],則粒子使用局部座標。如果為 [code]false[/code] 則使用"
"全域座標。相當於 [member GPUParticles3D.local_coords]。"
msgid ""
"Sets the filter quality for omni and spot light shadows in 3D. See also "
"[member ProjectSettings.rendering/lights_and_shadows/positional_shadow/"
"soft_shadow_filter_quality]. This parameter is global and cannot be set on a "
"per-viewport basis."
msgstr ""
"設定 3D 全向燈和聚光燈陰影的篩選品質。另見 [member ProjectSettings.rendering/"
"lights_and_shadows/positional_shadow/soft_shadow_filter_quality]。這個參數是全"
"域的,無法針對單個視口設定。"
msgid ""
"Creates a reflection probe and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]reflection_probe_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this reflection probe to an instance using "
"[method instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [ReflectionProbe]."
msgstr ""
"建立反射探查並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]reflection_probe_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"如果要將這個反射探查放置到場景中,請使用返回的 RID 呼叫 [method "
"instance_set_base],將其附加至某個實例上。\n"
"[b]注意:[/b]等價節點為 [ReflectionProbe]。"
msgid ""
"Sets the reflection probe's custom ambient light color. Equivalent to [member "
"ReflectionProbe.ambient_color]."
msgstr ""
"設定反射探查的自訂環境光顏色。等價於 [member ReflectionProbe.ambient_color]。"
msgid ""
"Sets the reflection probe's custom ambient light energy. Equivalent to "
"[member ReflectionProbe.ambient_color_energy]."
msgstr ""
"設定反射探查的自訂環境光能量。等價於 [member ReflectionProbe."
"ambient_color_energy]。"
msgid ""
"Sets the reflection probe's ambient light mode. Equivalent to [member "
"ReflectionProbe.ambient_mode]."
msgstr ""
"設定反射探查的環境光模式。等價於 [member ReflectionProbe.ambient_mode]。"
msgid ""
"If [code]true[/code], reflections will ignore sky contribution. Equivalent to "
"[member ReflectionProbe.interior]."
msgstr ""
"如果為 [code]true[/code],則反射將忽略天空的貢獻。相當於 [member "
"ReflectionProbe.interior]。"
msgid ""
"Sets the render cull mask for this reflection probe. Only instances with a "
"matching cull mask will be rendered by this probe. Equivalent to [member "
"ReflectionProbe.cull_mask]."
msgstr ""
"為這個反射探查設定渲染遮蔽。只有具有配對的遮蔽罩的實例才會被這個探查渲染。相當"
"於 [member ReflectionProbe.cull_mask]。"
msgid ""
"If [code]true[/code], uses box projection. This can make reflections look "
"more correct in certain situations. Equivalent to [member ReflectionProbe."
"box_projection]."
msgstr ""
"如果為 [code]true[/code],則使用箱體投影。這可以使反射在某些情況下看起來更正"
"確。相當於 [member ReflectionProbe.box_projection]。"
msgid ""
"If [code]true[/code], computes shadows in the reflection probe. This makes "
"the reflection much slower to compute. Equivalent to [member ReflectionProbe."
"enable_shadows]."
msgstr ""
"如果為 [code]true[/code],計算反射探查中的陰影。這會使得反射的計算速度慢得多。"
"相當於 [member ReflectionProbe.enable_shadows]。"
msgid ""
"Sets the intensity of the reflection probe. Intensity modulates the strength "
"of the reflection. Equivalent to [member ReflectionProbe.intensity]."
msgstr ""
"設定反射探查的強度。強度調節反射的強度。相當於 [member ReflectionProbe."
"intensity]。"
msgid ""
"Sets the max distance away from the probe an object can be before it is "
"culled. Equivalent to [member ReflectionProbe.max_distance]."
msgstr ""
"設定物體在被刪除前與探查的最大距離。相當於 [member ReflectionProbe."
"max_distance]。"
msgid ""
"Sets the mesh level of detail to use in the reflection probe rendering. "
"Higher values will use less detailed versions of meshes that have LOD "
"variations generated, which can improve performance. Equivalent to [member "
"ReflectionProbe.mesh_lod_threshold]."
msgstr ""
"設定渲染反射探查時所使用的網格細節級別。值越高,生成了 LOD 變體的網格所使用的"
"版本細節就越低,能夠提升性能。等價於 [member ReflectionProbe."
"mesh_lod_threshold]。"
msgid ""
"Sets the origin offset to be used when this reflection probe is in box "
"project mode. Equivalent to [member ReflectionProbe.origin_offset]."
msgstr ""
"設定當此反射探查處於框專案模式時要使用的源偏移。相當於 [member "
"ReflectionProbe.origin_offset]。"
msgid ""
"Sets the resolution to use when rendering the specified reflection probe. The "
"[param resolution] is specified for each cubemap face: for instance, "
"specifying [code]512[/code] will allocate 6 faces of 512×512 each (plus "
"mipmaps for roughness levels)."
msgstr ""
"設定渲染指定的反射探查時使用的解析度。[param resolution] 指定的是各個立方體貼"
"圖面的解析度:例如指定 [code]512[/code] 時就會分配 6 個 512×512 的面(另外還有"
"粗糙度級別的 mipmap。"
msgid ""
"Sets the size of the area that the reflection probe will capture. Equivalent "
"to [member ReflectionProbe.size]."
msgstr "設定反射探查將捕獲的區域的大小。相當於 [member ReflectionProbe.size]。"
msgid ""
"Sets how often the reflection probe updates. Can either be once or every "
"frame. See [enum ReflectionProbeUpdateMode] for options."
msgstr ""
"設定反射探查的更新頻率。可以是一次,也可以是每一影格。參閱 [enum "
"ReflectionProbeUpdateMode] 選項。"
msgid "Schedules a callback to the given callable after a frame has been drawn."
msgstr "安排對給定可呼叫體的回呼函式,會在一影格繪製完成後回呼函式。"
msgid ""
"Creates a scenario and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]scenario_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"The scenario is the 3D world that all the visual instances exist in."
msgstr ""
"建立場景並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID 會"
"在所有 [code]scenario_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"場景是所有可視實例存在的 3D 世界。"
msgid ""
"Sets the camera attributes ([param effects]) that will be used with this "
"scenario. See also [CameraAttributes]."
msgstr ""
"設定該場景會使用的相機屬性([param effects])。另見 [CameraAttributes]。"
msgid ""
"Sets the environment that will be used with this scenario. See also "
"[Environment]."
msgstr "設定該場景會使用的環境。另見 [Environment]。"
msgid ""
"Sets the fallback environment to be used by this scenario. The fallback "
"environment is used if no environment is set. Internally, this is used by the "
"editor to provide a default environment."
msgstr ""
"設定此方案所使用的後備環境。如果沒有設定環境,則使用後備環境。這被編輯器用來提"
"供一個預設環境。"
msgid ""
"Sets the screen-space roughness limiter parameters, such as whether it should "
"be enabled and its thresholds. Equivalent to [member ProjectSettings."
"rendering/anti_aliasing/screen_space_roughness_limiter/enabled], [member "
"ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/"
"amount] and [member ProjectSettings.rendering/anti_aliasing/"
"screen_space_roughness_limiter/limit]."
msgstr ""
"設定螢幕空間粗糙度限制參數,例如是否應該啟用以及閾值等。等價於 [member "
"ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/"
"enabled]、[member ProjectSettings.rendering/anti_aliasing/"
"screen_space_roughness_limiter/amount] 和 [member ProjectSettings.rendering/"
"anti_aliasing/screen_space_roughness_limiter/limit]。"
msgid ""
"Sets a boot image. The color defines the background color. If [param scale] "
"is [code]true[/code], the image will be scaled to fit the screen size. If "
"[param use_filter] is [code]true[/code], the image will be scaled with linear "
"interpolation. If [param use_filter] is [code]false[/code], the image will be "
"scaled with nearest-neighbor interpolation."
msgstr ""
"設定一個啟動圖像。顏色定義背景顏色。如果 [param scale] 為 [code]true[/code]"
"則該圖像將被縮放以適應螢幕大小。如果 [param use_filter] 為 [code]true[/code]"
"則該圖像將使用線性插值的方式進行縮放。如果 [param use_filter] 為 [code]false[/"
"code],則該圖像將使用最近鄰插值的方式進行縮放。"
msgid ""
"This method is currently unimplemented and does nothing if called with [param "
"generate] set to [code]true[/code]."
msgstr ""
"這個方法目前未實作,將 [param generate] 設為 [code]true[/code] 呼叫時沒有任何"
"效果。"
msgid ""
"Sets the default clear color which is used when a specific clear color has "
"not been selected. See also [method get_default_clear_color]."
msgstr ""
"設定預設清屏顏色,會在尚未選擇特定的清屏顏色時使用。另見 [method "
"get_default_clear_color]。"
msgid ""
"Creates an empty shader and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]shader_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Shader]."
msgstr ""
"建立空的著色器並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]shader_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價資源為 [Shader]。"
msgid "Returns a shader's source code as a string."
msgstr "以字串形式返回著色器的原始程式碼。"
msgid ""
"Returns a default texture from a shader searched by name.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
msgstr ""
"返回著色器中的預設紋理,根據名稱搜索。\n"
"[b]注意:[/b]如果使用了取樣器陣列,請使用 [param index] 存取指定的紋理。"
msgid ""
"Returns the default value for the specified shader uniform. This is usually "
"the value written in the shader source code."
msgstr "返回指定著色器 Uniform 的預設值。通常是著色器原始程式碼中編寫的值。"
msgid ""
"Sets the shader's source code (which triggers recompilation after being "
"changed)."
msgstr "設定著色器的原始程式碼(更改後會出發重新編譯)。"
msgid ""
"Sets a shader's default texture. Overwrites the texture given by name.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
msgstr ""
"設定著色器的預設紋理。覆蓋給定名稱的紋理。\n"
"[b]注意:[/b]使用取樣器陣列時,使用 [param index] 存取指定的紋理。"
msgid ""
"Sets the path hint for the specified shader. This should generally match the "
"[Shader] resource's [member Resource.resource_path]."
msgstr ""
"設定指定著色器路徑提示。一般應該與 [Shader] 資源的 [member Resource."
"resource_path] 相配對。"
msgid "Returns the [Transform3D] set for a specific bone of this skeleton."
msgstr "返回該骨架中指定骨骼的 [Transform3D]。"
msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
msgstr "返回該骨架中指定骨骼的 [Transform2D]。"
msgid "Sets the [Transform3D] for a specific bone of this skeleton."
msgstr "設定該骨架中指定骨骼的 [Transform3D]。"
msgid "Sets the [Transform2D] for a specific bone of this skeleton."
msgstr "設定該骨架中指定骨骼的 [Transform2D]。"
msgid ""
"Creates a skeleton and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]skeleton_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method."
msgstr ""
"建立骨架並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID 會"
"在所有 [code]skeleton_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid "Returns the number of bones allocated for this skeleton."
msgstr "返回分配給這個骨架的骨骼數量。"
msgid ""
"Generates and returns an [Image] containing the radiance map for the "
"specified [param sky] RID. This supports built-in sky material and custom sky "
"shaders. If [param bake_irradiance] is [code]true[/code], the irradiance map "
"is saved instead of the radiance map. The radiance map is used to render "
"reflected light, while the irradiance map is used to render ambient light. "
"See also [method environment_bake_panorama].\n"
"[b]Note:[/b] The image is saved in linear color space without any tonemapping "
"performed, which means it will look too dark if viewed directly in an image "
"editor. [param energy] values above [code]1.0[/code] can be used to brighten "
"the resulting image.\n"
"[b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated "
"panorama to have square pixels. For radiance maps, there is no point in using "
"a height greater than [member Sky.radiance_size], as it won't increase "
"detail. Irradiance maps only contain low-frequency data, so there is usually "
"no point in going past a size of 128×64 pixels when saving an irradiance map."
msgstr ""
"生成並返回包含指定 [param sky] RID 的輻射度貼圖的 [Image]。這樣就能支援內建天"
"空材質和自訂天空著色器。如果 [param bake_irradiance] 為 [code]true[/code],則"
"會保存輻照度貼圖,不保存輻射度貼圖。輻射度貼圖用於渲染反射光,而輻照度貼圖用於"
"渲染環境光。另見 [method environment_bake_panorama]。\n"
"[b]注意:[/b]圖片保存時使用線性色彩空間,未進行色調對應,因此在圖像編輯器中直"
"接查看會感覺太暗。將 [param energy] 設為大於 [code]1.0[/code] 能夠將得到的圖像"
"變亮。\n"
"[b]注意:[/b]對於生成的全景圖,[param size] 應該是 2:1 的比例,才能夠得到正方"
"形的圖元。對於輻射度貼圖,將高度設為大於 [member Sky.radiance_size] 的值沒有意"
"義,因為不會增加細節。輻照度貼圖僅包含低頻資料,因此保存輻照度貼圖時通常大小超"
"過 128×64 圖元沒有意義。"
msgid ""
"Creates an empty sky and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID will be used in all [code]sky_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method."
msgstr ""
"建立空的天空並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]sky_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。"
msgid ""
"Sets the material that the sky uses to render the background, ambient and "
"reflection maps."
msgstr "設定天空用於渲染背景和反射貼圖的材質。"
msgid ""
"Sets the process [param mode] of the sky specified by the [param sky] RID. "
"Equivalent to [member Sky.process_mode]."
msgstr ""
"設定 RID 為 [param sky] 的天空的處理模式 [param mode]。等價於 [member Sky."
"process_mode]。"
msgid ""
"Sets the [param radiance_size] of the sky specified by the [param sky] RID "
"(in pixels). Equivalent to [member Sky.radiance_size]."
msgstr ""
"設定 RID 為 [param sky] 的天空的輻照大小 [param radiance_size](單位為像素)。"
"等價於 [member Sky.radiance_size]。"
msgid ""
"Creates a spot light and adds it to the RenderingServer. It can be accessed "
"with the RID that is returned. This RID can be used in most [code]light_*[/"
"code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this spot light to an instance using [method "
"instance_set_base] using the returned RID."
msgstr ""
"建立聚光燈並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 RID "
"會在大多數 [code]light_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"如果要將這個聚光燈放置到場景中,請使用返回的 RID 呼叫 [method "
"instance_set_base],將其附加至某個實例上。"
msgid ""
"Sets [member ProjectSettings.rendering/environment/subsurface_scattering/"
"subsurface_scattering_quality] to use when rendering materials that have "
"subsurface scattering enabled."
msgstr ""
"設定渲染啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/"
"environment/subsurface_scattering/subsurface_scattering_quality]。"
msgid ""
"Sets the [member ProjectSettings.rendering/environment/subsurface_scattering/"
"subsurface_scattering_scale] and [member ProjectSettings.rendering/"
"environment/subsurface_scattering/subsurface_scattering_depth_scale] to use "
"when rendering materials that have subsurface scattering enabled."
msgstr ""
"設定渲染啟用了次表面散射的材質時使用的 [member ProjectSettings.rendering/"
"environment/subsurface_scattering/subsurface_scattering_scale] 和 [member "
"ProjectSettings.rendering/environment/subsurface_scattering/"
"subsurface_scattering_depth_scale]。"
msgid ""
"Creates a 2-dimensional texture and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]texture_2d_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [Texture2D].\n"
"[b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], "
"which creates the graphics API's own texture type as opposed to the Godot-"
"specific [Texture2D] resource."
msgstr ""
"建立二維紋理並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]texture_2d_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價資源為 [Texture2D]。\n"
"[b]注意:[/b]請勿與 [method RenderingDevice.texture_create] 混淆,後者建立的是"
"圖形 API 自己的紋理型別,並非 Godot 專屬的 [Texture2D] 資源。"
msgid ""
"Returns an [Image] instance from the given [param texture] [RID].\n"
"Example of getting the test texture from [method get_test_texture] and "
"applying it to a [Sprite2D] node:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_test_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgstr ""
"從給定的紋理 [RID] [param texture] 返回 [Image] 實例。\n"
"從 [method get_test_texture] 獲取測試紋理並將其套用至 [Sprite2D] 節點的示"
"例:\n"
"[codeblock]\n"
"var texture_rid = RenderingServer.get_test_texture()\n"
"var texture = ImageTexture.create_from_image(RenderingServer."
"texture_2d_get(texture_rid))\n"
"$Sprite2D.texture = texture\n"
"[/codeblock]"
msgid ""
"Returns an [Image] instance from the given [param texture] [RID] and [param "
"layer]."
msgstr "返回給定 [param texture] [RID] 和 [param layer] 中的 [Image] 實例。"
msgid ""
"Creates a 2-dimensional layered texture and adds it to the RenderingServer. "
"It can be accessed with the RID that is returned. This RID will be used in "
"all [code]texture_2d_layered_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [TextureLayered]."
msgstr ""
"建立二維多層紋理並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這"
"個 RID 會在所有 [code]texture_2d_layered_*[/code] RenderingServer 函式中使"
"用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價資源為 [TextureLayered]。"
msgid ""
"Creates a placeholder for a 2-dimensional layered texture and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]texture_2d_layered_*[/code] RenderingServer "
"functions, although it does nothing when used. See also [method "
"texture_2d_placeholder_create].\n"
"[b]Note:[/b] The equivalent resource is [PlaceholderTextureLayered]."
msgstr ""
"建立二維多層紋理的預留位置並將其新增到 RenderingServer。可以通過返回的 RID 進"
"行存取。這個 RID 會在所有 [code]texture_2d_layered_*[/code] RenderingServer 函"
"數中使用,但使用時什麼都不會發生。另見 [method "
"texture_2d_placeholder_create]。\n"
"[b]注意:[/b]等價資源為 [PlaceholderTextureLayered]。"
msgid ""
"Creates a placeholder for a 2-dimensional layered texture and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]texture_2d_layered_*[/code] RenderingServer "
"functions, although it does nothing when used. See also [method "
"texture_2d_layered_placeholder_create]\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [PlaceholderTexture2D]."
msgstr ""
"建立二維多層紋理的預留位置並將其新增到 RenderingServer。可以通過返回的 RID 進"
"行存取。這個 RID 會在所有 [code]texture_2d_layered_*[/code] RenderingServer 函"
"數中使用,但使用時什麼都不會發生。另見 [method "
"texture_2d_layered_placeholder_create]。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價資源為 [PlaceholderTexture2D]。"
msgid ""
"Updates the texture specified by the [param texture] [RID] with the data in "
"[param image]. A [param layer] must also be specified, which should be "
"[code]0[/code] when updating a single-layer texture ([Texture2D]).\n"
"[b]Note:[/b] The [param image] must have the same width, height and format as "
"the current [param texture] data. Otherwise, an error will be printed and the "
"original texture won't be modified. If you need to use different width, "
"height or format, use [method texture_replace] instead."
msgstr ""
"使用 [param image] 中的資料更新由紋理 [RID] [param texture] 指定的紋理。"
"[param layer] 也必須指定,更新單層紋理([Texture2D])時應為 [code]0[/code]。\n"
"[b]注意:[/b][param image] 的寬度、高度、格式都必須和目前 [param texture] 的資"
"料相同。否則會輸出錯誤,不會修改原始紋理。如果你需要使用不同的寬度、高度或格"
"式,請改用 [method texture_replace]。"
msgid "[b]Note:[/b] The equivalent resource is [Texture3D]."
msgstr "[b]注意:[/b]等價的資源是 [Texture3D]。"
msgid ""
"Returns 3D texture data as an array of [Image]s for the specified texture "
"[RID]."
msgstr "以 [Image] 陣列的形式返回指定紋理 [RID] 的 3D 紋理資料。"
msgid ""
"Creates a placeholder for a 3-dimensional texture and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]texture_3d_*[/code] RenderingServer functions, "
"although it does nothing when used.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent resource is [PlaceholderTexture3D]."
msgstr ""
"建立三維紋理的預留位置並將其新增到 RenderingServer。可以通過返回的 RID 進行訪"
"問。這個 RID 會在所有 [code]texture_3d_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價資源為 [PlaceholderTexture3D]。"
msgid ""
"Updates the texture specified by the [param texture] [RID]'s data with the "
"data in [param data]. All the texture's layers must be replaced at once.\n"
"[b]Note:[/b] The [param texture] must have the same width, height, depth and "
"format as the current texture data. Otherwise, an error will be printed and "
"the original texture won't be modified. If you need to use different width, "
"height, depth or format, use [method texture_replace] instead."
msgstr ""
"使用 [param data] 中的資料更新由紋理 [RID] [param texture] 指定的紋理。必須同"
"時更新所有紋理層。\n"
"[b]注意:[/b][param texture] 的寬度、高度、格式都必須和目前紋理資料相同。否則"
"會輸出錯誤,不會修改原始紋理。如果你需要使用不同的寬度、高度或格式,請改用 "
"[method texture_replace]。"
msgid "Returns the [enum Image.Format] for the texture."
msgstr "返回該視口的渲染目標。"
msgid "Returns a texture [RID] that can be used with [RenderingDevice]."
msgstr "返回可用於 [RenderingDevice] 的紋理 [RID]。"
msgid ""
"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method does "
"nothing when called and always returns a null [RID]."
msgstr ""
"[i]已廢棄。[/i]ProxyTexture 已在 Godot 4 中移除,所以呼叫這個方法什麼都不會發"
"生,始終返回空 [RID]。"
msgid ""
"[i]Deprecated.[/i] ProxyTexture was removed in Godot 4, so this method cannot "
"be used anymore."
msgstr ""
"[i]已廢棄。[/i]ProxyTexture 已在 Godot 4 中移除,所以這個方法無法再使用。"
msgid ""
"Creates a new texture object based on a texture created directly on the "
"[RenderingDevice]. If the texture contains layers, [param layer_type] is used "
"to define the layer type."
msgstr ""
"根據直接在 [RenderingDevice] 上建立的紋理建立新的紋理物件。如果紋理包含圖層,"
"則 [param layer_type] 用於定義圖層型別。"
msgid ""
"Replaces [param texture]'s texture data by the texture specified by the "
"[param by_texture] RID, without changing [param texture]'s RID."
msgstr ""
"將 [param texture] 的紋理資料替換為由紋理 RID [param by_texture] 指定的紋理,"
"不會改變 [param texture] 的 RID。"
msgid "Sets a viewport's camera."
msgstr "設定視圖的相機。"
msgid "Sets a viewport's canvas."
msgstr "設定視口的畫布。"
msgid ""
"Copies the viewport to a region of the screen specified by [param rect]. If "
"[method viewport_set_render_direct_to_screen] is [code]true[/code], then the "
"viewport does not use a framebuffer and the contents of the viewport are "
"rendered directly to screen. However, note that the root viewport is drawn "
"last, therefore it will draw over the screen. Accordingly, you must set the "
"root viewport to an area that does not cover the area that you have attached "
"this viewport to.\n"
"For example, you can set the root viewport to not render at all with the "
"following code:\n"
"FIXME: The method seems to be non-existent.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" get_viewport().set_attach_to_screen_rect(Rect2())\n"
" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"Using this can result in significant optimization, especially on lower-end "
"devices. However, it comes at the cost of having to manage your viewports "
"manually. For further optimization, see [method "
"viewport_set_render_direct_to_screen]."
msgstr ""
"將該視口複製到 [param rect] 指定的螢幕區域。如果 [method "
"viewport_set_render_direct_to_screen] 為 [code]true[/code],則視口不使用影格緩"
"沖區,視口的內容將直接渲染到螢幕。但是,請注意根視口是最後繪製的,因此它會覆蓋"
"螢幕。相應地,必須將根視口的區域設定為不覆蓋附加該視口的區域。\n"
"例如,可以使用以下程式碼將根視口設定為完全不渲染:\n"
"FIXME該方法似乎不存在。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" get_viewport().set_attach_to_screen_rect(Rect2())\n"
" $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"使用它可以帶來顯著的優化,尤其是在低端裝置上。但是,這是以必須手動管理視口為代"
"價的。進一步優化請參見 [method viewport_set_render_direct_to_screen]。"
msgid ""
"Creates an empty viewport and adds it to the RenderingServer. It can be "
"accessed with the RID that is returned. This RID will be used in all "
"[code]viewport_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [Viewport]."
msgstr ""
"建立空的視口並將其新增到 RenderingServer。可以通過返回的 RID 進行存取。這個 "
"RID 會在所有 [code]viewport_*[/code] RenderingServer 函式中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價節點為 [Viewport]。"
msgid ""
"Returns the CPU time taken to render the last frame in milliseconds. This "
"[i]only[/i] includes time spent in rendering-related operations; "
"scripts' [code]_process[/code] functions and other engine subsystems are not "
"included in this readout. To get a complete readout of CPU time spent to "
"render the scene, sum the render times of all viewports that are drawn every "
"frame plus [method get_frame_setup_time_cpu]. Unlike [method Engine."
"get_frames_per_second], this method will accurately reflect CPU utilization "
"even if framerate is capped via V-Sync or [member Engine.max_fps]. See also "
"[method viewport_get_measured_render_time_gpu].\n"
"[b]Note:[/b] Requires measurements to be enabled on the specified [param "
"viewport] using [method viewport_set_measure_render_time]. Otherwise, this "
"method returns [code]0.0[/code]."
msgstr ""
"返回渲染上一影格所消耗的 CPU 時間,單位為毫秒。[i]只包含[/i]渲染相關操作所消耗"
"的時間;讀數中不含腳本的 [code]_process[/code] 函式及其他引擎子系統。要獲取渲"
"染場景所消耗 CPU 時間的完整讀數,請將每影格繪製的所有視口的渲染時間以及 "
"[method get_frame_setup_time_cpu] 相加。與 [method Engine."
"get_frames_per_second] 不同,即便影格率受到垂直同步或 [member Engine.max_fps] "
"的限制,這個方法也會精確反映 CPU 利用率。另見 [method "
"viewport_get_measured_render_time_gpu]。\n"
"[b]注意:[/b]需要使用 [method viewport_set_measure_render_time] 啟用 [param "
"viewport] 的測量。否則這個方法會返回 [code]0.0[/code]。"
msgid ""
"Returns the GPU time taken to render the last frame in milliseconds. To get a "
"complete readout of GPU time spent to render the scene, sum the render times "
"of all viewports that are drawn every frame. Unlike [method Engine."
"get_frames_per_second], this method accurately reflects GPU utilization even "
"if framerate is capped via V-Sync or [member Engine.max_fps]. See also "
"[method viewport_get_measured_render_time_gpu].\n"
"[b]Note:[/b] Requires measurements to be enabled on the specified [param "
"viewport] using [method viewport_set_measure_render_time]. Otherwise, this "
"method returns [code]0.0[/code].\n"
"[b]Note:[/b] When GPU utilization is low enough during a certain period of "
"time, GPUs will decrease their power state (which in turn decreases core and "
"memory clock speeds). This can cause the reported GPU time to increase if GPU "
"utilization is kept low enough by a framerate cap (compared to what it would "
"be at the GPU's highest power state). Keep this in mind when benchmarking "
"using [method viewport_get_measured_render_time_gpu]. This behavior can be "
"overridden in the graphics driver settings at the cost of higher power usage."
msgstr ""
"返回渲染上一影格所消耗的 GPU 時間,單位為毫秒。要獲取渲染場景所消耗 GPU 時間的"
"完整讀數,請將每影格繪製的所有視口的渲染時間相加。與 [method Engine."
"get_frames_per_second] 不同,即便影格率受到垂直同步或 [member Engine.max_fps] "
"的限制,這個方法也會精確反映 GPU 利用率。另見 [method "
"viewport_get_measured_render_time_gpu]。\n"
"[b]注意:[/b]需要使用 [method viewport_set_measure_render_time] 啟用 [param "
"viewport] 的測量。否則這個方法會返回 [code]0.0[/code]。\n"
"[b]注意:[/b]GPU 的利用率在一段時間內低到一定程度時GPU 會降低電源狀態(導致"
"內核與記憶體時鐘速度的降低)。這會導致 GPU 在某個影格率下保持較低利用率時,彙"
"報的 GPU 時間增大(相對於 GPU 的最高電源狀態而言)。請在使用 [method "
"viewport_get_measured_render_time_gpu] 進行性能測試時牢記這一點。可以在顯卡驅"
"動的設定中改變這種行為,但代價是耗電量增大。"
msgid ""
"Returns a statistic about the rendering engine which can be used for "
"performance profiling. This is separated into render pass [param type]s, each "
"of them having the same [param info]s you can query (different passes will "
"return different values). See [enum RenderingServer.ViewportRenderInfoType] "
"for a list of render pass types and [enum RenderingServer.ViewportRenderInfo] "
"for a list of information that can be queried.\n"
"See also [method get_rendering_info], which returns global information across "
"all viewports.\n"
"[b]Note:[/b] Viewport rendering information is not available until at least 2 "
"frames have been rendered by the engine. If rendering information is not "
"available, [method viewport_get_render_info] returns [code]0[/code]. To print "
"rendering information in [code]_ready()[/code] successfully, use the "
"following:\n"
"[codeblock]\n"
"func _ready():\n"
" for _i in 2:\n"
" await get_tree().process_frame\n"
"\n"
" print(\n"
" RenderingServer.viewport_get_render_info(get_viewport()."
"get_viewport_rid(),\n"
" RenderingServer.VIEWPORT_RENDER_INFO_TYPE_VISIBLE,\n"
" RenderingServer.VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME)\n"
" )\n"
"[/codeblock]"
msgstr ""
"返回關於渲染引擎的統計資訊,能夠用於性能分析。會區分不同的渲染階段型別 [param "
"type],每種型別都有相同的可查詢資訊 [param info](不同的階段會返回不同的值)。"
"渲染階段型別列表見 [enum RenderingServer.ViewportRenderInfoType],能夠查詢的資"
"訊列表見 [enum RenderingServer.ViewportRenderInfo]。\n"
"另見 [method get_rendering_info],返回的是所有視口的全域資訊。\n"
"[b]注意:[/b]引擎渲染至少 2 影格後渲染資訊才可用。渲染資訊不可用時 [method "
"viewport_get_render_info] 返回 [code]0[/code]。要在 [code]_ready()[/code] 中成"
"功輸出渲染資訊,請使用如下程式碼:\n"
"[codeblock]\n"
"func _ready():\n"
" for _i in 2:\n"
" await get_tree().process_frame\n"
"\n"
" print(\n"
" RenderingServer.viewport_get_render_info(get_viewport()."
"get_viewport_rid(),\n"
" RenderingServer.VIEWPORT_RENDER_INFO_TYPE_VISIBLE,\n"
" RenderingServer.VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME)\n"
" )\n"
"[/codeblock]"
msgid "Returns the render target for the viewport."
msgstr "返回該視口的渲染目標。"
msgid "Returns the viewport's last rendered frame."
msgstr "返回視口的最後渲染影格。"
msgid "Detaches a viewport from a canvas and vice versa."
msgstr "從畫布分離視口,反之亦然。"
msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
msgstr ""
"如果為 [code]true[/code],則將視口設定為活動狀態,否則將其設定為非活動狀態。"
msgid ""
"Sets the rendering mask associated with this [Viewport]. Only [CanvasItem] "
"nodes with a matching rendering visibility layer will be rendered by this "
"[Viewport]."
msgstr ""
"設定與此 [Viewport] 關聯的渲染遮罩。渲染可見層與之配對的 [CanvasItem] 節點才會"
"被此 [Viewport] 渲染。"
msgid ""
"Sets the stacking order for a viewport's canvas.\n"
"[param layer] is the actual canvas layer, while [param sublayer] specifies "
"the stacking order of the canvas among those in the same layer."
msgstr ""
"設定視口畫布的堆疊順序。\n"
"[param layer] 是實際的畫布層,而 [param sublayer] 指定的是該畫布在同一層中的堆"
"疊順序。"
msgid "Sets the transformation of a viewport's canvas."
msgstr "設定視口畫布的變換。"
msgid ""
"Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
msgstr "設定視口的清除模式。可選項見 [enum ViewportClearMode]。"
msgid ""
"Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
"options."
msgstr "設定視口的除錯繪圖模式。可選項見 [enum ViewportDebugDraw]。"
msgid ""
"Sets the default texture filtering mode for the specified [param viewport] "
"RID. See [enum CanvasItemTextureFilter] for options."
msgstr ""
"設定視口的預設紋理篩選模式,視口由 [param viewport] RID 指定。選項見 [enum "
"CanvasItemTextureFilter]。"
msgid ""
"Sets the default texture repeat mode for the specified [param viewport] RID. "
"See [enum CanvasItemTextureRepeat] for options."
msgstr ""
"設定視口的預設紋理重複模式,視口由 [param viewport] RID 指定。選項見 [enum "
"CanvasItemTextureRepeat]。"
msgid ""
"If [code]true[/code], the viewport's canvas (i.e. 2D and GUI elements) is not "
"rendered."
msgstr "如果為 [code]true[/code],則不渲染視口的畫布(即 2D 和 GUI 元素)。"
msgid "If [code]true[/code], the viewport's 3D elements are not rendered."
msgstr "如果為 [code]true[/code],則不渲染視口的 3D 元素。"
msgid ""
"Sets the viewport's environment mode which allows enabling or disabling "
"rendering of 3D environment over 2D canvas. When disabled, 2D will not be "
"affected by the environment. When enabled, 2D will be affected by the "
"environment if the environment background mode is [constant ENV_BG_CANVAS]. "
"The default behavior is to inherit the setting from the viewport's parent. If "
"the topmost parent is also set to [constant VIEWPORT_ENVIRONMENT_INHERIT], "
"then the behavior will be the same as if it was set to [constant "
"VIEWPORT_ENVIRONMENT_ENABLED]."
msgstr ""
"設定視口的環境模式,該模式允許啟用或禁用 2D 畫布上的 3D 環境渲染。禁用時2D "
"將不受環境影響。啟用時,如果環境背景模式為 [constant ENV_BG_CANVAS],則 2D 會"
"受到環境的影響。預設行為是從視口的父級繼承設定。如果最頂層的父級也被設定為 "
"[constant VIEWPORT_ENVIRONMENT_INHERIT],則該行為將與設定為 [constant "
"VIEWPORT_ENVIRONMENT_ENABLED] 時相同。"
msgid "Sets the viewport's global transformation matrix."
msgstr "設定視口的全域變換矩陣。"
msgid ""
"Sets the measurement for the given [param viewport] RID (obtained using "
"[method Viewport.get_viewport_rid]). Once enabled, [method "
"viewport_get_measured_render_time_cpu] and [method "
"viewport_get_measured_render_time_gpu] will return values greater than "
"[code]0.0[/code] when queried with the given [param viewport]."
msgstr ""
"為給定的 [param viewport] RID使用 [method Viewport.get_viewport_rid] 獲取)"
"設定是否測量。啟用後,使用給定的 [param viewport] 對 [method "
"viewport_get_measured_render_time_cpu] 和 [method "
"viewport_get_measured_render_time_gpu] 進行查詢返回的就是大於 [code]0.0[/"
"code] 的值。"
msgid ""
"Sets the multisample anti-aliasing mode for 2D/Canvas on the specified [param "
"viewport] RID. See [enum ViewportMSAA] for options."
msgstr ""
"設定 RID 為 [param viewport] 的視口的 2D/畫布多重取樣抗鋸齒模式。選項見 [enum "
"ViewportMSAA]。"
msgid ""
"Sets the multisample anti-aliasing mode for 3D on the specified [param "
"viewport] RID. See [enum ViewportMSAA] for options."
msgstr ""
"設定 RID 為 [param viewport] 的視口的 3D 多重取樣抗鋸齒模式。選項見 [enum "
"ViewportMSAA]。"
msgid ""
"Sets the [member ProjectSettings.rendering/occlusion_culling/"
"bvh_build_quality] to use for occlusion culling. This parameter is global and "
"cannot be set on a per-viewport basis."
msgstr ""
"設定遮擋剔除的 [member ProjectSettings.rendering/occlusion_culling/"
"bvh_build_quality]。這個參數是全域的,無法針對特定視口設定。"
msgid ""
"Sets the [member ProjectSettings.rendering/occlusion_culling/"
"occlusion_rays_per_thread] to use for occlusion culling. This parameter is "
"global and cannot be set on a per-viewport basis."
msgstr ""
"設定遮擋剔除的 [member ProjectSettings.rendering/occlusion_culling/"
"occlusion_rays_per_thread]。這個參數是全域的,無法針對特定視口設定。"
msgid ""
"Sets the viewport's parent to the viewport specified by the [param "
"parent_viewport] RID."
msgstr "將該視口的父項設定為 [param parent_viewport] RID 指定的視口。"
msgid ""
"Sets the number of subdivisions to use in the specified shadow atlas [param "
"quadrant] for omni and spot shadows. See also [method Viewport."
"set_positional_shadow_atlas_quadrant_subdiv]."
msgstr ""
"設定全向燈和聚光燈陰影的指定陰影合集象限 [param quadrant] 的細分次數。另見 "
"[method Viewport.set_positional_shadow_atlas_quadrant_subdiv]。"
msgid ""
"Sets the [param size] of the shadow atlas's images (used for omni and spot "
"lights) on the viewport specified by the [param viewport] RID. The value is "
"rounded up to the nearest power of 2. If [param use_16_bits] is [code]true[/"
"code], use 16 bits for the omni/spot shadow depth map. Enabling this results "
"in shadows having less precision and may result in shadow acne, but can lead "
"to performance improvements on some devices.\n"
"[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be "
"visible at all. This can improve performance significantly on low-end systems "
"by reducing both the CPU and GPU load (as fewer draw calls are needed to draw "
"the scene without shadows)."
msgstr ""
"設定陰影合集圖像的大小(用於全向燈和聚光燈),大小由 [param size] 指定,生效的"
"視口由 [param viewport] RID 指定。該值將向上四捨五入到最接近的 2 次冪。如果 "
"[param use_16_bits] 為 [code]true[/code],則會使用 16 位的全向燈/聚光燈陰影深"
"度貼圖。啟用後,陰影的精度會降低,可能造成陰影失真,但能夠在部分裝置上提升性"
"能。\n"
"[b]注意:[/b]如果設定為 [code]0[/code],將根本看不到任何陰影。可以通過降低 "
"CPU 和 GPU 負載來顯著提升在低端系統上的性能(因為繪製不帶陰影的場景需要的繪製"
"呼叫更少)。"
msgid ""
"If [code]true[/code], render the contents of the viewport directly to screen. "
"This allows a low-level optimization where you can skip drawing a viewport to "
"the root viewport. While this optimization can result in a significant "
"increase in speed (especially on older devices), it comes at a cost of "
"usability. When this is enabled, you cannot read from the viewport or from "
"the screen_texture. You also lose the benefit of certain window settings, "
"such as the various stretch modes. Another consequence to be aware of is that "
"in 2D the rendering happens in window coordinates, so if you have a viewport "
"that is double the size of the window, and you set this, then only the "
"portion that fits within the window will be drawn, no automatic scaling is "
"possible, even if your game scene is significantly larger than the window "
"size."
msgstr ""
"如果為 [code]true[/code],則將視口的內容直接渲染到螢幕。這允許一個低級別的優"
"化,可以跳過將視口繪製到根視口。雖然這種優化可以顯著提高速度(尤其是在舊裝置"
"上),但它是以可用性為代價的。啟用後,無法從視口或 screen_texture 讀取。而且還"
"會失去某些視窗設定的好處,例如各種拉伸模式。另一個需要注意的後果是,在 2D 中,"
"渲染是以視窗座標進行的,所以如果有一個兩倍於視窗大小的視口,並且設定了這個屬"
"性,那麼只會繪製適合視窗的部分, 無法自動縮放,即使遊戲場景明顯大於視窗大小。"
msgid ""
"Sets the 3D resolution scaling mode. Bilinear scaling renders at different "
"resolution to either undersample or supersample the viewport. FidelityFX "
"Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that "
"produces high quality images at fast framerates by using a spatially aware "
"upscaling algorithm. FSR is slightly more expensive than bilinear, but it "
"produces significantly higher image quality. FSR should be used where "
"possible."
msgstr ""
"設定 3D 解析度縮放模式。雙線性縮放使用不同的解析度渲染,能夠對視口進行欠取樣或"
"超取樣。FidelityFX 超解析度 1.0,縮寫為 FSR是一種放大技術通過使用空間感知"
"放大演算法以快速畫面播放速率生成高品質圖像。FSR 比雙線性的開銷略大,但產生的圖"
"像質量明顯更高。應盡可能使用 FSR。"
msgid ""
"Scales the 3D render buffer based on the viewport size uses an image filter "
"specified in [enum ViewportScaling3DMode] to scale the output image to the "
"full viewport size. Values lower than [code]1.0[/code] can be used to speed "
"up 3D rendering at the cost of quality (undersampling). Values greater than "
"[code]1.0[/code] are only valid for bilinear mode and can be used to improve "
"3D rendering quality at a high performance cost (supersampling). See also "
"[enum ViewportMSAA] for multi-sample antialiasing, which is significantly "
"cheaper but only smoothens the edges of polygons.\n"
"When using FSR upscaling, AMD recommends exposing the following values as "
"preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", "
"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire scale."
msgstr ""
"根據視圖大小,縮放 3D 渲染緩衝區,使用 [enum ViewportScaling3DMode] 中指定的圖"
"像篩檢程式,將輸出圖像縮放到完整視圖大小。低於 [code]1.0[/code] 的值,可用於加"
"速 3D 渲染,但會以品質為代價(欠取樣)。大於 [code]1.0[/code] 的值,僅對雙線性"
"模式有效,可用於以較高的性能成本(超級取樣),提高 3D 渲染品質。另請參閱 "
"[enum ViewportMSAA] 以瞭解多重取樣抗鋸齒,這要便宜得多,但只會平滑多邊形的邊"
"緣。\n"
"在使用 FSR 放大時AMD 建議將以下值,作為預設選項公開給使用者:“超品質:"
"0.77”、“品質0.67”、“平衡0.59”、“性能0.5”,而不是公開整個比例。"
msgid ""
"Sets a viewport's scenario. The scenario contains information about "
"environment information, reflection atlas, etc."
msgstr "設定視口的場景。該場景包含環境、反射合集等資訊。"
msgid "Sets the viewport's screen-space antialiasing mode."
msgstr "使用視口的螢幕空間抗鋸齒模式。"
msgid ""
"Sets the viewport's 2D signed distance field [member ProjectSettings."
"rendering/2d/sdf/oversize] and [member ProjectSettings.rendering/2d/sdf/"
"scale]. This is used when sampling the signed distance field in [CanvasItem] "
"shaders as well as [GPUParticles2D] collision. This is [i]not[/i] used by "
"SDFGI in 3D rendering."
msgstr ""
"設定視口的 2D 帶符號距離場的 [member ProjectSettings.rendering/2d/sdf/"
"oversize] 和 [member ProjectSettings.rendering/2d/sdf/scale]。在 [CanvasItem] "
"著色器中對帶符號距離場進行取樣時會用到,[GPUParticles2D] 碰撞時也會用到。3D 渲"
"染時的 SDFGI [i]不會[/i]使用。"
msgid "Sets the viewport's width and height in pixels."
msgstr "設定視口的寬度和高度,單位為圖元。"
msgid ""
"If [code]true[/code], canvas item transforms (i.e. origin position) are "
"snapped to the nearest pixel when rendering. This can lead to a crisper "
"appearance at the cost of less smooth movement, especially when [Camera2D] "
"smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/"
"snap_2d_transforms_to_pixel]."
msgstr ""
"如果為 [code]true[/code],則畫布項的變換(即原點的位置)會在渲染時吸附到整像"
"素。這樣外觀看上去就會更銳利,但會影響移動的平滑程度,尤其是在啟用了 "
"[Camera2D] 平滑的情況下。等價於 [member ProjectSettings.rendering/2d/snap/"
"snap_2d_transforms_to_pixel]。"
msgid ""
"If [code]true[/code], canvas item vertices (i.e. polygon points) are snapped "
"to the nearest pixel when rendering. This can lead to a crisper appearance at "
"the cost of less smooth movement, especially when [Camera2D] smoothing is "
"enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/"
"snap_2d_vertices_to_pixel]."
msgstr ""
"如果為 [code]true[/code],則畫布項的頂點(即多邊形的點)會在渲染時吸附到整像"
"素。這樣外觀看上去就會更銳利,但會影響移動的平滑程度,尤其是在啟用了 "
"[Camera2D] 平滑的情況下。等價於 [member ProjectSettings.rendering/2d/snap/"
"snap_2d_vertices_to_pixel]。"
msgid ""
"Affects the final texture sharpness by reading from a lower or higher mipmap "
"(also called \"texture LOD bias\"). Negative values make mipmapped textures "
"sharper but grainier when viewed at a distance, while positive values make "
"mipmapped textures blurrier (even when up close). To get sharper textures at "
"a distance without introducing too much graininess, set this between "
"[code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing "
"([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help "
"reduce the graininess visible when using negative mipmap bias.\n"
"[b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used "
"to adjust the automatic mipmap bias which is calculated internally based on "
"the scale factor. The formula for this is [code]-log2(1.0 / scale) + "
"mipmap_bias[/code]."
msgstr ""
"讀取較低或較高的 mipmap影響最終紋理的清晰度也稱為“紋理 LOD 偏置”)。負值會"
"讓 mipmap 紋理更銳利,但從較遠處觀察時顆粒更明顯,而正值會讓 mipmap 紋理更模糊"
"(即便湊近看也一樣)。要在不引入太多顆粒感的情況下,在遠處獲得更銳利的紋理,請"
"將其設定在 [code]-0.75[/code] 和 [code]0.0[/code] 之間。啟用時間抗鋸齒"
"[member ProjectSettings.rendering/anti_aliasing/quality/use_taa])有助於減少"
"使用負 mipmap 偏置時可見的顆粒度。\n"
"[b]注意:[/b]當 3D 縮放模式設定為 FSR 1.0 時,會使用該值調整自動 mipmap 偏置,"
"偏置的計算基於縮放係數。其公式為 [code]-log2(1.0 / scale) + mipmap_bias[/"
"code]。"
msgid ""
"If [code]true[/code], the viewport renders its background as transparent."
msgstr "如果為 [code]true[/code],視口將其背景渲染為透明。"
msgid ""
"Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
"constants for options."
msgstr "設定應更新視口的時間。可選項請參閱 [enum ViewportUpdateMode] 。"
msgid ""
"If [code]true[/code], enables debanding on the specified viewport. Equivalent "
"to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding]."
msgstr ""
"如果為 [code]true[/code],則在指定的視口上啟用去條帶。等價於 [member "
"ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。"
msgid ""
"If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format "
"framebuffer matching the bit depth of the 3D framebuffer. When using the "
"Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while when "
"using the Mobile renderer it will be a [code]RGB10_A2[/code] framebuffer. "
"Additionally, 2D rendering will take place in linear color space and will be "
"converted to sRGB space immediately before blitting to the screen (if the "
"Viewport is attached to the screen). Practically speaking, this means that "
"the end result of the Viewport will not be clamped into the [code]0-1[/code] "
"range and can be used in 3D rendering without color space adjustments. This "
"allows 2D rendering to take advantage of effects requiring high dynamic range "
"(e.g. 2D glow) as well as substantially improves the appearance of effects "
"requiring highly detailed gradients. This setting has the same effect as "
"[member Viewport.use_hdr_2d].\n"
"[b]Note:[/b] This setting will have no effect when using the GL Compatibility "
"renderer as the GL Compatibility renderer always renders in low dynamic range "
"for performance reasons."
msgstr ""
"如果[code]true[/code]2D 渲染將使用與3D 影格緩衝區的位元深度配對的高動態範圍"
"(HDR) 格式影格緩衝區。使用Forward+ 渲染器時,這將是[code]RGBA16[/code] 影格緩"
"衝區,而使用移動渲染器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外2D 渲"
"染將在線性顏色空間中進行並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果"
"Viewport 附加到螢幕。實際上這表示Viewport 的最終結果不會被限制在"
"[code]0-1[/code] 範圍內,並且可以使用在 3D 渲染中無需調整色彩空間。這允許 2D "
"渲染利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果"
"的外觀。此設定與 [member Viewport.use_hdr_2d]。\n"
"[b]注意:[/b] 使用GL 相容性渲染器時此設定無效因為出於效能原因GL 相容性渲"
"染器始終在低動態範圍內渲染。"
msgid ""
"If [code]true[/code], enables occlusion culling on the specified viewport. "
"Equivalent to [member ProjectSettings.rendering/occlusion_culling/"
"use_occlusion_culling]."
msgstr ""
"如果為 [code]true[/code],則在指定的視口上啟用遮擋剔除。等價於 [member "
"ProjectSettings.rendering/occlusion_culling/use_occlusion_culling]。"
msgid ""
"If [code]true[/code], use Temporal Anti-Aliasing. Equivalent to [member "
"ProjectSettings.rendering/anti_aliasing/quality/use_taa]."
msgstr ""
"如果為 [code]true[/code],則在指定的視口上啟用時間抗鋸齒。等價於 [member "
"ProjectSettings.rendering/anti_aliasing/quality/use_taa]。"
msgid ""
"If [code]true[/code], the viewport uses augmented or virtual reality "
"technologies. See [XRInterface]."
msgstr ""
"如果為 [code]true[/code],則視口使用增強或虛擬實境技術。參閱 [XRInterface]。"
msgid ""
"Sets the Variable Rate Shading (VRS) mode for the viewport. If the GPU does "
"not support VRS, this property is ignored. Equivalent to [member "
"ProjectSettings.rendering/vrs/mode]."
msgstr ""
"設定視口的可變速率著色VRS模式。如果 GPU 不支援 VRS 則會忽略該屬性。等價於 "
"[member ProjectSettings.rendering/vrs/mode]。"
msgid ""
"The texture to use when the VRS mode is set to [constant RenderingServer."
"VIEWPORT_VRS_TEXTURE]. Equivalent to [member ProjectSettings.rendering/vrs/"
"texture]."
msgstr ""
"當 VRS 模式設定為 [constant RenderingServer.VIEWPORT_VRS_TEXTURE] 時,要使用的"
"紋理。等價於 [member ProjectSettings.rendering/vrs/texture]。"
msgid ""
"Creates a new 3D visibility notifier object and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]visibility_notifier_*[/code] RenderingServer "
"functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"To place in a scene, attach this mesh to an instance using [method "
"instance_set_base] using the returned RID.\n"
"[b]Note:[/b] The equivalent node is [VisibleOnScreenNotifier3D]."
msgstr ""
"新建 3D 可見性通知物件並將其新增到 RenderingServer。可以通過返回的 RID 進行訪"
"問。這個 RID 會在所有 [code]visibility_notifier_*[/code] RenderingServer 函式"
"中使用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"如果要將這個網格放置到場景中,請使用返回的 RID 呼叫 [method "
"instance_set_base],將其附加至某個實例上。\n"
"[b]注意:[/b]等價節點為 [VisibleOnScreenNotifier3D]。"
msgid ""
"Creates a new voxel-based global illumination object and adds it to the "
"RenderingServer. It can be accessed with the RID that is returned. This RID "
"will be used in all [code]voxel_gi_*[/code] RenderingServer functions.\n"
"Once finished with your RID, you will want to free the RID using the "
"RenderingServer's [method free_rid] method.\n"
"[b]Note:[/b] The equivalent node is [VoxelGI]."
msgstr ""
"新建基於體素的全域光照物件並將其新增到 RenderingServer。可以通過返回的 RID 進"
"行存取。這個 RID 會在所有 [code]voxel_gi_*[/code] RenderingServer 函式中使"
"用。\n"
"RID 使用結束後,應該使用 RenderingServer 的 [method free_rid] 方法進行釋放。\n"
"[b]注意:[/b]等價節點為 [VoxelGI]。"
msgid ""
"Used to inform the renderer what exposure normalization value was used while "
"baking the voxel gi. This value will be used and modulated at run time to "
"ensure that the voxel gi maintains a consistent level of exposure even if the "
"scene-wide exposure normalization is changed at run time. For more "
"information see [method camera_attributes_set_exposure]."
msgstr ""
"用於通知渲染器烘焙體素 GI 時使用的曝光正規化值。運作時會使用這個值進行調變,確"
"保體素 GI 能夠維持恒定的曝光等級,即便場景範圍的曝光正規化值在運作時發生改變。"
"更多資訊見 [method camera_attributes_set_exposure]。"
msgid ""
"Sets the [member VoxelGIData.bias] value to use on the specified [param "
"voxel_gi]'s [RID]."
msgstr "為 [RID] 為 [param voxel_gi] 的對象設定 [member VoxelGIData.bias] 值。"
msgid ""
"Sets the [member VoxelGIData.dynamic_range] value to use on the specified "
"[param voxel_gi]'s [RID]."
msgstr ""
"為 [RID] 為 [param voxel_gi] 的對象設定 [member VoxelGIData.dynamic_range] "
"值。"
msgid ""
"Sets the [member VoxelGIData.energy] value to use on the specified [param "
"voxel_gi]'s [RID]."
msgstr ""
"為 [RID] 為 [param voxel_gi] 的對象設定 [member VoxelGIData.energy] 值。"
msgid ""
"Sets the [member VoxelGIData.interior] value to use on the specified [param "
"voxel_gi]'s [RID]."
msgstr ""
"為 [RID] 為 [param voxel_gi] 的對象設定 [member VoxelGIData.interior] 值。"
msgid ""
"Sets the [member VoxelGIData.normal_bias] value to use on the specified "
"[param voxel_gi]'s [RID]."
msgstr ""
"為 [RID] 為 [param voxel_gi] 的對象設定 [member VoxelGIData.normal_bias] 值。"
msgid ""
"Sets the [member VoxelGIData.propagation] value to use on the specified "
"[param voxel_gi]'s [RID]."
msgstr ""
"為 [RID] 為 [param voxel_gi] 的對象設定 [member VoxelGIData.propagation] 值。"
msgid ""
"Sets the [member ProjectSettings.rendering/global_illumination/voxel_gi/"
"quality] value to use when rendering. This parameter is global and cannot be "
"set on a per-VoxelGI basis."
msgstr ""
"設定渲染時使用的 [member ProjectSettings.rendering/global_illumination/"
"voxel_gi/quality] 值。這個參數是全域的,無法為單獨的 VoxelGI 進行設定。"
msgid ""
"Sets the [member VoxelGIData.use_two_bounces] value to use on the specified "
"[param voxel_gi]'s [RID]."
msgstr ""
"為 [RID] 為 [param voxel_gi] 的對象設定 [member VoxelGIData.use_two_bounces] "
"值。"
msgid ""
"If [code]false[/code], disables rendering completely, but the engine logic is "
"still being processed. You can call [method force_draw] to draw a frame even "
"with rendering disabled."
msgstr ""
"如果為 [code]false[/code],則完全禁用渲染,但引擎邏輯仍在處理中。即使禁用渲"
"染,你也可以呼叫 [method force_draw] 來繪製影格。"
msgid ""
"Emitted at the end of the frame, after the RenderingServer has finished "
"updating all the Viewports."
msgstr ""
"在該影格的結尾發出,此時 RenderingServer 剛剛完成對所有 Viewport 的更新。"
msgid ""
"Emitted at the beginning of the frame, before the RenderingServer updates all "
"the Viewports."
msgstr "在該影格的開頭發出,此後 RenderingServer 會更新所有 Viewport。"
msgid "Marks an error that shows that the index array is empty."
msgstr "標記一個錯誤,表明索引陣列為空。"
msgid "Number of weights/bones per vertex."
msgstr "每個頂點的權重/骨骼數。"
msgid "The minimum Z-layer for canvas items."
msgstr "畫布專案的最小 Z 層。"
msgid "The maximum Z-layer for canvas items."
msgstr "帆布專案的最大 Z 層。"
msgid ""
"The maximum number of glow levels that can be used with the glow post-"
"processing effect."
msgstr "輝光後期處理效果使用的最大輝光級別數。"
msgid "[i]Deprecated.[/i] This constant is unused internally."
msgstr "[i]已廢棄。[/i]這個常數未在內部使用。"
msgid ""
"The maximum number of directional lights that can be rendered at a given time "
"in 2D."
msgstr "2D 中同一時間能夠渲染的最大方向光的數量。"
msgid "Array of 2-dimensional textures (see [Texture2DArray])."
msgstr "二維紋理陣列(見 [Texture2DArray])。"
msgid "Cubemap texture (see [Cubemap])."
msgstr "立方體貼圖紋理(見 [Cubemap])。"
msgid "Array of cubemap textures (see [CubemapArray])."
msgstr "立方體貼圖紋理陣列(見 [CubemapArray])。"
msgid "Left face of a [Cubemap]."
msgstr "[Cubemap] 的左面。"
msgid "Right face of a [Cubemap]."
msgstr "[Cubemap] 的右面。"
msgid "Bottom face of a [Cubemap]."
msgstr "[Cubemap] 的底面。"
msgid "Top face of a [Cubemap]."
msgstr "[Cubemap] 的頂面。"
msgid "Front face of a [Cubemap]."
msgstr "[Cubemap] 的正面。"
msgid "Back face of a [Cubemap]."
msgstr "[Cubemap] 的背面。"
msgid "Shader is a 3D shader."
msgstr "著色器是 3D 著色器。"
msgid "Shader is a 2D shader."
msgstr "著色器是 2D 著色器。"
msgid "Shader is a particle shader (can be used in both 2D and 3D)."
msgstr "著色器是粒子著色器2D 和 3D 均可使用)。"
msgid "Shader is a 3D sky shader."
msgstr "著色器是 3D 天空著色器。"
msgid "Shader is a 3D fog shader."
msgstr "著色器是 3D 霧著色器。"
msgid "Represents the size of the [enum ShaderMode] enum."
msgstr "代表 [enum ShaderMode] 列舉的大小。"
msgid "The minimum renderpriority of all materials."
msgstr "所有材質的最小渲染優先順序。"
msgid "The maximum renderpriority of all materials."
msgstr "所有材質的最大渲染優先順序。"
msgid "Array is a vertex position array."
msgstr "陣列是頂點位置陣列。"
msgid "Array is a normal array."
msgstr "陣列是法線陣列。"
msgid "Array is a tangent array."
msgstr "陣列是切線陣列。"
msgid "Array is a vertex color array."
msgstr "陣列是頂點顏色陣列。"
msgid "Array is a UV coordinates array."
msgstr "陣列是 UV 座標陣列。"
msgid "Array is a UV coordinates array for the second set of UV coordinates."
msgstr "陣列是第二組 UV 座標的 UV 座標陣列。"
msgid "Array is a custom data array for the first set of custom data."
msgstr "陣列是第一組自訂資料的自訂資料陣列。"
msgid "Array is a custom data array for the second set of custom data."
msgstr "陣列是第二組自訂資料的自訂資料陣列。"
msgid "Array is a custom data array for the third set of custom data."
msgstr "陣列是第三組自訂資料的自訂資料陣列。"
msgid "Array is a custom data array for the fourth set of custom data."
msgstr "陣列是第四組自訂資料的自訂資料陣列。"
msgid "Array contains bone information."
msgstr "陣列包含骨骼資訊。"
msgid "Array is weight information."
msgstr "陣列是重量資訊。"
msgid "Array is an index array."
msgstr "陣列是索引陣列。"
msgid ""
"The number of custom data arrays available ([constant ARRAY_CUSTOM0], "
"[constant ARRAY_CUSTOM1], [constant ARRAY_CUSTOM2], [constant ARRAY_CUSTOM3])."
msgstr ""
"可用自訂資料陣列的數量([constant ARRAY_CUSTOM0]、[constant ARRAY_CUSTOM1]、"
"[constant ARRAY_CUSTOM2]、[constant ARRAY_CUSTOM3])。"
msgid ""
"Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. "
"Values are normalized, unsigned floating-point in the [code][0.0, 1.0][/code] "
"range."
msgstr ""
"自訂資料陣列包含的是每通道 8 位的紅、綠、藍、Alpha 顏色資料。元素經過歸一化,"
"是 [code][0.0, 1.0][/code] 範圍內的無符號浮點數。"
msgid ""
"Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. "
"Values are normalized, signed floating-point in the [code][-1.0, 1.0][/code] "
"range."
msgstr ""
"自訂資料陣列包含的是每通道 8 位的紅、綠、藍、Alpha 顏色資料。元素經過歸一化,"
"是 [code][0.0, 1.0][/code] 範圍內的帶符號浮點數。"
msgid ""
"Custom data array contains 16-bit-per-channel red/green color data. Values "
"are floating-point in half precision."
msgstr ""
"自訂資料陣列包含的是每通道 16 位的紅、綠、藍顏色資料。元素為半精度浮點數。"
msgid ""
"Custom data array contains 16-bit-per-channel red/green/blue/alpha color "
"data. Values are floating-point in half precision."
msgstr ""
"自訂資料陣列包含的是每通道 16 位的紅、綠、藍、Alpha 顏色資料。元素為半精度浮點"
"數。"
msgid ""
"Custom data array contains 32-bit-per-channel red color data. Values are "
"floating-point in single precision."
msgstr "自訂資料陣列包含的是每通道 32 位元的紅色資料。元素為單精確度浮點數。"
msgid ""
"Custom data array contains 32-bit-per-channel red/green color data. Values "
"are floating-point in single precision."
msgstr ""
"自訂資料陣列包含的是每通道 32 位的紅、綠顏色資料。元素為單精確度浮點數。"
msgid ""
"Custom data array contains 32-bit-per-channel red/green/blue color data. "
"Values are floating-point in single precision."
msgstr ""
"自訂資料陣列包含的是每通道 32 位的紅、綠、藍顏色資料。元素為單精確度浮點數。"
msgid ""
"Custom data array contains 32-bit-per-channel red/green/blue/alpha color "
"data. Values are floating-point in single precision."
msgstr ""
"自訂資料陣列包含的是每通道 32 位的紅、綠、藍、Alpha 顏色資料。元素為單精確度浮"
"點數。"
msgid "Flag used to mark a vertex position array."
msgstr "用於標記頂點位置陣列的旗標。"
msgid "Flag used to mark a normal array."
msgstr "用於標記法線陣列的旗標。"
msgid "Flag used to mark a tangent array."
msgstr "用於標記切線陣列的旗標。"
msgid "Flag used to mark a vertex color array."
msgstr "用於標記頂點顏色陣列的旗標。"
msgid "Flag used to mark a UV coordinates array."
msgstr "用於標記 UV 座標陣列的旗標。"
msgid "Flag used to mark a UV coordinates array for the second UV coordinates."
msgstr "用於標記第二個 UV 座標的 UV 座標陣列的旗標。"
msgid ""
"Flag used to mark an array of custom per-vertex data for the first set of "
"custom data."
msgstr "用於標記第一組自訂資料的自訂頂點資料陣列的旗標。"
msgid ""
"Flag used to mark an array of custom per-vertex data for the second set of "
"custom data."
msgstr "用於標記第二組自訂資料的自訂頂點資料陣列的旗標。"
msgid ""
"Flag used to mark an array of custom per-vertex data for the third set of "
"custom data."
msgstr "用於標記第三組自訂資料的自訂頂點資料陣列的旗標。"
msgid ""
"Flag used to mark an array of custom per-vertex data for the fourth set of "
"custom data."
msgstr "用於標記第四組自訂資料的自訂頂點資料陣列的旗標。"
msgid "Flag used to mark a bone information array."
msgstr "用來標記骨骼資訊陣列的旗標。"
msgid "Flag used to mark a weights array."
msgstr "用於標記重量陣列的標記。"
msgid "Flag used to mark an index array."
msgstr "用於標記索引陣列的旗標。"
msgid "Flag used to mark that the array uses 8 bone weights instead of 4."
msgstr "用於標記陣列使用 8 個骨骼權重而不是 4 個的旗標。"
msgid "Primitive to draw consists of points."
msgstr "繪製的圖元由點組成。"
msgid "Primitive to draw consists of lines."
msgstr "繪製的圖元由線組成。"
msgid "Primitive to draw consists of a line strip from start to end."
msgstr "繪製的圖元由單條線帶組成。"
msgid "Primitive to draw consists of triangles."
msgstr "繪製的圖元由三角形組成。"
msgid ""
"Primitive to draw consists of a triangle strip (the last 3 vertices are "
"always combined to make a triangle)."
msgstr "繪製的圖元由單條三角形帶組成(最後 3 個頂點總是會構成三角形)。"
msgid "Represents the size of the [enum PrimitiveType] enum."
msgstr "代表 [enum PrimitiveType] 列舉的大小。"
msgid "Use [Transform2D] to store MultiMesh transform."
msgstr "使用 [Transform2D] 儲存 MultiMesh 變換。"
msgid "Use [Transform3D] to store MultiMesh transform."
msgstr "使用 [Transform3D] 儲存 MultiMesh 變換。"
msgid ""
"Nearest-neighbor filter for light projectors (use for pixel art light "
"projectors). No mipmaps are used for rendering, which means light projectors "
"at a distance will look sharp but grainy. This has roughly the same "
"performance cost as using mipmaps."
msgstr ""
"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時不使用 mipmap這意味著"
"較遠處的光線投射器看上去會很銳利,但會有顆粒狀的圖案。與使用 mipmap 的性能開銷"
"大致相同。"
msgid ""
"Linear filter for light projectors (use for non-pixel art light projectors). "
"No mipmaps are used for rendering, which means light projectors at a distance "
"will look smooth but blurry. This has roughly the same performance cost as "
"using mipmaps."
msgstr ""
"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時不使用 mipmap這意味著"
"較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與使用 mipmap 的性能開銷大"
"致相同。"
msgid ""
"Nearest-neighbor filter for light projectors (use for pixel art light "
"projectors). Isotropic mipmaps are used for rendering, which means light "
"projectors at a distance will look smooth but blurry. This has roughly the "
"same performance cost as not using mipmaps."
msgstr ""
"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時使用各向同性的 mipmap"
"這意味著較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的"
"性能開銷大致相同。"
msgid ""
"Linear filter for light projectors (use for non-pixel art light projectors). "
"Isotropic mipmaps are used for rendering, which means light projectors at a "
"distance will look smooth but blurry. This has roughly the same performance "
"cost as not using mipmaps."
msgstr ""
"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時使用各向同性的 mipmap"
"這意味著較遠處的光線投射器看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的"
"性能開銷大致相同。"
msgid ""
"Nearest-neighbor filter for light projectors (use for pixel art light "
"projectors). Anisotropic mipmaps are used for rendering, which means light "
"projectors at a distance will look smooth and sharp when viewed from oblique "
"angles. This looks better compared to isotropic mipmaps, but is slower. The "
"level of anisotropic filtering is defined by [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"光線投射器的最近鄰篩選(用於圖元風光線投射器)。渲染時使用各向異性的 mipmap"
"這意味著光線投射器從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也"
"更慢。各向異性的級別由 [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level] 定義。"
msgid ""
"Linear filter for light projectors (use for non-pixel art light projectors). "
"Anisotropic mipmaps are used for rendering, which means light projectors at a "
"distance will look smooth and sharp when viewed from oblique angles. This "
"looks better compared to isotropic mipmaps, but is slower. The level of "
"anisotropic filtering is defined by [member ProjectSettings.rendering/"
"textures/default_filters/anisotropic_filtering_level]."
msgstr ""
"光線投射器的線性篩選(用於非圖元風光線投射器)。渲染時使用各向異性的 mipmap"
"這意味著光線投射器從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也"
"更慢。各向異性的級別由 [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level] 定義。"
msgid "Directional (sun/moon) light (see [DirectionalLight3D])."
msgstr "方向(太陽/月亮)燈(見 [DirectionalLight3D])。"
msgid "Omni light (see [OmniLight3D])."
msgstr "全向燈(見 [OmniLight3D])。"
msgid "Spot light (see [SpotLight3D])."
msgstr "聚光燈(見 [SpotLight3D])。"
msgid "The light's energy multiplier."
msgstr "該燈光的能量倍數。"
msgid ""
"The light's indirect energy multiplier (final indirect energy is [constant "
"LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_INDIRECT_ENERGY])."
msgstr ""
"該燈光的間接能量倍數(最終的間接能量為 [constant LIGHT_PARAM_ENERGY] * "
"[constant LIGHT_PARAM_INDIRECT_ENERGY])。"
msgid ""
"The light's volumetric fog energy multiplier (final volumetric fog energy is "
"[constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])."
msgstr ""
"該燈光的體積霧能量倍數(最終的體積霧能量為 [constant LIGHT_PARAM_ENERGY] * "
"[constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY])。"
msgid "The light's influence on specularity."
msgstr "燈光對鏡面反射的影響。"
msgid "The light's range."
msgstr "燈光的範圍。"
msgid ""
"The size of the light when using spot light or omni light. The angular size "
"of the light when using directional light."
msgstr "使用聚光燈或全向燈時的燈光大小。使用定向光時是光的角度大小。"
msgid "The light's attenuation."
msgstr "光線的衰減。"
msgid "The spotlight's angle."
msgstr "聚光燈的角度。"
msgid "The spotlight's attenuation."
msgstr "聚光燈的衰減。"
msgid "Proportion of shadow atlas occupied by the first split."
msgstr "第一次拆分所佔據的陰影合集的比例。"
msgid "Proportion of shadow atlas occupied by the second split."
msgstr "第二次拆分所佔用的陰影合集的比例。"
msgid ""
"Proportion of shadow atlas occupied by the third split. The fourth split "
"occupies the rest."
msgstr "第三次拆分所佔用的陰影合集的比例。第四個拆分佔據了其餘部分。"
msgid ""
"Proportion of shadow max distance where the shadow will start to fade out."
msgstr "陰影將開始淡出的陰影最大距離的比例。"
msgid ""
"Normal bias used to offset shadow lookup by object normal. Can be used to fix "
"self-shadowing artifacts."
msgstr "法線偏置,用於抵消物體法線的陰影搜尋。可以用來修復自陰影的偽影。"
msgid "Bias the shadow lookup to fix self-shadowing artifacts."
msgstr "對陰影搜尋進行偏置,以修復自我陰影的假像。"
msgid ""
"The light's shadow opacity. Values lower than [code]1.0[/code] make the light "
"appear through shadows. This can be used to fake global illumination at a low "
"performance cost."
msgstr ""
"燈光的陰影不透明度。低於 [code]1.0[/code] 的值會使光線透過陰影出現。這可以用於"
"以較低的性能成本偽造全域照明。"
msgid ""
"Blurs the edges of the shadow. Can be used to hide pixel artifacts in low "
"resolution shadow maps. A high value can make shadows appear grainy and can "
"cause other unwanted artifacts. Try to keep as near default as possible."
msgstr ""
"模糊陰影的邊緣。可用於隱藏低解析度陰影貼圖中的圖元偽影。較高的值會使陰影顯得粗"
"糙,並可能導致其他不需要的偽影。儘量保持接近預設值。"
msgid ""
"Constant representing the intensity of the light, measured in Lumens when "
"dealing with a [SpotLight3D] or [OmniLight3D], or measured in Lux with a "
"[DirectionalLight3D]. Only used when [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] is [code]true[/code]."
msgstr ""
"代表燈光強度的常數,[SpotLight3D] 和 [OmniLight3D] 的單位為流明,"
"[DirectionalLight3D] 的單位為勒克斯。僅在 [member ProjectSettings.rendering/"
"lights_and_shadows/use_physical_light_units] 為 [code]true[/code] 時使用。"
msgid "Represents the size of the [enum LightParam] enum."
msgstr "代表 [enum LightParam] 列舉的大小。"
msgid ""
"Light is ignored when baking. This is the fastest mode, but the light will be "
"taken into account when baking global illumination. This mode should "
"generally be used for dynamic lights that change quickly, as the effect of "
"global illumination is less noticeable on those lights."
msgstr ""
"烘焙時燈光將被忽略。這是最快的模式,但是在烘焙全域照明時仍會考慮該燈光。該模式"
"通常套用於快速變化的動態燈光,因為全域照明的效果在這些燈光上不太明顯。"
msgid ""
"Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI "
"([member Environment.sdfgi_enabled])). The light can be moved around or "
"modified, but its global illumination will not update in real-time. This is "
"suitable for subtle changes (such as flickering torches), but generally not "
"large changes such as toggling a light on and off."
msgstr ""
"在靜態烘焙([VoxelGI]、[LightmapGI]、SDFGI[member Environment."
"sdfgi_enabled]))時,考慮了燈光。燈光可以四處移動或修改,但其全域照明不會實時"
"更新。這適用於細微的變化(例如閃爍的手電筒),但通常不適用於大的變化,例如打開"
"和關閉燈光。"
msgid ""
"Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member "
"Environment.sdfgi_enabled]) only). The light can be moved around or modified "
"with global illumination updating in real-time. The light's global "
"illumination appearance will be slightly different compared to [constant "
"LIGHT_BAKE_STATIC]. This has a greater performance cost compared to [constant "
"LIGHT_BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is "
"affected by [member ProjectSettings.rendering/global_illumination/sdfgi/"
"frames_to_update_lights]."
msgstr ""
"動態烘焙時考慮燈光(僅 [VoxelGI] 和 SDFGI[member Environment."
"sdfgi_enabled]))。燈光可以四處移動或修改,全域照明會即時更新。燈光的全域照明"
"效果與 [constant LIGHT_BAKE_STATIC] 略有不同。性能開銷比 [constant "
"LIGHT_BAKE_STATIC] 更大。使用 SDFGI 時,動態燈光的更新速度受 [member "
"ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights] "
"的影響。"
msgid "Use a dual paraboloid shadow map for omni lights."
msgstr "對全向光使用雙抛物面陰影貼圖。"
msgid ""
"Use a cubemap shadow map for omni lights. Slower but better quality than dual "
"paraboloid."
msgstr "對全向光使用立方體貼圖陰影貼圖。比雙抛物面更慢但品質更好。"
msgid "Use orthogonal shadow projection for directional light."
msgstr "對平行光使用正交陰影投影。"
msgid "Use 2 splits for shadow projection when using directional light."
msgstr "使用平行光時,使用 2 個分割進行陰影投影。"
msgid "Use 4 splits for shadow projection when using directional light."
msgstr "使用平行光時,使用 4 個分割進行陰影投影。"
msgid "Use DirectionalLight3D in both sky rendering and scene lighting."
msgstr "在天空渲染和場景照明中都使用 DirectionalLight3D。"
msgid "Only use DirectionalLight3D in scene lighting."
msgstr "僅在場景照明中使用 DirectionalLight3D。"
msgid "Only use DirectionalLight3D in sky rendering."
msgstr "僅在天空渲染中使用 DirectionalLight3D。"
msgid ""
"Lowest shadow filtering quality (fastest). Soft shadows are not available "
"with this quality setting, which means the [member Light3D.shadow_blur] "
"property is ignored if [member Light3D.light_size] and [member Light3D."
"light_angular_distance] is [code]0.0[/code].\n"
"[b]Note:[/b] The variable shadow blur performed by [member Light3D."
"light_size] and [member Light3D.light_angular_distance] is still effective "
"when using hard shadow filtering. In this case, [member Light3D.shadow_blur] "
"[i]is[/i] taken into account. However, the results will not be blurred, "
"instead the blur amount is treated as a maximum radius for the penumbra."
msgstr ""
"最低的陰影篩選品質(最快)。使用這種品質設定時,軟陰影不可用,這意味著如果 "
"[member Light3D.light_size] 和 [member Light3D.light_angular_distance] 為 "
"[code]0.0[/code],則會忽略 [member Light3D.shadow_blur] 屬性。\n"
"[b]注意:[/b]使用硬陰影篩選時,由 [member Light3D.light_size] 和 [member "
"Light3D.light_angular_distance] 執行的可變陰影模糊仍然有效。在這種情況下[i]會"
"[/i]考慮 [member Light3D.shadow_blur]。但是不會對結果進行模糊處理,而是將模糊"
"量視為半影的最大半徑。"
msgid ""
"Very low shadow filtering quality (faster). When using this quality setting, "
"[member Light3D.shadow_blur] is automatically multiplied by 0.75× to avoid "
"introducing too much noise. This division only applies to lights whose "
"[member Light3D.light_size] or [member Light3D.light_angular_distance] is "
"[code]0.0[/code])."
msgstr ""
"非常低的陰影篩選品質(更快)。使用該品質設定時,[member Light3D.shadow_blur] "
"會自動乘以 0.75 倍以避免引入過多的噪點。該劃分僅適用於 [member Light3D."
"light_size] 或 [member Light3D.light_angular_distance] 為 [code]0.0[/code] 的"
"燈光。"
msgid "Low shadow filtering quality (fast)."
msgstr "低陰影篩選品質(快速)。"
msgid "Medium low shadow filtering quality (average)."
msgstr "中低陰影篩選品質(平均)。"
msgid ""
"High low shadow filtering quality (slow). When using this quality setting, "
"[member Light3D.shadow_blur] is automatically multiplied by 1.5× to better "
"make use of the high sample count. This increased blur also improves the "
"stability of dynamic object shadows. This multiplier only applies to lights "
"whose [member Light3D.light_size] or [member Light3D.light_angular_distance] "
"is [code]0.0[/code])."
msgstr ""
"高低陰影篩選品質(慢)。使用該品質設定時,[member Light3D.shadow_blur] 會自動"
"乘以 1.5 倍以更好地利用高樣本數。這種增加的模糊還提高了動態物件陰影的穩定性。"
"該乘數僅適用於 [member Light3D.light_size] 或 [member Light3D."
"light_angular_distance] 為 [code]0.0[/code] 的燈光。"
msgid ""
"Highest low shadow filtering quality (slowest). When using this quality "
"setting, [member Light3D.shadow_blur] is automatically multiplied by 2× to "
"better make use of the high sample count. This increased blur also improves "
"the stability of dynamic object shadows. This multiplier only applies to "
"lights whose [member Light3D.light_size] or [member Light3D."
"light_angular_distance] is [code]0.0[/code])."
msgstr ""
"最高的低陰影篩選品質(最慢)。使用該品質設定時,[member Light3D.shadow_blur] "
"會自動乘以 2 倍以更好地利用高樣本數。這種增加的模糊還提高了動態物件陰影的穩定"
"性。該乘數僅適用於 [member Light3D.light_size] 或 [member Light3D."
"light_angular_distance] 為 [code]0.0[/code] 的燈光。"
msgid "Represents the size of the [enum ShadowQuality] enum."
msgstr "代表 [enum ShadowQuality] 列舉的大小。"
msgid "Reflection probe will update reflections once and then stop."
msgstr "反射探查將更新一次反射,然後停止。"
msgid ""
"Reflection probe will update each frame. This mode is necessary to capture "
"moving objects."
msgstr "反射探查將每影格更新。這種模式對於捕捉移動物體是必要的。"
msgid ""
"Do not apply any ambient lighting inside the reflection probe's box defined "
"by its size."
msgstr "不要在反射探查的區域內套用任何環境光,區域由探查的大小決定。"
msgid ""
"Apply automatically-sourced environment lighting inside the reflection "
"probe's box defined by its size."
msgstr "在反射探查的區域內套用自動來源的環境光照,區域由探查的大小決定。"
msgid ""
"Apply custom ambient lighting inside the reflection probe's box defined by "
"its size. See [method reflection_probe_set_ambient_color] and [method "
"reflection_probe_set_ambient_energy]."
msgstr ""
"在反射探查的區域內套用自訂環境光,區域由探查的大小決定。見 [method "
"reflection_probe_set_ambient_color] 和 [method "
"reflection_probe_set_ambient_energy]。"
msgid "Albedo texture slot in a decal ([member Decal.texture_albedo])."
msgstr "裝飾中的反照率紋理([member Decal.texture_albedo])。"
msgid "Normal map texture slot in a decal ([member Decal.texture_normal])."
msgstr "裝飾中的法線貼圖紋理([member Decal.texture_normal])。"
msgid ""
"Occlusion/Roughness/Metallic texture slot in a decal ([member Decal."
"texture_orm])."
msgstr "裝飾中的遮蔽/粗糙度/金屬性紋理([member Decal.texture_orm])。"
msgid "Emission texture slot in a decal ([member Decal.texture_emission])."
msgstr "裝飾中的自發光紋理([member Decal.texture_orm])。"
msgid "Represents the size of the [enum DecalTexture] enum."
msgstr "代表 [enum DecalTexture] 列舉的大小。"
msgid ""
"Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are "
"used for rendering, which means decals at a distance will look sharp but "
"grainy. This has roughly the same performance cost as using mipmaps."
msgstr ""
"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時不使用 mipmap這意味著較遠處的裝飾"
"看上去會很銳利,但會有顆粒狀的圖案。與使用 mipmap 的性能開銷大致相同。"
msgid ""
"Linear filter for decals (use for non-pixel art decals). No mipmaps are used "
"for rendering, which means decals at a distance will look smooth but blurry. "
"This has roughly the same performance cost as using mipmaps."
msgstr ""
"裝飾的線性篩選(用於非圖元風裝飾)。渲染時不使用 mipmap這意味著較遠處的裝飾"
"看上去會很平滑,但會有模糊的效果。與使用 mipmap 的性能開銷大致相同。"
msgid ""
"Nearest-neighbor filter for decals (use for pixel art decals). Isotropic "
"mipmaps are used for rendering, which means decals at a distance will look "
"smooth but blurry. This has roughly the same performance cost as not using "
"mipmaps."
msgstr ""
"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時使用各向同性的 mipmap這意味著較遠"
"處的裝飾看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的性能開銷大致相同。"
msgid ""
"Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps "
"are used for rendering, which means decals at a distance will look smooth but "
"blurry. This has roughly the same performance cost as not using mipmaps."
msgstr ""
"裝飾的線性篩選(用於非圖元風裝飾)。渲染時使用各向同性的 mipmap這意味著較遠"
"處的裝飾看上去會很平滑,但會有模糊的效果。與不使用 mipmap 的性能開銷大致相同。"
msgid ""
"Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic "
"mipmaps are used for rendering, which means decals at a distance will look "
"smooth and sharp when viewed from oblique angles. This looks better compared "
"to isotropic mipmaps, but is slower. The level of anisotropic filtering is "
"defined by [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"裝飾的最近鄰篩選(用於圖元風裝飾)。渲染時使用各向異性的 mipmap這意味著裝飾"
"從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也更慢。各向異性的級"
"別由 [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 定義。"
msgid ""
"Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps "
"are used for rendering, which means decals at a distance will look smooth and "
"sharp when viewed from oblique angles. This looks better compared to "
"isotropic mipmaps, but is slower. The level of anisotropic filtering is "
"defined by [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level]."
msgstr ""
"裝飾的線性篩選(用於非圖元風裝飾)。渲染時使用各向異性的 mipmap這意味著裝飾"
"從斜角度觀察會既平滑又銳利。比各向同性的 mipmap 更好看,但也更慢。各向異性的級"
"別由 [member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level] 定義。"
msgid "Low [VoxelGI] rendering quality using 4 cones."
msgstr "[VoxelGI] 較低渲染品質,使用 4 個錐體。"
msgid "High [VoxelGI] rendering quality using 6 cones."
msgstr "[VoxelGI] 較高渲染品質,使用 6 個錐體。"
msgid "2D particles."
msgstr "2D 粒子。"
msgid "3D particles."
msgstr "3D 粒子。"
msgid "Draw particles in the order that they appear in the particles array."
msgstr "按照粒子陣列中出現的順序繪製粒子。"
msgid "Sort particles based on their distance to the camera."
msgstr "根據粒子與相機的距離對其進行排序。"
msgid ""
"Represents the size of the [enum ParticlesCollisionHeightfieldResolution] "
"enum."
msgstr "代表 [enum ParticlesCollisionHeightfieldResolution] 列舉的大小。"
msgid "[FogVolume] will be shaped like an ellipsoid (stretched sphere)."
msgstr "[FogVolume] 的形狀類似於一個橢球體(拉伸的球體)。"
msgid ""
"[FogVolume] will be shaped like a cone pointing upwards (in local "
"coordinates). The cone's angle is set automatically to fill the size. The "
"cone will be adjusted to fit within the size. Rotate the [FogVolume] node to "
"reorient the cone. Non-uniform scaling via size is not supported (scale the "
"[FogVolume] node instead)."
msgstr ""
"[FogVolume] 的形狀像一個向上的圓錐體(在局部座標中)。圓錐體的角度會自動被設置"
"以填充大小。錐體將被調整以適合大小。旋轉 [FogVolume] 節點以重新定向圓錐體。不"
"支援通過大小進行非均勻縮放(改為縮放 [FogVolume] 節點)。"
msgid ""
"[FogVolume] will be shaped like an upright cylinder (in local coordinates). "
"Rotate the [FogVolume] node to reorient the cylinder. The cylinder will be "
"adjusted to fit within the size. Non-uniform scaling via size is not "
"supported (scale the [FogVolume] node instead)."
msgstr ""
"[FogVolume] 的形狀將像一個直立的圓柱體(在局部座標中)。旋轉 [FogVolume] 節點"
"以重新定向圓柱體。圓柱體將被調整以適合大小。不支援通過大小進行非均勻縮放(改為"
"縮放 [FogVolume] 節點)。"
msgid "[FogVolume] will be shaped like a box."
msgstr "[FogVolume] 的形狀會像一個盒子。"
msgid ""
"[FogVolume] will have no shape, will cover the whole world and will not be "
"culled."
msgstr "[FogVolume] 將沒有形狀,將覆蓋整個世界並且不會被剔除。"
msgid "Represents the size of the [enum FogVolumeShape] enum."
msgstr "代表 [enum FogVolumeShape] 列舉的大小。"
msgid ""
"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
"be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/"
"code] will result in undersampling while values greater than [code]1.0[/code] "
"will result in supersampling. A value of [code]1.0[/code] disables scaling."
msgstr ""
"對視口的 3D 緩衝區使用雙線性縮放。可以使用 [member Viewport.scaling_3d_scale] "
"設定縮放量。小於 [code]1.0[/code] 的值將導致欠取樣,而大於 [code]1.0[/code] 的"
"值將導致超取樣。[code]1.0[/code] 的值將禁用縮放。"
msgid ""
"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
"buffer. The amount of scaling can be set using [member Viewport."
"scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the "
"viewport being upscaled using FSR. Values greater than [code]1.0[/code] are "
"not supported and bilinear downsampling will be used instead. A value of "
"[code]1.0[/code] disables scaling."
msgstr ""
"對視口的 3D 緩衝區使用 AMD FidelityFX 超解析度 1.0 放大。可以使用 [member "
"Viewport.scaling_3d_scale] 設定縮放量。小於 [code]1.0[/code] 的值將導致使用 "
"FSR 放大視口。不支援大於 [code]1.0[/code] 的值,將改用雙線性降取樣。"
"[code]1.0[/code] 的值將禁用縮放。"
msgid ""
"Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D "
"buffer. The amount of scaling can be set using [member Viewport."
"scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the "
"viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are "
"not supported and bilinear downsampling will be used instead. A value of "
"[code]1.0[/code] will use FSR2 at native resolution as a TAA solution."
msgstr ""
"對視口的 3D 緩衝區使用 AMD FidelityFX 超解析度 1.0 放大。可以使用 [member "
"Viewport.scaling_3d_scale] 設定縮放量。小於 [code]1.0[/code] 的值將導致使用 "
"FSR 放大視口。不支援大於 [code]1.0[/code] 的值,將改用雙線性降取樣。"
"[code]1.0[/code] 的值將禁用縮放。"
msgid "Represents the size of the [enum ViewportScaling3DMode] enum."
msgstr "代表 [enum ViewportScaling3DMode] 列舉的大小。"
msgid "Do not update the viewport's render target."
msgstr "不要更新視口的渲染目標。"
msgid ""
"Update the viewport's render target once, then switch to [constant "
"VIEWPORT_UPDATE_DISABLED]."
msgstr ""
"更新一次視口的渲染目標,然後切換到 [constant VIEWPORT_UPDATE_DISABLED]。"
msgid ""
"Update the viewport's render target only when it is visible. This is the "
"default value."
msgstr "僅在渲染目標可見時更新視口的渲染目標。這是預設值。"
msgid "Update the viewport's render target only when its parent is visible."
msgstr "僅在其父級可見時更新視口的渲染目標。"
msgid "Always update the viewport's render target."
msgstr "始終更新視口的渲染目標。"
msgid "Always clear the viewport's render target before drawing."
msgstr "繪製前始終清除視口的渲染目標。"
msgid "Never clear the viewport's render target."
msgstr "永不清除視口的渲染目標。"
msgid ""
"Clear the viewport's render target on the next frame, then switch to "
"[constant VIEWPORT_CLEAR_NEVER]."
msgstr ""
"在下一影格清除視口的渲染目標,然後切換到 [constant VIEWPORT_CLEAR_NEVER]。"
msgid "Disable rendering of 3D environment over 2D canvas."
msgstr "禁用在 2D 畫布上渲染 3D 環境。"
msgid "Enable rendering of 3D environment over 2D canvas."
msgstr "啟用在 2D 畫布上渲染 3D 環境。"
msgid ""
"Inherit enable/disable value from parent. If the topmost parent is also set "
"to [constant VIEWPORT_ENVIRONMENT_INHERIT], then this has the same behavior "
"as [constant VIEWPORT_ENVIRONMENT_ENABLED]."
msgstr ""
"從父級繼承啟用/禁用值。如果最頂層的父級也被設定為 [constant "
"VIEWPORT_ENVIRONMENT_INHERIT],那麼與 [constant VIEWPORT_ENVIRONMENT_ENABLED] "
"的行為相同。"
msgid "Represents the size of the [enum ViewportEnvironmentMode] enum."
msgstr "代表 [enum ViewportEnvironmentMode] 列舉的大小。"
msgid ""
"Do not oversize the 2D signed distance field. Occluders may disappear when "
"touching the viewport's edges, and [GPUParticles3D] collision may stop "
"working earlier than intended. This has the lowest GPU requirements."
msgstr ""
"不使用過大的 2D 帶符號距離場。遮擋器可能在接觸視口邊緣時消失,"
"[GPUParticles3D] 碰撞也可能比預期更早地停止工作。對 GPU 的要求最低。"
msgid ""
"2D signed distance field covers 20% of the viewport's size outside the "
"viewport on each side (top, right, bottom, left)."
msgstr ""
"2D 帶符號距離場在每個方向(上、右、下、左)都覆蓋超出視口大小 20% 的範圍。"
msgid ""
"2D signed distance field covers 50% of the viewport's size outside the "
"viewport on each side (top, right, bottom, left)."
msgstr ""
"2D 帶符號距離場在每個方向(上、右、下、左)都覆蓋超出視口大小 50% 的範圍。"
msgid ""
"2D signed distance field covers 100% of the viewport's size outside the "
"viewport on each side (top, right, bottom, left). This has the highest GPU "
"requirements."
msgstr ""
"2D 帶符號距離場在每個方向(上、右、下、左)都覆蓋超出視口大小 100% 的範圍。對 "
"GPU 的要求最高。"
msgid "Represents the size of the [enum ViewportSDFOversize] enum."
msgstr "代表 [enum ViewportSDFOversize] 列舉的大小。"
msgid ""
"Full resolution 2D signed distance field scale. This has the highest GPU "
"requirements."
msgstr "全解析度 2D 帶符號距離場縮放。對 GPU 的要求最高。"
msgid ""
"Half resolution 2D signed distance field scale on each axis (25% of the "
"viewport pixel count)."
msgstr "各軸半解析度 2D 帶符號距離場縮放(視口圖元數的 25%)。"
msgid ""
"Quarter resolution 2D signed distance field scale on each axis (6.25% of the "
"viewport pixel count). This has the lowest GPU requirements."
msgstr ""
"各軸四分之一解析度 2D 帶符號距離場縮放(視口圖元數的 6.25%)。對 GPU 的要求最"
"低。"
msgid "Represents the size of the [enum ViewportSDFScale] enum."
msgstr "代表 [enum ViewportSDFScale] 列舉的大小。"
msgid ""
"Multisample antialiasing for 3D is disabled. This is the default value, and "
"also the fastest setting."
msgstr "用於 3D 的多重取樣抗鋸齒被禁用。這是預設值,也是最快的設定。"
msgid ""
"Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate "
"impact on performance."
msgstr "用於 3D 的多重取樣抗鋸齒,使用每個圖元 2 個樣本。這對性能有中等影響。"
msgid ""
"Multisample antialiasing uses 4 samples per pixel for 3D. This has a high "
"impact on performance."
msgstr "用於 3D 的多重取樣抗鋸齒,使用每個圖元 4 個樣本。這對性能有較大影響。"
msgid ""
"Multisample antialiasing uses 8 samples per pixel for 3D. This has a very "
"high impact on performance. Likely unsupported on low-end and older hardware."
msgstr ""
"用於 3D 的多重取樣抗鋸齒,使用每個圖元 8 個樣本。這對性能有非常大的影響。可能"
"在低端和較舊的硬體上不受支援。"
msgid "Represents the size of the [enum ViewportMSAA] enum."
msgstr "代表 [enum ViewportMSAA] 列舉的大小。"
msgid "Do not perform any antialiasing in the full screen post-process."
msgstr "不要在全屏後處理中執行抗鋸齒。"
msgid ""
"Use fast approximate antialiasing. FXAA is a popular screen-space "
"antialiasing method, which is fast but will make the image look blurry, "
"especially at lower resolutions. It can still work relatively well at large "
"resolutions such as 1440p and 4K."
msgstr ""
"使用快速近似抗鋸齒Fast Approximate Anti-Aliasing。FXAA 是一種流行的螢幕空"
"間抗鋸齒方法速度很快但會讓圖像變模糊使用較低解析度時尤為顯著。1440p 和 "
"4K 等較高解析度下效果仍然不錯。"
msgid "Represents the size of the [enum ViewportScreenSpaceAA] enum."
msgstr "代表 [enum ViewportScreenSpaceAA] 列舉的大小。"
msgid ""
"Low occlusion culling BVH build quality (as defined by Embree). Results in "
"the lowest CPU usage, but least effective culling."
msgstr ""
"較低的遮擋剔除 BVH 建構品質(由 Embree 定義。CPU 佔用最低,但剔除效率最低。"
msgid "Medium occlusion culling BVH build quality (as defined by Embree)."
msgstr "中等的遮擋剔除 BVH 建構品質(由 Embree 定義)。"
msgid ""
"High occlusion culling BVH build quality (as defined by Embree). Results in "
"the highest CPU usage, but most effective culling."
msgstr ""
"較高的遮擋剔除 BVH 建構品質(由 Embree 定義。CPU 佔用最高,但剔除效率最高。"
msgid "Number of objects drawn in a single frame."
msgstr "在單影格中繪製的物件的數量。"
msgid "Number of points, lines, or triangles drawn in a single frame."
msgstr "在單影格中繪製的點、線、三角形的數量。"
msgid "Number of draw calls during this frame."
msgstr "此影格期間的繪製呼叫數。"
msgid "Represents the size of the [enum ViewportRenderInfo] enum."
msgstr "代表 [enum ViewportRenderInfo] 列舉的大小。"
msgid "Visible render pass (excluding shadows)."
msgstr "可見渲染階段(不含陰影)。"
msgid ""
"Shadow render pass. Objects will be rendered several times depending on the "
"number of amounts of lights with shadows and the number of directional shadow "
"splits."
msgstr ""
"陰影渲染階段。根據開啟了陰影的燈光數以及方向陰影的拆分數,同一個物件可能會渲染"
"多次。"
msgid "Represents the size of the [enum ViewportRenderInfoType] enum."
msgstr "代表 [enum ViewportRenderInfoType] 列舉的大小。"
msgid "Debug draw is disabled. Default setting."
msgstr "除錯繪製被禁用。預設設定。"
msgid "Objects are displayed without light information."
msgstr "顯示的物件沒有光照資訊。"
msgid "Objects are displayed with only light information."
msgstr "僅使用光照資訊顯示物件。"
msgid ""
"Objects are displayed semi-transparent with additive blending so you can see "
"where they are drawing over top of one another. A higher overdraw "
"(represented by brighter colors) means you are wasting performance on drawing "
"pixels that are being hidden behind others.\n"
"[b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. "
"This means vertex displacement won't be visible anymore."
msgstr ""
"物件通過加法混合顯示為半透明,因此可以看到它們在彼此之上繪製的位置。更高的過度"
"繪製(由更亮的顏色表示)意味著在繪製隱藏在其他圖元後面的圖元時浪費了性能。\n"
"[b]注意:[/b]使用該除錯繪製模式時,自訂著色器將被忽略。這意味著頂點置換不再可"
"見。"
msgid "Debug draw draws objects in wireframe."
msgstr "除錯繪製,將物件用線框形式繪製。"
msgid ""
"Normal buffer is drawn instead of regular scene so you can see the per-pixel "
"normals that will be used by post-processing effects."
msgstr ""
"繪製法線緩衝區而不是常規場景,因此可以看到將由後處理效果使用的每圖元法線。"
msgid "Objects are displayed with only the albedo value from [VoxelGI]s."
msgstr "僅使用來自 [VoxelGI] 的反照率值顯示物件。"
msgid "Objects are displayed with only the lighting value from [VoxelGI]s."
msgstr "僅使用來自 [VoxelGI] 的照明值顯示物件。"
msgid "Objects are displayed with only the emission color from [VoxelGI]s."
msgstr "僅使用來自 [VoxelGI] 的自發光顏色顯示物件。"
msgid ""
"Draws the shadow atlas that stores shadows from [OmniLight3D]s and "
"[SpotLight3D]s in the upper left quadrant of the [Viewport]."
msgstr ""
"在 [Viewport] 的左上象限中繪製儲存來自 [OmniLight3D] 和 [SpotLight3D] 的陰影的"
"陰影合集。"
msgid ""
"Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the "
"upper left quadrant of the [Viewport].\n"
"The slice of the camera frustum related to the shadow map cascade is "
"superimposed to visualize coverage. The color of each slice matches the "
"colors used for [constant VIEWPORT_DEBUG_DRAW_PSSM_SPLITS]. When shadow "
"cascades are blended the overlap is taken into account when drawing the "
"frustum slices.\n"
"The last cascade shows all frustum slices to illustrate the coverage of all "
"slices."
msgstr ""
"繪製儲存 [Viewport] 左上象限中 [DirectionalLight3D] 陰影的陰影合集。\n"
"與陰影貼圖級聯相關的相機視錐體切片被疊加以可視化覆蓋範圍。每個切片的顏色與 "
"[constant VIEWPORT_DEBUG_DRAW_PSSM_SPLITS] 使用的顏色相符。當混合陰影級聯時,"
"繪製平截頭體切片時會考慮重疊。\n"
"最後一個級聯顯示所有平截頭體切片,以說明所有切片的覆蓋範圍。"
msgid ""
"Draws the estimated scene luminance. This is a 1×1 texture that is generated "
"when autoexposure is enabled to control the scene's exposure."
msgstr ""
"繪製估計的場景亮度。這是一個 1×1 的紋理,啟用自動曝光時生成,用於控制場景的曝"
"光。"
msgid ""
"Draws the screen space ambient occlusion texture instead of the scene so that "
"you can clearly see how it is affecting objects. In order for this display "
"mode to work, you must have [member Environment.ssao_enabled] set in your "
"[WorldEnvironment]."
msgstr ""
"繪製螢幕空間環境光遮蔽紋理而不是場景,以便可以清楚地看到它是如何影響物件的。為"
"了使這種顯示模式起作用,必須在 [WorldEnvironment] 中設定 [member Environment."
"ssao_enabled]。"
msgid ""
"Draws the screen space indirect lighting texture instead of the scene so that "
"you can clearly see how it is affecting objects. In order for this display "
"mode to work, you must have [member Environment.ssil_enabled] set in your "
"[WorldEnvironment]."
msgstr ""
"繪製螢幕空間間接照明紋理而不是場景,以便可以清楚地看到它是如何影響物件的。為了"
"使這種顯示模式起作用,必須在 [WorldEnvironment] 中設定 [member Environment."
"ssil_enabled]。"
msgid ""
"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different "
"color so you can see where the splits are. In order they will be colored red, "
"green, blue, yellow."
msgstr ""
"為場景中的 [DirectionalLight3D] 的每個 PSSM 分割著色不同的顏色,以便可以看到分"
"割的位置。它們將按順序被著色為紅色、綠色、藍色、黃色。"
msgid "Draws the decal atlas that stores decal textures from [Decal]s."
msgstr "繪製裝飾合集,合集中保存的是各個 [Decal] 中的裝飾紋理。"
msgid ""
"Draws SDFGI cascade data. This is the data structure that is used to bounce "
"lighting against and create reflections."
msgstr "繪製 SDFGI 級聯資料。這是用於反彈燈光、建立反射的資料結構。"
msgid ""
"Draws SDFGI probe data. This is the data structure that is used to give "
"indirect lighting dynamic objects moving within the scene."
msgstr ""
"繪製 SDFGI 探查資料。這是用於為場景中移動的動態物件提供間接光照的資料結構。"
msgid "Draws the global illumination buffer ([VoxelGI] or SDFGI)."
msgstr "繪製全域光照緩衝([VoxelGI] 或 SDFGI。"
msgid ""
"Disable mesh LOD. All meshes are drawn with full detail, which can be used to "
"compare performance."
msgstr "禁用網格 LOD。所有網格都會使用完整細節繪製可以用來比較性能。"
msgid ""
"Draws the [OmniLight3D] cluster. Clustering determines where lights are "
"positioned in screen-space, which allows the engine to only process these "
"portions of the screen for lighting."
msgstr ""
"繪製 [OmniLight3D] 集群。集群決定螢幕空間中燈光的放置位置,能夠讓引擎在進行光"
"照時僅對螢幕的部分區域進行處理。"
msgid ""
"Draws the [SpotLight3D] cluster. Clustering determines where lights are "
"positioned in screen-space, which allows the engine to only process these "
"portions of the screen for lighting."
msgstr ""
"繪製 [SpotLight3D] 集群。集群決定螢幕空間中燈光的放置位置,能夠讓引擎在進行光"
"照時僅對螢幕的部分區域進行處理。"
msgid ""
"Draws the [Decal] cluster. Clustering determines where decals are positioned "
"in screen-space, which allows the engine to only process these portions of "
"the screen for decals."
msgstr ""
"繪製 [Decal] 集群。集群決定螢幕空間中裝飾的放置位置,能夠讓引擎在進行裝飾時僅"
"對螢幕的部分區域進行處理。"
msgid ""
"Draws the [ReflectionProbe] cluster. Clustering determines where reflection "
"probes are positioned in screen-space, which allows the engine to only "
"process these portions of the screen for reflection probes."
msgstr ""
"繪製 [ReflectionProbe] 集群。集群決定螢幕空間中反射探查的放置位置,能夠讓引擎"
"在處理反射探查時僅對螢幕的部分區域進行處理。"
msgid ""
"Draws the occlusion culling buffer. This low-resolution occlusion culling "
"buffer is rasterized on the CPU and is used to check whether instances are "
"occluded by other objects."
msgstr ""
"繪製遮擋剔除緩衝。這個低解析度遮擋剔除緩衝在 CPU 柵格化,可用於檢查實例是否被"
"其他物件遮擋。"
msgid ""
"Draws the motion vectors buffer. This is used by temporal antialiasing to "
"correct for motion that occurs during gameplay."
msgstr "繪製運動向量緩衝。由時間抗鋸齒使用,能夠修正在遊戲過程中發生的運動。"
msgid ""
"Internal buffer is drawn instead of regular scene so you can see the per-"
"pixel output that will be used by post-processing effects."
msgstr ""
"繪製法線緩衝區而不是常規場景,因此可以看到將由後處理效果使用的每圖元法線。"
msgid "Variable rate shading is disabled."
msgstr "可變速率著色已禁用。"
msgid ""
"Variable rate shading uses a texture. Note, for stereoscopic use a texture "
"atlas with a texture for each view."
msgstr ""
"可變速率著色使用紋理。請注意,對於立體視覺,請使用為每個視圖提供紋理的紋理圖"
"集。"
msgid "Variable rate shading texture is supplied by the primary [XRInterface]."
msgstr "可變速率著色紋理由主 [XRInterface] 提供。"
msgid "Represents the size of the [enum ViewportVRSMode] enum."
msgstr "代表 [enum ViewportVRSMode] 列舉的大小。"
msgid ""
"Automatically selects the appropriate process mode based on your sky shader. "
"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use "
"[constant SKY_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/"
"code] variables or any custom uniforms, this uses [constant "
"SKY_MODE_INCREMENTAL]. Otherwise, this defaults to [constant "
"SKY_MODE_QUALITY]."
msgstr ""
"根據天空著色器自動選擇合適的處理模式。如果著色器使用 [code]TIME[/code] 或 "
"[code]POSITION[/code],則會使用 [constant SKY_MODE_REALTIME]。如果著色器使用任"
"何 [code]LIGHT_*[/code] 變數或任何自訂 uniform則會使用 [constant "
"SKY_MODE_INCREMENTAL]。否則預設為 [constant SKY_MODE_QUALITY]。"
msgid ""
"Uses high quality importance sampling to process the radiance map. In "
"general, this results in much higher quality than [constant "
"SKY_MODE_REALTIME] but takes much longer to generate. This should not be used "
"if you plan on changing the sky at runtime. If you are finding that the "
"reflection is not blurry enough and is showing sparkles or fireflies, try "
"increasing [member ProjectSettings.rendering/reflections/sky_reflections/"
"ggx_samples]."
msgstr ""
"使用高品質重要性取樣處理輻射度貼圖。得到的結果通常比 [constant "
"SKY_MODE_REALTIME] 的品質更高,但需要花費更多的時間來生成。如果你計畫在運作時"
"修改天空,則不應使用。如果你發現反射不夠模糊,出現了火花或者螢火蟲,請嘗試增"
"大 [member ProjectSettings.rendering/reflections/sky_reflections/"
"ggx_samples]。"
msgid ""
"Uses the same high quality importance sampling to process the radiance map as "
"[constant SKY_MODE_QUALITY], but updates over several frames. The number of "
"frames is determined by [member ProjectSettings.rendering/reflections/"
"sky_reflections/roughness_layers]. Use this when you need highest quality "
"radiance maps, but have a sky that updates slowly."
msgstr ""
"使用與 [constant SKY_MODE_QUALITY] 相同的高品質重要性取樣來處理輻射度貼圖,但"
"更新會佔用若干影格。影格數由 [member ProjectSettings.rendering/reflections/"
"sky_reflections/roughness_layers] 決定。當需要最高品質的輻射度貼圖,但天空更新"
"緩慢時,請使用該選項。"
msgid ""
"Uses the fast filtering algorithm to process the radiance map. In general "
"this results in lower quality, but substantially faster run times. If you "
"need better quality, but still need to update the sky every frame, consider "
"turning on [member ProjectSettings.rendering/reflections/sky_reflections/"
"fast_filter_high_quality].\n"
"[b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so "
"[method sky_set_radiance_size] must be set to [code]256[/code]. Otherwise, a "
"warning is printed and the overridden radiance size is ignored."
msgstr ""
"使用快速篩選演算法處理輻照度貼圖。一般來說,這會導致品質降低,但執行時間會大大"
"加快。如果需要更好的品質,但仍需要每影格更新天空,請考慮開啟 [member "
"ProjectSettings.rendering/reflections/sky_reflections/"
"fast_filter_high_quality]。\n"
"[b]注意:[/b]快速篩選演算法被限制為 256x256 立方體貼圖,因此 [method "
"sky_set_radiance_size] 必須被設定為 [code]256[/code]。否則會列印警告並忽略對輻"
"照度大小的覆蓋。"
msgid "Use the clear color as background."
msgstr "用透明的顏色作為背景。"
msgid "Use a specified color as the background."
msgstr "使用指定的顏色作為背景。"
msgid "Use a sky resource for the background."
msgstr "使用天空資源作為背景。"
msgid ""
"Use a specified canvas layer as the background. This can be useful for "
"instantiating a 2D scene in a 3D world."
msgstr ""
"使用一個指定的畫布層作為背景。這對在 3D 世界中產生實體一個 2D 場景很有用。"
msgid ""
"Do not clear the background, use whatever was rendered last frame as the "
"background."
msgstr "不要清除背景,使用上一影格渲染的東西作為背景。"
msgid "Represents the size of the [enum EnvironmentBG] enum."
msgstr "代表 [enum EnvironmentBG] 列舉的大小。"
msgid "Disable ambient light."
msgstr "禁用環境光。"
msgid "Specify a specific [Color] for ambient light."
msgstr "為環境光指定特定的 [Color]。"
msgid "Disable reflections."
msgstr "禁用反射。"
msgid ""
"Output color as they came in. This can cause bright lighting to look blown "
"out, with noticeable clipping in the output colors."
msgstr ""
"按照輸入原樣輸出顏色。較亮的光照會導致過曝、輸出的顏色中會有可見的截斷。"
msgid ""
"Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
"by this formula: [code]color = color / (1 + color)[/code]. This avoids "
"clipping bright highlights, but the resulting image can look a bit dull."
msgstr ""
"使用 Reinhard 色調對應器。對渲染後的圖元顏色進行調整,使用的是這個公式:"
"[code]color = color / (1 + color)[/code]。可以避免對高光的截斷,但最終的圖像可"
"能看上去有些寡淡。"
msgid ""
"Use the filmic tonemapper. This avoids clipping bright highlights, with a "
"resulting image that usually looks more vivid than [constant "
"ENV_TONE_MAPPER_REINHARD]."
msgstr ""
"使用電影級色調對應器。可以避免對高光的截斷,最終的圖像一般比 [constant "
"ENV_TONE_MAPPER_REINHARD] 看上去更鮮豔。"
msgid ""
"Use the Academy Color Encoding System tonemapper. ACES is slightly more "
"expensive than other options, but it handles bright lighting in a more "
"realistic fashion by desaturating it as it becomes brighter. ACES typically "
"has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
"and [constant ENV_TONE_MAPPER_FILMIC].\n"
"[b]Note:[/b] This tonemapping operator is called \"ACES Fitted\" in Godot 3.x."
msgstr ""
"使用Academy 顏色編碼系統色調對應器。ACES 比其他選項稍貴一些,但它通過在光線變"
"亮時對其進行去飽和處理,以更逼真的方式處理明亮的光線。與 [constant "
"ENV_TONE_MAPPER_REINHARD] 和 [constant ENV_TONE_MAPPER_FILMIC] 相比ACES 通常"
"具有對比度更高的輸出。\n"
"[b]注意:[/b]這個色調對應運算子在 Godot 3.x 中被稱為“ACES Fitted”。"
msgid ""
"Lowest quality of roughness filter for screen-space reflections. Rough "
"materials will not have blurrier screen-space reflections compared to smooth "
"(non-rough) materials. This is the fastest option."
msgstr ""
"用於螢幕空間反射的最低品質粗糙度篩選。與光滑(非粗糙)材質相比,粗糙材質不會有"
"更模糊的螢幕空間反射。這是最快的選項。"
msgid "Low quality of roughness filter for screen-space reflections."
msgstr "螢幕空間反射的較低品質粗糙度篩檢程式。"
msgid "Medium quality of roughness filter for screen-space reflections."
msgstr "螢幕空間反射的中等品質粗糙度篩檢程式。"
msgid ""
"High quality of roughness filter for screen-space reflections. This is the "
"slowest option."
msgstr "螢幕空間反射的較高品質粗糙度篩檢程式。這是最慢的選項。"
msgid "Lowest quality of screen-space ambient occlusion."
msgstr "最低品質的螢幕空間環境光遮蔽。"
msgid "Low quality screen-space ambient occlusion."
msgstr "低品質的螢幕空間環境光遮蔽。"
msgid "Medium quality screen-space ambient occlusion."
msgstr "中等品質的螢幕空間環境光遮蔽。"
msgid "High quality screen-space ambient occlusion."
msgstr "高品質的螢幕空間環境光遮蔽。"
msgid ""
"Highest quality screen-space ambient occlusion. Uses the adaptive target "
"setting which can be dynamically adjusted to smoothly balance performance and "
"visual quality."
msgstr ""
"最高品質的螢幕空間環境光遮蔽。使用可動態調整的自我調整目標設定,以平滑地平衡性"
"能和視覺品質。"
msgid "Lowest quality of screen-space indirect lighting."
msgstr "最低品質的螢幕空間間接光照。"
msgid "Low quality screen-space indirect lighting."
msgstr "較低品質的螢幕空間間接光照。"
msgid "High quality screen-space indirect lighting."
msgstr "較高品質的螢幕空間間接光照。"
msgid ""
"Highest quality screen-space indirect lighting. Uses the adaptive target "
"setting which can be dynamically adjusted to smoothly balance performance and "
"visual quality."
msgstr ""
"最高品質的螢幕空間間接光照。使用可動態調整的自我調整目標設定,以平滑地平衡性能"
"和視覺品質。"
msgid ""
"Throw 4 rays per frame when converging SDFGI. This has the lowest GPU "
"requirements, but creates the most noisy result."
msgstr "聚合 SDFGI 時每影格發出 4 條光線。對 GPU 的要求最低,但結果中噪點最多。"
msgid "Throw 8 rays per frame when converging SDFGI."
msgstr "聚合 SDFGI 時每影格發出 8 條光線。"
msgid "Throw 16 rays per frame when converging SDFGI."
msgstr "聚合 SDFGI 時每影格發出 16 條光線。"
msgid "Throw 32 rays per frame when converging SDFGI."
msgstr "聚合 SDFGI 時每影格發出 32 條光線。"
msgid "Throw 64 rays per frame when converging SDFGI."
msgstr "聚合 SDFGI 時每影格發出 64 條光線。"
msgid ""
"Throw 96 rays per frame when converging SDFGI. This has high GPU requirements."
msgstr "聚合 SDFGI 時每影格發出 96 條光線。對 GPU 的要求較高。"
msgid ""
"Throw 128 rays per frame when converging SDFGI. This has very high GPU "
"requirements, but creates the least noisy result."
msgstr ""
"聚合 SDFGI 時每影格發出 128 條光線。對 GPU 的要求非常高,但結果中噪點最少。"
msgid "Represents the size of the [enum EnvironmentSDFGIRayCount] enum."
msgstr "代表 [enum EnvironmentSDFGIRayCount] 列舉的大小。"
msgid ""
"Converge SDFGI over 5 frames. This is the most responsive, but creates the "
"most noisy result with a given ray count."
msgstr "通過 5 影格聚合 SDFGI。回應最快但光線數量一定時結果中噪點最多。"
msgid "Configure SDFGI to fully converge over 10 frames."
msgstr "讓 SDFGI 通過 10 影格完成聚合。"
msgid "Configure SDFGI to fully converge over 15 frames."
msgstr "讓 SDFGI 通過 15 影格完成聚合。"
msgid "Configure SDFGI to fully converge over 20 frames."
msgstr "讓 SDFGI 通過 20 影格完成聚合。"
msgid "Configure SDFGI to fully converge over 25 frames."
msgstr "讓 SDFGI 通過 25 影格完成聚合。"
msgid ""
"Configure SDFGI to fully converge over 30 frames. This is the least "
"responsive, but creates the least noisy result with a given ray count."
msgstr ""
"讓 SDFGI 通過 30 影格完成聚合。回應最慢,但光線數量一定時,結果中噪點最少。"
msgid "Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum."
msgstr "代表 [enum EnvironmentSDFGIFramesToConverge] 列舉的大小。"
msgid ""
"Update indirect light from dynamic lights in SDFGI over 1 frame. This is the "
"most responsive, but has the highest GPU requirements."
msgstr ""
"通過 1 影格更新 SDFGI 中動態燈光的間接光照。回應最快,但對 GPU 的要求最高。"
msgid "Update indirect light from dynamic lights in SDFGI over 2 frames."
msgstr "通過 2 影格更新 SDFGI 中動態燈光的間接光照。"
msgid "Update indirect light from dynamic lights in SDFGI over 4 frames."
msgstr "通過 4 影格更新 SDFGI 中動態燈光的間接光照。"
msgid "Update indirect light from dynamic lights in SDFGI over 8 frames."
msgstr "通過 8 影格更新 SDFGI 中動態燈光的間接光照。"
msgid ""
"Update indirect light from dynamic lights in SDFGI over 16 frames. This is "
"the least responsive, but has the lowest GPU requirements."
msgstr ""
"通過 16 影格更新 SDFGI 中動態燈光的間接光照。回應最慢,但對 GPU 的要求最低。"
msgid ""
"Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum."
msgstr "代表 [enum EnvironmentSDFGIFramesToUpdateLight] 列舉的大小。"
msgid ""
"Disables subsurface scattering entirely, even on materials that have [member "
"BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code]. This has "
"the lowest GPU requirements."
msgstr ""
"完全禁用次表面散射,即便材質的 [member BaseMaterial3D."
"subsurf_scatter_enabled] 為 [code]true[/code]。對 GPU 的要求最低。"
msgid "Low subsurface scattering quality."
msgstr "較低品質的次表面散射。"
msgid "Medium subsurface scattering quality."
msgstr "中等品質的次表面散射。"
msgid ""
"High subsurface scattering quality. This has the highest GPU requirements."
msgstr "較高品質的次表面散射。對 GPU 的要求最高。"
msgid ""
"Calculate the DOF blur using a box filter. The fastest option, but results in "
"obvious lines in blur pattern."
msgstr ""
"使用一個盒式篩選計算 DOF 模糊。最快的選項,但會在模糊圖案中產生明顯的線條。"
msgid "Calculates DOF blur using a hexagon shaped filter."
msgstr "使用一個六邊形篩選計算 DOF 模糊。"
msgid ""
"Calculates DOF blur using a circle shaped filter. Best quality and most "
"realistic, but slowest. Use only for areas where a lot of performance can be "
"dedicated to post-processing (e.g. cutscenes)."
msgstr ""
"使用一個圓形篩選計算 DOF 模糊。最好的品質和最真實的,但最慢的。僅用於可以將大"
"量性能專用於後期處理的區域(例如過場動畫)。"
msgid ""
"Lowest quality DOF blur. This is the fastest setting, but you may be able to "
"see filtering artifacts."
msgstr "最低品質的 DOF 模糊。這是最快的設定,但你可能會看到不自然的篩選。"
msgid "Low quality DOF blur."
msgstr "較低品質的 DOF 模糊。"
msgid "Medium quality DOF blur."
msgstr "中等品質的 DOF 模糊。"
msgid ""
"Highest quality DOF blur. Results in the smoothest looking blur by taking the "
"most samples, but is also significantly slower."
msgstr ""
"最高品質的 DOF 模糊。通過採集最多的樣本,產生最平滑的模糊效果,但速度也明顯變"
"慢。"
msgid "The instance does not have a type."
msgstr "實例沒有型別。"
msgid "The instance is a mesh."
msgstr "該實例是網格。"
msgid "The instance is a multimesh."
msgstr "該實例是一個 multimesh。"
msgid "The instance is a particle emitter."
msgstr "該實例是粒子發射器。"
msgid "The instance is a GPUParticles collision shape."
msgstr "該實例是 GPUParticles 碰撞形狀。"
msgid "The instance is a light."
msgstr "該實例是燈。"
msgid "The instance is a reflection probe."
msgstr "該實例是反射探查。"
msgid "The instance is a decal."
msgstr "該實例是裝飾。"
msgid "The instance is a VoxelGI."
msgstr "該實例是 VoxelGI。"
msgid "The instance is a lightmap."
msgstr "該實例是光照貼圖。"
msgid "The instance is an occlusion culling occluder."
msgstr "該實例是遮擋剔除遮擋器。"
msgid "The instance is a visible on-screen notifier."
msgstr "該實例是螢幕可見通知器。"
msgid "The instance is a fog volume."
msgstr "該實例是霧體積。"
msgid "Represents the size of the [enum InstanceType] enum."
msgstr "代表 [enum InstanceType] 列舉的大小。"
msgid ""
"A combination of the flags of geometry instances (mesh, multimesh, immediate "
"and particles)."
msgstr "幾何體實例(網格、多網格、即時和粒子)的旗標的組合。"
msgid "Allows the instance to be used in baked lighting."
msgstr "允許在烘焙照明中使用實例。"
msgid "Allows the instance to be used with dynamic global illumination."
msgstr "允許在動態全域光照中使用該實例。"
msgid "When set, manually requests to draw geometry on next frame."
msgstr "當設定時,手動請求在下一影格繪製幾何圖形。"
msgid ""
"Always draw, even if the instance would be culled by occlusion culling. Does "
"not affect view frustum culling."
msgstr "始終繪製,即便實例能夠被遮擋剔除剔除。不影響視錐剔除。"
msgid "Represents the size of the [enum InstanceFlags] enum."
msgstr "代表 [enum InstanceFlags] 列舉的大小。"
msgid "Disable shadows from this instance."
msgstr "禁用這個實例的陰影。"
msgid "Cast shadows from this instance."
msgstr "從此實例投下陰影。"
msgid ""
"Disable backface culling when rendering the shadow of the object. This is "
"slightly slower but may result in more correct shadows."
msgstr ""
"在渲染物件的陰影時禁用背面剔除。這會稍微慢一些,但可能會產生更正確的陰影。"
msgid ""
"Only render the shadows from the object. The object itself will not be drawn."
msgstr "僅渲染物件的陰影。物件本身不會被繪製。"
msgid "Disable visibility range fading for the given instance."
msgstr "禁用給定實例的可見性範圍淡出。"
msgid ""
"Fade-out the given instance when it approaches its visibility range limits."
msgstr "當給定實例接近其可見範圍限制時淡出該給定實例。"
msgid ""
"Fade-in the given instance's dependencies when reaching its visibility range "
"limits."
msgstr "當達到其可見性範圍限制時淡入給定實例的依賴項。"
msgid ""
"Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. "
"Image uses [constant Image.FORMAT_RGBA8] and contains albedo color in the "
"[code].rgb[/code] channels and alpha in the [code].a[/code] channel."
msgstr ""
"[method bake_render_uv2] 返回的 [Image] 陣列中 [Image] 的索引。圖像使用 "
"[constant Image.FORMAT_RGBA8] 格式,並在 [code].rgb[/code] 通道中包含反照率顏"
"色,在 [code].a[/code] 通道中包含 Alpha。"
msgid ""
"Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. "
"Image uses [constant Image.FORMAT_RGBA8] and contains the per-pixel normal of "
"the object in the [code].rgb[/code] channels and nothing in the [code].a[/"
"code] channel. The per-pixel normal is encoded as [code]normal * 0.5 + 0.5[/"
"code]."
msgstr ""
"[method bake_render_uv2] 返回的 [Image] 陣列中 [Image] 的索引。圖像使用 "
"[constant Image.FORMAT_RGBA8] 格式,並在 [code].rgb[/code] 通道中包含該物件的"
"每圖元法線,在 [code].a[/code] 通道中不包含任何內容。每圖元法線被編碼為 "
"[code]normal * 0.5 + 0.5[/code]。"
msgid ""
"Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. "
"Image uses [constant Image.FORMAT_RGBA8] and contains ambient occlusion (from "
"material and decals only) in the [code].r[/code] channel, roughness in the "
"[code].g[/code] channel, metallic in the [code].b[/code] channel and sub "
"surface scattering amount in the [code].a[/code] channel."
msgstr ""
"[method bake_render_uv2] 返回的 [Image] 陣列中 [Image] 的索引。圖像使用 "
"[constant Image.FORMAT_RGBA8] 格式,並在 [code].r[/code] 通道中包含環境光遮擋"
"(僅來自材質和裝飾),在 [code].g[/code] 通道中包含粗糙度,在 [code].b[/code] "
"通道中包含金屬度,並且中 [code].a[/code] 通道中包含次表面散射量。"
msgid ""
"Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. "
"Image uses [constant Image.FORMAT_RGBAH] and contains emission color in the "
"[code].rgb[/code] channels and nothing in the [code].a[/code] channel."
msgstr ""
"[method bake_render_uv2] 返回的 [Image] 陣列中 [Image] 的索引。圖像使用 "
"[constant Image.FORMAT_RGBAH] 格式,並在 [code].rgb[/code] 通道中包含自發光顏"
"色,在 [code].a[/code] 通道中不包含任何內容。"
msgid "Diffuse canvas texture ([member CanvasTexture.diffuse_texture])."
msgstr "漫反射畫布紋理([member CanvasTexture.diffuse_texture])。"
msgid "Normal map canvas texture ([member CanvasTexture.normal_texture])."
msgstr "法線貼圖畫布紋理([member CanvasTexture.normal_texture])。"
msgid "Specular map canvas texture ([member CanvasTexture.specular_texture])."
msgstr "高光貼圖畫布紋理([member CanvasTexture.specular_texture])。"
msgid "The nine patch gets stretched where needed."
msgstr "九宮格在需要的地方被拉伸。"
msgid "The nine patch gets filled with tiles where needed."
msgstr "九宮格在需要的地方填充圖塊。"
msgid ""
"The nine patch gets filled with tiles where needed and stretches them a bit "
"if needed."
msgstr "九宮格在需要的地方填充圖塊,並在需要時將它們拉伸一點。"
msgid "Uses the default filter mode for this [Viewport]."
msgstr "為 [Viewport] 使用預設篩選模式。"
msgid ""
"The texture filter blends between the nearest 4 pixels and between the "
"nearest 2 mipmaps."
msgstr "紋理篩選在最近的 4 個圖元之間和最近的 2 個 mipmap 之間混合。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera."
msgstr ""
"紋理篩選從最近的圖元讀取,但根據表面和相機視圖之間的角度選擇一個 mipmap。這減"
"少了幾乎與相機共線的表面上的偽影。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing."
msgstr ""
"紋理篩選在最近的 4 個圖元之間進行混合,並根據表面和相機視圖之間的角度選擇一個 "
"mipmap。這減少了幾乎與相機共線的表面上的偽影。這是最慢的篩選選項但會產生最高"
"品質的紋理。"
msgid "Max value for [enum CanvasItemTextureFilter] enum."
msgstr "[enum CanvasItemTextureFilter] 列舉的最大值。"
msgid "Uses the default repeat mode for this [Viewport]."
msgstr "為 [Viewport] 使用預設重複模式。"
msgid ""
"Disables textures repeating. Instead, when reading UVs outside the 0-1 range, "
"the value will be clamped to the edge of the texture, resulting in a "
"stretched out look at the borders of the texture."
msgstr ""
"禁用紋理重複。相反,當讀取 0-1 範圍之外的 UV 時,該值將被鉗制在紋理的邊緣,從"
"而導致紋理的邊界看起來被拉長。"
msgid ""
"Flip the texture when repeating so that the edge lines up instead of abruptly "
"changing."
msgstr "重複時翻轉該紋理,使邊緣對齊而不是突然改變。"
msgid "Max value for [enum CanvasItemTextureRepeat] enum."
msgstr "[enum CanvasItemTextureRepeat] 列舉的最大值。"
msgid "2D point light (see [PointLight2D])."
msgstr "2D 點光(見 [PointLight2D])。"
msgid "2D directional (sun/moon) light (see [DirectionalLight2D])."
msgstr "2D 方向(日月)光(見 [DirectionalLight2D])。"
msgid "Adds light color additive to the canvas."
msgstr "向畫布新增淺色。"
msgid "Adds light color subtractive to the canvas."
msgstr "從畫布中減去淺色。"
msgid "The light adds color depending on transparency."
msgstr "燈光根據透明度增加顏色。"
msgid "Do not apply a filter to canvas light shadows."
msgstr "不要對畫布上的光影套用濾鏡。"
msgid "Use PCF5 filtering to filter canvas light shadows."
msgstr "使用 PCF5 篩選法來篩選畫布的光影。"
msgid "Use PCF13 filtering to filter canvas light shadows."
msgstr "使用 PCF13 篩選法來篩選畫布的光影。"
msgid "Max value of the [enum CanvasLightShadowFilter] enum."
msgstr "[enum CanvasLightShadowFilter] 列舉的最大值。"
msgid "Culling of the canvas occluder is disabled."
msgstr "禁用畫布遮擋物的剔除。"
msgid "Culling of the canvas occluder is clockwise."
msgstr "畫布遮擋器的剔除是順時針的。"
msgid "Culling of the canvas occluder is counterclockwise."
msgstr "畫布遮擋物的剔除是逆時針的。"
msgid "Boolean global shader parameter ([code]global uniform bool ...[/code])."
msgstr "布林型全域著色器參數([code]global uniform bool ...[/code])。"
msgid ""
"2-dimensional boolean vector global shader parameter ([code]global uniform "
"bvec2 ...[/code])."
msgstr "二維布林向量全域著色器參數([code]global uniform bvec2 ...[/code])。"
msgid ""
"3-dimensional boolean vector global shader parameter ([code]global uniform "
"bvec3 ...[/code])."
msgstr "三維布林向量全域著色器參數([code]global uniform bvec3 ...[/code])。"
msgid ""
"4-dimensional boolean vector global shader parameter ([code]global uniform "
"bvec4 ...[/code])."
msgstr "四維布林向量全域著色器參數([code]global uniform bvec4 ...[/code])。"
msgid "Integer global shader parameter ([code]global uniform int ...[/code])."
msgstr "整數全域著色器參數([code]global uniform int ...[/code])。"
msgid ""
"2-dimensional integer vector global shader parameter ([code]global uniform "
"ivec2 ...[/code])."
msgstr "二維整數向量全域著色器參數([code]global uniform ivec2 ...[/code])。"
msgid ""
"3-dimensional integer vector global shader parameter ([code]global uniform "
"ivec3 ...[/code])."
msgstr "三維整數向量全域著色器參數([code]global uniform ivec3 ...[/code])。"
msgid ""
"4-dimensional integer vector global shader parameter ([code]global uniform "
"ivec4 ...[/code])."
msgstr "四維整數向量全域著色器參數([code]global uniform ivec4 ...[/code])。"
msgid ""
"2-dimensional integer rectangle global shader parameter ([code]global uniform "
"ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in shader "
"code, but exposed as a [Rect2i] in the editor UI."
msgstr ""
"二維整數矩形全域著色器參數([code]global uniform ivec4 ...[/code])。等價於著"
"色器程式碼中的 [constant GLOBAL_VAR_TYPE_IVEC4],但在編輯器 UI 中以 [Rect2i] "
"的形式暴露。"
msgid ""
"Unsigned integer global shader parameter ([code]global uniform uint ...[/"
"code])."
msgstr ""
"不帶正負號的整數全域著色器參數([code]global uniform uint ...[/code])。"
msgid ""
"2-dimensional unsigned integer vector global shader parameter ([code]global "
"uniform uvec2 ...[/code])."
msgstr ""
"二維不帶正負號的整數向量全域著色器參數([code]global uniform uvec2 ...[/"
"code])。"
msgid ""
"3-dimensional unsigned integer vector global shader parameter ([code]global "
"uniform uvec3 ...[/code])."
msgstr ""
"三維不帶正負號的整數向量全域著色器參數([code]global uniform uvec3 ...[/"
"code])。"
msgid ""
"4-dimensional unsigned integer vector global shader parameter ([code]global "
"uniform uvec4 ...[/code])."
msgstr ""
"四維不帶正負號的整數向量全域著色器參數([code]global uniform uvec4 ...[/"
"code])。"
msgid ""
"Single-precision floating-point global shader parameter ([code]global uniform "
"float ...[/code])."
msgstr "單精確度浮點數全域著色器參數([code]global uniform float ...[/code])。"
msgid ""
"2-dimensional floating-point vector global shader parameter ([code]global "
"uniform vec2 ...[/code])."
msgstr ""
"二維單精確度浮點數向量全域著色器參數([code]global uniform vec2 ...[/code])。"
msgid ""
"3-dimensional floating-point vector global shader parameter ([code]global "
"uniform vec3 ...[/code])."
msgstr ""
"三維單精確度浮點數向量全域著色器參數([code]global uniform vec3 ...[/code])。"
msgid ""
"4-dimensional floating-point vector global shader parameter ([code]global "
"uniform vec4 ...[/code])."
msgstr ""
"四維單精確度浮點數向量全域著色器參數([code]global uniform vec4 ...[/code])。"
msgid ""
"Color global shader parameter ([code]global uniform vec4 ...[/code]). "
"Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as "
"a [Color] in the editor UI."
msgstr ""
"顏色全域著色器參數([code]global uniform vec4 ...[/code])。等價於著色器程式碼"
"中的 [constant GLOBAL_VAR_TYPE_VEC4],但在編輯器 UI 中以 [Color] 的形式暴露。"
msgid ""
"2-dimensional floating-point rectangle global shader parameter ([code]global "
"uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in "
"shader code, but exposed as a [Rect2] in the editor UI."
msgstr ""
"二維浮點數矩形全域著色器參數([code]global uniform vec4 ...[/code])。等價於著"
"色器程式碼中的 [constant GLOBAL_VAR_TYPE_VEC4],但在編輯器 UI 中以 [Rect2] 的"
"形式暴露。"
msgid ""
"2×2 matrix global shader parameter ([code]global uniform mat2 ...[/code]). "
"Exposed as a [PackedInt32Array] in the editor UI."
msgstr ""
"2×2 矩陣全域著色器參數([code]global uniform mat2 ...[/code])。編輯器 UI 中"
"以 [PackedInt32Array] 的形式暴露。"
msgid ""
"3×3 matrix global shader parameter ([code]global uniform mat3 ...[/code]). "
"Exposed as a [Basis] in the editor UI."
msgstr ""
"3×3 矩陣全域著色器參數([code]global uniform mat3 ...[/code])。編輯器 UI 中"
"以 [Basis] 的形式暴露。"
msgid ""
"4×4 matrix global shader parameter ([code]global uniform mat4 ...[/code]). "
"Exposed as a [Projection] in the editor UI."
msgstr ""
"4×4 矩陣全域著色器參數([code]global uniform mat4 ...[/code])。編輯器 UI 中"
"以 [Projection] 的形式暴露。"
msgid ""
"2-dimensional transform global shader parameter ([code]global uniform "
"mat2x3 ...[/code]). Exposed as a [Transform2D] in the editor UI."
msgstr ""
"二維變換全域著色器參數([code]global uniform mat2x3 ...[/code])。編輯器 UI 中"
"以 [Transform2D] 的形式暴露。"
msgid ""
"3-dimensional transform global shader parameter ([code]global uniform "
"mat3x4 ...[/code]). Exposed as a [Transform3D] in the editor UI."
msgstr ""
"三維變換全域著色器參數([code]global uniform mat3x4 ...[/code])。編輯器 UI 中"
"以 [Transform3D] 的形式暴露。"
msgid ""
"2D sampler global shader parameter ([code]global uniform sampler2D ...[/"
"code]). Exposed as a [Texture2D] in the editor UI."
msgstr ""
"2D 取樣器全域著色器參數([code]global uniform sampler2D ...[/code])。編輯器 "
"UI 中以 [Texture2D] 的形式暴露。"
msgid ""
"2D sampler array global shader parameter ([code]global uniform "
"sampler2DArray ...[/code]). Exposed as a [Texture2DArray] in the editor UI."
msgstr ""
"2D 取樣器陣列全域著色器參數([code]global uniform sampler2DArray ...[/"
"code])。編輯器 UI 中以 [Texture2DArray] 的形式暴露。"
msgid ""
"3D sampler global shader parameter ([code]global uniform sampler3D ...[/"
"code]). Exposed as a [Texture3D] in the editor UI."
msgstr ""
"3D 取樣器全域著色器參數([code]global uniform sampler3D ...[/code])。編輯器 "
"UI 中以 [Texture3D] 的形式暴露。"
msgid ""
"Cubemap sampler global shader parameter ([code]global uniform samplerCube ..."
"[/code]). Exposed as a [Cubemap] in the editor UI."
msgstr ""
"立方體貼圖全域著色器參數([code]global uniform samplerCube ...[/code])。編輯"
"器 UI 中以 [Cubemap] 的形式暴露。"
msgid "Represents the size of the [enum GlobalShaderParameterType] enum."
msgstr "代表 [enum GlobalShaderParameterType] 列舉的大小。"
msgid ""
"Number of objects rendered in the current 3D scene. This varies depending on "
"camera position and rotation."
msgstr "在目前 3D 場景中渲染的物件數。會根據相機的位置和旋轉的不同而不同。"
msgid ""
"Number of points, lines, or triangles rendered in the current 3D scene. This "
"varies depending on camera position and rotation."
msgstr ""
"在目前 3D 場景中渲染的點、線、三角的數量。會根據相機的位置和旋轉的不同而不同。"
msgid ""
"Number of draw calls performed to render in the current 3D scene. This varies "
"depending on camera position and rotation."
msgstr ""
"在目前 3D 場景中渲染執行的繪製呼叫的數量。會根據相機的位置和旋轉的不同而不同。"
msgid "Texture memory used (in bytes)."
msgstr "紋理記憶體的使用量(單位為位元組)。"
msgid ""
"Buffer memory used (in bytes). This includes vertex data, uniform buffers, "
"and many miscellaneous buffer types used internally."
msgstr ""
"緩衝記憶體的使用量單位為位元組。包括頂點資料、uniform 緩衝以及內部使用的各"
"種不同緩衝型別。"
msgid ""
"Video memory used (in bytes). When using the Forward+ or mobile rendering "
"backends, this is always greater than the sum of [constant "
"RENDERING_INFO_TEXTURE_MEM_USED] and [constant "
"RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not "
"accounted for by those two metrics. When using the GL Compatibility backend, "
"this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and "
"[constant RENDERING_INFO_BUFFER_MEM_USED]."
msgstr ""
"顯存的使用量(單位為位元組)。使用 Forward+ 或移動渲染後端時,始終比 "
"[constant RENDERING_INFO_TEXTURE_MEM_USED] 與 [constant "
"RENDERING_INFO_BUFFER_MEM_USED] 的總和要大,因為這兩項之外還有一些雜項資料。使"
"用 GL Compatibility 後端時,等於 [constant RENDERING_INFO_TEXTURE_MEM_USED] "
"與 [constant RENDERING_INFO_BUFFER_MEM_USED] 之和。"
msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
msgstr "硬體支援著色器。這個列舉目前在 Godot 3.x 中沒有使用。"
msgid ""
"Hardware supports multithreading. This enum is currently unused in Godot 3.x."
msgstr "硬體支援多執行緒。這個列舉目前在 Godot 3.x 中沒有使用。"
msgid ""
"Abstract scene buffers object, created for each viewport for which 3D "
"rendering is done."
msgstr "抽象場景緩衝區對象,為完成 3D 渲染的每個視窗建立。"
msgid ""
"Abstract scene buffers object, created for each viewport for which 3D "
"rendering is done. It manages any additional buffers used during rendering "
"and will discard buffers when the viewport is resized.\n"
"[b]Note:[/b] this is an internal rendering server object only exposed for "
"GDExtension plugins."
msgstr ""
"抽象場景緩衝區對象,為完成 3D 渲染的每個視口建立。它管理渲染期間使用的任何其他"
"緩衝區,並在調整視口大小時丟棄緩衝區。\n"
"[b]注意:[/b]這是一個僅為 GDExtension 插件公開的內部渲染伺服器物件。"
msgid ""
"This method is called by the rendering server when the associated viewports "
"configuration is changed. It will discard the old buffers and recreate the "
"internal buffers used."
msgstr ""
"當關聯的視窗配置變更時,渲染伺服器會呼叫此方法。它將丟棄舊緩衝區並重新建立使用"
"的內部緩衝區。"
msgid "Configuration object used to setup a [RenderSceneBuffers] object."
msgstr "用於設定 [RenderSceneBuffers] 物件的設定物件。"
msgid ""
"This configuration object is created and populated by the render engine on a "
"viewport change and used to (re)configure a [RenderSceneBuffers] object."
msgstr ""
"此配置物件由渲染引擎在視窗更改時建立和填充,並用於(重新)配置 "
"[RenderSceneBuffers] 物件。"
msgid "FSR Sharpness applicable if FSR upscaling is used."
msgstr "若使用 FSR 放大,適用 FSR 銳利度。"
msgid "The size of the 3D render buffer used for rendering."
msgstr "設定圖像的大小,需要參考。"
msgid "The MSAA mode we're using for 3D rendering."
msgstr "用於天空渲染的旋轉。"
msgid "The render target associated with these buffer."
msgstr "返回與給定面關聯的中繼資料。"
msgid ""
"The requested scaling mode with which we upscale/downscale if [member "
"internal_size] and [member target_size] are not equal."
msgstr ""
"如果[member internal_size]和[member target_size]不相等,我們放大/縮小所請求的"
"縮放模式。"
msgid "The requested screen space AA applied in post processing."
msgstr "請求在後期處理中套用的螢幕空間抗鋸齒。"
msgid "The target (upscale) size if scaling is used."
msgstr "使用縮放時的目標(放大)大小。"
msgid "Bias applied to mipmaps."
msgstr "套用於 mipmap 的偏置。"
msgid "The number of views we're rendering."
msgstr "渲染的視圖數。"
msgid ""
"This class allows for a RenderSceneBuffer implementation to be made in "
"GDExtension."
msgstr "此類允許在 GDExtension 中實作 RenderSceneBuffer。"
msgid "Implement this in GDExtension to handle the (re)sizing of a viewport."
msgstr "在 GDExtension 中實作此功能以處理視窗的(重新)大小調整。"
msgid "Implement this in GDExtension to record a new FSR sharpness value."
msgstr "在 GDExtension 中實作此功能以記錄新的 FSR 銳利度值。"
msgid "Implement this in GDExtension to change the texture mipmap bias."
msgstr "在 GDExtension 中實作此功能以變更紋理 mipmap 偏差。"
msgid "Implement this in GDExtension to react to the debanding flag changing."
msgstr "在 GDExtension 中實作此功能以對解帶旗標的變更做出反應。"
msgid ""
"Abstract render scene buffer implementation for the RenderingDevice based "
"renderers."
msgstr "基於 RenderingDevice 的渲染器的抽象渲染場景緩衝區實作。"
msgid ""
"This object manages all 3D rendering buffers for the rendering device based "
"renderers. An instance of this object is created for every viewport that has "
"3D rendering enabled.\n"
"All buffers are organized in [b]contexts[/b]. The default context is called "
"[b]render_buffers[/b] and can contain amongst others the color buffer, depth "
"buffer, velocity buffers, VRS density map and MSAA variants of these "
"buffers.\n"
"Buffers are only guaranteed to exist during rendering of the viewport.\n"
"[b]Note:[/b] this is an internal rendering server object only exposed for "
"GDExtension plugins."
msgstr ""
"此物件管理基於渲染裝置的渲染器的所有 3D 渲染緩衝區。為每個啟用 3D 渲染的視窗建"
"立此物件的實例。\n"
"所有緩衝區都組織在[b]本文[/b]中。預設本文稱為 [b]render_buffers[/b],可以包含"
"顏色緩衝區、深度緩衝區、速度緩衝區、VRS 密度圖和這些緩衝區的 MSAA 變體等。\n"
"僅確保在視口渲染期間存在緩衝區。\n"
"[b]注意:[/b]這是一個僅為 GDExtension 插件公開的內部渲染伺服器物件。"
msgid "Frees all buffers related to this context."
msgstr "釋放與這個本文相關的所有緩衝。"
msgid ""
"Create a new texture with the given definition and cache this under the given "
"name. Will return the existing texture if it already exists."
msgstr ""
"使用給定的定義建立新紋理,並將其快取在給定的名稱下。如果現有紋理已存在,則將傳"
"回該紋理。"
msgid ""
"Create a new texture using the given format and view and cache this under the "
"given name. Will return the existing texture if it already exists."
msgstr ""
"使用給定格式建立新紋理,並在給定名稱下檢視並快取該紋理。如果現有紋理已存在,則"
"傳回該紋理。"
msgid ""
"Create a new texture view for an existing texture and cache this under the "
"given view_name. Will return the existing teture view if it already exists. "
"Will error if the source texture doesn't exist."
msgstr ""
"為現有紋理建立新的紋理視圖並將其快取在給定的view_name 下。如果現有的teture "
"視圖已存在,則傳回該視圖。如果來源紋理不存在,將出錯。 “,““,“,“錯誤"
"的”,””,””,”\n"
"doc/classes/RenderSceneBuffersRD.xml\""
msgid ""
"Returns the specified layer from the color texture we are rendering 3D "
"content to."
msgstr "從我們渲染 3D 內容的色彩紋理中傳回指定的圖層。"
msgid ""
"Returns the color texture we are rendering 3D content to. If multiview is "
"used this will be a texture array with all views."
msgstr ""
"返回我們渲染 3D 內容的顏色紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣"
"列。"
msgid ""
"Returns the specified layer from the depth texture we are rendering 3D "
"content to."
msgstr "從我們渲染 3D 內容的深度紋理傳回指定圖層。"
msgid ""
"Returns the depth texture we are rendering 3D content to. If multiview is "
"used this will be a texture array with all views."
msgstr ""
"返回我們渲染 3D 內容的深度紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣"
"列。"
msgid ""
"Returns the internal size of the render buffer (size before upscaling) with "
"which textures are created by default."
msgstr "傳回預設建立紋理的渲染緩衝區的內部大小(放大前的大小)。"
msgid "Returns the render target associated with this buffers object."
msgstr "返回與給定頂點關聯的中繼資料。"
msgid "Returns a cached texture with this name."
msgstr "返回該紋理的寬度,單位為圖元。"
msgid ""
"Returns the texture format information with which a cached texture was "
"created."
msgstr "傳回建立快取紋理所使用的紋理格式資訊。"
msgid "Returns a specific slice (layer or mipmap) for a cached texture."
msgstr "將指定的字元渲染到字形快取紋理。"
msgid "Returns the texture size of a given slice of a cached texture."
msgstr "返回該紋理的大小,單位為圖元。"
msgid ""
"Returns a specific view of a slice (layer or mipmap) for a cached texture."
msgstr "傳回快取紋理的切片(圖層或 mipmap的特定視圖。"
msgid "Returns [code]true[/code] if TAA is enabled."
msgstr "如果啟用 TAA則返回 [code]true[/code]。"
msgid ""
"Returns the specified layer from the velocity texture we are rendering 3D "
"content to."
msgstr "從我們渲染 3D 內容的速度紋理傳回指定圖層。"
msgid ""
"Returns the velocity texture we are rendering 3D content to. If multiview is "
"used this will be a texture array with all views."
msgstr ""
"返回我們渲染 3D 內容的速度紋理。如果使用多個視圖,這將是包含所有視圖的紋理陣"
"列。"
msgid "Returns the view count for the associated viewport."
msgstr "返回關聯視口的視圖數。"
msgid "Returns [code]true[/code] if a cached texture exists for this name."
msgstr "如果存在使用該名稱的緩衝紋理,則返回 [code]true[/code]。"
msgid "Base class for serializable objects."
msgstr "可序列化物件的基底類別。"
msgid ""
"Resource is the base class for all Godot-specific resource types, serving "
"primarily as data containers. Since they inherit from [RefCounted], resources "
"are reference-counted and freed when no longer in use. They can also be "
"nested within other resources, and saved on disk. Once loaded from disk, "
"further attempts to load a resource by [member resource_path] returns the "
"same reference. [PackedScene], one of the most common [Object]s in a Godot "
"project, is also a resource, uniquely capable of storing and instantiating "
"the [Node]s it contains as many times as desired.\n"
"In GDScript, resources can loaded from disk by their [member resource_path] "
"using [method @GDScript.load] or [method @GDScript.preload].\n"
"[b]Note:[/b] In C#, resources will not be freed instantly after they are no "
"longer in use. Instead, garbage collection will run periodically and will "
"free resources that are no longer in use. This means that unused resources "
"will linger on for a while before being removed."
msgstr ""
"資源是所有 Godot 特定資源型別的基底類別,主要作為資料容器。因為資源繼承自 "
"[RefCounted],所以進行了引用計數,不再使用時會被釋放。資源也可以巢狀到其他資源"
"裡、保存到磁片上。一旦從磁片載入,後續嘗試使用 [member resource_path] 載入資源"
"時都會返回相同的引用。[PackedScene] 也是一種資源,它是 Godot 專案中最常用的 "
"[Object] 之一,獨特的能力是可以將若干 [Node] 保存起來、隨意進行產生實體。\n"
"在 GDScript 中,可以根據 [member resource_path] 從磁片上載入資源,使用 "
"[method @GDScript.load] 或 [method @GDScript.preload] 即可。\n"
"[b]注意:[/b]在 C# 中,資源不再被使用後不會立即被釋放。相反,垃圾回收將定期運"
"行,並釋放不再使用的資源。這意味著未使用的資源在被刪除之前會停留一段時間。"
msgid ""
"Override this method to return a custom [RID] when [method get_rid] is called."
msgstr "可以覆蓋此方法,從而在呼叫 [method get_rid] 時返回自訂 [RID]。"
msgid ""
"Override this method to customize the newly duplicated resource created from "
"[method PackedScene.instantiate], if the original's [member "
"resource_local_to_scene] is set to [code]true[/code].\n"
"[b]Example:[/b] Set a random [code]damage[/code] value to every local "
"resource from an instantiated scene.\n"
"[codeblock]\n"
"extends Resource\n"
"\n"
"var damage = 0\n"
"\n"
"func _setup_local_to_scene():\n"
" damage = randi_range(10, 40)\n"
"[/codeblock]"
msgstr ""
"如果原始資源的[member resource_local_to_scene]設定為[code]true[/code],則重寫"
"此方法以自訂從[method PackedScene.instantiate]建立的新複製資源。\n"
"[b]範例:[/b]為實例化場景中的每個本機資源設定隨機[code]damage[/code]值。\n"
"[codeblock]\n"
"extends Resource\n"
"\n"
"var damage = 0\n"
"\n"
"func _setup_local_to_scene():\n"
" damage = randi_range(10, 40)\n"
"[/codeblock]"
msgid ""
"Duplicates this resource, returning a new resource with its [code]export[/"
"code]ed or [constant PROPERTY_USAGE_STORAGE] properties copied from the "
"original.\n"
"If [param subresources] is [code]false[/code], a shallow copy is returned; "
"nested resources within subresources are not duplicated and are shared from "
"the original resource. If [param subresources] is [code]true[/code], a deep "
"copy is returned; nested subresources will be duplicated and are not shared.\n"
"Subresource properties with the [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] "
"flag are always duplicated even with [param subresources] set to [code]false[/"
"code], and properties with the [constant PROPERTY_USAGE_NEVER_DUPLICATE] flag "
"are never duplicated even with [param subresources] set to [code]true[/"
"code].\n"
"[b]Note:[/b] For custom resources, this method will fail if [method Object."
"_init] has been defined with required parameters."
msgstr ""
"製作該資源的副本,返回資源中,[code]export[/code] 的屬性以及 [constant "
"PROPERTY_USAGE_STORAGE] 的屬性都會從原始資源中複製。\n"
"如果 [param subresources] 為 [code]false[/code],則返回的是淺拷貝;子資源中的"
"巢狀資源不會被複製,仍然會被共用。如果 [param subresources] 為 [code]true[/"
"code],則返回的是深拷貝;會製作巢狀子資源的副本,不會進行共用。\n"
"帶有 [constant PROPERTY_USAGE_ALWAYS_DUPLICATE] 旗標的子資源屬性始終會被覆制,"
"即便 [param subresources] 為 [code]false[/code]。而帶有 [constant "
"PROPERTY_USAGE_NEVER_DUPLICATE] 旗標的子資源屬性始終不會被複製,即便 [param "
"subresources] 為 [code]true[/code]。\n"
"[b]注意:[/b]對於自訂資源,如果定義 [method Object._init] 時使用了必填的參數,"
"則此方法會失敗。"
msgid ""
"Emits the [signal changed] signal. This method is called automatically for "
"some built-in resources.\n"
"[b]Note:[/b] For custom resources, it's recommended to call this method "
"whenever a meaningful change occurs, such as a modified property. This "
"ensures that custom [Object]s depending on the resource are properly "
"updated.\n"
"[codeblock]\n"
"var damage:\n"
" set(new_value):\n"
" if damage != new_value:\n"
" damage = new_value\n"
" emit_changed()\n"
"[/codeblock]"
msgstr ""
"發出 [signal changed] 更改訊號。內建資源會自動呼叫此方法。\n"
"[b]注意:[/b]對於自訂資源,推薦在發生任何有意義的變化時都呼叫此方法,例如修改"
"屬性時。這樣能夠保證依賴於此資源的自訂 [Object] 能夠正確更新其屬性。\n"
"[codeblock]\n"
"var damage:\n"
" set(new_value):\n"
" if damage != new_value:\n"
" damage = new_value\n"
" emit_changed()\n"
"[/codeblock]"
msgid ""
"If [member resource_local_to_scene] is set to [code]true[/code] and the "
"resource has been loaded from a [PackedScene] instantiation, returns the root "
"[Node] of the scene where this resource is used. Otherwise, returns "
"[code]null[/code]."
msgstr ""
"如果 [member resource_local_to_scene] 為 [code]true[/code],並且該資源是從 "
"[PackedScene] 實例中載入的,則返回使用該資源的場景的根 [Node]。否則返回 "
"[code]null[/code]。"
msgid ""
"Returns the [RID] of this resource (or an empty RID). Many resources (such as "
"[Texture2D], [Mesh], and so on) are high-level abstractions of resources "
"stored in a specialized server ([DisplayServer], [RenderingServer], etc.), so "
"this function will return the original [RID]."
msgstr ""
"返回該資源的 [RID](或者空的 RID。許多資源如 [Texture2D]、[Mesh] 等)是存"
"儲在伺服器([DisplayServer]、[RenderingServer] 等)中的資源的高級抽象,所以這"
"個函式將返回原始的 [RID]。"
msgid ""
"Calls [method _setup_local_to_scene]. If [member resource_local_to_scene] is "
"set to [code]true[/code], this method is automatically called from [method "
"PackedScene.instantiate] by the newly duplicated resource within the scene "
"instance.\n"
"[i]Deprecated.[/i] This method should only be called internally. Override "
"[method _setup_local_to_scene] instead."
msgstr ""
"呼叫[method _setup_local_to_scene]。如果[member resource_local_to_scene]設定為"
"[code]true[/code],則新複製的[method PackedScene.instantiate]會自動呼叫此方法"
"場景實例中的資源。\n"
"[i]已放棄使用。[/i] 此方法只能在內部呼叫。改為覆蓋 [method "
"_setup_local_to_scene]。"
msgid ""
"Sets the [member resource_path] to [param path], potentially overriding an "
"existing cache entry for this path. Further attempts to load an overridden "
"resource by path will instead return this resource."
msgstr ""
"將 [member resource_path] 設定為 [param path],可能會覆蓋這個路徑對應的已有緩"
"存條目。後續嘗試通過路徑載入覆蓋後的資源時,會返回這個資源。"
msgid ""
"If [code]true[/code], the resource is duplicated for each instance of all "
"scenes using it. At run-time, the resource can be modified in one scene "
"without affecting other instances (see [method PackedScene.instantiate]).\n"
"[b]Note:[/b] Changing this property at run-time has no effect on already "
"created duplicate resources."
msgstr ""
"如果為 [code]true[/code],那麼在本地場景的各個實例中,該資源都會被唯一化。在運"
"作時,在某個場景中對該資源的修改不會影響其他實例(見 [method PackedScene."
"instantiate])。\n"
"[b]注意:[/b]運作時,在已建立副本的資源上修改該屬性不會有效果。"
msgid ""
"The unique path to this resource. If it has been saved to disk, the value "
"will be its filepath. If the resource is exclusively contained within a "
"scene, the value will be the [PackedScene]'s filepath, followed by a unique "
"identifier.\n"
"[b]Note:[/b] Setting this property manually may fail if a resource with the "
"same path has already been previously loaded. If necessary, use [method "
"take_over_path]."
msgstr ""
"該資源的唯一路徑。如果已被保存到磁片,該值將是其檔路徑。如果該資源僅包含在某一"
"個場景中,該值將是 [PackedScene] 的檔路徑後加上一個唯一識別碼。\n"
"[b]注意:[/b]如果之前已經載入了具有相同路徑的資源,手動設定該屬性可能會失敗。"
"如果有必要,請使用 [method take_over_path]。"
msgid ""
"Emitted when the resource changes, usually when one of its properties is "
"modified. See also [method emit_changed].\n"
"[b]Note:[/b] This signal is not emitted automatically for properties of "
"custom resources. If necessary, a setter needs to be created to emit the "
"signal."
msgstr ""
"當資源發生更改時發出訊號,通常是當其屬性之一被修改時。另見 [method "
"emit_changed] 。\n"
"[b]注意:[/b]自訂資源的屬性不會自動發出此訊號。如有必要,需要建立一個 setter "
"來觸發。"
msgid ""
"Emitted by a newly duplicated resource with [member resource_local_to_scene] "
"set to [code]true[/code]. \n"
"[i]Deprecated.[/i] This signal is only emitted when the resource is created. "
"Override [method _setup_local_to_scene] instead."
msgstr ""
"由新複製的資源發出,[member resource_local_to_scene]設定為[code]true[/"
"code]。\n"
"[i]已放棄使用。[/i] 此訊號僅在建立資源時發出。改為覆蓋 [method "
"_setup_local_to_scene]。"
msgid "Loads a specific resource type from a file."
msgstr "從檔案中載入特定資源型別。"
msgid ""
"Godot loads resources in the editor or in exported games using "
"ResourceFormatLoaders. They are queried automatically via the "
"[ResourceLoader] singleton, or when a resource with internal dependencies is "
"loaded. Each file type may load as a different resource type, so multiple "
"ResourceFormatLoaders are registered in the engine.\n"
"Extending this class allows you to define your own loader. Be sure to respect "
"the documented return types and values. You should give it a global class "
"name with [code]class_name[/code] for it to be registered. Like built-in "
"ResourceFormatLoaders, it will be called automatically when loading resources "
"of its handled type(s). You may also implement a [ResourceFormatSaver].\n"
"[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
"you need exists but Godot is unable to load its format. Choosing one way over "
"another depends on if the format is suitable or not for the final exported "
"game. For example, it's better to import [code].png[/code] textures as [code]."
"ctex[/code] ([CompressedTexture2D]) first, so they can be loaded with better "
"efficiency on the graphics card."
msgstr ""
"Godot 在編輯器或匯出的遊戲中使用 ResourceFormatLoaders 來載入資源。它們通過 "
"[ResourceLoader] 單例自動查詢,或在載入具有內部依賴項的資源時自動查詢。每種文"
"件型別可以作為不同的資源型別載入,因此在引擎中註冊多個 "
"ResourceFormatLoaders。\n"
"擴充此類可讓你定義自己的載入器。請確保遵守文件中記錄的返回型別和值。你應該使"
"用 [code]class_name[/code] 給它一個全域類別名稱以進行註冊。像內建的 "
"ResourceFormatLoaders 一樣,當載入其處理的型別的資源時,它將自動被呼叫。你還可"
"以實作 [ResourceFormatSaver]。\n"
"[b]注意:[/b]如果你需要的資源型別存在,但 Godot 無法載入其格式,則也可以擴充 "
"[EditorImportPlugin]。選擇哪種方法取決於該格式是否適用於最終匯出的遊戲。例如,"
"最好首先將 [code].png[/code] 紋理作為 [code].ctex[/code]"
"[CompressedTexture2D])匯入,以便在圖形卡上能更高效的載入它們。"
msgid ""
"If implemented, gets the dependencies of a given resource. If [param "
"add_types] is [code]true[/code], paths should be appended [code]::TypeName[/"
"code], where [code]TypeName[/code] is the class name of the dependency.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
"如果實作,則獲取給定資源的依賴項。如果 [param add_types] 為 [code]true[/"
"code],路徑應追加 [code]::TypeName[/code],其中 [code]TypeName[/code] 是依賴項"
"的類別名稱。\n"
"[b]注意:[/b]腳本定義的自訂資源型別並不為 [ClassDB] 所知,因此可能只能為它們返"
"回 [code]\"Resource\"[/code]。"
msgid "Gets the list of extensions for files this loader is able to read."
msgstr "獲取該載入器能夠讀取的檔的副檔名列表。"
msgid ""
"Returns the script class name associated with the [Resource] under the given "
"[param path]. If the resource has no script or the script isn't a named "
"class, it should return [code]\"\"[/code]."
msgstr ""
"返回與給定的 [param path] 下的 [Resource] 關聯的腳本類別名稱稱。如果資源沒有腳"
"本或腳本不是一個命名的類,則應返回 [code]\"\"[/code]。"
msgid ""
"Gets the class name of the resource associated with the given path. If the "
"loader cannot handle it, it should return [code]\"\"[/code].\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
msgstr ""
"獲取與給定路徑相關的資源的類別名稱。如果載入器不能處理它,它應該返回 "
"[code]\"\"[/code]。\n"
"[b]注意:[/b][ClassDB] 不知道腳本定義的自訂資源型別,因此你可能只為它們返回 "
"[code]\"Resource\"[/code]。"
msgid ""
"Tells which resource class this loader can load.\n"
"[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
"[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
msgstr ""
"說明這個載入器可以載入哪個資源類。\n"
"[b]注意:[/b][ClassDB] 不知道腳本定義的自訂資源型別,因此你可以只為它們處理 "
"[code]\"Resource\"[/code]。"
msgid ""
"Loads a resource when the engine finds this loader to be compatible. If the "
"loaded resource is the result of an import, [param original_path] will target "
"the source file. Returns a [Resource] object on success, or an [enum Error] "
"constant in case of failure.\n"
"The [param cache_mode] property defines whether and how the cache should be "
"used or updated when loading the resource. See [enum CacheMode] for details."
msgstr ""
"當引擎發現該載入程式相容時載入資源。如果載入的資源是匯入的結果,[param "
"original_path] 將以原始檔案為目標。成功時返回一個 [Resource] 物件,失敗時返回"
"一個 [enum Error] 常數。\n"
"[param cache_mode] 屬性定義載入資源時是否以及如何使用或更新快取。有關詳細信"
"息,請參閱 [enum CacheMode]。"
msgid ""
"Tells whether or not this loader should load a resource from its resource "
"path for a given type.\n"
"If it is not implemented, the default behavior returns whether the path's "
"extension is within the ones provided by [method _get_recognized_extensions], "
"and if the type is within the ones provided by [method _get_resource_type]."
msgstr ""
"判斷該載入器是否應對於給定型別從其資源路徑載入資源。\n"
"如果未實作,則預設行為是檢查路徑的副檔名是否在[method "
"_get_recognized_extensions]提供的範圍內,以及型別是否在[method "
"_get_resource_type]提供的範圍內。"
msgid ""
"If implemented, renames dependencies within the given resource and saves it. "
"[param renames] is a dictionary [code]{ String => String }[/code] mapping old "
"dependency paths to new paths.\n"
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
"如果被實作,將重命名給定資源中的依賴項並保存它。[param renames] 是一個字典 "
"[code]{ String => String }[/code],將舊依賴路徑對應到新路徑。\n"
"成功時返回 [constant OK],失敗時返回 [enum Error] 常數。"
msgid "Saves a specific resource type to a file."
msgstr "將特定資源型別保存到檔案。"
msgid ""
"The engine can save resources when you do it from the editor, or when you use "
"the [ResourceSaver] singleton. This is accomplished thanks to multiple "
"[ResourceFormatSaver]s, each handling its own format and called automatically "
"by the engine.\n"
"By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
"res[/code] (binary) or another built-in format, but you can choose to create "
"your own format by extending this class. Be sure to respect the documented "
"return types and values. You should give it a global class name with "
"[code]class_name[/code] for it to be registered. Like built-in "
"ResourceFormatSavers, it will be called automatically when saving resources "
"of its recognized type(s). You may also implement a [ResourceFormatLoader]."
msgstr ""
"當你從編輯器執行此操作或使用 [ResourceSaver] 單例時,引擎可以節省資源。這要歸"
"功於多個 [ResourceFormatSaver],每個都處理自己的格式並由引擎自動呼叫。\n"
"預設情況下Godot 將資源保存為 [code].tres[/code](基於文字)、[code].res[/"
"code](二進位)或其他內建格式,但你可以選擇通過擴充這個類來建立自己的格式。請"
"務必遵守記錄的返回型別和值。你應該給它一個全域類別名稱 [code]class_name[/"
"code] 以便它被註冊。與內建的 ResourceFormatSaver 一樣,它會在保存其識別型別的"
"資源時自動呼叫。你也可以實作一個 [ResourceFormatLoader]。"
msgid ""
"Returns the list of extensions available for saving the resource object, "
"provided it is recognized (see [method _recognize])."
msgstr ""
"返回可用於保存資源對象的副檔名列表,前提是該資源物件已被識別(見 [method "
"_recognize])。"
msgid "Returns whether the given resource object can be saved by this saver."
msgstr "返回此保存程式能否保存給定的資源物件。"
msgid ""
"Returns [code]true[/code] if this saver handles a given save path and "
"[code]false[/code] otherwise.\n"
"If this method is not implemented, the default behavior returns whether the "
"path's extension is within the ones provided by [method "
"_get_recognized_extensions]."
msgstr ""
"如果該saver可以處理給定的保存路徑則返回[code]true[/code],否則返回"
"[code]false[/code]。\n"
"如果未實作該方法,則預設行為是檢查路徑的副檔名是否在[method "
"_get_recognized_extensions]提供的範圍內。"
msgid ""
"Saves the given resource object to a file at the target [param path]. [param "
"flags] is a bitmask composed with [enum ResourceSaver.SaverFlags] constants.\n"
"Returns [constant OK] on success, or an [enum Error] constant in case of "
"failure."
msgstr ""
"將給定的資源物件保存到目標[param path]中的檔中。 [param flags]是一個位掩碼,由"
"[enum ResourceSaver.SaverFlags]常數組成。\n"
"成功時返回[constant OK],失敗時返回[enum Error]常數。"
msgid ""
"Sets a new UID for the resource at the given [param path]. Returns [constant "
"OK] on success, or an [enum Error] constant in case of failure."
msgstr ""
"為給定 [param path] 處的資源設定新的 UID。成功時返回 [constant OK],失敗時返"
"回 [enum Error] 常數。"
msgid "Base class for resource importers."
msgstr "資源匯入器的基底類別。"
msgid ""
"This is the base class for Godot's resource importers. To implement your own "
"resource importers using editor plugins, see [EditorImportPlugin]."
msgstr ""
"這是 Godot 資源匯入器的基底類別。要使用編輯器外掛程式實作你自己的資源匯入器,"
"請參考 [EditorImportPlugin]。"
msgid "The default import order."
msgstr "預設匯入順序。"
msgid ""
"The import order for scenes, which ensures scenes are imported [i]after[/i] "
"all other core resources such as textures. Custom importers should generally "
"have an import order lower than [code]100[/code] to avoid issues when "
"importing scenes that rely on custom resources."
msgstr ""
"場景的匯入順序,確保場景被匯入在所有其他核心資源(如紋理)[i]之後[/i]。自訂匯"
"入器的匯入順序一般應低於[code]100[/code],以避免匯入依賴自訂資源的場景時出現問"
"題。"
msgid "Imports a [BitMap] resource (2D array of boolean values)."
msgstr "匯入 [BitMap] 資源(布林值的二維陣列)。"
msgid ""
"[BitMap] resources are typically used as click masks in [TextureButton] and "
"[TouchScreenButton]."
msgstr ""
"[BitMap] 資源通常用作[TextureButton] 和[TouchScreenButton] 中的點選遮罩。"
msgid ""
"The data source to use for generating the bitmap.\n"
"[b]Black & White:[/b] Pixels whose HSV value is greater than the [member "
"threshold] will be considered as \"enabled\" (bit is [code]true[/code]). If "
"the pixel is lower than or equal to the threshold, it will be considered as "
"\"disabled\" (bit is [code]false[/code]).\n"
"[b]Alpha:[/b] Pixels whose alpha value is greater than the [member threshold] "
"will be considered as \"enabled\" (bit is [code]true[/code]). If the pixel is "
"lower than or equal to the threshold, it will be considered as "
"\"disabled\" (bit is [code]false[/code])."
msgstr ""
"用於產生點陣圖的資料來源。\n"
"[b]黑白:[/b] HSV 值大於[member threshold]的像素將被視為「已啟用」(位元為"
"[code]true[/code])。如果像素低於或等於閾值,則將被視為「停用」(位元為"
"[code]false[/code])。\n"
"[b]Alpha[/b] Alpha 值大於[member threshold]的像素將被視為「啟用」(位元為"
"[code]true[/code])。如果像素低於或等於閾值,則將被視為“已停用”(位元為 "
"[code]false[/code])。"
msgid ""
"The threshold to use to determine which bits should be considered enabled or "
"disabled. See also [member create_from]."
msgstr "用於確定哪些位元應視為啟用或停用的閾值。另請參閱[member create_from]。"
msgid "Imports a bitmap font in the BMFont ([code].fnt[/code]) format."
msgstr "[code].fbx[/code] 場景檔案格式的匯入器。"
msgid ""
"The BMFont format is a format created by the [url=https://www.angelcode.com/"
"products/bmfont/]BMFont[/url] program. Many BMFont-compatible programs also "
"exist, like [url=https://www.bmglyph.com/]BMGlyph[/url].\n"
"Compared to [ResourceImporterImageFont], [ResourceImporterBMFont] supports "
"bitmap fonts with varying glyph widths/heights.\n"
"See also [ResourceImporterDynamicFont]."
msgstr ""
"BMFont 格式是由 [url=https://www.angelcode.com/products/bmfont/]BMFont[/url] "
"程式建立的格式。許多與 BMFont 相容的程式也存在,例如[url=https://www.bmglyph."
"com/]BMGlyph[/url]。\n"
"與 [ResourceImporterImageFont] 相比,[ResourceImporterBMFont] 支援具有不同字形"
"寬度/高度的點陣字形。\n"
"另請參閱 "
"[ResourceImporterDynamicFont]。、\"\"、\"\"、\"False\"、\"\"、\"\"、\"\""
msgid "Bitmap fonts - Using fonts"
msgstr "點陣字型——使用字形"
msgid "If [code]true[/code], uses lossless compression for the resulting font."
msgstr "如果為 [code]true[/code],則對二進位資源使用無失真壓縮。"
msgid ""
"List of font fallbacks to use if a glyph isn't found in this bitmap font. "
"Fonts at the beginning of the array are attempted first."
msgstr ""
"如果在此點陣字形中找不到字形,則要使用的字形後備列表。首先嘗試陣列開頭的字形。"
msgid "Imports comma-separated values"
msgstr "匯入 CSV"
msgid ""
"Comma-separated values are a plain text table storage format. The format's "
"simplicity makes it easy to edit in any text editor or spreadsheet software. "
"This makes it a common choice for game localization.\n"
"[b]Example CSV file:[/b]\n"
"[codeblock]\n"
"keys,en,es,ja\n"
"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n"
"ASK,How are you?,Cómo está?,元気ですか\n"
"BYE,Goodbye,Adiós,さようなら\n"
"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん"
"にちは」男は言いました\n"
"[/codeblock]"
msgstr ""
"逗號分隔值是一種純文字表格儲存格式。此格式的簡單性使其可以輕鬆地在任何文字編輯"
"器或電子表格軟體中進行編輯。這使其成為遊戲本地化的常見選擇。\n"
"[b]範例 CSV 檔案:[/b]\n"
"[codeblock]\n"
"keys,en,es,ja\n"
"GREET,\"Hello, friend!\",\"Hola, amigo!\",こんにちは\n"
"ASK,How are you?,Cómo está?,元気ですか\n"
"BYE,Goodbye,Adiós,さようなら\n"
"QUOTE,\"\"\"Hello\"\" said the man.\",\"\"\"Hola\"\" dijo el hombre.\",「こん"
"にちは」男は言いました\n"
"[/codeblock]"
msgid "Importing translations"
msgstr "匯入翻譯"
msgid ""
"If [code]true[/code], creates an [OptimizedTranslation] instead of a "
"[Translation]. This makes the resulting file smaller at the cost of a small "
"CPU overhead."
msgstr ""
"如果[code]true[/code],則建立[OptimizedTranslation] 而不是[Translation]。這會"
"以較小的CPU 開銷為代價使生成的檔案更小。"
msgid ""
"The delimiter to use in the CSV file. The default value matches the common "
"CSV convention. Tab-separated values are sometimes called TSV files."
msgstr ""
"在CSV 檔案中使用的分隔符號。預設值與常見的CSV 約定相符。製表符分隔值有時稱為"
"TSV 檔案。"
msgid ""
"Imports a TTF, TTC, OTF, OTC, WOFF or WOFF2 font file for font rendering that "
"adapts to any size."
msgstr ""
"匯入 TTF、TTC、OTF、OTC、WOFF 或 WOFF2 字型檔案,用於適應任何大小的字形渲染。"
msgid ""
"Unlike bitmap fonts, dynamic fonts can be resized to any size and still look "
"crisp. Dynamic fonts also optionally support MSDF font rendering, which "
"allows for run-time scale changes with no re-rasterization cost.\n"
"While WOFF and especially WOFF2 tend to result in smaller file sizes, there "
"is no universally \"better\" font format. In most situations, it's "
"recommended to use the font format that was shipped on the font developer's "
"website.\n"
"See also [ResourceImporterBMFont] and [ResourceImporterImageFont]."
msgstr ""
"與點陣字形不同,動態字形可以調整為任意大小並且看起來仍然清晰。動態字形還可以選"
"擇支援MSDF 字形渲染,這允許運作時比例更改而無需重新光柵化成本。\n"
"雖然 WOFF尤其是 WOFF2往往會產生較小的檔案大小但不存在普遍「更好」的字形"
"格式。在大多數情況下,建議使用字形開發人員網站上提供的字形格式。\n"
"另請參閱 [ResourceImporterBMFont] 和 [ResourceImporterImageFont]。"
msgid "Dynamic fonts - Using fonts"
msgstr "動態字形——使用字形"
msgid ""
"If [code]true[/code], automatically use system fonts as a fallback if a glyph "
"isn't found in this dynamic font. This makes supporting CJK characters or "
"emoji more straightforward, as you don't need to include a CJK/emoji font in "
"your project. See also [member fallbacks].\n"
"[b]Note:[/b] The appearance of system fonts varies across platforms. Loading "
"system fonts is only supported on Windows, macOS, Linux, Android and iOS."
msgstr ""
"如果[code]true[/code],如果在此動態字形中找不到字形,則自動使用系統字形作為後"
"備。這使得支援CJK 字元或表情符號更加簡單,因為您不需要在專案中包含 CJK/emoji "
"字形。另請參閱[member fallbacks]。\n"
"[b]注意:[/b] 系統字形的外觀會因平台而異。僅 Windows、macOS、Linux、Android "
"和 iOS 支援載入系統字形。"
msgid ""
"The font antialiasing method to use.\n"
"[b]Disabled:[/b] Most suited for pixel art fonts, although you do not "
"[i]have[/i] to change the antialiasing from the default [b]Grayscale[/b] if "
"the font file was well-created and the font is used at an integer multiple of "
"its intended size. If pixel art fonts have a bad appearance at their intended "
"size, try setting [member subpixel_positioning] to [b]Disabled[/b] instead.\n"
"[b]Grayscale:[/b] Use grayscale antialiasing. This is the approach used by "
"the operating system on macOS, Android and iOS.\n"
"[b]LCD Subpixel:[/b] Use antialiasing with subpixel patterns to make fonts "
"sharper on LCD displays. This is the approach used by the operating system on "
"Windows and most Linux distributions. The downside is that this can introduce "
"\"fringing\" on edges, especially on display technologies that don't use "
"standard RGB subpixels (such as OLED displays). The LCD subpixel layout is "
"globally controlled by [member ProjectSettings.gui/theme/"
"lcd_subpixel_layout], which also allows falling back to grayscale "
"antialiasing."
msgstr ""
"要使用的字型抗鋸齒方法。\n"
"[b]禁用:[/b]最適合像素藝術字形,儘管如果字形檔案良好的話,您沒有[/i]更改預設"
"[b]灰度[/b]的抗鋸齒效果-建立並且字形以其預期大小的整數倍使用。如果像素藝術字形"
"在其預期大小下外觀不佳,請嘗試將 [member subpixel_positioning] 設定為 "
"[b]Disabled[/b]。\n"
"[b]灰階:[/b]使用灰階抗鋸齒。這是 macOS、Android 和 iOS 上的作業系統所使用的方"
"法。\n"
"[b]LCD 子像素:[/b] 使用子像素模式的抗鋸齒功能使 LCD 顯示器上的字形更加清晰。"
"這是 Windows 和大多數 Linux 發行版上的作業系統所使用的方法。缺點是這可能會在邊"
"緣引入“邊緣”,尤其是在不使用標準 RGB 子像素的顯示技術(例如 OLED 顯示器)上。 "
"LCD 子像素佈局由 [member ProjectSettings.gui/theme/lcd_subpixel_layout] 全域控"
"制,這也允許退回到灰階抗鋸齒。"
msgid ""
"List of font fallbacks to use if a glyph isn't found in this dynamic font. "
"Fonts at the beginning of the array are attempted first, but fallback fonts "
"that don't support the glyph's language and script are attempted last (see "
"[member language_support] and [member script_support]). See also [member "
"allow_system_fallback]."
msgstr ""
"如果在此動態字形中找不到字形,則要使用的字形後備列表。首先嘗試陣列開頭的字形,"
"但不支援該字形的後備字形最後嘗試語言和腳本(請參閱[member language_support] 和"
"[member script_support])。另請參閱[member allow_system_fallback]。"
msgid ""
"If [code]true[/code], forces generation of hinting data for the font using "
"[url=https://freetype.org/]FreeType[/url]'s autohinter. This will make "
"[member hinting] effective with fonts that don't include hinting data."
msgstr ""
"如果 [code]true[/code],則使用 [url=https://freetype.org/]FreeType[/url] 的自"
"動提示器強制產生字型的提示資料。這將使[member hinting]對不包含提示資料的字形有"
"效。"
msgid ""
"If [code]true[/code], this font will have mipmaps generated. This prevents "
"text from looking grainy when a [Control] is scaled down, or when a [Label3D] "
"is viewed from a long distance (if [member Label3D.texture_filter] is set to "
"a mode that displays mipmaps).\n"
"Enabling [member generate_mipmaps] increases font generation time and memory "
"usage. Only enable this setting if you actually need it."
msgstr ""
"如果設定為 [code]true[/code],則預設字形將生成 mipmap。這樣可以防止文字在 "
"[Control] 被按比例縮小或從遠距離查看 [Label3D] 時看起來有顆粒感(如果 [member "
"Label3D.texture_filter] 設定為顯示 mipmap 的模式)。\n"
"啟用 [member gui/theme/default_font_generate_mipmaps] 會增加字形生成時間和內存"
"使用量。請只在你確實需要時才啟用此設定。\n"
"[b]注意:[/b]此設定不會影響專案中使用的自訂 [Font]。"
msgid ""
"The hinting mode to use. This controls how aggressively glyph edges should be "
"snapped to pixels when rasterizing the font. Depending on personal "
"preference, you may prefer using one hinting mode over the other. Hinting "
"modes other than [b]None[/b] are only effective if the font contains hinting "
"data (see [member force_autohinter]).\n"
"[b]None:[/b] Smoothest appearance, which can make the font look blurry at "
"small sizes.\n"
"[b]Light:[/b] Sharp result by snapping glyph edges to pixels on the Y axis "
"only.\n"
"[b]Full:[/b] Sharpest by snapping glyph edges to pixels on both X and Y axes."
msgstr ""
"要使用的提示模式。這控制在光柵化字形時應如何積極地將字形邊緣捕捉到像素。根據個"
"人喜好,您可能更喜歡使用一種提示模式而不是另一種。除 [b]None[/b] 之外的模式僅"
"在字形包含提示資料時才有效(請參閱[member force_autohinter])。\n"
"[b]無:[/b]最平滑的外觀,這會使字形在小尺寸下看起來模糊。\n"
"[b]Light[/b] 僅將字形邊緣捕捉到 Y 軸上的像素來獲得清晰的結果。\n"
"[b]全:[/b] 透過將字形邊緣捕捉到 X 軸和 Y 軸上的像素來實作最清晰。"
msgid ""
"Override the list of languages supported by this font. If left empty, this is "
"supplied by the font metadata. There is usually no need to change this. See "
"also [member script_support]."
msgstr ""
"覆蓋此字形支援的語言列表。如果留空,則由字形元資料提供。通常不需要更改它。另請"
"參閱 [member script_support]。 ,“,“ “,“錯誤的”,””,”,””"
msgid ""
"The width of the range around the shape between the minimum and maximum "
"representable signed distance. If using font outlines, [member "
"msdf_pixel_range] must be set to at least [i]twice[/i] the size of the "
"largest font outline. The default [member msdf_pixel_range] value of [code]8[/"
"code] allows outline sizes up to [code]4[/code] to look correct."
msgstr ""
"最小和最大可表示的有符號距離之間的形狀周圍的範圍寬度。如果使用字形輪廓,"
"[member msdf_pixel_range] 必須至少設定為最大字形輪廓大小的[i]兩倍[/i]。"
"[member msdf_pixel_range] 的預設值為 [code]16[/code],允許大小最大到 [code]8[/"
"code] 的輪廓看起來正確。"
msgid ""
"Source font size used to generate MSDF textures. Higher values allow for more "
"precision, but are slower to render and require more memory. Only increase "
"this value if you notice a visible lack of precision in glyph rendering. Only "
"effective if [member multichannel_signed_distance_field] is [code]true[/code]."
msgstr ""
"用於生成 MSDF 紋理的源字形大小。較高的值允許更高的精度,但渲染速度較慢並且需要"
"更多記憶體。只有當注意到字形渲染中明顯缺乏精度時,才增加該屬性的值。"
msgid ""
"If set to [code]true[/code], the default font will use multichannel signed "
"distance field (MSDF) for crisp rendering at any size. Since this approach "
"does not rely on rasterizing the font every time its size changes, this "
"allows for resizing the font in real-time without any performance penalty. "
"Text will also not look grainy for [Control]s that are scaled down (or for "
"[Label3D]s viewed from a long distance).\n"
"MSDF font rendering can be combined with [member generate_mipmaps] to further "
"improve font rendering quality when scaled down."
msgstr ""
"如果設定為 [code]true[/code]預設字形將使用多通道帶符號距離場MSDF任何尺"
"寸都能夠進行清晰的渲染。由於這種方法不需要在每次字形大小更改時都對字形進行光柵"
"化,因此可以即時調整字形大小,不會造成任何性能損失。對於按比例縮小的 [Control]"
"(或從遠距離查看的 [Label3D]),文字也不會看起來有顆粒感。\n"
"MSDF 字形渲染可以與 [member gui/theme/default_font_generate_mipmaps] 結合使"
"用,從而進一步提高縮小時的字形渲染品質。\n"
"[b]注意:[/b]此設定不會影響專案中使用的自訂 [Font]。"
msgid ""
"The OpenType features to enable, disable or set a value for this font. This "
"can be used to enable optional features provided by the font, such as "
"ligatures or alternative glyphs. The list of supported OpenType features "
"varies on a per-font basis."
msgstr ""
"OpenType 功能可啟用、停用此字型或設定此字型的值。這可用於啟用字型提供的選用功"
"能例如連字或替代字形。支援的列表OpenType 功能因每種字形而異。"
msgid ""
"If set to a value greater than [code]0.0[/code], overrides the oversampling "
"factor for the font. This can be used to render the font at a higher or lower "
"resolution than intended without affecting its physical size. In most cases, "
"this should be left at [code]0.0[/code]."
msgstr ""
"如果設定為大於 [code]0.0[/code] 的值,則會覆寫字型的過取樣因子。這可用於以高於"
"或低於不影響其物理尺寸。在大多數情況下,應保留為[code]0.0[/code]。"
msgid ""
"The glyph ranges to prerender. This can avoid stuttering during gameplay when "
"new characters need to be rendered, especially if [member "
"subpixel_positioning] is enabled. The downside of using preloading is that "
"initial project load times will increase, as well as memory usage."
msgstr ""
"要預先渲染的字形範圍。這可以避免在遊戲過程中需要渲染新角色時出現卡頓,特別是在"
"啟用[member subpixel_positioning] 的情況下。使用預先載入的缺點是初始專案載入時"
"間會增加,記憶體使用量也會增加。"
msgid ""
"Override the list of language scripts supported by this font. If left empty, "
"this is supplied by the font metadata. There is usually no need to change "
"this. See also [member language_support]."
msgstr ""
"覆寫此字形支援的語言腳本列表。如果留空,則由字形元資料提供。通常不需要更改它。"
"另請參閱[member language_support]。"
msgid ""
"Subpixel positioning improves font rendering appearance, especially at "
"smaller font sizes. The downside is that it takes more time to initially "
"render the font, which can cause stuttering during gameplay, especially if "
"used with large font sizes. This should be set to [b]Disabled[/b] for fonts "
"with a pixel art appearance.\n"
"[b]Disabled:[/b] No subpixel positioning. Lowest quality, fastest rendering.\n"
"[b]Auto:[/b] Use subpixel positioning at small font sizes (the chosen quality "
"varies depending on font size). Large fonts will not use subpixel "
"positioning. This is a good tradeoff between performance and quality.\n"
"[b]One Half of a Pixel:[/b] Always perform intermediate subpixel positioning "
"regardless of font size. High quality, slow rendering.\n"
"[b]One Quarter of a Pixel:[/b] Always perform precise subpixel positioning "
"regardless of font size. Highest quality, slowest rendering."
msgstr ""
"子像素定位改善了字形渲染外觀,特別是在較小的字形大小下。缺點是初始渲染字形需要"
"更多時間,這可能會導致遊戲過程中出現卡頓,特別是在使用大字形時字形大小。對於具"
"有像素藝術外觀的字形,應將其設為 [b]Disabled[/b]。\n"
"[b]停用:[/b] 無子像素定位。最低質量,最快渲染。\n"
"[b]自動:[/b] 在小字形大小下使用子像素定位(所選品質會根據字形大小而變化)。大"
"字形不會使用子像素定位。這是性能和品質之間的良好權衡。\n"
"[b]半個像素:[/b] 無論字形大小如何,始終執行中間子像素定位。品質高,渲染速度"
"慢。\n"
"[b]四分之一像素:[/b] 無論字形大小如何,始終執行精確的子像素定位。最高品質,最"
"慢渲染。"
msgid "Imports a image for use in scripting, with no rendering capabilities."
msgstr "匯入用於腳本編寫的影像,不具有渲染功能。"
msgid ""
"This importer imports [Image] resources, as opposed to [CompressedTexture2D]. "
"If you need to render the image in 2D or 3D, use [ResourceImporterTexture] "
"instead."
msgstr ""
"此匯入器匯入 [Image] 資源,而不是 [CompressedTexture2D]。如果需要以 2D 或 3D "
"形式渲染圖像,請改用 [ResourceImporterTexture]。"
msgid ""
"Imports a fixed-width bitmap font where all glyphs have the same width and "
"height."
msgstr "匯入固定寬度點陣字形,其中所有字型都具有相同的寬度和高度。"
msgid ""
"This image-based workflow can be easier to use than [ResourceImporterBMFont], "
"but it requires all glyphs to have the same width and height. This makes "
"[ResourceImporterImageFont] most suited to fixed-width fonts.\n"
"See also [ResourceImporterDynamicFont]."
msgstr ""
"這種基於影像的工作流程比 [ResourceImporterBMFont] 更容易使用,但它要求所有字型"
"具有相同的寬度和高度。這使得 [ResourceImporterImageFont] 最適合固定寬度字"
"形。\n"
"另請參閱 "
"[ResourceImporterDynamicFont]。、\"\"、\"\"、\"False\"、\"\"、\"\"、\"\""
msgid ""
"Margin applied around every imported glyph. If your font image contains "
"guides (in the form of lines between glyphs) or if spacing between characters "
"appears incorrect, try adjusting [member character_margin]."
msgstr ""
"在每個匯入的字形周圍套用邊距。如果您的字型影像包含參考線(以字形之間的線的形"
"式)或字元之間的間距看起來不正確,請嘗試調整[member character_margin]。"
msgid ""
"The character ranges to import from the font image. This is an array that "
"maps each position on the image (in tile coordinates, not pixels). The font "
"atlas is traversed from left to right and top to bottom. Characters can be "
"specified with decimal numbers (127), hexadecimal numbers ([code]0x007f[/"
"code]) or between single quotes ([code]'~'[/code]). Ranges can be specified "
"with a hyphen between characters.\n"
"For instance, [code]0-127[/code] (or [code]0x0000-0x007f[/code]) denotes the "
"full ASCII range. As another example, [code]' '-'~'[/code] is equivalent to "
"[code]32-127[/code] and denotes the range of printable (visible) ASCII "
"characters.\n"
"Make sure [member character_ranges] doesn't exceed the number of [member "
"columns] * [member rows] defined. Otherwise, the font will fail to import."
msgstr ""
"從字形影像匯入的字元範圍。這是一個對應影像上每個位置的陣列(以圖塊座標,而不是"
"像素為單位)。字型合集從左到右走訪從上到下。字元可以用十進位數(127)、十六進位"
"數([code]0x007f[/code]) 或單引號之間([code]'~'[/code]) 來指定。範圍可以用字元"
"之間的連字符。\n"
"例如,[code]0-127[/code](或[code]0x0000-0x007f[/code])表示完整的 ASCII 範"
"圍。再例如,[code]' '-'~'[/code] 等價於 [code]32-127[/code],表示可列印(可"
"見ASCII 字元的範圍。\n"
"確保 [member character_ranges] 不超過定義的 [member columns] * [member rows] "
"的數量。否則,字形將無法匯入。"
msgid "Number of columns in the font image. See also [member rows]."
msgstr "精靈表中的列數。"
msgid ""
"Margin to cut on the sides of the entire image. This can be used to cut parts "
"of the image that contain attribution information or similar."
msgstr ""
"在整個影像兩側進行剪切的邊距。這可用於剪切包含屬性資訊或類似資訊的影像部分。"
msgid "Number of rows in the font image. See also [member columns]."
msgstr "字型映像中的行數。另請參閱 [member columns]。"
msgid ""
"Imports a 3-dimensional texture ([Texture3D]), a [Texture2DArray], a "
"[Cubemap] or a [CubemapArray]."
msgstr ""
"匯入 3 維紋理 ([Texture3D])、[Texture2DArray]、[Cubemap] 或 [CubemapArray]。"
msgid ""
"This imports a 3-dimensional texture, which can then be used in custom "
"shaders, as a [FogMaterial] density map or as a "
"[GPUParticlesAttractorVectorField3D]. See also [ResourceImporterTexture] and "
"[ResourceImporterTextureAtlas]."
msgstr ""
"這會匯入 3 維紋理,然後可以在自訂著色器中將其用作 [FogMaterial] 密度圖或 "
"[GPUParticlesAttractorVectorField3D]。另請參閱 [ResourceImporterTexture] 和 "
"[ResourceImporterTextureAtlas]。"
msgid ""
"Controls how color channels should be used in the imported texture.\n"
"[b]sRGB Friendly:[/b], prevents the RG color format from being used, as it "
"does not support sRGB color.\n"
"[b]Optimized:[/b], allows the RG color format to be used if the texture does "
"not use the blue channel. This reduces memory usage if the texture's blue "
"channel can be discarded (all pixels must have a blue value of [code]0[/"
"code]).\n"
"[b]Normal Map (RG Channels):[/b] This forces all layers from the texture to "
"be imported with the RG color format to reduce memory usage, with only the "
"red and green channels preserved. This only has an effect on textures with "
"the VRAM Compressed or Basis Universal compression modes. This mode is only "
"available in layered textures ([Cubemap], [CubemapArray], [Texture2DArray] "
"and [Texture3D])."
msgstr ""
"控制在匯入的紋理中如何使用色彩通道。\n"
"[b]sRGB 友善:[/b],阻止使用 RG 顏色格式,因為它不支援 sRGB 顏色。\n"
"[b]最佳化:[/b]如果紋理不使用藍色通道則允許使用RG顏色格式。如果可以丟棄紋"
"理的藍色通道(所有像素的藍色值必須為 [code]0[/code]),則可以減少記憶體使用"
"量。\n"
"[b]法線貼圖RG 通道):[/b] 這會強制使用 RG 顏色格式匯入紋理中的所有圖層,以"
"減少記憶體使用量,僅保留紅色和綠色通道。這僅對具有 VRAM 壓縮或 Basis "
"Universal 壓縮模式的紋理有影響。此模式僅適用於分層紋理([Cubemap]、"
"[CubemapArray]、[Texture2DArray] 和 [Texture3D])。"
msgid ""
"Controls how VRAM compression should be performed for HDR images.\n"
"[b]Disabled:[/b] Never use VRAM compression for HDR textures, regardless of "
"whether they're opaque or transparent. Instead, the texture is converted to "
"RGBE9995 (9-bits per channel + 5-bit exponent = 32 bits per pixel) to reduce "
"memory usage compared to a half-float or single-precision float image "
"format.\n"
"[b]Opaque Only:[/b] Only uses VRAM compression for opaque HDR textures. This "
"is due to a limitation of HDR formats, as there is no VRAM-compressed HDR "
"format that supports transparency at the same time.\n"
"[b]Always:[/b] Force VRAM compression even for HDR textures with an alpha "
"channel. To perform this, the alpha channel is discarded on import.\n"
"[b]Note:[/b] Only effective on Radiance HDR ([code].hdr[/code]) and OpenEXR "
"([code].exr[/code]) images."
msgstr ""
"控制如何對 HDR 影像執行 VRAM 壓縮。\n"
"[b]停用:[/b]切勿對 HDR 紋理使用 VRAM 壓縮,無論它們是不透明還是透明。相反,紋"
"理會轉換為 RGBE9995每通道 9 位元 + 5 位元指數 = 每像素 32 位元),以減少與半"
"浮點或單精確度浮點影像格式相比的記憶體使用量。\n"
"[b]僅不透明:[/b] 僅對不透明 HDR 紋理使用 VRAM 壓縮。這是由於 HDR 格式的限制,"
"因為沒有同時支援透明度的 VRAM 壓縮 HDR 格式。\n"
"[b]總是:[/b] 強制 VRAM 壓縮,即使對於具有 Alpha 通道的 HDR 紋理也是如此。為"
"此,在匯入時將丟棄 Alpha 通道。\n"
"[b]注意:[/b] 僅對 Radiance HDR ([code].hdr[/code]) 和 OpenEXR ([code].exr[/"
"code]) 影像有效。"
msgid ""
"If [code]true[/code], uses BPTC compression on desktop platforms and ASTC "
"compression on mobile platforms. When using BPTC, BC7 is used for SDR "
"textures and BC6H is used for HDR textures.\n"
"If [code]false[/code], uses the faster but lower-quality S3TC compression on "
"desktop platforms and ETC2 on mobile/web platforms. When using S3TC, DXT1 "
"(BC1) is used for opaque textures and DXT5 (BC3) is used for transparent or "
"normal map (RGTC) textures.\n"
"BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 do "
"not (see [member compress/hdr_compression])."
msgstr ""
"如果[code]true[/code]在桌面平台上使用BPTC 壓縮在行動平台上使用ASTC 壓縮。"
"使用BPTC 時BC7 用於SDR 紋理BC6H 用於HDR紋理。\n"
"如果 [code]false[/code],則在桌面平台上使用速度更快但品質較低的 S3TC 壓縮,在"
"行動裝置/Web 平台上使用 ETC2。使用 S3TC 時DXT1 (BC1) 用於不透明紋理DXT5 "
"(BC3) 用於透明或法線貼圖 (RGTC) 紋理。\n"
"BPTC 和 ASTC 支援 HDR 紋理的 VRAM 壓縮,但 S3TC 和 ETC2 不支援(請參閱[member "
"compress/hdr_compression])。"
msgid ""
"The quality to use when using the [b]Lossy[/b] compression mode. Higher "
"values result in better quality, at the cost of larger file sizes. Lossy "
"quality does not affect memory usage of the imported texture, only its file "
"size on disk."
msgstr ""
"使用有損壓縮模式時使用的品質。值越高,品質越好,但檔案大小越大。有損品質不會影"
"響記憶體匯入紋理的使用,僅其在磁碟上的檔案大小。"
msgid ""
"The compression mode to use. Each compression mode provides a different "
"tradeoff:\n"
"[b]Lossless[/b]: Original quality, high memory usage, high size on disk, fast "
"import.\n"
"[b]Lossy:[/b] Reduced quality, high memory usage, low size on disk, fast "
"import.\n"
"[b]VRAM Compressed:[/b] Reduced quality, low memory usage, low size on disk, "
"slowest import. Only use for textures in 3D scenes, not for 2D elements.\n"
"[b]VRAM Uncompressed:[/b] Original quality, high memory usage, highest size "
"on disk, fastest import.\n"
"[b]Basis Universal:[/b] Reduced quality, low memory usage, lowest size on "
"disk, slow import. Only use for textures in 3D scenes, not for 2D elements.\n"
"See [url=$DOCS_URL/tutorials/assets_pipeline/importing_images.html#compress-"
"mode]Compress mode[/url] in the manual for more details."
msgstr ""
"要使用的壓縮模式。每個壓縮模式都提供不同的權衡:\n"
"[b]無損[/b]:原始品質、高記憶體佔用、高磁碟空間、快速匯入。\n"
"[b]有損:[/b] 品質降低、記憶體使用率高、磁碟空間小、匯入速度快。\n"
"[b]VRAM 壓縮:[/b] 品質下降、記憶體使用率低、磁碟空間小、匯入速度最慢。僅用於 "
"3D 場景中的紋理,不適用於 2D 元素。\n"
"[b]VRAM 未壓縮:[/b] 原始品質、高記憶體使用率、磁碟大小最大、匯入速度最快。\n"
"[b]Basis Universal[/b] 品質降低、記憶體使用率低、磁碟大小最小、匯入速度慢。"
"僅用於 3D 場景中的紋理,不適用於 2D 元素。\n"
"有關詳細信息,請參閱手冊中的[url=$DOCS_URL/tutorials/assets_pipeline/"
"importing_images.html#compress-mode]壓縮模式[/url]。"
msgid ""
"If [code]true[/code], smaller versions of the texture are generated on "
"import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, "
"8×8, 4×4, 2×2, 1×1). This has several benefits:\n"
"- Textures will not become grainy in the distance (in 3D), or if scaled down "
"due to [Camera2D] zoom or [CanvasItem] scale (in 2D).\n"
"- Performance will improve if the texture is displayed in the distance, since "
"sampling smaller versions of the original texture is faster and requires less "
"memory bandwidth.\n"
"The downside of mipmaps is that they increase memory usage by roughly 33% "
"(for [Texture2DArray], [Cubemap] and [CubemapArray]) or 14% (for "
"[Texture3D]).\n"
"It's recommended to enable mipmaps in 3D. However, in 2D, this should only be "
"enabled if your project visibly benefits from having mipmaps enabled. If the "
"camera never zooms out significantly, there won't be a benefit to enabling "
"mipmaps but memory usage will increase."
msgstr ""
"如果 [code]true[/code]匯入時會產生較小版本的紋理。例如64×64 紋理將產生 6 "
"個 mipmap32×32、16× 16 、8×8、4×4、2×2、1×1。這有幾個優點\n"
"- 紋理在遠處3D 中)或由於 [Camera2D] 縮放或 [CanvasItem] 縮放2D而縮小時"
"不會變得顆粒狀。\n"
"- 如果紋理顯示在遠處,效能將會提高,因為對原始紋理的較小版本進行取樣速度更快並"
"且需要更少的記憶體頻寬。\n"
"mipmap 的缺點是它們使記憶體使用量增加約 33%(對於 [Texture2DArray]、[Cubemap] "
"和 [CubemapArray])或 14%(對於 [Texture3D])。\n"
"建議在 3D 中啟用 mipmap。但是在 2D 中,僅當您的專案明顯受益於啟用 mipmap 時"
"才應啟用此功能。如果相機永遠不會顯著縮小,啟用 mipmap 不會有任何好處,但記憶體"
"使用量會增加。"
msgid "Unimplemented. This currently has no effect when changed."
msgstr "未實作。目前變更後無效。"
msgid ""
"Controls how the cubemap's texture is internally laid out. When using high-"
"resolution cubemaps, [b]2×3[/b] and [b]3×2[/b] are less prone to exceeding "
"hardware texture size limits compared to [b]1×6[/b] and [b]6×1[/b]."
msgstr ""
"控制立方體貼圖紋理的內部佈局方式。使用高解析度立方體貼圖時,[b]2×3[/b] 和 "
"[b]3×2[/b]與[b]1×6[/b] 和[b]6×1[/b] 相比,較不容易超出硬體紋理大小限制。"
msgid "Imports a MP3 audio file for playback."
msgstr "匯入 MP3 音訊檔案播放。"
msgid ""
"MP3 is a lossy audio format, with worse audio quality compared to "
"[ResourceImporterOggVorbis] at a given bitrate.\n"
"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if "
"you're using a MP3 sound source with no higher quality source available, then "
"it's recommended to use the MP3 file directly to avoid double lossy "
"compression.\n"
"MP3 requires more CPU to decode than [ResourceImporterWAV]. If you need to "
"play a lot of simultaneous sounds, it's recommended to use WAV for those "
"sounds instead, especially if targeting low-end devices."
msgstr ""
"MP3 是一種有損音訊格式,在給定位元速率下,與 [ResourceImporterOggVorbis] 相"
"比,音訊品質較差。\n"
"在大多數情況下,建議使用 Ogg Vorbis 而不是 MP3。但是如果您使用的 MP3 音源沒"
"有更高品質的音源,則建議直接使用 MP3 檔案以避免雙重有損壓縮。\n"
"MP3 比 [ResourceImporterWAV] 需要更多的 CPU 來解碼。如果您需要同時播放大量聲"
"音,建議對這些聲音使用 WAV特別是針對低端裝置。"
msgid "Importing audio samples"
msgstr "匯入音訊樣本"
msgid ""
"The number of bars within a single beat in the audio track. This is only "
"relevant for music that wishes to make use of interactive music functionality "
"(not implemented yet), not sound effects.\n"
"A more convenient editor for [member bar_beats] is provided in the "
"[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes "
"without having to reimport the audio."
msgstr ""
"音軌中單一節拍內的小節數量。這僅與希望利用互動音樂功能(尚未實作)的音樂相關,"
"與音效無關。\n"
"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member bar_beats] 編輯器,因為它可"
"以讓您預覽變更而無需重新匯入音訊。"
msgid ""
"The beat count of the audio track. This is only relevant for music that "
"wishes to make use of interactive music functionality (not implemented yet), "
"not sound effects.\n"
"A more convenient editor for [member beat_count] is provided in the "
"[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes "
"without having to reimport the audio."
msgstr ""
"音軌的節拍計數。這僅與希望利用互動式音樂功能(尚未實作)的音樂相關,與音效無"
"關。\n"
"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member beat_count]編輯器,因為它可"
"以讓您預覽變更而無需重新匯入音訊。"
msgid ""
"The Beats Per Minute of the audio track. This should match the BPM measure "
"that was used to compose the track. This is only relevant for music that "
"wishes to make use of interactive music functionality (not implemented yet), "
"not sound effects.\n"
"A more convenient editor for [member bpm] is provided in the [b]Advanced "
"Import Settings[/b] dialog, as it lets you preview your changes without "
"having to reimport the audio."
msgstr ""
"音軌的每分鐘節拍數。這應該與用於創作曲目的 BPM 度量相配對。這僅與希望使用互動"
"音樂的音樂相關功能(尚未實作) ,而不是聲音效果。\n"
"[b]進階匯入設定[/b] 對話方塊中提供了更方便的 [member bpm] 編輯器,因為它可以讓"
"您預覽更改,而無需重新匯入音訊。"
msgid ""
"If enabled, the audio will begin playing at the beginning after playback ends "
"by reaching the end of the audio.\n"
"[b]Note:[/b] In [AudioStreamPlayer], the [signal AudioStreamPlayer.finished] "
"signal won't be emitted for looping audio when it reaches the end of the "
"audio file, as the audio will keep playing indefinitely."
msgstr ""
"如果啟用,音訊將在播放結束並到達音訊結尾後從頭開始播放。\n"
"[b]注意:[/b]在[AudioStreamPlayer]中,當循環音訊到達音訊檔案末尾時,不會發出"
"[signal AudioStreamPlayer.finished]訊號,因為音訊將無限期地繼續播放。"
msgid ""
"Determines where audio will start to loop after playback reaches the end of "
"the audio. This can be used to only loop a part of the audio file, which is "
"useful for some ambient sounds or music. The value is determined in seconds "
"relative to the beginning of the audio. A value of [code]0.0[/code] will loop "
"the entire audio file.\n"
"Only has an effect if [member loop] is [code]true[/code].\n"
"A more convenient editor for [member loop_offset] is provided in the "
"[b]Advanced Import Settings[/b] dialog, as it lets you preview your changes "
"without having to reimport the audio."
msgstr ""
"確定播放到音訊結尾後音訊將開始循環的位置。這可用於僅循環音訊檔案的一部分,這對"
"於某些環境聲音很有用或音樂。該值以相對於音訊開頭的秒數確定。[code]0.0[/code] "
"值將循環整個音訊檔案。\n"
"僅當[member loop]為[code]true[/code]時才有效。\n"
"[b]進階匯入設定[/b]對話方塊中提供了更方便的[member loop_offset]編輯器,因為它"
"可以讓您預覽變更而無需重新匯入音訊。"
msgid "Imports an OBJ 3D model as a standalone [Mesh] or scene."
msgstr "將 OBJ 3D 模型獨立 [Mesh] 或場景匯入。"
msgid ""
"Unlike [ResourceImporterScene], [ResourceImporterOBJ] will import a single "
"[Mesh] resource by default instead of importing a [PackedScene]. This makes "
"it easier to use the [Mesh] resource in nodes that expect direct [Mesh] "
"resources, such as [GridMap], [GPUParticles3D] or [CPUParticles3D]. Note that "
"it is still possible to save mesh resources from 3D scenes using the "
"[b]Advanced Import Settings[/b] dialog, regardless of the source format.\n"
"See also [ResourceImporterScene], which is used for more advanced 3D formats "
"such as glTF."
msgstr ""
"與[ResourceImporterScene]不同,[ResourceImporterOBJ]預設會匯入單一[Mesh]資源,"
"而不是匯入[PackedScene]。這使得在節點中使用[Mesh]資源變得更加容易需要直接"
"[Mesh] 資源,例如[GridMap]、[GPUParticles3D] 或[CPUParticles3D]。請注意,無論"
"如何,仍然可以使用[b]高階匯入設定[/b] 對話方塊從3D 場景儲存網格資源的來源格"
"式。\n"
"另請參閱 [ResourceImporterScene],它用於更高級的 3D 格式,例如 glTF。"
msgid "Importing 3D scenes"
msgstr "匯入 3D 場景"
msgid ""
"If [code]true[/code], generate vertex tangents using [url=http://www."
"mikktspace.com/]Mikktspace[/url] if the source mesh doesn't have tangent "
"data. When possible, it's recommended to let the 3D modeling software "
"generate tangents on export instead on relying on this option. Tangents are "
"required for correct display of normal and height maps, along with any "
"material/shader features that require tangents.\n"
"If you don't need material features that require tangents, disabling this can "
"reduce output file size and speed up importing if the source 3D file doesn't "
"contain tangents."
msgstr ""
"如果[code]true[/code],則使用[url=http://www.mikktspace.com/]Mikktspace[/url] "
"產生頂點切線(如果來源網格不存在)沒有切線資料。如果可能,建議讓 3D 建模軟體在"
"匯出時產生切線,而不是依賴此選項。需要切線才能正確顯示法線和高度貼圖,以及需要"
"切線的任何材質/著色器功能。\n"
"如果您不需要需要切線的材質特徵,則停用此功能可以減少輸出檔案大小並加快匯入速度"
"(如果來源 3D 檔案不包含切線)。"
msgid ""
"Offsets the mesh's data by the specified value. This can be used to work "
"around misaligned meshes without having to modify the source file."
msgstr "將網格資料偏移指定值。這可用於解決未對齊的網格,而無需修改原始檔案。"
msgid "Unused parameter. This currently has no effect."
msgstr "該對等體正在斷開連接。"
msgid ""
"Scales the mesh's data by the specified value. This can be used to work "
"around misscaled meshes without having to modify the source file."
msgstr ""
"會依照指定值縮放網格資料。這可用於解決縮放錯誤的網格,而無需修改來源檔案。"
msgid "Imports an Ogg Vorbis audio file for playback."
msgstr "匯入 Ogg Vorbis 音訊檔案播放。"
msgid ""
"Ogg Vorbis is a lossy audio format, with better audio quality compared to "
"[ResourceImporterMP3] at a given bitrate.\n"
"In most cases, it's recommended to use Ogg Vorbis over MP3. However, if "
"you're using a MP3 sound source with no higher quality source available, then "
"it's recommended to use the MP3 file directly to avoid double lossy "
"compression.\n"
"Ogg Vorbis requires more CPU to decode than [ResourceImporterWAV]. If you "
"need to play a lot of simultaneous sounds, it's recommended to use WAV for "
"those sounds instead, especially if targeting low-end devices."
msgstr ""
"Ogg Vorbis 是一種有損音訊格式,在給定位元率下與 [ResourceImporterMP3] 相比具有"
"更好的音訊品質。\n"
"在大多數情況下,建議使用 Ogg Vorbis 而不是 MP3。但是如果您使用的 MP3 音源沒"
"有更高品質的音源,則建議直接使用 MP3 檔案以避免雙重有損壓縮。\n"
"Ogg Vorbis 比 [ResourceImporterWAV] 需要更多的 CPU 來解碼。如果您需要同時播放"
"大量聲音,建議對這些聲音使用 WAV特別是針對低端裝置。"
msgid ""
"This method loads audio data from a PackedByteArray buffer into an "
"AudioStreamOggVorbis object."
msgstr ""
"此方法將音訊資料從 PackedByteArray 緩衝區載入到 AudioStreamOggVorbis 物件中。"
msgid ""
"This method loads audio data from a file into an AudioStreamOggVorbis object. "
"The file path is provided as a string."
msgstr ""
"此方法將音訊資料從檔案載入到 AudioStreamOggVorbis 物件中。檔案路徑以字串形式提"
"供。"
msgid "Imports a glTF, FBX, Collada or Blender 3D scene."
msgstr "匯入 glTF、FBX、Collada 或 Blender 3D 場景。"
msgid ""
"See also [ResourceImporterOBJ], which is used for OBJ models that can be "
"imported as a standalone [Mesh] or a scene.\n"
"Additional options (such as extracting individual meshes or materials to "
"files) are available in the [b]Advanced Import Settings[/b] dialog. This "
"dialog can be accessed by double-clicking a 3D scene in the FileSystem dock "
"or by selecting a 3D scene in the FileSystem dock, going to the Import dock "
"and choosing [b]Advanced[/b].\n"
"[b]Note:[/b] [ResourceImporterScene] is [i]not[/i] used for [PackedScene]s, "
"such as [code].tscn[/code] and [code].scn[/code] files."
msgstr ""
"另請參閱 [ResourceImporterOBJ],它用於可作為獨立 [Mesh] 或場景匯入的 OBJ 模"
"型。\n"
"[b]進階匯入設定[/b] 對話方塊中提供了其他選項(例如將單一網格或材質提取到檔"
"案)。可透過雙擊檔案系統擴充座中的 3D 場景或透過選擇檔案系統擴充座中的 3D 場"
"景,前往匯入擴充座並選擇 [b]進階[/b] 來存取此對話方塊。\n"
"[b]注意:[/b][ResourceImporterScene][i]不[/i]用於[PackedScene],例如[code]."
"tscn[/code]和[code].scn[/code]檔案。"
msgid ""
"Contains properties for the scene's subresources. This is an internal option "
"which is not visible in the Import dock."
msgstr "包含場景子資源的屬性。這是一個內部選項,在匯入塢中不可見。"
msgid ""
"The number of frames per second to use for baking animation curves to a "
"series of points with linear interpolation. It's recommended to configure "
"this value to match the value you're using as a baseline in your 3D modeling "
"software. Higher values result in more precise animation with fast movement "
"changes, at the cost of higher file sizes and memory usage. Thanks to "
"interpolation, there is usually not much benefit in going above 30 FPS (as "
"the animation will still appear smooth at higher rendering framerates)."
msgstr ""
"用於透過線性內插將動畫曲線烘焙為一系列點的每秒影格數。建議配置此值以配對您用作"
"基線的值您的3D 建模軟體。較高的值會導致更精確的動畫和快速的運動變化,但代價是"
"檔案大小和記憶體使用量更大。由於插值超過30 FPS 通常沒有太大好處(因為動畫仍"
"然會出現)在較高渲染影格速率下平滑)。"
msgid "If [code]true[/code], import animations from the 3D scene."
msgstr "如果為 [code]true[/code],則馬達將轉動鉸鏈。"
msgid ""
"If [code]true[/code], remove animation tracks that only contain default "
"values. This can reduce output file size and memory usage with certain 3D "
"scenes, depending on the contents of their animation tracks."
msgstr ""
"如果[code]true[/code]則刪除僅包含預設值的動畫軌跡。這可以減少某些3D 場景的輸"
"出檔案大小和記憶體使用量,具體取決於其內容動畫軌道。"
msgid ""
"If [code]true[/code], trim the beginning and end of animations if there are "
"no keyframe changes. This can reduce output file size and memory usage with "
"certain 3D scenes, depending on the contents of their animation tracks."
msgstr ""
"如果[code]true[/code],如果沒有關鍵影格更改,則修剪動畫的開頭和結尾。這可以減"
"少某些3D 場景的輸出檔案大小和記憶體使用量,取決於關於他們的動畫軌道的內容。"
msgid ""
"If [code]true[/code], enables the generation of shadow meshes on import. This "
"optimizes shadow rendering without reducing quality by welding vertices "
"together when possible. This in turn reduces the memory bandwidth required to "
"render shadows. Shadow mesh generation currently doesn't support using a "
"lower detail level than the source mesh (but shadow rendering will make use "
"of LODs when relevant)."
msgstr ""
"如果[code]true[/code],則在匯入時啟用陰影網格的產生。這可以最佳化陰影渲染,而"
"不會在可能的情況下透過將頂點焊接在一起來降低品質。這反過來又減少了記憶體渲染陰"
"影所需的頻寬。陰影網格產生目前不支援使用比來源網格更低的細節等級(但陰影渲染將"
"在相關時使用LOD。"
msgid ""
"If [code]true[/code], generate vertex tangents using [url=http://www."
"mikktspace.com/]Mikktspace[/url] if the input meshes don't have tangent data. "
"When possible, it's recommended to let the 3D modeling software generate "
"tangents on export instead on relying on this option. Tangents are required "
"for correct display of normal and height maps, along with any material/shader "
"features that require tangents.\n"
"If you don't need material features that require tangents, disabling this can "
"reduce output file size and speed up importing if the source 3D file doesn't "
"contain tangents."
msgstr ""
"如果[code]true[/code],則使用[url=http://www.mikktspace.com/]Mikktspace[/url] "
"產生頂點切線(如果輸入網格不存在)沒有切線資料。如果可能,建議讓 3D 建模軟體在"
"匯出時產生切線,而不是依賴此選項。需要切線才能正確顯示法線和高度貼圖,以及需要"
"切線的任何材質/著色器功能。\n"
"如果您不需要需要切線的材質特徵,則停用此功能可以減少輸出檔案大小並加快匯入速度"
"(如果來源 3D 檔案不包含切線)。"
msgid ""
"If [code]true[/code], generates lower detail variants of the mesh which will "
"be displayed in the distance to improve rendering performance. Not all meshes "
"benefit from LOD, especially if they are never rendered from far away. "
"Disabling this can reduce output file size and speed up importing. See "
"[url=$DOCS_URL/tutorials/3d/mesh_lod.html#doc-mesh-lod]Mesh level of detail "
"(LOD)[/url] for more information."
msgstr ""
"如果[code]true[/code],則產生網格的較低細節變體,這些變體將顯示在遠處以提高渲"
"染效能。並非所有網格都受益於LOD特別是如果它們永遠不會從遠處渲染。停用此功能"
"可以減少輸出檔案大小並加快匯入速度。請參閱[url=$DOCS_URL/tutorials/3d/"
"mesh_lod.html#doc-mesh-lod]網格細節等級(LOD)[/url] 了解更多。"
msgid ""
"Configures the meshes' [member GeometryInstance3D.gi_mode] in the 3D scene. "
"If set to [b]Static Lightmaps[/b], sets the meshes' GI mode to Static and "
"generates UV2 on import for [LightmapGI] baking."
msgstr ""
"在3D場景中設定網格體的[member GeometryInstance3D.gi_mode]。如果設定為[b]靜態光"
"照貼圖[/b]則將網格體的GI模式設定為靜態並產生UV2匯入 [LightmapGI] 烘焙時。"
msgid ""
"Controls the size of each texel on the baked lightmap. A smaller value "
"results in more precise lightmaps, at the cost of larger lightmap sizes and "
"longer bake times.\n"
"[b]Note:[/b] Only effective if [member meshes/light_baking] is set to "
"[b]Static Lightmaps[/b]."
msgstr ""
"控制烘焙光照貼圖上每個紋素的大小。較小的值會導致更精確的光照貼圖,但代價是更大"
"的光照貼圖大小和更長的烘焙時間。\n"
"[b]注意:[/b]僅當[member meshes/light_baking]設定為[b]靜態光照貼圖[/b]時有效。"
msgid ""
"If [code]true[/code], [member nodes/root_scale] will be applied to the "
"descendant nodes, meshes, animations, bones, etc. This means that if you add "
"a child node later on within the imported scene, it won't be scaled. If "
"[code]false[/code], [member nodes/root_scale] will multiply the scale of the "
"root node instead."
msgstr ""
"如果[code]true[/code][member nodes/root_scale]將套用於後代節點、網格、動畫、"
"骨骼等。這表示如果您新增稍後在匯入的場景中新增子節點時,它將不會縮放。如果"
"[code]false[/code][member nodes/root_scale] 將乘以根節點的縮放比例。"
msgid ""
"Override for the root node name. If empty, the root node will use what the "
"scene specifies, or the file name if the scene does not specify a root name."
msgstr ""
"覆寫根節點名稱。如果為空,則根節點將使用場景指定的名稱,如果場景未指定根名稱,"
"則使用檔案名稱。"
msgid ""
"The uniform scale to use for the scene root. The default value of [code]1.0[/"
"code] will not perform any rescaling. See [member nodes/apply_root_scale] for "
"details of how this scale is applied."
msgstr ""
"用於場景根的均勻比例。[code]1.0[/code]的預設值將不會執行任何重新縮放。有關如何"
"執行的詳細信息,請參閱[member nodes/apply_root_scale]套用此比例。"
msgid ""
"Override for the root node type. If empty, the root node will use what the "
"scene specifies, or [Node3D] if the scene does not specify a root type. Using "
"a node type that inherits from [Node3D] is recommended. Otherwise, you'll "
"lose the ability to position the node directly in the 3D editor."
msgstr ""
"覆寫根節點型別。如果為空,則根節點將使用場景指定的內容,如果場景未指定根型別,"
"則根節點將使用 [Node3D]。使用下列節點型別建議繼承自[Node3D]。否則,您將無法在"
"3D 編輯器中直接定位節點。"
msgid ""
"If checked, use named [Skin]s for animation. The [MeshInstance3D] node "
"contains 3 properties of relevance here: a skeleton [NodePath] pointing to "
"the [Skeleton3D] node (usually [code]..[/code]), a mesh, and a skin:\n"
"- The [Skeleton3D] node contains a list of bones with names, their pose and "
"rest, a name and a parent bone.\n"
"- The mesh is all of the raw vertex data needed to display a mesh. In terms "
"of the mesh, it knows how vertices are weight-painted and uses some internal "
"numbering often imported from 3D modeling software.\n"
"- The skin contains the information necessary to bind this mesh onto this "
"Skeleton3D. For every one of the internal bone IDs chosen by the 3D modeling "
"software, it contains two things. Firstly, a matrix known as the Bind Pose "
"Matrix, Inverse Bind Matrix, or IBM for short. Secondly, the [Skin] contains "
"each bone's name (if [member skins/use_named_skins] is [code]true[/code]), or "
"the bone's index within the [Skeleton3D] list (if [member skins/"
"use_named_skins] is [code]false[/code]).\n"
"Together, this information is enough to tell Godot how to use the bone poses "
"in the [Skeleton3D] node to render the mesh from each [MeshInstance3D]. Note "
"that each [MeshInstance3D] may share binds, as is common in models exported "
"from Blender, or each [MeshInstance3D] may use a separate [Skin] object, as "
"is common in models exported from other tools such as Maya."
msgstr ""
"如果選中,則使用命名的 [Skin] 進行動畫。[MeshInstance3D] 節點包含 3 個相關屬"
"性:指向 [Skeleton3D] 節點的骨架 [NodePath](通常是 [code]..[/code])、網格和皮"
"膚:\n"
"- [Skeleton3D] 節點包含骨骼列表,其中包含名稱、姿勢和休息、名稱和父骨骼。\n"
"- 網格是顯示網格所需的所有原始頂點資料。就網格而言,它知道如何對頂點進行權重繪"
"製,並使用通常從 3D 建模軟體匯入的一些內部編號。\n"
"- 皮膚包含將此網格物件綁定到此 Skeleton3D 上所需的資訊。對於 3D 建模軟體選擇的"
"每一個內部骨骼 ID它都包含兩件事。首先是一個稱為綁定姿勢矩陣、逆綁定矩陣或簡"
"稱 IBM 的矩陣。其次,[Skin] 包含每個骨骼的名稱(如果[member Skins/"
"use_named_skins] 為[code]true[/code]),或骨骼在[Skeleton3D] 列表中的索引(如"
"果[member Skins/use_named_skins] 為[code]false[/code])。\n"
"總而言之,這些資訊足以告訴 Godot 如何使用 [Skeleton3D] 節點中的骨骼姿勢來渲染"
"每個 [MeshInstance3D] 的網格。請注意,每個[MeshInstance3D] 可以共享綁定,這在"
"從Blender 匯出的模型中很常見,或者每個[MeshInstance3D] 可以使用單獨的[Skin] 對"
"象這在從其他工具例如Maya匯出的模型中很常見。"
msgid "Imports native GLSL shaders (not Godot shaders) as a [RDShaderFile]."
msgstr "將本機 GLSL 著色器(不是 Godot 著色器)匯入為 [RDShaderFile]。"
msgid ""
"This imports native GLSL shaders as [RDShaderFile] resources, for use with "
"low-level [RenderingDevice] operations. This importer does [i]not[/i] handle "
"[code].gdshader[/code] files."
msgstr ""
"這會將本機GLSL 著色器匯入為[RDShaderFile] 資源,用於低階[RenderingDevice] 操"
"作。此匯入器[i]不[/i]處理[code]. gdshader [/code] 檔案。"
msgid "Imports an image for use in 2D or 3D rendering."
msgstr "匯入影像以用於 2D 或 3D 渲染。"
msgid ""
"This importer imports [CompressedTexture2D] resources. If you need to process "
"the image in scripts in a more convenient way, use [ResourceImporterImage] "
"instead. See also [ResourceImporterLayeredTexture]."
msgstr ""
"此匯入器匯入[CompressedTexture2D] 資源。如果您需要以更方便的方式在腳本中處理映"
"像,請改用[ResourceImporterImage]。另請參閱[ResourceImporterLayeredTexture]。"
msgid ""
"Controls how color channels should be used in the imported texture.\n"
"[b]sRGB Friendly:[/b] Prevents the RG color format from being used, as it "
"does not support sRGB color.\n"
"[b]Optimized:[/b] Allows the RG color format to be used if the texture does "
"not use the blue channel. This reduces memory usage if the texture's blue "
"channel can be discarded (all pixels must have a blue value of [code]0[/"
"code])."
msgstr ""
"控制在匯入的紋理中如何使用顏色通道。\n"
"[b]sRGB 友善:[/b] 防止使用 RG 顏色格式,因為它不支援 sRGB 顏色。\n"
"[b]最佳化:[/b]如果紋理不使用藍色通道則允許使用RG顏色格式。如果可以丟棄紋理"
"的藍色通道(所有像素必須具有[code]0[/code] 的藍色值),這會減少記憶體使用量。"
msgid ""
"When using a texture as normal map, only the red and green channels are "
"required. Given regular texture compression algorithms produce artifacts that "
"don't look that nice in normal maps, the RGTC compression format is the best "
"fit for this data. Forcing this option to Enable will make Godot import the "
"image as RGTC compressed. By default, it's set to Detect. This means that if "
"the texture is ever detected to be used as a normal map, it will be changed "
"to Enable and reimported automatically.\n"
"Note that RGTC compression affects the resulting normal map image. You will "
"have to adjust custom shaders that use the normal map's blue channel to take "
"this into account. Built-in material shaders already ignore the blue channel "
"in a normal map (regardless of the actual normal map's contents)."
msgstr ""
"當使用紋理作為法線貼圖時,只需要紅色和綠色通道。鑑於常規紋理壓縮演算法會產生在"
"法線貼圖中看起來不太好的偽像因此RGTC壓縮格式是最適合此資料的。強制此選項啟用"
"將使 Godot 將影像匯入為 RGTC 壓縮。預設情況下,它設定為「偵測」。這表示如果偵"
"測到紋理被用作法線貼圖,它將變更為啟用並自動重新匯入。\n"
"請注意RGTC 壓縮會影響產生的法線貼圖影像。您必須調整使用法線貼圖的藍色通道的"
"自訂著色器才能考慮到這一點。內建材質著色器已經忽略法線貼圖中的藍色通道(無論實"
"際法線貼圖的內容如何)。"
msgid ""
"This changes the [member compress/mode] option that is used when a texture is "
"detected as being used in 3D.\n"
"Changing this import option only has an effect if a texture is detected as "
"being used in 3D. Changing this to [b]Disabled[/b] then reimporting will not "
"change the existing compress mode on a texture (if it's detected to be used "
"in 3D), but choosing [b]VRAM Compressed[/b] or [b]Basis Universal[/b] will."
msgstr ""
"這會變更偵測到紋理在 3D 中使用時所使用的 [member compress/mode] 選項。\n"
"只有當偵測到紋理正在 3D 中使用時,變更此匯入選項才會生效。將其變更為[b]停用[/"
"b]然後重新匯入不會變更紋理上的現有壓縮模式如果偵測到在3D 中使用),但選擇"
"[b]VRAM 壓縮[/b] 或[b]Basis Universal[/b]將。"
msgid ""
"If [code]true[/code], converts the imported image's colors to match [member "
"EditorSettings.interface/theme/icon_and_font_color]. This assumes the image "
"uses the exact same colors as [url=$DOCS_URL/contributing/development/editor/"
"creating_icons.html]Godot's own color palette for editor icons[/url], with "
"the source file designed for a dark editor theme. This should be enabled for "
"editor plugin icons and custom class icons, but should be left disabled "
"otherwise.\n"
"[b]Note:[/b] Only available for SVG images."
msgstr ""
"如果[code]true[/code],則將匯入影像的顏色轉換為符合[member EditorSettings."
"interface/theme/icon_and_font_color]。這假設影像使用與[url=$DOCS_URL/"
"contributing/development/editor/creating_icons.html]Godot 自己的編輯器圖示調色"
"板[/url]完全相同的顏色,來源檔案是為深色編輯器主題設計的。應該為編輯器插件圖示"
"和自訂類別圖示啟用此功能,但否則應停用。\n"
"[b]注意:[/b] 僅適用於 SVG 影像。"
msgid ""
"If [code]true[/code], scales the imported image to match [member "
"EditorSettings.interface/editor/custom_display_scale]. This should be enabled "
"for editor plugin icons and custom class icons, but should be left disabled "
"otherwise.\n"
"[b]Note:[/b] Only available for SVG images."
msgstr ""
"如果[code]true[/code],則縮放匯入的影像以符合[member EditorSettings.interface/"
"editor/custom_display_scale]。應該為編輯器外掛程式圖示和自訂類別圖示啟用此功"
"能,但否則應停用。\n"
"[b]注意:[/b] 僅適用於 SVG 影像。"
msgid ""
"If [code]true[/code], smaller versions of the texture are generated on "
"import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, "
"8×8, 4×4, 2×2, 1×1). This has several benefits:\n"
"- Textures will not become grainy in the distance (in 3D), or if scaled down "
"due to [Camera2D] zoom or [CanvasItem] scale (in 2D).\n"
"- Performance will improve if the texture is displayed in the distance, since "
"sampling smaller versions of the original texture is faster and requires less "
"memory bandwidth.\n"
"The downside of mipmaps is that they increase memory usage by roughly 33%.\n"
"It's recommended to enable mipmaps in 3D. However, in 2D, this should only be "
"enabled if your project visibly benefits from having mipmaps enabled. If the "
"camera never zooms out significantly, there won't be a benefit to enabling "
"mipmaps but memory usage will increase."
msgstr ""
"如果[code]true[/code]匯入時會產生較小版本的紋理。例如64×64 紋理將產生 6 "
"個 mipmap32×32、16× 16 、8×8、4×4、2×2、1×1。這有幾個優點\n"
"- 紋理在遠處3D 中)或由於 [Camera2D] 縮放或 [CanvasItem] 縮放2D而縮小時"
"不會變得顆粒狀。\n"
"- 如果紋理顯示在遠處,效能將會提高,因為對原始紋理的較小版本進行取樣速度更快並"
"且需要更少的記憶體頻寬。\n"
"mipmap 的缺點是它們會增加約 33% 的記憶體使用量。\n"
"建議在 3D 中啟用 mipmap。但是在 2D 中,僅當您的專案明顯受益於啟用 mipmap 時"
"才應啟用此功能。如果相機永遠不會顯著縮小,啟用 mipmap 不會有任何好處,但記憶體"
"使用量會增加。\""
msgid ""
"If [code]true[/code], puts pixels of the same surrounding color in transition "
"from transparent to opaque areas. For textures displayed with bilinear "
"filtering, this helps mitigate the outline effect when exporting images from "
"an image editor.\n"
"It's recommended to leave this enabled (as it is by default), unless this "
"causes issues for a particular image."
msgstr ""
"如果[code]true[/code],則將周圍顏色相同的像素從透明區域過渡到不透明區域。對於"
"使用雙線性篩選顯示的紋理,這有助於減輕輪廓效果從影像編輯器匯出影像。\n"
"建議啟用此功能(預設),除非這會導致特定影像出現問題。"
msgid ""
"Some HDR images you can find online may be broken and contain sRGB color data "
"(instead of linear color data). It is advised not to use those files. If you "
"absolutely have to, enabling [member process/hdr_as_srgb] will make them look "
"correct.\n"
"[b]Warning:[/b] Enabling [member process/hdr_as_srgb] on well-formatted HDR "
"images will cause the resulting image to look too dark, so leave this on "
"[code]false[/code] if unsure."
msgstr ""
"您可以在網路上找到的一些 HDR 映像可能已損壞並包含 sRGB 顏色資料(而不是線性顏"
"色資料)。建議不要使用這些檔案。如果絕對必要,請啟用[member process/"
"hdr_as_srgb] 將使它們看起來正確。\n"
"[b]警告:[/b]在格式良好的HDR 影像上啟用[member process/hdr_as_srgb] 將導致產生"
"的影像看起來太暗,因此如果不確定,請將其保留在[code]false[/code] 上。"
msgid ""
"If [code]true[/code], clamps exposure in the imported high dynamic range "
"images using a smart clamping formula (without introducing [i]visible[/i] "
"clipping).\n"
"Some HDR panorama images you can find online may contain extremely bright "
"pixels, due to being taken from real life sources without any clipping.\n"
"While these HDR panorama images are accurate to real life, this can cause the "
"radiance map generated by Godot to contain sparkles when used as a background "
"sky. This can be seen in material reflections (even on rough materials in "
"extreme cases). Enabling [member process/hdr_clamp_exposure] can resolve this."
msgstr ""
"如果[code]true[/code],則使用智慧型夾緊公式夾緊匯入的高動態範圍影像中的曝光"
"(不引入[i]visible[/i] 剪切)。\n"
"您可以在網路上找到的一些 HDR 全景影像可能包含極其明亮的像素,因為這些影像取自"
"現實生活來源,沒有任何剪輯。\n"
"雖然這些 HDR 全景影像準確反映現實生活,但這可能會導致 Godot 產生的輻射圖在用作"
"背景天空時包含閃光。這可以在材料反射中看到(即使在極端情況下在粗糙材料上)。啟"
"用[member process/hdr_clamp_exposure]可以解決此問題。"
msgid ""
"If [code]true[/code], convert the normal map from Y- (DirectX-style) to Y+ "
"(OpenGL-style) by inverting its green color channel. This is the normal map "
"convention expected by Godot.\n"
"More information about normal maps (including a coordinate order table for "
"popular engines) can be found [url=http://wiki.polycount.com/wiki/"
"Normal_Map_Technical_Details]here[/url]."
msgstr ""
"如果 [code]true[/code],則透過反轉其綠色通道將法線貼圖從 Y-DirectX 樣式)轉"
"換為 Y+OpenGL 樣式。這是Godot所期望的法線貼圖約定。\n"
"在[url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details]此處[/url]"
"找到。"
msgid ""
"An alternative to fixing darkened borders with [member process/"
"fix_alpha_border] is to use premultiplied alpha. By enabling this option, the "
"texture will be converted to this format. A premultiplied alpha texture "
"requires specific materials to be displayed correctly:\n"
"- In 2D, a [CanvasItemMaterial] will need to be created and configured to use "
"the [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] blend mode on "
"[CanvasItem]s that use this texture.\n"
"- In 3D, there is no support for premultiplied alpha blend mode yet, so this "
"option is only suited for 2D."
msgstr ""
"使用[member process/fix_alpha_border] 修正變暗邊框的另一種方法是使用預乘"
"alpha。透過啟用此選項紋理將轉換為這種格式。預乘alpha 紋理格式。預先乘alpha "
"紋理。需要特定的正確顯示的材料:\n"
"- 在 2D 中,需要建立並配置 [CanvasItemMaterial],以便在使用此紋理的 "
"[CanvasItem] 上使用 [constant CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA] 混"
"合模式。\n"
"- 在 3D 中,尚不支援預乘 alpha 混合模式,因此此選項僅適用於 2D。"
msgid ""
"If set to a value greater than [code]0[/code], the size of the texture is "
"limited on import to a value smaller than or equal to the value specified "
"here. For non-square textures, the size limit affects the longer dimension, "
"with the shorter dimension scaled to preserve aspect ratio. Resizing is "
"performed using cubic interpolation.\n"
"This can be used to reduce memory usage without affecting the source images, "
"or avoid issues with textures not displaying on mobile/web platforms (as "
"these usually can't display textures larger than 4096×4096)."
msgstr ""
"如果設定為大於 [code]0[/code] 的值,則匯入時紋理的大小將限制為小於或等於此處指"
"定的值。對於非方形紋理,大小限制會影響較長的尺寸,而較短的尺寸會縮放以保持縱橫"
"比。使用三次插值來調整大小。\n"
"這可用於減少記憶體使用而不影響來源影像,或避免紋理在行動/網路平台上不顯示的問"
"題(因為這些平台通常無法顯示大於 4096×4096 的紋理)。"
msgid ""
"The color channel to consider as a roughness map in this texture. Only "
"effective if Roughness > Src Normal is not empty."
msgstr ""
"在此紋理中視為粗糙度貼圖的顏色通道。僅當粗糙度> Src Normal 不為空時才有效。"
msgid ""
"The path to the texture to consider as a normal map for roughness filtering "
"on import. Specifying this can help decrease specular aliasing slightly in "
"3D.\n"
"Roughness filtering on import is only used in 3D rendering, not 2D."
msgstr ""
"匯入時考慮作為粗糙度篩選法線貼圖的紋理路徑。指定此專案可以幫助稍微減少 3D 中的"
"鏡面鋸齒。\n"
"匯入時的粗糙度篩選僅用於 3D 渲染,不適用於 2D。"
msgid ""
"The scale the SVG should be rendered at, with [code]1.0[/code] being the "
"original design size. Higher values result in a larger image. Note that "
"unlike font oversampling, this affects the size the SVG is rendered at in 2D. "
"See also [member editor/scale_with_editor_scale].\n"
"[b]Note:[/b] Only available for SVG images."
msgstr ""
"SVG 應該渲染的比例,[code]1.0[/code] 是原始設計尺寸。較高的值會導致較大的圖"
"像。請注意,與字形過取樣不同,此影響 SVG 在 2D 中渲染的大小。另請參閱 [member "
"editor/scale_with_editor_scale]。\n"
"[b]注意:[/b] 僅適用於 SVG 影像。"
msgid ""
"Imports a collection of textures from a PNG image into an optimized "
"[AtlasTexture] for 2D rendering."
msgstr "將PNG 影像中的紋理集合匯入至最佳化的[AtlasTexture] 以進行2D 渲染。"
msgid ""
"This imports a collection of textures from a PNG image into an [AtlasTexture] "
"or 2D [ArrayMesh]. This can be used to save memory when importing 2D "
"animations from spritesheets. Texture atlases are only supported in 2D "
"rendering, not 3D. See also [ResourceImporterTexture] and "
"[ResourceImporterLayeredTexture].\n"
"[b]Note:[/b] [ResourceImporterTextureAtlas] does not handle importing "
"[TileSetAtlasSource], which is created using the [TileSet] editor instead."
msgstr ""
"這會將 PNG 圖像中的紋理集合匯入到 [AtlasTexture] 或 2D [ArrayMesh] 中。從 "
"spritesheet 匯入 2D 動畫時,這可用於節省記憶體。紋理合集只是支援紋理合集。 2D "
"渲染而不是3D。另請參閱[ResourceImporterTexture] 和"
"[ResourceImporterLayeredTexture]。\n"
"[b]注意:[/b] [ResourceImporterTextureAtlas] 不處理匯入 [TileSetAtlasSource]"
"它是使用 [TileSet] 編輯器建立的。"
msgid ""
"Path to the atlas spritesheet. This [i]must[/i] be set to valid path to a PNG "
"image. Otherwise, the atlas will fail to import."
msgstr ""
"atlas spritesheet 的路徑。此[i]必須[/i]設定為 PNG 映像的有效路徑。否則atlas "
"將無法匯入。"
msgid ""
"If [code]true[/code], discards empty areas from the atlas. This only affects "
"final sprite positioning, not storage. See also [member "
"trim_alpha_border_from_region].\n"
"[b]Note:[/b] Only effective if [member import_mode] is [b]Region[/b]."
msgstr ""
"如果[code]true[/code],則丟棄合集中的空白區域。這只會影響最終的精靈定位,而不"
"影響儲存。另請參閱[member trim_alpha_border_from_region]。\n"
"[b]注意:[/b] 僅在 [member import_mode] 為 [b]Region[/b] 時有效。"
msgid ""
"[b]Region:[/b] Imports the atlas in an [AtlasTexture] resource, which is "
"rendered as a rectangle. This is fast to render, but transparent areas still "
"have to be rendered if they can't be trimmed effectively by [member "
"trim_alpha_border_from_region]. This can reduce performance when rendering "
"large sprites on screen.\n"
"[b]Mesh:[/b] Imports the atlas as an [ArrayMesh] resource, keeping the "
"original bitmap visible (but rendered as a polygon). This can be used to "
"reduce fill rate when rendering large transparent sprites, at the cost of "
"slower rendering if there are little to no transparent areas in the sprite."
msgstr ""
"[b]Region:[/b] 在 [AtlasTexture] 資源中匯入合集,該合集呈現為矩形。這渲染速度"
"很快,但仍需要透明區域如果[member trim_alpha_border_from_region]無法有效修剪它"
"們,則渲染它們。在螢幕上渲染大型精靈時,這會降低效能。\n"
"[b]Mesh[/b] 將合集匯入為 [ArrayMesh] 資源,保持原始位圖可見(但渲染為多邊"
"形)。這可用於在渲染大型透明精靈時降低填充率,但如果精靈中幾乎沒有透明區域,則"
"渲染速度會變慢。"
msgid "Imports a WAV audio file for playback."
msgstr "匯入 WAV 音訊檔案播放。"
msgid ""
"WAV is an uncompressed format, which can provide higher quality compared to "
"Ogg Vorbis and MP3. It also has the lowest CPU cost to decode. This means "
"high numbers of WAV sounds can be played at the same time, even on low-end "
"deviceS."
msgstr ""
"WAV 是一種未壓縮格式與Ogg Vorbis 和MP3 相比,它可以提供更高的品質。它還具有"
"最低的CPU 解碼成本。這意味著可以在以下位置播放大量WAV 聲音同時,即使在低端裝置"
"上也是如此。"
msgid ""
"The compression mode to use on import.\n"
"[b]Disabled:[/b] Imports audio data without any compression. This results in "
"the highest possible quality.\n"
"[b]RAM (Ima-ADPCM):[/b] Performs fast lossy compression on import. Low CPU "
"cost, but quality is noticeably decreased compared to Ogg Vorbis or even MP3."
msgstr ""
"匯入時所使用的壓縮模式。\n"
"[b]停用:[/b] 匯入不進行任何壓縮的音訊資料。這會帶來盡可能高的品質。\n"
"[b]RAM (Ima-ADPCM)[/b] 在匯入時執行快速有損壓縮。 CPU 成本低,但與 Ogg "
"Vorbis 甚至 MP3 相比,品質明顯下降。"
msgid ""
"The begin loop point to use when [member edit/loop_mode] is [b]Forward[/b], "
"[b]Ping-Pong[/b] or [b]Backward[/b]. This is set in seconds after the "
"beginning of the audio file."
msgstr ""
"當 [member edit/loop_mode] 為 [b]Forward[/b]、[b]Ping-Pong[/b] 或 "
"[b]Backward[/b] 時所使用的起始循環點。這是在音訊檔案開始後的幾秒鐘內設定的。"
msgid ""
"The end loop point to use when [member edit/loop_mode] is [b]Forward[/b], "
"[b]Ping-Pong[/b] or [b]Backward[/b]. This is set in seconds after the "
"beginning of the audio file. A value of [code]-1[/code] uses the end of the "
"audio file as the end loop point."
msgstr ""
"當 [member edit/loop_mode] 為 [b]Forward[/b]、[b]Ping-Pong[/b] 或 "
"[b]Backward[/b] 時所使用的結束循環點。此設定以音訊檔案開始後的秒為單位。"
"[code]-1[/code] 值使用音訊檔案的結尾作為結束循環點。"
msgid ""
"Controls how audio should loop. This is automatically read from the WAV "
"metadata on import.\n"
"[b]Disabled:[/b] Don't loop audio, even if metadata indicates the file should "
"be played back looping.\n"
"[b]Forward:[/b] Standard audio looping.\n"
"[b]Ping-Pong:[/b] Play audio forward until it's done playing, then play it "
"backward and repeat. This is similar to mirrored texture repeat, but for "
"audio.\n"
"[b]Backward:[/b] Play audio in reverse and loop back to the end when done "
"playing.\n"
"[b]Note:[/b] In [AudioStreamPlayer], the [signal AudioStreamPlayer.finished] "
"signal won't be emitted for looping audio when it reaches the end of the "
"audio file, as the audio will keep playing indefinitely."
msgstr ""
"控制音訊如何循環。這是在匯入時自動從 WAV 元資料讀取的。\n"
"[b]停用:[/b] 不循環音頻,即使元資料指示檔案應該循環播放。\n"
"[b]轉發:[/b] 標準音訊循環。\n"
"[b]Ping-Pong[/b] 向前播放音訊直至播放完畢,然後向後播放並重複。這類似於鏡像"
"紋理重複,但適用於音訊。\n"
"[b]向後:[/b] 反向播放音頻,播放完畢後循環回到結尾。\n"
"[b]注意:[/b]在[AudioStreamPlayer]中,當循環音訊到達音訊檔案末尾時,不會發出"
"[signal AudioStreamPlayer.finished]訊號,因為音訊將無限期地繼續播放。"
msgid ""
"If [code]true[/code], normalize the audio volume so that its peak volume is "
"equal to 0 dB. When enabled, normalization will make audio sound louder "
"depending on its original peak volume."
msgstr ""
"如果[code]true[/code]則標準化音訊音量使其峰值音量等於0 dB。啟用後標準化"
"將使音訊聽起來更響亮,取決於其原始峰值體積。"
msgid ""
"If [code]true[/code], automatically trim the beginning and end of the audio "
"if it's lower than -50 dB after normalization (see [member edit/normalize]). "
"This prevents having files with silence at the beginning or end, which "
"increases their size unnecessarily and adds latency to the moment they are "
"played back. A fade-in/fade-out period of 500 samples is also used during "
"trimming to avoid audible pops."
msgstr ""
"如果[code]true[/code],如果標準化後音訊低於-50 dB則自動修剪音訊的開頭和結尾"
"(請參閱[member edit/normalize])。這防止檔案在開頭或結尾處靜音,這不必要地增"
"加了檔案的大小,並增加了播放時的延遲。在修剪過程中還使用了 500 個樣本的淡入/淡"
"出週期,以避免聽到爆音。"
msgid ""
"If [code]true[/code], forces the imported audio to use 8-bit quantization if "
"the source file is 16-bit or higher.\n"
"Enabling this is generally not recommended, as 8-bit quantization decreases "
"audio quality significantly. If you need smaller file sizes, consider using "
"Ogg Vorbis or MP3 audio instead."
msgstr ""
"如果 [code]true[/code],如果來源檔案為 16 位元或更高,則強制匯入的音訊使用 8 "
"位元量化。\n"
"通常不建議啟用此功能,因為 8 位元量化會顯著降低音訊品質。如果您需要較小的檔案"
"大小,請考慮使用 Ogg Vorbis 或 MP3 音訊。"
msgid ""
"If set to a value greater than [code]0[/code], forces the audio's sample rate "
"to be reduced to a value lower than or equal to the value specified in "
"[member force/max_rate_hz].\n"
"This can decrease file size noticeably on certain sounds, without impacting "
"quality depending on the actual sound's contents. See [url=$DOCS_URL/"
"tutorials/assets_pipeline/importing_audio_samples.html#doc-importing-audio-"
"samples-best-practices]Best practices[/url] for more information."
msgstr ""
"如果設定為大於 [code]0[/code] 的值,則強制音訊的取樣率降低到低於或等於 "
"[member force] 中指定的值/最大速率赫茲]。\n"
"這可以顯著減小某些聲音的檔案大小,而不會影響質量,具體取決於實際聲音的內容。有"
"關詳細信息,請參閱[url=$DOCS_URL/tutorials/assets_pipeline/"
"importing_audio_samples.html#doc-importing-audio-samples-best-practices]最佳實"
"踐[/url]。"
msgid ""
"The frequency to limit the imported audio sample to (in Hz). Only effective "
"if [member force/max_rate] is [code]true[/code]."
msgstr ""
"代表粒子軌跡的時間量(以秒為單位)。僅當 [member trail_enabled] 為 "
"[code]true[/code] 時有效。"
msgid ""
"If [code]true[/code], forces the imported audio to be mono if the source file "
"is stereo. This decreases the file size by 50% by merging the two channels "
"into one."
msgstr ""
"如果[code]true[/code],如果來源檔案是立體聲,則強制匯入的音訊為單聲道。透過將"
"兩個通道合併為一個通道可以將檔案大小減少50% 。"
msgid "A singleton for loading resource files."
msgstr "用於載入資源檔的單例。"
msgid ""
"A singleton used to load resource files from the filesystem.\n"
"It uses the many [ResourceFormatLoader] classes registered in the engine "
"(either built-in or from a plugin) to load files into memory and convert them "
"to a format that can be used by the engine.\n"
"[b]Note:[/b] You have to import the files into the engine first to load them "
"using [method load]. If you want to load [Image]s at run-time, you may use "
"[method Image.load]. If you want to import audio files, you can use the "
"snippet described in [member AudioStreamMP3.data]."
msgstr ""
"用於從檔案系統載入資源檔的單例。\n"
"會使用引擎中(內建或外掛程式)註冊的許多 [ResourceFormatLoader] 類將檔案載入到"
"內存中並將其轉換為引擎可以使用的格式。\n"
"[b]注意:[/b]你需要先將檔匯入引擎,才能使用 [method load] 進行載入。如果你想在"
"運作時載入 [Image],可以使用 [method Image.load]。如果你想匯入音訊檔,可以使"
"用 [member AudioStreamMP3.data] 中描述的程式碼片段。"
msgid ""
"Registers a new [ResourceFormatLoader]. The ResourceLoader will use the "
"ResourceFormatLoader as described in [method load].\n"
"This method is performed implicitly for ResourceFormatLoaders written in "
"GDScript (see [ResourceFormatLoader] for more information)."
msgstr ""
"註冊一個新的 [ResourceFormatLoader]。ResourceLoader 將會按照 [method load] 中"
"的描述使用 ResourceFormatLoader。\n"
"對於用 GDScript 編寫的 ResourceFormatLoader此方法將隱式執行詳見 "
"[ResourceFormatLoader])。"
msgid ""
"Returns whether a recognized resource exists for the given [param path].\n"
"An optional [param type_hint] can be used to further specify the [Resource] "
"type that should be handled by the [ResourceFormatLoader]. Anything that "
"inherits from [Resource] can be used as a type hint, for example [Image]."
msgstr ""
"返回給定路徑 [param path] 是否存在已識別的資源。\n"
"可選的 [param type_hint] 可用於進一步指定 [ResourceFormatLoader] 應處理的 "
"[Resource] 型別。任何繼承自 [Resource] 的內容都可以用作型別提示,例如 "
"[Image]。"
msgid ""
"Returns the dependencies for the resource at the given [param path].\n"
"[b]Note:[/b] The dependencies are returned with slices separated by [code]::[/"
"code]. You can use [method String.get_slice] to get their components.\n"
"[codeblock]\n"
"for dep in ResourceLoader.get_dependencies(path):\n"
" print(dep.get_slice(\"::\", 0)) # Prints UID.\n"
" print(dep.get_slice(\"::\", 2)) # Prints path.\n"
"[/codeblock]"
msgstr ""
"返回位於給定路徑 [param path] 的資源的依賴項。\n"
"[b]注意:[/b]返回的單個依賴項是由 [code]::[/code] 分隔的切片。你可以使用 "
"[method String.get_slice] 來獲取每段的內容。\n"
"[codeblock]\n"
"for dep in ResourceLoader.get_dependencies(path):\n"
" print(dep.get_slice(\"::\", 0)) # 輸出 UID。\n"
" print(dep.get_slice(\"::\", 2)) # 輸出路徑。\n"
"[/codeblock]"
msgid "Returns the list of recognized extensions for a resource type."
msgstr "返回資源型別的已識別副檔名列表。"
msgid ""
"Returns the ID associated with a given resource path, or [code]-1[/code] when "
"no such ID exists."
msgstr ""
"返回與一個給定資源路徑關聯的 ID如果不存在此類 ID則返回 [code]-1[/code]。"
msgid ""
"Returns whether a cached resource is available for the given [param path].\n"
"Once a resource has been loaded by the engine, it is cached in memory for "
"faster access, and future calls to the [method load] method will use the "
"cached version. The cached resource can be overridden by using [method "
"Resource.take_over_path] on a new resource for that same path."
msgstr ""
"返回給定 [param path] 的快取資源是否可用。\n"
"一旦引擎載入了資源,它將被快取在記憶體中以加快存取速度,未來呼叫 [method "
"load] 方法將使用快取版本。可以通過在具有相同路徑的新資源上使用 [method "
"Resource.take_over_path] 來覆蓋快取資源。"
msgid ""
"Loads a resource at the given [param path], caching the result for further "
"access.\n"
"The registered [ResourceFormatLoader]s are queried sequentially to find the "
"first one which can handle the file's extension, and then attempt loading. If "
"loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
"An optional [param type_hint] can be used to further specify the [Resource] "
"type that should be handled by the [ResourceFormatLoader]. Anything that "
"inherits from [Resource] can be used as a type hint, for example [Image].\n"
"The [param cache_mode] property defines whether and how the cache should be "
"used or updated when loading the resource. See [enum CacheMode] for details.\n"
"Returns an empty resource if no [ResourceFormatLoader] could handle the "
"file.\n"
"GDScript has a simplified [method @GDScript.load] built-in method which can "
"be used in most situations, leaving the use of [ResourceLoader] for more "
"advanced scenarios.\n"
"[b]Note:[/b] If [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript."
"load] will not be able to read converted files in an exported project. If you "
"rely on run-time loading of files present within the PCK, set [member "
"ProjectSettings.editor/export/convert_text_resources_to_binary] to "
"[code]false[/code]."
msgstr ""
"在給定的 [param path] 中載入資源,並將結果快取以供進一步存取。\n"
"按順序查詢註冊的 [ResourceFormatLoader],以找到可以處理檔副檔名的第一個 "
"[ResourceFormatLoader],然後嘗試載入。如果載入失敗,則還會嘗試其餘的 "
"[ResourceFormatLoader]。\n"
"可選的 [param type_hint] 可用於進一步指定 [ResourceFormatLoader] 應處理的 "
"[Resource] 型別。任何繼承自 [Resource] 的東西都可以用作型別提示,例如 "
"[Image]。\n"
"[param cache_mode] 屬性定義在載入資源時是否以及如何使用或更新快取。詳情見 "
"[enum CacheMode]。\n"
"如果沒有 [ResourceFormatLoader] 可以處理該檔,則返回空資源。\n"
"GDScript 具有一個簡化的 [method @GDScript.load] 內建方法,可在大多數情況下使"
"用,而 [ResourceLoader] 供更高級的情況使用。\n"
"[b]注意:[/b]如果 [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] 為 [code]true[/code],則 [method @GDScript."
"load] 無法在匯出後的專案中讀取已轉換的檔。如果你需要在運作時載入存在於 PCK 中"
"的檔案,請將 [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] 設定為 [code]false[/code]。"
msgid ""
"Returns the resource loaded by [method load_threaded_request].\n"
"If this is called before the loading thread is done (i.e. [method "
"load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the calling "
"thread will be blocked until the resource has finished loading."
msgstr ""
"返回由 [method load_threaded_request] 載入的資源。\n"
"如果在載入執行緒完成之前呼叫此方法(即 [method load_threaded_get_status] 不是 "
"[constant THREAD_LOAD_LOADED]),則呼叫執行緒將被阻塞,直到資源載入完成。"
msgid ""
"Returns the status of a threaded loading operation started with [method "
"load_threaded_request] for the resource at [param path]. See [enum "
"ThreadLoadStatus] for possible return values.\n"
"An array variable can optionally be passed via [param progress], and will "
"return a one-element array containing the percentage of completion of the "
"threaded loading."
msgstr ""
"返回使用 [method load_threaded_request] 在 [param path] 處啟動的執行緒載入操作"
"的狀態。可能的返回值見 [enum ThreadLoadStatus]。\n"
"可以通過 [param progress] 可選地傳遞一個陣列變數,並返回一個包含執行緒載入完成"
"百分比的單元素的陣列。"
msgid ""
"Loads the resource using threads. If [param use_sub_threads] is [code]true[/"
"code], multiple threads will be used to load the resource, which makes "
"loading faster, but may affect the main thread (and thus cause game "
"slowdowns).\n"
"The [param cache_mode] property defines whether and how the cache should be "
"used or updated when loading the resource. See [enum CacheMode] for details."
msgstr ""
"使用執行緒載入資源。如果 [param use_sub_threads] 為 [code]true[/code],將使用"
"多個執行緒來載入資源,這會使載入更快,但可能會影響主執行緒(從而導致遊戲降"
"速)。\n"
"[param cache_mode] 屬性定義在載入資源時是否以及如何使用或更新快取。詳情見 "
"[enum CacheMode]。"
msgid "Unregisters the given [ResourceFormatLoader]."
msgstr "取消註冊給定的 [ResourceFormatLoader]。"
msgid ""
"Changes the behavior on missing sub-resources. The default behavior is to "
"abort loading."
msgstr "更改缺少子資源時的行為。預設行為是中止載入。"
msgid ""
"The resource is invalid, or has not been loaded with [method "
"load_threaded_request]."
msgstr "該資源無效,或尚未使用 [method load_threaded_request] 載入。"
msgid "The resource is still being loaded."
msgstr "該資源仍在載入中。"
msgid "Some error occurred during loading and it failed."
msgstr "載入過程中發生了錯誤,導致失敗。"
msgid ""
"The resource was loaded successfully and can be accessed via [method "
"load_threaded_get]."
msgstr "資源成功載入,可以通過 [method load_threaded_get] 存取。"
msgid "A node used to preload sub-resources inside a scene."
msgstr "用於預載入場景子資源的節點。"
msgid ""
"This node is used to preload sub-resources inside a scene, so when the scene "
"is loaded, all the resources are ready to use and can be retrieved from the "
"preloader. You can add the resources using the ResourcePreloader tab when the "
"node is selected.\n"
"GDScript has a simplified [method @GDScript.preload] built-in method which "
"can be used in most situations, leaving the use of [ResourcePreloader] for "
"more advanced scenarios."
msgstr ""
"這個節點可以預載入場景中的子資源,這樣場景載入完成時,所有的資源就都處於就緒可"
"用狀態,可以從預載入器獲取。選中該節點後,可以使用 ResourcePreloader 分頁來新"
"增資源。\n"
"GDScript 提供了簡化的 [method @GDScript.preload] 內建方法,可以在大多數場景使"
"用,[ResourcePreloader] 則可用於更高階的場合。"
msgid ""
"Adds a resource to the preloader with the given [param name]. If a resource "
"with the given [param name] already exists, the new resource will be renamed "
"to \"[param name] N\" where N is an incrementing number starting from 2."
msgstr ""
"將資源以給定的名稱 [param name] 新增至預載入器。如果已存在名為 [param name] 的"
"資源,則新資源會被重命名為 \"[param name] N\",這裡的 N 是從 2 開始遞增的數"
"字。"
msgid "Returns the resource associated to [param name]."
msgstr "返回與 [param name] 關聯的資源。"
msgid "Returns the list of resources inside the preloader."
msgstr "返回預載入器內的資源列表。"
msgid ""
"Returns [code]true[/code] if the preloader contains a resource associated to "
"[param name]."
msgstr ""
"如果預載入器包含一個與 [param name] 關聯的資源,則返回 [code]true[/code]。"
msgid "Removes the resource associated to [param name] from the preloader."
msgstr "從預載入器中刪除與 [param name] 關聯的資源。"
msgid ""
"Renames a resource inside the preloader from [param name] to [param newname]."
msgstr "將預載入器中的資源從 [param name] 重命名為 [param newname]。"
msgid "A singleton for saving [Resource]s to the filesystem."
msgstr "用於將 [Resource] 保存到檔案系統的單例。"
msgid ""
"A singleton for saving resource types to the filesystem.\n"
"It uses the many [ResourceFormatSaver] classes registered in the engine "
"(either built-in or from a plugin) to save resource data to text-based (e.g. "
"[code].tres[/code] or [code].tscn[/code]) or binary files (e.g. [code].res[/"
"code] or [code].scn[/code])."
msgstr ""
"用於將資源型別保存到檔案系統的單例。\n"
"它會使用在引擎中註冊的(內建或外掛程式)[ResourceFormatSaver] 將資來源資料保存"
"為文本檔案(如 [code].tres[/code] 或 [code].tscn[/code])或二進位檔案(如 "
"[code].res[/code] 或 [code].scn[/code])。"
msgid ""
"Registers a new [ResourceFormatSaver]. The ResourceSaver will use the "
"ResourceFormatSaver as described in [method save].\n"
"This method is performed implicitly for ResourceFormatSavers written in "
"GDScript (see [ResourceFormatSaver] for more information)."
msgstr ""
"註冊一個新的 [ResourceFormatSaver]。 ResourceSaver 將使用 "
"ResourceFormatSaver如 [method save] 中所述。\n"
"對於用 GDScript 編寫的 ResourceFormatSaver此方法將隱式執行詳情見 "
"[ResourceFormatSaver])。"
msgid ""
"Returns the list of extensions available for saving a resource of a given "
"type."
msgstr "返回可用於保存給定型別的資源的擴充列表。"
msgid "Unregisters the given [ResourceFormatSaver]."
msgstr "取消註冊給定的 [ResourceFormatSaver]。"
msgid "No resource saving option."
msgstr "沒有資源保存選項。"
msgid "Save the resource with a path relative to the scene which uses it."
msgstr "用相對於使用該資源的場景的路徑來保存該資源。"
msgid "Bundles external resources."
msgstr "捆綁外部資源。"
msgid ""
"Changes the [member Resource.resource_path] of the saved resource to match "
"its new location."
msgstr "更改已保存資源的 [member Resource.resource_path] 以配對其新位置。"
msgid ""
"Do not save editor-specific metadata (identified by their [code]__editor[/"
"code] prefix)."
msgstr "不要保存編輯器特定的中繼資料(由其 [code]__editor[/code] 前綴標識)。"
msgid "Save as big endian (see [member FileAccess.big_endian])."
msgstr "保存為大端序(見 [member FileAccess.big_endian])。"
msgid ""
"Compress the resource on save using [constant FileAccess.COMPRESSION_ZSTD]. "
"Only available for binary resource types."
msgstr ""
"在保存時使用 [constant FileAccess.COMPRESSION_ZSTD] 壓縮資源。僅適用於二進位資"
"源型別。"
msgid ""
"Take over the paths of the saved subresources (see [method Resource."
"take_over_path])."
msgstr "接管保存的子資源的路徑(見 [method Resource.take_over_path])。"
msgid ""
"A singleton that manages the unique identifiers of all resources within a "
"project."
msgstr "管理專案中所有資源的唯一識別碼的單例。"
msgid ""
"Resource UIDs (Unique IDentifiers) allow the engine to keep references "
"between resources intact, even if files can renamed or moved. They can be "
"accessed with [code]uid://[/code].\n"
"[ResourceUID] keeps track of all registered resource UIDs in a project, "
"generates new UIDs, and converts between their string and integer "
"representations."
msgstr ""
"資源 UIDUnique IDentifier唯一識別碼可以使引擎保持資源之間引用關係的完整"
"性,即使檔發生重命名或移動。可以使用 [code]uid://[/code] 存取。\n"
"[ResourceUID] 能夠追蹤專案中所有已註冊的資源 UID生成新的 UID也能夠將標識符"
"在字串表示和整數表示之間進行轉換。"
msgid ""
"Adds a new UID value which is mapped to the given resource path.\n"
"Fails with an error if the UID already exists, so be sure to check [method "
"has_id] beforehand, or use [method set_id] instead."
msgstr ""
"新增一個新的 UID 值,將其對應到給定的資源路徑。\n"
"如果 UID 已經存在,則會返回錯誤,因此請務必先使用 [method has_id] 進行檢查,或"
"者改用 [method set_id]。"
msgid ""
"Generates a random resource UID which is guaranteed to be unique within the "
"list of currently loaded UIDs.\n"
"In order for this UID to be registered, you must call [method add_id] or "
"[method set_id]."
msgstr ""
"生成隨機的資源 UID該 UID 在目前載入的 UID 列表中保證唯一。\n"
"要註冊這個 UID你必須呼叫 [method add_id] 或 [method set_id]。"
msgid ""
"Returns the path that the given UID value refers to.\n"
"Fails with an error if the UID does not exist, so be sure to check [method "
"has_id] beforehand."
msgstr ""
"返回給定 UID 值引用的路徑。\n"
"如果 UID 不存在則失敗並報告有錯,因此請務必使用 [method has_id] 事先檢查。"
msgid "Returns whether the given UID value is known to the cache."
msgstr "返回給定的 UID 值是否為快取所知。"
msgid "Converts the given UID to a [code]uid://[/code] string value."
msgstr "將給定的 UID 轉換為 [code]uid://[/code] 字串值。"
msgid ""
"Removes a loaded UID value from the cache.\n"
"Fails with an error if the UID does not exist, so be sure to check [method "
"has_id] beforehand."
msgstr ""
"從快取中刪除一個已載入的 UID 值。\n"
"如果 UID 不存在則失敗並報告有錯,因此請務必提前使用 [method has_id] 檢查。"
msgid ""
"Updates the resource path of an existing UID.\n"
"Fails with an error if the UID does not exist, so be sure to check [method "
"has_id] beforehand, or use [method add_id] instead."
msgstr ""
"更新現有 UID 的資源路徑。\n"
"如果 UID 不存在,則失敗並出現錯誤,因此請務必提前使用 [method has_id] 檢查,或"
"者改用 [method add_id]。"
msgid "Extracts the UID value from the given [code]uid://[/code] string."
msgstr "從給定的 [code]uid://[/code] 字串中提取 UID 值。"
msgid ""
"The value to use for an invalid UID, for example if the resource could not be "
"loaded.\n"
"Its text representation is [code]uid://<invalid>[/code]."
msgstr ""
"用於無效 UID 的值,例如無法載入的資源。\n"
"對應的文字表示為 [code]uid://<invalid>[/code]。"
msgid "Represents a straight ribbon-shaped [PrimitiveMesh] with variable width."
msgstr "代表豎直絲帶形狀的 [PrimitiveMesh],絲帶的寬度可變。"
msgid ""
"[RibbonTrailMesh] represents a straight ribbon-shaped mesh with variable "
"width. The ribbon is composed of a number of flat or cross-shaped sections, "
"each with the same [member section_length] and number of [member "
"section_segments]. A [member curve] is sampled along the total length of the "
"ribbon, meaning that the curve determines the size of the ribbon along its "
"length.\n"
"This primitive mesh is usually used for particle trails."
msgstr ""
"[RibbonTrailMesh] 代表豎直條帶形狀的網格,條帶的寬度可變。條帶由若干扁平或十字"
"形的分節構成,每一節的長度 [member section_length] 和分段數 [member "
"section_segments] 都相同。條帶會沿著總長度對 [member curve] 進行取樣,這樣這條"
"曲線就決定了條帶沿長度的大小。\n"
"該基本網格常用於粒子拖尾。"
msgid "3D Particle trails"
msgstr "3D 粒子拖尾"
msgid ""
"Determines the size of the ribbon along its length. The size of a particular "
"section segment is obtained by multiplying the baseline [member size] by the "
"value of this curve at the given distance. For values smaller than [code]0[/"
"code], the faces will be inverted."
msgstr ""
"決定條帶沿長度的大小。通過將基礎大小 [member size] 乘以這條曲線上給定位置對應"
"的值,就可以得到分節上某一段的大小。如果得到的值小於 [code]0[/code],則對應的"
"面會被翻轉。"
msgid "The length of a section of the ribbon."
msgstr "條帶中一節的長度。"
msgid ""
"The number of segments in a section. The [member curve] is sampled on each "
"segment to determine its size. Higher values result in a more detailed ribbon "
"at the cost of performance."
msgstr ""
"條帶中一節的段數。每一段的大小是根據對 [member curve] 的取樣確定的。更高的值會"
"生成更細緻的條帶,但以性能為代價。"
msgid "The total number of sections on the ribbon."
msgstr "條帶中分節的數量。"
msgid "Determines the shape of the ribbon."
msgstr "決定條帶的形狀。"
msgid ""
"The baseline size of the ribbon. The size of a particular section segment is "
"obtained by multiplying this size by the value of the [member curve] at the "
"given distance."
msgstr ""
"條帶的基礎大小。通過將這個大小乘以 [member curve] 上給定位置對應的值,就可以得"
"到分節上某一段的大小。"
msgid "Gives the mesh a single flat face."
msgstr "將網格指定為單個扁平的面。"
msgid "Gives the mesh two perpendicular flat faces, making a cross shape."
msgstr "將網格指定為兩個互相垂直的面,形成十字形。"
msgid "A custom effect for a [RichTextLabel]."
msgstr "[RichTextLabel] 的自訂效果。"
msgid ""
"Override this method to modify properties in [param char_fx]. The method must "
"return [code]true[/code] if the character could be transformed successfully. "
"If the method returns [code]false[/code], it will skip transformation to "
"avoid displaying broken text."
msgstr ""
"覆蓋該方法以修改 [param char_fx] 中的屬性。如果字元可以被成功轉換,則該方法必"
"須返回 [code]true[/code]。如果該方法返回 [code]false[/code],則它將跳過轉換以"
"避免顯示損壞的文字。"
msgid ""
"A control for displaying text that can contain different font styles, images, "
"and basic formatting."
msgstr "用於顯示文字的控制項,文字中能夠包含不同的字形樣式、圖片以及基礎格式。"
msgid "GUI Rich Text/BBcode Demo"
msgstr "GUI 富文字/BBcode 演示"
msgid ""
"Adds an image's opening and closing tags to the tag stack, optionally "
"providing a [param width] and [param height] to resize the image, a [param "
"color] to tint the image and a [param region] to only use parts of the "
"image.\n"
"If [param width] or [param height] is set to 0, the image size will be "
"adjusted in order to keep the original aspect ratio.\n"
"If [param width] and [param height] are not set, but [param region] is, the "
"region's rect will be used.\n"
"[param key] is an optional identifier, that can be used to modify the image "
"via [method update_image].\n"
"If [param pad] is set, and the image is smaller than the size specified by "
"[param width] and [param height], the image padding is added to match the "
"size instead of upscaling.\n"
"If [param size_in_percent] is set, [param width] and [param height] values "
"are percentages of the control width instead of pixels."
msgstr ""
"將圖像的開始和結束標籤新增到標籤堆疊中,可選擇提供 [param width] 和 [param "
"height] 來調整圖像大小,提供 [param color] 來給圖像混色, [param region] 只使"
"用圖像的一部分。\n"
"如果 [param width] 或 [param height] 被設定為 0圖像的大小將被調整以保持原始"
"長寬比。\n"
"如果未設定 [param width] 和 [param height],但設定了 [param region],則將使用"
"該區域的矩形。"
msgid "Adds raw non-BBCode-parsed text to the tag stack."
msgstr "將非 BBCode 解析的原始文字新增到標籤堆疊中。"
msgid ""
"Parses [param bbcode] and adds tags to the tag stack as needed.\n"
"[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
"previous [method append_text] call. This is done to improve performance, "
"especially when updating large RichTextLabels since rebuilding the whole "
"BBCode every time would be slower. If you absolutely need to close a tag in a "
"future method call, append the [member text] instead of using [method "
"append_text]."
msgstr ""
"解析 [param bbcode] 並根據需要將標籤新增到標籤堆疊中。\n"
"[b]注意:[/b]使用該方法,無法關閉在之前的 [method append_text] 呼叫中打開的標"
"簽。這樣做是為了提高性能,尤其是在更新大型 RichTextLabel 時,因為每次都重建整"
"個 BBCode 會比較慢。如果你絕對需要在接下來的方法呼叫中關閉標籤,請追加 "
"[member text] 而不是使用 [method append_text]。"
msgid ""
"Clears the tag stack.\n"
"[b]Note:[/b] This method will not modify [member text], but setting [member "
"text] to an empty string also clears the stack."
msgstr ""
"清空標籤堆疊。\n"
"[b]注意:[/b]這個方法不會修改 [member text],但將 [member text] 設定為空字元串"
"也能清空標籤堆疊。"
msgid ""
"Returns the line number of the character position provided.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回提供的字元位置的行號。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的"
"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid ""
"Returns the paragraph number of the character position provided.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回提供的字元位置的段號。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的"
"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid ""
"Returns the height of the content.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回內容的高度。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的"
"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid ""
"Returns the width of the content.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回內容的寬度。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的"
"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid ""
"Returns the total number of lines in the text. Wrapped text is counted as "
"multiple lines.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回文字中的總行數。自動換行的文字計為多行。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的"
"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid ""
"Returns the vertical offset of the line found at the provided index.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回位於提供的索引處的行的垂直偏移量。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的"
"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid ""
"Returns the [PopupMenu] of this [RichTextLabel]. By default, this menu is "
"displayed when right-clicking on the [RichTextLabel].\n"
"You can add custom menu items or remove standard ones. Make sure your IDs "
"don't conflict with the standard ones (see [enum MenuItems]). For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # Remove \"Select All\" item.\n"
" menu.remove_item(MENU_SELECT_ALL)\n"
" # Add custom items.\n"
" menu.add_separator()\n"
" menu.add_item(\"Duplicate Text\", MENU_MAX + 1)\n"
" # Connect callback.\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" add_text(\"\\n\" + get_parsed_text())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // Remove \"Select All\" item.\n"
" menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);\n"
" // Add custom items.\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Duplicate Text\", RichTextLabel.MenuItems.Max + 1);\n"
" // Add event handler.\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" AddText(\"\\n\" + GetParsedText());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回該 [RichTextLabel] 的 [PopupMenu]。預設情況下,這個功能表會在按右鍵 "
"[RichTextLabel] 時顯示。\n"
"你可以加入自訂的功能表專案,或者移除標準功能表專案。請確保你的 ID 與標準 ID 不"
"衝突(見 [enum MenuItems])。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # 移除“全選”功能表專案。\n"
" menu.remove_item(MENU_SELECT_ALL)\n"
" # 新增自訂功能表專案。\n"
" menu.add_separator()\n"
" menu.add_item(\"製作文字副本\", MENU_MAX + 1)\n"
" # 連接回呼函式。\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" add_text(\"\\n\" + get_parsed_text())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // 移除“全選”功能表專案。\n"
" menu.RemoveItem(RichTextLabel.MenuItems.SelectAll);\n"
" // 新增自訂功能表專案。\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"製作文字副本\", RichTextLabel.MenuItems.Max + 1);\n"
" // 新增事件處理器。\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" AddText(\"\\n\" + GetParsedText());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]警告:[/b]這是必要的內部節點,將其移除或釋放可能導致當機。如果你想要將其隱"
"藏,或者隱藏其子節點,請使用其 [member Window.visible] 屬性。"
msgid ""
"Returns the total number of paragraphs (newlines or [code]p[/code] tags in "
"the tag stack's text tags). Considers wrapped text as one paragraph."
msgstr ""
"返回段落的總數(分行符號或標記堆疊文字標籤中的 [code]p[/code] 標籤)。自動換行"
"的文字視為一個段落。"
msgid ""
"Returns the vertical offset of the paragraph found at the provided index.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回位於提供的索引處的段落的垂直偏移量。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的"
"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid "Returns the text without BBCode mark-up."
msgstr "返回沒有 BBCode 標記的文字。"
msgid "Returns the current selection text. Does not include BBCodes."
msgstr "返回目前選中的文字。不包括 BBCode。"
msgid ""
"Returns the current selection first character index if a selection is active, "
"[code]-1[/code] otherwise. Does not include BBCodes."
msgstr ""
"如果選區處於活動狀態,則返回目前選區第一個字元的索引,否則返回 [code]-1[/"
"code]。不包括 BBCode。"
msgid ""
"Returns the current selection last character index if a selection is active, "
"[code]-1[/code] otherwise. Does not include BBCodes."
msgstr ""
"如果選擇處於活動狀態,則返回目前選區最後一個字元的索引,否則返回 [code]-1[/"
"code]。不包括 BBCode。"
msgid ""
"Returns the total number of characters from text tags. Does not include "
"BBCodes."
msgstr "返回文字標籤的總字元數。不包括 BBCode。"
msgid ""
"Returns the number of visible lines.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回可見行數。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回的是文件已載入部分的"
"值。請使用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid ""
"Returns the number of visible paragraphs. A paragraph is considered visible "
"if at least one of its lines is visible.\n"
"[b]Note:[/b] If [member threaded] is enabled, this method returns a value for "
"the loaded part of the document. Use [method is_ready] or [signal finished] "
"to determine whether document is fully loaded."
msgstr ""
"返回可見段落的數量。如果段落中至少有一行是可見的,則該段落被認為是可見的。\n"
"[b]注意:[/b]如果啟用了 [member threaded],則此方法返回文件已載入部分的值。使"
"用 [method is_ready] 或 [signal finished] 來確定文件是否已完全載入。"
msgid ""
"Installs a custom effect. [param effect] should be a valid [RichTextEffect]."
msgstr "安裝自訂效果。[param effect] 應該是有效的 [RichTextEffect]。"
msgid ""
"If [member threaded] is enabled, returns [code]true[/code] if the background "
"thread has finished text processing, otherwise always return [code]true[/"
"code]."
msgstr ""
"如果啟用了 [member threaded],則在後臺執行緒完成文字處理後,返回 [code]true[/"
"code],否則始終返回 [code]true[/code]。"
msgid "Adds a newline tag to the tag stack."
msgstr "在標籤堆疊中新增一個換行標籤。"
msgid ""
"The assignment version of [method append_text]. Clears the tag stack and "
"inserts the new content."
msgstr "[method append_text] 的賦值版本。清空標籤堆疊並插入新內容。"
msgid "Parses BBCode parameter [param expressions] into a dictionary."
msgstr "將 BBCode 參數 [param expressions] 解析為字典。"
msgid ""
"Terminates the current tag. Use after [code]push_*[/code] methods to close "
"BBCodes manually. Does not need to follow [code]add_*[/code] methods."
msgstr ""
"終止目前標籤。使用 [code]push_*[/code] 方法之後手動關閉 BBCodes。不需要遵循 "
"[code]add_*[/code] 方法。"
msgid "Terminates all tags opened by [code]push_*[/code] methods."
msgstr "結束由 [code]compute_*[/code] 方法建立的計算命令列表。"
msgid ""
"Terminates tags opened after the last [method push_context] call (including "
"context marker), or all tags if there's no context marker on the stack."
msgstr ""
"終止上次[method push_context] 呼叫後開啟的標籤(包括本文標記),或者如果堆疊上"
"沒有本文標記,則終止所有標籤。"
msgid "Adds a context marker to the tag stack. See [method pop_context]."
msgstr "將本文標記新增至標記堆疊。請參閱[method pop_context]。"
msgid ""
"Adds a custom effect tag to the tag stack. The effect does not need to be in "
"[member custom_effects]. The environment is directly passed to the effect."
msgstr ""
"將一個自訂效果標籤新增到標籤堆疊。效果不需要在 [member custom_effects] 中。環"
"境被直接傳入給效果。"
msgid ""
"Adds language code used for text shaping algorithm and Open-Type font "
"features."
msgstr "語言程式碼,用於文字塑形演算法,如果留空則使用目前區域設定。"
msgid ""
"Removes a paragraph of content from the label. Returns [code]true[/code] if "
"the paragraph exists.\n"
"The [param paragraph] argument is the index of the paragraph to remove, it "
"can take values in the interval [code][0, get_paragraph_count() - 1][/code]."
msgstr ""
"從標籤中移除一段內容。如果該段落存在,則返回 [code]true[/code]。\n"
"[param paragraph] 參數是要移除的段落的索引,它可以在 [code][0, "
"get_paragraph_count() - 1][/code] 區間內取值。"
msgid "Scrolls the window's top line to match [param line]."
msgstr "滾動視窗,讓第一行與 [param line] 配對。"
msgid ""
"Scrolls the window's top line to match first line of the [param paragraph]."
msgstr "滾動視窗,讓第一行與 [param paragraph] 的第一行配對。"
msgid "Scrolls to the beginning of the current selection."
msgstr "滾動到目前選區的開頭。"
msgid ""
"Select all the text.\n"
"If [member selection_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"全選文字。\n"
"如果 [member selection_enabled] 為 [code]false[/code],則不會進行選擇。"
msgid "Sets color of a table cell border."
msgstr "設定表格的儲存格邊框顏色。"
msgid "Sets inner padding of a table cell."
msgstr "設定表格的儲存格內邊距。"
msgid ""
"Sets color of a table cell. Separate colors for alternating rows can be "
"specified."
msgstr "設定某個表格儲存格的顏色。可以為交替行指定單獨的顏色。"
msgid "Sets minimum and maximum size overrides for a table cell."
msgstr "設定某個表格儲存格的最小和最大尺寸覆蓋。"
msgid ""
"Edits the selected column's expansion options. If [param expand] is "
"[code]true[/code], the column expands in proportion to its expansion ratio "
"versus the other columns' ratios.\n"
"For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width "
"would expand 30 and 40 pixels, respectively.\n"
"If [param expand] is [code]false[/code], the column will not contribute to "
"the total ratio."
msgstr ""
"編輯選定列的擴充選項。如果 [param expand] 為 [code]true[/code],則該列按其擴展"
"比率相對於其他列的比率進行擴充。\n"
"例如,比率為 3 和 4 的兩列,加上 70 圖元的可用寬度,將分別擴充 30 和 40 像"
"素。\n"
"如果 [param expand] 為 [code]false[/code],則該列將不會對總比率產生影響。"
msgid ""
"Updates the existing images with the key [param key]. Only properties "
"specified by [param mask] bits are updated. See [method add_image]."
msgstr ""
"使用鍵[param key] 更新現有映像。僅更多[param mask] 位元指定的屬性。請參閱"
"[method add_image]。"
msgid ""
"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text "
"gets wrapped inside the node's bounding rectangle. To see how each mode "
"behaves, see [enum TextServer.AutowrapMode]."
msgstr ""
"如果設定為 [constant TextServer.AUTOWRAP_OFF] 以外的值,則文字將在節點的邊界矩"
"形內換行。要瞭解每種模式的行為,請參見 [enum TextServer.AutowrapMode]。"
msgid "If [code]true[/code], the label uses BBCode formatting."
msgstr "如果為 [code]true[/code],則該標籤使用 BBCode 格式。"
msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "為 [code]true[/code] 時按右鍵會顯示本文功能表。"
msgid ""
"The currently installed custom effects. This is an array of "
"[RichTextEffect]s.\n"
"To add a custom effect, it's more convenient to use [method install_effect]."
msgstr ""
"目前配置的自訂效果。這是一個[RichTextEffect]的陣列。\n"
"要新增一個自訂效果,使用[method install_effect]會更方便。"
msgid ""
"If [code]true[/code], the label's minimum size will be automatically updated "
"to fit its content, matching the behavior of [Label]."
msgstr ""
"如果為 [code]true[/code],該標籤的最小尺寸會自動更新,適應其內容,與 [Label] "
"的行為相配對。"
msgid ""
"The delay after which the loading progress bar is displayed, in milliseconds. "
"Set to [code]-1[/code] to disable progress bar entirely.\n"
"[b]Note:[/b] Progress bar is displayed only if [member threaded] is enabled."
msgstr ""
"載入進度條顯示的延遲時間,單位為毫秒。將其設定為 [code]-1[/code] 將完全禁用進"
"度條。\n"
"[b]注意:[/b]僅當 [member threaded] 已啟用時才會顯示進度條。"
msgid ""
"If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
"code] does not block scrolling completely. See [method scroll_to_line]."
msgstr ""
"如果為 [code]true[/code],則捲軸可見。將此設定為 [code]false[/code] 不會完全阻"
"止滾動。見[method scroll_to_line]。"
msgid ""
"If [code]true[/code], the window scrolls down to display new content "
"automatically."
msgstr "如果為 [code]true[/code],則視窗向下滾動以自動顯示新內容。"
msgid "If [code]true[/code], the label allows text selection."
msgstr "如果為 [code]true[/code],標籤允許文字選擇。"
msgid ""
"If [code]true[/code], shortcut keys for context menu items are enabled, even "
"if the context menu is disabled."
msgstr ""
"為 [code]true[/code] 時,即使本文選單已被禁用,也會啟用該本文選單的快捷鍵。"
msgid ""
"The number of spaces associated with a single tab length. Does not affect "
"[code]\\t[/code] in text tags, only indent tags."
msgstr ""
"與單個定位字元長度關聯的空格數。不影響文字標籤中的 [code]\\t[/code],只影響縮"
"進標籤。"
msgid "If [code]true[/code], text processing is done in a background thread."
msgstr "如果為 [code]true[/code],則文字處理在後臺執行緒中完成。"
msgid "Triggered when the document is fully loaded."
msgstr "當文件完全載入時觸發。"
msgid "Triggers when the mouse exits a meta tag."
msgstr "當滑鼠退出元標籤時觸發。"
msgid "Triggers when the mouse enters a meta tag."
msgstr "當滑鼠進入元標籤時觸發。"
msgid "Each list item has a number marker."
msgstr "每個列表項都有數位標記。"
msgid "Each list item has a letter marker."
msgstr "每個列表項都有字母標記。"
msgid "Each list item has a roman number marker."
msgstr "每個列表項都有羅馬數字標記。"
msgid "Each list item has a filled circle marker."
msgstr "每個列表項都有實心圓標記。"
msgid "Selects the whole [RichTextLabel] text."
msgstr "全選 [TextEdit] 文字。"
msgid "If this bit is set, [method update_image] changes image texture."
msgstr "如果設定了此位,[method update_image] 會變更影像紋理。"
msgid "If this bit is set, [method update_image] changes image size."
msgstr "如果設定了此位,[method update_image] 會變更影像大小。"
msgid "If this bit is set, [method update_image] changes image color."
msgstr "如果設定了此位,[method update_image] 會變更影像顏色。"
msgid ""
"If this bit is set, [method update_image] changes image inline alignment."
msgstr "如果設定了此位,[method update_image] 會變更影像行內對齊方式。"
msgid "If this bit is set, [method update_image] changes image texture region."
msgstr "如果設定了此位,[method update_image] 會變更影像紋理區域。"
msgid "If this bit is set, [method update_image] changes image padding."
msgstr "如果設定了此位,[method update_image] 會變更影像填入。"
msgid "If this bit is set, [method update_image] changes image tooltip."
msgstr "如果設定了此位,[method update_image] 會變更映像工具提示。"
msgid ""
"If this bit is set, [method update_image] changes image width from/to "
"percents."
msgstr ""
"如果設定了此位,[method update_image] 會將影像寬度從百分比變更為百分比。"
msgid "The default text color."
msgstr "預設文字顏色。"
msgid "The default tint of text outline."
msgstr "文字輪廓的預設色調。"
msgid ""
"The color of selected text, used when [member selection_enabled] is "
"[code]true[/code]. If equal to [code]Color(0, 0, 0, 0)[/code], it will be "
"ignored."
msgstr ""
"選中文字的顏色,當 [member selection_enabled] 為 [code]true[/code] 時使用。如"
"果等於 [code]Color(0, 0, 0, 0)[/code],則它將被忽略。"
msgid "The color of the font's shadow."
msgstr "字形陰影的顏色。"
msgid "The color of the selection box."
msgstr "選擇框的顏色。"
msgid "The default cell border color."
msgstr "預設儲存格邊框顏色。"
msgid "The default background color for even rows."
msgstr "偶數行的預設背景色。"
msgid "The default background color for odd rows."
msgstr "奇數行的預設背景色。"
msgid "The vertical space between lines."
msgstr "行之間的垂直空間。"
msgid "The horizontal offset of the font's shadow."
msgstr "字形陰影的水平偏移量。"
msgid "The vertical offset of the font's shadow."
msgstr "字形陰影的垂直偏移。"
msgid "The horizontal separation of elements in a table."
msgstr "表中元素的水平間距。"
msgid "The vertical separation of elements in a table."
msgstr "表中元素的垂直間距。"
msgid "The font used for bold text."
msgstr "用於粗體字的字形。"
msgid "The font used for bold italics text."
msgstr "用於粗斜體文字的字形。"
msgid "The font used for italics text."
msgstr "用於斜體字的字形。"
msgid "The font used for monospace text."
msgstr "用於等寬文字的字形。"
msgid "The default text font."
msgstr "預設的文字字形。"
msgid "The font size used for bold text."
msgstr "用於粗體文字的字形大小。"
msgid "The font size used for bold italics text."
msgstr "用於粗斜體文字的字形大小。"
msgid "The font size used for italics text."
msgstr "用於斜體文字的字形大小。"
msgid "The font size used for monospace text."
msgstr "用於等寬文字的字形大小。"
msgid "The default text font size."
msgstr "預設文字字形大小。"
msgid "The normal background for the [RichTextLabel]."
msgstr "[RichTextLabel] 的正常背景。"
msgid "A handle for a [Resource]'s unique identifier."
msgstr "[Resource] 的唯一識別碼的控制碼。"
msgid ""
"The RID [Variant] type is used to access a low-level resource by its unique "
"ID. RIDs are opaque, which means they do not grant access to the resource by "
"themselves. They are used by the low-level server classes, such as "
"[DisplayServer], [RenderingServer], [TextServer], etc.\n"
"A low-level resource may correspond to a high-level [Resource], such as "
"[Texture] or [Mesh]."
msgstr ""
"RID [Variant] 型別用於通過其唯一 ID 存取低級資源。RID 是不透明的,這意味著它們"
"不會自行授予對資源的存取權限。它們由低級服務類使用,例如 [DisplayServer]、"
"[RenderingServer]、[TextServer] 等。\n"
"低級資源可能對應於高級 [Resource],例如 [Texture] 或 [Mesh]。"
msgid "Constructs an empty [RID] with the invalid ID [code]0[/code]."
msgstr "建構空的 [RID],內容為無效的 ID [code]0[/code]。"
msgid "Constructs a [RID] as a copy of the given [RID]."
msgstr "建構給定 [RID] 的副本。"
msgid "Returns the ID of the referenced low-level resource."
msgstr "返回引用的底層資源的 ID。"
msgid "Returns [code]true[/code] if the [RID] is not [code]0[/code]."
msgstr "如果該 [RID] 非 [code]0[/code],則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the [RID]s are not equal."
msgstr "如果 [RID] 不相等,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is less than [param right]'s ID."
msgstr ""
"如果該 [RID] 的 ID 小於右側 [param right] 的 ID則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is less than or equal to [param "
"right]'s ID."
msgstr ""
"如果該 [RID] 的 ID 小於等於右側 [param right] 的 ID則返回 [code]true[/"
"code]。"
msgid ""
"Returns [code]true[/code] if both [RID]s are equal, which means they both "
"refer to the same low-level resource."
msgstr ""
"如果 [RID] 相等,則返回 [code]true[/code],表示它們引用的是同一個底層資源。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is greater than [param right]'s "
"ID."
msgstr ""
"如果該 [RID] 的 ID 大於右側 [param right] 的 ID則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [RID]'s ID is greater than or equal to "
"[param right]'s ID."
msgstr ""
"如果該 [RID] 的 ID 大於等於右側 [param right] 的 ID則返回 [code]true[/"
"code]。"
msgid "A 2D physics body that is moved by a physics simulation."
msgstr "由物理模擬進行移動的 2D 物理體。"
msgid ""
"[RigidBody2D] implements full 2D physics. It cannot be controlled directly, "
"instead, you must apply forces to it (gravity, impulses, etc.), and the "
"physics simulation will calculate the resulting movement, rotation, react to "
"collisions, and affect other physics bodies in its path.\n"
"The body's behavior can be adjusted via [member lock_rotation], [member "
"freeze], and [member freeze_mode]. By changing various properties of the "
"object, such as [member mass], you can control how the physics simulation "
"acts on it.\n"
"A rigid body will always maintain its shape and size, even when forces are "
"applied to it. It is useful for objects that can be interacted with in an "
"environment, such as a tree that can be knocked over or a stack of crates "
"that can be pushed around.\n"
"If you need to override the default physics behavior, you can write a custom "
"force integration function. See [member custom_integrator].\n"
"[b]Note:[/b] Changing the 2D transform or [member linear_velocity] of a "
"[RigidBody2D] very often may lead to some unpredictable behaviors. If you "
"need to directly affect the body, prefer [method _integrate_forces] as it "
"allows you to directly access the physics state."
msgstr ""
"[RigidBody2D] 實作了完整的 2D 物理。這個物理體無法直接控制,必須對其施加力(重"
"力、脈衝等),物理模擬將計算由此產生的移動、旋轉、對碰撞的反應以及對沿路其他物"
"理體的影響等。\n"
"可以使用 [member lock_rotation]、[member freeze]、和 [member freeze_mode] 調整"
"該物理體的行為。通過修改該物件的 [member mass] 等屬性,你可以控制物理模擬對其"
"的影響。\n"
"即使施加了力,剛體也會始終維持自身的形狀和大小。適用於環境中可互動的物件,例如"
"能夠推倒的樹木或者能夠被推動的一堆箱子。\n"
"如果你需要覆蓋預設的物理行為,你可以編寫自訂的力整合函式。見 [member "
"custom_integrator]。\n"
"[b]注意:[/b]頻繁修改 [RigidBody2D] 的 2D 變換或 [member linear_velocity] 可能"
"導致無法預期的行為。如果你需要直接影響物理體,請優先使用 [method "
"_integrate_forces],能夠直接存取物理狀態。"
msgid "2D Physics Platformer Demo"
msgstr "2D 物理平臺跳躍演示"
msgid "Instancing Demo"
msgstr "產生實體演示"
msgid ""
"Allows you to read and safely modify the simulation state for the object. Use "
"this instead of [method Node._physics_process] if you need to directly change "
"the body's [code]position[/code] or other physics properties. By default, it "
"works in addition to the usual physics behavior, but [member "
"custom_integrator] allows you to disable the default behavior and write "
"custom force integration for a body."
msgstr ""
"允許你讀取並安全地修改物件的類比狀態。如果你需要直接改變物體的 "
"[code]position[/code] 或其他物理屬性,請使用它代替 [method Node."
"_physics_process]。預設情況下,它是在通常的物理行為之外工作的,但是 [member "
"custom_integrator] 允許你禁用預設行為並為一個物體編寫自訂的合力。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update.\n"
"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
"inertia], an active [CollisionShape2D] must be a child of the node, or you "
"can manually set [member inertia]."
msgstr ""
"施加旋轉力但不影響位置。力是與時間相關的,應該每次物理更新時都要進行施加。\n"
"[b]注意:[/b]有 [member inertia] 才能正常工作。要讓 [member inertia] 存在,必"
"須有一個 [CollisionShape2D] 作為該節點的子節點,或者你也可以手動設定 [member "
"inertia]。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
"inertia], an active [CollisionShape2D] must be a child of the node, or you "
"can manually set [member inertia]."
msgstr ""
"在不影響位置的情況下,向實體施加一個旋轉脈衝。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生依賴於畫面播放速率的力。出於這個原"
"因它應該只在模擬一次性影響時使用否則使用“_force”函式。\n"
"[b]注意:[/b]需要 [member inertia] 才能發揮作用。要具有 [member inertia],活動"
"的 [CollisionShape2D] 必須是該節點的一個子節點,或者可以手動設定 [member "
"inertia]。"
msgid ""
"Returns a list of the bodies colliding with this one. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions.\n"
"[b]Note:[/b] The result of this test is not immediate after moving objects. "
"For performance, list of collisions is updated once per frame and before the "
"physics step. Consider using signals instead."
msgstr ""
"返回與此物體發生碰撞的物體的列表。需要將 [member contact_monitor] 設定為 "
"[code]true[/code],並將 [member max_contacts_reported] 設定足夠高以偵測所有碰"
"撞。\n"
"[b]注意:[/b]此測試的結果不會立即在移動物體後得出。為了提高性能,碰撞列表每影"
"格更新一次,且在物理步驟之前進行。可考慮改用訊號來代替。"
msgid ""
"Returns the number of contacts this body has with other bodies. By default, "
"this returns 0 unless bodies are configured to monitor contacts (see [member "
"contact_monitor]).\n"
"[b]Note:[/b] To retrieve the colliding bodies, use [method "
"get_colliding_bodies]."
msgstr ""
"返回此物體與其他物體的接觸數。預設情況下,除非配置監視接觸的物體(見 [member "
"contact_monitor]),否則返回 0。\n"
"[b]注意:[/b]要獲取正在碰撞的物體,請使用 [method get_colliding_bodies]。"
msgid ""
"Sets the body's velocity on the given axis. The velocity in the given vector "
"axis will be set as the given vector length. This is useful for jumping "
"behavior."
msgstr ""
"設定物體在給定軸上的速度。給定向量軸上的速度將設定為給定向量長度。這對於跳躍行"
"為很有用。"
msgid ""
"Damps the body's rotation. By default, the body will use the [b]Default "
"Angular Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any "
"value override set by an [Area2D] the body is in. Depending on [member "
"angular_damp_mode], you can set [member angular_damp] to be added to or to "
"replace the body's damping value.\n"
"See [member ProjectSettings.physics/2d/default_angular_damp] for more details "
"about damping."
msgstr ""
"減緩物體的旋轉。預設情況下,物體將使用 [b]專案> 專案設定> 物理> 2D[/b] 中的[b]"
"預設角阻尼[/b],或由 [Area2D] 設定的任何值覆蓋。根據 [member "
"angular_damp_mode],你可以設定 [member angular_damp_mode] 以新增到或替換物體的"
"阻尼值。\n"
"有關阻尼的更多詳細資訊,請參見 [member ProjectSettings.physics/2d/"
"default_angular_damp] 。"
msgid ""
"If [code]true[/code], the body can enter sleep mode when there is no "
"movement. See [member sleeping]."
msgstr ""
"如果為 [code]true[/code],則物體未運動時可以進入睡眠模式。見 [member "
"sleeping] 。"
msgid ""
"The body's custom center of mass, relative to the body's origin position, "
"when [member center_of_mass_mode] is set to [constant "
"CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where "
"applied forces only cause linear acceleration. Applying forces outside of the "
"center of mass causes angular acceleration.\n"
"When [member center_of_mass_mode] is set to [constant "
"CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is "
"automatically computed."
msgstr ""
"當 [member center_of_mass_mode] 設定為 [constant CENTER_OF_MASS_MODE_CUSTOM] "
"時,物體的自訂質心相對於物體原點位置的位置。這是物體的平衡點,只有施加在質心內"
"的力才會引起線性加速度。施加在質心之外的力會引起角加速度。\n"
"當 [member center_of_mass_mode] 設定為 [constant CENTER_OF_MASS_MODE_AUTO](預"
"設值)時,會自動計算質心。"
msgid ""
"Defines the way the body's center of mass is set. See [enum CenterOfMassMode] "
"for possible values."
msgstr "定義設定物體質心的方式。可能的取值見 [enum CenterOfMassMode]。"
msgid ""
"The body's total constant positional forces applied during each physics "
"update.\n"
"See [method add_constant_force] and [method add_constant_central_force]."
msgstr ""
"在每個物理更新期間施加到物體的總恒定位置的力。\n"
"見 [method add_constant_force] 和 [method add_constant_central_force] 。"
msgid ""
"The body's total constant rotational forces applied during each physics "
"update.\n"
"See [method add_constant_torque]."
msgstr ""
"在每個物理更新期間施加的物體的總恒定旋轉力。\n"
"見 [method add_constant_torque] 。"
msgid ""
"If [code]true[/code], the RigidBody2D will emit signals when it collides with "
"another body.\n"
"[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning "
"nothing will be recorded, see [member max_contacts_reported]."
msgstr ""
"如果為 [code]true[/code],則該 RigidBody2D 將在與其他物體碰撞時發出訊號。\n"
"[b]注意:[/b]預設情況下,報告的最大接觸數被設定為 0表示不會記錄任何內容見 "
"[member max_contacts_reported]。"
msgid ""
"Continuous collision detection mode.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide instead of moving it and correcting its movement after collision. "
"Continuous collision detection is slower, but more precise and misses fewer "
"collisions with small, fast-moving objects. Raycasting and shapecasting "
"methods are available. See [enum CCDMode] for details."
msgstr ""
"連續碰撞偵測模式。\n"
"連續碰撞偵測嘗試預測一個移動的物體會在哪裡碰撞,而不是移動它並在碰撞後糾正它的"
"運動。連續碰撞偵測速度較慢,但更精確,並且與快速移動的小物體發生碰撞時遺漏更"
"少。可以使用光線投射和形狀投射方法。有關詳細資訊,請參閱 [enum CCDMode]。"
msgid ""
"If [code]true[/code], internal force integration is disabled for this body. "
"Aside from collision response, the body will only move as determined by the "
"[method _integrate_forces] function."
msgstr ""
"如果為 [code]true[/code],則禁用該物體的內力積分。除了碰撞回應,物體只會按照 "
"[method _integrate_forces] 函式確定的方式移動。"
msgid ""
"If [code]true[/code], the body is frozen. Gravity and forces are not applied "
"anymore.\n"
"See [member freeze_mode] to set the body's behavior when frozen.\n"
"For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] "
"instead."
msgstr ""
"如果位 [code]true[/code],則物體被凍結。不再施加重力和力。\n"
"請參閱 [member freeze_mode],以設定凍結時,物體的行為。\n"
"對於始終凍結的物體,請改用 [StaticBody2D] 或 [AnimatableBody2D]。"
msgid ""
"The body's freeze mode. Can be used to set the body's behavior when [member "
"freeze] is enabled. See [enum FreezeMode] for possible values.\n"
"For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] "
"instead."
msgstr ""
"該物體的凍結模式。可以設定該物體在啟用 [member freeze] 時的行為。可能的值見 "
"[enum FreezeMode]。\n"
"對於始終凍結的物體,請改用 [StaticBody3D] 或 [AnimatableBody3D]。"
msgid ""
"Multiplies the gravity applied to the body. The body's gravity is calculated "
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
"乘以施加在物體上的重力。物體的重力是由[b]專案 > 專案設定 > 物理 > 2D[/b] 中的"
"[b]預設重力[/b]值和/或任何由 [Area2D] 套用的額外重力向量計算出來的。"
msgid ""
"The body's moment of inertia. This is like mass, but for rotation: it "
"determines how much torque it takes to rotate the body. The moment of inertia "
"is usually computed automatically from the mass and the shapes, but this "
"property allows you to set a custom value.\n"
"If set to [code]0[/code], inertia is automatically computed (default value).\n"
"[b]Note:[/b] This value does not change when inertia is automatically "
"computed. Use [PhysicsServer2D] to get the computed inertia.\n"
"[codeblocks]\n"
"[gdscript]\n"
"@onready var ball = $Ball\n"
"\n"
"func get_ball_inertia():\n"
" return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid())."
"inverse_inertia\n"
"[/gdscript]\n"
"[csharp]\n"
"private RigidBody2D _ball;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _ball = GetNode<RigidBody2D>(\"Ball\");\n"
"}\n"
"\n"
"private float GetBallInertia()\n"
"{\n"
" return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid())."
"InverseInertia;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"該物體的慣性力矩。與品質類似,但適用於旋轉:用於確定需要施加多少扭矩才能讓該物"
"體旋轉。通常會自動根據品質和形狀計算慣性力矩,但這個屬性能夠讓你設定自訂的"
"值。\n"
"設定為 [code]0[/code] 時,會自動計算慣性(預設值)。\n"
"[b]注意:[/b]自動計算出慣性後,這個值不會改變。請使用 [PhysicsServer2D] 獲取計"
"算出的慣性。\n"
"[codeblocks]\n"
"[gdscript]\n"
"@onready var ball = $Ball\n"
"\n"
"func get_ball_inertia():\n"
" return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid())."
"inverse_inertia\n"
"[/gdscript]\n"
"[csharp]\n"
"private RigidBody2D _ball;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _ball = GetNode<RigidBody2D>(\"Ball\");\n"
"}\n"
"\n"
"private float GetBallInertia()\n"
"{\n"
" return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid())."
"InverseInertia;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Damps the body's movement. By default, the body will use the [b]Default "
"Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any "
"value override set by an [Area2D] the body is in. Depending on [member "
"linear_damp_mode], you can set [member linear_damp] to be added to or to "
"replace the body's damping value.\n"
"See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
"about damping."
msgstr ""
"阻礙物體的運動。預設情況下,物體將使用 [b]專案 > 專案設定 > 物理 > 2D[/b] 中"
"的 [b]預設線性阻尼[/b]或物體所在的 [Area2D] 設定的任何值覆蓋。取決於 [member "
"linear_damp_mode],你可以將 [member linear_damp] 設定為新增或替換物體的阻尼"
"值。\n"
"有關阻尼的更多詳細資訊,請參見 [member ProjectSettings.physics/2d/"
"default_linear_damp]。"
msgid ""
"The body's linear velocity in pixels per second. Can be used sporadically, "
"but [b]don't set this every frame[/b], because physics may run in another "
"thread and runs at a different granularity. Use [method _integrate_forces] as "
"your process loop for precise control of the body state."
msgstr ""
"該實體的線速度,單位為圖元每秒。可以偶爾使用,但是[b]不要每一影格都去設定[/"
"b],因為物理可能在另一個執行緒中運作,並且以不同的間隔。使用 [method "
"_integrate_forces] 作為你的程序迴圈,以精確控制物體狀態。"
msgid ""
"If [code]true[/code], the body cannot rotate. Gravity and forces only apply "
"linear movement."
msgstr "如果為 [code]true[/code],則該物體不能旋轉。重力和力只施加線性運動。"
msgid ""
"The maximum number of contacts that will be recorded. Requires a value "
"greater than 0 and [member contact_monitor] to be set to [code]true[/code] to "
"start to register contacts. Use [method get_contact_count] to retrieve the "
"count or [method get_colliding_bodies] to retrieve bodies that have been "
"collided with.\n"
"[b]Note:[/b] The number of contacts is different from the number of "
"collisions. Collisions between parallel edges will result in two contacts "
"(one at each end), and collisions between parallel faces will result in four "
"contacts (one at each corner)."
msgstr ""
"將記錄的最大接觸點數。需要一個大於 0 的值,並將 [member contact_monitor] 設定"
"為 [code]true[/code] 以開始註冊接觸。使用 [method get_contact_count] 檢索計數"
"或使用 [method get_colliding_bodies] 檢索已發生碰撞的物體。\n"
"[b]注意:[/b]接觸點的數量不同於碰撞的數量。平行邊之間的碰撞將導致兩個接觸點"
"(每個端點一個),平行面之間的碰撞將導致四個接觸點(每個角落一個)。"
msgid ""
"The physics material override for the body.\n"
"If a material is assigned to this property, it will be used instead of any "
"other physics material, such as an inherited one."
msgstr ""
"物體的物理材質。\n"
"如果為該屬性指定了一種材質,則將使用該材質代替任何其他物理材質,例如繼承的材"
"質。"
msgid ""
"If [code]true[/code], the body will not move and will not calculate forces "
"until woken up by another body through, for example, a collision, or by using "
"the [method apply_impulse] or [method apply_force] methods."
msgstr ""
"如果為 [code]true[/code] ,該剛體將不會移動,也不會計算受力,直到被另一個物體"
"喚醒,例如通過碰撞或使用 [method apply_impulse] 或 [method apply_force] 方法。"
msgid ""
"Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
"當與另一個 [PhysicsBody2D] 或 [TileMap] 發生碰撞時發出。需要將 [member "
"contact_monitor] 設定為 [code]true[/code],並將 [member "
"max_contacts_reported] 設定得足夠高以偵測所有碰撞。如果 [TileSet] 具有碰撞 "
"[Shape2D],則 [TileMap] 將被偵測。\n"
"[param body] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果該節點存在於樹"
"中。"
msgid ""
"Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap]."
msgstr ""
"當與另一個 [PhysicsBody2D] 或 [TileMap] 的碰撞結束時發出。需要將 [member "
"contact_monitor] 設定為 [code]true[/code],並將 [member "
"max_contacts_reported] 設定得足夠高以偵測所有碰撞。如果 [TileSet] 具有碰撞 "
"[Shape2D],則 [TileMap] 將被偵測。\n"
"[param body] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果該節點存在於樹"
"中。"
msgid ""
"Emitted when one of this RigidBody2D's [Shape2D]s collides with another "
"[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] "
"to be set to [code]true[/code] and [member max_contacts_reported] to be set "
"high enough to detect all the collisions. [TileMap]s are detected if the "
"[TileSet] has Collision [Shape2D]s.\n"
"[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
"[CollisionObject2D] used by the [PhysicsServer2D].\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap].\n"
"[param body_shape_index] the index of the [Shape2D] of the other "
"[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the "
"[CollisionShape2D] node with [code]body.shape_owner_get_owner(body."
"shape_find_owner(body_shape_index))[/code].\n"
"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used "
"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
msgstr ""
"當該 RigidBody2D 的一個 [Shape2D] 與另一個 [PhysicsBody2D] 或 [TileMap] 的 "
"[Shape2D] 碰撞時發出。需要將 [member contact_monitor] 設定為 [code]true[/"
"code],並將 [member max_contacts_reported] 設定得足夠高以偵測所有碰撞。如果 "
"[TileSet] 具有 Collision [Shape2D],則 [TileMap] 會被偵測到。\n"
"[param body_rid] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 [TileSet] "
"的 [CollisionObject2D] 的 [RID]。\n"
"[param body] 其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果該節點存在於樹"
"中。\n"
"[param body_shape_index] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 "
"[TileMap] 的 [Shape2D] 的索引。該 [CollisionShape2D] 節點可以使用 [code]body."
"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 獲取。\n"
"[param local_shape_index] 由 [PhysicsServer2D] 使用的該 RigidBody2D 的 "
"[Shape2D] 的索引。該 [CollisionShape2D] 節點可以使用 [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 獲取。"
msgid ""
"Emitted when the collision between one of this RigidBody2D's [Shape2D]s and "
"another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
"[param body_rid] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
"[CollisionObject2D] used by the [PhysicsServer2D].\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody2D] or [TileMap].\n"
"[param body_shape_index] the index of the [Shape2D] of the other "
"[PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. Get the "
"[CollisionShape2D] node with [code]body.shape_owner_get_owner(body."
"shape_find_owner(body_shape_index))[/code].\n"
"[param local_shape_index] the index of the [Shape2D] of this RigidBody2D used "
"by the [PhysicsServer2D]. Get the [CollisionShape2D] node with [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
msgstr ""
"當該 RigidBody2D 的一個 [Shape2D] 與另一個 [PhysicsBody2D] 或 [TileMap] 的 "
"[Shape2D] 之間的碰撞結束時發出。需要將 [member contact_monitor] 設定為 "
"[code]true[/code],並將 [member max_contacts_reported] 設定得足夠高以偵測所有"
"碰撞。如果 [TileSet] 具有 Collision [Shape2D],則 [TileMap] 會被偵測到。\n"
"[param body_rid] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 [TileSet] "
"的 [CollisionObject2D] 的 [RID]。\n"
"[param body] 其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果該節點存在於樹"
"中。\n"
"[param body_shape_index] 由 [PhysicsServer2D] 使用的其他 [PhysicsBody2D] 或 "
"[TileMap] 的 [Shape2D] 的索引。該 [CollisionShape2D] 節點可以使用 [code]body."
"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 獲取。\n"
"[param local_shape_index] 由 [PhysicsServer2D] 使用的該 RigidBody2D 的 "
"[Shape2D] 的索引。該 [CollisionShape2D] 節點可以使用 [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 獲取。"
msgid ""
"Emitted when the physics engine changes the body's sleeping state.\n"
"[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
"signal. It is only emitted if the sleeping state is changed by the physics "
"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
msgstr ""
"當物理引擎改變物體的睡眠狀態時發出。\n"
"[b]注意:[/b]改變 [member sleeping] 的值不會觸發這個訊號。只有當物理引擎改變了"
"睡眠狀態或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] 時,它"
"才會被發出。"
msgid ""
"Static body freeze mode (default). The body is not affected by gravity and "
"forces. It can be only moved by user code and doesn't collide with other "
"bodies along its path."
msgstr ""
"靜態物體凍結模式(預設)。物體不受重力和力的影響。它只能由使用者的程式碼移動,"
"並且其他物體沿其路徑運動時,不會與之發生碰撞。"
msgid ""
"Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but "
"collides with other bodies along its path when moved. Useful for a frozen "
"body that needs to be animated."
msgstr ""
"運動物體的凍結模式。類似於 [constant FREEZE_MODE_STATIC] ,但是在移動時會與其"
"路徑上的其他物體發生碰撞。適用於需要動畫的凍結物體。"
msgid ""
"In this mode, the body's center of mass is calculated automatically based on "
"its shapes. This assumes that the shapes' origins are also their center of "
"mass."
msgstr ""
"在此模式下,該物體的質心將基於其形狀自動計算。此處的前提是各個形狀的原點也是對"
"應的質心。"
msgid ""
"In this mode, the body's center of mass is set through [member "
"center_of_mass]. Defaults to the body's origin position."
msgstr ""
"在此模式下,物體的質心通過 [member center_of_mass] 設定。預設為物體的原點位元"
"置。"
msgid ""
"Continuous collision detection disabled. This is the fastest way to detect "
"body collisions, but can miss small, fast-moving objects."
msgstr ""
"禁用連續碰撞偵測。這是偵測物體碰撞的最快方法,但可能會錯過小型、快速移動的物"
"體。"
msgid ""
"Continuous collision detection enabled using raycasting. This is faster than "
"shapecasting but less precise."
msgstr "使用射線投射啟用連續碰撞偵測。這比形狀投射快,但精度較低。"
msgid ""
"Continuous collision detection enabled using shapecasting. This is the "
"slowest CCD method and the most precise."
msgstr "使用形狀投射啟用連續碰撞偵測。這是最慢的 CCD 方法,也是最精確的。"
msgid "A 3D physics body that is moved by a physics simulation."
msgstr "由物理模擬進行移動的 3D 物理體。"
msgid ""
"[RigidBody3D] implements full 3D physics. It cannot be controlled directly, "
"instead, you must apply forces to it (gravity, impulses, etc.), and the "
"physics simulation will calculate the resulting movement, rotation, react to "
"collisions, and affect other physics bodies in its path.\n"
"The body's behavior can be adjusted via [member lock_rotation], [member "
"freeze], and [member freeze_mode]. By changing various properties of the "
"object, such as [member mass], you can control how the physics simulation "
"acts on it.\n"
"A rigid body will always maintain its shape and size, even when forces are "
"applied to it. It is useful for objects that can be interacted with in an "
"environment, such as a tree that can be knocked over or a stack of crates "
"that can be pushed around.\n"
"If you need to override the default physics behavior, you can write a custom "
"force integration function. See [member custom_integrator].\n"
"[b]Note:[/b] Changing the 3D transform or [member linear_velocity] of a "
"[RigidBody3D] very often may lead to some unpredictable behaviors. If you "
"need to directly affect the body, prefer [method _integrate_forces] as it "
"allows you to directly access the physics state."
msgstr ""
"[RigidBody3D] 實作了完整的 3D 物理。這個物理體無法直接控制,必須對其施加力(重"
"力、脈衝等),物理模擬將計算由此產生的移動、旋轉、對碰撞的反應以及對沿路其他物"
"理體的影響等。\n"
"可以使用 [member lock_rotation]、[member freeze]、和 [member freeze_mode] 調整"
"該物理體的行為。通過修改該物件的 [member mass] 等屬性,你可以控制物理模擬對其"
"的影響。\n"
"即使施加了力,剛體也會始終維持自身的形狀和大小。適用於環境中可互動的物件,例如"
"能夠推倒的樹木或者能夠被推動的一堆箱子。\n"
"如果你需要覆蓋預設的物理行為,你可以編寫自訂的力整合函式。見 [member "
"custom_integrator]。\n"
"[b]注意:[/b]頻繁修改 [RigidBody3D] 的 3D 變換或 [member linear_velocity] 可能"
"導致無法預期的行為。如果你需要直接影響物理體,請優先使用 [method "
"_integrate_forces],能夠直接存取物理狀態。"
msgid ""
"Applies a rotational force without affecting position. A force is time "
"dependent and meant to be applied every physics update.\n"
"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
"inertia], an active [CollisionShape3D] must be a child of the node, or you "
"can manually set [member inertia]."
msgstr ""
"施加旋轉力但不影響位置。力是與時間相關的,應該每次物理更新時都要進行施加。\n"
"[b]注意:[/b]有 [member inertia] 才能正常工作。要讓 [member inertia] 存在,必"
"須有一個 [CollisionShape3D] 作為該節點的子節點,或者你也可以手動設定 [member "
"inertia]。"
msgid ""
"Applies a rotational impulse to the body without affecting the position.\n"
"An impulse is time-independent! Applying an impulse every frame would result "
"in a framerate-dependent force. For this reason, it should only be used when "
"simulating one-time impacts (use the \"_force\" functions otherwise).\n"
"[b]Note:[/b] [member inertia] is required for this to work. To have [member "
"inertia], an active [CollisionShape3D] must be a child of the node, or you "
"can manually set [member inertia]."
msgstr ""
"在不影響位置的情況下,向實體施加一個旋轉脈衝。\n"
"脈衝是時間無關的!每影格施加一個脈衝將產生一個依賴於畫面播放速率的力。出於這個"
"原因它應該只在模擬一次性影響時使用否則使用“_force”函式。\n"
"[b]注意:[/b]需要 [member inertia] 才能發揮作用。要具有 [member inertia],活動"
"的 [CollisionShape3D] 必須是該節點的一個子節點,或者可以手動設定 [member "
"inertia]。"
msgid ""
"Returns the inverse inertia tensor basis. This is used to calculate the "
"angular acceleration resulting from a torque applied to the [RigidBody3D]."
msgstr ""
"返回逆慣性張量基礎。這用於計算施加到 [RigidBody3D] 上的扭矩產生的角加速度。"
msgid "The RigidBody3D's rotational velocity in [i]radians[/i] per second."
msgstr "該 RigidBody3D 的旋轉速度,單位為[i]弧度[/i]每秒。"
msgid ""
"If [code]true[/code], the RigidBody3D will emit signals when it collides with "
"another body.\n"
"[b]Note:[/b] By default the maximum contacts reported is set to 0, meaning "
"nothing will be recorded, see [member max_contacts_reported]."
msgstr ""
"如果為 [code]true[/code],則該 RigidBody3D 將在與其他物體碰撞時發出訊號。\n"
"[b]注意:[/b]預設情況下,報告的最大接觸數被設定為 0表示不會記錄任何內容見 "
"[member max_contacts_reported]。"
msgid ""
"If [code]true[/code], continuous collision detection is used.\n"
"Continuous collision detection tries to predict where a moving body will "
"collide, instead of moving it and correcting its movement if it collided. "
"Continuous collision detection is more precise, and misses fewer impacts by "
"small, fast-moving objects. Not using continuous collision detection is "
"faster to compute, but can miss small, fast-moving objects."
msgstr ""
"如果為 [code]true[/code],則使用連續碰撞偵測。\n"
"連續碰撞偵測嘗試預測一個移動的物體會在哪裡碰撞,而不是移動它並在它發生碰撞時糾"
"正它的運動。連續碰撞偵測更精確,並且錯過了較小的、快速移動的物體的撞擊。不使用"
"連續碰撞偵測的計算速度更快,但可能會錯過小的、快速移動的物體。"
msgid ""
"If [code]true[/code], the body is frozen. Gravity and forces are not applied "
"anymore.\n"
"See [member freeze_mode] to set the body's behavior when frozen.\n"
"For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] "
"instead."
msgstr ""
"如果為 [code]true[/code],則該物體被凍結。不再施加重力和力。\n"
"要設定凍結時物體的行為,見 [member freeze_mode]。\n"
"對於始終凍結的物體,請改用 [StaticBody3D] 或 [AnimatableBody3D]。"
msgid ""
"The body's freeze mode. Can be used to set the body's behavior when [member "
"freeze] is enabled. See [enum FreezeMode] for possible values.\n"
"For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] "
"instead."
msgstr ""
"物體的凍結模式。可用於設定啟用 [member freeze] 時物體的行為。可能的取值見 "
"[enum FreezeMode] 。\n"
"對於始終凍結的物體,請使用 [StaticBody3D] 或 [AnimatableBody3D]。"
msgid ""
"This is multiplied by the global 3D gravity setting found in [b]Project > "
"Project Settings > Physics > 3d[/b] to produce RigidBody3D's gravity. For "
"example, a value of 1 will be normal gravity, 2 will apply double gravity, "
"and 0.5 will apply half gravity to this object."
msgstr ""
"此值將乘以在 [b]專案 > 專案設定 > 物理 > 3D[/b] 中獲取的全域 3D 重力設定,以產"
"生 RigidBody3D 的重力。例如,值為 1 表示正常重力,值為 2 將施加雙倍重力,而值"
"為 0.5 將施加一半重力到該對象。"
msgid ""
"Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody3D] or [GridMap]."
msgstr ""
"當與另一個 [PhysicsBody3D] 或 [GridMap] 發生碰撞時發出。需要將 [member "
"contact_monitor] 設定為 [code]true[/code],並將 [member "
"max_contacts_reported] 設定得足夠高以偵測所有碰撞。如果 [MeshLibrary] 具有碰"
"撞 [Shape3D],則 [GridMap] 會被偵測。\n"
"[param body] 是其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果該節點存在於樹"
"中。"
msgid ""
"Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. "
"Requires [member contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody3D] or [GridMap]."
msgstr ""
"當與另一個 [PhysicsBody3D] 或 [GridMap] 的碰撞結束時發出。需要將 [member "
"contact_monitor] 設定為 [code]true[/code],並將 [member "
"max_contacts_reported] 設定得足夠高以偵測所有碰撞。如果 [MeshLibrary] 具有碰"
"撞 [Shape3D],則 [GridMap] 會被偵測。\n"
"[param body] 是其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果該節點存在於樹"
"中。"
msgid ""
"Emitted when one of this RigidBody3D's [Shape3D]s collides with another "
"[PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] "
"to be set to [code]true[/code] and [member max_contacts_reported] to be set "
"high enough to detect all the collisions. [GridMap]s are detected if the "
"[MeshLibrary] has Collision [Shape3D]s.\n"
"[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s "
"[CollisionObject3D] used by the [PhysicsServer3D].\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody3D] or [GridMap].\n"
"[param body_shape_index] the index of the [Shape3D] of the other "
"[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the "
"[CollisionShape3D] node with [code]body.shape_owner_get_owner(body."
"shape_find_owner(body_shape_index))[/code].\n"
"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used "
"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
msgstr ""
"當該 RigidBody3D 的一個 [Shape3D] 與另一個 [PhysicsBody3D] 或 [GridMap] 的 "
"[Shape3D] 碰撞時發出。需要將 [member contact_monitor] 設定為 [code]true[/"
"code],並將 [member max_contacts_reported] 設定得足夠高以偵測所有碰撞。如果 "
"[MeshLibrary] 具有 Collision [Shape3D],則 [GridMap] 會被偵測到。\n"
"[param body_rid] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或 "
"[MeshLibrary] 的 [CollisionObject3D] 的 [RID]。\n"
"[param body] 其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果該節點存在於樹"
"中。\n"
"[param body_shape_index] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或 "
"[GridMap] 的 [Shape3D] 的索引。該 [CollisionShape3D] 節點可以使用 [code]body."
"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 獲取。\n"
"[param local_shape_index] 由 [PhysicsServer3D] 使用的該 RigidBody3D 的 "
"[Shape3D] 的索引。該 [CollisionShape3D] 節點可以使用 [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 獲取。"
msgid ""
"Emitted when the collision between one of this RigidBody3D's [Shape3D]s and "
"another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member "
"contact_monitor] to be set to [code]true[/code] and [member "
"max_contacts_reported] to be set high enough to detect all the collisions. "
"[GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s.\n"
"[param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s "
"[CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if "
"the Meshes have [Shape3D]s.\n"
"[param body] the [Node], if it exists in the tree, of the other "
"[PhysicsBody3D] or [GridMap].\n"
"[param body_shape_index] the index of the [Shape3D] of the other "
"[PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the "
"[CollisionShape3D] node with [code]body.shape_owner_get_owner(body."
"shape_find_owner(body_shape_index))[/code].\n"
"[param local_shape_index] the index of the [Shape3D] of this RigidBody3D used "
"by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]."
msgstr ""
"當該 RigidBody3D 的一個 [Shape3D] 與另一個 [PhysicsBody3D] 或 [GridMap] 的 "
"[Shape3D] 之間的碰撞結束時發出。需要將 [member contact_monitor] 設定為 "
"[code]true[/code],並將 [member max_contacts_reported] 設定得足夠高以偵測所有"
"碰撞。如果 [MeshLibrary] 具有碰撞 [Shape3D],則 [GridMap] 將被偵測。\n"
"[param body_rid] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或 "
"[MeshLibrary] 的 [CollisionObject3D] 的 [RID]。如果網格具有 [Shape3D],則 "
"[GridMap] 將被偵測。\n"
"[param body] 其他 [PhysicsBody3D] 或 [GridMap] 的 [Node],如果該節點存在於樹"
"中。\n"
"[param body_shape_index] 由 [PhysicsServer3D] 使用的其他 [PhysicsBody3D] 或"
"[GridMap] 的[Shape3D] 的索引。該 [CollisionShape3D] 節點可以使用 [code]body."
"shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code] 獲取。\n"
"[param local_shape_index] 由 [PhysicsServer3D] 使用的該 RigidBody3D 的 "
"[Shape3D] 的索引。該 [CollisionShape3D] 節點可以使用 [code]self."
"shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code] 獲取。"
msgid "Editor-only helper for setting up root motion in [AnimationMixer]."
msgstr "在 [AnimationTree] 中設定根運動的僅編輯器可用的輔助工具。"
msgid ""
"[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
"is used to give impulse to a character. When working with 3D animations, a "
"popular technique is for animators to use the root skeleton bone to give "
"motion to the rest of the skeleton. This allows animating characters in a way "
"where steps actually match the floor below. It also allows precise "
"interaction with objects during cinematics. See also [AnimationMixer].\n"
"[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
"hidden automatically in the running project."
msgstr ""
"[i]根運動[/i]Root Motion是一種動畫技術通過使用網格的骨架為角色提供沖量。"
"在處理 3D 動畫時,動畫師通常使用根骨骼來為其餘的骨骼提供動作,從而使得角色的動"
"畫能夠準確地配對地面,並實作在電影中與物體的精確互動。另請參閱 "
"[AnimationTree]。\n"
"[b]注意:[/b][RootMotionView] 僅在編輯器中可見。在運作的專案中將自動隱藏。"
msgid "Using AnimationTree - Root motion"
msgstr "使用 AnimationTree - 根運動"
msgid "Path to an [AnimationMixer] node to use as a basis for root motion."
msgstr "用作根運動的基的 [AnimationTree] 節點的路徑。"
msgid "The grid's cell size in 3D units."
msgstr "以 3D 單位表示的網格單元大小。"
msgid "The grid's color."
msgstr "網格的顏色。"
msgid ""
"The grid's radius in 3D units. The grid's opacity will fade gradually as the "
"distance from the origin increases until this [member radius] is reached."
msgstr ""
"以 3D 單位表示的網格半徑。隨著與原點的距離增加,網格的不透明度將逐漸消失,直到"
"達到此半徑 [member radius]。"
msgid ""
"If [code]true[/code], the grid's points will all be on the same Y coordinate "
"([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
"coordinate is preserved."
msgstr ""
"如果為 [code]true[/code],則網格的點都將位於相同的 Y 座標上([i]local[/i] Y = "
"0。如果 [code]false[/code],則保留點的原始 Y 座標。"
msgid "High-level multiplayer API implementation."
msgstr "高階多人遊戲 API 實作。"
msgid ""
"This class is the default implementation of [MultiplayerAPI], used to provide "
"multiplayer functionalities in Godot Engine.\n"
"This implementation supports RPCs via [method Node.rpc] and [method Node."
"rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it "
"will fail for other object types).\n"
"This implementation additionally provide [SceneTree] replication via the "
"[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the "
"[SceneReplicationConfig] resource.\n"
"[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
"detail and isn't meant to be used by non-Godot servers. It may change without "
"notice.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"這個類是 [MultiplayerAPI] 的預設實作,用於在 Godot 引擎中提供多人遊戲功能。\n"
"該實作通過 [method Node.rpc] 和 [method Node.rpc_id] 來支援 RPC需要向 "
"[method MultiplayerAPI.rpc] 傳遞一個 [Node](傳入其他物件型別會導致失敗)。\n"
"該實作還提供了 [SceneTree] 複製功能,使用的是 [MultiplayerSpawner] 和 "
"[MultiplayerSynchronizer] 節點,以及 [SceneReplicationConfig] 資源,。\n"
"[b]注意:[/b]高階多人遊戲 API 協議屬於實作細節,並不打算提供給非 Godot 伺服器"
"使用。對協議的更改可能不會進行提前通知。\n"
"[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署之前,請務必在安卓導出"
"預設中開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 "
"Android 阻止。"
msgid ""
"Clears the current SceneMultiplayer network state (you shouldn't call this "
"unless you know what you are doing)."
msgstr ""
"清除目前 SceneMultiplayer 的網路狀態(除非你知道你在做什麼,否則不應該呼叫這個"
"函式)。"
msgid ""
"Mark the authentication step as completed for the remote peer identified by "
"[param id]. The [signal MultiplayerAPI.peer_connected] signal will be emitted "
"for this peer once the remote side also completes the authentication. No "
"further authentication messages are expected to be received from this peer.\n"
"If a peer disconnects before completing authentication, either due to a "
"network issue, the [member auth_timeout] expiring, or manually calling "
"[method disconnect_peer], the [signal peer_authentication_failed] signal will "
"be emitted instead of [signal MultiplayerAPI.peer_disconnected]."
msgstr ""
"完成對由 [param id] 標識的遠端對等體的身份驗證步驟。遠端端也完成身份驗證之後,"
"將會為這個對等體發出 [signal MultiplayerAPI.peer_connected] 訊號。不會再從此對"
"等體接收到身份驗證消息。\n"
"如果對等體在完成身份驗證之前斷開連接,無論是由於網路問題、[member "
"auth_timeout] 過期還是手動呼叫 [method disconnect_peer],都會發出 [signal "
"peer_authentication_failed] 訊號,而不是 [signal MultiplayerAPI."
"peer_disconnected] 訊號。"
msgid ""
"Disconnects the peer identified by [param id], removing it from the list of "
"connected peers, and closing the underlying connection with it."
msgstr ""
"斷開由 [param id] 標識的對等體的連接,將其從連接的對等體列表中移除,並關閉與它"
"的底層連接。"
msgid ""
"Returns the IDs of the peers currently trying to authenticate with this "
"[MultiplayerAPI]."
msgstr "返回目前嘗試使用此 [MultiplayerAPI] 進行身份驗證的對等方的 ID。"
msgid ""
"Sends the specified [param data] to the remote peer identified by [param id] "
"as part of an authentication message. This can be used to authenticate peers, "
"and control when [signal MultiplayerAPI.peer_connected] is emitted (and the "
"remote peer accepted as one of the connected peers)."
msgstr ""
"將指定的 [param data] 作為身份驗證消息的一部分發送到由 [param id] 標識的遠端對"
"等方。這可用於驗證對等方,並控制何時發出 [signal MultiplayerAPI."
"peer_connected](並接受遠端對等方作為連接的對等方之一)。"
msgid ""
"Sends the given raw [param bytes] to a specific peer identified by [param id] "
"(see [method MultiplayerPeer.set_target_peer]). Default ID is [code]0[/code], "
"i.e. broadcast to all peers."
msgstr ""
"向由 [param id] 標識的特定對等體發送給定的原始位元組 [param bytes](見 "
"[method MultiplayerPeer.set_target_peer])。預設 ID 為 [code]0[/code],即廣播"
"到所有對等體。"
msgid ""
"If [code]true[/code], the MultiplayerAPI will allow encoding and decoding of "
"object during RPCs.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threat such as remote code execution."
msgstr ""
"如果為 [code]true[/code],則 MultiplayerAPI 將允許在遠端程式呼叫期間對對象進行"
"編碼和解碼。\n"
"[b]警告:[/b]反序列化的物件可能包含要執行的程式碼。如果序列化的物件來自不受信"
"任的來源,請勿使用此選項,以避免潛在的安全威脅,例如遠端程式碼執行。"
msgid ""
"The callback to execute when when receiving authentication data sent via "
"[method send_auth]. If the [Callable] is empty (default), peers will be "
"automatically accepted as soon as they connect."
msgstr ""
"當通過 [method send_auth] 接收身份驗證資料時要執行的回呼函式。如果 [Callable] "
"為空(預設),對等方將在連接後立即自動接受。"
msgid ""
"If set to a value greater than [code]0.0[/code], the maximum amount of time "
"peers can stay in the authenticating state, after which the authentication "
"will automatically fail. See the [signal peer_authenticating] and [signal "
"peer_authentication_failed] signals."
msgstr ""
"如果將其設定為大於 [code]0.0[/code] 的值,則對等方可以停留在正在驗證狀態的最長"
"時間,之後身份驗證將自動失敗。請參閱 [signal peer_authenticating] 和 [signal "
"peer_authentication_failed] 訊號。"
msgid ""
"Maximum size of each delta packet. Higher values increase the chance of "
"receiving full updates in a single frame, but also the chance of causing "
"networking congestion (higher latency, disconnections). See "
"[MultiplayerSynchronizer]."
msgstr ""
"差異量封包的最大大小。值越大,單影格能夠收到完整更新的幾率就越大,但造成網路擁"
"堵的幾率也越大(網路延遲、斷線等)。見 [MultiplayerSynchronizer]。"
msgid ""
"Maximum size of each synchronization packet. Higher values increase the "
"chance of receiving full updates in a single frame, but also the chance of "
"packet loss. See [MultiplayerSynchronizer]."
msgstr ""
"同步封包的最大大小。值越大,單影格能夠收到完整更新的幾率就越大,但丟包的幾率也"
"越大。見 [MultiplayerSynchronizer]。"
msgid ""
"If [code]true[/code], the MultiplayerAPI's [member MultiplayerAPI."
"multiplayer_peer] refuses new incoming connections."
msgstr ""
"如果為 [code]true[/code],則 MultiplayerAPI 的 [member MultiplayerAPI."
"multiplayer_peer] 將拒絕新的傳入連接。"
msgid ""
"The root path to use for RPCs and replication. Instead of an absolute path, a "
"relative path will be used to find the node upon which the RPC should be "
"executed.\n"
"This effectively allows to have different branches of the scene tree to be "
"managed by different MultiplayerAPI, allowing for example to run both client "
"and server in the same scene."
msgstr ""
"用於 RPC 和複製的根路徑。將使用相對路徑,而不是絕對路徑,來搜尋 RPC 應該在其上"
"被執行的節點。\n"
"這有效地允許場景樹的不同分支,由不同的 MultiplayerAPI 管理,例如允許在同一場景"
"中,同時運作使用者端和伺服器。"
msgid ""
"Enable or disable the server feature that notifies clients of other peers' "
"connection/disconnection, and relays messages between them. When this option "
"is [code]false[/code], clients won't be automatically notified of other peers "
"and won't be able to send them packets through the server.\n"
"[b]Note:[/b] Changing this option while other peers are connected may lead to "
"unexpected behaviors.\n"
"[b]Note:[/b] Support for this feature may depend on the current "
"[MultiplayerPeer] configuration. See [method MultiplayerPeer."
"is_server_relay_supported]."
msgstr ""
"啟用或禁用伺服器功能,該功能通知使用者端其他對等體的連接/斷開,並在它們之間轉"
"發消息。當此選項為 [code]false[/code] 時,使用者端將不會自動收到其他對等體的通"
"知,也無法通過伺服器向它們發送封包。\n"
"[b]注意:[/b]在其他對等體連接時更改此選項可能會導致意外行為。\n"
"[b]注意:[/b]對該功能的支援可能取決於目前的 [MultiplayerPeer] 配置。請參閱 "
"[method MultiplayerPeer.is_server_relay_supported]。"
msgid ""
"Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] "
"connects to a new peer and a valid [member auth_callback] is set. In this "
"case, the [signal MultiplayerAPI.peer_connected] will not be emitted until "
"[method complete_auth] is called with given peer [param id]. While in this "
"state, the peer will not be included in the list returned by [method "
"MultiplayerAPI.get_peers] (but in the one returned by [method "
"get_authenticating_peers]), and only authentication data will be sent or "
"received. See [method send_auth] for sending authentication data."
msgstr ""
"當此 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 連接到一個新對"
"等體並設定有效的 [member auth_callback] 時,將發出此訊號。在這種情況下,只有在"
"呼叫 [method complete_auth] 並傳遞給定的對等體 [param id] 時,才會發出 "
"[signal MultiplayerAPI.peer_connected]。在此狀態下,該對等體不會包含在 "
"[method MultiplayerAPI.get_peers] 返回的列表中(但會包含在 [method "
"get_authenticating_peers] 返回的列表中),且只會發送和接收身份驗證資料。有關發"
"送身份驗證資料的資訊,請參閱 [method send_auth]。"
msgid ""
"Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] "
"disconnects from a peer for which authentication had not yet completed. See "
"[signal peer_authenticating]."
msgstr ""
"當這個 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 與另一個尚未"
"完成授權的對等體斷開連接時觸發。見 [signal peer_authenticating]。"
msgid ""
"Emitted when this MultiplayerAPI's [member MultiplayerAPI.multiplayer_peer] "
"receives a [param packet] with custom data (see [method send_bytes]). ID is "
"the peer ID of the peer that sent the packet."
msgstr ""
"當這個 MultiplayerAPI 的 [member MultiplayerAPI.multiplayer_peer] 收到帶有自定"
"義資料(見 [method send_bytes])的 [param packet] 時發出。ID 是發送封包的對等"
"體的對等體 ID。"
msgid ""
"Configuration for properties to synchronize with a [MultiplayerSynchronizer]."
msgstr "配置,能夠讓 [MultiplayerSynchronizer] 對屬性進行同步。"
msgid ""
"Adds the property identified by the given [param path] to the list of the "
"properties being synchronized, optionally passing an [param index].\n"
"[b]Note:[/b] For details on restrictions and limitations on property "
"synchronization, see [MultiplayerSynchronizer]."
msgstr ""
"將屬性新增至同步屬性列表,該屬性由 [param path] 指定,還可以傳入索引 [param "
"index]。\n"
"[b]注意:[/b]屬性同步的限制詳見 [MultiplayerSynchronizer]。"
msgid "Returns a list of synchronized property [NodePath]s."
msgstr "返回同步屬性的 [NodePath] 列表。"
msgid ""
"Returns whether the given [param path] is configured for synchronization."
msgstr "返回給定的 [param path] 是否配置為同步。"
msgid "Finds the index of the given [param path]."
msgstr "搜尋給定 [param path] 的索引。"
msgid ""
"Returns the replication mode for the property identified by the given [param "
"path]. See [enum ReplicationMode]."
msgstr "返回屬性是否配置為在處理時同步,該屬性由[param path] 指定。"
msgid ""
"Returns whether the property identified by the given [param path] is "
"configured to be synchronized on spawn."
msgstr "返回屬性是否配置為在出生時同步,該屬性由 [param path] 指定。"
msgid ""
"Returns whether the property identified by the given [param path] is "
"configured to be synchronized on process.\n"
"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead."
msgstr "返回屬性是否配置為在處理時同步,該屬性由[param path] 指定。"
msgid ""
"Returns whether the property identified by the given [param path] is "
"configured to be reliably synchronized when changes are detected on process.\n"
"[i]Deprecated.[/i] Use [method property_get_replication_mode] instead."
msgstr ""
"返回屬性是否配置為在處理中偵測到變化時進行可靠同步,該屬性由 [param path] 指"
"定。"
msgid ""
"Sets the synchronization mode for the property identified by the given [param "
"path]. See [enum ReplicationMode]."
msgstr "從配置中移除屬性,該屬性由 [param path] 指定。"
msgid ""
"Sets whether the property identified by the given [param path] is configured "
"to be synchronized on spawn."
msgstr "設定屬性是否配置為在出生時同步,該屬性由 [param path] 指定。"
msgid ""
"Sets whether the property identified by the given [param path] is configured "
"to be synchronized on process.\n"
"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant "
"REPLICATION_MODE_ALWAYS] instead."
msgstr "設定屬性是否配置為在處理時同步,該屬性由 [param path] 指定。"
msgid ""
"Sets whether the property identified by the given [param path] is configured "
"to be reliably synchronized when changes are detected on process.\n"
"[i]Deprecated.[/i] Use [method property_set_replication_mode] with [constant "
"REPLICATION_MODE_ON_CHANGE] instead."
msgstr ""
"設定屬性是否配置為在處理中偵測到變化時進行可靠同步,該屬性由 [param path] 指"
"定。"
msgid ""
"Removes the property identified by the given [param path] from the "
"configuration."
msgstr "從配置中移除屬性,該屬性由 [param path] 指定。"
msgid "Do not keep the given property synchronized."
msgstr "不保持給定屬性同步。"
msgid ""
"Replicate the given property on process by constantly sending updates using "
"unreliable transfer mode."
msgstr "透過使用不可靠的傳輸模式不斷發送更新來複製程序上的給定屬性。"
msgid ""
"Replicate the given property on process by sending updates using reliable "
"transfer mode when its value changes."
msgstr "當其值變更時,透過使用可靠傳輸模式發送更新來複製程序上的給定屬性。"
msgid "Provides access to a scene file's information."
msgstr "提供對場景檔資訊的存取。"
msgid ""
"Maintains a list of resources, nodes, exported and overridden properties, and "
"built-in scripts associated with a scene. They cannot be modified from a "
"[SceneState], only accessed. Useful for peeking into what a [PackedScene] "
"contains without instantiating it.\n"
"This class cannot be instantiated directly, it is retrieved for a given scene "
"as the result of [method PackedScene.get_state]."
msgstr ""
"維護一個與場景相關的資源、節點、匯出的和重寫的屬性以及內建腳本的列表。無法從 "
"[SceneState] 修改,只能讀取。可用於在不產生實體 [PackedScene] 的前提下觀察其中"
"的內容。\n"
"這個類不能直接產生實體,它是作為 [method PackedScene.get_state] 的結果為一個給"
"定的場景檢索的。"
msgid "Returns the list of bound parameters for the signal at [param idx]."
msgstr "返回 [param idx] 處訊號的綁定參數列表。"
msgid ""
"Returns the number of signal connections in the scene.\n"
"The [code]idx[/code] argument used to query connection metadata in other "
"[code]get_connection_*[/code] methods in the interval [code][0, "
"get_connection_count() - 1][/code]."
msgstr ""
"返回場景中的訊號連接數。\n"
"用於查詢其他 [code]get_connection_*[/code] 方法中的連接中繼資料的 [code]idx[/"
"code] 參數,範圍是 [code][0, get_connection_count() - 1][/code]。"
msgid ""
"Returns the connection flags for the signal at [param idx]. See [enum Object."
"ConnectFlags] constants."
msgstr ""
"返回 [param idx] 處的訊號的連接旗標。見 [enum Object.ConnectFlags] 常數。"
msgid "Returns the method connected to the signal at [param idx]."
msgstr "返回連接到 [param idx] 處訊號的方法。"
msgid "Returns the name of the signal at [param idx]."
msgstr "返回索引為 [param idx] 的訊號的名稱。"
msgid ""
"Returns the path to the node that owns the signal at [param idx], relative to "
"the root node."
msgstr "返回擁有 [param idx] 處訊號的節點路徑,相對於根節點。"
msgid ""
"Returns the path to the node that owns the method connected to the signal at "
"[param idx], relative to the root node."
msgstr "返回到擁有連接到 [param idx] 處的訊號的方法的節點的路徑,相對於根節點。"
msgid "Returns the number of unbound parameters for the signal at [param idx]."
msgstr "返回 [param idx] 處訊號的解綁參數數量。"
msgid ""
"Returns the number of nodes in the scene.\n"
"The [code]idx[/code] argument used to query node data in other "
"[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
"1][/code]."
msgstr ""
"返回場景中節點的數量。\n"
"[code]idx[/code] 參數用於在其他 [code]get_node_*[/code] 方法中查詢節點資料,範"
"圍為 [code][0, get_node_count() - 1][/code]。"
msgid "Returns the list of group names associated with the node at [param idx]."
msgstr "返回與 [param idx] 處的節點關聯的組名列表。"
msgid ""
"Returns the node's index, which is its position relative to its siblings. "
"This is only relevant and saved in scenes for cases where new nodes are added "
"to an instantiated or inherited scene among siblings from the base scene. "
"Despite the name, this index is not related to the [param idx] argument used "
"here and in other methods."
msgstr ""
"返回該節點的索引,這是它相對於其兄弟節點的位置。這僅在新節點被新增到一個實例化"
"的或繼承的場景,在基礎場景的兄弟節點之間的情況下,才相關並被保存在場景中。儘管"
"名稱如此,但該索引與此處和其他方法中使用的 [param idx] 參數無關。"
msgid ""
"Returns a [PackedScene] for the node at [param idx] (i.e. the whole branch "
"starting at this node, with its child nodes and resources), or [code]null[/"
"code] if the node is not an instance."
msgstr ""
"為 [param idx] 處的節點返回一個 [PackedScene](即從該節點開始的整個分支,包括"
"其子節點和資源),如果該節點不是一個實例,則返回 [code]null[/code]。"
msgid ""
"Returns the path to the represented scene file if the node at [param idx] is "
"an [InstancePlaceholder]."
msgstr ""
"如果 [param idx] 處的節點是一個 [InstancePlaceholder],則返回所表示的場景檔的"
"路徑。"
msgid "Returns the name of the node at [param idx]."
msgstr "返回索引為 [param idx] 的節點的名稱。"
msgid ""
"Returns the path to the owner of the node at [param idx], relative to the "
"root node."
msgstr "返回相對於根節點的位於 [param idx] 處的節點的所有者的路徑。"
msgid ""
"Returns the path to the node at [param idx].\n"
"If [param for_parent] is [code]true[/code], returns the path of the [param "
"idx] node's parent instead."
msgstr ""
"返回 [param idx] 處的節點的路徑。\n"
"如果 [param for_parent] 為 [code]true[/code],則返回 [param idx] 節點的父節點"
"的路徑。"
msgid ""
"Returns the number of exported or overridden properties for the node at "
"[param idx].\n"
"The [code]prop_idx[/code] argument used to query node property data in other "
"[code]get_node_property_*[/code] methods in the interval [code][0, "
"get_node_property_count() - 1][/code]."
msgstr ""
"返回在 [param idx] 處的節點的匯出的或覆蓋的屬性數量。\n"
"[code]prop_idx[/code] 參數介於區間 [code][0, get_node_property_count() - 1][/"
"code],用於在其他 [code]get_node_property_*[/code] 方法中查詢節點屬性資料。"
msgid ""
"Returns the name of the property at [param prop_idx] for the node at [param "
"idx]."
msgstr "返回索引為 [param idx] 的節點中,索引為 [param prop_idx] 的屬性的名稱。"
msgid ""
"Returns the value of the property at [param prop_idx] for the node at [param "
"idx]."
msgstr "返回索引為 [param idx] 的節點中,索引為 [param prop_idx] 的屬性的值。"
msgid "Returns the type of the node at [param idx]."
msgstr "返回索引為 [param idx] 的節點的型別。"
msgid ""
"Returns [code]true[/code] if the node at [param idx] is an "
"[InstancePlaceholder]."
msgstr ""
"如果 [param idx] 處的節點是一個 [InstancePlaceholder],則返回 [code]true[/"
"code]。"
msgid ""
"If passed to [method PackedScene.instantiate], blocks edits to the scene "
"state."
msgstr "如果傳遞給 [method PackedScene.instantiate],則會阻止對場景狀態的編輯。"
msgid ""
"If passed to [method PackedScene.instantiate], provides inherited scene "
"resources to the local scene.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果傳遞給 [method PackedScene.instantiate],則會把繼承的場景資源提供給本地場"
"景。\n"
"[b]注意:[/b]僅在編輯器建構中可用。"
msgid ""
"If passed to [method PackedScene.instantiate], provides local scene resources "
"to the local scene. Only the main scene should receive the main edit state.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果傳遞給 [method PackedScene.instantiate],則會為本地場景提供本地場景資源。"
"只有主場景應該接收主編輯狀態。\n"
"[b]注意:[/b]僅在編輯器建構中可用。"
msgid ""
"If passed to [method PackedScene.instantiate], it's similar to [constant "
"GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated "
"to be the base of another one.\n"
"[b]Note:[/b] Only available in editor builds."
msgstr ""
"如果傳遞給 [method PackedScene.instantiate],則類似於 [constant "
"GEN_EDIT_STATE_MAIN],但適用於該場景被產生實體為另一個場景的基底類別的情況。\n"
"[b]注意:[/b]僅在編輯器建構中可用。"
msgid "Manages the game loop via a hierarchy of nodes."
msgstr "通過節點層次結構管理遊戲迴圈。"
msgid ""
"As one of the most important classes, the [SceneTree] manages the hierarchy "
"of nodes in a scene as well as scenes themselves. Nodes can be added, "
"retrieved and removed. The whole scene tree (and thus the current scene) can "
"be paused. Scenes can be loaded, switched and reloaded.\n"
"You can also use the [SceneTree] to organize your nodes into groups: every "
"node can be assigned as many groups as you want to create, e.g. an \"enemy\" "
"group. You can then iterate these groups or even call methods and set "
"properties on all the group's members at once.\n"
"[SceneTree] is the default [MainLoop] implementation used by scenes, and is "
"thus in charge of the game loop."
msgstr ""
"作為最重要的類之一,[SceneTree] 管理著場景中節點的層次結構以及場景本身。節點可"
"以被新增、檢索和刪除。整個場景樹可以被暫停,包括目前場景。場景可以被載入、切換"
"和重新載入。\n"
"你也可以使用 [SceneTree] 將你的節點組織成組,每個節點都可以被分配到你想要建立"
"的組,例如“敵人”組。然後你可以走訪這些組,甚至可以均勻對所有組成員呼叫方法並設"
"定屬性。\n"
"[SceneTree] 是場景所使用的預設 [MainLoop] 實作,因此掌控著遊戲迴圈。"
msgid "SceneTree"
msgstr "SceneTree"
msgid ""
"Calls [param method] on each member of the given group. You can pass "
"arguments to [param method] by specifying them at the end of the method call. "
"If a node doesn't have the given method or the argument list does not match "
"(either in count or in types), it will be skipped.\n"
"[b]Note:[/b] [method call_group] will call methods immediately on all members "
"at once, which can cause stuttering if an expensive method is called on lots "
"of members."
msgstr ""
"對給定群組的每個成員呼叫 [param method]。呼叫方法時在末尾指定的參數會傳遞給 "
"[param method]。如果節點沒有給定的方法或參數列表不配對(無論是數量還是類型),"
"那麼就會跳過這個節點。\n"
"[b]注意:[/b][method call_group] 將立即對所有成員呼叫一次方法,如果對大量成員"
"呼叫昂貴的方法,這可能會導致卡頓。"
msgid ""
"Calls [param method] on each member of the given group, respecting the given "
"[enum GroupCallFlags]. You can pass arguments to [param method] by specifying "
"them at the end of the method call. If a node doesn't have the given method "
"or the argument list does not match (either in count or in types), it will be "
"skipped.\n"
"[codeblock]\n"
"# Call the method in a deferred manner and in reverse order.\n"
"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree."
"GROUP_CALL_REVERSE)\n"
"[/codeblock]\n"
"[b]Note:[/b] Group call flags are used to control the method calling "
"behavior. By default, methods will be called immediately in a way similar to "
"[method call_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is "
"present in the [param flags] argument, methods will be called at the end of "
"the frame in a way similar to [method Object.set_deferred]."
msgstr ""
"呼叫給定群組中每個成員的 [param method] 方法,遵循給定的 [enum "
"GroupCallFlags]。你可以在方法呼叫末尾指定要傳遞給 [param method] 的參數。如果"
"某個節點沒有給定的方法,或者方法的參數列表不配對(無論是數量還是型別不匹配),"
"則會跳過這個節點。\n"
"[codeblock]\n"
"# 使用延遲方式逆序呼叫該方法。\n"
"get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFERRED | SceneTree."
"GROUP_CALL_REVERSE)\n"
"[/codeblock]\n"
"[b]注意:[/b]群組呼叫旗標可用於控制方法呼叫的行為。預設情況下方法是立即呼叫"
"的,與 [method call_group] 類似。但是如果在 [param flags] 中存在 [constant "
"GROUP_CALL_DEFERRED] 旗標,則方法會在該影格末尾呼叫,與 [method Object."
"set_deferred] 類似。"
msgid ""
"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] "
"after the given time in seconds elapsed in this [SceneTree].\n"
"If [param process_always] is set to [code]false[/code], pausing the "
"[SceneTree] will also pause the timer.\n"
"If [param process_in_physics] is set to [code]true[/code], will update the "
"[SceneTreeTimer] during the physics frame instead of the process frame (fixed "
"framerate processing).\n"
"If [param ignore_time_scale] is set to [code]true[/code], will ignore [member "
"Engine.time_scale] and update the [SceneTreeTimer] with the actual frame "
"delta.\n"
"Commonly used to create a one-shot delay timer as in the following example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func some_function():\n"
" print(\"start\")\n"
" await get_tree().create_timer(1.0).timeout\n"
" print(\"end\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public async Task SomeFunction()\n"
"{\n"
" GD.Print(\"start\");\n"
" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
"Timeout);\n"
" GD.Print(\"end\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The timer will be automatically freed after its time elapses.\n"
"[b]Note:[/b] The timer is processed after all of the nodes in the current "
"frame, i.e. node's [method Node._process] method would be called before the "
"timer (or [method Node._physics_process] if [param process_in_physics] is set "
"to [code]true[/code])."
msgstr ""
"返回一個 [SceneTreeTimer],會在 [SceneTree] 中經過給定秒數後發出 [signal "
"SceneTreeTimer.timeout] 訊號。\n"
"如果 [param process_always] 為 [code]false[/code],則暫停 [SceneTree] 也會暫停"
"計時器。\n"
"如果 [param process_in_physics] 為 [code]true[/code],則將在物理影格而不是處理"
"影格期間更新 [SceneTreeTimer](固定影格率處理)。\n"
"如果 [param ignore_time_scale] 為 [code]true[/code],則將忽略 [member Engine."
"time_scale] 並使用實際影格差異量來更新 [SceneTreeTimer]。\n"
"通常用於建立一次性的延遲計時器,如下例所示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func some_function():\n"
" print(\"開始\")\n"
" await get_tree().create_timer(1.0).timeout\n"
" print(\"結束\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public async Task SomeFunction()\n"
"{\n"
" GD.Print(\"開始\");\n"
" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
"Timeout);\n"
" GD.Print(\"結束\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"計時器將在其時間結束後被自動釋放。\n"
"[b]注意:[/b]計時器是在目前影格所有節點之後處理的,即節點的 [method Node."
"_process] 方法比計時器先呼叫([param process_in_physics] 為 [code]true[/code] "
"時為 [method Node._physics_process])。"
msgid ""
"Creates and returns a new [Tween]. The Tween will start automatically on the "
"next process frame or physics frame (depending on [enum Tween."
"TweenProcessMode]).\n"
"[b]Note:[/b] When creating a [Tween] using this method, the [Tween] will not "
"be tied to the [Node] that called it. It will continue to animate even if the "
"[Node] is freed, but it will automatically finish if there's nothing left to "
"animate. If you want the [Tween] to be automatically killed when the [Node] "
"is freed, use [method Node.create_tween] or [method Tween.bind_node]."
msgstr ""
"建立並傳回一個新的 [Tween]。Tween 會在下一個流程訊框或實體訊框上自動啟動(取決"
"於 [enum Tween.TweenProcessMode])。\n"
"[b]注意:[/b]使用此方法建立[Tween]時,[Tween]將不會綁定到呼叫它的[Node]。即使 "
"[Node] 被釋放,它也會繼續動畫,但如果沒有任何東西可以動畫,它會自動完成。如果"
"您希望[Node]釋放時自動殺死[Tween],請使用[method Node.create_tween]或[method "
"Tween.bind_node]。"
msgid ""
"Returns the first node in the specified group, or [code]null[/code] if the "
"group is empty or does not exist."
msgstr ""
"返回指定組中的第一個節點,如果組為空或不存在,則返回 [code]null[/code]。"
msgid ""
"Returns the current frame number, i.e. the total frame count since the "
"application started."
msgstr "返回目前的影格數,即自套用程式啟動以來的總影格數。"
msgid ""
"Searches for the [MultiplayerAPI] configured for the given path, if one does "
"not exist it searches the parent paths until one is found. If the path is "
"empty, or none is found, the default one is returned. See [method "
"set_multiplayer]."
msgstr ""
"搜尋為給定路徑配置的 [MultiplayerAPI],如果不存在,則搜尋父路徑,直到找到一"
"個。如果路徑為空,或沒有找到,則傳回預設值。請請參閱[method set_multiplayer]。"
msgid "Returns the number of nodes in this [SceneTree]."
msgstr "返回此 [SceneTree] 中的節點數。"
msgid "Returns a list of all nodes assigned to the given group."
msgstr "返回一個分配給給定組的所有節點的列表。"
msgid ""
"Returns an array of currently existing [Tween]s in the [SceneTree] (both "
"running and paused)."
msgstr ""
"返回在 [SceneTree] 中目前存在的 [Tween] 的陣列(包括正在運作的和已暫停的)。"
msgid ""
"Returns [code]true[/code] if the given group exists.\n"
"A group exists if any [Node] in the tree belongs to it (see [method Node."
"add_to_group]). Groups without nodes are removed automatically."
msgstr ""
"如果給定群組存在,則傳回 [code]true[/code]。\n"
"如果樹中的任何 [Node] 屬於某個群組,則該群組存在(請參閱[method Node."
"add_to_group])。沒有節點的群組將自動刪除。"
msgid ""
"Sends the given notification to all members of the [param group].\n"
"[b]Note:[/b] [method notify_group] will immediately notify all members at "
"once, which can cause stuttering if an expensive method is called as a result "
"of sending the notification to lots of members."
msgstr ""
"向 [param group] 中的所有成員發送給定的通知。\n"
"[b]注意:[/b][method notify_group] 會立即通知所有成員,如果向大量成員發送了通"
"知,進而呼叫了開銷很大的方法,則可能導致卡頓。"
msgid ""
"Sends the given notification to all members of the [param group], respecting "
"the given [enum GroupCallFlags].\n"
"[b]Note:[/b] Group call flags are used to control the notification sending "
"behavior. By default, notifications will be sent immediately in a way similar "
"to [method notify_group]. However, if the [constant GROUP_CALL_DEFERRED] flag "
"is present in the [param call_flags] argument, notifications will be sent at "
"the end of the current frame in a way similar to using [code]Object."
"call_deferred(\"notification\", ...)[/code]."
msgstr ""
"將給定的通知發送到 [param group] 中的所有成員,同時遵循給定的 [enum "
"GroupCallFlags]。\n"
"[b]注意:[/b]群組呼叫旗標用於控制通知發送的行為。預設情況下通知會立即發送,類"
"似於 [method notify_group]。但是,如果 [param call_flags] 參數中包含 "
"[constant GROUP_CALL_DEFERRED] 旗標,則通知將在目前影格的末尾發送,類似於使用 "
"[code]Object.call_deferred(\"notification\", ...)[/code]。"
msgid ""
"Queues the given object for deletion, delaying the call to [method Object."
"free] to the end of the current frame."
msgstr ""
"將給定的物件加入刪除佇列,將對 [method Object.free] 的呼叫推遲到目前影格的末"
"尾。"
msgid ""
"Quits the application at the end of the current iteration. Argument [param "
"exit_code] can optionally be given (defaulting to 0) to customize the exit "
"status code.\n"
"By convention, an exit code of [code]0[/code] indicates success whereas a non-"
"zero exit code indicates an error.\n"
"For portability reasons, the exit code should be set between 0 and 125 "
"(inclusive).\n"
"[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
"iOS Human Interface Guidelines, the user is expected to close apps via the "
"Home button."
msgstr ""
"在目前反覆運算結束時退出套用程式。可以選擇給出參數 [param exit_code](預設為 "
"0以自訂退出狀態碼。\n"
"按照慣例,退出程式碼 [code]0[/code] 表示成功,而非零的退出程式碼表示錯誤。\n"
"出於可攜性的原因,退出程式碼應設定在 0 到 125之間。\n"
"[b]注意:[/b]這個方法在 iOS 上不起作用。根據《iOS 人機界面指南》中的建議,用戶"
"應該通過 Home 鍵來關閉套用程式。"
msgid ""
"Reloads the currently active scene.\n"
"Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
"current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
"current_scene] cannot be loaded into a [PackedScene], or [constant "
"ERR_CANT_CREATE] if the scene cannot be instantiated."
msgstr ""
"重新載入目前活動的場景。\n"
"成功時返回 [constant OK],如果尚未定義 [member current_scene],則返回 "
"[constant ERR_UNCONFIGURED],如果 [member current_scene] 無法載入到 "
"[PackedScene] 中,則返回 [constant ERR_CANT_OPEN],如果場景無法載入,則返回 "
"[constant ERR_CANT_CREATE]。"
msgid ""
"Sets the given [param property] to [param value] on all members of the given "
"group.\n"
"[b]Note:[/b] [method set_group] will set the property immediately on all "
"members at once, which can cause stuttering if a property with an expensive "
"setter is set on lots of members."
msgstr ""
"將給定群組中所有成員的 [param property] 設定為 [param value]。\n"
"[b]注意:[/b][method set_group] 會立即在所有成員上設定屬性,如果對許多成員設置"
"具有大量耗費的 setter 的屬性,則可能會導致卡頓。"
msgid ""
"Sets the given [param property] to [param value] on all members of the given "
"group, respecting the given [enum GroupCallFlags].\n"
"[b]Note:[/b] Group call flags are used to control the property setting "
"behavior. By default, properties will be set immediately in a way similar to "
"[method set_group]. However, if the [constant GROUP_CALL_DEFERRED] flag is "
"present in the [param call_flags] argument, properties will be set at the end "
"of the frame in a way similar to [method Object.call_deferred]."
msgstr ""
"將給定群組中所有成員的 [param property] 設定為 [param value],設定時會考慮給定"
"的 [enum GroupCallFlags]。\n"
"[b]注意:[/b]群組呼叫旗標可用於控制屬性設定的行為。預設情況下會立即設定屬性,"
"類似於 [method set_group]。但是,如果在 [param call_flags] 參數中存在 "
"[constant GROUP_CALL_DEFERRED] 旗標,則屬性將在該影格的末尾再設定,類似於 "
"[method Object.call_deferred]。"
msgid ""
"Sets a custom [MultiplayerAPI] with the given [param root_path] (controlling "
"also the relative subpaths), or override the default one if [param root_path] "
"is empty.\n"
"[b]Note:[/b] No [MultiplayerAPI] must be configured for the subpath "
"containing [param root_path], nested custom multiplayers are not allowed. I."
"e. if one is configured for [code]\"/root/Foo\"[/code] setting one for "
"[code]\"/root/Foo/Bar\"[/code] will cause an error."
msgstr ""
"用給定的 [param root_path] 設定自訂的 [MultiplayerAPI](同時控制相對的子路"
"徑),如果 [param root_path] 為空,則會覆蓋預設值。\n"
"[b]注意:[/b]一個子路徑只能配置一個 [MultiplayerAPI]。如果先為 [code]\"/root/"
"Foo\"[/code] 進行了配置,再針對 [code]\"/root/Foo/Bar\"[/code] 設定就會被忽"
"略。見 [method get_multiplayer]。"
msgid "If a current scene is loaded, calling this method will unload it."
msgstr "如果目前場景已載入,呼叫此方法將進行解除安裝。"
msgid ""
"If [code]true[/code], the application automatically accepts quitting "
"requests.\n"
"For mobile platforms, see [member quit_on_go_back]."
msgstr ""
"如果為 [code]true[/code],則套用程式會自動接受退出請求。\n"
"移動平臺見 [member quit_on_go_back]。"
msgid ""
"Returns the root node of the currently running scene, regardless of its "
"structure.\n"
"[b]Warning:[/b] Setting this directly might not work as expected, and will "
"[i]not[/i] add or remove any nodes from the tree, consider using [method "
"change_scene_to_file] or [method change_scene_to_packed] instead."
msgstr ""
"傳回目前運作場景的根節點,不論其結構為何。\n"
"[b]警告:[/b]直接設定此專案可能無法按預期工作,並且不會[/i]從樹中新增或刪除任"
"何節點,請考慮使用[method change_scene_to_file]或[method "
"change_scene_to_packed]。 “, ““,““,“錯誤的”,”,”,”,”\n"
"doc/classes/ScrollContainer.xml\""
msgid ""
"If [code]true[/code], collision shapes will be visible when running the game "
"from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_collisions_hint] while the project is "
"running will not have the desired effect."
msgstr ""
"如果為 [code]true[/code],從編輯器中運作遊戲時會顯示碰撞形狀,方便除錯。\n"
"[b]注意:[/b]這個屬性不應在運作時更改。在運作專案時更改 [member "
"debug_collisions_hint] 的值不會有想要的效果。"
msgid ""
"If [code]true[/code], navigation polygons will be visible when running the "
"game from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_navigation_hint] while the project is "
"running will not have the desired effect."
msgstr ""
"如果為 [code]true[/code],從編輯器中運作遊戲時會顯示導覽多邊形,方便除錯。\n"
"[b]注意:[/b]這個屬性不應在運作時更改。在運作專案時更改 [member "
"debug_navigation_hint] 的值不會有想要的效果。"
msgid ""
"If [code]true[/code], curves from [Path2D] and [Path3D] nodes will be visible "
"when running the game from the editor for debugging purposes.\n"
"[b]Note:[/b] This property is not designed to be changed at run-time. "
"Changing the value of [member debug_paths_hint] while the project is running "
"will not have the desired effect."
msgstr ""
"如果為 [code]true[/code],從編輯器中運作遊戲時,來自 [Path2D] 和 [Path3D] 節點"
"的曲線將可見以進行除錯。\n"
"[b]注意:[/b]該屬性沒有被設計為在運作時更改。在專案運作時更改 [member "
"debug_paths_hint] 的值不會產生預期的效果。"
msgid "The root of the edited scene."
msgstr "編輯場景的根。"
msgid ""
"If [code]true[/code] (default value), enables automatic polling of the "
"[MultiplayerAPI] for this SceneTree during [signal process_frame].\n"
"If [code]false[/code], you need to manually call [method MultiplayerAPI.poll] "
"to process network packets and deliver RPCs. This allows running RPCs in a "
"different loop (e.g. physics, thread, specific time step) and for manual "
"[Mutex] protection when accessing the [MultiplayerAPI] from threads."
msgstr ""
"如果為 [code]true[/code](預設值),則在 [signal process_frame] 期間為該 "
"SceneTree 啟用 [MultiplayerAPI] 的自動輪詢。\n"
"如果為 [code]false[/code],則需要手動呼叫 [method MultiplayerAPI.poll] 以處理"
"網路封包並下發 RPC。這允許在一個不同的迴圈例如物理、執行緒、特定時間步長中"
"運作 RPC並在從執行緒存取 [MultiplayerAPI] 時進行手動 [Mutex] 保護。"
msgid ""
"If [code]true[/code], the [SceneTree] is paused. Doing so will have the "
"following behavior:\n"
"- 2D and 3D physics will be stopped. This includes signals and collision "
"detection.\n"
"- [method Node._process], [method Node._physics_process] and [method Node."
"_input] will not be called anymore in nodes."
msgstr ""
"如果為 [code]true[/code][SceneTree] 會暫停。這樣做會有以下行為:\n"
"- 2D 和 3D 物理將停止,包括訊號和碰撞偵測。\n"
"- 節點不再呼叫 [method Node._process]、[method Node._physics_process] 和 "
"[method Node._input]。"
msgid ""
"If [code]true[/code], the application quits automatically when navigating "
"back (e.g. using the system \"Back\" button on Android).\n"
"To handle 'Go Back' button when this option is disabled, use [constant "
"DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]."
msgstr ""
"如果為 [code]true[/code],則該套用程式會在導覽返回時自動退出(例如在 Android "
"上使用系統“返回”鍵)。\n"
"禁用這個選項時,如果要處理“返回”按鈕,請使用 [constant DisplayServer."
"WINDOW_EVENT_GO_BACK_REQUEST]。"
msgid "The [SceneTree]'s root [Window]."
msgstr "[SceneTree] 的根 [Window]。"
msgid "Emitted whenever a node is added to the [SceneTree]."
msgstr "當將節點新增到 [SceneTree] 時發出。"
msgid ""
"Emitted when a node's configuration changed. Only emitted in [code]tool[/"
"code] mode."
msgstr "當節點的配置更改時發出。僅在 [code]tool[/code] 模式下發射。"
msgid "Emitted whenever a node is removed from the [SceneTree]."
msgstr "當從 [SceneTree] 中移除節點時發出。"
msgid "Emitted whenever a node is renamed."
msgstr "當節點重命名時發出。"
msgid ""
"Emitted immediately before [method Node._physics_process] is called on every "
"node in the [SceneTree]."
msgstr ""
"在 [SceneTree] 中的每個節點上呼叫 [method Node._physics_process] 之前立即發"
"出。"
msgid ""
"Emitted immediately before [method Node._process] is called on every node in "
"the [SceneTree]."
msgstr "在對 [SceneTree] 中的每個節點呼叫 [method Node._process] 之前立即發出。"
msgid ""
"Emitted whenever the [SceneTree] hierarchy changed (children being moved or "
"renamed, etc.)."
msgstr "當 [SceneTree] 層次結構發生變化(移動或重命名子項等)時發出。"
msgid ""
"This signal is only emitted in the editor, it allows the editor to update the "
"visibility of disabled nodes. Emitted whenever any node's [member Node."
"process_mode] is changed."
msgstr ""
"該訊號僅在編輯器中發出,允許編輯器更新被禁用節點的可見性。任何節點的 [member "
"Node.process_mode] 更改時發出。"
msgid "Call a group with no flags (default)."
msgstr "對群組進行呼叫時,不使用旗標(預設)。"
msgid "Call a group in reverse scene order."
msgstr "對群組進行呼叫時,使用逆場景序。"
msgid "Call a group at the end of the current frame (process or physics)."
msgstr "在目前影格的末尾對群組進行呼叫(處理影格或物理影格)。"
msgid ""
"Call a group only once even if the call is executed many times.\n"
"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
"call is unique or not. Therefore when the same method is called with "
"different arguments, only the first call will be performed."
msgstr ""
"即便執行了多次呼叫,也只對群組進行一次呼叫。\n"
"[b]注意:[/b]確定呼叫是否唯一時不考慮參數。因此,如果使用不同的參數呼叫了同一"
"個方法,那麼只會執行第一個呼叫。"
msgid "One-shot timer."
msgstr "一次性計時器。"
msgid ""
"A one-shot timer managed by the scene tree, which emits [signal timeout] on "
"completion. See also [method SceneTree.create_timer].\n"
"As opposed to [Timer], it does not require the instantiation of a node. "
"Commonly used to create a one-shot delay timer as in the following example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func some_function():\n"
" print(\"Timer started.\")\n"
" await get_tree().create_timer(1.0).timeout\n"
" print(\"Timer ended.\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public async Task SomeFunction()\n"
"{\n"
" GD.Print(\"Timer started.\");\n"
" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
"Timeout);\n"
" GD.Print(\"Timer ended.\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The timer will be dereferenced after its time elapses. To preserve the timer, "
"you can keep a reference to it. See [RefCounted].\n"
"[b]Note:[/b] The timer is processed after all of the nodes in the current "
"frame, i.e. node's [method Node._process] method would be called before the "
"timer (or [method Node._physics_process] if [code]process_in_physics[/code] "
"in [method SceneTree.create_timer] has been set to [code]true[/code])."
msgstr ""
"由場景樹管理的一次性計時器,會在完成時發出 [signal timeout]。另見 [method "
"SceneTree.create_timer]。\n"
"與 [Timer] 不同,它不需要產生實體節點。常用於建立一次性的延遲計時器,如下面的"
"例子所示:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func some_function():\n"
" print(\"計時開始。\")\n"
" await get_tree().create_timer(1.0).timeout\n"
" print(\"計時結束。\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public async Task SomeFunction()\n"
"{\n"
" GD.Print(\"計時開始。\");\n"
" await ToSignal(GetTree().CreateTimer(1.0f), SceneTreeTimer.SignalName."
"Timeout);\n"
" GD.Print(\"計時結束。\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"達到時間後,會釋放對該計時器的引用。如果要保留該計時器,你可以保持對它的引用。"
"見 [RefCounted]。\n"
"[b]注意:[/b]對計時器的處理發生在目前影格的所有節點節後,即節點的 [method "
"Node._process] 方法是在計時器之前呼叫的(如果 [method SceneTree.create_timer] "
"的 [code]process_in_physics[/code] 為 [code]true[/code]則為 [method Node."
"_physics_process])。"
msgid "The time remaining (in seconds)."
msgstr "剩餘時間(單位為秒)。"
msgid "Emitted when the timer reaches 0."
msgstr "當計時器到 0 時發出。"
msgid "A class stored as a resource."
msgstr "作為資源儲存的類。"
msgid ""
"A class stored as a resource. A script extends the functionality of all "
"objects that instantiate it.\n"
"This is the base class for all scripts and should not be used directly. "
"Trying to create a new script with this class will result in an error.\n"
"The [code]new[/code] method of a script subclass creates a new instance. "
"[method Object.set_script] extends an existing object, if that object's class "
"matches one of the script's base classes."
msgstr ""
"作為資源儲存的類。腳本可以擴充所有以它為實例的物件的功能。\n"
"這是所有腳本的基底類別,不應直接使用。嘗試使用此類建立新腳本將導致錯誤。\n"
"腳本子類別的 [code]new[/code] 方法會建立新的實例。如果一個現有的物件的類與腳本"
"的基底類別之一相配對,[method Object.set_script] 會擴充該物件。"
msgid "Scripting documentation index"
msgstr "腳本文件索引"
msgid "Returns [code]true[/code] if the script can be instantiated."
msgstr "如果該腳本可以被產生實體,則返回 [code]true[/code]。"
msgid "Returns the script directly inherited by this script."
msgstr "返回由該腳本直接繼承的腳本。"
msgid "Returns the script's base type."
msgstr "返回腳本的基底類別型別。"
msgid "Returns the default value of the specified property."
msgstr "返回指定屬性的預設值。"
msgid "Returns a dictionary containing constant names and their values."
msgstr "返回一個包含常數名稱及其值的字典。"
msgid "Returns the list of methods in this [Script]."
msgstr "返回此 [Script] 中的方法列表。"
msgid "Returns the list of properties in this [Script]."
msgstr "返回此 [Script] 中的屬性列表。"
msgid "Returns the list of user signals defined in this [Script]."
msgstr "返回在此 [Script] 中定義的使用者訊號列表。"
msgid ""
"Returns [code]true[/code] if the script, or a base class, defines a signal "
"with the given name."
msgstr "如果腳本或基底類別定義了具有給定名稱的訊號,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the script contains non-empty source code."
msgstr "如果腳本包含非空原始程式碼,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if [param base_object] is an instance of this "
"script."
msgstr "如果 [param base_object] 是該腳本的實例,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the script is an abstract script. An abstract "
"script does not have a constructor and cannot be instantiated."
msgstr ""
"如果腳本是工具腳本,則返回 [code]true[/code]。工具腳本可以在編輯器中運作。"
msgid ""
"Returns [code]true[/code] if the script is a tool script. A tool script can "
"run in the editor."
msgstr ""
"如果腳本是工具腳本,則返回 [code]true[/code]。工具腳本可以在編輯器中運作。"
msgid "Reloads the script's class implementation. Returns an error code."
msgstr "重新載入腳本的類的實作。返回一個錯誤程式碼。"
msgid ""
"The script source code or an empty string if source code is not available. "
"When set, does not reload the class implementation automatically."
msgstr ""
"腳本的原始程式碼,如果原始程式碼不可用,則為空字串。當設定時,不會自動重新載入"
"類的實作。"
msgid "Godot editor's popup dialog for creating new [Script] files."
msgstr "Godot 編輯器用於建立新 [Script] 檔的彈出對話方塊。"
msgid ""
"The [ScriptCreateDialog] creates script files according to a given template "
"for a given scripting language. The standard use is to configure its fields "
"prior to calling one of the [method Window.popup] methods.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var dialog = ScriptCreateDialog.new();\n"
" dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types.\n"
" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
"# For script types.\n"
" dialog.popup_centered()\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var dialog = new ScriptCreateDialog();\n"
" dialog.Config(\"Node\", \"res://NewNode.cs\"); // For in-engine types.\n"
" dialog.Config(\"\\\"res://BaseNode.cs\\\"\", \"res://DerivedNode."
"cs\"); // For script types.\n"
" dialog.PopupCentered();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"[ScriptCreateDialog] 會根據給定的範本為給定的指令碼語言建立指令檔。標準用法是"
"在呼叫任何 [method Window.popup] 方法之前,先配置其欄位。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var dialog = ScriptCreateDialog.new();\n"
" dialog.config(\"Node\", \"res://new_node.gd\") # 對於引擎內建型別。\n"
" dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
"# 對於腳本型別。\n"
" dialog.popup_centered()\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var dialog = new ScriptCreateDialog();\n"
" dialog.Config(\"Node\", \"res://NewNode.cs\"); // 對於引擎內建型別。\n"
" dialog.Config(\"\\\"res://BaseNode.cs\\\"\", \"res://DerivedNode."
"cs\"); // 對於腳本型別。\n"
" dialog.PopupCentered();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Prefills required fields to configure the ScriptCreateDialog for use."
msgstr "預填必填欄位以配置 ScriptCreateDialog 以供使用。"
msgid "Emitted when the user clicks the OK button."
msgstr "當使用者點擊確定按鈕時發出。"
msgid "Godot editor's script editor."
msgstr "Godot 編輯器的腳本編輯器。"
msgid ""
"Godot editor's script editor.\n"
"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
"the singleton using [method EditorInterface.get_script_editor]."
msgstr ""
"Godot 編輯器的腳本編輯器。\n"
"[b]注意:[/b]這個類不應該被直接產生實體。請使用 [method EditorInterface."
"get_script_editor] 來存取這個單例。"
msgid ""
"Returns the [ScriptEditorBase] object that the user is currently editing."
msgstr "返回使用者目前正在編輯的 [ScriptEditorBase] 物件。"
msgid "Returns a [Script] that is currently active in editor."
msgstr "返回目前在編輯器中處於活動狀態的 [Script]。"
msgid ""
"Returns an array with all [ScriptEditorBase] objects which are currently open "
"in editor."
msgstr ""
"返回一個陣列,其中包含目前在編輯器中打開的所有 [ScriptEditorBase] 物件。"
msgid ""
"Returns an array with all [Script] objects which are currently open in editor."
msgstr "返回一個包含目前在編輯器中打開的所有 [Script] 物件的陣列。"
msgid "Goes to the specified line in the current script."
msgstr "轉到目前腳本中的指定行。"
msgid ""
"Opens the script create dialog. The script will extend [param base_name]. The "
"file extension can be omitted from [param base_path]. It will be added based "
"on the selected scripting language."
msgstr ""
"打開建立腳本對話方塊。腳本將擴充 [param base_name]。檔副檔名可以從 [param "
"base_path] 中省略,會根據所選擇的指令碼語言新增。"
msgid ""
"Registers the [EditorSyntaxHighlighter] to the editor, the "
"[EditorSyntaxHighlighter] will be available on all open scripts.\n"
"[b]Note:[/b] Does not apply to scripts that are already opened."
msgstr ""
"向編輯器註冊該 [EditorSyntaxHighlighter],打開的所有腳本都可以使用這個 "
"[EditorSyntaxHighlighter]。\n"
"[b]注意:[/b]不適用於已經打開的腳本。"
msgid ""
"Unregisters the [EditorSyntaxHighlighter] from the editor.\n"
"[b]Note:[/b] The [EditorSyntaxHighlighter] will still be applied to scripts "
"that are already opened."
msgstr ""
"從編輯器註銷該 [EditorSyntaxHighlighter]。\n"
"[b]注意:[/b]已經打開的腳本仍然適用該 [EditorSyntaxHighlighter]。"
msgid ""
"Emitted when user changed active script. Argument is a freshly activated "
"[Script]."
msgstr "當使用者更改動態指令碼時發出。參數是新啟動的 [Script]。"
msgid ""
"Emitted when editor is about to close the active script. Argument is a "
"[Script] that is going to be closed."
msgstr "當編輯器即將關閉動態指令碼時發出。參數是將要關閉的 [Script]。"
msgid "Base editor for editing scripts in the [ScriptEditor]."
msgstr "用於在 [ScriptEditor] 中編輯腳本的基礎編輯器。"
msgid ""
"Base editor for editing scripts in the [ScriptEditor]. This does not include "
"documentation items."
msgstr "用於在 [ScriptEditor] 中編輯腳本的基礎編輯器。不包含文件專案。"
msgid "Adds a [EditorSyntaxHighlighter] to the open script."
msgstr "將 [EditorSyntaxHighlighter] 新增到打開的腳本中。"
msgid ""
"Returns the underlying [Control] used for editing scripts. For text scripts, "
"this is a [CodeEdit]."
msgstr "返回用於編輯腳本的底層 [Control]。文字腳本對應 [CodeEdit]。"
msgid "Emitted after script validation."
msgstr "校驗腳本後發出。"
msgid "Emitted when the user requests a specific documentation page."
msgstr "使用者請求特定的文件頁面時發出。"
msgid ""
"Emitted when the user requests to view a specific method of a script, similar "
"to [signal request_open_script_at_line]."
msgstr ""
"使用者請求查看腳本中的指定方法時發出,類似於 [signal "
"request_open_script_at_line]。"
msgid "Emitted after script validation or when the edited resource has changed."
msgstr "校驗腳本後,或者所編輯資源發生更改時發出。"
msgid ""
"Emitted when the user request to find and replace text in the file system."
msgstr "使用者請求在檔案系統中搜尋與替換文字時發出。"
msgid "Emitted when the user requests contextual help."
msgstr "使用者請求本文幫助時發出。"
msgid ""
"Emitted when the user requests to view a specific line of a script, similar "
"to [signal go_to_method]."
msgstr "使用者請求查看腳本中的指定行時發出,類似於 [signal go_to_method]。"
msgid ""
"Emitted when the user contextual goto and the item is in the same script."
msgstr "使用者進行本文跳轉,並且該條目在同一個腳本中時發出。"
msgid "Emitted when the user request to search text in the file system."
msgstr "使用者請求在檔案系統中搜索文字時發出。"
msgid "[i]Deprecated.[/i] This method is not called by the engine."
msgstr "[i]已廢棄。[/i]這個常數未在內部使用。"
msgid "Abstract base class for scrollbars."
msgstr "捲軸的抽象基底類別。"
msgid ""
"Abstract base class for scrollbars, typically used to navigate through "
"content that extends beyond the visible area of a control. Scrollbars are "
"[Range]-based controls."
msgstr ""
"捲軸的抽象基底類別,通常用於對超出控制項可視區域的內容進行導覽。捲軸是基於 "
"[Range] 的控制項。"
msgid ""
"Overrides the step used when clicking increment and decrement buttons or when "
"using arrow keys when the [ScrollBar] is focused."
msgstr ""
"覆蓋 在按下增和減按鈕時或在 [ScrollBar] 已獲得焦點且使用方向鍵時 的步長。"
msgid "Emitted when the scrollbar is being scrolled."
msgstr "當捲軸滾動時發出。"
msgid ""
"Icon used as a button to scroll the [ScrollBar] left/up. Supports custom step "
"using the [member ScrollBar.custom_step] property."
msgstr ""
"作為按鈕使用的圖示,它用於使 [ScrollBar] 向左滾動。滾動步長由 [member "
"ScrollBar.custom_step] 屬性值自訂。"
msgid "Displayed when the mouse cursor hovers over the decrement button."
msgstr "當滑鼠指標懸停在遞減按鈕上時顯示。"
msgid "Displayed when the decrement button is being pressed."
msgstr "在按下遞減按鈕時顯示。"
msgid ""
"Icon used as a button to scroll the [ScrollBar] right/down. Supports custom "
"step using the [member ScrollBar.custom_step] property."
msgstr ""
"作為按鈕使用的圖示,它用於使 [ScrollBar] 向右滾動。滾動步長由 [member "
"ScrollBar.custom_step] 屬性值自訂。"
msgid "Displayed when the mouse cursor hovers over the increment button."
msgstr "當滑鼠指標懸停在差異量按鈕上時顯示。"
msgid "Displayed when the increment button is being pressed."
msgstr "在按下差異量按鈕時顯示。"
msgid ""
"Used as texture for the grabber, the draggable element representing current "
"scroll."
msgstr "用作拖動條的紋理,表示目前的可拖動元素。"
msgid "Used when the mouse hovers over the grabber."
msgstr "當滑鼠懸停在拖動條上時使用。"
msgid "Used when the grabber is being dragged."
msgstr "在拖動條被拖動時使用。"
msgid "Used as background of this [ScrollBar]."
msgstr "用作此 [ScrollBar] 的背景。"
msgid "Used as background when the [ScrollBar] has the GUI focus."
msgstr "當 [ScrollBar] 具有 GUI 焦點時用作背景。"
msgid "A container used to provide scrollbars to a child control when needed."
msgstr "需要時能夠為子控制項提供捲軸的容器。"
msgid ""
"A container used to provide a child control with scrollbars when needed. "
"Scrollbars will automatically be drawn at the right (for vertical) or bottom "
"(for horizontal) and will enable dragging to move the viewable Control (and "
"its children) within the ScrollContainer. Scrollbars will also automatically "
"resize the grabber based on the [member Control.custom_minimum_size] of the "
"Control relative to the ScrollContainer."
msgstr ""
"用於在需要時為子控制項提供捲軸的容器。捲軸會自動繪製在右側(垂直捲動條)或底部"
"(水平捲軸),拖動捲軸能夠移動 ScrollContainer 中的可見 Control及其子項。"
"捲軸會根據該 Control 的 [member Control.custom_minimum_size] 相對於 "
"ScrollContainer 的大小自動調整抓取器的大小。"
msgid ""
"Ensures the given [param control] is visible (must be a direct or indirect "
"child of the ScrollContainer). Used by [member follow_focus].\n"
"[b]Note:[/b] This will not work on a node that was just added during the same "
"frame. If you want to scroll to a newly added child, you must wait until the "
"next frame using [signal SceneTree.process_frame]:\n"
"[codeblock]\n"
"add_child(child_node)\n"
"await get_tree().process_frame\n"
"ensure_control_visible(child_node)\n"
"[/codeblock]"
msgstr ""
"確保給定的 [param control] 控制項可見(必須是 ScrollContainer 的直接或間接子節"
"點)。會被 [member follow_focus] 使用。\n"
"[b]注意:[/b]這不適用於在同一影格內剛剛新增的節點。如果想滾動到一個新新增的子"
"節點,就必須使用 [signal SceneTree.process_frame] 等待至下一影格:\n"
"[codeblock]\n"
"add_child(child_node)\n"
"await get_tree().process_frame\n"
"ensure_control_visible(child_node)\n"
"[/codeblock]"
msgid ""
"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to disable or hide a scrollbar, you can use "
"[member horizontal_scroll_mode]."
msgstr ""
"返回該 [ScrollContainer] 的水平捲軸 [HScrollBar]。\n"
"[b]警告:[/b]這是一個必要的內部節點,移除和釋放它可能會導致當機。如果你想禁用"
"或隱藏捲軸,可以使用 [member horizontal_scroll_mode]。"
msgid ""
"Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to disable or hide a scrollbar, you can use "
"[member vertical_scroll_mode]."
msgstr ""
"返回該 [ScrollContainer] 的垂直捲動條 [VScrollBar]。\n"
"[b]警告:[/b]這是一個必要的內部節點,移除和釋放它可能會導致當機。如果你想禁用"
"或隱藏捲軸,可以使用 [member vertical_scroll_mode]。"
msgid ""
"If [code]true[/code], the ScrollContainer will automatically scroll to "
"focused children (including indirect children) to make sure they are fully "
"visible."
msgstr ""
"如果為 [code]true[/code],則 ScrollContainer 將自動滾動到獲得焦點的子項(包括"
"間接子項)以確保它們完全可見。"
msgid ""
"Controls whether horizontal scrollbar can be used and when it should be "
"visible. See [enum ScrollMode] for options."
msgstr "控制水平捲軸是否可用、應該何時可見。選項見 [enum ScrollMode]。"
msgid ""
"Deadzone for touch scrolling. Lower deadzone makes the scrolling more "
"sensitive."
msgstr "觸摸滾動的死區。較低的死區使滾動更加敏感。"
msgid ""
"The current horizontal scroll value.\n"
"[b]Note:[/b] If you are setting this value in the [method Node._ready] "
"function or earlier, it needs to be wrapped with [method Object."
"set_deferred], since scroll bar's [member Range.max_value] is not initialized "
"yet.\n"
"[codeblock]\n"
"func _ready():\n"
" set_deferred(\"scroll_horizontal\", 600)\n"
"[/codeblock]"
msgstr ""
"目前的水平滾動值。\n"
"[b]注意:[/b]如果在 [method Node._ready] 函式或之前設定該值,則需要用 [method "
"Object.set_deferred] 包裹,因為捲軸的 [member Range.max_value] 此時尚未初始"
"化。\n"
"[codeblock]\n"
"func _ready():\n"
" set_deferred(\"scroll_horizontal\", 600)\n"
"[/codeblock]"
msgid ""
"Overrides the [member ScrollBar.custom_step] used when clicking the internal "
"scroll bar's horizontal increment and decrement buttons or when using arrow "
"keys when the [ScrollBar] is focused."
msgstr ""
"覆蓋點擊內部捲軸的水平增減按鈕或 [ScrollBar] 處於聚焦狀態下使用方向鍵時使用的 "
"[member ScrollBar.custom_step]。"
msgid ""
"The current vertical scroll value.\n"
"[b]Note:[/b] Setting it early needs to be deferred, just like in [member "
"scroll_horizontal].\n"
"[codeblock]\n"
"func _ready():\n"
" set_deferred(\"scroll_vertical\", 600)\n"
"[/codeblock]"
msgstr ""
"目前的垂直捲動值。\n"
"[b]注意:[/b]與 [member scroll_horizontal] 一樣,最初設定時需要進行延遲。\n"
"[codeblock]\n"
"func _ready():\n"
" set_deferred(\"scroll_vertical\", 600)\n"
"[/codeblock]"
msgid ""
"Overrides the [member ScrollBar.custom_step] used when clicking the internal "
"scroll bar's vertical increment and decrement buttons or when using arrow "
"keys when the [ScrollBar] is focused."
msgstr ""
"覆蓋點擊內部捲軸的垂直增減按鈕或 [ScrollBar] 處於聚焦狀態下使用方向鍵時使用的 "
"[member ScrollBar.custom_step]。"
msgid ""
"Controls whether vertical scrollbar can be used and when it should be "
"visible. See [enum ScrollMode] for options."
msgstr "控制垂直捲動條是否可用、應該何時可見。選項見 [enum ScrollMode]。"
msgid ""
"Emitted when scrolling stops when dragging the scrollable area [i]with a "
"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging "
"the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/"
"gamepad events.\n"
"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web "
"platforms when [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] is enabled."
msgstr ""
"使用觸控事件[i]拖曳可滾動區域[/i]時滾動停止時發出。拖曳滾動條時[i]不會[/i]發出"
"此訊號,使用滑鼠滾輪滾動或使用鍵盤/遊戲手把事件滾動。\n"
"[b]注意:[/b]此訊號僅在啟用 [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] 時在 Android 或 iOS 或桌面/Web 平台上發出。"
msgid ""
"Emitted when scrolling starts when dragging the scrollable area w[i]ith a "
"touch event[/i]. This signal is [i]not[/i] emitted when scrolling by dragging "
"the scrollbar, scrolling with the mouse wheel or scrolling with keyboard/"
"gamepad events.\n"
"[b]Note:[/b] This signal is only emitted on Android or iOS, or on desktop/web "
"platforms when [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] is enabled."
msgstr ""
"透過觸控事件拖曳可捲動區域[/i]時開始捲動時發出。透過拖曳捲動區域[/i]進行捲動時"
"不會發出此訊號捲軸,使用滑鼠滾輪滾動或使用鍵盤/遊戲手把事件滾動。\n"
"[b]注意:[/b]此訊號僅在啟用 [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse] 時在 Android 或 iOS 或桌面/Web 平台上發出。"
msgid "Scrolling disabled, scrollbar will be invisible."
msgstr "禁用滾動,捲軸不可見。"
msgid ""
"Scrolling enabled, scrollbar will be visible only if necessary, i.e. "
"container's content is bigger than the container."
msgstr "啟用滾動,捲軸僅在需要時可見,即容器的內容比容器大時。"
msgid "Scrolling enabled, scrollbar will be always visible."
msgstr "啟用滾動,捲軸始終可見。"
msgid "Scrolling enabled, scrollbar will be hidden."
msgstr "啟用滾動,捲軸隱藏。"
msgid "The background [StyleBox] of the [ScrollContainer]."
msgstr "[ScrollContainer] 的背景 [StyleBox]。"
msgid "A 2D line segment shape used for physics collision."
msgstr "2D 線段形狀,旨在用於物理學。"
msgid ""
"A 2D line segment shape, intended for use in physics. Usually used to provide "
"a shape for a [CollisionShape2D]."
msgstr "2D 線段形狀,旨在用於物理學。通常用於為 [CollisionShape2D] 提供形狀。"
msgid "The segment's first point position."
msgstr "該段的第一點的位置。"
msgid "The segment's second point position."
msgstr "該段的第二個點的位置。"
msgid ""
"A synchronization mechanism used to control access to a shared resource by "
"[Thread]s."
msgstr "同步機制,用於控制對 [Thread] 之間共用資源的存取。"
msgid ""
"A synchronization semaphore that can be used to synchronize multiple "
"[Thread]s. Initialized to zero on creation. For a binary version, see "
"[Mutex].\n"
"[b]Warning:[/b] Semaphores must be used carefully to avoid deadlocks.\n"
"[b]Warning:[/b] To guarantee that the operating system is able to perform "
"proper cleanup (no crashes, no deadlocks), these conditions must be met:\n"
"- When a [Semaphore]'s reference count reaches zero and it is therefore "
"destroyed, no threads must be waiting on it.\n"
"- When a [Thread]'s reference count reaches zero and it is therefore "
"destroyed, it must not be waiting on any semaphore."
msgstr ""
"同步機制,用於控制對 [Thread] 之間共用資源的存取。建立時初始化為零。二元版本"
"見 [Mutex]。\n"
"[b]警告:[/b]訊號量必須謹慎使用,防止鎖死。\n"
"[b]警告:[/b]為了確保作業系統能夠執行正確的清理(避免當機和思索),必須滿足以"
"下條件:\n"
"- [Semaphore] 的引用計數變為零,導致銷毀時,沒有執行緒在等待該訊號量。\n"
"- [Thread] 的引用計數變為零,導致銷毀時,沒有在等待任何訊號量。"
msgid "Lowers the [Semaphore], allowing one more thread in."
msgstr "降低 [Semaphore],額外允許一個執行緒進入。"
msgid ""
"Like [method wait], but won't block, so if the value is zero, fails "
"immediately and returns [code]false[/code]. If non-zero, it returns "
"[code]true[/code] to report success."
msgstr ""
"與 [method wait] 類似,但不會阻塞,所以如果值為零,則會立即失敗並返回 "
"[code]false[/code]。如果非零,則返回 [code]true[/code] 以報告成功。"
msgid "Waits for the [Semaphore], if its value is zero, blocks until non-zero."
msgstr "等待該 [Semaphore],如果它的值為零,則阻塞到變為非零為止。"
msgid ""
"A 2D ray shape used for physics collision that tries to separate itself from "
"any collider."
msgstr "用於物理碰撞的 2D 射線形狀,會嘗試將自己與其他碰撞體分開。"
msgid "The ray's length."
msgstr "射線的長度。"
msgid ""
"If [code]false[/code] (default), the shape always separates and returns a "
"normal along its own direction.\n"
"If [code]true[/code], the shape can return the correct normal and separate in "
"any direction, allowing sliding motion on slopes."
msgstr ""
"如果為 [code]false[/code](預設值),則形狀始終分離,並返回一條沿其自身方向的"
"法線。\n"
"如果為 [code]true[/code],則該形狀可以返回正確的法線,並在任何方向上分離,允許"
"在斜坡上滑動。"
msgid ""
"A 3D ray shape used for physics collision that tries to separate itself from "
"any collider."
msgstr "用於物理碰撞的 3D 射線形狀,會嘗試將自己與其他碰撞體分開。"
msgid "Abstract base class for separators."
msgstr "分隔線的抽象基底類別。"
msgid ""
"Abstract base class for separators, used for separating other controls. "
"[Separator]s are purely visual and normally drawn as a [StyleBoxLine]."
msgstr ""
"分隔線的抽象基底類別,用於分隔其他控制項。[Separator] 只提供視覺上的分隔,通常"
"用 [StyleBoxLine] 繪製。"
msgid ""
"The size of the area covered by the separator. Effectively works like a "
"minimum width/height."
msgstr "分隔器覆蓋區域的高度。效果上和最小高度一致。"
msgid ""
"The style for the separator line. Works best with [StyleBoxLine] (remember to "
"enable [member StyleBoxLine.vertical] for [VSeparator])."
msgstr ""
"分隔線的樣式。與 [StyleBoxLine] 一起使用效果最好(記得要啟用 [member "
"StyleBoxLine.vertical])。"
msgid "A shader implemented in the Godot shading language."
msgstr "用 Godot 著色語言實作的著色器。"
msgid ""
"A custom shader program implemented in the Godot shading language, saved with "
"the [code].gdshader[/code] extension.\n"
"This class is used by a [ShaderMaterial] and allows you to write your own "
"custom behavior for rendering visual items or updating particle information. "
"For a detailed explanation and usage, please see the tutorials linked below."
msgstr ""
"用 Godot 著色語言實作的自訂著色器程式,使用 [code].gdshader[/code] 副檔名保"
"存。\n"
"這個類由 [ShaderMaterial] 使用,能夠讓你編寫渲染可視專案或更新粒子資訊時的自定"
"義行為。詳細解釋和用法請參考下列教學連結。"
msgid "Shaders documentation index"
msgstr "著色器文件索引"
msgid ""
"Returns the texture that is set as default for the specified parameter.\n"
"[b]Note:[/b] [param name] must match the name of the uniform in the code "
"exactly.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
msgstr ""
"返回被設定為指定參數的預設值的紋理。\n"
"[b]注意:[/b][param name] 必須與程式碼中的 uniform 名稱完全配對。\n"
"[b]注意:[/b]如果使用取樣器陣列,則使用 [param index] 存取指定的紋理。"
msgid "Returns the shader mode for the shader."
msgstr "返回著色器的著色器模式。"
msgid ""
"Get the list of shader uniforms that can be assigned to a [ShaderMaterial], "
"for use with [method ShaderMaterial.set_shader_parameter] and [method "
"ShaderMaterial.get_shader_parameter]. The parameters returned are contained "
"in dictionaries in a similar format to the ones returned by [method Object."
"get_property_list].\n"
"If argument [param get_groups] is true, parameter grouping hints will be "
"provided."
msgstr ""
"獲取可以賦值給 [ShaderMaterial] 的著色器 uniform 列表,可用於 [method "
"ShaderMaterial.set_shader_parameter] 和 [method ShaderMaterial."
"get_shader_parameter]。返回的參數包含在字典內,與 [method Object."
"get_property_list] 返回的格式類似。\n"
"如果參數 [param get_groups] 為 true則會提供參數群組提示。"
msgid ""
"Sets the default texture to be used with a texture uniform. The default is "
"used if a texture is not set in the [ShaderMaterial].\n"
"[b]Note:[/b] [param name] must match the name of the uniform in the code "
"exactly.\n"
"[b]Note:[/b] If the sampler array is used use [param index] to access the "
"specified texture."
msgstr ""
"設定要與紋理 uniform 一起使用的預設紋理。如果未在 [ShaderMaterial] 中設定紋"
"理,則使用該預設值。\n"
"[b]注意:[/b][param name] 必須與程式碼中的 uniform 名稱完全配對。\n"
"[b]注意:[/b]如果使用取樣器陣列,則使用 [param index] 存取指定的紋理。"
msgid ""
"Returns the shader's code as the user has written it, not the full generated "
"code used internally."
msgstr "返回使用者編寫的著色器程式碼,而不是內部使用的完整生成程式碼。"
msgid "Mode used to draw all 3D objects."
msgstr "用於繪製所有 3D 物件的模式。"
msgid "Mode used to draw all 2D objects."
msgstr "用於繪製所有 2D 物件的模式。"
msgid ""
"Mode used to calculate particle information on a per-particle basis. Not used "
"for drawing."
msgstr "用於基於每個粒子計算粒子資訊的模式。不用於繪圖。"
msgid ""
"Mode used for drawing skies. Only works with shaders attached to [Sky] "
"objects."
msgstr "用於繪製天空的模式。僅適用於附加到 [Sky] 對象的著色器。"
msgid "Mode used for setting the color and density of volumetric fog effect."
msgstr "用於設定體積霧效果的顏色和密度的模式。"
msgid "A node used to override global shader parameters' values in a scene."
msgstr "針對指定場景覆蓋全域著色器參數的取值。"
msgid ""
"Similar to how a [WorldEnvironment] node can be used to override the "
"environment while a specific scene is loaded, [ShaderGlobalsOverride] can be "
"used to override global shader parameters temporarily. Once the node is "
"removed, the project-wide values for the global shader parameters are "
"restored. See the [RenderingServer] [code]global_shader_parameter_*[/code] "
"methods for more information.\n"
"[b]Note:[/b] Only one [ShaderGlobalsOverride] can be used per scene. If there "
"is more than one [ShaderGlobalsOverride] node in the scene tree, only the "
"first node (in tree order) will be taken into account.\n"
"[b]Note:[/b] All [ShaderGlobalsOverride] nodes are made part of a "
"[code]\"shader_overrides_group\"[/code] group when they are added to the "
"scene tree. The currently active [ShaderGlobalsOverride] node also has a "
"[code]\"shader_overrides_group_active\"[/code] group added to it. You can use "
"this to check which [ShaderGlobalsOverride] node is currently active."
msgstr ""
"就像 [WorldEnvironment] 能夠在載入指定場景時覆蓋環境一樣,"
"[ShaderGlobalsOverride] 能夠臨時覆蓋全域著色器參數。移除該節點後,就會恢復項目"
"範圍的全域著色器參數。詳情見 [RenderingServer] 的 "
"[code]global_shader_parameter_*[/code] 方法。\n"
"[b]注意:[/b]一個場景只能用一個 [ShaderGlobalsOverride]。如果場景樹中存在多個 "
"[ShaderGlobalsOverride],則只會考慮第一個節點(按照樹順序)。\n"
"[b]注意:[/b]所有 [ShaderGlobalsOverride] 節點在新增至場景樹時都會加入 "
"[code]\"shader_overrides_group\"[/code] 群組。目前活動的 "
"[ShaderGlobalsOverride] 還會加入 [code]\"shader_overrides_group_active\"[/"
"code] 群組。你可以據此來檢查目前活動的 [ShaderGlobalsOverride] 節點是哪一個。"
msgid "Shading language"
msgstr "著色語言"
msgid ""
"A snippet of shader code to be included in a [Shader] with [code]#include[/"
"code]."
msgstr "著色器程式碼片段,能夠在 [Shader] 中使用 [code]#include[/code] 引入。"
msgid ""
"A shader include file, saved with the [code].gdshaderinc[/code] extension. "
"This class allows you to define a custom shader snippet that can be included "
"in a [Shader] by using the preprocessor directive [code]#include[/code], "
"followed by the file path (e.g. [code]#include \"res://shader_lib."
"gdshaderinc\"[/code]). The snippet doesn't have to be a valid shader on its "
"own."
msgstr ""
"著色器標頭檔,保存時使用 [code].gdshaderinc[/code] 副檔名。這個類能夠用於定義"
"自訂著色器程式碼片段,在 [Shader] 中可以使用前置處理器指令 [code]#include[/"
"code] 加上檔路徑引入(例如 [code]#include \"res://shader_lib.gdshaderinc\"[/"
"code])。程式碼片段本身不必是有效的著色器。"
msgid "Shader preprocessor"
msgstr "著色器前置處理器"
msgid ""
"Returns the code of the shader include file. The returned text is what the "
"user has written, not the full generated code used internally."
msgstr ""
"返回著色器標頭檔的程式碼。返回的文字是使用者所編寫的內容,不是內部使用的完整生"
"成的程式碼。"
msgid ""
"A material defined by a custom [Shader] program and the values of its shader "
"parameters."
msgstr "自訂 [Shader] 程式定義的材質及其著色器參數的值。"
msgid ""
"A material that uses a custom [Shader] program to render visual items (canvas "
"items, meshes, skies, fog), or to process particles. Compared to other "
"materials, [ShaderMaterial] gives deeper control over the generated shader "
"code. For more information, see the shaders documentation index below.\n"
"Multiple [ShaderMaterial]s can use the same shader and configure different "
"values for the shader uniforms.\n"
"[b]Note:[/b] For performance reasons, the [signal Resource.changed] signal is "
"only emitted when the [member Resource.resource_name] changes. Only in "
"editor, it is also emitted for [member shader] changes."
msgstr ""
"使用自訂 [Shader] 程式渲染視覺專案(畫布專案、網格、天空、霧)或處理粒子的材"
"質。與其他材質相比,[ShaderMaterial] 給予對產生的著色器程式碼進行更深入的控"
"制。有關更多信息,請參閱下面的著色器檔案索引。\n"
"多個[ShaderMaterial]可以使用相同的著色器並為著色器製服配置不同的值。\n"
"[b]注意:[/b]基於效能原因,僅當[member Resource.resource_name]變更時才會發出"
"[signal Resource.changed]訊號。僅在編輯器中,它也會針對 [member shader] 變更發"
"出。"
msgid ""
"Returns the current value set for this material of a uniform in the shader."
msgstr "返回在著色器中此 uniform 材質的目前值。"
msgid ""
"Changes the value set for this material of a uniform in the shader.\n"
"[b]Note:[/b] [param param] is case-sensitive and must match the name of the "
"uniform in the code exactly (not the capitalized name in the inspector).\n"
"[b]Note:[/b] Changes to the shader uniform will be effective on all instances "
"using this [ShaderMaterial]. To prevent this, use per-instance uniforms with "
"[method GeometryInstance3D.set_instance_shader_parameter] or duplicate the "
"[ShaderMaterial] resource using [method Resource.duplicate]. Per-instance "
"uniforms allow for better shader reuse and are therefore faster, so they "
"should be preferred over duplicating the [ShaderMaterial] when possible."
msgstr ""
"更改這個材質的著色器中為某個 uniform 設定的值。\n"
"[b]注意:[/b][param param] 大小寫敏感,必須完全配對程式碼中 uniform 的名稱(不"
"是屬性面板中首字母大寫後的名稱)。\n"
"[b]注意:[/b]對著色器 uniform 的修改會在使用這個 [ShaderMaterial] 的所有實例上"
"生效。要防止這種行為,請通過 [method GeometryInstance3D."
"set_instance_shader_parameter] 使用單實例 uniform或者使用 [method Resource."
"duplicate] 製作該 [ShaderMaterial] 的副本。單實例 uniform 可以更好地複用著色"
"器,因此速度也更快,所以應該盡可能優先使用,而不是製作 [ShaderMaterial] 的副"
"本。"
msgid "The [Shader] program used to render this material."
msgstr "用於渲染此材質的 [Shader] 程式。"
msgid "Abstract base class for 2D shapes used for physics collision."
msgstr "用於物理碰撞的 2D 形狀的抽象基底類別。"
msgid ""
"Abstract base class for all 2D shapes, intended for use in physics.\n"
"[b]Performance:[/b] Primitive shapes, especially [CircleShape2D], are fast to "
"check collisions against. [ConvexPolygonShape2D] is slower, and "
"[ConcavePolygonShape2D] is the slowest."
msgstr ""
"所有 2D 形狀的抽象基底類別,針對物理使用設計。\n"
"[b]性能:[/b]對圖元形狀進行碰撞偵測很快,尤其是 [CircleShape2D]。"
"[ConvexPolygonShape2D] 較慢,[ConcavePolygonShape2D] 最慢。"
msgid ""
"Returns [code]true[/code] if this shape is colliding with another.\n"
"This method needs the transformation matrix for this shape ([param "
"local_xform]), the shape to check collisions with ([param with_shape]), and "
"the transformation matrix of that shape ([param shape_xform])."
msgstr ""
"如果該形狀與另一個形狀發生碰撞,返回 [code]true[/code]。\n"
"本方法需要該形狀的變換矩陣([param local_xform])、要檢查與該形狀碰撞的形狀"
"[param with_shape])、以及那個形狀的變換矩陣([param shape_xform])。"
msgid ""
"Returns a list of contact point pairs where this shape touches another.\n"
"If there are no collisions, the returned list is empty. Otherwise, the "
"returned list contains contact points arranged in pairs, with entries "
"alternating between points on the boundary of this shape and points on the "
"boundary of [param with_shape].\n"
"A collision pair A, B can be used to calculate the collision normal with "
"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)."
"length()[/code]. This information is typically used to separate shapes, "
"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape ([param "
"local_xform]), the shape to check collisions with ([param with_shape]), and "
"the transformation matrix of that shape ([param shape_xform])."
msgstr ""
"返回該形狀與另一形狀接觸的接觸點對的列表。\n"
"如果不存在碰撞,則返回的列表為空。否則,返回的列表中包含的是成對排列的接觸點,"
"在該形狀邊界上的點和 [param with_shape] 邊界上的點之間交替排列。\n"
"有了碰撞對 A 和 B就可以通過 [code](B - A).normalized()[/code] 計算碰撞法線,"
"通過 [code](B - A).length()[/code] 計算碰撞深度。這些資訊通常用於分離形狀,在"
"碰撞求解器中比較常見。\n"
"這個方法需要用到該形狀的變換矩陣([param local_xform])、要檢查與該形狀是否碰"
"撞的形狀([param with_shape])、以及那個形狀的變換矩陣([param "
"shape_xform])。"
msgid ""
"Returns whether this shape would collide with another, if a given movement "
"was applied.\n"
"This method needs the transformation matrix for this shape ([param "
"local_xform]), the movement to test on this shape ([param local_motion]), the "
"shape to check collisions with ([param with_shape]), the transformation "
"matrix of that shape ([param shape_xform]), and the movement to test onto the "
"other object ([param shape_motion])."
msgstr ""
"返回套用給定的運動後,這個形狀是否會與另一個形狀發生碰撞。\n"
"這個方法需要這個形狀的變換矩陣([param local_xform]),要在這個形狀上測試的運"
"動([param local_motion]),檢查碰撞的形狀([param with_shape]),那個形狀的變"
"換矩陣([param shape_xform]),以及用於測試其他物體的運動([param "
"shape_motion])。"
msgid ""
"Returns a list of contact point pairs where this shape would touch another, "
"if a given movement was applied.\n"
"If there would be no collisions, the returned list is empty. Otherwise, the "
"returned list contains contact points arranged in pairs, with entries "
"alternating between points on the boundary of this shape and points on the "
"boundary of [param with_shape].\n"
"A collision pair A, B can be used to calculate the collision normal with "
"[code](B - A).normalized()[/code], and the collision depth with [code](B - A)."
"length()[/code]. This information is typically used to separate shapes, "
"particularly in collision solvers.\n"
"This method needs the transformation matrix for this shape ([param "
"local_xform]), the movement to test on this shape ([param local_motion]), the "
"shape to check collisions with ([param with_shape]), the transformation "
"matrix of that shape ([param shape_xform]), and the movement to test onto the "
"other object ([param shape_motion])."
msgstr ""
"返回如果套用了給定的移動後,該形狀將接觸另一形狀的接觸點對列表。\n"
"如果不存在碰撞,則返回的列表為空。否則,返回的列表中包含的是成對排列的接觸點,"
"在該形狀邊界上的點和 [param with_shape] 邊界上的點之間會交替出現。\n"
"有了碰撞對 A 和 B就可以通過 [code](B - A).normalized()[/code] 計算碰撞法線,"
"通過 [code](B - A).length()[/code] 計算碰撞深度。這些資訊通常用於分離形狀,在"
"碰撞求解器中比較常見。\n"
"本方法需要用到該形狀的變換矩陣([param local_xform])、要在該形狀上測試的運動"
"[param local_motion])、要檢查與該形狀是否碰撞的形狀([param with_shape])、"
"那個形狀的變換矩陣([param shape_xform])、以及要在其他形狀上測試的運動"
"[param shape_motion])。"
msgid ""
"Draws a solid shape onto a [CanvasItem] with the [RenderingServer] API filled "
"with the specified [param color]. The exact drawing method is specific for "
"each shape and cannot be configured."
msgstr ""
"用 [RenderingServer] API 在 [CanvasItem] 上繪製實體形狀,並填充指定的顏色 "
"[param color]。確切的繪製方法是每個形狀特有的,無法配置。"
msgid "Returns a [Rect2] representing the shapes boundary."
msgstr "返回代表形狀邊界的 [Rect2]。"
msgid ""
"The shape's custom solver bias. Defines how much bodies react to enforce "
"contact separation when this shape is involved.\n"
"When set to [code]0[/code], the default value from [member ProjectSettings."
"physics/2d/solver/default_contact_bias] is used."
msgstr ""
"該形狀的的自訂求解器偏差。定義了強制接觸分離涉及到這個形狀時,物體會做出多大的"
"反應。\n"
"設為 [code]0.0[/code] 時,使用的預設值為 [member ProjectSettings.physics/2d/"
"solver/default_contact_bias]。"
msgid "Abstract base class for 3D shapes used for physics collision."
msgstr "用於物理碰撞的 3D 形狀的抽象基底類別。"
msgid ""
"Abstract base class for all 3D shapes, intended for use in physics.\n"
"[b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast to "
"check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] are "
"slower, and [ConcavePolygonShape3D] is the slowest."
msgstr ""
"所有 3D 形狀的抽象基底類別,針對物理使用設計。\n"
"[b]性能:[/b]對圖元形狀進行碰撞偵測很快,尤其是 [SphereShape3D]。"
"[ConvexPolygonShape3D] 和 [HeightMapShape3D] 較慢,[ConcavePolygonShape3D] 最"
"慢。"
msgid ""
"Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D]."
msgstr "返回用於繪製此 [Shape3D] 的除錯碰撞的 [ArrayMesh]。"
msgid ""
"The shape's custom solver bias. Defines how much bodies react to enforce "
"contact separation when this shape is involved.\n"
"When set to [code]0[/code], the default value from [member ProjectSettings."
"physics/3d/solver/default_contact_bias] is used."
msgstr ""
"該形狀的的自訂求解器偏差。定義了強制接觸分離涉及到這個形狀時,物體會做出多大的"
"反應。\n"
"設為 [code]0.0[/code] 時,使用的預設值為 [member ProjectSettings.physics/3d/"
"solver/default_contact_bias]。"
msgid ""
"The collision margin for the shape. This is not used in Godot Physics.\n"
"Collision margins allow collision detection to be more efficient by adding an "
"extra shell around shapes. Collision algorithms are more expensive when "
"objects overlap by more than their margin, so a higher value for margins is "
"better for performance, at the cost of accuracy around edges as it makes them "
"less sharp."
msgstr ""
"該形狀的碰撞邊距。Godot Physics 中未使用。\n"
"碰撞邊距允許通過在形狀周圍新增額外的外殼來使碰撞偵測更有效。當物體重疊的部分超"
"過其邊距時,碰撞演算法的成本會更高,所以邊距的數值越高對性能越好,但代價是邊緣"
"的精度會降低,因為會讓邊緣的銳度降低。"
msgid "A 2D shape that sweeps a region of space to detect [CollisionObject2D]s."
msgstr "2D 形狀,會掃描空間中某個區域,用於偵測 [CollisionObject2D]。"
msgid ""
"Shape casting allows to detect collision objects by sweeping its [member "
"shape] along the cast direction determined by [member target_position]. This "
"is similar to [RayCast2D], but it allows for sweeping a region of space, "
"rather than just a straight line. [ShapeCast2D] can detect multiple collision "
"objects. It is useful for things like wide laser beams or snapping a simple "
"shape to a floor.\n"
"Immediate collision overlaps can be done with the [member target_position] "
"set to [code]Vector2(0, 0)[/code] and by calling [method "
"force_shapecast_update] within the same physics frame. This helps to overcome "
"some limitations of [Area2D] when used as an instantaneous detection area, as "
"collision information isn't immediately available to it.\n"
"[b]Note:[/b] Shape casting is more computationally expensive than ray casting."
msgstr ""
"形狀投射會將其 [member shape] 沿著 [member target_position] 確定的投射方向進行"
"掃描,能夠偵測到碰撞物件。類似於 [RayCast2D],但是能夠掃描空間中的一個區域,而"
"不僅僅是一條直線。[ShapeCast2D] 能夠偵測到多個碰撞物件。可用於實作較寬的鐳射射"
"線,或者將簡單的形狀吸附到地面。\n"
"要立即偵測碰撞重疊,可以將 [member target_position] 設定為 [code]Vector2(0, 0)"
"[/code],並在同一個物理影格中呼叫 [method force_shapecast_update]。這樣就能夠"
"克服 [Area2D] 在進行連續區域偵測時的局限性,因為它無法立即獲取碰撞資訊。\n"
"[b]注意:[/b]形狀投射比射線投射的計算量更大。"
msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [CollisionObject2D] node."
msgstr "新增碰撞例外,使該形狀不彙報與指定 [CollisionObject2D] 節點的碰撞。"
msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [RID]."
msgstr "新增碰撞例外,使該形狀不彙報與指定 [RID] 節點的碰撞。"
msgid "Removes all collision exceptions for this shape."
msgstr "移除該形狀的所有碰撞例外。"
msgid ""
"The fraction from the [ShapeCast2D]'s origin to its [member target_position] "
"(between 0 and 1) of how far the shape can move without triggering a "
"collision."
msgstr ""
"從 [ShapeCast2D] 的原點到其 [member target_position](介於 0 和 1 之間)的分"
"數,即形狀可以在不觸發碰撞的情況下移動多遠。"
msgid ""
"The fraction from the [ShapeCast2D]'s origin to its [member target_position] "
"(between 0 and 1) of how far the shape must move to trigger a collision."
msgstr ""
"從 [ShapeCast2D] 的原點到其 [member target_position](介於 0 和 1 之間)的分"
"數,即形狀必須移動多遠才能觸發碰撞。"
msgid ""
"Returns the collided [Object] of one of the multiple collisions at [param "
"index], or [code]null[/code] if no object is intersecting the shape (i.e. "
"[method is_colliding] returns [code]false[/code])."
msgstr ""
"返回 [param index] 處多次碰撞之一的碰撞 [Object],如果沒有物件與形狀相交(即 "
"[method is_colliding] 返回 [code]false[/code]),則返回 [code]null[/code]。"
msgid ""
"Returns the [RID] of the collided object of one of the multiple collisions at "
"[param index]."
msgstr "返回 [param index] 處多次碰撞之一的碰撞物件的 [RID]。"
msgid ""
"Returns the shape ID of the colliding shape of one of the multiple collisions "
"at [param index], or [code]0[/code] if no object is intersecting the shape (i."
"e. [method is_colliding] returns [code]false[/code])."
msgstr ""
"返回 [param index] 處多次碰撞之一的碰撞形狀的形狀 ID如果沒有物件與該形狀相交"
"(即 [method is_colliding] 返回 [code]false[/code]),則返回 [code]0[/code]。"
msgid ""
"The number of collisions detected at the point of impact. Use this to iterate "
"over multiple collisions as provided by [method get_collider], [method "
"get_collider_shape], [method get_collision_point], and [method "
"get_collision_normal] methods."
msgstr ""
"在撞擊點偵測到的碰撞次數。使用它來反覆運算由 [method get_collider]、[method "
"get_collider_shape]、[method get_collision_point]、和 [method "
"get_collision_normal] 方法提供的多個碰撞。"
msgid ""
"Returns the normal of one of the multiple collisions at [param index] of the "
"intersecting object."
msgstr "返回相交物件 [param index] 處多次碰撞之一的法線。"
msgid ""
"Returns the collision point of one of the multiple collisions at [param "
"index] where the shape intersects the colliding object.\n"
"[b]Note:[/b] this point is in the [b]global[/b] coordinate system."
msgstr ""
"返回形狀與碰撞物件相交的 [param index] 處多次碰撞之一的碰撞點。\n"
"[b]注意:[/b]這個點在[b]全域[/b]坐標系中。"
msgid ""
"Returns whether any object is intersecting with the shape's vector "
"(considering the vector length)."
msgstr "返回是否有任何物件與形狀的向量相交(考慮向量長度)。"
msgid ""
"Removes a collision exception so the shape does report collisions with the "
"specified [CollisionObject2D] node."
msgstr "移除碰撞例外,使該形狀能夠彙報與指定 [CollisionObject2D] 節點的碰撞。"
msgid ""
"Removes a collision exception so the shape does report collisions with the "
"specified [RID]."
msgstr "移除碰撞例外,使該形狀能夠彙報與指定 [RID] 的碰撞。"
msgid ""
"The shape's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected."
msgstr ""
"該形狀的碰撞遮罩。只有至少啟用了一個在該遮罩中的碰撞層的物件才會被偵測到。"
msgid ""
"Returns the complete collision information from the collision sweep. The data "
"returned is the same as in the [method PhysicsDirectSpaceState2D."
"get_rest_info] method."
msgstr ""
"從碰撞掃描中返回完整的碰撞資訊。返回的資料與 [method "
"PhysicsDirectSpaceState2D.get_rest_info] 方法中的資料相同。"
msgid ""
"The collision margin for the shape. A larger margin helps detecting "
"collisions more consistently, at the cost of precision."
msgstr "該形狀的碰撞邊距。較大的邊距有助於更一致地偵測碰撞,但代價是犧牲精度。"
msgid ""
"The number of intersections can be limited with this parameter, to reduce the "
"processing time."
msgstr "可以使用這個參數來限制相交點的數量,減少處理時間。"
msgid "The [Shape2D]-derived shape to be used for collision queries."
msgstr "衍生自 [Shape2D] 的形狀,用於碰撞查詢。"
msgid ""
"The shape's destination point, relative to this node's [code]position[/code]."
msgstr "該形狀的目標點,相對於該節點的 [code]position[/code]。"
msgid "A 3D shape that sweeps a region of space to detect [CollisionObject3D]s."
msgstr "3D 形狀,會掃描空間中某個區域,用於偵測 [CollisionObject3D]。"
msgid ""
"Shape casting allows to detect collision objects by sweeping its [member "
"shape] along the cast direction determined by [member target_position]. This "
"is similar to [RayCast3D], but it allows for sweeping a region of space, "
"rather than just a straight line. [ShapeCast3D] can detect multiple collision "
"objects. It is useful for things like wide laser beams or snapping a simple "
"shape to a floor.\n"
"Immediate collision overlaps can be done with the [member target_position] "
"set to [code]Vector3(0, 0, 0)[/code] and by calling [method "
"force_shapecast_update] within the same physics frame. This helps to overcome "
"some limitations of [Area3D] when used as an instantaneous detection area, as "
"collision information isn't immediately available to it.\n"
"[b]Note:[/b] Shape casting is more computationally expensive than ray casting."
msgstr ""
"形狀投射會將其 [member shape] 沿著 [member target_position] 確定的投射方向進行"
"掃描,能夠偵測到碰撞物件。類似於 [RayCast3D],但是能夠掃描空間中的一個區域,而"
"不僅僅是一條直線。[ShapeCast3D] 能夠偵測到多個碰撞物件。可用於實作較寬的鐳射射"
"線,或者將簡單的形狀吸附到地面。\n"
"要立即偵測碰撞重疊,可以將 [member target_position] 設定為 [code]Vector3(0, "
"0, 0)[/code],並在同一個物理影格中呼叫 [method force_shapecast_update]。這樣就"
"能夠克服 [Area3D] 在進行連續區域偵測時的局限性,因為它無法立即獲取碰撞信息。\n"
"[b]注意:[/b]形狀投射比射線投射的計算量更大。"
msgid ""
"Adds a collision exception so the shape does not report collisions with the "
"specified [CollisionObject3D] node."
msgstr "新增碰撞例外,讓該形狀不再彙報與指定 [CollisionObject3D] 節點的碰撞。"
msgid "Removes all collision exceptions for this [ShapeCast3D]."
msgstr "移除該 [ShapeCast3D] 的所有碰撞例外。"
msgid ""
"The fraction from the [ShapeCast3D]'s origin to its [member target_position] "
"(between 0 and 1) of how far the shape can move without triggering a "
"collision."
msgstr ""
"從 [ShapeCast3D] 的原點到其 [member target_position](介於 0 和 1 之間)的分"
"數,即形狀可以在不觸發碰撞的情況下移動多遠。"
msgid ""
"The fraction from the [ShapeCast3D]'s origin to its [member target_position] "
"(between 0 and 1) of how far the shape must move to trigger a collision."
msgstr ""
"從 [ShapeCast3D] 的原點到其 [member target_position](介於 0 和 1 之間)的分"
"數,即形狀必須移動多遠才能觸發碰撞。"
msgid ""
"Removes a collision exception so the shape does report collisions with the "
"specified [CollisionObject3D] node."
msgstr "移除碰撞例外,讓該形狀彙報與指定 [CollisionObject3D] 節點的碰撞。"
msgid ""
"The shape's collision mask. Only objects in at least one collision layer "
"enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]Collision layers and "
"masks[/url] in the documentation for more information."
msgstr ""
"形狀的碰撞遮罩。只有至少啟用了一個在該遮罩中的碰撞層的物件才會被偵測到。有關詳"
"細資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/physics_introduction."
"html#collision-layers-and-masks]《碰撞層和遮罩》[/url]。"
msgid ""
"Returns the complete collision information from the collision sweep. The data "
"returned is the same as in the [method PhysicsDirectSpaceState3D."
"get_rest_info] method."
msgstr ""
"從碰撞掃描返回完整的碰撞資訊。返回的資料與 [method PhysicsDirectSpaceState3D."
"get_rest_info] 方法中的資料相同。"
msgid ""
"The custom color to use to draw the shape in the editor and at run-time if "
"[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
"color will be highlighted at run-time if the [ShapeCast3D] is colliding with "
"something.\n"
"If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
"[member ProjectSettings.debug/shapes/collision/shape_color] is used."
msgstr ""
"如果在[b]除錯[/b]功能表中啟用了[b]可見碰撞形狀[/b],則用於在編輯器中和運作時中"
"繪製形狀的自訂顏色。如果 [ShapeCast3D] 與某物發生碰撞,該顏色將在運作時突出顯"
"示。\n"
"如果設定為 [code]Color(0.0, 0.0, 0.0)[/code](預設值),則使用 [member "
"ProjectSettings.debug/shapes/collision/shape_color] 中設定的顏色。"
msgid "The [Shape3D]-derived shape to be used for collision queries."
msgstr "衍生自 [Shape3D] 的形狀,用於碰撞查詢。"
msgid "A shortcut for binding input."
msgstr "用於綁定輸入的快捷鍵。"
msgid ""
"Shortcuts are commonly used for interacting with a [Control] element from an "
"[InputEvent] (also known as hotkeys).\n"
"One shortcut can contain multiple [InputEvent]'s, allowing the possibility of "
"triggering one action with multiple different inputs."
msgstr ""
"快捷鍵通常用於通過 [InputEvent] 與 [Control] 元素進行互動(也叫熱鍵)。\n"
"一個快捷鍵可以包含多個 [InputEvent],因此能夠使用多種不同的輸入觸發某個動作。"
msgid "Returns the shortcut's first valid [InputEvent] as a [String]."
msgstr "返回該快捷鍵的第一個有效 [InputEvent] 的 [String] 形式。"
msgid "Returns whether [member events] contains an [InputEvent] which is valid."
msgstr "返回 [member events] 是否包含有效的 [InputEvent]。"
msgid ""
"Returns whether any [InputEvent] in [member events] equals [param event]."
msgstr "返回 [member events] 中是否有等於 [param event] 的 [InputEvent]。"
msgid ""
"The shortcut's [InputEvent] array.\n"
"Generally the [InputEvent] used is an [InputEventKey], though it can be any "
"[InputEvent], including an [InputEventAction]."
msgstr ""
"快捷鍵的 [InputEvent] 陣列。\n"
"通常使用的 [InputEvent] 是 [InputEventKey],儘管也可以是任何 [InputEvent],包"
"括 [InputEventAction]。"
msgid "A built-in type representing a signal of an [Object]."
msgstr "代表 [Object] 中某個訊號的內建型別。"
msgid ""
"[Signal] is a built-in [Variant] type that represents a signal of an [Object] "
"instance. Like all [Variant] types, it can be stored in variables and passed "
"to functions. Signals allow all connected [Callable]s (and by extension their "
"respective objects) to listen and react to events, without directly "
"referencing one another. This keeps the code flexible and easier to manage.\n"
"In GDScript, signals can be declared with the [code]signal[/code] keyword. In "
"C#, you may use the [code][Signal][/code] attribute on a delegate.\n"
"[codeblocks]\n"
"[gdscript]\n"
"signal attacked\n"
"\n"
"# Additional arguments may be declared.\n"
"# These arguments must be passed when the signal is emitted.\n"
"signal item_dropped(item_name, amount)\n"
"[/gdscript]\n"
"[csharp]\n"
"[Signal]\n"
"delegate void AttackedEventHandler();\n"
"\n"
"// Additional arguments may be declared.\n"
"// These arguments must be passed when the signal is emitted.\n"
"[Signal]\n"
"delegate void ItemDroppedEventHandler(string itemName, int amount);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"訊號 [Signal] 是內建的 [Variant] 型別,代表 [Object] 實例的某個資訊。訊號和所"
"有 [Variant] 型別一樣,可以在變數中儲存、傳遞給函式。訊號能夠讓所有連接的 "
"[Callable](及相應擴充物件)監聽事件並作出反應,不必直接互相引用。這樣就能讓程"
"式碼更靈活、更易於管理。\n"
"在 GDScript 中,訊號可以使用 [code]signal[/code] 關鍵字宣告。在 C# 中,你可以"
"在代理上使用 [code][Signal][/code] 屬性。\n"
"[codeblocks]\n"
"[gdscript]\n"
"signal attacked\n"
"\n"
"# 可以宣告額外的參數。\n"
"# 這些參數必須在發出訊號時傳遞。\n"
"signal item_dropped(item_name, amount)\n"
"[/gdscript]\n"
"[csharp]\n"
"[Signal]\n"
"delegate void AttackedEventHandler();\n"
"\n"
"// 可以宣告額外的參數。\n"
"// 這些參數必須在發出訊號時傳遞。\n"
"[Signal]\n"
"delegate void ItemDroppedEventHandler(string itemName, int amount);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Using Signals"
msgstr "使用訊號"
msgid "GDScript Basics"
msgstr "GDScript 基礎"
msgid "Constructs an empty [Signal] with no object nor signal name bound."
msgstr "建構空的 [Signal],沒有綁定物件和訊號名稱。"
msgid "Constructs a [Signal] as a copy of the given [Signal]."
msgstr "建構給定 [Signal] 的副本。"
msgid ""
"Creates a new [Signal] named [param signal] in the specified [param object]."
msgstr "在指定對象 [param object] 中新建名稱 [param signal] 的 [Signal]。"
msgid ""
"Connects this signal to the specified [param callable]. Optional [param "
"flags] can be also added to configure the connection's behavior (see [enum "
"Object.ConnectFlags] constants). You can provide additional arguments to the "
"connected [param callable] by using [method Callable.bind].\n"
"A signal can only be connected once to the same [Callable]. If the signal is "
"already connected, returns [constant ERR_INVALID_PARAMETER] and pushes an "
"error message, unless the signal is connected with [constant Object."
"CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first "
"to check for existing connections.\n"
"[codeblock]\n"
"for button in $Buttons.get_children():\n"
" button.pressed.connect(_on_pressed.bind(button))\n"
"\n"
"func _on_pressed(button):\n"
" print(button.name, \" was pressed\")\n"
"[/codeblock]"
msgstr ""
"將此訊號連接到指定的 [param callable]。還可以新增 [param flags] 對連接的行為進"
"行配置(見 [enum Object.ConnectFlags] 常數)。可以使用 [method Callable.bind] "
"為連接的 [param callable] 提供額外的參數。\n"
"一個訊號只能和同一個 [Callable] 連接一次。如果該訊號已連接,則會返回 "
"[constant ERR_INVALID_PARAMETER] 並推入錯誤消息,除非訊號是用 [constant "
"Object.CONNECT_REFERENCE_COUNTED] 連接的。要防止這個問題,請先使用 [method "
"is_connected] 檢查已有連接。\n"
"[codeblock]\n"
"for button in $Buttons.get_children():\n"
" button.pressed.connect(_on_pressed.bind(button))\n"
"\n"
"func _on_pressed(button):\n"
" print(button.name, \" 被按下了\")\n"
"[/codeblock]"
msgid ""
"Disconnects this signal from the specified [Callable]. If the connection does "
"not exist, generates an error. Use [method is_connected] to make sure that "
"the connection exists."
msgstr ""
"將該訊號與給定的 [Callable] 斷開連接。如果該連接不存在,則會生成錯誤。請使用 "
"[method is_connected] 來確保連接存在。"
msgid ""
"Emits this signal. All [Callable]s connected to this signal will be "
"triggered. This method supports a variable number of arguments, so parameters "
"can be passed as a comma separated list."
msgstr ""
"發出該訊號。與該訊號相連的所有 [Callable] 都將被觸發。此方法支援可變數量的參"
"數,所以參數可以用逗號分隔列表的形式傳遞。"
msgid ""
"Returns an [Array] of connections for this signal. Each connection is "
"represented as a [Dictionary] that contains three entries:\n"
"- [code]signal[/code] is a reference to this signal;\n"
"- [code]callable[/code] is a reference to the connected [Callable];\n"
"- [code]flags[/code] is a combination of [enum Object.ConnectFlags]."
msgstr ""
"返回該訊號的連接 [Array]。連接用 [Dictionary] 表示,包含三個條目:\n"
"- [code]signal[/code] 是對此訊號的引用。\n"
"- [code]callable[/code] 是對連接的 [Callable] 的引用。\n"
"- [code]flags[/code] 是 [enum Object.ConnectFlags] 的組合。"
msgid "Returns the name of this signal."
msgstr "返回該訊號的名稱。"
msgid "Returns the object emitting this signal."
msgstr "返回發出該訊號的物件。"
msgid ""
"Returns the ID of the object emitting this signal (see [method Object."
"get_instance_id])."
msgstr "返回發出該訊號的物件的 ID見 [method Object.get_instance_id])。"
msgid ""
"Returns [code]true[/code] if the specified [Callable] is connected to this "
"signal."
msgstr "如果指定的 [Callable] 已連接到此訊號,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the signal's name does not exist in its object, "
"or the object is not valid."
msgstr ""
"如果該訊號的名稱並不存在於其物件中,或者物件無效,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the signals do not share the same object and "
"name."
msgstr "如果訊號的物件或名稱不同,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if both signals share the same object and name."
msgstr "如果訊號的物件和名稱相同,則返回 [code]true[/code]。"
msgid ""
"The parent of a hierarchy of [Bone2D]s, used to create a 2D skeletal "
"animation."
msgstr "[Bone2D] 層級結構的父節點,用於建立 2D 骨骼動畫。"
msgid ""
"[Skeleton2D] parents a hierarchy of [Bone2D] nodes. It holds a reference to "
"each [Bone2D]'s rest pose and acts as a single point of access to its bones.\n"
"To set up different types of inverse kinematics for the given Skeleton2D, a "
"[SkeletonModificationStack2D] should be created. The inverse kinematics be "
"applied by increasing [member SkeletonModificationStack2D.modification_count] "
"and creating the desired number of modifications."
msgstr ""
"[Skeleton2D] 是 [Bone2D] 節點層級結構的父節點,持有對每個 [Bone2D] 的放鬆姿勢"
"的引用,充當其骨骼的單一存取點。\n"
"要為給定的 Skeleton2D 設定不同型別的反向運動學機制,應當建立一個 "
"[SkeletonModificationStack2D]。增加 [member SkeletonModificationStack2D."
"modification_count] 並建立所需數量的修改器即可套用反向運動學機制。"
msgid "2D skeletons"
msgstr "2D 骨架"
msgid ""
"Executes all the modifications on the [SkeletonModificationStack2D], if the "
"Skeleton2D has one assigned."
msgstr ""
"如果該 Skeleton2D 分配有 [SkeletonModificationStack2D],則執行其中的所有修改。"
msgid ""
"Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object "
"to return is identified by the parameter [param idx]. Bones are indexed by "
"descending the node hierarchy from top to bottom, adding the children of each "
"branch before moving to the next sibling."
msgstr ""
"從由 Skeleton2D 為父節點的節點層次結構中返回 [Bone2D]。要返回的對象由參數 "
"[param idx] 標識。骨骼通過從上到下降低節點層次結構來索引,在移動到下一個兄弟節"
"點之前新增每個分支的子節點。"
msgid ""
"Returns the number of [Bone2D] nodes in the node hierarchy parented by "
"Skeleton2D."
msgstr "返回由 Skeleton2D 為父節點的節點層次結構中 [Bone2D] 節點的數量。"
msgid "Returns the local pose override transform for [param bone_idx]."
msgstr "返回骨骼 [param bone_idx] 的局部姿勢覆蓋變換。"
msgid ""
"Returns the [SkeletonModificationStack2D] attached to this skeleton, if one "
"exists."
msgstr "如果存在,則返回附加到此骨架的 [SkeletonModificationStack2D]。"
msgid "Returns the [RID] of a Skeleton2D instance."
msgstr "返回 Skeleton2D 實例的 [RID]。"
msgid ""
"Sets the local pose transform, [param override_pose], for the bone at [param "
"bone_idx].\n"
"[param strength] is the interpolation strength that will be used when "
"applying the pose, and [param persistent] determines if the applied pose will "
"remain.\n"
"[b]Note:[/b] The pose transform needs to be a local transform relative to the "
"[Bone2D] node at [param bone_idx]!"
msgstr ""
"為 [param bone_idx] 處的骨骼設定局部姿勢變換 [param override_pose]。\n"
"[param strength] 是套用姿勢時將使用的插值強度,[param persistent] 決定是否會保"
"持套用的姿勢。\n"
"[b]注意:[/b]姿勢變換需要是相對於 [param bone_idx] 處的 [Bone2D] 節點的局部變"
"換!"
msgid "Sets the [SkeletonModificationStack2D] attached to this skeleton."
msgstr "設定附加到此骨架的 [SkeletonModificationStack2D]。"
msgid ""
"Emitted when the [Bone2D] setup attached to this skeletons changes. This is "
"primarily used internally within the skeleton."
msgstr "當附加到該骨架的 [Bone2D] 設定更改時發出。這主要在骨架內部使用。"
msgid ""
"A node containing a bone hierarchy, used to create a 3D skeletal animation."
msgstr "包含骨骼層級結構的節點,用於建立 3D 骨骼動畫。"
msgid ""
"[Skeleton3D] provides an interface for managing a hierarchy of bones, "
"including pose, rest and animation (see [Animation]). It can also use ragdoll "
"physics.\n"
"The overall transform of a bone with respect to the skeleton is determined by "
"bone pose. Bone rest defines the initial transform of the bone pose.\n"
"Note that \"global pose\" below refers to the overall transform of the bone "
"with respect to skeleton, so it is not the actual global/world transform of "
"the bone.\n"
"To setup different types of inverse kinematics, consider using "
"[SkeletonIK3D], or add a custom IK implementation in [method Node._process] "
"as a child node."
msgstr ""
"[Skeleton3D] 提供了管理骨骼層級結構的介面,包括姿勢、放鬆姿勢和動畫(見 "
"[Animation])。它還可以使用布娃娃物理。\n"
"骨骼相對於骨架的整體變換由骨骼的姿勢決定。骨骼的放鬆姿勢定義的是骨骼姿勢的初始"
"變換。\n"
"請注意,下文的“全域姿勢”是指骨骼相對於骨架的整體變換,因此並不是骨骼的實際全"
"局/世界變換。\n"
"要設定不同型別的反向運動學,請考慮使用 [SkeletonIK3D],或者新增一個子節點並在 "
"[method Node._process] 中實作自訂 IK。"
msgid ""
"Adds a bone, with name [param name]. [method get_bone_count] will become the "
"bone index."
msgstr ""
"新增骨骼,名稱為 [param name]。[method get_bone_count] 將成為該骨骼的索引。"
msgid "Clear all the bones in this skeleton."
msgstr "清除這個骨架上的所有骨骼。"
msgid "Removes the global pose override on all bones in the skeleton."
msgstr "移除骨架中所有骨骼上的全域姿勢覆蓋。"
msgid "Returns the bone index that matches [param name] as its name."
msgstr "返回名稱與 [param name] 配對的骨骼的索引。"
msgid ""
"Force updates the bone transforms/poses for all bones in the skeleton.\n"
"[i]Deprecated.[/i] Do not use."
msgstr ""
"強制更新該骨架中所有骨骼的變換/姿勢。\n"
"[i]已廢棄。[/i]請勿使用。"
msgid ""
"Force updates the bone transform for the bone at [param bone_idx] and all of "
"its children."
msgstr "強制更新索引為 [param bone_idx] 的骨骼及其所有子項的變換/姿勢。"
msgid ""
"Returns an array containing the bone indexes of all the children node of the "
"passed in bone, [param bone_idx]."
msgstr ""
"返回一個陣列,其中包含傳入骨骼 [param bone_idx] 的所有子節點的骨骼索引。"
msgid "Returns the number of bones in the skeleton."
msgstr "返回骨架中骨骼的數量。"
msgid ""
"Returns the overall transform of the specified bone, with respect to the "
"skeleton. Being relative to the skeleton frame, this is not the actual "
"\"global\" transform of the bone."
msgstr ""
"返回指定骨骼的整體變換,相對於骨架。由於是相對於骨架的,這不是該骨骼的實際“全"
"局”變換。"
msgid ""
"Returns the overall transform of the specified bone, with respect to the "
"skeleton, but without any global pose overrides. Being relative to the "
"skeleton frame, this is not the actual \"global\" transform of the bone."
msgstr ""
"返回指定骨骼的整體變換,相對於骨架,不包含任何全域姿勢覆蓋。由於是相對於骨架"
"的,這不是該骨骼的實際“全域”變換。"
msgid "Returns the global pose override transform for [param bone_idx]."
msgstr "返回 [param bone_idx] 骨骼的全域姿勢覆蓋變換。"
msgid "Returns the global rest transform for [param bone_idx]."
msgstr "返回 [param bone_idx] 骨骼的全域放鬆變換。"
msgid "Returns the name of the bone at index [param bone_idx]."
msgstr "返回索引為 [param bone_idx] 的骨骼的名稱。"
msgid ""
"Returns the bone index which is the parent of the bone at [param bone_idx]. "
"If -1, then bone has no parent.\n"
"[b]Note:[/b] The parent bone returned will always be less than [param "
"bone_idx]."
msgstr ""
"返回 [param bone_idx] 處的骨骼的父級骨骼索引。如果為 -1則該骨骼沒有父級。\n"
"[b]注意:[/b]返回的父骨骼索引總是小於 [param bone_idx]。"
msgid "Returns the pose transform of the specified bone."
msgstr "返回指定骨骼的姿勢變換。"
msgid "Returns the rest transform for a bone [param bone_idx]."
msgstr "返回骨骼 [param bone_idx] 的放鬆變換。"
msgid ""
"Returns an array with all of the bones that are parentless. Another way to "
"look at this is that it returns the indexes of all the bones that are not "
"dependent or modified by other bones in the Skeleton."
msgstr ""
"返回一個包含所有無父級的骨骼的陣列。另一種看待這一點的方法是,它返回所有骨骼的"
"索引,這些骨骼不依賴於該骨架中的其他骨骼,或不被該骨架中的其他骨骼修改。"
msgid ""
"Returns the number of times the bone hierarchy has changed within this "
"skeleton, including renames.\n"
"The Skeleton version is not serialized: only use within a single instance of "
"Skeleton3D.\n"
"Use for invalidating caches in IK solvers and other nodes which process bones."
msgstr ""
"返回骨骼層次結構在該骨架中更改的次數,包括重命名。\n"
"骨架版本沒有被序列化:只能在 Skeleton3D 的單個實例中使用。\n"
"用於使 IK 解算器中的和處理骨骼的其他節點中的快取失效。"
msgid ""
"Returns whether the bone pose for the bone at [param bone_idx] is enabled."
msgstr "返回位於 [param bone_idx] 的骨骼是否啟用了骨骼姿勢。"
msgid "Returns all bones in the skeleton to their rest poses."
msgstr "將骨架中的所有骨骼都恢復到放鬆姿勢。"
msgid ""
"Adds a collision exception to the physical bone.\n"
"Works just like the [RigidBody3D] node."
msgstr ""
"向物理骨骼新增一個碰撞例外。\n"
"就像 [RigidBody3D] 節點一樣工作。"
msgid ""
"Removes a collision exception to the physical bone.\n"
"Works just like the [RigidBody3D] node."
msgstr ""
"移除物理骨骼的一個碰撞例外。\n"
"就像 [RigidBody3D] 節點一樣工作。"
msgid ""
"Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and "
"reacting to the physics world.\n"
"Optionally, a list of bone names can be passed-in, allowing only the passed-"
"in bones to be simulated."
msgstr ""
"讓 Skeleton 中的 [PhysicalBone3D] 節點開始模擬類比,對物理世界做出反應。\n"
"可以傳入骨骼名稱列表,只對傳入的骨骼進行模擬模擬。"
msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating."
msgstr "讓 Skeleton 中的 [PhysicalBone3D] 節點停止模擬模擬。"
msgid "Binds the given Skin to the Skeleton."
msgstr "將給定的 Skin 綁定到 Skeleton。"
msgid "Sets the bone pose to rest for [param bone_idx]."
msgstr "將 [param bone_idx] 骨骼設定為放鬆姿勢。"
msgid "Sets all bone poses to rests."
msgstr "將所有骨骼都設定為放鬆姿勢。"
msgid ""
"Disables the pose for the bone at [param bone_idx] if [code]false[/code], "
"enables the bone pose if [code]true[/code]."
msgstr ""
"如果為 [code]false[/code] 則為位於 [param bone_idx] 的骨骼禁用姿勢,如果為 "
"[code]true[/code] 則啟用該骨骼姿勢。"
msgid ""
"Sets the global pose transform, [param pose], for the bone at [param "
"bone_idx].\n"
"[param amount] is the interpolation strength that will be used when applying "
"the pose, and [param persistent] determines if the applied pose will remain.\n"
"[b]Note:[/b] The pose transform needs to be a global pose! To convert a world "
"transform from a [Node3D] to a global bone pose, multiply the [method "
"Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by "
"the desired world transform."
msgstr ""
"為 [param bone_idx] 處的骨骼設定全域姿勢變換 [param pose]。\n"
"[param amount] 是套用姿勢時將使用的插值強度,[param persistent] 決定套用的姿勢"
"是否會保留。\n"
"[b]注意:[/b]姿勢變換需要的是全域姿勢!要將 [Node3D] 的世界變換轉換為全域骨骼"
"姿勢,請將節點的 [member Node3D.global_transform] 的 [method Transform3D."
"affine_inverse] 乘以所期望的世界變換。"
msgid ""
"Sets the bone index [param parent_idx] as the parent of the bone at [param "
"bone_idx]. If -1, then bone has no parent.\n"
"[b]Note:[/b] [param parent_idx] must be less than [param bone_idx]."
msgstr ""
"將骨骼索引 [param parent_idx] 設定為 [param bone_idx] 處骨骼的父級。如果為 "
"-1則該骨骼沒有父級。\n"
"[b]注意:[/b][param parent_idx] 必須小於 [param bone_idx]。"
msgid "Sets the rest transform for bone [param bone_idx]."
msgstr "設定骨骼 [param bone_idx] 的放鬆變換。"
msgid ""
"Unparents the bone at [param bone_idx] and sets its rest position to that of "
"its parent prior to being reset."
msgstr ""
"讓位於 [param bone_idx] 的骨骼不再有父級,並將其放鬆位置設定為之前父級放鬆時的"
"位置。"
msgid ""
"Multiplies the 3D position track animation.\n"
"[b]Note:[/b] Unless this value is [code]1.0[/code], the key value in "
"animation will not match the actual position value."
msgstr ""
"與 3D 位置軌道動畫相乘。\n"
"[b]注意:[/b]除非這個值是 [code]1.0[/code],否則動畫中的鍵值將與實際位置值不配"
"對。"
msgid ""
"This signal is emitted when one of the bones in the Skeleton3D node have "
"changed their pose. This is used to inform nodes that rely on bone positions "
"that one of the bones in the Skeleton3D have changed their transform/pose."
msgstr ""
"當該 Skeleton3D 節點中的任一骨骼,改變了它們的姿勢時,就會發出這個訊號。這用於"
"通知依賴骨骼位置的節點Skeleton3D 中的任一骨骼已經改變了它們的變換/姿勢。"
msgid ""
"A node used to rotate all bones of a [Skeleton3D] bone chain a way that "
"places the end bone at a desired 3D position."
msgstr ""
"可以將 [Skeleton3D] 骨骼鏈中的所有骨骼進行旋轉,從而將末端骨骼放置在正確的 3D "
"位置的節點。"
msgid ""
"SkeletonIK3D is used to rotate all bones of a [Skeleton3D] bone chain a way "
"that places the end bone at a desired 3D position. A typical scenario for IK "
"in games is to place a character's feet on the ground or a character's hands "
"on a currently held object. SkeletonIK uses FabrikInverseKinematic internally "
"to solve the bone chain and applies the results to the [Skeleton3D] "
"[code]bones_global_pose_override[/code] property for all affected bones in "
"the chain. If fully applied, this overwrites any bone transform from "
"[Animation]s or bone custom poses set by users. The applied amount can be "
"controlled with the [member interpolation] property.\n"
"[codeblock]\n"
"# Apply IK effect automatically on every new frame (not the current)\n"
"skeleton_ik_node.start()\n"
"\n"
"# Apply IK effect only on the current frame\n"
"skeleton_ik_node.start(true)\n"
"\n"
"# Stop IK effect and reset bones_global_pose_override on Skeleton\n"
"skeleton_ik_node.stop()\n"
"\n"
"# Apply full IK effect\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
"# Apply half IK effect\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
"# Apply zero IK effect (a value at or below 0.01 also removes "
"bones_global_pose_override on Skeleton)\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]\n"
"[i]Deprecated.[/i] This class is deprecated, and might be removed in a future "
"release."
msgstr ""
"SkeletonIK3D 可以將 [Skeleton3D] 骨骼鏈中的所有骨骼進行旋轉,從而將末端骨骼放"
"置在正確的 3D 位置。遊戲中 IK 的典型場景是將角色的腳放在地面上,或者將角色的手"
"放在目前持有的物體上。SkeletonIK 在內部使用 FabrikInverseKinematic 來解決骨骼"
"鏈,並將結果套用於 [Skeleton3D] [code]bones_global_pose_override[/code] 屬性中"
"所有受影響的骨骼鏈。如果完全套用,這將覆蓋任何來自 [Animation] 的骨骼變換或使"
"用者設定的骨骼自訂姿勢。套用量可以用 [member interpolation] 屬性來控制。\n"
"[codeblock]\n"
"# 在每一個新的影格上自動套用 IK 效果(不是目前的)。\n"
"skeleton_ik_node.start()\n"
"\n"
"# 只在目前影格上套用 IK 效果\n"
"skeleton_ik_node.start(true)\n"
"\n"
"# 停止 IK 效果並重設骨骼上的 bones_global_pose_override\n"
"skeleton_ik_node.stop()\n"
"\n"
"# 套用完整的 IK 效果\n"
"skeleton_ik_node.set_interpolation(1.0)\n"
"\n"
"# 套用一半的 IK 效果\n"
"skeleton_ik_node.set_interpolation(0.5)\n"
"\n"
"# 套用零 IK 效果(數值為 0.01 或低於 0.01 也會移除 Skeleton 上的 "
"bones_global_pose_override。\n"
"skeleton_ik_node.set_interpolation(0.0)\n"
"[/codeblock]\n"
"[i]已放棄使用。[/i]這個類已廢棄,可能在後續版本中移除。"
msgid ""
"Returns the parent [Skeleton3D] Node that was present when SkeletonIK entered "
"the [SceneTree]. Returns null if the parent node was not a [Skeleton3D] Node "
"when SkeletonIK3D entered the [SceneTree]."
msgstr ""
"返回 SkeletonIK 進入 [SceneTree] 時存在的父級 [Skeleton3D] 節點。如果 "
"SkeletonIK3D 進入 [SceneTree] 時父節點不是 [Skeleton3D] 節點,則返回 null。"
msgid ""
"Returns [code]true[/code] if SkeletonIK is applying IK effects on continues "
"frames to the [Skeleton3D] bones. Returns [code]false[/code] if SkeletonIK is "
"stopped or [method start] was used with the [code]one_time[/code] parameter "
"set to [code]true[/code]."
msgstr ""
"如果 SkeletonIK 正將 IK 效果套用到 [Skeleton3D] 骨骼的連續影格上,則返回 "
"[code]true[/code]。如果 SkeletonIK 被停止或 [method start] 被使用時 "
"[code]one_time[/code] 參數被設定為 [code]true[/code],則返回 [code]false[/"
"code]。"
msgid ""
"Starts applying IK effects on each frame to the [Skeleton3D] bones but will "
"only take effect starting on the next frame. If [param one_time] is "
"[code]true[/code], this will take effect immediately but also reset on the "
"next frame."
msgstr ""
"開始將 IK 效果套用到每一影格的 [Skeleton3D] 骨骼,但只會在下一影格開始生效。如"
"果 [param one_time] 為 [code]true[/code] 則將立即生效,但仍會在下一影格重設。"
msgid ""
"Stops applying IK effects on each frame to the [Skeleton3D] bones and also "
"calls [method Skeleton3D.clear_bones_global_pose_override] to remove existing "
"overrides on all bones."
msgstr ""
"停止將 IK 效果套用到每影格的 [Skeleton3D] 骨骼,並呼叫 [method Skeleton3D."
"clear_bones_global_pose_override] 來移除所有骨骼上的現有覆蓋。"
msgid ""
"Interpolation value for how much the IK results are applied to the current "
"skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton "
"bone transforms completely while a value of [code]0.0[/code] will visually "
"disable the SkeletonIK. A value at or below [code]0.01[/code] also calls "
"[method Skeleton3D.clear_bones_global_pose_override]."
msgstr ""
"IK 效果被套用於目前骨架骨骼鏈的程度的插值。[code]1.0[/code] 的值將完全覆蓋所有"
"骨架骨骼變換,而 [code]0.0[/code] 的值將在視覺上禁用 SkeletonIK。等於或低於 "
"[code]0.01[/code] 的值也會呼叫 [method Skeleton3D."
"clear_bones_global_pose_override]。"
msgid ""
"Secondary target position (first is [member target] property or [member "
"target_node]) for the IK chain. Use magnet position (pole target) to control "
"the bending of the IK chain. Only works if the bone chain has more than 2 "
"bones. The middle chain bone position will be linearly interpolated with the "
"magnet position."
msgstr ""
"IK 鏈的次要目標位置(首先是 [member target] 屬性或 [member target_node])。使"
"用磁鐵位置(極點目標)來控制 IK 鏈的彎曲。僅當骨骼鏈具有 2 個以上的骨骼時才有"
"效。中間鏈骨位置將與磁鐵位置進行線性插值。"
msgid ""
"Number of iteration loops used by the IK solver to produce more accurate (and "
"elegant) bone chain results."
msgstr "IK解算器使用的反覆運算迴圈的數量以產生更準確和優雅的骨鏈效果。"
msgid ""
"The minimum distance between bone and goal target. If the distance is below "
"this value, the IK solver stops further iterations."
msgstr ""
"骨骼與目標物件之間的最小距離。如果距離低於這個值IK解算器將停止進一步的迭代。"
msgid ""
"If [code]true[/code] overwrites the rotation of the tip bone with the "
"rotation of the [member target] (or [member target_node] if defined)."
msgstr ""
"如果為 [code]true[/code],則用 [member target](或者如果定義了 [member "
"target_node]])的旋轉覆蓋尖端骨骼的旋轉。"
msgid "The name of the current root bone, the first bone in the IK chain."
msgstr "目前的根骨骼的名稱,即 IK 鏈中的第一條骨骼。"
msgid ""
"First target of the IK chain where the tip bone is placed and, if [member "
"override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
"[member target_node] path is available the nodes transform is used instead "
"and this property is ignored."
msgstr ""
"放置尖端骨骼的 IK 鏈的第一個目標,如果 [member override_tip_basis] 是 "
"[code]true[/code],尖端骨骼的旋轉方式。如果 [member target_node] 路徑可用,則"
"使用節點變換,並忽略此屬性。"
msgid ""
"Target node [NodePath] for the IK chain. If available, the node's current "
"[Transform3D] is used instead of the [member target] property."
msgstr ""
"IK 鏈的目標節點 [NodePath]。如果有的話,將使用節點目前的 [Transform3D],而不"
"是 [member target] 屬性。"
msgid ""
"The name of the current tip bone, the last bone in the IK chain placed at the "
"[member target] transform (or [member target_node] if defined)."
msgstr ""
"目前尖端骨骼的名稱IK 鏈中放置在 [member target] 變換處的最後一個骨骼(或者已"
"定義 [member target_node])。"
msgid ""
"If [code]true[/code], instructs the IK solver to consider the secondary "
"magnet target (pole target) when calculating the bone chain. Use the magnet "
"position (pole target) to control the bending of the IK chain."
msgstr ""
"如果為 [code]true[/code],指示 IK 求解器在解算器鏈時考慮次要磁鐵目標(極點目"
"標)。使用磁鐵位置(磁極目標)來控制 IK 鏈的彎曲。"
msgid "Base class for resources that operate on [Bone2D]s in a [Skeleton2D]."
msgstr "對 [Skeleton2D] 中的 [Bone2D] 進行操作的資源的基底類別。"
msgid ""
"This resource provides an interface that can be expanded so code that "
"operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched "
"together to create complex interactions.\n"
"This is used to provide Godot with a flexible and powerful Inverse Kinematics "
"solution that can be adapted for many different uses."
msgstr ""
"該資源提供了一個可以擴充的介面,因此在 [Skeleton2D] 中的 [Bone2D] 節點上運作的"
"程式碼可以被混合並配對在一起,以建立複雜的互動。\n"
"這用於為 Godot 提供一套靈活而強大的反向運動學解決方案,該解決方案可以適用許多"
"不同的用途。"
msgid ""
"Used for drawing [b]editor-only[/b] modification gizmos. This function will "
"only be called in the Godot editor and can be overridden to draw custom "
"gizmos.\n"
"[b]Note:[/b] You will need to use the Skeleton2D from [method "
"SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the "
"[SkeletonModification2D] resource cannot draw on its own."
msgstr ""
"用於繪製[b]編輯器專用[/b]的修改器小工具。此函式只會在 Godot 編輯器中呼叫,並且"
"可以被覆蓋,來繪製自訂小工具。\n"
"[b]注意:[/b]你需要使用來自 [method SkeletonModificationStack2D.get_skeleton] "
"的 Skeleton2D 及其繪製函式,因為 [SkeletonModification2D] 資源本身無法進行繪"
"製。"
msgid ""
"Executes the given modification. This is where the modification performs "
"whatever function it is designed to do."
msgstr "執行給定的修改器。修改器在此時執行應執行的函式。"
msgid ""
"Called when the modification is setup. This is where the modification "
"performs initialization."
msgstr "安裝修改器時呼叫。修改器在此時執行初始化。"
msgid ""
"Takes an angle and clamps it so it is within the passed-in [param min] and "
"[param max] range. [param invert] will inversely clamp the angle, clamping it "
"to the range outside of the given bounds."
msgstr ""
"接受角度並將其鉗制在傳入的 [param min] 和 [param max] 範圍內。[param invert] "
"會逆向鉗制該角度,將其鉗制在給定範圍之外。"
msgid ""
"Returns whether this modification will call [method _draw_editor_gizmo] in "
"the Godot editor to draw modification-specific gizmos."
msgstr ""
"返回這個修改器是否會在 Godot 編輯器中呼叫 [method _draw_editor_gizmo] 繪製針對"
"修改器的小工具。"
msgid "Returns whether this modification has been successfully setup or not."
msgstr "返回此修改器是否已被成功安裝。"
msgid ""
"Returns the [SkeletonModificationStack2D] that this modification is bound to. "
"Through the modification stack, you can access the Skeleton2D the "
"modification is operating on."
msgstr ""
"返回該修改器綁定的 [SkeletonModificationStack2D]。你可以通過這個修改器堆疊來訪"
"問修改器所操作的 Skeleton2D。"
msgid ""
"Sets whether this modification will call [method _draw_editor_gizmo] in the "
"Godot editor to draw modification-specific gizmos."
msgstr ""
"設定這個修改器是否會在 Godot 編輯器中呼叫 [method _draw_editor_gizmo] 繪製針對"
"修改器的小工具。"
msgid ""
"Manually allows you to set the setup state of the modification. This function "
"should only rarely be used, as the [SkeletonModificationStack2D] the "
"modification is bound to should handle setting the modification up."
msgstr ""
"允許你手動設定該修改器的安裝狀態。這個函式應很少使用,因為該修改器所綁定的 "
"[SkeletonModificationStack2D] 應該對該修改器進行安裝。"
msgid ""
"If [code]true[/code], the modification's [method _execute] function will be "
"called by the [SkeletonModificationStack2D]."
msgstr ""
"如果為 [code]true[/code],則該修改器的 [method _execute] 函式將被該 "
"[SkeletonModificationStack2D] 呼叫。"
msgid ""
"The execution mode for the modification. This tells the modification stack "
"when to execute the modification. Some modifications have settings that are "
"only available in certain execution modes."
msgstr ""
"修改器的執行模式。會告訴修改器堆疊何時執行該修改器。某修修改器存在只能在特定執"
"行模式下可用的設定。"
msgid ""
"A modification that uses CCDIK to manipulate a series of bones to reach a "
"target in 2D."
msgstr "使用 CCDIK 操縱一系列骨骼到達某個 2D 目標的修改器。"
msgid ""
"This [SkeletonModification2D] uses an algorithm called Cyclic Coordinate "
"Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a "
"[Skeleton2D] so it reaches a defined target.\n"
"CCDIK works by rotating a set of bones, typically called a \"bone chain\", on "
"a single axis. Each bone is rotated to face the target from the tip (by "
"default), which over a chain of bones allow it to rotate properly to reach "
"the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] "
"look more robotic than other IK solvers.\n"
"[b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the "
"data objects that hold the data for each joint in the CCDIK chain. This is "
"different from a bone! CCDIK joints hold the data needed for each bone in the "
"bone chain used by CCDIK.\n"
"CCDIK also fully supports angle constraints, allowing for more control over "
"how a solution is met."
msgstr ""
"這種 [SkeletonModification2D] 使用的是名為迴圈座標下降逆向運動學Cyclic "
"Coordinate Descent Inverse Kinematics的演算法即 CCDIK能夠對 "
"[Skeleton2D] 中的一條骨骼鏈進行操作,從而抵達指定的目標。\n"
"CCDIK 的工作原理是讓一組骨骼圍繞單一軸旋轉,這組骨骼通常稱作“骨骼鏈”。每根骨骼"
"的尖端都會轉向目標(預設),這樣整條骨骼鏈就能夠正確旋轉,從而抵達目標。因為這"
"些骨骼都只圍繞單一軸進行旋轉CCDIK 看起來[i]能夠[/i]比其他 IK 解算器更加機"
"械。\n"
"[b]注意:[/b]CCDIK 修改器具有關節屬性 [code]ccdik_joints[/code],裡面是存放 "
"CCDIK 鏈中各個關節資料的資料物件。關節和骨骼是兩碼事CCDIK 關節存放的是 "
"CCDIK 所使用的骨骼鏈中每根骨骼所需的資料。\n"
"CCDIK 還完全支援角度約束,能夠對求解過程進行更多控制。"
msgid ""
"Returns the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]."
msgstr "返回分配給位於 [param joint_idx] 的 CCDIK 關節的 [Bone2D] 節點。"
msgid ""
"Returns the index of the [Bone2D] node assigned to the CCDIK joint at [param "
"joint_idx]."
msgstr "返回分配給位於 [param joint_idx] 的 CCDIK 關節的 [Bone2D] 節點的索引。"
msgid ""
"Returns whether the CCDIK joint at [param joint_idx] uses an inverted joint "
"constraint. See [method set_ccdik_joint_constraint_angle_invert] for details."
msgstr ""
"返回索引為 [param joint_idx] 的 CCDIK 關節是否使用反向關節約束。詳見 [method "
"set_ccdik_joint_constraint_angle_invert]。"
msgid "Returns the maximum angle constraint for the joint at [param joint_idx]."
msgstr "返回索引為 [param joint_idx] 的關節的最大角約束。"
msgid "Returns the minimum angle constraint for the joint at [param joint_idx]."
msgstr "返回索引為 [param joint_idx] 的關節的最小角約束。"
msgid ""
"Returns whether angle constraints on the CCDIK joint at [param joint_idx] are "
"enabled."
msgstr "返回索引為 [param joint_idx] 的 CCDIK 關節是否啟用角度約束。"
msgid ""
"Returns whether the joint at [param joint_idx] is set to rotate from the "
"joint, [code]true[/code], or to rotate from the tip, [code]false[/code]. The "
"default is to rotate from the tip."
msgstr ""
"返回位於 [param joint_idx] 的關節是從該關節旋轉,[code]true[/code],還是從尖端"
"旋轉,[code]false[/code]。預設是從尖端旋轉。"
msgid "Sets the [Bone2D] node assigned to the CCDIK joint at [param joint_idx]."
msgstr "設定分配給位於 [param joint_idx] 的 CCDIK 關節的 [Bone2D] 節點。"
msgid ""
"Sets the bone index, [param bone_idx], of the CCDIK joint at [param "
"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
"of the CCDIK joint based on data provided by the linked skeleton."
msgstr ""
"設定位於 [param joint_idx] 的 CCDIK 關節的骨骼索引 [param joint_idx]。可能時,"
"還會根據所連結的骨架提供的資訊來更新 CCDIK 關節的 [code]bone2d_node[/code]。"
msgid ""
"Sets whether the CCDIK joint at [param joint_idx] uses an inverted joint "
"constraint.\n"
"An inverted joint constraint only constraints the CCDIK joint to the angles "
"[i]outside of[/i] the inputted minimum and maximum angles. For this reason, "
"it is referred to as an inverted joint constraint, as it constraints the "
"joint to the outside of the inputted values."
msgstr ""
"設定索引為 [param joint_idx] 的 CCDIK 關節是否使用反向關節約束。\n"
"反向關節約束只會將該 CCDIK 關節的角度約束在輸入的最大最小角度範圍[i]之外[/i]。"
"因此,它被稱為反向關節約束,因為它將關節約束在輸入值的外部。"
msgid "Sets the maximum angle constraint for the joint at [param joint_idx]."
msgstr "設定索引為 [param joint_idx] 的關節的最大角約束。"
msgid "Sets the minimum angle constraint for the joint at [param joint_idx]."
msgstr "設定索引為 [param joint_idx] 的關節的最小角約束。"
msgid ""
"Determines whether angle constraints on the CCDIK joint at [param joint_idx] "
"are enabled. When [code]true[/code], constraints will be enabled and taken "
"into account when solving."
msgstr ""
"決定是否啟用 [param joint_idx] 處 CCDIK 關節上的角度約束。為 [code]true[/"
"code] 時將啟用約束,在求解時納入考慮範圍。"
msgid ""
"Sets whether the joint at [param joint_idx] is set to rotate from the joint, "
"[code]true[/code], or to rotate from the tip, [code]false[/code]."
msgstr ""
"設定位於 [param joint_idx] 的關節是設為從關節旋轉,[code]true[/code],還是從尖"
"端旋轉,[code]false[/code]。"
msgid "The number of CCDIK joints in the CCDIK modification."
msgstr "CCDIK 修改中 CCDIK 關節的數量。"
msgid ""
"The NodePath to the node that is the target for the CCDIK modification. This "
"node is what the CCDIK chain will attempt to rotate the bone chain to."
msgstr ""
"作為 CCDIK 修改目標的節點的 NodePath。該節點是 CCDIK 鏈會嘗試將該骨骼鏈旋轉到"
"的節點。"
msgid ""
"The end position of the CCDIK chain. Typically, this should be a child of a "
"[Bone2D] node attached to the final [Bone2D] in the CCDIK chain."
msgstr ""
"該 CCDIK 鏈的結束位置。通常,這應該是一個 [Bone2D] 節點的一個子節點,被附加到 "
"CCDIK 鏈中的最終 [Bone2D] 上。"
msgid ""
"A modification that uses FABRIK to manipulate a series of [Bone2D] nodes to "
"reach a target."
msgstr "使用 FABRIK 操縱一系列 [Bone2D] 到達某個目標的修改器。"
msgid ""
"This [SkeletonModification2D] uses an algorithm called Forward And Backward "
"Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it "
"reaches a target.\n"
"FABRIK works by knowing the positions and lengths of a series of bones, "
"typically called a \"bone chain\". It first starts by running a forward pass, "
"which places the final bone at the target's position. Then all other bones "
"are moved towards the tip bone, so they stay at the defined bone length away. "
"Then a backwards pass is performed, where the root/first bone in the FABRIK "
"chain is placed back at the origin. Then all other bones are moved so they "
"stay at the defined bone length away. This positions the bone chain so that "
"it reaches the target when possible, but all of the bones stay the correct "
"length away from each other.\n"
"Because of how FABRIK works, it often gives more natural results than those "
"seen in [SkeletonModification2DCCDIK]. FABRIK also supports angle "
"constraints, which are fully taken into account when solving.\n"
"[b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are "
"the data objects that hold the data for each joint in the FABRIK chain. This "
"is different from [Bone2D] nodes! FABRIK joints hold the data needed for each "
"[Bone2D] in the bone chain used by FABRIK.\n"
"To help control how the FABRIK joints move, a magnet vector can be passed, "
"which can nudge the bones in a certain direction prior to solving, giving a "
"level of control over the final result."
msgstr ""
"這種 [SkeletonModification2D] 使用的是名為前後延伸反向運動學Forward And "
"Backward Reaching Inverse Kinematics的演算法即 FABRIK能夠對一條骨骼鏈進"
"行旋轉,從而抵達目標。\n"
"FABRIK 需要先拿到一系列骨骼的位置和長度,這組骨骼通常稱作“骨骼鏈”。它首先會做"
"一次向前處理,將最終的骨骼放置在目標的位置。然後讓所有其他骨骼朝尖端骨骼移動,"
"恢復原有的骨骼長度。然後再做一次向後處理,將 FABRIK 鏈中的根/第一根骨骼放回原"
"點。然後移動所有其他骨骼,恢復原有的骨骼長度。這樣就盡可能地讓骨骼鏈抵達了目"
"標,並且所有骨骼之間的長度仍然為正確的長度。\n"
"由於 FABRIK 的工作原理,它通常比 [SkeletonModification2DCCDIK] 得到的結果更加"
"自然。FABRIK 還支援角度約束,在求解過程中會完全遵守這些約束。\n"
"[b]注意:[/b]FABRIK 修改器具有關節屬性 [code]fabrik_joints[/code],裡面是存放 "
"FABRIK 鏈中各個關節資料的資料物件。關節和 [Bone2D] 是兩碼事FABRIK 關節存放的"
"是 FABRIK 所使用的骨骼鏈中每根 [Bone2D] 所需的資料。\n"
"可以傳入磁鐵向量來幫助控制 FABRIK 關節的移動,會在求解前讓骨骼朝某個方向做略微"
"的移動,對最終結果進行微調。"
msgid ""
"Returns the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]."
msgstr "返回分配給位於 [param joint_idx] 的 FABRIK 關節的 [Bone2D] 節點。"
msgid ""
"Returns the index of the [Bone2D] node assigned to the FABRIK joint at [param "
"joint_idx]."
msgstr "返回分配給位於 [param joint_idx] 的 FABRIK 關節的 [Bone2D] 節點的索引。"
msgid "Returns the magnet position vector for the joint at [param joint_idx]."
msgstr "返回位於 [param joint_idx] 的關節的磁吸位置向量。"
msgid ""
"Returns whether the joint is using the target's rotation rather than allowing "
"FABRIK to rotate the joint. This option only applies to the tip/final joint "
"in the chain."
msgstr ""
"返回關節是否正在使用目標的旋轉,而不是允許 FABRIK 旋轉關節。此選項僅適用於鏈中"
"的末端/最終關節。"
msgid ""
"Sets the [Bone2D] node assigned to the FABRIK joint at [param joint_idx]."
msgstr "設定分配給位於 [param joint_idx] 的 FABRIK 關節的 [Bone2D] 節點。"
msgid ""
"Sets the bone index, [param bone_idx], of the FABRIK joint at [param "
"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
"of the FABRIK joint based on data provided by the linked skeleton."
msgstr ""
"設定位於 [param joint_idx] 的 FABRIK 關節的骨骼索引 [param bone_idx]。可能時,"
"這也會根據連結骨架所提供的資料來更新 FABRIK 關節的 [code]bone2d_node[/code]。"
msgid "Sets the magnet position vector for the joint at [param joint_idx]."
msgstr "設定位於 [param joint_idx] 的關節的磁吸位置向量。"
msgid ""
"Sets whether the joint at [param joint_idx] will use the target node's "
"rotation rather than letting FABRIK rotate the node.\n"
"[b]Note:[/b] This option only works for the tip/final joint in the chain. For "
"all other nodes, this option will be ignored."
msgstr ""
"設定位於 [param joint_idx] 的關節是否正在使用目標節點的旋轉,而不是讓 FABRIK "
"旋轉關節。\n"
"[b]注意:[/b]這個選項僅適用於鏈中的末端/最終關節。對於所有其他節點,這個選項將"
"被忽略。"
msgid "The number of FABRIK joints in the FABRIK modification."
msgstr "FABRIK 修改中 FABRIK 關節的數量。"
msgid ""
"The NodePath to the node that is the target for the FABRIK modification. This "
"node is what the FABRIK chain will attempt to rotate the bone chain to."
msgstr ""
"FABRIK 修改器的目標節點的 NodePath。FABRIK 鏈會嘗試將骨骼鏈轉向這個節點。"
msgid ""
"A modification that jiggles [Bone2D] nodes as they move towards a target."
msgstr "讓 [Bone2D] 節點在朝某個目標移動的過程中產生搖晃的修改器。"
msgid ""
"This modification moves a series of bones, typically called a bone chain, "
"towards a target. What makes this modification special is that it calculates "
"the velocity and acceleration for each bone in the bone chain, and runs a "
"very light physics-like calculation using the inputted values. This allows "
"the bones to overshoot the target and \"jiggle\" around. It can be configured "
"to act more like a spring, or sway around like cloth might.\n"
"This modification is useful for adding additional motion to things like hair, "
"the edges of clothing, and more. It has several settings to that allow "
"control over how the joint moves when the target moves.\n"
"[b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are "
"the data objects that hold the data for each joint in the Jiggle chain. This "
"is different from than [Bone2D] nodes! Jiggle joints hold the data needed for "
"each [Bone2D] in the bone chain used by the Jiggle modification."
msgstr ""
"這種修改器會將一系列的骨骼朝某個目標移動,這些骨骼通常稱作骨骼鏈。這種修改器的"
"特點在於,它會為骨骼鏈中的每一個骨骼計算速度和加速度,並使用輸入值運作一段非常"
"羽量級的類物理計算。這樣這些骨骼就能夠越過目標並來回“搖晃”Jiggle。根據配置"
"的不同,可以得到類似彈簧的搖晃,也可以得到類似布料的搖晃。\n"
"這種修改器可用於為頭髮、衣服邊緣等新增額外的運動。可以通過不同的設定控制目標移"
"動時關節的移動方式。\n"
"[b]注意:[/b]Jiggle 修改器的 [code]jiggle_joints[/code] 屬性中保存的是資料對"
"象,記錄 Jiggle 鏈中各個關節的資料。這一點與 [Bone2D] 節點不同Jiggle 關節保"
"存了 Jiggle 修改器使用的骨骼鏈中各個 [Bone2D] 所需的資料。"
msgid ""
"Returns the collision mask used by the Jiggle modifier when collisions are "
"enabled."
msgstr "返回在啟用碰撞時 Jiggle 修改器所使用的碰撞遮罩。"
msgid ""
"Returns the [Bone2D] node assigned to the Jiggle joint at [param joint_idx]."
msgstr "返回 [param joint_idx] 處 Jiggle 關節所分配的 [Bone2D] 節點。"
msgid ""
"Returns the index of the [Bone2D] node assigned to the Jiggle joint at [param "
"joint_idx]."
msgstr "返回 [param joint_idx] 處 Jiggle 關節所分配 [Bone2D] 節點的索引。"
msgid "Returns the amount of damping of the Jiggle joint at [param joint_idx]."
msgstr "返回 [param joint_idx] 處 Jiggle 關節的阻尼大小。"
msgid ""
"Returns a [Vector2] representing the amount of gravity the Jiggle joint at "
"[param joint_idx] is influenced by."
msgstr "返回表示 [param joint_idx] 處 Jiggle 關節所受到的重力的 [Vector2]。"
msgid "Returns the amount of mass of the jiggle joint at [param joint_idx]."
msgstr "返回 [param joint_idx] 處 Jiggle 關節的品質大小。"
msgid ""
"Returns a boolean that indicates whether the joint at [param joint_idx] is "
"overriding the default Jiggle joint data defined in the modification."
msgstr ""
"返回表示 [param joint_idx] 處 Jiggle 關節是否覆蓋修改器中定義的預設 Jiggle 關"
"節資料的布林值。"
msgid "Returns the stiffness of the Jiggle joint at [param joint_idx]."
msgstr "返回 [param joint_idx] 處 Jiggle 關節的剛度。"
msgid ""
"Returns a boolean that indicates whether the joint at [param joint_idx] is "
"using gravity or not."
msgstr "返回表示 [param joint_idx] 處 Jiggle 關節是否使用重力的布林值。"
msgid ""
"Returns whether the jiggle modifier is taking physics colliders into account "
"when solving."
msgstr "返回 Jiggle 修改器在求解時是否考慮物理碰撞器。"
msgid ""
"Sets the collision mask that the Jiggle modifier will use when reacting to "
"colliders, if the Jiggle modifier is set to take colliders into account."
msgstr ""
"在 Jiggle 修改器被設為考慮碰撞器時,設定該 Jiggle 修改器所需作出反應的碰撞器的"
"碰撞遮罩。"
msgid ""
"Sets the [Bone2D] node assigned to the Jiggle joint at [param joint_idx]."
msgstr "設定 [param joint_idx] 處 Jiggle 關節所分配的 [Bone2D] 節點。"
msgid ""
"Sets the bone index, [param bone_idx], of the Jiggle joint at [param "
"joint_idx]. When possible, this will also update the [code]bone2d_node[/code] "
"of the Jiggle joint based on data provided by the linked skeleton."
msgstr ""
"設定 [param joint_idx] 處 Jiggle 關節的骨骼索引 [param bone_idx]。如果適用,還"
"會根據所連結骨架提供的資料來更新 Jiggle 關節的 [code]bone2d_node[/code]。"
msgid "Sets the amount of damping of the Jiggle joint at [param joint_idx]."
msgstr "設定 [param joint_idx] 處 Jiggle 關節的阻尼量。"
msgid "Sets the gravity vector of the Jiggle joint at [param joint_idx]."
msgstr "設定 [param joint_idx] 處 Jiggle 關節的重力向量。"
msgid "Sets the of mass of the Jiggle joint at [param joint_idx]."
msgstr "設定 [param joint_idx] 處 Jiggle 關節的品質。"
msgid ""
"Sets whether the Jiggle joint at [param joint_idx] should override the "
"default Jiggle joint settings. Setting this to [code]true[/code] will make "
"the joint use its own settings rather than the default ones attached to the "
"modification."
msgstr ""
"設定 [param joint_idx] 處 Jiggle 關節是否應覆蓋預設 Jiggle 關節設定。設定為 "
"[code]true[/code] 會使該關節使用自身的設定,不使用附加至修改器的設定。"
msgid "Sets the of stiffness of the Jiggle joint at [param joint_idx]."
msgstr "設定 [param joint_idx] 處 Jiggle 關節的剛度。"
msgid "Sets whether the Jiggle joint at [param joint_idx] should use gravity."
msgstr "設定 [param joint_idx] 處 Jiggle 關節是否應使用重力。"
msgid ""
"If [code]true[/code], the Jiggle modifier will take colliders into account, "
"keeping them from entering into these collision objects."
msgstr ""
"如果為 [code]true[/code],則 Jiggle 修改器將考慮碰撞器,防止它們進入這些碰撞對"
"象。"
msgid ""
"The default amount of damping applied to the Jiggle joints, if they are not "
"overridden. Higher values lead to more of the calculated velocity being "
"applied."
msgstr ""
"未被覆蓋時Jiggle 關節所受到的預設阻尼大小。值約高,所套用的計算得到的速度也"
"就約多。"
msgid ""
"The default amount of gravity applied to the Jiggle joints, if they are not "
"overridden."
msgstr "未被覆蓋時Jiggle 關節所受到的預設重力大小。"
msgid "The amount of Jiggle joints in the Jiggle modification."
msgstr "該 Jiggle 修改器中的 Jiggle 關節的數量。"
msgid ""
"The default amount of mass assigned to the Jiggle joints, if they are not "
"overridden. Higher values lead to faster movements and more overshooting."
msgstr ""
"未被覆蓋時Jiggle 關節所分配的預設品質大小。值約高,移動速度也就約快,超出的"
"距離也就越大。"
msgid ""
"The default amount of stiffness assigned to the Jiggle joints, if they are "
"not overridden. Higher values act more like springs, quickly moving into the "
"correct position."
msgstr ""
"未被覆蓋時Jiggle 關節所分配的預設剛度大小。值約高越像彈簧,會很快到達正確的"
"位置。"
msgid ""
"The NodePath to the node that is the target for the Jiggle modification. This "
"node is what the Jiggle chain will attempt to rotate the bone chain to."
msgstr ""
"該 Jiggle 修改器目標節點的 NodePath 路徑。這個節點是 Jiggle 鏈所要旋轉至的目"
"標。"
msgid ""
"Whether the gravity vector, [member gravity], should be applied to the Jiggle "
"joints, assuming they are not overriding the default settings."
msgstr ""
"假設 Jiggle 關節沒有覆蓋預設設定的前提下,是否應該對這些關節施加重力向量 "
"[member gravity]。"
msgid "A modification that rotates a [Bone2D] node to look at a target."
msgstr "對 [Bone2D] 節點進行旋轉,讓它看向某個目標的修改器。"
msgid ""
"This [SkeletonModification2D] rotates a bone to look a target. This is "
"extremely helpful for moving character's head to look at the player, rotating "
"a turret to look at a target, or any other case where you want to make a bone "
"rotate towards something quickly and easily."
msgstr ""
"這種 [SkeletonModification2D] 會對骨骼進行旋轉,讓它看向某個目標。適合讓角色的"
"頭部看向玩家、讓炮塔看向目標以及其他需要讓骨骼朝某個東西快速旋轉的情況。"
msgid ""
"Returns the amount of additional rotation that is applied after the LookAt "
"modification executes."
msgstr "返回執行 LookAt 修改後被套用的額外旋轉的量。"
msgid ""
"Returns whether the constraints to this modification are inverted or not."
msgstr "返回該修改的約束是否反轉。"
msgid "Returns the constraint's maximum allowed angle."
msgstr "返回該約束允許的最大角度。"
msgid "Returns the constraint's minimum allowed angle."
msgstr "返回該約束允許的最小角度。"
msgid ""
"Returns [code]true[/code] if the LookAt modification is using constraints."
msgstr "如果該 LookAt 修改器正在使用約束,則返回 [code]true[/code]。"
msgid ""
"Sets the amount of additional rotation that is to be applied after executing "
"the modification. This allows for offsetting the results by the inputted "
"rotation amount."
msgstr "設定執行該修改後要被套用的額外旋轉的量。這允許將結果偏移輸入的旋轉量。"
msgid ""
"When [code]true[/code], the modification will use an inverted joint "
"constraint.\n"
"An inverted joint constraint only constraints the [Bone2D] to the angles "
"[i]outside of[/i] the inputted minimum and maximum angles. For this reason, "
"it is referred to as an inverted joint constraint, as it constraints the "
"joint to the outside of the inputted values."
msgstr ""
"當為 [code]true[/code] 時,修改將使用一個反轉的關節約束。\n"
"反轉的關節約束僅將該 [Bone2D] 約束到輸入的最小角度和最大角度[i]之外[/i]的角"
"度。出於這個原因,它被稱為反向關節約束,因為它將關節約束在輸入值的外部。"
msgid "Sets the constraint's maximum allowed angle."
msgstr "設定該約束允許的最大角度。"
msgid "Sets the constraint's minimum allowed angle."
msgstr "設定該約束允許的最小角度。"
msgid ""
"Sets whether this modification will use constraints or not. When [code]true[/"
"code], constraints will be applied when solving the LookAt modification."
msgstr ""
"設定此修改器是否使用約束。為 [code]true[/code] 時,會在求解 LookAt 修改器時應"
"用約束。"
msgid "The [Bone2D] node that the modification will operate on."
msgstr "要修改的 [Bone2D] 節點。"
msgid "The index of the [Bone2D] node that the modification will operate on."
msgstr "要執行修改的 [Bone2D] 節點的索引。"
msgid ""
"The NodePath to the node that is the target for the LookAt modification. This "
"node is what the modification will rotate the [Bone2D] to."
msgstr ""
"作為 LookAt 修改目標的節點的 NodePath。該節點是該修改將 [Bone2D] 旋轉到的節"
"點。"
msgid ""
"A modification that applies the transforms of [PhysicalBone2D] nodes to "
"[Bone2D] nodes."
msgstr "將 [PhysicalBone2D] 節點的變換套用到 [Bone2D] 節點的修改器。"
msgid ""
"This modification takes the transforms of [PhysicalBone2D] nodes and applies "
"them to [Bone2D] nodes. This allows the [Bone2D] nodes to react to physics "
"thanks to the linked [PhysicalBone2D] nodes.\n"
"Experimental. Physical bones may be changed in the future to perform the "
"position update of [Bone2D] on their own."
msgstr ""
"該修改採用 [PhysicalBone2D] 節點的變換並將它們套用於 [Bone2D] 節點。由於連結"
"的 [PhysicalBone2D] 節點,這允許 [Bone2D] 節點對物理做出反應。\n"
"實驗性的。物理骨骼在未來可能會被改變,以便自行執行 [Bone2D] 的位置更新。"
msgid ""
"Empties the list of [PhysicalBone2D] nodes and populates it with all "
"[PhysicalBone2D] nodes that are children of the [Skeleton2D]."
msgstr ""
"清空 [PhysicalBone2D] 節點列表,並使用該 [Skeleton2D] 節點的所有 "
"[PhysicalBone2D] 子節點填充該列表。"
msgid "Returns the [PhysicalBone2D] node at [param joint_idx]."
msgstr "返回位於 [param joint_idx] 的 [PhysicalBone2D] 節點。"
msgid ""
"Sets the [PhysicalBone2D] node at [param joint_idx].\n"
"[b]Note:[/b] This is just the index used for this modification, not the bone "
"index used in the [Skeleton2D]."
msgstr ""
"設定位於 [param joint_idx] 的 [PhysicalBone2D] 節點。\n"
"[b]注意:[/b]這個索引只適用於這個修改器,不是 [Skeleton2D] 使用的骨骼索引。"
msgid ""
"Tell the [PhysicalBone2D] nodes to start simulating and interacting with the "
"physics world.\n"
"Optionally, an array of bone names can be passed to this function, and that "
"will cause only [PhysicalBone2D] nodes with those names to start simulating."
msgstr ""
"讓 [PhysicalBone2D] 節點開始類比,開始與物理世界進行互動。\n"
"還可以把骨骼名稱陣列傳給這個函式,會導致只有這些名稱的 [PhysicalBone2D] 節點開"
"始模擬。"
msgid ""
"Tell the [PhysicalBone2D] nodes to stop simulating and interacting with the "
"physics world.\n"
"Optionally, an array of bone names can be passed to this function, and that "
"will cause only [PhysicalBone2D] nodes with those names to stop simulating."
msgstr ""
"讓 [PhysicalBone2D] 節點停止類比,不再與物理世界進行互動。\n"
"還可以把骨骼名稱陣列傳給這個函式,會導致只有這些名稱的 [PhysicalBone2D] 節點停"
"止模擬。"
msgid "The number of [PhysicalBone2D] nodes linked in this modification."
msgstr "在這個修改器中連結的 [PhysicalBone2D] 節點的數量。"
msgid "A modification that holds and executes a [SkeletonModificationStack2D]."
msgstr "存放並執行 [SkeletonModificationStack2D] 的修改器。"
msgid ""
"This [SkeletonModification2D] holds a reference to a "
"[SkeletonModificationStack2D], allowing you to use multiple modification "
"stacks on a single [Skeleton2D].\n"
"[b]Note:[/b] The modifications in the held [SkeletonModificationStack2D] will "
"only be executed if their execution mode matches the execution mode of the "
"SkeletonModification2DStackHolder."
msgstr ""
"這種 [SkeletonModification2D] 可以存放對 [SkeletonModificationStack2D] 的引"
"用,讓你能夠對單個 [Skeleton2D] 使用多個修改器堆疊。\n"
"[b]注意:[/b][SkeletonModificationStack2D] 中所存放的修改器只有在各自的執行模"
"式與 SkeletonModification2DStackHolder 的執行模式配對時才會執行。"
msgid ""
"Returns the [SkeletonModificationStack2D] that this modification is holding."
msgstr "返回該修改器中存放的 [SkeletonModificationStack2D]。"
msgid ""
"Sets the [SkeletonModificationStack2D] that this modification is holding. "
"This modification stack will then be executed when this modification is "
"executed."
msgstr ""
"設定該修改器中存放的 [SkeletonModificationStack2D]。這個修改器堆疊會在該修改器"
"執行時執行。"
msgid ""
"A modification that rotates two bones using the law of cosines to reach the "
"target."
msgstr "這種修改器會讓兩個骨骼按照餘弦定理進行旋轉,最終抵達目標。"
msgid ""
"This [SkeletonModification2D] uses an algorithm typically called TwoBoneIK. "
"This algorithm works by leveraging the law of cosines and the lengths of the "
"bones to figure out what rotation the bones currently have, and what rotation "
"they need to make a complete triangle, where the first bone, the second bone, "
"and the target form the three vertices of the triangle. Because the algorithm "
"works by making a triangle, it can only operate on two bones.\n"
"TwoBoneIK is great for arms, legs, and really any joints that can be "
"represented by just two bones that bend to reach a target. This solver is "
"more lightweight than [SkeletonModification2DFABRIK], but gives similar, "
"natural looking results."
msgstr ""
"這種 [SkeletonModification2D] 所使用的演算法一般稱之為 TwoBoneIK。這種演算法的"
"原理是利用餘弦定理和骨骼的長度來推算骨骼目前的旋轉量和構成三角形所需的旋轉量,"
"三角形由第一根骨骼、第二根骨骼以及目標構成。因為這種演算法的原理是構成三角形,"
"所以僅能對兩根骨骼進行操作。\n"
"TwoBoneIK 適用於手臂、腿部,其實任何能夠用兩根骨頭彎向某個目標來代表的關節均能"
"使用。求解器比 [SkeletonModification2DFABRIK] 更輕量,但也能得到類似的比較自然"
"的結果。"
msgid ""
"Returns the [Bone2D] node that is being used as the first bone in the "
"TwoBoneIK modification."
msgstr "返回 TwoBoneIK 修改器中作為第一個骨骼的 [Bone2D] 節點。"
msgid ""
"Returns the index of the [Bone2D] node that is being used as the first bone "
"in the TwoBoneIK modification."
msgstr "返回 TwoBoneIK 修改器中作為第一個骨骼的 [Bone2D] 節點的索引。"
msgid ""
"Returns the [Bone2D] node that is being used as the second bone in the "
"TwoBoneIK modification."
msgstr "返回 TwoBoneIK 修改器中作為第二個骨骼的 [Bone2D] 節點。"
msgid ""
"Returns the index of the [Bone2D] node that is being used as the second bone "
"in the TwoBoneIK modification."
msgstr "返回 TwoBoneIK 修改器中作為第二個骨骼的 [Bone2D] 節點的索引。"
msgid ""
"Sets the [Bone2D] node that is being used as the first bone in the TwoBoneIK "
"modification."
msgstr "設定 TwoBoneIK 修改器中作為第一個骨骼的 [Bone2D] 節點。"
msgid ""
"Sets the index of the [Bone2D] node that is being used as the first bone in "
"the TwoBoneIK modification."
msgstr "設定 TwoBoneIK 修改器中作為第一個骨骼的 [Bone2D] 節點的索引。"
msgid ""
"Sets the [Bone2D] node that is being used as the second bone in the TwoBoneIK "
"modification."
msgstr "設定 TwoBoneIK 修改器中作為第二個骨骼的 [Bone2D] 節點。"
msgid ""
"Sets the index of the [Bone2D] node that is being used as the second bone in "
"the TwoBoneIK modification."
msgstr "設定 TwoBoneIK 修改器中作為第二個骨骼的 [Bone2D] 節點的索引。"
msgid ""
"If [code]true[/code], the bones in the modification will blend outward as "
"opposed to inwards when contracting. If [code]false[/code], the bones will "
"bend inwards when contracting."
msgstr ""
"如果為 [code]true[/code],則該修改中的骨骼在收縮時將向外彎曲,而不是向內彎曲。"
"如果為 [code]false[/code],則骨骼在收縮時會向內彎曲。"
msgid ""
"The maximum distance the target can be at. If the target is farther than this "
"distance, the modification will solve as if it's at this maximum distance. "
"When set to [code]0[/code], the modification will solve without distance "
"constraints."
msgstr ""
"該目標可以到達的最大距離。如果目標比這個距離更遠,則該修改將如同它就在這個最大"
"距離處一樣求解。當設定為 [code]0[/code] 時,則該修改將不受距離限制地求解。"
msgid ""
"The minimum distance the target can be at. If the target is closer than this "
"distance, the modification will solve as if it's at this minimum distance. "
"When set to [code]0[/code], the modification will solve without distance "
"constraints."
msgstr ""
"該目標可以到達的最小距離。如果目標比這個距離更近,則該修改將如同它就在這個最小"
"距離處一樣求解。當設定為 [code]0[/code] 時,則該修改將不受距離限制地求解。"
msgid ""
"The NodePath to the node that is the target for the TwoBoneIK modification. "
"This node is what the modification will use when bending the [Bone2D] nodes."
msgstr ""
"作為 TwoBoneIK 修改目標的節點的 NodePath。該節點是彎曲 [Bone2D] 節點時該修改將"
"使用的節點。"
msgid "A resource that holds a stack of [SkeletonModification2D]s."
msgstr "存放 [SkeletonModification2D] 堆疊的資源。"
msgid ""
"This resource is used by the Skeleton and holds a stack of "
"[SkeletonModification2D]s.\n"
"This controls the order of the modifications and how they are applied. "
"Modification order is especially important for full-body IK setups, as you "
"need to execute the modifications in the correct order to get the desired "
"results. For example, you want to execute a modification on the spine "
"[i]before[/i] the arms on a humanoid skeleton.\n"
"This resource also controls how strongly all of the modifications are applied "
"to the [Skeleton2D]."
msgstr ""
"該資源由 Skeleton 使用,並持有一個 [SkeletonModification2D] 堆疊。\n"
"這控制了修改的順序以及它們的套用方式。修改順序對於全身 IK 設定尤為重要,因為需"
"要以正確的循序執行修改以獲得所需的結果。例如,想在人形骨骼的手臂[i]之前[/i]對"
"脊柱執行一個修改。\n"
"該資源還控制所有修改被套用於 [Skeleton2D] 的強度。"
msgid "Adds the passed-in [SkeletonModification2D] to the stack."
msgstr "將傳入的 [SkeletonModification2D] 入堆疊。"
msgid ""
"Deletes the [SkeletonModification2D] at the index position [param mod_idx], "
"if it exists."
msgstr ""
"如果存在,則刪除位於索引位置 [param mod_idx] 的 [SkeletonModification2D]。"
msgid "Enables all [SkeletonModification2D]s in the stack."
msgstr "啟用堆疊中的所有 [SkeletonModification2D]。"
msgid ""
"Executes all of the [SkeletonModification2D]s in the stack that use the same "
"execution mode as the passed-in [param execution_mode], starting from index "
"[code]0[/code] to [member modification_count].\n"
"[b]Note:[/b] The order of the modifications can matter depending on the "
"modifications. For example, modifications on a spine should operate before "
"modifications on the arms in order to get proper results."
msgstr ""
"使用傳入的執行模式 [param execution_mode] 執行堆疊中的所有 "
"[SkeletonModification2D],從索引 [code]0[/code] 執行到 [member "
"modification_count]。\n"
"[b]注意:[/b]根據修改器的不同,結果可能會因修改器順序的不同而不同。例如,對脊"
"柱的修改應該在對手臂的修改之前執行,這樣才能得到正確的結果。"
msgid ""
"Returns a boolean that indicates whether the modification stack is setup and "
"can execute."
msgstr "返回一個布林值,指示該修改堆疊是否已被設定並可以執行。"
msgid ""
"Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx]."
msgstr "返回傳入索引 [param mod_idx] 處的 [SkeletonModification2D]。"
msgid ""
"Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound "
"to."
msgstr "返回 SkeletonModification2D 綁定到的 [Skeleton2D] 節點。"
msgid ""
"Sets the modification at [param mod_idx] to the passed-in modification, "
"[param modification]."
msgstr "將位於 [param mod_idx] 的修改器設定為傳入的 [param modification]。"
msgid ""
"Sets up the modification stack so it can execute. This function should be "
"called by [Skeleton2D] and shouldn't be manually called unless you know what "
"you are doing."
msgstr ""
"設定該修改堆疊以便它可以執行。該函式應由 [Skeleton2D] 呼叫,除非知道自己在做什"
"麼,否則不應被手動呼叫。"
msgid ""
"If [code]true[/code], the modification's in the stack will be called. This is "
"handled automatically through the [Skeleton2D] node."
msgstr ""
"如果為 [code]true[/code],則會呼叫該堆疊中的修改器。這是通過 [Skeleton2D] 節點"
"自動處理的。"
msgid "The number of modifications in the stack."
msgstr "堆疊中修改器的數量。"
msgid ""
"The interpolation strength of the modifications in stack. A value of [code]0[/"
"code] will make it where the modifications are not applied, a strength of "
"[code]0.5[/code] will be half applied, and a strength of [code]1[/code] will "
"allow the modifications to be fully applied and override the [Skeleton2D] "
"[Bone2D] poses."
msgstr ""
"堆疊中修改的插值強度。[code]0[/code] 的值將使修改不被套用,[code]0.5[/code] 的"
"強度將套用一半,[code]1[/code] 的強度將允許修改被完全套用並覆蓋 [Skeleton2D] "
"[Bone2D] 姿勢。"
msgid ""
"Base class for a profile of a virtual skeleton used as a target for "
"retargeting."
msgstr "用作重定向目標的虛擬骨架的設定檔的基底類別。"
msgid ""
"This resource is used in [EditorScenePostImport]. Some parameters are "
"referring to bones in [Skeleton3D], [Skin], [Animation], and some other nodes "
"are rewritten based on the parameters of [SkeletonProfile].\n"
"[b]Note:[/b] These parameters need to be set only when creating a custom "
"profile. In [SkeletonProfileHumanoid], they are defined internally as read-"
"only values."
msgstr ""
"這個資源在 [EditorScenePostImport] 中使用。一些參數是指 [Skeleton3D]、[Skin]、"
"[Animation] 中的骨骼,還有一些節點是根據 [SkeletonProfile] 中的參數改寫的。\n"
"[b]注意:[/b]只有在建立自訂配置時這些參數才需要被設定。在 "
"[SkeletonProfileHumanoid] 中,它們在內部被定義為唯讀值。"
msgid "Returns the bone index that matches [param bone_name] as its name."
msgstr "返回名稱與 [param bone_name] 配對的骨骼的索引。"
msgid ""
"Returns the name of the bone at [param bone_idx] that will be the key name in "
"the [BoneMap].\n"
"In the retargeting process, the returned bone name is the bone name of the "
"target skeleton."
msgstr ""
"返回位於 [param bone_idx] 的骨骼的名稱,會成為 [BoneMap] 中的鍵名。\n"
"在重定向過程中,返回的骨骼名稱是目標骨架中的骨骼名稱。"
msgid ""
"Returns the name of the bone which is the parent to the bone at [param "
"bone_idx]. The result is empty if the bone has no parent."
msgstr ""
"返回位於 [param bone_idx] 的骨骼的父級骨骼的名稱。如果該骨骼沒有父級,則結果為"
"空。"
msgid ""
"Returns the name of the bone which is the tail of the bone at [param "
"bone_idx]."
msgstr "返回 [param bone_idx] 處骨骼的尾部骨骼的名稱。"
msgid "Returns the group of the bone at [param bone_idx]."
msgstr "返回索引為 [param bone_idx] 的骨骼的群組。"
msgid ""
"Returns the name of the group at [param group_idx] that will be the drawing "
"group in the [BoneMap] editor."
msgstr ""
"返回 [param group_idx] 處的組的名稱,該組將成為 [BoneMap] 編輯器中的繪製組。"
msgid ""
"Returns the offset of the bone at [param bone_idx] that will be the button "
"position in the [BoneMap] editor.\n"
"This is the offset with origin at the top left corner of the square."
msgstr ""
"返回在 [param bone_idx] 處的骨骼的偏移量,這將是 [BoneMap] 編輯器中的按鈕位元"
"置。\n"
"這是一個偏移量,原點在正方形的左上角。"
msgid "Returns the reference pose transform for bone [param bone_idx]."
msgstr "返回索引為 [param bone_idx] 的骨骼的參考姿勢變換。"
msgid "Returns the tail direction of the bone at [param bone_idx]."
msgstr "返回索引為 [param bone_idx] 的骨骼的尾部方向。"
msgid ""
"Returns the texture of the group at [param group_idx] that will be the "
"drawing group background image in the [BoneMap] editor."
msgstr ""
"返回 [param group_idx] 處的組的紋理,該組將作為 [BoneMap] 編輯器中的繪製組的背"
"景圖像。"
msgid ""
"Sets the name of the bone at [param bone_idx] that will be the key name in "
"the [BoneMap].\n"
"In the retargeting process, the setting bone name is the bone name of the "
"target skeleton."
msgstr ""
"設定在 [param bone_idx] 處的骨骼的名稱,這將是 [BoneMap] 中的鍵名。\n"
"在重定向過程中,設定的骨骼名稱是目標骨架的骨骼名稱。"
msgid ""
"Sets the bone with name [param bone_parent] as the parent of the bone at "
"[param bone_idx]. If an empty string is passed, then the bone has no parent."
msgstr ""
"將名稱為 [param bone_parent] 的骨骼設定為索引為 [param bone_idx] 的骨骼的父"
"級。如果傳入的是空字串,則該骨骼沒有父級。"
msgid ""
"Sets the bone with name [param bone_tail] as the tail of the bone at [param "
"bone_idx]."
msgstr ""
"將名稱為 [param bone_tail] 的骨骼設定為索引為 [param bone_idx] 的骨骼的尾部。"
msgid "Sets the group of the bone at [param bone_idx]."
msgstr "設定索引為 [param bone_idx] 的骨骼的群組。"
msgid ""
"Sets the name of the group at [param group_idx] that will be the drawing "
"group in the [BoneMap] editor."
msgstr ""
"設定在 [param group_idx] 處的組的名稱,這將是 [BoneMap] 編輯器中的繪製組。"
msgid ""
"Sets the offset of the bone at [param bone_idx] that will be the button "
"position in the [BoneMap] editor.\n"
"This is the offset with origin at the top left corner of the square."
msgstr ""
"設定在 [param bone_idx] 處的骨骼的偏移量,這將是 [BoneMap] 編輯器中的按鈕位元"
"置。\n"
"這是原點在正方形左上角的偏移量。"
msgid "Sets the reference pose transform for bone [param bone_idx]."
msgstr "設定骨骼 [param bone_idx] 的參考姿勢變換。"
msgid ""
"Sets the tail direction of the bone at [param bone_idx].\n"
"[b]Note:[/b] This only specifies the method of calculation. The actual "
"coordinates required should be stored in an external skeleton, so the "
"calculation itself needs to be done externally."
msgstr ""
"設定在 [param bone_idx] 處的骨骼的尾部方向。\n"
"[b]注意:[/b]這裡只規定了計算方法。所需的實際座標應該儲存在外部骨架中,因此計"
"算本身需要在外部完成。"
msgid ""
"Sets the texture of the group at [param group_idx] that will be the drawing "
"group background image in the [BoneMap] editor."
msgstr ""
"設定在 [param group_idx] 處的組的紋理,這將是 [BoneMap] 編輯器中繪製組的背景圖"
"像。"
msgid ""
"The amount of bones in retargeting section's [BoneMap] editor. For example, "
"[SkeletonProfileHumanoid] has 56 bones.\n"
"The size of elements in [BoneMap] updates when changing this property in it's "
"assigned [SkeletonProfile]."
msgstr ""
"重定向部分的 [BoneMap] 編輯器中的骨骼數量。例如,[SkeletonProfileHumanoid] 有 "
"56 塊骨頭。\n"
"[BoneMap] 中元素的大小在其分配的 [SkeletonProfile] 中更改該屬性時更新。"
msgid ""
"The amount of groups of bones in retargeting section's [BoneMap] editor. For "
"example, [SkeletonProfileHumanoid] has 4 groups.\n"
"This property exists to separate the bone list into several sections in the "
"editor."
msgstr ""
"重定向部分的 [BoneMap] 編輯器中的骨骼組的數量。例如,"
"[SkeletonProfileHumanoid] 有 4 個組。\n"
"這個屬性的存在是為了在編輯器中把骨骼列表分成幾個部分。"
msgid ""
"A bone name that will be used as the root bone in [AnimationTree]. This "
"should be the bone of the parent of hips that exists at the world origin."
msgstr ""
"會被用作 [AnimationTree] 中根骨骼的骨骼名稱。應該是髖部父級的骨骼,位於世界原"
"點。"
msgid ""
"A bone name which will use model's height as the coefficient for "
"normalization. For example, [SkeletonProfileHumanoid] defines it as "
"[code]Hips[/code]."
msgstr ""
"骨骼的名稱,將使用模型的高度作為正規化的係數。例如,[SkeletonProfileHumanoid] "
"將其定義為 [code]Hips[/code] 。"
msgid ""
"This signal is emitted when change the value in profile. This is used to "
"update key name in the [BoneMap] and to redraw the [BoneMap] editor.\n"
"[b]Note:[/b] This signal is not connected directly to editor to simplify the "
"reference, instead it is passed on to editor through the [BoneMap]."
msgstr ""
"更改配置中的值時會發出該訊號。這被用於更新 [BoneMap] 中的鍵名並重繪 [BoneMap] "
"編輯器。\n"
"[b]注意:[/b]為了簡化引用,這個訊號沒有直接連接到編輯器,而是通過 [BoneMap] 傳"
"遞給編輯器。"
msgid "Direction to the average coordinates of bone children."
msgstr "子級骨骼平均座標的方向。"
msgid "Direction to the coordinates of specified bone child."
msgstr "指定子級骨骼座標的方向。"
msgid "Direction is not calculated."
msgstr "不計算方向。"
msgid "A humanoid [SkeletonProfile] preset."
msgstr "人形 [SkeletonProfile] 預設。"
msgid ""
"A [SkeletonProfile] as a preset that is optimized for the human form. This "
"exists for standardization, so all parameters are read-only."
msgstr ""
"針對人體優化的 [SkeletonProfile] 預設。存在的意義是進行標準化,所以所有參數都"
"是唯讀的。"
msgid "Defines a 3D environment's background by using a [Material]."
msgstr "使用 [Material] 定義 3D 環境的背景。"
msgid ""
"The [Sky] class uses a [Material] to render a 3D environment's background and "
"the light it emits by updating the reflection/radiance cubemaps."
msgstr "[Sky] 類使用 [Material] 來繪製背景,會更新反射/輻照度立方體貼圖。"
msgid ""
"Sets the method for generating the radiance map from the sky. The radiance "
"map is a cubemap with increasingly blurry versions of the sky corresponding "
"to different levels of roughness. Radiance maps can be expensive to "
"calculate. See [enum ProcessMode] for options."
msgstr ""
"設定從天空生成輻照度貼圖的方法。輻照度貼圖是一個立方體貼圖,具有遞增的模糊版本"
"的天空,以對應於不同級別的粗糙度。輻照度貼圖的計算成本很高。有關選項,請參閱 "
"[enum ProcessMode]。"
msgid ""
"The [Sky]'s radiance map size. The higher the radiance map size, the more "
"detailed the lighting from the [Sky] will be.\n"
"See [enum RadianceSize] constants for values.\n"
"[b]Note:[/b] Some hardware will have trouble with higher radiance sizes, "
"especially [constant RADIANCE_SIZE_512] and above. Only use such high values "
"on high-end hardware."
msgstr ""
"該 [Sky] 的輻照度貼圖大小。輻射度貼圖尺寸越大,來自 [Sky] 的照明就越詳細。\n"
"取值見 [enum RadianceSize] 常數。\n"
"[b]注意:[/b]某些硬體在使用較高的輻照度大小,尤其是 [constant "
"RADIANCE_SIZE_512] 及以上時,會遇到問題。請僅在高端硬體上使用如此高的值。"
msgid ""
"[Material] used to draw the background. Can be [PanoramaSkyMaterial], "
"[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a [ShaderMaterial] if "
"you want to use your own custom shader."
msgstr ""
"用於繪製該背景的 [Material]。可以是 [PanoramaSkyMaterial]、"
"[ProceduralSkyMaterial]、[PhysicalSkyMaterial],如果你想使用自訂著色器也可以"
"是 [ShaderMaterial]。"
msgid "Radiance texture size is 32×32 pixels."
msgstr "輻照度紋理尺寸為 32×32 圖元。"
msgid "Radiance texture size is 64×64 pixels."
msgstr "輻照度紋理尺寸為 64×64 圖元。"
msgid "Radiance texture size is 128×128 pixels."
msgstr "輻照度紋理尺寸為128×128圖元。"
msgid "Radiance texture size is 256×256 pixels."
msgstr "輻照度紋理尺寸為 256×256 圖元。"
msgid "Radiance texture size is 512×512 pixels."
msgstr "輻照度紋理尺寸為 512×512 圖元。"
msgid "Radiance texture size is 1024×1024 pixels."
msgstr "輻照度紋理尺寸為 1024×1024 圖元。"
msgid "Radiance texture size is 2048×2048 pixels."
msgstr "輻照度紋理尺寸為 2048×2048 圖元。"
msgid "Represents the size of the [enum RadianceSize] enum."
msgstr "代表 [enum RadianceSize] 列舉的大小。"
msgid ""
"Automatically selects the appropriate process mode based on your sky shader. "
"If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use "
"[constant PROCESS_MODE_REALTIME]. If your shader uses any of the "
"[code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant "
"PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant "
"PROCESS_MODE_QUALITY]."
msgstr ""
"根據天空著色器自動選擇合適的處理模式。如果著色器使用 [code]TIME[/code] 或 "
"[code]POSITION[/code],這將使用 [constant PROCESS_MODE_REALTIME]。如果著色器使"
"用任何 [code]LIGHT_*[/code] 變數或任何自訂 uniform這將使用 [constant "
"PROCESS_MODE_INCREMENTAL]。否則,這預設為 [constant PROCESS_MODE_QUALITY]。"
msgid ""
"Uses high quality importance sampling to process the radiance map. In "
"general, this results in much higher quality than [constant "
"PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be "
"used if you plan on changing the sky at runtime. If you are finding that the "
"reflection is not blurry enough and is showing sparkles or fireflies, try "
"increasing [member ProjectSettings.rendering/reflections/sky_reflections/"
"ggx_samples]."
msgstr ""
"使用高品質重要性取樣處理輻照度貼圖。得到的結果通常比 [constant "
"PROCESS_MODE_REALTIME] 的品質更高,但需要花費更多的時間來生成。如果你計畫在運"
"行時修改天空,則不應使用。如果你發現反射不夠模糊,出現了火花或者螢火蟲,請嘗試"
"增大 [member ProjectSettings.rendering/reflections/sky_reflections/"
"ggx_samples]。"
msgid ""
"Uses the same high quality importance sampling to process the radiance map as "
"[constant PROCESS_MODE_QUALITY], but updates over several frames. The number "
"of frames is determined by [member ProjectSettings.rendering/reflections/"
"sky_reflections/roughness_layers]. Use this when you need highest quality "
"radiance maps, but have a sky that updates slowly."
msgstr ""
"使用與 [constant PROCESS_MODE_QUALITY] 相同的高品質重要性取樣來處理輻照度貼"
"圖,但更新會佔用幾影格。影格數由 [member ProjectSettings.rendering/"
"reflections/sky_reflections/roughness_layers] 決定。當需要最高品質的輻照度貼"
"圖,但天空更新緩慢時,請使用該選項。"
msgid ""
"Uses the fast filtering algorithm to process the radiance map. In general "
"this results in lower quality, but substantially faster run times. If you "
"need better quality, but still need to update the sky every frame, consider "
"turning on [member ProjectSettings.rendering/reflections/sky_reflections/"
"fast_filter_high_quality].\n"
"[b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so "
"[member radiance_size] must be set to [constant RADIANCE_SIZE_256]. "
"Otherwise, a warning is printed and the overridden radiance size is ignored."
msgstr ""
"使用快速篩選演算法處理輻射度貼圖。一般來說,這會導致品質較低,但執行時間會大大"
"加快。如果需要更好的品質,但仍需要每影格更新天空,請考慮開啟 [member "
"ProjectSettings.rendering/reflections/sky_reflections/"
"fast_filter_high_quality]。\n"
"[b]注意:[/b]快速篩選演算法被限制為 256x256 立方體貼圖,因此必須將 [member "
"radiance_size] 設定為 [constant RADIANCE_SIZE_256]。否則會輸出警告並忽略覆蓋的"
"輻射度大小。"
msgid "Abstract base class for sliders."
msgstr "滑桿的抽象基底類別。"
msgid ""
"Abstract base class for sliders, used to adjust a value by moving a grabber "
"along a horizontal or vertical axis. Sliders are [Range]-based controls."
msgstr ""
"滑桿的抽象基底類別,通過將抓取器(滑桿)沿水平軸或垂直軸移動類調整取值。滑桿是"
"基於 [Range] 的控制項。"
msgid ""
"If [code]true[/code], the slider can be interacted with. If [code]false[/"
"code], the value can be changed only by code."
msgstr ""
"如果為 [code]true[/code],則滑動條可以互動。如果為 [code]false[/code],則只能"
"通過程式碼更改該值。"
msgid "If [code]true[/code], the value can be changed using the mouse wheel."
msgstr "如果為 [code]true[/code],則可以使用滑鼠滾輪更改該值。"
msgid ""
"Number of ticks displayed on the slider, including border ticks. Ticks are "
"uniformly-distributed value markers."
msgstr "滑動條上顯示的刻度線數量,包括邊界刻度線。刻度是均勻分佈的數值標記。"
msgid ""
"If [code]true[/code], the slider will display ticks for minimum and maximum "
"values."
msgstr "如果為 [code]true[/code],則滑動條將顯示最小值和最大值的刻度。"
msgid ""
"Emitted when dragging stops. If [param value_changed] is true, [member Range."
"value] is different from the value when you started the dragging."
msgstr ""
"拖拽停止時觸發。如果 [param value_changed] 為 true則 [member Range.value] 與"
"開始拖拽時的值不同。"
msgid "Emitted when dragging is started."
msgstr "拖拽開始時觸發。"
msgid ""
"Boolean constant. If [code]1[/code], the grabber texture size will be ignored "
"and it will fit within slider's bounds based only on its center position."
msgstr ""
"布林常數。如果為 [code]1[/code],則會忽略抓取器紋理的大小,根據其中心位置將其"
"縮放到捲軸的邊界。"
msgid "The texture for the grabber (the draggable element)."
msgstr "用作拖動條的紋理(可拖動的元素)。"
msgid "The texture for the grabber when it's disabled."
msgstr "抓取器禁用時的材質。"
msgid "The texture for the grabber when it's focused."
msgstr "抓取器獲得焦點時的材質。"
msgid ""
"The texture for the ticks, visible when [member Slider.tick_count] is greater "
"than 0."
msgstr "刻度的紋理。當 [member Slider.tick_count] 大於 0 時可見。"
msgid ""
"A physics joint that restricts the movement of a 3D physics body along an "
"axis relative to another physics body."
msgstr ""
"一種物理關節,能夠將 3D 物理體的移動限制在相對於另一個物理體的某個軸上。"
msgid ""
"A physics joint that restricts the movement of a 3D physics body along an "
"axis relative to another physics body. For example, Body A could be a "
"[StaticBody3D] representing a piston base, while Body B could be a "
"[RigidBody3D] representing the piston head, moving up and down."
msgstr ""
"一種物理關節,能夠將 3D 物理體的移動限制在相對於另一個物理體的某個軸上。例如物"
"體 A 是代表活塞基底的 [StaticBody3D],而物體 B 是代表活塞頭的 [RigidBody3D]"
"能夠上下移動。"
msgid ""
"The amount of damping of the rotation when the limit is surpassed.\n"
"A lower damping value allows a rotation initiated by body A to travel to body "
"B slower."
msgstr ""
"超過限制時旋轉的阻尼量。\n"
"較低的阻尼值允許由主體 A 發起的旋轉以較慢的速度傳播到主體 B。"
msgid ""
"The amount of restitution of the rotation when the limit is surpassed.\n"
"Does not affect damping."
msgstr ""
"當超過極限時,旋轉的恢復量。\n"
"不影響阻尼。"
msgid ""
"A factor applied to the all rotation once the limit is surpassed.\n"
"Makes all rotation slower when between 0 and 1."
msgstr ""
"套用於所有旋轉超過限制後的係數。\n"
"在 0 和 1 之間時使所有旋轉變慢。"
msgid "A factor applied to the all rotation in the limits."
msgstr "套用於所有受限旋轉的係數。"
msgid ""
"A factor applied to the all rotation across axes orthogonal to the slider."
msgstr "套用於與滑動條正交的軸的所有旋轉的係數。"
msgid ""
"The amount of damping that happens once the limit defined by [member "
"linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
"surpassed."
msgstr ""
"一旦超過 [member linear_limit/lower_distance] 和 [member linear_limit/"
"upper_distance] 所定義的極限,就會產生的阻尼量。"
msgid "A deformable 3D physics mesh."
msgstr "可形變的 3D 物理網格。"
msgid ""
"A deformable 3D physics mesh. Used to create elastic or deformable objects "
"such as cloth, rubber, or other flexible materials.\n"
"[b]Note:[/b] There are many known bugs in [SoftBody3D]. Therefore, it's not "
"recommended to use them for things that can affect gameplay (such as "
"trampolines)."
msgstr ""
"可形變的 3D 物理網格。用於建立彈性或可形變的物件,例如布料、橡膠或其他柔性材"
"質。\n"
"[b]注意:[/b][SoftBody3D] 中有許多已知的問題。因此,不建議用於可能影響遊戲玩法"
"的東西上(例如蹦床)。"
msgid "SoftBody"
msgstr "SoftBody"
msgid "Returns local translation of a vertex in the surface array."
msgstr "返回表面陣列中頂點的局部平移。"
msgid "Returns [code]true[/code] if vertex is set to pinned."
msgstr "如果頂點設定為固定,則返回 [code]true[/code]。"
msgid ""
"Sets the pinned state of a surface vertex. When set to [code]true[/code], the "
"optional [param attachment_path] can define a [Node3D] the pinned vertex will "
"be attached to."
msgstr ""
"設定表面頂點的固定狀態。當設定為 [code]true[/code] 時,可選的 [param "
"attachment_path] 可以定義一個 [Node3D],該固定頂點將被附加到該節點。"
msgid ""
"The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist "
"in one or more of 32 different layers. See also [member collision_mask].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"該 SoftBody3D [b]所在[/b]的實體層。碰撞物件可以存在於 32 個不同層中的一個或多"
"個層中。另見 [member collision_mask]。\n"
"[b]注意:[/b]只有當物件 B 位於物件 A 掃描的任意層中時,物件 A 才能偵測到與對"
"象 B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。"
msgid ""
"The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan "
"one or more of 32 different layers. See also [member collision_layer].\n"
"[b]Note:[/b] Object A can detect a contact with object B only if object B is "
"in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/"
"physics/physics_introduction.html#collision-layers-and-masks]Collision layers "
"and masks[/url] in the documentation for more information."
msgstr ""
"該 SoftBody3D [b]掃描[/b]的實體層。碰撞物件可以掃描 32 個不同層中的一個或多個"
"層。另見 [member collision_layer]。\n"
"[b]注意:[/b]只有當物件 B 位於物件 A 掃描的任何層中時,物件 A 才能偵測到與對"
"象 B 的接觸。有關更多資訊,請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。"
msgid ""
"Higher values will result in a stiffer body, while lower values will increase "
"the body's ability to bend. The value can be between [code]0.0[/code] and "
"[code]1.0[/code] (inclusive)."
msgstr ""
"較高的值會導致身體更僵硬,而較低的值將增加身體的彎曲能力。該值可在[code]0.0[/"
"code] 和[code]1.0 [/code](包含)。"
msgid ""
"[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping."
msgstr ""
"指向 [CollisionObject3D] 的 [NodePath],這個 SoftBody3D 應該避免穿過它。"
msgid "If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s."
msgstr "如果為 [code]true[/code],則該 [SoftBody3D] 會回應 [RayCast3D]。"
msgid ""
"Increasing this value will improve the resulting simulation, but can affect "
"performance. Use with care."
msgstr "增加這個值會改善模擬結果,但會影響性能。請小心使用。"
msgid "The SoftBody3D's mass."
msgstr "該 SoftBody3D 的品質。"
msgid ""
"When [member Node.process_mode] is set to [constant Node."
"PROCESS_MODE_DISABLED], remove from the physics simulation to stop all "
"physics interactions with this [SoftBody3D].\n"
"Automatically re-added to the physics simulation when the [Node] is processed "
"again."
msgstr ""
"當 [member Node.process_mode] 被設定為 [constant Node.PROCESS_MODE_DISABLED] "
"時,從物理模擬中移除,停止與此 [SoftBody3D] 的所有物理互動。\n"
"當該 [Node] 再次被處理時,會自動重新加入到物理模擬中。"
msgid "Class representing a spherical [PrimitiveMesh]."
msgstr "表示球形 [PrimitiveMesh] 的類。"
msgid "Full height of the sphere."
msgstr "球體的全高。"
msgid ""
"If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
"[b]Note:[/b] To get a regular hemisphere, the height and radius of the sphere "
"must be equal."
msgstr ""
"如果為 [code]true[/code],則建立一個半球而不是一個完整的球體。\n"
"[b]注意:[/b]要得到一個規則的半球,球體的高度和半徑必須相等。"
msgid "Number of radial segments on the sphere."
msgstr "球體上的徑向段數。"
msgid "Radius of sphere."
msgstr "球體半徑."
msgid "Number of segments along the height of the sphere."
msgstr "沿著球體高度的段數。"
msgid "Spherical shape for use with occlusion culling in [OccluderInstance3D]."
msgstr "在 [OccluderInstance3D] 中進行遮擋剔除的球體形狀。"
msgid ""
"[SphereOccluder3D] stores a sphere shape that can be used by the engine's "
"occlusion culling system.\n"
"See [OccluderInstance3D]'s documentation for instructions on setting up "
"occlusion culling."
msgstr ""
"[SphereOccluder3D] 儲存的是球體形狀,可供引擎的遮擋剔除系統使用。\n"
"有關設定遮擋剔除的說明,請參閱 [OccluderInstance3D] 的文件。"
msgid "The sphere's radius in 3D units."
msgstr "球體半徑,使用 3D 單位。"
msgid "A 3D sphere shape used for physics collision."
msgstr "3D 球體形狀,旨在用於物理學。"
msgid ""
"A 3D sphere shape, intended for use in physics. Usually used to provide a "
"shape for a [CollisionShape3D].\n"
"[b]Performance:[/b] [SphereShape3D] is fast to check collisions against. It "
"is faster than [BoxShape3D], [CapsuleShape3D], and [CylinderShape3D]."
msgstr ""
"3D 球體形狀,旨在用於物理學。通常用於為 [CollisionShape3D] 提供形狀。\n"
"[b]性能:[/b][SphereShape3D] 可以快速偵測碰撞。比 [BoxShape3D]、"
"[CapsuleShape3D]、[CylinderShape3D] 快。"
msgid "The sphere's radius. The shape's diameter is double the radius."
msgstr "球體的半徑。形狀的直徑是半徑的兩倍。"
msgid "An input field for numbers."
msgstr "數位的輸入欄位。"
msgid "Applies the current value of this [SpinBox]."
msgstr "套用此 [SpinBox] 的目前值。"
msgid ""
"Returns the [LineEdit] instance from this [SpinBox]. You can use it to access "
"properties and methods of [LineEdit].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member CanvasItem.visible] property."
msgstr ""
"返回這個 [SpinBox] 中的 [LineEdit] 實例。你可以用它來存取 [LineEdit] 的屬性和"
"方法。\n"
"[b]警告:[/b]這是一個必要的內部節點,移除和釋放它可能會導致當機。如果你想隱藏"
"它或它的任何子節點,請使用其 [member CanvasItem.visible] 屬性。"
msgid "Changes the alignment of the underlying [LineEdit]."
msgstr "更改底層 [LineEdit] 的對齊方式。"
msgid ""
"If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
"read only."
msgstr ""
"如果為 [code]true[/code],則 [SpinBox] 將是可編輯的。否則,它將是唯讀的。"
msgid ""
"If [code]true[/code], the [SpinBox] will select the whole text when the "
"[LineEdit] gains focus. Clicking the up and down arrows won't trigger this "
"behavior."
msgstr ""
"如果為 [code]true[/code],則該 [SpinBox] 會在 [LineEdit] 獲得焦點時選中整個文"
"本。點擊上下箭頭不會觸發這種行為。"
msgid ""
"Sets the value of the [Range] for this [SpinBox] when the [LineEdit] text is "
"[i]changed[/i] instead of [i]submitted[/i]. See [signal LineEdit."
"text_changed] and [signal LineEdit.text_submitted]."
msgstr ""
"當 [LineEdit] 的文字[i]發生變化[/i]而不是[i]被提交[/i]時,設定這個 [SpinBox] "
"的 [Range] 的值。見 [signal LineEdit.text_changed] 和 [signal LineEdit."
"text_submitted]。"
msgid "Sets a custom [Texture2D] for up and down arrows of the [SpinBox]."
msgstr "為該 [SpinBox] 的上下箭頭設定自訂的 [Texture2D]。"
msgid ""
"A container that splits two child controls horizontally or vertically and "
"provides a grabber for adjusting the split ratio."
msgstr "將兩個子控制項垂直或水平分隔的容器,提供了用於調整分隔比例的抓取器。"
msgid ""
"A container that accepts only two child controls, then arranges them "
"horizontally or vertically and creates a divisor between them. The divisor "
"can be dragged around to change the size relation between the child controls."
msgstr ""
"僅接受兩個子控制項的容器,會將它們垂直或水平排列,在中間建立一個分隔條。分隔條"
"可以拖拽,從而改變兩個控制項的大小關係。"
msgid ""
"Clamps the [member split_offset] value to not go outside the currently "
"possible minimal and maximum values."
msgstr "限制 [member split_offset] 值不超出目前可能的最小值和最大值。"
msgid ""
"If [code]true[/code], the area of the first [Control] will be collapsed and "
"the dragger will be disabled."
msgstr ""
"如果為 [code]true[/code],第一個 [Control] 的區域將被折疊並且拖動器將被禁用。"
msgid ""
"Determines the dragger's visibility. See [enum DraggerVisibility] for details."
msgstr "確定拖動器的可見性。有關詳細資訊,請參閱 [enum DraggerVisibility]。"
msgid ""
"The initial offset of the splitting between the two [Control]s, with [code]0[/"
"code] being at the end of the first [Control]."
msgstr ""
"兩個 [Control] 之間拆分的初始偏移量,[code]0[/code] 位於第一個 [Control] 的末"
"尾。"
msgid ""
"If [code]true[/code], the [SplitContainer] will arrange its children "
"vertically, rather than horizontally.\n"
"Can't be changed when using [HSplitContainer] and [VSplitContainer]."
msgstr ""
"如果為 [code]true[/code],則該 [SplitContainer] 會垂直排列其子代,而不是水平排"
"列。\n"
"在使用 [HSplitContainer] 和 [VSplitContainer] 時無法改變。"
msgid "Emitted when the dragger is dragged by user."
msgstr "當使用者拖動拖動器時發出。"
msgid "The split dragger is visible when the cursor hovers it."
msgstr "當游標懸停時,拆分拖動器是可見的。"
msgid "The split dragger is never visible."
msgstr "拆分拖動器永遠不可見。"
msgid "The split dragger is never visible and its space collapsed."
msgstr "拆分拖動器永遠不可見,其空間也被折疊。"
msgid ""
"Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
"when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
"visible."
msgstr ""
"布林值。如果1 ([code]true[/code])抓取器將在不在游標下時自動隱藏。如果0 "
"([code]false[/code]),抓取器總是可見。"
msgid ""
"The minimum thickness of the area users can click on to grab the splitting "
"line. If [theme_item separation] or [theme_item h_grabber] / [theme_item "
"v_grabber]'s thickness are too small, this ensure that the splitting line can "
"still be dragged."
msgstr ""
"使用者可以點擊以抓取分割線的區域的最小厚度。如果 [theme_item separation] 或 "
"[theme_item h_grabber] / [theme_item v_grabber] 的厚度太小,這樣可以確保拆分線"
"仍然可以被拖動。"
msgid "The space between sides of the container."
msgstr "容器兩側之間的空間。"
msgid "The icon used for the grabber drawn in the middle area."
msgstr "在中間區域繪製的抓取圖示。"
msgid ""
"The icon used for the grabber drawn in the middle area when [member vertical] "
"is [code]false[/code]."
msgstr "[member vertical] 為 [code]false[/code] 時繪製在中間區域的抓取器圖示。"
msgid ""
"The icon used for the grabber drawn in the middle area when [member vertical] "
"is [code]true[/code]."
msgstr "[member vertical] 為 [code]true[/code] 時繪製在中間區域的抓取器圖示。"
msgid "A spotlight, such as a reflector spotlight or a lantern."
msgstr "聚光燈,如反射器聚光燈或燈籠。"
msgid ""
"A Spotlight is a type of [Light3D] node that emits lights in a specific "
"direction, in the shape of a cone. The light is attenuated through the "
"distance. This attenuation can be configured by changing the energy, radius "
"and attenuation parameters of [Light3D].\n"
"[b]Note:[/b] When using the Mobile rendering method, only 8 spot lights can "
"be displayed on each mesh resource. Attempting to display more than 8 spot "
"lights on a single mesh resource will result in spot lights flickering in and "
"out as the camera moves. When using the Compatibility rendering method, only "
"8 spot lights can be displayed on each mesh resource by default, but this can "
"be increased by adjusting [member ProjectSettings.rendering/limits/opengl/"
"max_lights_per_object].\n"
"[b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot "
"lights will only correctly affect meshes whose visibility AABB intersects "
"with the light's AABB. If using a shader to deform the mesh in a way that "
"makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] "
"must be increased on the mesh. Otherwise, the light may not be visible on the "
"mesh."
msgstr ""
"聚光燈是一種 [Light3D] 節點,向指定的方向發出圓錐形的燈光。光線會隨距離增大而"
"衰減。衰減可以通過修改 [Light3D] 的能量、半徑、衰減參數進行控制。\n"
"[b]注意:[/b]使用 Mobile 渲染方法時,單個網格資源只能用到 8 盞聚光燈。嘗試對單"
"個網格資源使用超過 8 盞聚光燈會導致聚光燈在相機移動時產生閃爍。使用 "
"Compatibility 渲染方法時,單個網格資源預設只能用到 8 盞聚光燈,但可以通過調整 "
"[member ProjectSettings.rendering/limits/opengl/max_lights_per_object] 增"
"加。\n"
"[b]注意:[/b]使用 Mobile 或 Compatibility 渲染方法時,聚光燈只能影響可見 AABB "
"與燈光 AABB 相交的網格。如果使用了著色器將網格進行了變形,超出了 AABB 的範圍,"
"則必須將該網格的 [member GeometryInstance3D.extra_cull_margin] 增大。否則燈光"
"在該網格上可能不可見。"
msgid ""
"The spotlight's angle in degrees.\n"
"[b]Note:[/b] [member spot_angle] is not affected by [member Node3D.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
"聚光燈的角度,單位為度。\n"
"[b]注意:[/b][member spot_angle] 不受 [member Node3D.scale] 的影響(無論是該燈"
"光的縮放還是其父節點的縮放)。"
msgid ""
"The spotlight's [i]angular[/i] attenuation curve. See also [member "
"spot_attenuation]."
msgstr "聚光燈的[i]角度[/i]衰減曲線。另見 [member spot_attenuation]。"
msgid ""
"The spotlight's light energy (drop-off) attenuation curve. A number of "
"presets are available in the [b]Inspector[/b] by right-clicking the curve. "
"Zero and negative values are allowed but can produce unusual effects. See "
"also [member spot_angle_attenuation].\n"
"[b]Note:[/b] Very high [member spot_attenuation] values (typically above 10) "
"can impact performance negatively if the light is made to use a larger "
"[member spot_range] to compensate. This is because culling opportunities will "
"become less common and shading costs will be increased (as the light will "
"cover more pixels on screen while resulting in the same amount of "
"brightness). To improve performance, use the lowest [member spot_attenuation] "
"value possible for the visuals you're trying to achieve."
msgstr ""
"聚光燈的光照能量(下降)衰減曲線。在[b]屬性面板[/b]中按右鍵曲線會提供一些預"
"設。允許零和負數,但可能產生異常效果。另見 [member spot_angle_attenuation]。\n"
"[b]注意:[/b]如果 [member spot_attenuation] 值很高(一般大於 10將燈光的 "
"[member spot_range] 調大去進行補償會對性能產生負面影響。這是因為剔除的機會會變"
"少,從而增加在著色上的消耗(因為在亮度相同的前提下,燈光會覆蓋螢幕上的更多圖"
"元)。為了提升性能,請使用盡可能低的 [member spot_attenuation] 值來達成想要的"
"顯示效果。"
msgid ""
"The maximal range that can be reached by the spotlight. Note that the "
"effectively lit area may appear to be smaller depending on the [member "
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, the "
"light will never reach anything outside this range.\n"
"[b]Note:[/b] [member spot_range] is not affected by [member Node3D.scale] "
"(the light's scale or its parent's scale)."
msgstr ""
"聚光燈可以達到的最大範圍。請注意,根據使用的 [member spot_attenuation],有效照"
"明區域可能看起來更小。無論 [member spot_attenuation] 為何值,光都不會到達此範"
"圍之外的任何東西。\n"
"[b]注意:[/b][member spot_angle] 不受 [member Node3D.scale] 的影響(無論是該燈"
"光的縮放還是其父節點的縮放)。"
msgid ""
"A 3D raycast that dynamically moves its children near the collision point."
msgstr "能夠動態地將子節點朝碰撞點移動的 3D 射線投射。"
msgid ""
"[SpringArm3D] casts a ray or a shape along its Z axis and moves all its "
"direct children to the collision point, with an optional margin. This is "
"useful for 3rd person cameras that move closer to the player when inside a "
"tight space (you may need to exclude the player's collider from the "
"[SpringArm3D]'s collision check)."
msgstr ""
"[SpringArm3D] 會朝它的 Z 軸投射射線或形狀,並將所有直接子節點朝碰撞點移動,可"
"以保留一定的邊距。可用於第三人稱相機,讓其在狹窄空間中朝玩家移動(你可能需要"
"在 [SpringArm3D] 的碰撞檢查中排除玩家的碰撞體)。"
msgid ""
"Adds the [PhysicsBody3D] object with the given [RID] to the list of "
"[PhysicsBody3D] objects excluded from the collision check."
msgstr ""
"將具有給定 [RID] 的 [PhysicsBody3D] 物件,新增到從碰撞檢查中排除的 "
"[PhysicsBody3D] 對象列表中。"
msgid ""
"Clears the list of [PhysicsBody3D] objects excluded from the collision check."
msgstr "清空碰撞偵測排除 [PhysicsBody3D] 對象的列表。"
msgid "Returns the spring arm's current length."
msgstr "返回彈簧臂的目前長度。"
msgid ""
"Removes the given [RID] from the list of [PhysicsBody3D] objects excluded "
"from the collision check."
msgstr "從碰撞偵測排除 [PhysicsBody3D] 對象的列表中移除給定的 [RID]。"
msgid ""
"The layers against which the collision check shall be done. See "
"[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
"and-masks]Collision layers and masks[/url] in the documentation for more "
"information."
msgstr ""
"碰撞偵測的目標層。更多資訊請參閱文件中的[url=$DOCS_URL/tutorials/physics/"
"physics_introduction.html#collision-layers-and-masks]《碰撞層與遮罩》[/url]。"
msgid ""
"When the collision check is made, a candidate length for the SpringArm3D is "
"given.\n"
"The margin is then subtracted to this length and the translation is applied "
"to the child objects of the SpringArm3D.\n"
"This margin is useful for when the SpringArm3D has a [Camera3D] as a child "
"node: without the margin, the [Camera3D] would be placed on the exact point "
"of collision, while with the margin the [Camera3D] would be placed close to "
"the point of collision."
msgstr ""
"進行碰撞偵測時,會給出 SpringArm3D 的一個候選長度。\n"
"然後將邊距減去該長度,並將該平移套用於該 SpringArm3D 的子物件。\n"
"當 SpringArm3D 有一個 [Camera3D] 作為子節點時,該邊距很有用:如果沒有邊距,該 "
"[Camera3D] 將被放置在準確的碰撞點上;而有邊距時,該 [Camera3D] 將被放置在靠近"
"碰撞點的地方。"
msgid ""
"The [Shape3D] to use for the SpringArm3D.\n"
"When the shape is set, the SpringArm3D will cast the [Shape3D] on its z axis "
"instead of performing a ray cast."
msgstr ""
"用於該 SpringArm3D 的 [Shape3D]。\n"
"當該形狀被設定後SpringArm3D 將在其 z 軸上投射該 [Shape3D],而不是執行一個射"
"線投射。"
msgid ""
"The maximum extent of the SpringArm3D. This is used as a length for both the "
"ray and the shape cast used internally to calculate the desired position of "
"the SpringArm3D's child nodes.\n"
"To know more about how to perform a shape cast or a ray cast, please consult "
"the [PhysicsDirectSpaceState3D] documentation."
msgstr ""
"SpringArm3D 的最大範圍。這用作內部使用的射線和形狀投射的長度,以計算 "
"SpringArm3D 子節點的所需位置。\n"
"要瞭解有關如何執行形狀投射或射線投射的更多資訊,請參閱 "
"[PhysicsDirectSpaceState3D] 文件。"
msgid "General-purpose sprite node."
msgstr "通用精靈節點。"
msgid ""
"A node that displays a 2D texture. The texture displayed can be a region from "
"a larger atlas texture, or a frame from a sprite sheet animation."
msgstr ""
"顯示 2D 紋理的節點。顯示的紋理可以是較大合集紋理中的某個區域,也可以是精靈表動"
"畫中的某一影格。"
msgid ""
"Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. "
"Can be used to detect if the Sprite2D was clicked.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _input(event):\n"
" if event is InputEventMouseButton and event.pressed and event."
"button_index == MOUSE_BUTTON_LEFT:\n"
" if get_rect().has_point(to_local(event.position)):\n"
" print(\"A click!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton inputEventMouse)\n"
" {\n"
" if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == "
"MouseButton.Left)\n"
" {\n"
" if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))\n"
" {\n"
" GD.Print(\"A click!\");\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回代表該 Sprite2D 邊界的 [Rect2],使用局部座標。可用於偵測該 Sprite2D 是否被"
"點擊。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _input(event):\n"
" if event is InputEventMouseButton and event.pressed and event."
"button_index == MOUSE_BUTTON_LEFT:\n"
" if get_rect().has_point(to_local(event.position)):\n"
" print(\"我點!\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Input(InputEvent @event)\n"
"{\n"
" if (@event is InputEventMouseButton inputEventMouse)\n"
" {\n"
" if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == "
"MouseButton.Left)\n"
" {\n"
" if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))\n"
" {\n"
" GD.Print(\"我點!\");\n"
" }\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code], if the pixel at the given position is opaque and "
"[code]false[/code] in other case.\n"
"[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
"[code]null[/code] or if the given position is invalid."
msgstr ""
"如果給定位置的圖元不透明,則返回 [code]true[/code],其他情況下返回 "
"[code]false[/code]。\n"
"[b]注意:[/b]如果精靈的紋理為 [code]null[/code] 或者給定的位置無效,它也會返"
"回 [code]false[/code]。"
msgid "If [code]true[/code], texture is centered."
msgstr "如果為 [code]true[/code],紋理居中。"
msgid ""
"Current frame to display from sprite sheet. [member hframes] or [member "
"vframes] must be greater than 1."
msgstr ""
"目前顯示的精靈表中的影格。[member vframes] 或 [member hframes] 必須大於 1。"
msgid ""
"Coordinates of the frame to display from sprite sheet. This is as an alias "
"for the [member frame] property. [member hframes] or [member vframes] must be "
"greater than 1."
msgstr ""
"顯示的影格在精靈表中的座標。這是 [member frame] 屬性的別名。[member vframes] "
"或 [member hframes] 必須大於 1。"
msgid "The number of columns in the sprite sheet."
msgstr "精靈表中的列數。"
msgid ""
"If [code]true[/code], texture is cut from a larger atlas texture. See [member "
"region_rect]."
msgstr ""
"如果為 [code]true[/code],則從較大的合集紋理中剪切紋理。見 [member "
"region_rect]。"
msgid ""
"If [code]true[/code], the outermost pixels get blurred out. [member "
"region_enabled] must be [code]true[/code]."
msgstr ""
"如果為 [code]true[/code],則最外側的圖元會變得模糊。[member region_enabled] 必"
"須為 [code]true[/code]。"
msgid ""
"The region of the atlas texture to display. [member region_enabled] must be "
"[code]true[/code]."
msgstr ""
"要顯示的合集紋理區域。[member region_enabled] 必須是 [code]true[/code]。"
msgid "[Texture2D] object to draw."
msgstr "要繪製的 [Texture2D] 對象。"
msgid "The number of rows in the sprite sheet."
msgstr "精靈表中的行數。"
msgid "Emitted when the [member frame] changes."
msgstr "當 [member frame] 更改時發出。"
msgid "Emitted when the [member texture] changes."
msgstr "當 [member texture] 更改時發出。"
msgid "2D sprite node in a 3D world."
msgstr "3D 世界中的 2D 精靈節點。"
msgid ""
"A node that displays a 2D texture in a 3D environment. The texture displayed "
"can be a region from a larger atlas texture, or a frame from a sprite sheet "
"animation. See also [SpriteBase3D] where properties such as the billboard "
"mode are defined."
msgstr ""
"在 3D 環境中顯示 2D 紋理的節點。顯示的紋理可以是來自較大合集紋理的區域,也可以"
"是來自精靈表動畫的影格。另見 [SpriteBase3D],定義有公告板模式等屬性。"
msgid ""
"If [code]true[/code], the sprite will use [member region_rect] and display "
"only the specified part of its texture."
msgstr ""
"如果為 [code]true[/code],則該精靈會使用 [member region_rect],只顯示紋理中的"
"指定部分。"
msgid ""
"[Texture2D] object to draw. If [member GeometryInstance3D.material_override] "
"is used, this will be overridden. The size information is still used."
msgstr ""
"要繪製的 [Texture2D] 對象。如果使用 [member GeometryInstance3D."
"material_override],則這個屬性會被覆蓋。仍會使用尺寸資訊。"
msgid "2D sprite node in 3D environment."
msgstr "3D 環境中的 2D 精靈節點。"
msgid ""
"A node that displays 2D texture information in a 3D environment. See also "
"[Sprite3D] where many other properties are defined."
msgstr ""
"在 3D 環境中顯示 2D 紋理資訊的節點。另請參閱 [Sprite3D],其中定義了許多其他屬"
"性。"
msgid ""
"Returns a [TriangleMesh] with the sprite's vertices following its current "
"configuration (such as its [member axis] and [member pixel_size])."
msgstr ""
"返回一個 [TriangleMesh],其中精靈的頂點遵循它的目前配置(例如它的 [member "
"axis] 和 [member pixel_size])。"
msgid "Returns the rectangle representing this sprite."
msgstr "返回表示此精靈的矩形。"
msgid ""
"If [code]true[/code], the specified flag will be enabled. See [enum "
"SpriteBase3D.DrawFlags] for a list of flags."
msgstr ""
"如果 [code]true[/code],則指定的旗標將被啟用。旗標列表見 [enum SpriteBase3D."
"DrawFlags]。"
msgid "The direction in which the front of the texture faces."
msgstr "紋理正面朝向的方向。"
msgid ""
"The billboard mode to use for the sprite. See [enum BaseMaterial3D."
"BillboardMode] for possible values."
msgstr ""
"該精靈使用的公告板模式。可能的值見 [enum BaseMaterial3D.BillboardMode]。"
msgid ""
"If [code]true[/code], texture can be seen from the back as well, if "
"[code]false[/code], it is invisible when looking at it from behind."
msgstr ""
"如果為 [code]true[/code],則從後面也可以看到紋理,如果為 [code]false[/code]"
"則從後面看它是不可見的。"
msgid ""
"A color value used to [i]multiply[/i] the texture's colors. Can be used for "
"mood-coloring or to simulate the color of light.\n"
"[b]Note:[/b] If a [member GeometryInstance3D.material_override] is defined on "
"the [SpriteBase3D], the material override must be configured to take vertex "
"colors into account for albedo. Otherwise, the color defined in [member "
"modulate] will be ignored. For a [BaseMaterial3D], [member BaseMaterial3D."
"vertex_color_use_as_albedo] must be [code]true[/code]. For a "
"[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
"shader's [code]fragment()[/code] function."
msgstr ""
"用於[i]乘以[/i]紋理顏色的顏色值。可用於氛圍著色或模擬光的顏色。\n"
"[b]注意:[/b]如果在 [SpriteBase3D] 上定義了 [member GeometryInstance3D."
"material_override],則必須配置該材質,讓它的反照率考慮頂點顏色。否則 [member "
"modulate] 中定義的顏色將被忽略。對於 [BaseMaterial3D][member BaseMaterial3D."
"vertex_color_use_as_albedo] 必須為 [code]true[/code]。對於 [ShaderMaterial]"
"必須將 [code]ALBEDO *= COLOR.rgb;[/code],插入到著色器的 [code]fragment()[/"
"code] 函式中。"
msgid "The size of one pixel's width on the sprite to scale it in 3D."
msgstr "精靈上一個圖元寬度的大小,以 3D 縮放。"
msgid ""
"Sets the render priority for the sprite. Higher priority objects will be "
"sorted in front of lower priority objects.\n"
"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
"ALPHA_CUT_DISABLED] (default value).\n"
"[b]Note:[/b] This only applies to sorting of transparent objects. This will "
"not impact how transparent objects are sorted relative to opaque objects. "
"This is because opaque objects are not sorted, while transparent objects are "
"sorted from back to front (subject to priority)."
msgstr ""
"設定該精靈的渲染優先順序。優先順序高的物體將被排序在優先順序低的物體前面。\n"
"[b]注意:[/b]僅在 [member alpha_cut] 為 [constant ALPHA_CUT_DISABLED](預設"
"值)時適用。\n"
"[b]注意:[/b]僅適用於透明物體的排序。這不會影響透明物體相對於不透明物體的排序"
"方式。這是因為不透明物件不被排序,而透明物件則從後往前排序(取決於優先順序)。"
msgid ""
"If [code]true[/code], the [Light3D] in the [Environment] has effects on the "
"sprite."
msgstr ""
"如果為 [code]true[/code],則 [Environment] 中的 [Light3D] 對該精靈有影響。"
msgid ""
"If [code]true[/code], the texture's transparency and the opacity are used to "
"make those parts of the sprite invisible."
msgstr ""
"如果為 [code]true[/code],紋理的透明度和不透明度用於使精靈的這些部分不可見。"
msgid ""
"If set, the texture's transparency and the opacity are used to make those "
"parts of the sprite invisible."
msgstr "如果設定,紋理的透明度和不透明性用於使精靈的這些部分不可見。"
msgid "If set, lights in the environment affect the sprite."
msgstr "如果設定,環境中的燈光會影響精靈。"
msgid ""
"If set, texture can be seen from the back as well. If not, the texture is "
"invisible when looking at it from behind."
msgstr ""
"如果啟用,則紋理也可以從背面看到。如果未啟用,則紋理從後面查看時不可見。"
msgid ""
"This mode performs standard alpha blending. It can display translucent areas, "
"but transparency sorting issues may be visible when multiple transparent "
"materials are overlapping."
msgstr ""
"這個模式會進行標準的 Alpha 混合。可以顯示半透明區域,但透明材質存在重疊時可能"
"會暴露透明度排序問題。"
msgid ""
"This mode only allows fully transparent or fully opaque pixels. Harsh edges "
"will be visible unless some form of screen-space antialiasing is enabled (see "
"[member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa]). On "
"the bright side, this mode doesn't suffer from transparency sorting issues "
"when multiple transparent materials are overlapping. This mode is also known "
"as [i]alpha testing[/i] or [i]1-bit transparency[/i]."
msgstr ""
"該模式僅允許完全透明或完全不透明的圖元。除非啟用了某種形式的螢幕空間抗鋸齒(請"
"參閱 [member ProjectSettings.rendering/anti_aliasing/quality/"
"screen_space_aa]),否則會看到粗糙的邊緣。從好的方面來說,當多個透明材質重疊"
"時,該模式不會出現透明度排序問題。這種模式也被稱為 [i]alpha 測試[/i]或 [i]1 位"
"透明度[/i]。"
msgid ""
"This mode draws fully opaque pixels in the depth prepass. This is slower than "
"[constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it allows "
"displaying translucent areas and smooth edges while using proper sorting."
msgstr ""
"該模式在深度預渲染階段繪製完全不透明的圖元。這比 [constant "
"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 慢,但它允許在使用正確排序"
"的同時顯示半透明區域和平滑邊緣。"
msgid "Sprite frame library for AnimatedSprite2D and AnimatedSprite3D."
msgstr "精靈影格庫,用於 AnimatedSprite2D 和 AnimatedSprite3D。"
msgid ""
"Sprite frame library for an [AnimatedSprite2D] or [AnimatedSprite3D] node. "
"Contains frames and animation data for playback."
msgstr ""
"[AnimatedSprite2D] 和 [AnimatedSprite3D] 節點的精靈影格庫。包含影格和用於播放"
"的動畫信息。"
msgid "Adds a new [param anim] animation to the library."
msgstr "向庫中新增新動畫 [param anim]。"
msgid ""
"Adds a frame to the [param anim] animation. If [param at_position] is "
"[code]-1[/code], the frame will be added to the end of the animation."
msgstr ""
"向 [param anim] 動畫中新增一影格。如果 [param at_position] 為 [code]-1[/"
"code],則該影格會新增至該動畫的末尾。"
msgid "Removes all frames from the [param anim] animation."
msgstr "刪除 [param anim] 動畫中的所有影格。"
msgid ""
"Removes all animations. An empty [code]default[/code] animation will be "
"created."
msgstr "移除所有動畫。將建立名為 [code]default[/code] 的空動畫。"
msgid ""
"Returns [code]true[/code] if the given animation is configured to loop when "
"it finishes playing. Otherwise, returns [code]false[/code]."
msgstr ""
"當指定的動畫被配置為結束播放後迴圈時,返回 [code]true[/code],否則返回 "
"[code]false[/code]。"
msgid ""
"Returns an array containing the names associated to each animation. Values "
"are placed in alphabetical order."
msgstr "返回一個包含每個動畫的名稱的陣列。值按字母順序排列。"
msgid "Returns the speed in frames per second for the [param anim] animation."
msgstr "返回 [param anim] 動畫的速度,單位為影格每秒。"
msgid "Returns the number of frames for the [param anim] animation."
msgstr "返回 [param anim] 動畫中的影格數。"
msgid ""
"Returns a relative duration of the frame [param idx] in the [param anim] "
"animation (defaults to [code]1.0[/code]). For example, a frame with a "
"duration of [code]2.0[/code] is displayed twice as long as a frame with a "
"duration of [code]1.0[/code]. You can calculate the absolute duration (in "
"seconds) of a frame using the following formula:\n"
"[codeblock]\n"
"absolute_duration = relative_duration / (animation_fps * abs(playing_speed))\n"
"[/codeblock]\n"
"In this example, [code]playing_speed[/code] refers to either [method "
"AnimatedSprite2D.get_playing_speed] or [method AnimatedSprite3D."
"get_playing_speed]."
msgstr ""
"返回 [param anim] 動畫中 [param idx] 影格的相對持續時間(預設為 [code]1.0[/"
"code])。例如,持續時間為 [code]2.0[/code] 的影格的顯示長度是持續時間為 "
"[code]1.0[/code] 的影格的兩倍。可以使用如下公式計算某一影格的絕對持續時間(單"
"位為秒):\n"
"[codeblock]\n"
"absolute_duration = relative_duration / (animation_fps * abs(playing_speed))\n"
"[/codeblock]\n"
"在這個例子中,[code]playing_speed[/code] 是 [method AnimatedSprite2D."
"get_playing_speed] 或 [method AnimatedSprite3D.get_playing_speed]。"
msgid ""
"Returns the texture of the frame [param idx] in the [param anim] animation."
msgstr "返回 [param anim] 動畫中影格索引為 [param idx] 的紋理。"
msgid "Returns [code]true[/code] if the [param anim] animation exists."
msgstr "如果 [param anim] 動畫存在,則返回 [code]true[/code]。"
msgid "Removes the [param anim] animation."
msgstr "移除 [param anim] 動畫。"
msgid "Removes the [param anim] animation's frame [param idx]."
msgstr "移除 [param anim] 動畫中索引為 [param idx] 的影格。"
msgid "Changes the [param anim] animation's name to [param newname]."
msgstr "將 [param anim] 動畫的名稱更改為 [param newname]。"
msgid ""
"If [param loop] is [code]true[/code], the [param anim] animation will loop "
"when it reaches the end, or the start if it is played in reverse."
msgstr ""
"如果 [param loop] 為 [code]true[/code],則 [param anim] 動畫會在到達結尾時循"
"環,逆序播放時則為到達開頭時迴圈。"
msgid "Sets the speed for the [param anim] animation in frames per second."
msgstr "設定 [param anim] 動畫的速度,單位為影格每秒。"
msgid ""
"Sets the [param texture] and the [param duration] of the frame [param idx] in "
"the [param anim] animation."
msgstr ""
"設定 [param anim] 動畫中索引為 [param idx] 的影格的紋理 [param texture] 和持續"
"時間 [param duration]。"
msgid "A PBR (Physically Based Rendering) material to be used on 3D objects."
msgstr "基於物理的渲染PBR材質可以對 3D 物件套用。"
msgid ""
"[StandardMaterial3D]'s properties are inherited from [BaseMaterial3D]. "
"[StandardMaterial3D] uses separate textures for ambient occlusion, roughness "
"and metallic maps. To use a single ORM map for all 3 textures, use an "
"[ORMMaterial3D] instead."
msgstr ""
"[StandardMaterial3D] 的屬性繼承自 [BaseMaterial3D]。[StandardMaterial3D] 為環"
"境光遮蔽、粗糙度和金屬性貼圖使用單獨的紋理。要為所有 3 個紋理使用一個 ORM 貼"
"圖,請使用 [ORMMaterial3D] 代替。"
msgid ""
"A 2D physics body that can't be moved by external forces. When moved "
"manually, it doesn't affect other bodies in its path."
msgstr "無法被外力移動的 2D 物理物體。手動移動時不會影響路徑上的其他物體。"
msgid ""
"A static 2D physics body. It can't be moved by external forces or contacts, "
"but can be moved manually by other means such as code, [AnimationMixer]s "
"(with [member AnimationMixer.callback_mode_process] set to [constant "
"AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
"[RemoteTransform2D].\n"
"When [StaticBody2D] is moved, it is teleported to its new position without "
"affecting other physics bodies in its path. If this is not desired, use "
"[AnimatableBody2D] instead.\n"
"[StaticBody2D] is useful for completely static objects like floors and walls, "
"as well as moving surfaces like conveyor belts and circular revolving "
"platforms (by using [member constant_linear_velocity] and [member "
"constant_angular_velocity])."
msgstr ""
"靜態 2D 物理體。無法因外力或接觸而移動,但可以通過程式碼、[AnimationPlayer]"
"[member AnimationPlayer.playback_process_mode] 設為 "
"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform2D] 等方法手動移"
"動。\n"
"[StaticBody2D] 發生移動時,是傳送到新位置上的,不會影響路徑上的其他物理體。如"
"果不想要這樣的行為,請改用 [AnimatableBody2D]。\n"
"[StaticBody2D] 常用於完全靜態的地板、牆壁等物件,也可以用於傳送帶、圓形回轉平"
"台等移動的表面(使用 [member constant_linear_velocity] 和 [member "
"constant_angular_velocity])。"
msgid ""
"The body's constant angular velocity. This does not rotate the body, but "
"affects touching bodies, as if it were rotating."
msgstr ""
"該物體的恒定角速度。不會旋轉該物體,但會影響接觸的物體,就好像這個物體正在旋轉"
"一樣。"
msgid ""
"The body's constant linear velocity. This does not move the body, but affects "
"touching bodies, as if it were moving."
msgstr ""
"該物體的恒定線速度。不會移動該物體,但會影響接觸的物體,就好像這個物體正在移動"
"一樣。"
msgid ""
"A 3D physics body that can't be moved by external forces. When moved "
"manually, it doesn't affect other bodies in its path."
msgstr "無法被外力移動的 3D 物理物體。手動移動時不會影響路徑上的其他物體。"
msgid ""
"A static 3D physics body. It can't be moved by external forces or contacts, "
"but can be moved manually by other means such as code, [AnimationMixer]s "
"(with [member AnimationMixer.callback_mode_process] set to [constant "
"AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
"[RemoteTransform3D].\n"
"When [StaticBody3D] is moved, it is teleported to its new position without "
"affecting other physics bodies in its path. If this is not desired, use "
"[AnimatableBody3D] instead.\n"
"[StaticBody3D] is useful for completely static objects like floors and walls, "
"as well as moving surfaces like conveyor belts and circular revolving "
"platforms (by using [member constant_linear_velocity] and [member "
"constant_angular_velocity])."
msgstr ""
"靜態 3D 物理體。無法因外力或接觸而移動,但可以通過程式碼、[AnimationPlayer]"
"[member AnimationPlayer.playback_process_mode] 設為 "
"[code]ANIMATION_PROCESS_PHYSICS[/code])、[RemoteTransform3D] 等方法手動移"
"動。\n"
"[StaticBody3D] 發生移動時,是傳送到新位置上的,不會影響路徑上的其他物理體。如"
"果不想要這樣的行為,請改用 [AnimatableBody3D]。\n"
"[StaticBody3D] 常用於完全靜態的地板、牆壁等物件,也可以用於傳送帶、圓形回轉平"
"台等移動的表面(使用 [member constant_linear_velocity] 和 [member "
"constant_angular_velocity])。"
msgid "Abstract base class for interacting with streams."
msgstr "與流互動的抽象基底類別。"
msgid ""
"StreamPeer is an abstract base class mostly used for stream-based protocols "
"(such as TCP). It provides an API for sending and receiving data through "
"streams as raw data or strings.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"StreamPeer 是一種抽象基底類別,常用於流式協議(例如 TCP。它提供了通過流發送"
"資料的 API將資料作為原始資料或字串處理。\n"
"[b]注意:[/b]匯出到安卓時,在匯出專案或使用一鍵部署之前,請務必在安卓匯出預設"
"中,開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 Android "
"阻止。"
msgid "Gets a signed byte from the stream."
msgstr "從流中獲取有符號位元組。"
msgid "Gets a signed 16-bit value from the stream."
msgstr "從流中獲取有符號 16 位元值。"
msgid "Gets a signed 32-bit value from the stream."
msgstr "從流中獲取有符號 32 位元值。"
msgid "Gets a signed 64-bit value from the stream."
msgstr "從流中獲取有符號 64 位元值。"
msgid "Returns the number of bytes this [StreamPeer] has available."
msgstr "返回該 [StreamPeer] 可用的位元組數。"
msgid ""
"Returns a chunk data with the received bytes. The number of bytes to be "
"received can be requested in the [param bytes] argument. If not enough bytes "
"are available, the function will block until the desired amount is received. "
"This function returns two values, an [enum Error] code and a data array."
msgstr ""
"返回接收到的塊資料。可以使用 [param bytes] 參數設定所需接收的位元組數。如果可"
"用的位元組數不足,函式會阻塞至接收到所需位元組數為止。該函式返回兩個值,一個 "
"[enum Error] 錯誤碼以及一個資料陣列。"
msgid "Gets a double-precision float from the stream."
msgstr "從流中獲取一個雙精度浮點數。"
msgid "Gets a single-precision float from the stream."
msgstr "從流中獲取一個單精確度浮點數。"
msgid ""
"Returns a chunk data with the received bytes. The number of bytes to be "
"received can be requested in the \"bytes\" argument. If not enough bytes are "
"available, the function will return how many were actually received. This "
"function returns two values, an [enum Error] code, and a data array."
msgstr ""
"返回接收到的塊資料。可以使用“bytes”參數設定所需接收的位元組數。如果可用的位元"
"組數不足,函式會阻塞至接收到所需位元組數為止。該函式返回兩個值,一個 [enum "
"Error] 錯誤碼以及一個資料陣列。"
msgid ""
"Gets an ASCII string with byte-length [param bytes] from the stream. If "
"[param bytes] is negative (default) the length will be read from the stream "
"using the reverse process of [method put_string]."
msgstr ""
"從流中獲取一個位元組長度為 [param bytes] 的 ASCII 字串。如果 [param bytes] 為"
"負(預設),會按照 [method put_string] 的逆向操作從流中讀取長度。"
msgid "Gets an unsigned byte from the stream."
msgstr "從流中獲取一個無符號位元組。"
msgid "Gets an unsigned 16-bit value from the stream."
msgstr "從流中獲取一個無符號 16 位元值。"
msgid "Gets an unsigned 32-bit value from the stream."
msgstr "從流中獲取一個無符號 32 位元值。"
msgid "Gets an unsigned 64-bit value from the stream."
msgstr "從流中獲取一個無符號 64 位元值。"
msgid ""
"Gets a UTF-8 string with byte-length [param bytes] from the stream (this "
"decodes the string sent as UTF-8). If [param bytes] is negative (default) the "
"length will be read from the stream using the reverse process of [method "
"put_utf8_string]."
msgstr ""
"從流中獲取一個位元組長度為 [param bytes] 的 UTF-8 字串(將發送的字串解碼為 "
"UTF-8。如果 [param bytes] 為負(預設),會按照 [method put_utf8_string] 的逆"
"向操作從流中讀取長度。"
msgid ""
"Gets a Variant from the stream. If [param allow_objects] is [code]true[/"
"code], decoding objects is allowed.\n"
"Internally, this uses the same decoding mechanism as the [method @GlobalScope."
"bytes_to_var] method.\n"
"[b]Warning:[/b] Deserialized objects can contain code which gets executed. Do "
"not use this option if the serialized object comes from untrusted sources to "
"avoid potential security threats such as remote code execution."
msgstr ""
"從流中獲取一個 Variant。如果 [param allow_objects] 為 [code]true[/code],則會"
"允許解碼出物件。\n"
"內部實作時,使用的解碼機制與 [method @GlobalScope.bytes_to_var] 方法相同。\n"
"[b]警告:[/b]反序列化的物件可能包含會被執行的程式碼。如果序列化的物件來自不可"
"信的來源,請勿使用該選項,以免造成遠端程式碼執行等安全威脅。"
msgid "Puts a signed byte into the stream."
msgstr "向流中放入一個有符號位元組。"
msgid "Puts a signed 16-bit value into the stream."
msgstr "向流中放入一個有符號 16 位元值。"
msgid "Puts a signed 32-bit value into the stream."
msgstr "向流中放入一個有符號 32 位元值。"
msgid "Puts a signed 64-bit value into the stream."
msgstr "向流中放入一個有符號 64 位元值。"
msgid ""
"Sends a chunk of data through the connection, blocking if necessary until the "
"data is done sending. This function returns an [enum Error] code."
msgstr ""
"通過連接發送塊資料,資料完成發送前會阻塞。該函式返回 [enum Error] 錯誤碼。"
msgid "Puts a double-precision float into the stream."
msgstr "向流中放入一個雙精度浮點數。"
msgid "Puts a single-precision float into the stream."
msgstr "向流中放入一個單精確度浮點數。"
msgid ""
"Sends a chunk of data through the connection. If all the data could not be "
"sent at once, only part of it will. This function returns two values, an "
"[enum Error] code and an integer, describing how much data was actually sent."
msgstr ""
"通過連接發送資料。如果資料無法一次性發完,則僅會發送部分資料。該函式返回兩個"
"值,一個 [enum Error] 錯誤碼以及一個整數,表示實際發送的資料量。"
msgid ""
"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit "
"unsigned integer representing its size.\n"
"[b]Note:[/b] To put an ASCII string without prepending its size, you can use "
"[method put_data]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"put_data(\"Hello world\".to_ascii_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"PutData(\"Hello World\".ToAsciiBuffer());\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"向流中放入一個以零結尾的 ASCII 字串,會前置一個表示其大小的 32 位元無符號整"
"數。\n"
"[b]注意:[/b]如果要放置 ASCII 字串,而不前置大小,可以使用 [method "
"put_data]\n"
"[codeblocks]\n"
"[gdscript]\n"
"put_data(\"Hello world\".to_ascii_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"PutData(\"Hello World\".ToAsciiBuffer());\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Puts an unsigned byte into the stream."
msgstr "向流中放入一個無符號位元組。"
msgid "Puts an unsigned 16-bit value into the stream."
msgstr "向流中放入一個無符號 16 位元值。"
msgid "Puts an unsigned 32-bit value into the stream."
msgstr "向流中放入一個無符號 32 位元值。"
msgid "Puts an unsigned 64-bit value into the stream."
msgstr "向流中放入一個無符號 64 位元值。"
msgid ""
"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits "
"unsigned integer representing its size.\n"
"[b]Note:[/b] To put a UTF-8 string without prepending its size, you can use "
"[method put_data]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"put_data(\"Hello world\".to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"PutData(\"Hello World\".ToUtf8Buffer());\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"向流中放入一個以零結尾的 UTF-8 字串,前置一個表示其大小的 32 位元無符號整"
"數。\n"
"[b]注意:[/b]如果要放置 UTF-8 字串,而不前置其大小,可以使用 [method "
"put_data]\n"
"[codeblocks]\n"
"[gdscript]\n"
"put_data(\"Hello world\".to_utf8_buffer())\n"
"[/gdscript]\n"
"[csharp]\n"
"PutData(\"Hello World\".ToUtf8Buffer());\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Puts a Variant into the stream. If [param full_objects] is [code]true[/code] "
"encoding objects is allowed (and can potentially include code).\n"
"Internally, this uses the same encoding mechanism as the [method @GlobalScope."
"var_to_bytes] method."
msgstr ""
"向流中放入一個 Variant。如果 [param full_objects] 為 [code]true[/code],則會允"
"許將物件編碼(其中可能包含程式碼)。\n"
"內部實作時,使用的編碼機制與 [method @GlobalScope.var_to_bytes] 方法相同。"
msgid ""
"If [code]true[/code], this [StreamPeer] will using big-endian format for "
"encoding and decoding."
msgstr "為 [code]true[/code] 時,該 [StreamPeer] 進行編解碼時會使用大端格式。"
msgid "A stream peer used to handle binary data streams."
msgstr "用於處理二進位資料流的流對等體。"
msgid ""
"A data buffer stream peer that uses a byte array as the stream. This object "
"can be used to handle binary data from network sessions. To handle binary "
"data stored in files, [FileAccess] can be used directly.\n"
"A [StreamPeerBuffer] object keeps an internal cursor which is the offset in "
"bytes to the start of the buffer. Get and put operations are performed at the "
"cursor position and will move the cursor accordingly."
msgstr ""
"使用位元組陣列作為流的資料緩衝區流對等體。該物件可用於處理來自網路會話的二進位"
"資料。要處理保存在檔中的二進位資料,可以直接使用 [FileAccess]。\n"
"[StreamPeerBuffer] 物件會保存一個內部指標,是距離該緩衝區開頭的位元組偏移量。"
"Get 和 put 操作都在該指標處進行,並會將其進行對應的移動。"
msgid "Clears the [member data_array] and resets the cursor."
msgstr "清除 [member data_array] 並重設指針。"
msgid ""
"Returns a new [StreamPeerBuffer] with the same [member data_array] content."
msgstr "返回新的 [StreamPeerBuffer],具有相同的 [member data_array] 內容。"
msgid "Returns the current cursor position."
msgstr "返回目前的指針位置。"
msgid "Returns the size of [member data_array]."
msgstr "返回 [member data_array] 的大小。"
msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
msgstr "調整 [member data_array] 的大小。[i]不會[/i]更新指針。"
msgid ""
"Moves the cursor to the specified position. [param position] must be a valid "
"index of [member data_array]."
msgstr ""
"將指標移動到指定的位置。[param position] 必須是 [member data_array] 的有效索"
"引。"
msgid "The underlying data buffer. Setting this value resets the cursor."
msgstr "內部的資料緩衝。設定該值會重設指針。"
msgid "A stream peer that handles GZIP and deflate compression/decompression."
msgstr "能夠處理 GZIP 和 deflate 壓縮/解壓縮的流對等體。"
msgid ""
"This class allows to compress or decompress data using GZIP/deflate in a "
"streaming fashion. This is particularly useful when compressing or "
"decompressing files that have to be sent through the network without needing "
"to allocate them all in memory.\n"
"After starting the stream via [method start_compression] (or [method "
"start_decompression]), calling [method StreamPeer.put_partial_data] on this "
"stream will compress (or decompress) the data, writing it to the internal "
"buffer. Calling [method StreamPeer.get_available_bytes] will return the "
"pending bytes in the internal buffer, and [method StreamPeer."
"get_partial_data] will retrieve the compressed (or decompressed) bytes from "
"it. When the stream is over, you must call [method finish] to ensure the "
"internal buffer is properly flushed (make sure to call [method StreamPeer."
"get_available_bytes] on last time to check if more data needs to be read "
"after that)."
msgstr ""
"這個類能夠使用 GZIP/deflate 對資料進行流式壓縮或解壓縮。壓縮或解壓縮經過網路發"
"送的檔時尤其有用,不必事先分配記憶體。\n"
"使用 [method start_compression](或 [method start_decompression])開啟流之後,"
"在這個流上呼叫 [method StreamPeer.put_partial_data] 會對資料進行壓縮(或解壓"
"縮)並寫入內部緩衝區。呼叫 [method StreamPeer.get_available_bytes] 會返回內部"
"緩衝區中待處理的位元組數,[method StreamPeer.get_partial_data] 會從中獲取壓縮"
"後(或解壓後)的位元組。流結束後,你必須呼叫 [method finish] 來確保正確清空內"
"部緩衝區(請務必最後再呼叫一次 [method StreamPeer.get_available_bytes],檢查此"
"時是否還有需要讀取的資料)。"
msgid "Clears this stream, resetting the internal state."
msgstr "清空該流,重設內部狀態。"
msgid ""
"Finalizes the stream, compressing or decompressing any buffered chunk left."
msgstr "終止該流,對緩衝中剩餘的資料塊進行壓縮或解壓縮。"
msgid ""
"Start the stream in compression mode with the given [param buffer_size], if "
"[param use_deflate] is [code]true[/code] uses deflate instead of GZIP."
msgstr ""
"開始壓縮模式的流,緩衝區大小為 [param buffer_size],如果 [param use_deflate] "
"為 [code]true[/code] 則使用 deflate 而不是 GZIP。"
msgid ""
"Start the stream in decompression mode with the given [param buffer_size], if "
"[param use_deflate] is [code]true[/code] uses deflate instead of GZIP."
msgstr ""
"開始解壓模式的流,緩衝區大小為 [param buffer_size],如果 [param use_deflate] "
"為 [code]true[/code] 則使用 deflate 而不是 GZIP。"
msgid "A stream peer that handles TCP connections."
msgstr "處理 TCP 連接的流對等體。"
msgid ""
"A stream peer that handles TCP connections. This object can be used to "
"connect to TCP servers, or also is returned by a TCP server.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"處理 TCP 連接的流對等體。該物件可用於連接 TCP 伺服器,也可以由 TCP 伺服器返"
"回。\n"
"[b]注意:[/b]匯出到安卓時,在匯出專案或使用一鍵部署之前,請務必在安卓匯出預設"
"中,開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 Android "
"阻止。"
msgid ""
"Opens the TCP socket, and binds it to the specified local address.\n"
"This method is generally not needed, and only used to force the subsequent "
"call to [method connect_to_host] to use the specified [param host] and [param "
"port] as source address. This can be desired in some NAT punchthrough "
"techniques, or when forcing the source network interface."
msgstr ""
"打開 TCP 通訊端,並將其綁定到指定的本地地址。\n"
"通常不需要這個方法,只是用來強制讓後續呼叫 [method connect_to_host] 時使用指定"
"的主機 [param host] 和埠 [param port] 作為源位址。會在部分 NAT 打洞技術中用"
"到,也可用於強制設定源網路介面。"
msgid ""
"Connects to the specified [code]host:port[/code] pair. A hostname will be "
"resolved if valid. Returns [constant OK] on success."
msgstr ""
"連接到指定的 [code]host:port[/code] 對。如果使用的是有效主機名稱,則會進行解"
"析。成功時返回 [constant OK]。"
msgid "Disconnects from host."
msgstr "與主機斷開連接。"
msgid "Returns the IP of this peer."
msgstr "返回該對等體的IP。"
msgid "Returns the port of this peer."
msgstr "返回該對等體的埠。"
msgid "Returns the status of the connection, see [enum Status]."
msgstr "返回連接的狀態,見[enum Status]。"
msgid "Poll the socket, updating its state. See [method get_status]."
msgstr "輪詢通訊端,更新其狀態。見 [method get_status]。"
msgid ""
"If [param enabled] is [code]true[/code], packets will be sent immediately. If "
"[param enabled] is [code]false[/code] (the default), packet transfers will be "
"delayed and combined using [url=https://en.wikipedia.org/wiki/"
"Nagle%27s_algorithm]Nagle's algorithm[/url].\n"
"[b]Note:[/b] It's recommended to leave this disabled for applications that "
"send large packets or need to transfer a lot of data, as enabling this can "
"decrease the total available bandwidth."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],封包會立即發送。如果 [param "
"enabled] 為 [code]false[/code](預設值),封包傳輸將被延遲,並使用"
"[url=https://zh.wikipedia.org/wiki/%E7%B4%8D%E6%A0%BC%E7%AE%97%E6%B3%95]納格演"
"算法[/url]合併。\n"
"[b]注意:[/b]對於發送大封包或需要傳輸大量資料的套用程式,建議將本屬性保持禁"
"用,因為啟用本屬性會減少總體可用頻寬。"
msgid ""
"The initial status of the [StreamPeerTCP]. This is also the status after "
"disconnecting."
msgstr "[StreamPeerTCP]的初始狀態。這也是斷開連接後的狀態。"
msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
msgstr "表示連接到主機的 [StreamPeerTCP] 的狀態。"
msgid "A status representing a [StreamPeerTCP] that is connected to a host."
msgstr "表示連接到主機的 [StreamPeerTCP] 的狀態。"
msgid "A status representing a [StreamPeerTCP] in error state."
msgstr "表示處於錯誤狀態的 [StreamPeerTCP] 的狀態。"
msgid "A stream peer that handles TLS connections."
msgstr "處理 TLS 連接的流對等體。"
msgid ""
"A stream peer that handles TLS connections. This object can be used to "
"connect to a TLS server or accept a single TLS client connection.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"處理 TLS 連接的流對等體。此物件可用於連接到 TLS 伺服器或接受單個 TLS 使用者端"
"連接。\n"
"[b]注意:[/b]當匯出到 Android 時,確保在匯出專案或使用一鍵部署之前,在 "
"Android 匯出預設中啟用 [code]INTERNET[/code] 許可權。否則,任何形式的網路通信"
"都會被 Android 阻止。"
msgid ""
"Accepts a peer connection as a server using the given [param server_options]. "
"See [method TLSOptions.server]."
msgstr ""
"以伺服器的身份接受對等體連接,使用給定的伺服器選項 [param server_options]。見 "
"[method TLSOptions.server]。"
msgid ""
"Connects to a peer using an underlying [StreamPeer] [param stream] and "
"verifying the remote certificate is correctly signed for the given [param "
"common_name]. You can pass the optional [param client_options] parameter to "
"customize the trusted certification authorities, or disable the common name "
"verification. See [method TLSOptions.client] and [method TLSOptions."
"client_unsafe]."
msgstr ""
"使用底層 [StreamPeer] [param stream] 連接到對等體,並對遠端憑證是否由給定的 "
"[param common_name] 簽章進行驗證。傳入 [param client_options] 可以自訂信任的憑"
"證授權,也可以禁用通用名稱驗證。見 [method TLSOptions.client] 和 [method "
"TLSOptions.client_unsafe]。"
msgid ""
"Returns the underlying [StreamPeer] connection, used in [method "
"accept_stream] or [method connect_to_stream]."
msgstr ""
"返回底層 [StreamPeer] 連接,在 [method accept_stream] 或 [method "
"connect_to_stream] 中使用。"
msgid ""
"Poll the connection to check for incoming bytes. Call this right before "
"[method StreamPeer.get_available_bytes] for it to work properly."
msgstr ""
"輪詢連接以檢查傳入的位元組。在 [method StreamPeer.get_available_bytes] 之前呼"
"叫它以使其正常工作。"
msgid "A status representing a [StreamPeerTLS] that is disconnected."
msgstr "狀態,表示 [StreamPeerTLS] 已斷開連接。"
msgid "A status representing a [StreamPeerTLS] during handshaking."
msgstr "狀態,表示 [StreamPeerTLS] 處於握手階段。"
msgid "A status representing a [StreamPeerTLS] that is connected to a host."
msgstr "狀態,表示 [StreamPeerTLS] 已連接至主機。"
msgid "A status representing a [StreamPeerTLS] in error state."
msgstr "狀態,表示 [StreamPeerTLS] 處於出錯狀態。"
msgid ""
"An error status that shows a mismatch in the TLS certificate domain presented "
"by the host and the domain requested for validation."
msgstr ""
"錯誤狀態,表示主機的 TLS 憑證功能變數名稱與請求驗證的功能變數名稱不配對。"
msgid "A built-in type for strings."
msgstr "字串內建型別。"
msgid ""
"This is the built-in string Variant type (and the one used by GDScript). "
"Strings may contain any number of Unicode characters, and expose methods "
"useful for manipulating and generating strings. Strings are reference-counted "
"and use a copy-on-write approach (every modification to a string returns a "
"new [String]), so passing them around is cheap in resources.\n"
"Some string methods have corresponding variations. Variations suffixed with "
"[code]n[/code] ([method countn], [method findn], [method replacen], etc.) are "
"[b]case-insensitive[/b] (they make no distinction between uppercase and "
"lowercase letters). Method variations prefixed with [code]r[/code] ([method "
"rfind], [method rsplit], etc.) are reversed, and start from the end of the "
"string, instead of the beginning.\n"
"[b]Note:[/b] In a boolean context, a string will evaluate to [code]false[/"
"code] if it is empty ([code]\"\"[/code]). Otherwise, a string will always "
"evaluate to [code]true[/code]. The [code]not[/code] operator cannot be used. "
"Instead, [method is_empty] should be used to check for empty strings."
msgstr ""
"這是內建的字串 Variant 型別GDScript 使用的就是這個型別)。字串中可以包含任意"
"數量的 Unicode 字元,暴露的方法可用於字串的操作和生成。字串有引用計數,使用寫"
"時複製技術(每次對字串的修改都會返回新的 [String]),所以傳遞字元串的資源損耗"
"很小。\n"
"部分字串方法有對應的變體。後綴 [code]n[/code] 的變體([method countn]、"
"[method findn]、[method replacen] 等)[b]大小寫不敏感[/b](不區分大寫字元和小"
"寫字元)。前綴 [code]r[/code] 的方法變體([method rfind]、[method rsplit] 等)"
"是逆序的,會從字串末尾開始,而不是從開頭開始。\n"
"[b]注意:[/b]在布林語境下,空字串([code]\"\"[/code])的求值結果為 "
"[code]false[/code]。否則字串的求值結果始終為 [code]true[/code]。無法使用 "
"[code]not[/code] 運算子。檢查空字串請使用 [method is_empty]。"
msgid "GDScript format strings"
msgstr "GDScript 格式字串"
msgid "Constructs an empty [String] ([code]\"\"[/code])."
msgstr "建構空的 [String][code]\"\"[/code])。"
msgid "Constructs a [String] as a copy of the given [String]."
msgstr "建構給定 [String] 的副本。"
msgid "Constructs a new [String] from the given [NodePath]."
msgstr "從給定的 [NodePath] 建構新的 [String]。"
msgid "Constructs a new [String] from the given [StringName]."
msgstr "從給定的 [StringName] 建構新 [String]。"
msgid ""
"Returns [code]true[/code] if the string begins with the given [param text]. "
"See also [method ends_with]."
msgstr ""
"如果該字串以給定的 [param text] 開始,則返回 [code]true[/code]。另見 [method "
"ends_with]。"
msgid ""
"Returns an array containing the bigrams (pairs of consecutive characters) of "
"this string.\n"
"[codeblock]\n"
"print(\"Get up!\".bigrams()) # Prints [\"Ge\", \"et\", \"t \", \" u\", "
"\"up\", \"p!\"]\n"
"[/codeblock]"
msgstr ""
"返回包含該字串的雙字母組(連續字母的組合)的陣列。\n"
"[codeblock]\n"
"print(\"Get up!\".bigrams()) # 輸出 [\"Ge\", \"et\", \"t \", \" u\", \"up\", "
"\"p!\"]\n"
"[/codeblock]"
msgid ""
"Converts the string representing a binary number into an [int]. The string "
"may optionally be prefixed with [code]\"0b\"[/code], and an additional [code]-"
"[/code] prefix for negative numbers.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"101\".bin_to_int()) # Prints 5\n"
"print(\"0b101\".bin_to_int()) # Prints 5\n"
"print(\"-0b10\".bin_to_int()) # Prints -2\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"101\".BinToInt()); // Prints 5\n"
"GD.Print(\"0b101\".BinToInt()); // Prints 5\n"
"GD.Print(\"-0b10\".BinToInt()); // Prints -2\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將表示二進位數字的字串轉換為 [int]。該字串可以前綴 [code]\"0b\"[/code],負數可"
"以前綴 [code]-[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"101\".bin_to_int()) # 輸出 5\n"
"print(\"0b101\".bin_to_int()) # 輸出 5\n"
"print(\"-0b10\".bin_to_int()) # 輸出 -2\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"101\".BinToInt()); // 輸出 5\n"
"GD.Print(\"0b101\".BinToInt()); // 輸出 5\n"
"GD.Print(\"-0b10\".BinToInt()); // 輸出 -2\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of the string with special characters escaped using the C "
"language standard."
msgstr "返回該字串的副本,按照 C 語言標準對特殊字元進行轉義。"
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/code], "
"[code]\\\\[/code], [code]\\a[/code], [code]\\b[/code], [code]\\f[/code], "
"[code]\\n[/code], [code]\\r[/code], [code]\\t[/code], [code]\\v[/code].\n"
"[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
"[code]\\uXXXX[/code] escape sequence."
msgstr ""
"返回該字串的副本,轉義字元均使用本義代替。支援的轉義序列有 [code]\\'[/code]、"
"[code]\\\"[/code]、[code]\\\\[/code]、[code]\\a[/code]、[code]\\b[/code]、"
"[code]\\f[/code]、[code]\\n[/code]、[code]\\r[/code]、[code]\\t[/code]、"
"[code]\\v[/code]。\n"
"[b]注意:[/b]與 GDScript 解析器不同,這個方法不支援 [code]\\uXXXX[/code] 轉義"
"序列。"
msgid ""
"Changes the appearance of the string: replaces underscores ([code]_[/code]) "
"with spaces, adds spaces before uppercase letters in the middle of a word, "
"converts all letters to lowercase, then converts the first one and each one "
"following a space to uppercase.\n"
"[codeblocks]\n"
"[gdscript]\n"
"\"move_local_x\".capitalize() # Returns \"Move Local X\"\n"
"\"sceneFile_path\".capitalize() # Returns \"Scene File Path\"\n"
"[/gdscript]\n"
"[csharp]\n"
"\"move_local_x\".Capitalize(); // Returns \"Move Local X\"\n"
"\"sceneFile_path\".Capitalize(); // Returns \"Scene File Path\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This method not the same as the default appearance of properties "
"in the Inspector dock, as it does not capitalize acronyms ([code]\"2D\"[/"
"code], [code]\"FPS\"[/code], [code]\"PNG\"[/code], etc.) as you may expect."
msgstr ""
"改變字串的外觀:用空格代替底線([code]_[/code]),在單詞中間的大寫字母前新增空"
"格,將所有字母轉換為小寫,然後將第一個字母和空格後的每個字母轉換為大寫。\n"
"[codeblocks]\n"
"[gdscript]\n"
"\"move_local_x\".capitalize() # 返回 \"Move Local X\"\n"
"\"sceneFile_path\".capitalize() # 返回 \"Scene File Path\"\n"
"[/gdscript]\n"
"[csharp]\n"
"\"move_local_x\".Capitalize(); // 返回 \"Move Local X\"\n"
"\"sceneFile_path\".Capitalize(); // 返回 \"Scene File Path\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]這個方法與屬性面板面板中屬性的預設外觀不一樣,不會像你期望的那樣"
"將首字母縮寫大寫([code]\"2D\"[/code]、[code]\"FPS\"[/code]、[code]\"PNG\"[/"
"code] 等)。"
msgid ""
"Performs a case-sensitive comparison to another string. Returns [code]-1[/"
"code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
"equal. \"Less than\" and \"greater than\" are determined by the [url=https://"
"en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] of "
"each string, which roughly matches the alphabetical order.\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method nocasecmp_to], [method naturalcasecmp_to], "
"and [method naturalnocasecmp_to]."
msgstr ""
"與另一個字串進行比較,區分大小寫。小於時返回 [code]-1[/code]、大於時返回 "
"[code]1[/code]、等於時返回 [code]0[/code]。“小於”和“大於”比較的是字串中的 "
"[url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 碼位[/url],大致與字母表順"
"序一致。\n"
"如果字串長度不同,這個字串比 [param to] 字串長時返回 [code]1[/code],短時返回 "
"[code]-1[/code]。請注意空字串的長度[i]始終[/i]為 [code]0[/code]。\n"
"如果想在比較字串時獲得 [bool] 返回值,請改用 [code]==[/code] 運算子。另見 "
"[method nocasecmp_to]、[method naturalcasecmp_to] 和 [method "
"naturalnocasecmp_to]。"
msgid ""
"Returns a single Unicode character from the decimal [param char]. You may use "
"[url=https://unicodelookup.com/]unicodelookup.com[/url] or [url=https://www."
"unicode.org/charts/]unicode.org[/url] as points of reference.\n"
"[codeblock]\n"
"print(String.chr(65)) # Prints \"A\"\n"
"print(String.chr(129302)) # Prints \"🤖\" (robot face emoji)\n"
"[/codeblock]"
msgstr ""
"根據十進位數字 [param char] 返回單一 Unicode 字元。你可以用 [url=https://"
"unicodelookup.com/]unicodelookup.com[/url] 和 [url=https://www.unicode.org/"
"charts/]unicode.org[/url] 作為參考。\n"
"[codeblock]\n"
"print(String.chr(65)) # 輸出 \"A\"\n"
"print(String.chr(129302)) # 輸出 \"🤖\"(機器人臉 Emoji\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the string contains [param what]. In GDScript, "
"this corresponds to the [code]in[/code] operator.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Node\".contains(\"de\")) # Prints true\n"
"print(\"team\".contains(\"I\")) # Prints false\n"
"print(\"I\" in \"team\") # Prints false\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Node\".Contains(\"de\")); // Prints true\n"
"GD.Print(\"team\".Contains(\"I\")); // Prints false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"If you need to know where [param what] is within the string, use [method "
"find]."
msgstr ""
"如果該字串包含 [param what],則返回 [code]true[/code]。在 GDScript 中對應 "
"[code]in[/code] 運算子。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Node\".contains(\"de\")) # 輸出 true\n"
"print(\"team\".contains(\"I\")) # 輸出 false\n"
"print(\"I\" in \"team\") # 輸出 false\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Node\".Contains(\"de\")); // 輸出 true\n"
"GD.Print(\"team\".Contains(\"I\")); // 輸出 false\n"
"[/csharp]\n"
"[/codeblocks]\n"
"如果想要知道 [param what] 在該字串中的位置,請使用 [method find]。"
msgid ""
"Returns the number of occurrences of the substring [param what] between "
"[param from] and [param to] positions. If [param to] is 0, the search "
"continues until the end of the string."
msgstr ""
"返回子串 [param what] 在 [param from] 和 [param to] 位置之間出現的次數。如果 "
"[param to] 為 0會在剩餘字串中繼續搜索。"
msgid ""
"Returns the number of occurrences of the substring [param what] between "
"[param from] and [param to] positions, [b]ignoring case[/b]. If [param to] is "
"0, the search continues until the end of the string."
msgstr ""
"返回子串 [param what] 在 [param from] 和 [param to] 位置之間出現的次數,[b]忽"
"略大小寫[/b]。如果 [param to] 為 0會在剩餘字串中繼續搜索。"
msgid ""
"Returns a copy of the string with indentation (leading tabs and spaces) "
"removed. See also [method indent] to add indentation."
msgstr ""
"返回刪除了縮進(前導定位字元和空格)的字串副本。新增縮進請參閱 [method "
"indent]。"
msgid ""
"Returns [code]true[/code] if the string ends with the given [param text]. See "
"also [method begins_with]."
msgstr ""
"如果該字串以給定的 [param text] 結束,則返回 [code]true[/code]。另見 [method "
"begins_with]。"
msgid ""
"Returns a string with [param chars] characters erased starting from [param "
"position]. If [param chars] goes beyond the string's length given the "
"specified [param position], fewer characters will be erased from the returned "
"string. Returns an empty string if either [param position] or [param chars] "
"is negative. Returns the original string unmodified if [param chars] is "
"[code]0[/code]."
msgstr ""
"返回從 [param position] 開始擦除 [param chars] 個字元後的字串。如果在指定 "
"[param position] 的基礎上 [param chars] 超過字串的長度,返回的字串中擦除的字元"
"數會少於請求的數量。如果 [param position] 或 [param chars] 為負數,則返回空字"
"串。如果 [param chars] 為 [code]0[/code] 則返回原字串,不進行修改。"
msgid ""
"Returns the index of the [b]first[/b] occurrence of [param what] in this "
"string, or [code]-1[/code] if there are none. The search's start can be "
"specified with [param from], continuing to the end of the string.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Team\".find(\"I\")) # Prints -1\n"
"\n"
"print(\"Potato\".find(\"t\")) # Prints 2\n"
"print(\"Potato\".find(\"t\", 3)) # Prints 4\n"
"print(\"Potato\".find(\"t\", 5)) # Prints -1\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Team\".Find(\"I\")); // Prints -1\n"
"\n"
"GD.Print(\"Potato\".Find(\"t\")); // Prints 2\n"
"GD.Print(\"Potato\".Find(\"t\", 3)); // Prints 4\n"
"GD.Print(\"Potato\".Find(\"t\", 5)); // Prints -1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you just want to know whether the string contains [param "
"what], use [method contains]. In GDScript, you may also use the [code]in[/"
"code] operator."
msgstr ""
"返回 [param what] 在該字串中[b]第一次[/b]出現的索引,如果不存在則返回 "
"[code]-1[/code]。搜索的起點可以用 [param from] 指定,持續到字串結尾。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"Team\".find(\"I\")) # 輸出 -1\n"
"\n"
"print(\"Potato\".find(\"t\")) # 輸出 2\n"
"print(\"Potato\".find(\"t\", 3)) # 輸出 4\n"
"print(\"Potato\".find(\"t\", 5)) # 輸出 -1\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"Team\".Find(\"I\")); // 輸出 -1\n"
"\n"
"GD.Print(\"Potato\".Find(\"t\")); // 輸出 2\n"
"GD.Print(\"Potato\".Find(\"t\", 3)); // 輸出 4\n"
"GD.Print(\"Potato\".Find(\"t\", 5)); // 輸出 -1\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果你只是想要知道該字串中是否包含 [param what],請使用 [method "
"contains]。在 GDScript 中,你還可以使用 [code]in[/code] 運算子。"
msgid ""
"Returns the index of the [b]first[/b] [b]case-insensitive[/b] occurrence of "
"[param what] in this string, or [code]-1[/code] if there are none. The "
"starting search index can be specified with [param from], continuing to the "
"end of the string."
msgstr ""
"返回這個字串中 [param what] [b]首次[/b]出現的索引,[b]不區分大小寫[/b],不存在"
"時則為 [code]-1[/code]。搜索的起點可以用 [param from] 指定,終點為該字元串的末"
"尾。"
msgid ""
"Formats the string by replacing all occurrences of [param placeholder] with "
"the elements of [param values].\n"
"[param values] can be a [Dictionary] or an [Array]. Any underscores in [param "
"placeholder] will be replaced with the corresponding keys in advance. Array "
"elements use their index as keys.\n"
"[codeblock]\n"
"# Prints \"Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
"named after it.\"\n"
"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
"named after it.\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# Prints \"User 42 is Godot.\"\n"
"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
"[/codeblock]\n"
"Some additional handling is performed when [param values] is an [Array]. If "
"[param placeholder] does not contain an underscore, the elements of the "
"[param values] array will be used to replace one occurrence of the "
"placeholder in order; If an element of [param values] is another 2-element "
"array, it'll be interpreted as a key-value pair.\n"
"[codeblock]\n"
"# Prints \"User 42 is Godot.\"\n"
"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]\n"
"See also the [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_format_string.html]GDScript format string[/url] tutorial.\n"
"[b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-"
"us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings "
"with \"$\"[/url], instead."
msgstr ""
"通過將所有出現的 [param placeholder] 替換為 [param values] 的元素來格式化字元"
"串。\n"
"[param values] 可以是 [Dictionary] 或 [Array]。[param placeholder] 中的任何下"
"劃線將被預先被替換為對應的鍵。陣列元素使用它們的索引作為鍵。\n"
"[codeblock]\n"
"# 輸出Waiting for Godot 是 Samuel Beckett 的戲劇Godot 引擎由此得名。\n"
"var use_array_values = \"Waiting for {0} 是 {1} 的戲劇,{0} 引擎由此得名。\"\n"
"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
"\n"
"# 輸出:第 42 號使用者是 Godot。\n"
"print(\"第 {id} 號使用者是 {name}。\".format({\"id\": 42, \"name\": "
"\"Godot\"}))\n"
"[/codeblock]\n"
"當 [param values] 是 [Array] 時還會執行一些額外的處理。 如果 [param "
"placeholder] 不包含底線,則 [param values] 陣列的元素將用於按順序替換出現的預"
"留位置;如果 [param values] 的元素是另一個 2 元素陣列,則它將被解釋為鍵值"
"對。\n"
"[codeblock]\n"
"# 輸出:第 42 號使用者是 Godot。\n"
"print(\"第 {} 號使用者是 {}。\".format([42, \"Godot\"], \"{}\"))\n"
"print(\"第 {id} 號使用者是 {name}。\".format([[\"id\", 42], [\"name\", "
"\"Godot\"]]))\n"
"[/codeblock]\n"
"另請參閱 [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string."
"html]GDScript 格式化字串[/url]教學。\n"
"[b]注意:[/b]在 C# 中推薦改為[url=https://learn.microsoft.com/en-us/dotnet/"
"csharp/language-reference/tokens/interpolated]使用“$”插入字串[/url]。"
msgid ""
"If the string is a valid file path, returns the base directory name.\n"
"[codeblock]\n"
"var dir_path = \"/path/to/file.txt\".get_base_dir() # dir_path is \"/path/"
"to\"\n"
"[/codeblock]"
msgstr ""
"如果該字串是有效的檔路徑,則返回基礎目錄名稱。\n"
"[codeblock]\n"
"var dir_path = \"/path/to/file.txt\".get_base_dir() # dir_path 為 \"/path/"
"to\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, returns the full file path, without the "
"extension.\n"
"[codeblock]\n"
"var base = \"/path/to/file.txt\".get_basename() # base is \"/path/to/file\"\n"
"[/codeblock]"
msgstr ""
"如果該字串是有效的檔路徑,則返回完整檔路徑,不包括副檔名。\n"
"[codeblock]\n"
"var base = \"/path/to/file.txt\".get_basename() # base 為 \"/path/to/file\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file name or path, returns the file extension "
"without the leading period ([code].[/code]). Otherwise, returns an empty "
"string.\n"
"[codeblock]\n"
"var a = \"/path/to/file.txt\".get_extension() # a is \"txt\"\n"
"var b = \"cool.txt\".get_extension() # b is \"txt\"\n"
"var c = \"cool.font.tres\".get_extension() # c is \"tres\"\n"
"var d = \".pack1\".get_extension() # d is \"pack1\"\n"
"\n"
"var e = \"file.txt.\".get_extension() # e is \"\"\n"
"var f = \"file.txt..\".get_extension() # f is \"\"\n"
"var g = \"txt\".get_extension() # g is \"\"\n"
"var h = \"\".get_extension() # h is \"\"\n"
"[/codeblock]"
msgstr ""
"如果該字串是有效的檔案名或路徑,則返回該檔的副檔名,不含開頭的點號([code].[/"
"code])。否則返回空字串。\n"
"[codeblock]\n"
"var a = \"/path/to/file.txt\".get_extension() # a 為 \"txt\"\n"
"var b = \"cool.txt\".get_extension() # b 為 \"txt\"\n"
"var c = \"cool.font.tres\".get_extension() # c 為 \"tres\"\n"
"var d = \".pack1\".get_extension() # d 為 \"pack1\"\n"
"\n"
"var e = \"file.txt.\".get_extension() # e 為 \"\"\n"
"var f = \"file.txt..\".get_extension() # f 為 \"\"\n"
"var g = \"txt\".get_extension() # g 為 \"\"\n"
"var h = \"\".get_extension() # h 為 \"\"\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, returns the file name, including the "
"extension.\n"
"[codeblock]\n"
"var file = \"/path/to/icon.png\".get_file() # file is \"icon.png\"\n"
"[/codeblock]"
msgstr ""
"如果該字串是有效的檔路徑,則返回呼函式案名,包括副檔名。\n"
"[codeblock]\n"
"var file = \"/path/to/icon.png\".get_file() # file 為 \"icon.png\"\n"
"[/codeblock]"
msgid ""
"Splits the string using a [param delimiter] and returns the substring at "
"index [param slice]. Returns the original string if [param delimiter] does "
"not occur in the string. Returns an empty string if the [param slice] does "
"not exist.\n"
"This is faster than [method split], if you only need one substring.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n"
"[/codeblock]"
msgstr ""
"使用分隔符號 [param delimiter] 拆分該字串,返回索引為 [param slice] 的子串。如"
"果字串中不存在 [param delimiter] 則返回原字串。如果 [param slice] 不存在則返回"
"空字串。\n"
"只需要一個子串時這個方法比 [method split] 快。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 輸出 \"example\"\n"
"[/codeblock]"
msgid ""
"Returns the total number of slices when the string is split with the given "
"[param delimiter] (see [method split])."
msgstr ""
"返回使用給定的分隔符號 [param delimiter] 拆分該字串後切片的總數(見 [method "
"split])。"
msgid ""
"Splits the string using a Unicode character with code [param delimiter] and "
"returns the substring at index [param slice]. Returns an empty string if the "
"[param slice] does not exist.\n"
"This is faster than [method split], if you only need one substring."
msgstr ""
"使用 Unicode 字元碼分隔符號 [param delimiter] 拆分該字串,返回索引為 [param "
"slice] 的子串。如果 [param slice] 不存在則返回空字串。\n"
"只需要一個子串時這個方法比 [method split] 快。"
msgid ""
"Returns the 32-bit hash value representing the string's contents.\n"
"[b]Note:[/b] Strings with equal hash values are [i]not[/i] guaranteed to be "
"the same, as a result of hash collisions. On the countrary, strings with "
"different hash values are guaranteed to be different."
msgstr ""
"返回代表該字串內容的 32 位元雜湊值。\n"
"[b]注意:[/b]由於雜湊碰撞的緣故,內容相同的字串[i]不一定[/i]會得到相同的哈希"
"值。而相對的是,雜湊不同的字串一定不同。"
msgid ""
"Decodes a hexadecimal string as a [PackedByteArray].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var text = \"hello world\"\n"
"var encoded = text.to_utf8_buffer().hex_encode() # outputs "
"\"68656c6c6f20776f726c64\"\n"
"print(buf.hex_decode().get_string_from_utf8())\n"
"[/gdscript]\n"
"[csharp]\n"
"var text = \"hello world\";\n"
"var encoded = text.ToUtf8Buffer().HexEncode(); // outputs "
"\"68656c6c6f20776f726c64\"\n"
"GD.Print(buf.HexDecode().GetStringFromUtf8());\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將十六進位字串解碼為 [PackedByteArray]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var text = \"hello world\"\n"
"var encoded = text.to_utf8_buffer().hex_encode() # 輸出 "
"\"68656c6c6f20776f726c64\"\n"
"print(buf.hex_decode().get_string_from_utf8())\n"
"[/gdscript]\n"
"[csharp]\n"
"var text = \"hello world\";\n"
"var encoded = text.ToUtf8Buffer().HexEncode(); // 輸出 "
"\"68656c6c6f20776f726c64\"\n"
"GD.Print(buf.HexDecode().GetStringFromUtf8());\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Converts the string representing a hexadecimal number into an [int]. The "
"string may be optionally prefixed with [code]\"0x\"[/code], and an additional "
"[code]-[/code] prefix for negative numbers.\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"0xff\".hex_to_int()) # Prints 255\n"
"print(\"ab\".hex_to_int()) # Prints 171\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"0xff\".HexToInt()); // Prints 255\n"
"GD.Print(\"ab\".HexToInt()); // Prints 171\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將表示十六進位數的字串轉換為 [int]。該字串可以前綴 [code]\"0x\"[/code],負數可"
"以前綴 [code]-[/code]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"print(\"0xff\".hex_to_int()) # 輸出 255\n"
"print(\"ab\".hex_to_int()) # 輸出 171\n"
"[/gdscript]\n"
"[csharp]\n"
"GD.Print(\"0xff\".HexToInt()); // 輸出 255\n"
"GD.Print(\"ab\".HexToInt()); // 輸出 171\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Converts [param size] which represents a number of bytes into a human-"
"readable form.\n"
"The result is in [url=https://en.wikipedia.org/wiki/"
"Binary_prefix#IEC_prefixes]IEC prefix format[/url], which may end in either "
"[code]\"B\"[/code], [code]\"KiB\"[/code], [code]\"MiB\"[/code], "
"[code]\"GiB\"[/code], [code]\"TiB\"[/code], [code]\"PiB\"[/code], or "
"[code]\"EiB\"[/code]."
msgstr ""
"將表示位元組數的 [param size] 轉換為人類可讀的形式。\n"
"結果使用 [url=https://zh.wikipedia.org/wiki/"
"%E4%BA%8C%E9%80%B2%E4%BD%8D%E5%89%8D%E7%BD%AE%E8%A9%9E]IEC 詞頭[/url],結尾可"
"能是 [code]\"B\"[/code]、[code]\"KiB\"[/code]、[code]\"MiB\"[/code]、"
"[code]\"GiB\"[/code]、[code]\"TiB\"[/code]、[code]\"PiB\"[/code] 或 "
"[code]\"EiB\"[/code]。"
msgid ""
"Indents every line of the string with the given [param prefix]. Empty lines "
"are not indented. See also [method dedent] to remove indentation.\n"
"For example, the string can be indented with two tabulations using "
"[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]."
msgstr ""
"使用前綴 [param prefix] 將該字串中的每一行進行縮進。空行不縮進。移除縮進請參"
"閱 [method dedent]。\n"
"例如,該字串可以用 [code]\"\\t\\t\"[/code] 縮進兩個定位停駐點,用 [code]\" "
"\"[/code] 縮進四個空格。"
msgid "Inserts [param what] at the given [param position] in the string."
msgstr "在該字串中的 [param position] 位置插入 [param what]。"
msgid ""
"Returns [code]true[/code] if the string is a path to a file or directory, and "
"its starting point is explicitly defined. This method is the opposite of "
"[method is_relative_path].\n"
"This includes all paths starting with [code]\"res://\"[/code], [code]\"user://"
"\"[/code], [code]\"C:\\\"[/code], [code]\"/\"[/code], etc."
msgstr ""
"如果該字串為檔或目錄的路徑,並且明確的指定了起點,則返回 [code]true[/code]。這"
"個方法與 [method is_relative_path] 相反。\n"
"包括以 [code]\"res://\"[/code]、[code]\"user://\"[/code]、[code]\"C:\\\"[/"
"code]、[code]\"/\"[/code] 等開頭的路徑。"
msgid ""
"Returns [code]true[/code] if the string's length is [code]0[/code] "
"([code]\"\"[/code]). See also [method length]."
msgstr ""
"如果該字串的長度為 [code]0[/code][code]\"\"[/code]),則返回 [code]true[/"
"code]。另見 [method length]。"
msgid ""
"Returns [code]true[/code] if the string is a path, and its starting point is "
"dependent on context. The path could begin from the current directory, or the "
"current [Node] (if the string is derived from a [NodePath]), and may "
"sometimes be prefixed with [code]\"./\"[/code]. This method is the opposite "
"of [method is_absolute_path]."
msgstr ""
"如果該字串為檔或目錄的路徑,並且起點依賴於本文,則返回 [code]true[/code]。路徑"
"可以是從目前的目錄開始,也可以是從目前 [Node] 開始(如果該字串是從 [NodePath] "
"得到的),有時候也可以是使用了 [code]\"./\"[/code] 前綴。這個方法與 [method "
"is_absolute_path] 相反。"
msgid ""
"Returns [code]true[/code] if all characters of this string can be found in "
"[param text] in their original order.\n"
"[codeblock]\n"
"var text = \"Wow, incredible!\"\n"
"\n"
"print(\"inedible\".is_subsequence_of(text)) # Prints true\n"
"print(\"Word!\".is_subsequence_of(text)) # Prints true\n"
"print(\"Window\".is_subsequence_of(text)) # Prints false\n"
"print(\"\".is_subsequence_of(text)) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果這個字串中的所有字元都能在 [param text] 中按照原始順序找到,則返回 "
"[code]true[/code]。\n"
"[codeblock]\n"
"var text = \"Wow, incredible!\"\n"
"\n"
"print(\"inedible\".is_subsequence_of(text)) # 輸出 true\n"
"print(\"Word!\".is_subsequence_of(text)) # 輸出 true\n"
"print(\"Window\".is_subsequence_of(text)) # 輸出 false\n"
"print(\"\".is_subsequence_of(text)) # 輸出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if all characters of this string can be found in "
"[param text] in their original order, [b]ignoring case[/b]."
msgstr ""
"如果這個字串中的所有字元都能在 [param text] 中按照原始順序找到,[b]忽略大小寫"
"[/b],則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this string does not contain characters that are "
"not allowed in file names ([code]:[/code] [code]/[/code] [code]\\[/code] "
"[code]?[/code] [code]*[/code] [code]\"[/code] [code]|[/code] [code]%[/code] "
"[code]<[/code] [code]>[/code])."
msgstr ""
"如果該字串不包含檔案名中不允許的字元,則返回 [code]true[/code](不允許的字符"
"有:[code]:[/code] [code]/[/code] [code]\\[/code] [code]?[/code] [code]*[/"
"code] [code]\"[/code] [code]|[/code] [code]%[/code] [code]<[/code] [code]>[/"
"code])。"
msgid ""
"Returns [code]true[/code] if this string represents a valid floating-point "
"number. A valid float may contain only digits, one decimal point ([code].[/"
"code]), and the exponent letter ([code]e[/code]). It may also be prefixed "
"with a positive ([code]+[/code]) or negative ([code]-[/code]) sign. Any valid "
"integer is also a valid float (see [method is_valid_int]). See also [method "
"to_float].\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # Prints true\n"
"print(\"24\".is_valid_float()) # Prints true\n"
"print(\"7e3\".is_valid_float()) # Prints true\n"
"print(\"Hello\".is_valid_float()) # Prints false\n"
"[/codeblock]"
msgstr ""
"如果該字串代表有效的浮點數,則返回 [code]true[/code]。浮點數只能包含數位、一個"
"小數點([code].[/code])以及指數字元([code]e[/code])。還可以前綴正號"
"[code]+[/code])或負號([code]-[/code])。有效的整數同時也是有效的浮點數"
"(見 [method is_valid_int])。另見 [method to_float]。\n"
"[codeblock]\n"
"print(\"1.7\".is_valid_float()) # 輸出 true\n"
"print(\"24\".is_valid_float()) # 輸出 true\n"
"print(\"7e3\".is_valid_float()) # 輸出 true\n"
"print(\"Hello\".is_valid_float()) # 輸出 false\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string is a valid hexadecimal number. A "
"valid hexadecimal number only contains digits or letters [code]A[/code] to "
"[code]F[/code] (either uppercase or lowercase), and may be prefixed with a "
"positive ([code]+[/code]) or negative ([code]-[/code]) sign.\n"
"If [param with_prefix] is [code]true[/code], the hexadecimal number needs to "
"prefixed by [code]\"0x\"[/code] to be considered valid.\n"
"[codeblock]\n"
"print(\"A08E\".is_valid_hex_number()) # Prints true\n"
"print(\"-AbCdEf\".is_valid_hex_number()) # Prints true\n"
"print(\"2.5\".is_valid_hex_number()) # Prints false\n"
"\n"
"print(\"0xDEADC0DE\".is_valid_hex_number(true)) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果該字串代表有效的十六進位數,則返回 [code]true[/code]。有效的十六進位數只能"
"包含數位或字母 [code]A[/code] 到 [code]F[/code](大小寫均可),還可以前綴正號"
"[code]+[/code])或負號([code]-[/code])。\n"
"如果 [param with_prefix] 為 [code]true[/code],則十六進位數需要有 "
"[code]\"0x\"[/code] 前綴才算有效。\n"
"[codeblock]\n"
"print(\"A08E\".is_valid_hex_number()) # 輸出 true\n"
"print(\"-AbCdEf\".is_valid_hex_number()) # 輸出 true\n"
"print(\"2.5\".is_valid_hex_number()) # 輸出 false\n"
"\n"
"print(\"0xDEADC0DE\".is_valid_hex_number(true)) # 輸出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string is a valid color in hexadecimal HTML "
"notation. The string must be a hexadecimal value (see [method "
"is_valid_hex_number]) of either 3, 4, 6 or 8 digits, and may be prefixed by a "
"hash sign ([code]#[/code]). Other HTML notations for colors, such as names or "
"[code]hsl()[/code], are not considered valid. See also [method Color.html]."
msgstr ""
"如果該字串是有效的十六進位 HTML 顏色標記,則返回 [code]true[/code]。該字元串必"
"須為 3 位、4 位、6 位或 8 位元字元的十六進位值(見 [method "
"is_valid_hex_number]),也可以帶有井號前綴([code]#[/code])。名稱、"
"[code]hsl()[/code] 等其他 HTML 顏色標記法無效。另見 [method Color.html]。"
msgid ""
"Returns [code]true[/code] if this string is a valid identifier. A valid "
"identifier may contain only letters, digits and underscores ([code]_[/code]), "
"and the first character may not be a digit.\n"
"[codeblock]\n"
"print(\"node_2d\".is_valid_identifier()) # Prints true\n"
"print(\"TYPE_FLOAT\".is_valid_identifier()) # Prints true\n"
"print(\"1st_method\".is_valid_identifier()) # Prints false\n"
"print(\"MyMethod#2\".is_valid_identifier()) # Prints false\n"
"[/codeblock]"
msgstr ""
"如果該字串為有效的識別字,則返回 [code]true[/code]。有效的識別字僅可以包含字"
"母、數位和底線([code]_[/code]),第一個字元不能為數位。\n"
"[codeblock]\n"
"print(\"node_2d\".is_valid_identifier()) # 輸出 true\n"
"print(\"TYPE_FLOAT\".is_valid_identifier()) # 輸出 true\n"
"print(\"1st_method\".is_valid_identifier()) # 輸出 false\n"
"print(\"MyMethod#2\".is_valid_identifier()) # 輸出 false\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string represents a valid integer. A valid "
"integer only contains digits, and may be prefixed with a positive ([code]+[/"
"code]) or negative ([code]-[/code]) sign. See also [method to_int].\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # Prints true\n"
"print(\"1.65\".is_valid_int()) # Prints false\n"
"print(\"Hi\".is_valid_int()) # Prints false\n"
"print(\"+3\".is_valid_int()) # Prints true\n"
"print(\"-12\".is_valid_int()) # Prints true\n"
"[/codeblock]"
msgstr ""
"如果該字串代表有效的整數,則返回 [code]true[/code]。有效的整數僅可以包含數字,"
"還可以前綴正號([code]+[/code])或負號([code]-[/code])。另見 [method "
"to_int]。\n"
"[codeblock]\n"
"print(\"7\".is_valid_int()) # 輸出 true\n"
"print(\"1.65\".is_valid_int()) # 輸出 false\n"
"print(\"Hi\".is_valid_int()) # 輸出 false\n"
"print(\"+3\".is_valid_int()) # 輸出 true\n"
"print(\"-12\".is_valid_int()) # 輸出 true\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this string represents a well-formatted IPv4 or "
"IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
"Reserved_IP_addresses]reserved IP addresses[/url] such as [code]\"0.0.0.0\"[/"
"code] and [code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff\"[/code] as valid."
msgstr ""
"如果該字串表示格式正確的 IPv4 或 IPv6 位址,則返回 [code]true[/code]。這個方法"
"認為 [code]0.0.0.0[/code]、[code]\"ffff:ffff:ffff:ffff:ffff:ffff:ffff:ffff\"[/"
"code] 等[url=https://zh.wikipedia.org/wiki/"
"%E4%BF%9D%E7%95%99IP%E5%9C%B0%E5%9D%80]保留 IP 位址[/url]是有效的。"
msgid ""
"Returns the concatenation of [param parts]' elements, with each element "
"separated by the string calling this method. This method is the opposite of "
"[method split].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fruits = [\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"]\n"
"\n"
"print(\", \".join(fruits)) # Prints \"Apple, Orange, Pear, Kiwi\"\n"
"print(\"---\".join(fruits)) # Prints \"Apple---Orange---Pear---Kiwi\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fruits = new string[] {\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"};\n"
"\n"
"// In C#, this method is static.\n"
"GD.Print(string.Join(\", \", fruits)); // Prints \"Apple, Orange, Pear, "
"Kiwi\"\n"
"GD.Print(string.Join(\"---\", fruits)); // Prints \"Apple---Orange---Pear---"
"Kiwi\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回將 [param parts] 中的元素連接組成的字串,元素間使用呼叫該方法的字串進行分"
"隔。該方法和 [method split] 相反。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var fruits = [\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"]\n"
"\n"
"print(\", \".join(fruits)) # 輸出 \"Apple, Orange, Pear, Kiwi\"\n"
"print(\"---\".join(fruits)) # 輸出 \"Apple---Orange---Pear---Kiwi\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var fruits = new string[] {\"Apple\", \"Orange\", \"Pear\", \"Kiwi\"};\n"
"\n"
"// 這個方法在 C# 中是靜態的。\n"
"GD.Print(string.Join(\", \", fruits)); // 輸出 \"Apple, Orange, Pear, "
"Kiwi\"\n"
"GD.Print(string.Join(\"---\", fruits)); // 輸出 \"Apple---Orange---Pear---"
"Kiwi\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of the string with special characters escaped using the JSON "
"standard. Because it closely matches the C standard, it is possible to use "
"[method c_unescape] to unescape the string, if necessary."
msgstr ""
"返回該字串的副本,使用 JSON 標準對特殊字元進行轉義。因為與 C 標準非常類似,所"
"以需要時可以用 [method c_unescape] 取消轉義。"
msgid ""
"Returns the first [param length] characters from the beginning of the string. "
"If [param length] is negative, strips the last [param length] characters from "
"the string's end.\n"
"[codeblock]\n"
"print(\"Hello World!\".left(3)) # Prints \"Hel\"\n"
"print(\"Hello World!\".left(-4)) # Prints \"Hello Wo\"\n"
"[/codeblock]"
msgstr ""
"返回該字串開頭的前 [param length] 個字元。如果 [param length] 為負,則會從該字"
"串的末尾剝離最後 [param length] 個字元。\n"
"[codeblock]\n"
"print(\"Hello World!\".left(3)) # 輸出 \"Hel\"\n"
"print(\"Hello World!\".left(-4)) # 輸出 \"Hello Wo\"\n"
"[/codeblock]"
msgid ""
"Returns the number of characters in the string. Empty strings ([code]\"\"[/"
"code]) always return [code]0[/code]. See also [method is_empty]."
msgstr ""
"返回該字串中的字元數。空字串([code]\"\"[/code])始終返回 [code]0[/code]。另"
"見 [method is_empty]。"
msgid ""
"Formats the string to be at least [param min_length] long by adding [param "
"character]s to the left of the string, if necessary. See also [method rpad]."
msgstr ""
"必要時在該字串的左側新增若干 [param character] 字元,使其長度至少為 [param "
"min_length]。另見 [method rpad]。"
msgid ""
"Removes a set of characters defined in [param chars] from the string's "
"beginning. See also [method rstrip].\n"
"[b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to "
"remove a single prefix, rather than a set of characters."
msgstr ""
"從該字串的開頭移除 [param chars] 中定義的字元。另見 [method rstrip]。\n"
"[b]注意:[/b][param chars] 不是前綴。如果要移除前綴而不是一組字元,請使用 "
"[method trim_prefix]。"
msgid ""
"Does a simple expression match (also called \"glob\" or \"globbing\"), where "
"[code]*[/code] matches zero or more arbitrary characters and [code]?[/code] "
"matches any single character except a period ([code].[/code]). An empty "
"string or empty expression always evaluates to [code]false[/code]."
msgstr ""
"進行簡單的運算式配對(也叫“通配”),[code]*[/code] 配對零個或多個任意字元,"
"[code]?[/code] 配對除英文句號外的任意字元([code].[/code])。使用空字串或空運"
"算式時始終為 [code]false[/code]。"
msgid ""
"Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] "
"matches zero or more arbitrary characters and [code]?[/code] matches any "
"single character except a period ([code].[/code]). An empty string or empty "
"expression always evaluates to [code]false[/code]."
msgstr ""
"進行簡單的[b]大小寫不敏感[/b]運算式配對(也叫“通配”),[code]*[/code] 配對零個"
"或多個任意字元,[code]?[/code] 配對除英文句號外的任意字元([code].[/code])。"
"使用空字串或空運算式時始終為 [code]false[/code]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the "
"string as a [PackedByteArray]."
msgstr ""
"返回該字串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 雜湊[/url],型別為 "
"[PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/MD5]MD5 hash[/url] of the "
"string as another [String]."
msgstr ""
"返回該字串的 [url=https://zh.wikipedia.org/wiki/MD5]MD5 雜湊[/url],型別 "
"[String]。"
msgid ""
"Performs a [b]case-sensitive[/b], [i]natural order[/i] comparison to another "
"string. Returns [code]-1[/code] if less than, [code]1[/code] if greater than, "
"or [code]0[/code] if equal. \"Less than\" or \"greater than\" are determined "
"by the [url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode "
"code points[/url] of each string, which roughly matches the alphabetical "
"order.\n"
"When used for sorting, natural order comparison orders sequences of numbers "
"by the combined value of each digit as is often expected, instead of the "
"single digit's value. A sorted sequence of numbered strings will be [code]"
"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", "
"\"3\", ...][/code].\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method naturalnocasecmp_to], [method "
"nocasecmp_to], and [method casecmp_to]."
msgstr ""
"與另一個字串進行[b]不區分大小寫[/b]的[i]自然順序[/i]比較。小於時返回 "
"[code]-1[/code]、大於時返回 [code]1[/code]、等於時返回 [code]0[/code]。“小"
"於”和“大於”比較的是字串中的 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 碼位[/url],大致與字母表順"
"序一致。內部實作時,會將小寫字元轉換為大寫後進行比較。\n"
"使用自然順序進行排序時,會和常見預期一樣將連續的數位進行組合,而不是一個個數字"
"進行比較。排序後的數列為 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]"
"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n"
"如果字串長度不同,這個字串比 [param to] 字串長時返回 [code]1[/code],短時返回 "
"[code]-1[/code]。請注意空字串的長度[i]始終[/i]為 [code]0[/code]。\n"
"如果想在比較字串時獲得 [bool] 返回值,請改用 [code]==[/code] 運算子。另見 "
"[method naturalnocasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。"
msgid ""
"Performs a [b]case-insensitive[/b], [i]natural order[/i] comparison to "
"another string. Returns [code]-1[/code] if less than, [code]1[/code] if "
"greater than, or [code]0[/code] if equal. \"Less than\" or \"greater than\" "
"are determined by the [url=https://en.wikipedia.org/wiki/"
"List_of_Unicode_characters]Unicode code points[/url] of each string, which "
"roughly matches the alphabetical order. Internally, lowercase characters are "
"converted to uppercase for the comparison.\n"
"When used for sorting, natural order comparison orders sequences of numbers "
"by the combined value of each digit as is often expected, instead of the "
"single digit's value. A sorted sequence of numbered strings will be [code]"
"[\"1\", \"2\", \"3\", ...][/code], not [code][\"1\", \"10\", \"2\", "
"\"3\", ...][/code].\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method naturalcasecmp_to], [method nocasecmp_to], "
"and [method casecmp_to]."
msgstr ""
"與另一個字串進行[b]不區分大小寫[/b]的[i]自然順序[/i]比較。小於時返回 "
"[code]-1[/code]、大於時返回 [code]1[/code]、等於時返回 [code]0[/code]。“小"
"於”和“大於”比較的是字串中的 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 碼位[/url],大致與字母表順"
"序一致。內部實作時,會將小寫字元轉換為大寫後進行比較。\n"
"使用自然順序進行排序時,會和常見預期一樣將連續的數位進行組合,而不是一個個數字"
"進行比較。排序後的數列為 [code][\"1\", \"2\", \"3\", ...][/code] 而不是 [code]"
"[\"1\", \"10\", \"2\", \"3\", ...][/code]。\n"
"如果字串長度不同,這個字串比 [param to] 字串長時返回 [code]1[/code],短時返回 "
"[code]-1[/code]。請注意空字串的長度[i]始終[/i]為 [code]0[/code]。\n"
"如果想在比較字串時獲得 [bool] 返回值,請改用 [code]==[/code] 運算子。另見 "
"[method naturalcasecmp_to]、[method nocasecmp_to] 和 [method casecmp_to]。"
msgid ""
"Performs a [b]case-insensitive[/b] comparison to another string. Returns "
"[code]-1[/code] if less than, [code]1[/code] if greater than, or [code]0[/"
"code] if equal. \"Less than\" or \"greater than\" are determined by the "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code "
"points[/url] of each string, which roughly matches the alphabetical order. "
"Internally, lowercase characters are converted to uppercase for the "
"comparison.\n"
"With different string lengths, returns [code]1[/code] if this string is "
"longer than the [param to] string, or [code]-1[/code] if shorter. Note that "
"the length of empty strings is [i]always[/i] [code]0[/code].\n"
"To get a [bool] result from a string comparison, use the [code]==[/code] "
"operator instead. See also [method casecmp_to], [method naturalcasecmp_to], "
"and [method naturalnocasecmp_to]."
msgstr ""
"與另一個字串進行[b]不區分大小寫[/b]的比較。小於時返回 [code]-1[/code]、大於時"
"返回 [code]1[/code]、等於時返回 [code]0[/code]。“小於”和“大於”比較的是字元串中"
"的 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 碼位[/url],大致與字母表順"
"序一致。內部實作時,會將小寫字元轉換為大寫後進行比較。\n"
"如果字串長度不同,這個字串比 [param to] 字串長時返回 [code]1[/code],短時返回 "
"[code]-1[/code]。請注意空字串的長度[i]始終[/i]為 [code]0[/code]。\n"
"如果想在比較字串時獲得 [bool] 返回值,請改用 [code]==[/code] 運算子。另見 "
"[method casecmp_to]、[method naturalcasecmp_to] 和 [method "
"naturalnocasecmp_to]。"
msgid ""
"Converts a [float] to a string representation of a decimal number, with the "
"number of decimal places specified in [param decimals].\n"
"If [param decimals] is [code]-1[/code] as by default, the string "
"representation may only have up to 14 significant digits, with digits before "
"the decimal point having priority over digits after.\n"
"Trailing zeros are not included in the string. The last digit is rounded, not "
"truncated.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"String.num(3.141593) # Returns \"3.141593\"\n"
"String.num(3.141593, 3) # Returns \"3.142\"\n"
"String.num(3.14159300) # Returns \"3.141593\"\n"
"\n"
"# Here, the last digit will be rounded up,\n"
"# which reduces the total digit count, since trailing zeros are removed:\n"
"String.num(42.129999, 5) # Returns \"42.13\"\n"
"\n"
"# If `decimals` is not specified, the maximum number of significant digits is "
"14:\n"
"String.num(-0.0000012345432123454321) # Returns \"-0.00000123454321\"\n"
"String.num(-10000.0000012345432123454321) # Returns \"-10000.0000012345\"\n"
"[/codeblock]"
msgstr ""
"將 [float] 轉換為十進位小數的字串表示,小數點位元數由 [param decimals] 指"
"定。\n"
"如果 [param decimals] 為預設的 [code]-1[/code],該字串表示可能最多只有 14 位元"
"有效數字,小數點前的數字優先於小數點後的數字。\n"
"該字串中不包含後綴的零。最後一位元數字會四捨五入,而不是截斷。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"String.num(3.141593) # 返回 \"3.141593\"\n"
"String.num(3.141593, 3) # 返回 \"3.142\"\n"
"String.num(3.14159300) # 返回 \"3.141593\"\n"
"\n"
"# 此處的最後一位元數字會進位元,\n"
"# 數字位元數會減少,因為後綴的零會被移除:\n"
"String.num(42.129999, 5) # 返回 \"42.13\"\n"
"\n"
"# 如果沒有指定 `decimals`,最大有效位數為 14\n"
"String.num(-0.0000012345432123454321) # 返回 \"-0.00000123454321\"\n"
"String.num(-10000.0000012345432123454321) # 返回 \"-10000.0000012345\"\n"
"[/codeblock]"
msgid ""
"Converts the given [param number] to a string representation, with the given "
"[param base].\n"
"By default, [param base] is set to decimal ([code]10[/code]). Other common "
"bases in programming include binary ([code]2[/code]), [url=https://en."
"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/"
"code]).\n"
"If [param capitalize_hex] is [code]true[/code], digits higher than 9 are "
"represented in uppercase."
msgstr ""
"將給定的數位 [param number] 轉換為字串表示,進位元制由 [param base] 給定。\n"
"預設情況下 [param base] 為十進位([code]10[/code])。程式設計中常見的進位制還"
"有二進制([code]2[/code])、[url=https://zh.wikipedia.org/wiki/"
"%E5%85%AB%E8%BF%9B%E5%88%B6]八進制[/url][code]8[/code])、十六進位"
"[code]16[/code])。\n"
"如果 [param capitalize_hex] 為 [code]true[/code],比 9 大的數位會大寫。"
msgid ""
"Converts the given [param number] to a string representation, in scientific "
"notation.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var n = -5.2e8\n"
"print(n) # Prints -520000000\n"
"print(String.NumScientific(n)) # Prints -5.2e+08\n"
"[/gdscript]\n"
"[csharp]\n"
"// This method is not implemented in C#.\n"
"// Use `string.ToString()` with \"e\" to achieve similar results.\n"
"var n = -5.2e8f;\n"
"GD.Print(n); // Prints -520000000\n"
"GD.Print(n.ToString(\"e1\")); // Prints -5.2e+008\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] In C#, this method is not implemented. To achieve similar "
"results, see C#'s [url=https://learn.microsoft.com/en-us/dotnet/standard/base-"
"types/standard-numeric-format-strings]Standard numeric format strings[/url]"
msgstr ""
"將給定的數位 [param number] 轉換為字串表示,使用科學記數法。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var n = -5.2e8\n"
"print(n) # 輸出 -520000000\n"
"print(String.NumScientific(n)) # 輸出 -5.2e+08\n"
"[/gdscript]\n"
"[csharp]\n"
"// 這個方法沒有在 C# 中實作。\n"
"// 請在 `string.ToString()` 中使用 \"e\" 來實作類似的結果。\n"
"var n = -5.2e8f;\n"
"GD.Print(n); // 輸出 -520000000\n"
"GD.Print(n.ToString(\"e1\")); // 輸出 -5.2e+008\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]這個方法沒有在 C# 中實作。要實作類似的效果,見 C# 的[url=https://"
"learn.microsoft.com/en-us/dotnet/standard/base-types/standard-numeric-format-"
"strings]標準數位格式字串[/url]"
msgid ""
"Converts the given unsigned [int] to a string representation, with the given "
"[param base].\n"
"By default, [param base] is set to decimal ([code]10[/code]). Other common "
"bases in programming include binary ([code]2[/code]), [url=https://en."
"wikipedia.org/wiki/Octal]octal[/url] ([code]8[/code]), hexadecimal ([code]16[/"
"code]).\n"
"If [param capitalize_hex] is [code]true[/code], digits higher than 9 are "
"represented in uppercase."
msgstr ""
"將給定的無符號 [int] 轉換為字串表示,進位元制由 [param base] 給定。\n"
"預設情況下 [param base] 為十進位([code]10[/code])。程式設計中常見的進位制還"
"有二進制([code]2[/code])、[url=https://zh.wikipedia.org/wiki/"
"%E5%85%AB%E8%BF%9B%E5%88%B6]八進制[/url][code]8[/code])、十六進位"
"[code]16[/code])。\n"
"如果 [param capitalize_hex] 為 [code]true[/code],比 9 大的數位會大寫。"
msgid ""
"Formats the string representing a number to have an exact number of [param "
"digits] [i]after[/i] the decimal point."
msgstr "格式化表示數位的字串,使其小數點[i]後[/i]的位數為 [param digits]。"
msgid ""
"Formats the string representing a number to have an exact number of [param "
"digits] [i]before[/i] the decimal point."
msgstr "格式化表示數位的字串,使其小數點[i]前[/i]的位數為 [param digits]。"
msgid ""
"Concatenates [param file] at the end of the string as a subpath, adding "
"[code]/[/code] if necessary.\n"
"[b]Example:[/b] [code]\"this/is\".path_join(\"path\") == \"this/is/path\"[/"
"code]."
msgstr ""
"將 [param file] 作為子路徑連接到該字串的末尾,必要時會新增 [code]/[/code]。\n"
"[b]範例:[/b][code]\"this/is\".path_join(\"path\") == \"this/is/path\"[/"
"code]。"
msgid ""
"Repeats this string a number of times. [param count] needs to be greater than "
"[code]0[/code]. Otherwise, returns an empty string."
msgstr ""
"將該字串重複若干次。次數 [param count] 需要大於[code]0[/code] 。否則返回空字"
"串。"
msgid ""
"Replaces all occurrences of [param what] inside the string with the given "
"[param forwhat]."
msgstr "將該字串中出現的所有 [param what] 都替換為給定的 [param forwhat]。"
msgid ""
"Replaces all [b]case-insensitive[/b] occurrences of [param what] inside the "
"string with the given [param forwhat]."
msgstr ""
"將該字串中出現的所有 [param what] 都替換為給定的 [param forwhat][b]大小寫不"
"敏感[/b]。"
msgid "Returns the copy of this string in reverse order."
msgstr "返回給定頂點的顏色。"
msgid ""
"Returns the index of the [b]last[/b] occurrence of [param what] in this "
"string, or [code]-1[/code] if there are none. The search's start can be "
"specified with [param from], continuing to the beginning of the string. This "
"method is the reverse of [method find]."
msgstr ""
"返回這個字串中 [param what] [b]最後一次[/b]出現時的索引,不存在時則為 "
"[code]-1[/code]。搜索的起點可以用 [param from] 指定,終點為該字串的末尾。這個"
"方法與 [method find] 相對。"
msgid ""
"Returns the index of the [b]last[/b] [b]case-insensitive[/b] occurrence of "
"[param what] in this string, or [code]-1[/code] if there are none. The "
"starting search index can be specified with [param from], continuing to the "
"beginning of the string. This method is the reverse of [method findn]."
msgstr ""
"返回這個字串中 [param what] [b]最後一次[/b]出現時的索引,[b]不區分大小寫[/b]"
"不存在時則為 [code]-1[/code]。搜索的起點可以用 [param from] 指定,終點為該字串"
"的末尾。這個方法與 [method findn] 相對。"
msgid ""
"Returns the last [param length] characters from the end of the string. If "
"[param length] is negative, strips the first [param length] characters from "
"the string's beginning.\n"
"[codeblock]\n"
"print(\"Hello World!\".right(3)) # Prints \"ld!\"\n"
"print(\"Hello World!\".right(-4)) # Prints \"o World!\"\n"
"[/codeblock]"
msgstr ""
"返回該字串末尾的最後 [param length] 個字元。如果 [param length] 為負,則會從該"
"字串的開頭剝離前 [param length] 個字元。\n"
"[codeblock]\n"
"print(\"Hello World!\".right(3)) # 輸出 \"ld!\"\n"
"print(\"Hello World!\".right(-4)) # 輸出 \"o World!\"\n"
"[/codeblock]"
msgid ""
"Formats the string to be at least [param min_length] long, by adding [param "
"character]s to the right of the string, if necessary. See also [method lpad]."
msgstr ""
"必要時在該字串的右側新增若干 [param character] 字元,使其長度至少為 [param "
"min_length]。另見 [method lpad]。"
msgid ""
"Splits the string using a [param delimiter] and returns an array of the "
"substrings, starting from the end of the string. The splits in the returned "
"array appear in the same order as the original string. If [param delimiter] "
"is an empty string, each substring will be a single character.\n"
"If [param allow_empty] is [code]false[/code], empty strings between adjacent "
"delimiters are excluded from the array.\n"
"If [param maxsplit] is greater than [code]0[/code], the number of splits may "
"not exceed [param maxsplit]. By default, the entire string is split, which is "
"mostly identical to [method split].\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"\n"
"print(some_array.size()) # Prints 2\n"
"print(some_array[0]) # Prints \"One,Two,Three\"\n"
"print(some_array[1]) # Prints \"Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// In C#, there is no String.RSplit() method.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"使用分隔符號 [param delimiter] 將該字串從末尾開始進行拆分,返回子字串陣列。返"
"回的陣列中,每部分的出現順序與它們在原字串中的出現順序一致。如果 [param "
"delimiter] 為空,則子串為單個字元。\n"
"如果 [param allow_empty] 為 [code]false[/code],陣列中會排除相鄰分隔符號之間的"
"空字串。\n"
"如果 [param maxsplit] 大於 [code]0[/code],則拆分次數不能超過 [param "
"maxsplit]。預設拆分整個字串,基本與 [method split] 一致。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_string = \"One,Two,Three,Four\"\n"
"var some_array = some_string.rsplit(\",\", true, 1)\n"
"\n"
"print(some_array.size()) # 輸出 2\n"
"print(some_array[0]) # 輸出 \"One,Two,Three\"\n"
"print(some_array[1]) # 輸出 \"Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 中沒有 String.RSplit() 方法。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Removes a set of characters defined in [param chars] from the string's end. "
"See also [method lstrip].\n"
"[b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to "
"remove a single suffix, rather than a set of characters."
msgstr ""
"從該字串的結尾移除 [param chars] 中定義的字元。另見 [method rstrip]。\n"
"[b]注意:[/b][param chars] 不是後綴。如果要移除後綴而不是一組字元,請使用 "
"[method trim_suffix]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the "
"string as a [PackedByteArray]."
msgstr ""
"返回該字串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 雜湊,類型"
"為 [PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-1]SHA-1[/url] hash of the "
"string as another [String]."
msgstr ""
"返回該字串的 [url=https://zh.wikipedia.org/wiki/SHA-1]SHA-1[/url] 雜湊,類型"
"為 [String]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of "
"the string as a [PackedByteArray]."
msgstr ""
"返回該字串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 雜湊,型別"
"為 [PackedByteArray]。"
msgid ""
"Returns the [url=https://en.wikipedia.org/wiki/SHA-2]SHA-256[/url] hash of "
"the string as another [String]."
msgstr ""
"返回該字串的 [url=https://zh.wikipedia.org/wiki/SHA-2]SHA-256[/url] 雜湊,型別"
"為 [String]。"
msgid ""
"Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
"this string compared to another. A result of [code]1.0[/code] means totally "
"similar, while [code]0.0[/code] means totally dissimilar.\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # Prints 1.0\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # Prints 0.0\n"
"print(\"ABC123\".similarity(\"123ABC\")) # Prints 0.8\n"
"print(\"ABC123\".similarity(\"abc123\")) # Prints 0.4\n"
"[/codeblock]"
msgstr ""
"返回該字串與另一個字串的相似指數([url=https://zh.wikipedia.org/wiki/"
"Dice%E7%B3%BB%E6%95%B0]索倫森-戴斯係數[/url])。結果為 [code]1.0[/code] 表示完"
"全相似,[code]0.0[/code] 表示完全不相似。\n"
"[codeblock]\n"
"print(\"ABC123\".similarity(\"ABC123\")) # 輸出 1.0\n"
"print(\"ABC123\".similarity(\"XYZ456\")) # 輸出 0.0\n"
"print(\"ABC123\".similarity(\"123ABC\")) # 輸出 0.8\n"
"print(\"ABC123\".similarity(\"abc123\")) # 輸出 0.4\n"
"[/codeblock]"
msgid ""
"If the string is a valid file path, converts the string into a canonical "
"path. This is the shortest possible path, without [code]\"./\"[/code], and "
"all the unnecessary [code]\"..\"[/code] and [code]\"/\"[/code].\n"
"[codeblock]\n"
"var simple_path = \"./path/to///../file\".simplify_path()\n"
"print(simple_path) # Prints \"path/file\"\n"
"[/codeblock]"
msgstr ""
"如果該字串為有效的檔路徑,則將其轉換為規範路徑。規範路徑是最短路徑,不帶 "
"[code]\"./\"[/code] 和所有不必要的 [code]\"..\"[/code] 和 [code]\"/\"[/"
"code]。\n"
"[codeblock]\n"
"var simple_path = \"./path/to///../file\".simplify_path()\n"
"print(simple_path) # 輸出 \"path/file\"\n"
"[/codeblock]"
msgid ""
"Splits the string using a [param delimiter] and returns an array of the "
"substrings. If [param delimiter] is an empty string, each substring will be a "
"single character. This method is the opposite of [method join].\n"
"If [param allow_empty] is [code]false[/code], empty strings between adjacent "
"delimiters are excluded from the array.\n"
"If [param maxsplit] is greater than [code]0[/code], the number of splits may "
"not exceed [param maxsplit]. By default, the entire string is split.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_array = \"One,Two,Three,Four\".split(\",\", true, 2)\n"
"\n"
"print(some_array.size()) # Prints 3\n"
"print(some_array[0]) # Prints \"One\"\n"
"print(some_array[1]) # Prints \"Two\"\n"
"print(some_array[2]) # Prints \"Three,Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C#'s `Split()` does not support the `maxsplit` parameter.\n"
"var someArray = \"One,Two,Three\".Split(\",\");\n"
"\n"
"GD.Print(someArray[0]); // Prints \"One\"\n"
"GD.Print(someArray[1]); // Prints \"Two\"\n"
"GD.Print(someArray[2]); // Prints \"Three\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] If you only need one substring from the array, consider using "
"[method get_slice] which is faster. If you need to split strings with more "
"complex rules, use the [RegEx] class instead."
msgstr ""
"使用分隔符號 [param delimiter] 將該字串進行拆分,返回子字串陣列。如果 [param "
"delimiter] 為空,則子串為單個字元。這個方法與 [method join] 相對。\n"
"如果 [param allow_empty] 為 [code]false[/code],陣列中會排除相鄰分隔符號之間的"
"空字串。\n"
"如果 [param maxsplit] 大於 [code]0[/code],則拆分次數不能超過 [param "
"maxsplit]。預設拆分整個字串。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var some_array = \"One,Two,Three,Four\".split(\",\", true, 2)\n"
"\n"
"print(some_array.size()) # 輸出 3\n"
"print(some_array[0]) # 輸出 \"One\"\n"
"print(some_array[1]) # 輸出 \"Two\"\n"
"print(some_array[2]) # 輸出 \"Three,Four\"\n"
"[/gdscript]\n"
"[csharp]\n"
"// C# 的 `Split()` 不支援 `maxsplit` 參數。\n"
"var someArray = \"One,Two,Three\".Split(\",\");\n"
"\n"
"GD.Print(someArray[0]); // 輸出 \"One\"\n"
"GD.Print(someArray[1]); // 輸出 \"Two\"\n"
"GD.Print(someArray[2]); // 輸出 \"Three\"\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果你只需要陣列中的某一個子串,請考慮使用更快的 [method "
"get_slice]。如果你需要用更複雜的規則來拆分字串,請改用 [RegEx] 類。"
msgid ""
"Splits the string into floats by using a [param delimiter] and returns a "
"[PackedFloat64Array].\n"
"If [param allow_empty] is [code]false[/code], empty or invalid [float] "
"conversions between adjacent delimiters are excluded.\n"
"[codeblock]\n"
"var a = \"1,2,4.5\".split_floats(\",\") # a is [1.0, 2.0, 4.5]\n"
"var c = \"1| ||4.5\".split_floats(\"|\") # c is [1.0, 0.0, 0.0, 4.5]\n"
"var b = \"1| ||4.5\".split_floats(\"|\", false) # b is [1.0, 4.5]\n"
"[/codeblock]"
msgstr ""
"使用分隔符號 [param delimiter] 將該字串拆分為浮點數,返回 "
"[PackedFloat64Array]。\n"
"如果 [param allow_empty] 為 [code]false[/code],則會排除相鄰分隔符號之間為空或"
"無法轉換為 [float] 的內容。\n"
"[codeblock]\n"
"var a = \"1,2,4.5\".split_floats(\",\") # a 為 [1.0, 2.0, 4.5]\n"
"var c = \"1| ||4.5\".split_floats(\"|\") # c 為 [1.0, 0.0, 0.0, 4.5]\n"
"var b = \"1| ||4.5\".split_floats(\"|\", false) # b 為 [1.0, 4.5]\n"
"[/codeblock]"
msgid ""
"Strips all non-printable characters from the beginning and the end of the "
"string. These include spaces, tabulations ([code]\\t[/code]), and newlines "
"([code]\\n[/code] [code]\\r[/code]).\n"
"If [param left] is [code]false[/code], ignores the string's beginning. "
"Likewise, if [param right] is [code]false[/code], ignores the string's end."
msgstr ""
"從該字串的開頭和結尾剝離所有不可列印的字元。其中包括空格、定位字元"
"[code]\\t[/code])以及分行符號([code]\\n[/code] [code]\\r[/code])。\n"
"如果 [param left] 為 [code]false[/code],會忽略該字串的開頭。與此類似,如果 "
"[param right] 為 [code]false[/code],則會忽略該字串的結尾。"
msgid ""
"Strips all escape characters from the string. These include all non-printable "
"control characters of the first page of the ASCII table (values from 0 to "
"31), such as tabulation ([code]\\t[/code]) and newline ([code]\\n[/code], "
"[code]\\r[/code]) characters, but [i]not[/i] spaces."
msgstr ""
"從該字串中剝離所有轉義字元。其中包括 ASCII 表第一頁的所有不可列印控制字元(值"
"為 0 到 32例如定位字元C 中的 [code]\\t[/code])和分行符號([code]\\n[/"
"code] 和 [code]]\\r[/code]) 字元,但[i]不包括[/i]空格。"
msgid ""
"Returns part of the string from the position [param from] with length [param "
"len]. If [param len] is [code]-1[/code] (as by default), returns the rest of "
"the string starting from the given position."
msgstr ""
"返回該字串中的某一部分,位置從 [param from] 開始,長度為 [param len]。如果 "
"[param len] 為 [code]-1[/code](預設值),將返回開給定位置開始的剩餘字元。"
msgid ""
"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/"
"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than "
"[method to_utf8_buffer], but replaces all unsupported characters with spaces. "
"This is the inverse of [method PackedByteArray.get_string_from_ascii]."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 編"
"碼的 [PackedByteArray]。這個方法比 [method to_utf8_buffer] 稍快,但會把不支援"
"的字元都替換為空格。"
msgid "Returns the string converted to [code]camelCase[/code]."
msgstr "返回將該字串轉換為小駝峰命名 [code]camelCase[/code] 的結果。"
msgid ""
"Converts the string representing a decimal number into a [float]. This method "
"stops on the first non-number character, except the first decimal point "
"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method "
"is_valid_float].\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a is 12.35\n"
"var b = \"1.2.3\".to_float() # b is 1.2\n"
"var c = \"12xy3\".to_float() # c is 12.0\n"
"var d = \"1e3\".to_float() # d is 1000.0\n"
"var e = \"Hello!\".to_float() # e is 0.0\n"
"[/codeblock]"
msgstr ""
"將代表十進位數字的字串轉換為 [float]。該方法會在首個非數位字元處停止,除非是首"
"次遇到 [code].[/code](小數點)以及表示指數的 [code]e[/code]。另見 [method "
"is_valid_float]。\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a 為 12.35\n"
"var b = \"1.2.3\".to_float() # b 為 1.2\n"
"var c = \"12xy3\".to_float() # c 為 12.0\n"
"var d = \"1e3\".to_float() # d 為 1000.0\n"
"var e = \"Hello!\".to_float() # e 為 0.0\n"
"[/codeblock]"
msgid ""
"Converts the string representing an integer number into an [int]. This method "
"removes any non-number character and stops at the first decimal point ([code]."
"[/code]). See also [method is_valid_int].\n"
"[codeblock]\n"
"var a = \"123\".to_int() # a is 123\n"
"var b = \"x1y2z3\".to_int() # b is 123\n"
"var c = \"-1.2.3\".to_int() # c is -1\n"
"var d = \"Hello!\".to_int() # d is 0\n"
"[/codeblock]"
msgstr ""
"將代表整數的字串轉換為 [int]。該方法會刪除所有非數位字元,並在遇到 [code].[/"
"code] 後停止。另見 [method is_valid_int]。\n"
"[codeblock]\n"
"var a = \"123\".to_int() # a 為 123\n"
"var b = \"x1y2z3\".to_int() # b 為 123\n"
"var c = \"-1.2.3\".to_int() # c 為 -1\n"
"var d = \"Hello!\".to_int() # d 為 0\n"
"[/codeblock]"
msgid "Returns the string converted to lowercase."
msgstr "返回將該字串轉換為小寫的結果。"
msgid "Returns the string converted to [code]PascalCase[/code]."
msgstr "返回將該字串轉換為大駝峰命名 [code]PascalCase[/code] 的結果。"
msgid "Returns the string converted to [code]snake_case[/code]."
msgstr "返回將該字串轉換為蛇形命名 [code]snake_case[/code] 的結果。"
msgid "Returns the string converted to uppercase."
msgstr "返回將該字串轉換為大寫的結果。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] "
"encoded [PackedByteArray]. This method is slightly slower than [method "
"to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer "
"using this method. This is the inverse of [method PackedByteArray."
"get_string_from_utf8]."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/wiki/UTF-8]UTF-8[/url] 編碼的 "
"[PackedByteArray]。這個方法比 [method to_ascii_buffer] 稍慢,但支援所有 UTF-8 "
"字元。大多數情況下請優先使用這個方法。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/"
"url] encoded [PackedByteArray]. This is the inverse of [method "
"PackedByteArray.get_string_from_utf16]."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/wiki/UTF-16]UTF-16[/url] 編碼的 "
"[PackedByteArray]。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/"
"url] encoded [PackedByteArray]. This is the inverse of [method "
"PackedByteArray.get_string_from_utf32]."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/wiki/UTF-32]UTF-32[/url] 編碼的 "
"[PackedByteArray]。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/"
"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, "
"UTF-32 on other platforms) encoded [PackedByteArray]. This is the inverse of "
"[method PackedByteArray.get_string_from_wchar]."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/zh-cn/"
"%E5%AF%AC%E5%AD%97%E5%85%83]寬字元[/url][code]wchat_t[/code]Windows 上為 "
"UTF-16其他平臺上為 UTF-32編碼的 [PackedByteArray]。"
msgid ""
"Removes the given [param prefix] from the start of the string, or returns the "
"string unchanged."
msgstr "移除該字串開頭的 [param prefix] 前綴,否則原樣返回該字串。"
msgid ""
"Removes the given [param suffix] from the end of the string, or returns the "
"string unchanged."
msgstr "移除該字串末尾的 [param suffix] 後綴,否則原樣返回該字串。"
msgid "Returns the character code at position [param at]."
msgstr "返回位於 [param at] 處的字元的程式碼。"
msgid ""
"Decodes the string from its URL-encoded format. This method is meant to "
"properly decode the parameters in a URL when receiving an HTTP request. See "
"also [method uri_encode].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
"docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將該字串從 URL 編碼格式中解碼。該方法的目的是在收到 HTTP 請求時正確解碼 URL 中"
"的參數。另見 [method uri_encode]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # 輸出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // 輸出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Encodes the string to URL-friendly format. This method is meant to properly "
"encode the parameters in a URL when sending an HTTP request. See also [method "
"uri_decode].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將該字串按照對 URL 友好的格式進行編碼。該方法的目的是在發送 HTTP 請求時,正確"
"編碼 URL 中的參數。另見 [method uri_decode]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # 輸出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // 輸出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns a copy of the string with all characters that are not allowed in "
"[method is_valid_filename] replaced with underscores."
msgstr ""
"返回該字串的副本,所有 [method is_valid_filename] 中不允許的字元都會被替換為底"
"線。"
msgid ""
"Returns a copy of the string with all characters that are not allowed in "
"[member Node.name] ([code].[/code] [code]:[/code] [code]@[/code] [code]/[/"
"code] [code]\"[/code] [code]%[/code]) replaced with underscores."
msgstr ""
"返回該字串的副本,所有 [member Node.name] 中不允許的字元都會被替換為底線"
"[code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/code] "
"[code]%[/code]))。"
msgid ""
"Returns a copy of the string with special characters escaped using the XML "
"standard. If [param escape_quotes] is [code]true[/code], the single quote "
"([code]'[/code]) and double quote ([code]\"[/code]) characters are also "
"escaped."
msgstr ""
"返回該字串的副本,使用 XML 標準對特殊字元進行轉義。如果 [param escape_quotes] "
"為 [code]true[/code],則單引號([code]'[/code])和雙引號([code]\"[/code])字"
"元也會被轉義。"
msgid ""
"Returns a copy of the string with escaped characters replaced by their "
"meanings according to the XML standard."
msgstr "返回該字串的副本,轉義字元均按照 XML 標準使用本義代替。"
msgid ""
"Returns [code]true[/code] if both strings do not contain the same sequence of "
"characters."
msgstr "如果兩個字串不以相同的字元序列開頭,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [String] is not equivalent to the given "
"[StringName]."
msgstr ""
"如果該 [String] 與給定的 [StringName] 不等價,則返回 [code]true[/code]。"
msgid ""
"Formats the [String], replacing the placeholders with one or more parameters. "
"To pass multiple parameters, [param right] needs to be an [Array].\n"
"[codeblock]\n"
"print(\"I caught %d fishes!\" % 2) # Prints \"I caught 2 fishes!\"\n"
"\n"
"var my_message = \"Travelling to %s, at %2.2f km/h.\"\n"
"var location = \"Deep Valley\"\n"
"var speed = 40.3485\n"
"print(my_message % [location, speed]) # Prints \"Travelling to Deep Valley, "
"at 40.35 km/h.\"\n"
"[/codeblock]\n"
"For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_format_string.html]GDScript format strings[/url] tutorial.\n"
"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://"
"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/"
"interpolated]how to interpolate strings with \"$\"[/url]."
msgstr ""
"格式化該 [String],使用若干參數替換預留位置。要傳遞多個參數,[param right] 需"
"要為 [Array]。\n"
"[codeblock]\n"
"print(\"我捉到了 %d 條魚!\" % 2) # 輸出 \"我捉到了 2 條魚!\"\n"
"\n"
"var my_message = \"正在前往 %s速度為 %2.2f km/h。\"\n"
"var location = \"深谷\"\n"
"var speed = 40.3485\n"
"print(my_message % [location, speed]) # 輸出 \"正在前往深谷,速度為 40.35 km/"
"h。\"\n"
"[/codeblock]\n"
"更多資訊見[url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string."
"html]《GDScript 格式字串》[/url]教學。\n"
"[b]注意:[/b]C# 中沒有等價的運算子。見[url=https://learn.microsoft.com/en-us/"
"dotnet/csharp/language-reference/tokens/interpolated]如何使用“$”插入字串[/"
"url]。"
msgid ""
"Appends [param right] at the end of this [String], also known as a string "
"concatenation."
msgstr "將 [param right] 追加到該 [String] 的末尾,也稱作字元串連接。"
msgid ""
"Appends [param right] at the end of this [String], returning a [String]. This "
"is also known as a string concatenation."
msgstr ""
"將 [param right] 追加到該 [String] 的末尾,返回 [String]。也稱作字元串連接。"
msgid ""
"Returns [code]true[/code] if the left [String] comes before [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order. Useful for sorting."
msgstr ""
"如果左側的 [String] 比 [param right] 靠前,則返回 [code]true[/code]。使用的是 "
"[url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 順序[/url],大致與字母表順"
"序一致。可用於排序。"
msgid ""
"Returns [code]true[/code] if the left [String] comes before [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order, or if both are equal."
msgstr ""
"如果左側的 [String] 比 [param right] 靠前,或兩者相等,則返回 [code]true[/"
"code]。使用的是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 順序[/url],大致與字母表順"
"序一致。"
msgid ""
"Returns [code]true[/code] if both strings contain the same sequence of "
"characters."
msgstr "如果兩個字串以相同的字元序列開頭,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this [String] is equivalent to the given "
"[StringName]."
msgstr "如果該 [String] 與給定的 [StringName] 等價,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the left [String] comes after [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order. Useful for sorting."
msgstr ""
"如果左側的 [String] 比 [param right] 靠後,則返回 [code]true[/code]。使用的是 "
"[url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 順序[/url],大致與字母表順"
"序一致。可用於排序。"
msgid ""
"Returns [code]true[/code] if the left [String] comes after [param right] in "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url], which roughly matches the alphabetical order, or if both are equal."
msgstr ""
"如果左側的 [String] 比 [param right] 靠後,或兩者相等,則返回 [code]true[/"
"code]。使用的是 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 順序[/url],大致與字母表順"
"序一致。"
msgid ""
"Returns a new [String] that only contains the character at [param index]. "
"Indices start from [code]0[/code]. If [param index] is greater or equal to "
"[code]0[/code], the character is fetched starting from the beginning of the "
"string. If [param index] is a negative value, it is fetched starting from the "
"end. Accessing a string out-of-bounds will cause a run-time error, pausing "
"the project execution if run from the editor."
msgstr ""
"返回只包含索引為 [param index] 的字元的新 [String]。索引從 [code]0[/code] 開"
"始。如果 [param index] 大於等於 [code]0[/code],則字元是從該字串的開頭開始獲取"
"的。如果 [param index] 為負,則從末尾開始獲取。越界存取字串會導致運作時錯誤,"
"從編輯器中運作時會將專案暫停。"
msgid "A built-in type for unique strings."
msgstr "唯一字串內建型別。"
msgid ""
"[StringName]s are immutable strings designed for general-purpose "
"representation of unique names (also called \"string interning\"). Two "
"[StringName]s with the same value are the same object. Comparing them is "
"extremely fast compared to regular [String]s.\n"
"You will usually just pass a [String] to methods expecting a [StringName] and "
"it will be automatically converted, but you may occasionally want to "
"construct a [StringName] ahead of time with the [StringName] constructor or, "
"in GDScript, the literal syntax [code]&\"example\"[/code].\n"
"See also [NodePath], which is a similar concept specifically designed to "
"store pre-parsed scene tree paths.\n"
"All of [String]'s methods are available in this class too. They convert the "
"[StringName] into a string, and they also return a string. This is highly "
"inefficient and should only be used if the string is desired.\n"
"[b]Note:[/b] In a boolean context, a [StringName] will evaluate to "
"[code]false[/code] if it is empty ([code]StringName(\"\")[/code]). Otherwise, "
"a [StringName] will always evaluate to [code]true[/code]. The [code]not[/"
"code] operator cannot be used. Instead, [method is_empty] should be used to "
"check for empty [StringName]s."
msgstr ""
"[StringName] 是不可變的字串,用於唯一名稱的通用表示(也叫“字串內嵌”)。值相同"
"的兩個 [StringName] 是同一個對象。進行比較時比普通 [String] 要快很多。\n"
"對於需要 [StringName] 的方法,你通常可以只傳 [String],會自動進行轉換,不過有"
"時候你可能會想要提前使用 [StringName] 建構子來建構 [StringName],在 GDScript "
"中也可以用 [code]&\"example\"[/code] 語法。\n"
"另見 [NodePath],這是與此類似的概念,針對儲存預解析的場景樹路徑設計。\n"
"[String] 的所有方法都在這個類中可用。它們會將 [StringName] 轉換為字串,返回的"
"也是字串。這樣做效率非常低,應該只在需要字串時使用。\n"
"[b]注意:[/b]轉換為布林值時,空的 [StringName][code]StringName(\"\")[/"
"code])為 [code]false[/code],其他 [StringName] 均為 [code]true[/code]。不能使"
"用 [code]not[/code] 運算子。請改用 [method is_empty] 來檢查空的 [StringName]。"
msgid "Constructs an empty [StringName]."
msgstr "建構空的 [StringName]。"
msgid "Constructs a [StringName] as a copy of the given [StringName]."
msgstr "建構給定 [StringName] 的副本。"
msgid ""
"Creates a new [StringName] from the given [String]. In GDScript, "
"[code]StringName(\"example\")[/code] is equivalent to [code]&\"example\"[/"
"code]."
msgstr ""
"從給定的 [String] 建立 [StringName]。在 GDScript 中,"
"[code]StringName(\"example\")[/code] 與 [code]&\"example\"[/code] 等價。"
msgid ""
"Splits the string using a [param delimiter] and returns the substring at "
"index [param slice]. Returns an empty string if the [param slice] does not "
"exist.\n"
"This is faster than [method split], if you only need one substring.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # Prints \"example\"\n"
"[/codeblock]"
msgstr ""
"使用分隔符號 [param delimiter] 拆分該字串,返回索引為 [param slice] 的子串。如"
"果 [param slice] 不存在則返回空字串。\n"
"只需要一個子串時這個方法比 [method split] 快。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"print(\"i/am/example/hi\".get_slice(\"/\", 2)) # 輸出 \"example\"\n"
"[/codeblock]"
msgid ""
"Converts the string to an [url=https://en.wikipedia.org/wiki/ASCII]ASCII[/"
"url]/Latin-1 encoded [PackedByteArray]. This method is slightly faster than "
"[method to_utf8_buffer], but replaces all unsupported characters with spaces."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/wiki/ASCII]ASCII[/url]/Latin-1 編"
"碼的 [PackedByteArray]。這個方法比 [method to_utf8_buffer] 稍快,但會把不支援"
"的字元都替換為空格。"
msgid ""
"Converts the string representing a decimal number into a [float]. This method "
"stops on the first non-number character, except the first decimal point "
"([code].[/code]) and the exponent letter ([code]e[/code]). See also [method "
"is_valid_float].\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a is 12.35\n"
"var b = \"1.2.3\".to_float() # b is 1.2\n"
"var c = \"12xy3\".to_float() # c is 12.0\n"
"var d = \"1e3\".to_float() # d is 1000.0\n"
"var e = \"Hello!\".to_int() # e is 0.0\n"
"[/codeblock]"
msgstr ""
"將代表十進位數字的字串轉換為 [float]。該方法會在首個非數位字元處停止,除非是首"
"次遇到 [code].[/code](小數點)以及表示指數的 [code]e[/code]。另見 [method "
"is_valid_float]。\n"
"[codeblock]\n"
"var a = \"12.35\".to_float() # a 為 12.35\n"
"var b = \"1.2.3\".to_float() # b 為 1.2\n"
"var c = \"12xy3\".to_float() # c 為 12.0\n"
"var d = \"1e3\".to_float() # d 為 1000.0\n"
"var e = \"Hello!\".to_int() # e 為 0.0\n"
"[/codeblock]"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-8]UTF-8[/url] "
"encoded [PackedByteArray]. This method is slightly slower than [method "
"to_ascii_buffer], but supports all UTF-8 characters. For most cases, prefer "
"using this method."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/wiki/UTF-8]UTF-8[/url] 編碼的 "
"[PackedByteArray]。這個方法比 [method to_ascii_buffer] 稍慢,但支援所有 UTF-8 "
"字元。大多數情況下請優先使用這個方法。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-16]UTF-16[/"
"url] encoded [PackedByteArray]."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/wiki/UTF-16]UTF-16[/url] 編碼的 "
"[PackedByteArray]。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/UTF-32]UTF-32[/"
"url] encoded [PackedByteArray]."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/wiki/UTF-32]UTF-32[/url] 編碼的 "
"[PackedByteArray]。"
msgid ""
"Converts the string to a [url=https://en.wikipedia.org/wiki/"
"Wide_character]wide character[/url] ([code]wchar_t[/code], UTF-16 on Windows, "
"UTF-32 on other platforms) encoded [PackedByteArray]."
msgstr ""
"將該字串轉換為 [url=https://zh.wikipedia.org/zh-cn/"
"%E5%AF%AC%E5%AD%97%E5%85%83]寬字元[/url][code]wchat_t[/code]Windows 上為 "
"UTF-16其他平臺上為 UTF-32編碼的 [PackedByteArray]。"
msgid ""
"Decodes the string from its URL-encoded format. This method is meant to "
"properly decode the parameters in a URL when receiving an HTTP request.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # Prints \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // Prints \"$DOCS_URL/?highlight=Godot Engine:"
"docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將該字串從 URL 編碼格式中解碼。該方法的目的是在收到 HTTP 請求時正確解碼 URL 中"
"的參數。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"print(url.uri_decode()) # 輸出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var url = \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"GD.Print(url.URIDecode()) // 輸出 \"$DOCS_URL/?highlight=Godot Engine:docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Encodes the string to URL-friendly format. This method is meant to properly "
"encode the parameters in a URL when sending an HTTP request.\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // Prints \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"將該字串按照對 URL 友好的格式進行編碼。該方法的目的是在發送 HTTP 請求時,正確"
"編碼 URL 中的參數。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var prefix = \"$DOCS_URL/?highlight=\"\n"
"var url = prefix + \"Godot Engine:docs\".uri_encode()\n"
"\n"
"print(url) # 輸出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/gdscript]\n"
"[csharp]\n"
"var prefix = \"$DOCS_URL/?highlight=\";\n"
"var url = prefix + \"Godot Engine:docs\".URIEncode();\n"
"\n"
"GD.Print(url); // 輸出 \"$DOCS_URL/?highlight=Godot%20Engine%3%docs\"\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if this [StringName] is not equivalent to the given "
"[String]."
msgstr ""
"如果該 [StringName] 與給定的 [String] 不等價,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [StringName] and [param right] do not refer "
"to the same name. Comparisons between [StringName]s are much faster than "
"regular [String] comparisons."
msgstr ""
"如果該 [StringName] 與 [param right] 不指向同一個名稱,則返回 [code]true[/"
"code]。[StringName] 間的比較比常規 [String] 間的比較要快很多。"
msgid ""
"Formats the [StringName], replacing the placeholders with one or more "
"parameters, returning a [String]. To pass multiple parameters, [param right] "
"needs to be an [Array].\n"
"For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/"
"gdscript_format_string.html]GDScript format strings[/url] tutorial.\n"
"[b]Note:[/b] In C#, this operator is not available. Instead, see [url=https://"
"learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/"
"interpolated]how to interpolate strings with \"$\"[/url]."
msgstr ""
"格式化該 [StringName],使用若干參數替換預留位置,返回的是 [String]。要傳遞多個"
"參數時,[param right] 應為 [Array]。\n"
"更多資訊見[url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string."
"html]《GDScript 格式字串》[/url]教學。\n"
"[b]注意:[/b]C# 中沒有等價的運算子。見[url=https://learn.microsoft.com/en-us/"
"dotnet/csharp/language-reference/tokens/interpolated]如何使用“$”插入字串[/"
"url]。"
msgid ""
"Appends [param right] at the end of this [StringName], returning a [String]. "
"This is also known as a string concatenation."
msgstr ""
"將 [param right] 追加到該 [StringName] 的末尾,返回的是 [String]。也稱作字元串"
"連接。"
msgid ""
"Returns [code]true[/code] if the left [StringName]'s pointer comes before "
"[param right]. Note that this will not match their [url=https://en.wikipedia."
"org/wiki/List_of_Unicode_characters]Unicode order[/url]."
msgstr ""
"如果左側的 [StringName] 的指針比 [param right] 靠前,則返回 [code]true[/"
"code]。注意,這與 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 順序[/url]是不同的。"
msgid ""
"Returns [code]true[/code] if the left [StringName]'s pointer comes before "
"[param right] or if they are the same. Note that this will not match their "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url]."
msgstr ""
"如果左側的 [StringName] 的指針比 [param right] 靠前或者相同,則返回 "
"[code]true[/code]。注意,這與 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 順序[/url]是不同的。"
msgid ""
"Returns [code]true[/code] if this [StringName] is equivalent to the given "
"[String]."
msgstr "如果該 [StringName] 與給定的 [String] 等價,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [StringName] and [param right] refer to the "
"same name. Comparisons between [StringName]s are much faster than regular "
"[String] comparisons."
msgstr ""
"如果該 [StringName] 與 [param right] 指向同一個名稱,則返回 [code]true[/"
"code]。[StringName] 間的比較比常規 [String] 間的比較要快很多。"
msgid ""
"Returns [code]true[/code] if the left [StringName]'s pointer comes after "
"[param right]. Note that this will not match their [url=https://en.wikipedia."
"org/wiki/List_of_Unicode_characters]Unicode order[/url]."
msgstr ""
"如果左側的 [StringName] 的指針比 [param right] 靠後,則返回 [code]true[/"
"code]。注意,這與 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 順序[/url]是不同的。"
msgid ""
"Returns [code]true[/code] if the left [StringName]'s pointer comes after "
"[param right] or if they are the same. Note that this will not match their "
"[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/"
"url]."
msgstr ""
"如果左側的 [StringName] 的指針比 [param right] 靠後或相同,則返回 [code]true[/"
"code]。注意,這與 [url=https://zh.wikipedia.org/wiki/"
"Unicode%E5%AD%97%E7%AC%A6%E5%88%97%E8%A1%A8]Unicode 順序[/url]是不同的。"
msgid "Abstract base class for defining stylized boxes for UI elements."
msgstr "用於為 UI 元素定義風格化方框的抽象基底類別。"
msgid ""
"[StyleBox] is an abstract base class for drawing stylized boxes for UI "
"elements. It is used for panels, buttons, [LineEdit] backgrounds, [Tree] "
"backgrounds, etc. and also for testing a transparency mask for pointer "
"signals. If mask test fails on a [StyleBox] assigned as mask to a control, "
"clicks and motion signals will go through it to the one below.\n"
"[b]Note:[/b] For control nodes that have [i]Theme Properties[/i], the "
"[code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], "
"[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the "
"[code]focus[/code] [StyleBox] more reusable across different nodes."
msgstr ""
"樣式盒 [StyleBox] 是一個為 UI 元素定義風格化方框的抽象基底類別。常用於面板、按"
"鈕、[LineEdit] 的背景、[Tree] 的背景等,也用於針對指標訊號檢查透明遮罩。如果 "
"[StyleBox] 是某個控制項的遮罩,而遮罩檢查失敗,則點擊和運動訊號會穿透這個控制"
"項進入下方控制項。\n"
"[b]注意:[/b]對於有[i]主題屬性[/i]的控制項節點,名為 [code]focus[/code] 的 "
"[StyleBox] 會顯示在名為 [code]normal[/code]、[code]hover[/code]、"
"[code]pressed[/code] 的 [StyleBox]之上。這樣的行為有助於 [code]focus[/code] "
"[StyleBox] 在不同節點上複用。"
msgid ""
"Virtual method to be implemented by the user. Returns a custom minimum size "
"that the stylebox must respect when drawing. By default [method "
"get_minimum_size] only takes content margins into account. This method can be "
"overridden to add another size restriction. A combination of the default "
"behavior and the output of this method will be used, to account for both "
"sizes."
msgstr ""
"可以由使用者實作的虛擬方法。樣式盒在繪製時必須遵循所返回的自訂最小尺寸。預設情"
"況下,[method get_minimum_size] 僅考慮邊距。可以覆蓋這個方法新增其他尺寸限制。"
"會使用預設行為和這個方法輸出的組合,兩個大小均進行考慮。"
msgid ""
"Draws this stylebox using a canvas item identified by the given [RID].\n"
"The [RID] value can either be the result of [method CanvasItem."
"get_canvas_item] called on an existing [CanvasItem]-derived node, or directly "
"from creating a canvas item in the [RenderingServer] with [method "
"RenderingServer.canvas_item_create]."
msgstr ""
"使用由給定 [RID] 標識的畫布專案繪製此樣式盒。\n"
"[RID] 值可以通過在現有 [CanvasItem] 衍生節點上呼叫 [method CanvasItem."
"get_canvas_item] 得到,也可以在 [RenderingServer] 中使用 [method "
"RenderingServer.canvas_item_create] 直接建立。"
msgid "Returns the default margin of the specified [enum Side]."
msgstr "返回指定邊 [enum Side] 的預設邊距。"
msgid ""
"Returns the [CanvasItem] that handles its [constant CanvasItem."
"NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
msgstr ""
"返回此時處理其 [constant CanvasItem.NOTIFICATION_DRAW] 或 [method CanvasItem."
"_draw] 回呼函式的 [CanvasItem]。"
msgid ""
"Returns the content margin offset for the specified [enum Side].\n"
"Positive values reduce size inwards, unlike [Control]'s margin values."
msgstr ""
"返回指定邊 [enum Side] 的內容邊距偏移量。\n"
"與 [Control] 的邊距不同,正值會向內減小大小。"
msgid "Returns the minimum size that this stylebox can be shrunk to."
msgstr "返回此樣式盒可以縮小到的最小尺寸。"
msgid ""
"Returns the \"offset\" of a stylebox. This helper function returns a value "
"equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
"get_margin(MARGIN_TOP))[/code]."
msgstr ""
"返回樣式盒的“偏移量”。這個輔助函式返回一個等價於 [code]Vector2(style."
"get_margin(MARGIN_LEFT), style.get_margin(MARGIN_TOP))[/code] 的值。"
msgid ""
"Sets the default value of the specified [enum Side] to [param offset] pixels."
msgstr "將指定邊 [enum Side] 的預設值設定為 [param offset] 圖元。"
msgid "Sets the default margin to [param offset] pixels for all sides."
msgstr "將所有邊的預設邊距設定為 [param offset] 圖元。"
msgid "Test a position in a rectangle, return whether it passes the mask test."
msgstr "測試矩形中的一個位置,返回它是否通過遮罩測試。"
msgid ""
"The bottom margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the bottom.\n"
"If this value is negative, it is ignored and a child-specific margin is used "
"instead. For example, for [StyleBoxFlat], the border thickness (if any) is "
"used instead.\n"
"It is up to the code using this style box to decide what these contents are: "
"for example, a [Button] respects this content margin for the textual contents "
"of the button.\n"
"[method get_margin] should be used to fetch this value as consumer instead of "
"reading these properties directly. This is because it correctly respects "
"negative values and the fallback mentioned above."
msgstr ""
"此樣式盒內容的底邊距。增加此值會從底部減少內容的可用空間。\n"
"如果此值為負,則將其忽略並改為使用特定於該子型別的邊距。例如,對於 "
"[StyleBoxFlat],(如果有厚度的話)將使用邊框厚度。\n"
"內容是什麼由使用此樣式盒的程式碼決定:例如 [Button] 會為其文字內容設定此內容邊"
"距。\n"
"使用者應該通過 [method get_margin] 獲取邊距,而不是直接讀取單獨方向上的屬性。"
"這是因為這個函式會正確處理負值和上述備用邏輯。"
msgid ""
"The left margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the left.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"此樣式盒內容的左邊距。增加此值會從左側減少內容的可用空間。\n"
"額外的注意事項請參閱 [member content_margin_bottom]。"
msgid ""
"The right margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the right.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"此樣式盒內容的右邊距。增加此值會從右側減少內容的可用空間。\n"
"額外的注意事項請參閱 [member content_margin_bottom]。"
msgid ""
"The top margin for the contents of this style box. Increasing this value "
"reduces the space available to the contents from the top.\n"
"Refer to [member content_margin_bottom] for extra considerations."
msgstr ""
"此樣式盒內容的頂邊距。增加此值會從頂部減少內容的可用空間。\n"
"額外的注意事項請參閱 [member content_margin_bottom]。"
msgid "An empty [StyleBox] (does not display anything)."
msgstr "空的 [StyleBox](什麼都不顯示)。"
msgid ""
"An empty [StyleBox] that can be used to display nothing instead of the "
"default style (e.g. it can \"disable\" [code]focus[/code] styles)."
msgstr ""
"空的 [StyleBox],可以用來代替預設樣式,什麼都不顯示(例如能夠“禁"
"用”[code]focus[/code] 樣式)。"
msgid "A customizable [StyleBox] that doesn't use a texture."
msgstr "不使用紋理的自訂 [StyleBox]。"
msgid ""
"By configuring various properties of this style box, you can achieve many "
"common looks without the need of a texture. This includes optionally rounded "
"borders, antialiasing, shadows, and skew.\n"
"Setting corner radius to high values is allowed. As soon as corners overlap, "
"the stylebox will switch to a relative system.\n"
"[b]Example:[/b]\n"
"[codeblock]\n"
"height = 30\n"
"corner_radius_top_left = 50\n"
"corner_radius_bottom_left = 100\n"
"[/codeblock]\n"
"The relative system now would take the 1:2 ratio of the two left corners to "
"calculate the actual corner width. Both corners added will [b]never[/b] be "
"more than the height. Result:\n"
"[codeblock]\n"
"corner_radius_top_left: 10\n"
"corner_radius_bottom_left: 20\n"
"[/codeblock]"
msgstr ""
"通過配置這個樣式盒的各種屬性,你可以不使用紋理實作許多常見外觀,包括可選的圓角"
"邊框、抗鋸齒、陰影、偏斜等。\n"
"允許將圓角半徑設定為較高的值。兩角重疊時,樣式盒將切換到相對系統。\n"
"[b]範例:[/b]\n"
"[codeblock]\n"
"height = 30\n"
"corner_radius_top_left = 50\n"
"corner_radius_bottom_left = 100\n"
"[/codeblock]\n"
"相對系統現在將採用兩個左角的 1:2 比率來計算實際角寬度。新增的兩個角[b]永遠[/b]"
"不會超過高度。結果:\n"
"[codeblock]\n"
"corner_radius_top_left: 10\n"
"corner_radius_bottom_left: 20\n"
"[/codeblock]"
msgid "Returns the specified [enum Side]'s border width."
msgstr "返回指定邊 [enum Side] 的邊框寬度。"
msgid "Returns the smallest border width out of all four borders."
msgstr "返回所有四條邊中,最小的邊框寬度。"
msgid ""
"Returns the given [param corner]'s radius. See [enum Corner] for possible "
"values."
msgstr "返回給定角 [param corner] 的半徑。可能的取值見 [enum Corner]。"
msgid "Returns the size of the specified [enum Side]'s expand margin."
msgstr "返回指定邊 [enum Side] 的擴充邊距的大小。"
msgid "Sets the specified [enum Side]'s border width to [param width] pixels."
msgstr "將指定邊 [enum Side] 的邊框寬度設定為 [param width] 圖元。"
msgid "Sets the border width to [param width] pixels for all sides."
msgstr "將所有邊的邊框寬度設定為 [param width] 圖元。"
msgid ""
"Sets the corner radius to [param radius] pixels for the given [param corner]. "
"See [enum Corner] for possible values."
msgstr ""
"將給定角 [param corner] 的圓角半徑設定為 [param radius] 圖元。可能的取值見 "
"[enum Corner]。"
msgid "Sets the corner radius to [param radius] pixels for all corners."
msgstr "將所有角的圓角半徑設定為 [param radius] 圖元。"
msgid ""
"Sets the expand margin to [param size] pixels for the specified [enum Side]."
msgstr "將指定邊 [enum Side] 的擴充邊距設定為 [param size] 圖元。"
msgid "Sets the expand margin to [param size] pixels for all sides."
msgstr "將所有邊的擴充邊距都設定為 [param size] 圖元。"
msgid ""
"Antialiasing draws a small ring around the edges, which fades to "
"transparency. As a result, edges look much smoother. This is only noticeable "
"when using rounded corners or [member skew].\n"
"[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
"corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
"[code]false[/code] to ensure crisp visuals and avoid possible visual glitches."
msgstr ""
"抗鋸齒會在邊緣周圍繪製一個漸變到透明的小環。因此邊緣看起來會更加平滑。這僅在使"
"用圓角或 [member skew] 時才明顯。\n"
"[b]注意:[/b]使用 45 度倒角([member corner_detail] = 1建議將 [member "
"anti_aliasing] 設為 [code]false[/code],這樣可以保證畫面銳利、避免一些顯示問"
"題。"
msgid ""
"This changes the size of the antialiasing effect. [code]1.0[/code] is "
"recommended for an optimal result at 100% scale, identical to how rounded "
"rectangles are rendered in web browsers and most vector drawing software.\n"
"[b]Note:[/b] Higher values may produce a blur effect but can also create "
"undesired artifacts on small boxes with large-radius corners."
msgstr ""
"修改抗鋸齒效果的大小。要在 100% 縮放時達到最佳效果推薦使用 [code]1.0[/code]"
"和網頁流覽器以及大多數向量圖繪製軟體中圓角矩陣的繪製方式是一致的。\n"
"[b]注意:[/b]較高的值可能產生模糊效果,但框本身較小、圓角半徑較大的情況下也可"
"能產生不理想的顯示問題。"
msgid "The background color of the stylebox."
msgstr "StyleBox的背景顏色。"
msgid "If [code]true[/code], the border will fade into the background color."
msgstr "如果為 [code]true[/code],邊框會淡入背景色。"
msgid "Sets the color of the border."
msgstr "設定邊框的顏色。"
msgid "Border width for the bottom border."
msgstr "底邊框的寬度。"
msgid "Border width for the left border."
msgstr "左邊框的寬度。"
msgid "Border width for the right border."
msgstr "右邊框的寬度。"
msgid "Border width for the top border."
msgstr "頂邊框的寬度。"
msgid ""
"This sets the number of vertices used for each corner. Higher values result "
"in rounder corners but take more processing power to compute. When choosing a "
"value, you should take the corner radius ([method set_corner_radius_all]) "
"into account.\n"
"For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
"enough. For corner radii less than 30, values between [code]8[/code] and "
"[code]12[/code] should be enough.\n"
"A corner detail of [code]1[/code] will result in chamfered corners instead of "
"rounded corners, which is useful for some artistic effects."
msgstr ""
"設定用於每個角的頂點數。更高的值生成更圓的角,但需要更多的處理計算。選擇值時,"
"應考慮角半徑([method set_corner_radius_all])。\n"
"對於小於 10 的角半徑,[code]4[/code] 或 [code]5[/code] 應該就足夠。對於小於 "
"30 的角半徑,[code]8[/code] 和 [code]12[/code] 之間的值應該足夠。\n"
"[code]1[/code]的角細節會導致倒角而不是圓角,這對於某些藝術效果很有用。"
msgid ""
"The bottom-left corner's radius. If [code]0[/code], the corner is not rounded."
msgstr "左下角的半徑。如果為 [code]0[/code],則該角不圓滑。"
msgid ""
"The bottom-right corner's radius. If [code]0[/code], the corner is not "
"rounded."
msgstr "右下角的半徑。如果為 [code]0[/code],則該角不圓滑。"
msgid ""
"The top-left corner's radius. If [code]0[/code], the corner is not rounded."
msgstr "左上角的半徑。如果為 [code]0[/code],則該角不圓滑。"
msgid ""
"The top-right corner's radius. If [code]0[/code], the corner is not rounded."
msgstr "右上角的半徑。如果為 [code]0[/code],則該角不圓滑。"
msgid "Toggles drawing of the inner part of the stylebox."
msgstr "切換繪製 StyleBox 的內部部分。"
msgid ""
"Expands the stylebox outside of the control rect on the bottom edge. Useful "
"in combination with [member border_width_bottom] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
"expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
"將該樣式盒擴充到該控制項矩形的底邊。可以與 [member border_width_bottom] 組合,"
"在該控制項矩形之外繪製邊框。\n"
"[b]注意:[/b]與 [member StyleBox.content_margin_bottom] 不同,[member "
"expand_margin_bottom] [i]並不會[/i]影響 [Control] 的可點擊區域。錯誤使用時會對"
"可用性造成負面影響,因為使用者可能會點擊該 StyleBox 上實際無法接受點擊的區域。"
msgid ""
"Expands the stylebox outside of the control rect on the left edge. Useful in "
"combination with [member border_width_left] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
"expand_margin_left] does [i]not[/i] affect the size of the clickable area for "
"[Control]s. This can negatively impact usability if used wrong, as the user "
"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
"將該樣式盒擴充到該控制項矩形的左邊。可以與 [member border_width_left] 組合,在"
"該控制項矩形之外繪製邊框。\n"
"[b]注意:[/b]與 [member StyleBox.content_margin_left] 不同,[member "
"expand_margin_left] [i]並不會[/i]影響 [Control] 的可點擊區域。錯誤使用時會對可"
"用性造成負面影響,因為使用者可能會點擊該 StyleBox 上實際無法接受點擊的區域。"
msgid ""
"Expands the stylebox outside of the control rect on the right edge. Useful in "
"combination with [member border_width_right] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
"expand_margin_right] does [i]not[/i] affect the size of the clickable area "
"for [Control]s. This can negatively impact usability if used wrong, as the "
"user may try to click an area of the StyleBox that cannot actually receive "
"clicks."
msgstr ""
"將該樣式盒擴充到該控制項矩形的右邊。可以與 [member border_width_right] 組合,"
"在該控制項矩形之外繪製邊框。\n"
"[b]注意:[/b]與 [member StyleBox.content_margin_right] 不同,[member "
"expand_margin_right] [i]並不會[/i]影響 [Control] 的可點擊區域。錯誤使用時會對"
"可用性造成負面影響,因為使用者可能會點擊該 StyleBox 上實際無法接受點擊的區域。"
msgid ""
"Expands the stylebox outside of the control rect on the top edge. Useful in "
"combination with [member border_width_top] to draw a border outside the "
"control rect.\n"
"[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
"expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
"[Control]s. This can negatively impact usability if used wrong, as the user "
"may try to click an area of the StyleBox that cannot actually receive clicks."
msgstr ""
"將該樣式盒擴充到該控制項矩形的頂邊。可以與 [member border_width_top] 組合,在"
"該控制項矩形之外繪製邊框。\n"
"[b]注意:[/b]與 [member StyleBox.content_margin_top] 不同,[member "
"expand_margin_top] [i]並不會[/i]影響 [Control] 的可點擊區域。錯誤使用時會對可"
"用性造成負面影響,因為使用者可能會點擊該 StyleBox 上實際無法接受點擊的區域。"
msgid ""
"The color of the shadow. This has no effect if [member shadow_size] is lower "
"than 1."
msgstr "陰影的顏色。如果 [member shadow_size] 小於 1這將不起作用。"
msgid ""
"The shadow offset in pixels. Adjusts the position of the shadow relatively to "
"the stylebox."
msgstr "以圖元為單位的陰影偏移。相對於StyleBox調整陰影的位置。"
msgid "The shadow size in pixels."
msgstr "以圖元為單位的陰影大小。"
msgid ""
"If set to a non-zero value on either axis, [member skew] distorts the "
"StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
"style UIs. Positive values skew the StyleBox towards the right (X axis) and "
"upwards (Y axis), while negative values skew the StyleBox towards the left (X "
"axis) and downwards (Y axis).\n"
"[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
"increasing the [StyleBox]'s content margin (see [member StyleBox."
"content_margin_bottom]). It is preferable to increase the content margin "
"instead of the expand margin (see [member expand_margin_bottom]), as "
"increasing the expand margin does not increase the size of the clickable area "
"for [Control]s."
msgstr ""
"如果任何軸被設為了非零值,[member skew] 就會將該 StyleBox 進行橫向和/或縱向變"
"形。可用於實作“未來風”的 UI。正值會讓該 StyleBox 朝右X 軸Y 軸)偏斜,"
"負值會讓該 StyleBox 朝左X 軸Y 軸)偏斜。\n"
"[b]注意:[/b]為了讓文字不觸碰到該 StyleBox 的邊緣,請考慮增大該 [StyleBox] 的"
"內容邊距(見 [member StyleBox.content_margin_bottom])。增大內容邊距比增大擴展"
"邊距(見 [member expand_margin_bottom])更好,因為增大擴充邊距並不會增大 "
"[Control] 的可點擊區域。"
msgid "A [StyleBox] that displays a single line of a given color and thickness."
msgstr "顯示一條線的 [StyleBox],可以給定顏色和粗細。"
msgid ""
"A [StyleBox] that displays a single line of a given color and thickness. The "
"line can be either horizontal or vertical. Useful for separators."
msgstr ""
"顯示一條線的 [StyleBox],可以給定顏色和粗細。可以是橫線也可以是分隔號。可用作"
"分隔符。"
msgid "The line's color."
msgstr "線的顏色。"
msgid ""
"The number of pixels the line will extend before the [StyleBoxLine]'s bounds. "
"If set to a negative value, the line will begin inside the [StyleBoxLine]'s "
"bounds."
msgstr ""
"線將在 [StyleBoxLine] 的邊界之前延伸的圖元數。如果設定為負值,則該線將從 "
"[StyleBoxLine] 的邊界內開始。"
msgid ""
"The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
"If set to a negative value, the line will end inside the [StyleBoxLine]'s "
"bounds."
msgstr ""
"線將超出 [StyleBoxLine] 邊界的圖元數。如果設定為負值,則該線將在 "
"[StyleBoxLine] 的邊界內結束。"
msgid "The line's thickness in pixels."
msgstr "線條的粗細(以圖元為單位)。"
msgid ""
"If [code]true[/code], the line will be vertical. If [code]false[/code], the "
"line will be horizontal."
msgstr ""
"如果為 [code]true[/code],則該線將是垂直的。如果 [code]false[/code],該線將是"
"水平的。"
msgid "A texture-based nine-patch [StyleBox]."
msgstr "基於紋理的九宮格 [StyleBox]。"
msgid ""
"A texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
"This stylebox performs a 3×3 scaling of a texture, where only the center cell "
"is fully stretched. This makes it possible to design bordered styles "
"regardless of the stylebox's size."
msgstr ""
"基於紋理的九宮格 [StyleBox],類似於 [NinePatchRect]。這種樣式盒對紋理執行 3×3 "
"縮放,只有中心儲存格會被完全拉伸。這樣就能夠為不同大小的樣式盒設計帶邊框的樣"
"式。"
msgid "Returns the expand margin size of the specified [enum Side]."
msgstr "返回指定邊 [enum Side] 的擴充邊距大小。"
msgid "Returns the margin size of the specified [enum Side]."
msgstr "返回指定邊 [enum Side] 的邊距大小。"
msgid "Sets the margin to [param size] pixels for the specified [enum Side]."
msgstr "將指定邊 [enum Side] 的邊距設定為 [param size] 圖元。"
msgid "Sets the margin to [param size] pixels for all sides."
msgstr "將所有邊的邊距都設定為 [param size] 圖元。"
msgid ""
"Controls how the stylebox's texture will be stretched or tiled horizontally. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
"控制如何水平拉伸或平鋪樣式盒的紋理。可能的取值見 [enum AxisStretchMode]。"
msgid ""
"Controls how the stylebox's texture will be stretched or tiled vertically. "
"See [enum AxisStretchMode] for possible values."
msgstr ""
"控制如何垂直拉伸或平鋪樣式盒的紋理。可能的取值見 [enum AxisStretchMode]。"
msgid ""
"If [code]true[/code], the nine-patch texture's center tile will be drawn."
msgstr "如果為 [code]true[/code],將繪製九宮格紋理的中心圖塊。"
msgid ""
"Expands the bottom margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "繪製時擴充此樣式盒的下邊距,使其繪製得比請求的大。"
msgid ""
"Expands the left margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "繪製時擴充此樣式盒的左邊距,使其繪製得比請求的大。"
msgid ""
"Expands the right margin of this style box when drawing, causing it to be "
"drawn larger than requested."
msgstr "繪製時擴充此樣式盒的右邊距,使其繪製得比請求的大。"
msgid ""
"Expands the top margin of this style box when drawing, causing it to be drawn "
"larger than requested."
msgstr "繪製時擴充此樣式盒的上邊距,使其繪製得比請求的大。"
msgid "Modulates the color of the texture when this style box is drawn."
msgstr "繪製此樣式盒時用於調變紋理的顏色。"
msgid ""
"Species a sub-region of the texture to use.\n"
"This is equivalent to first wrapping the texture in an [AtlasTexture] with "
"the same region.\n"
"If empty ([code]Rect2(0, 0, 0, 0)[/code]), the whole texture will be used."
msgstr ""
"指定要使用的紋理的子區域。\n"
"這相當於首先將紋理包裹在具有相同區域的 [AtlasTexture] 中。\n"
"如果為空([code]Rect2(0, 0, 0, 0)[/code]),則將使用整個紋理。"
msgid "The texture to use when drawing this style box."
msgstr "繪製此樣式盒時所使用的紋理。"
msgid ""
"Increases the bottom margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the bottom border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_bottom] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的底邊距。\n"
"更高的值意味著更多的源紋理被認為是 3×3 box的底邊的一部分。\n"
"如果 [member StyleBox.content_margin_bottom] 為負值,這個值也是作為後備值使"
"用。"
msgid ""
"Increases the left margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the left border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_left] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的左邊距。\n"
"較高的值意味著更多的源紋理被認為是 3×3 box左邊框的一部分。\n"
"如果 [member StyleBox.content_margin_left] 為負值,這個值也是作為後備值使用。"
msgid ""
"Increases the right margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the right border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_right] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的右邊距。\n"
"較高的值意味著更多的源紋理被認為是 3×3 box右邊框的一部分。\n"
"如果 [member StyleBox.content_margin_right] 為負值,這個值也是作為後備值使用。"
msgid ""
"Increases the top margin of the 3×3 texture box.\n"
"A higher value means more of the source texture is considered to be part of "
"the top border of the 3×3 box.\n"
"This is also the value used as fallback for [member StyleBox."
"content_margin_top] if it is negative."
msgstr ""
"增加 3×3 StyleBox 的上邊距。\n"
"較高的值意味著更多的源紋理被認為是 3×3 box上邊框的一部分。\n"
"如果 [member StyleBox.content_margin_top] 為負值,這個值也是作為後備值使用。"
msgid ""
"Stretch the stylebox's texture. This results in visible distortion unless the "
"texture size matches the stylebox's size perfectly."
msgstr ""
"拉伸樣式盒的紋理。這會導致可見的失真,除非紋理大小與樣式盒的大小完美配對。"
msgid ""
"Repeats the stylebox's texture to match the stylebox's size according to the "
"nine-patch system."
msgstr "根據九宮格系統,重複樣式盒的紋理,以配對樣式盒的大小。"
msgid ""
"Repeats the stylebox's texture to match the stylebox's size according to the "
"nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
"be slightly stretched to make the nine-patch texture tile seamlessly."
msgstr ""
"根據九宮格系統,重複樣式盒的紋理,以配對樣式盒的大小。與 [constant "
"AXIS_STRETCH_MODE_TILE] 不同,可能會稍微拉伸紋理以使九宮格紋理平鋪無縫。"
msgid ""
"An interface to a game world that doesn't create a window or draw to the "
"screen directly."
msgstr "遊戲世界的介面,不會建立視窗,也不會直接繪製到螢幕上。"
msgid ""
"[SubViewport] Isolates a rectangular region of a scene to be displayed "
"independently. This can be used, for example, to display UI in 3D space.\n"
"[b]Note:[/b] [SubViewport] is a [Viewport] that isn't a [Window], i.e. it "
"doesn't draw anything by itself. To display anything, [SubViewport] must have "
"a non-zero size and be either put inside a [SubViewportContainer] or assigned "
"to a [ViewportTexture]."
msgstr ""
"[SubViewport] 會將場景中的一個矩形區域分離出來,能夠獨立顯示。例如,可以用於"
"在 3D 世界中顯示 UI。\n"
"[b]注意:[/b][SubViewport] 是 [Viewport] 但不是 [Window],即它本身不繪製任何內"
"容。要顯示內容,[SubViewport] 的大小必須非零,並且應該被放在 "
"[SubViewportContainer] 內,或被分配給 [ViewportTexture]。"
msgid "Using Viewports"
msgstr "使用視口"
msgid "3D in 2D Demo"
msgstr "2D 中的 3D 演示"
msgid "Screen Capture Demo"
msgstr "螢幕捕捉演示"
msgid "Dynamic Split Screen Demo"
msgstr "動態分屏演示"
msgid "3D Viewport Scaling Demo"
msgstr "3D Viewport 縮放演示"
msgid ""
"The clear mode when the sub-viewport is used as a render target.\n"
"[b]Note:[/b] This property is intended for 2D usage."
msgstr ""
"該子視口用作渲染目標時的清除模式。\n"
"[b]注意:[/b]此屬性適用於 2D 用途。"
msgid "The update mode when the sub-viewport is used as a render target."
msgstr "該子視口用作渲染目標時的更新模式。"
msgid ""
"The width and height of the sub-viewport. Must be set to a value greater than "
"or equal to 2 pixels on both dimensions. Otherwise, nothing will be "
"displayed.\n"
"[b]Note:[/b] If the parent node is a [SubViewportContainer] and its [member "
"SubViewportContainer.stretch] is [code]true[/code], the viewport size cannot "
"be changed manually."
msgstr ""
"子視口的寬度和高度。必須在兩個維度上設定為大於或等於 2 圖元的值。否則,不會顯"
"示任何內容。\n"
"[b]注意:[/b]如果父節點是一個 [SubViewportContainer],並且它的 [member "
"SubViewportContainer.stretch] 為 [code]true[/code],則無法手動更改該視口大小。"
msgid ""
"The 2D size override of the sub-viewport. If either the width or height is "
"[code]0[/code], the override is disabled."
msgstr "子視口的 2D 尺寸覆蓋。如果寬度或高度為 [code]0[/code],則禁用覆蓋。"
msgid "If [code]true[/code], the 2D size override affects stretch as well."
msgstr "如果為 [code]true[/code],則 2D 尺寸覆蓋也會影響拉伸。"
msgid "Always clear the render target before drawing."
msgstr "繪製前始終清除渲染目標。"
msgid "Never clear the render target."
msgstr "永不清除渲染目標。"
msgid ""
"Clear the render target on the next frame, then switch to [constant "
"CLEAR_MODE_NEVER]."
msgstr "在下一影格清除渲染目標,然後切換到 [constant CLEAR_MODE_NEVER]。"
msgid "Do not update the render target."
msgstr "不要更新渲染目標。"
msgid ""
"Update the render target once, then switch to [constant UPDATE_DISABLED]."
msgstr "更新渲染目標一次,然後切換到 [constant UPDATE_DISABLED]。"
msgid ""
"Update the render target only when it is visible. This is the default value."
msgstr "僅在渲染目標可見時更新渲染目標。這是預設值。"
msgid "Update the render target only when its parent is visible."
msgstr "僅在其父級可見時更新渲染目標。"
msgid "Always update the render target."
msgstr "始終更新渲染目標。"
msgid "A container used for displaying the contents of a [SubViewport]."
msgstr "用於顯示 [SubViewport] 內容的容器。"
msgid ""
"A container that displays the contents of underlying [SubViewport] child "
"nodes. It uses the combined size of the [SubViewport]s as minimum size, "
"unless [member stretch] is enabled.\n"
"[b]Note:[/b] Changing a [SubViewportContainer]'s [member Control.scale] will "
"cause its contents to appear distorted. To change its visual size without "
"causing distortion, adjust the node's margins instead (if it's not already in "
"a container).\n"
"[b]Note:[/b] The [SubViewportContainer] forwards mouse-enter and mouse-exit "
"notifications to its sub-viewports."
msgstr ""
"顯示其 [SubViewport] 子節點內容的容器。除非啟用 [member stretch],否則會使用 "
"[SubViewport] 的大小作為最小尺寸。\n"
"[b]注意:[/b]更改 [SubViewportContainer] 的 [member Control.scale],將導致其內"
"容出現扭曲。要更改其視覺大小,並且不造成失真,請改為調整節點的邊距(如果還不在"
"容器中)。\n"
"[b]注意:[/b]該 [SubViewportContainer] 會將滑鼠進入和滑鼠退出通知轉發到子視"
"口。"
msgid ""
"If [code]true[/code], the sub-viewport will be automatically resized to the "
"control's size.\n"
"[b]Note:[/b] If [code]true[/code], this will prohibit changing [member "
"SubViewport.size] of its children manually."
msgstr ""
"如果為 [code]true[/code],子視口將自動調整為該控制項的大小。\n"
"[b]注意:[/b]如果為 [code]true[/code],則會禁止手動改變其子節點的 [member "
"SubViewport.size]。"
msgid ""
"Divides the sub-viewport's effective resolution by this value while "
"preserving its scale. This can be used to speed up rendering.\n"
"For example, a 1280×720 sub-viewport with [member stretch_shrink] set to "
"[code]2[/code] will be rendered at 640×360 while occupying the same size in "
"the container.\n"
"[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
"work."
msgstr ""
"將子視口的有效解析度除以該值,同時保持比例。可以用來加速渲染。\n"
"例如子視口的大小為 1280×720當 [member stretch_shrink] 被設定為 [code]2[/"
"code] 時,將以 640×360 渲染,同時在該容器中佔據相同大小。\n"
"[b]注意:[/b][member stretch] 必須為 [code]true[/code],才能使此屬性生效。"
msgid "Helper tool to create geometry."
msgstr "建立幾何圖形的輔助工具。"
msgid ""
"The [SurfaceTool] is used to construct a [Mesh] by specifying vertex "
"attributes individually. It can be used to construct a [Mesh] from a script. "
"All properties except indices need to be added before calling [method "
"add_vertex]. For example, to add vertex colors and UVs:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var st = SurfaceTool.new()\n"
"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
"st.set_color(Color(1, 0, 0))\n"
"st.set_uv(Vector2(0, 0))\n"
"st.add_vertex(Vector3(0, 0, 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"var st = new SurfaceTool();\n"
"st.Begin(Mesh.PrimitiveType.Triangles);\n"
"st.SetColor(new Color(1, 0, 0));\n"
"st.SetUV(new Vector2(0, 0));\n"
"st.AddVertex(new Vector3(0, 0, 0));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The above [SurfaceTool] now contains one vertex of a triangle which has a UV "
"coordinate and a specified [Color]. If another vertex were added without "
"calling [method set_uv] or [method set_color], then the last values would be "
"used.\n"
"Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. "
"Failure to do so will result in an error when committing the vertex "
"information to a mesh.\n"
"Additionally, the attributes used before the first vertex is added determine "
"the format of the mesh. For example, if you only add UVs to the first vertex, "
"you cannot add color to any of the subsequent vertices.\n"
"See also [ArrayMesh], [ImmediateMesh] and [MeshDataTool] for procedural "
"geometry generation.\n"
"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
"OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive "
"modes."
msgstr ""
"[SurfaceTool] 可用於通過指定單獨的頂點屬性來建構 [Mesh]。可以用來從腳本中構建 "
"[Mesh]。除索引外的所有屬性都需要在呼叫 [method add_vertex] 之前新增。例如,要"
"新增頂點顏色和 UV\n"
"[codeblocks]\n"
"[gdscript]\n"
"var st = SurfaceTool.new()\n"
"st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
"st.set_color(Color(1, 0, 0))\n"
"st.set_uv(Vector2(0, 0))\n"
"st.add_vertex(Vector3(0, 0, 0))\n"
"[/gdscript]\n"
"[csharp]\n"
"var st = new SurfaceTool();\n"
"st.Begin(Mesh.PrimitiveType.Triangles);\n"
"st.SetColor(new Color(1, 0, 0));\n"
"st.SetUV(new Vector2(0, 0));\n"
"st.AddVertex(new Vector3(0, 0, 0));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"上面的 [SurfaceTool] 現在就包含了三角形中的一個頂點,具有 UV 座標和指定的 "
"[Color]。如果又新增了一個頂點,而沒有呼叫 [method set_uv] 或 [method "
"set_color],則會使用之前的值。\n"
"頂點屬性必須在呼叫 [method add_vertex] [b]之前[/b]傳遞。不傳的話,就會在向網格"
"提交頂點資訊時出錯。\n"
"另外,新增第一個頂點前所使用的屬性會用來確定網格的格式。例如,如果你只為第一個"
"頂點新增了 UV那麼你就無法為後續的頂點新增顏色。\n"
"程式式幾何體生成另見 [ArrayMesh]、[ImmediateMesh] 以及 [MeshDataTool]。\n"
"[b]注意:[/b]Godot 中三角形圖元模式的正面使用順時針 [url=https://learnopengl-"
"cn.github.io/04%20Advanced%20OpenGL/04%20Face%20culling/]纏繞順序[/url]。"
msgid "Using the SurfaceTool"
msgstr "使用 SurfaceTool"
msgid ""
"Adds a vertex to index array if you are using indexed vertices. Does not need "
"to be called before adding vertices."
msgstr ""
"如果你在使用頂點索引,則向索引陣列中新增一個頂點。不需要在新增頂點前呼叫。"
msgid ""
"Inserts a triangle fan made of array data into [Mesh] being constructed.\n"
"Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"將一個由陣列資料組成的三角扇插入正在建構的 [Mesh] 中。\n"
"需要將圖元型別設定為 [constant Mesh.PRIMITIVE_TRIANGLES]。"
msgid ""
"Specifies the position of current vertex. Should be called after specifying "
"other vertex properties (e.g. Color, UV)."
msgstr "指定目前頂點的位置。應在指定其他頂點屬性例如顏色、UV後呼叫。"
msgid ""
"Append vertices from a given [Mesh] surface onto the current vertex array "
"with specified [Transform3D]."
msgstr ""
"使用指定的 [Transform3D] 將來自給定 [Mesh] 表面的頂點追加到目前的頂點陣列中。"
msgid ""
"Called before adding any vertices. Takes the primitive type as an argument (e."
"g. [constant Mesh.PRIMITIVE_TRIANGLES])."
msgstr ""
"在新增任何頂點之前被呼叫。接收圖元型別作為參數(例如:[constant Mesh."
"PRIMITIVE_TRIANGLES])。"
msgid "Clear all information passed into the surface tool so far."
msgstr "清除到目前為止傳入表面工具(surface tool)的所有資訊。"
msgid ""
"Returns a constructed [ArrayMesh] from current information passed in. If an "
"existing [ArrayMesh] is passed in as an argument, will add an extra surface "
"to the existing [ArrayMesh].\n"
"[b]FIXME:[/b] Document possible values for [param flags], it changed in 4.0. "
"Likely some combinations of [enum Mesh.ArrayFormat]."
msgstr ""
"根據傳入的目前資訊返回建構的 [ArrayMesh]。如果將一個已有的 [ArrayMesh] 作為參"
"數傳入,則會向該已有的 [ArrayMesh] 新增一個額外的表面。\n"
"[b]修訂說明:[/b][param flags] 的記錄可能值,它在 4.0 中發生了變化。可能是 "
"[enum Mesh.ArrayFormat] 的一些組合。"
msgid ""
"Commits the data to the same format used by [method ArrayMesh."
"add_surface_from_arrays]. This way you can further process the mesh data "
"using the [ArrayMesh] API."
msgstr ""
"將資料提交給[method ArrayMesh.add_surface_from_arrays]使用的相同格式。這樣你就"
"可以使用[ArrayMesh]的API介面進一步處理網格資料。"
msgid "Creates a vertex array from an existing [Mesh]."
msgstr "從現有的網格 [Mesh] 建立一個頂點陣列。"
msgid ""
"Creates a vertex array from the specified blend shape of an existing [Mesh]. "
"This can be used to extract a specific pose from a blend shape."
msgstr ""
"從現有 [Mesh] 的指定混合形狀建立一個頂點陣列。這可用於從混合形狀中提取特定姿"
"勢。"
msgid "Removes the index array by expanding the vertex array."
msgstr "通過擴充頂點陣列移除索引陣列。"
msgid ""
"Generates a LOD for a given [param nd_threshold] in linear units (square root "
"of quadric error metric), using at most [param target_index_count] indices.\n"
"[i]Deprecated.[/i] Unused internally and neglects to preserve normals or UVs. "
"Consider using [method ImporterMesh.generate_lods] instead."
msgstr ""
"為給定的 [param nd_threshold] 生成 LOD使用線性單位四次誤差的平方根最多"
"使用 [param target_index_count] 個索引。\n"
"[i]已放棄使用。[/i]內部不再使用,忽略後能夠保持法線和 UV。請考慮改用 [method "
"ImporterMesh.generate_lods]。"
msgid ""
"Generates normals from vertices so you do not have to do it manually. If "
"[param flip] is [code]true[/code], the resulting normals will be inverted. "
"[method generate_normals] should be called [i]after[/i] generating geometry "
"and [i]before[/i] committing the mesh using [method commit] or [method "
"commit_to_arrays]. For correct display of normal-mapped surfaces, you will "
"also have to generate tangents using [method generate_tangents].\n"
"[b]Note:[/b] [method generate_normals] only works if the primitive type to be "
"set to [constant Mesh.PRIMITIVE_TRIANGLES].\n"
"[b]Note:[/b] [method generate_normals] takes smooth groups into account. To "
"generate smooth normals, set the smooth group to a value greater than or "
"equal to [code]0[/code] using [method set_smooth_group] or leave the smooth "
"group at the default of [code]0[/code]. To generate flat normals, set the "
"smooth group to [code]-1[/code] using [method set_smooth_group] prior to "
"adding vertices."
msgstr ""
"從頂點生成法線,因此不必手動執行。如果 [param flip] 為 [code]true[/code],則生"
"成的法線將被反轉。[method generate_normals] 的呼叫,應在生成幾何體[i]之後[/"
"i],且在使用 [method commit] 或 [method commit_to_arrays] 提交網格[i]之前[/"
"i]。為了正確顯示法線貼圖表面,還必須使用 [method generate_tangents] 生成切"
"線。\n"
"[b]注意:[/b][method generate_normals] 僅在圖元型別被設定為 [constant Mesh."
"PRIMITIVE_TRIANGLES] 時有效。\n"
"[b]注意:[/b][method generate_normals] 考慮了平滑組。要生成平滑法線,請使用 "
"[method set_smooth_group] 將平滑組設定為大於或等於 [code]0[/code] 的值,或者將"
"平滑組保留為預設值 [code]0[/code]。要生成平面法線,請在新增頂點之前,使用 "
"[method set_smooth_group] 將平滑組設定為 [code]-1[/code]。"
msgid ""
"Generates a tangent vector for each vertex. Requires that each vertex have "
"UVs and normals set already (see [method generate_normals])."
msgstr ""
"為每個頂點生成切向量。要求每個頂點已經設定了 UV 和法線,參閱 [method "
"generate_normals]。"
msgid "Returns the axis-aligned bounding box of the vertex positions."
msgstr "返回頂點位置的軸對齊邊界框。"
msgid ""
"Returns the format for custom [param channel_index] (currently up to 4). "
"Returns [constant CUSTOM_MAX] if this custom channel is unused."
msgstr ""
"返回索引為 [param channel_index] 的自訂通道的格式(索引最多為 4。如果這個自"
"訂通道尚未使用,則返回 [constant CUSTOM_MAX]。"
msgid ""
"Returns the type of mesh geometry, such as [constant Mesh."
"PRIMITIVE_TRIANGLES]."
msgstr "返回網格幾何體的型別,例如 [constant Mesh.PRIMITIVE_TRIANGLES]。"
msgid ""
"By default, returns [constant SKIN_4_WEIGHTS] to indicate only 4 bone "
"influences per vertex are used.\n"
"Returns [constant SKIN_8_WEIGHTS] if up to 8 influences are used.\n"
"[b]Note:[/b] This function returns an enum, not the exact number of weights."
msgstr ""
"預設情況下,返回 [constant SKIN_4_WEIGHTS] 以指示每個頂點僅使用 4 個骨骼影"
"響。\n"
"如果使用最多 8 個影響,則返回 [constant SKIN_8_WEIGHTS]。\n"
"[b]注意:[/b]該函式返回一個列舉,而不是確切的權重數量。"
msgid ""
"Shrinks the vertex array by creating an index array. This can improve "
"performance by avoiding vertex reuse."
msgstr "通過建立索引陣列來縮小頂點陣列。這可以避免頂點重複而提高性能。"
msgid ""
"Optimizes triangle sorting for performance. Requires that [method "
"get_primitive_type] is [constant Mesh.PRIMITIVE_TRIANGLES]."
msgstr ""
"優化三角形排序以提高性能。要求 [method get_primitive_type] 為 [constant Mesh."
"PRIMITIVE_TRIANGLES]。"
msgid ""
"Specifies an array of bones to use for the [i]next[/i] vertex. [param bones] "
"must contain 4 integers."
msgstr "指定用於[i]下一個[/i]頂點的骨骼陣列。[param bones] 必須包含 4 個整數。"
msgid ""
"Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all.\n"
"[b]Note:[/b] The material must have [member BaseMaterial3D."
"vertex_color_use_as_albedo] enabled for the vertex color to be visible."
msgstr ""
"指定[i]下一個[/i]頂點使用的 [Color]。如果每個頂點都需要設定此資訊,而你沒有成"
"功為第一個頂點提交,則可能根本不會使用此資訊。\n"
"[b]注意:[/b]材質必須啟用 [member BaseMaterial3D.vertex_color_use_as_albedo] "
"才能使頂點顏色可見。"
msgid ""
"Sets the custom value on this vertex for [param channel_index].\n"
"[method set_custom_format] must be called first for this [param "
"channel_index]. Formats which are not RGBA will ignore other color channels."
msgstr ""
"設定這個頂點的 [param channel_index] 通道的自訂值。\n"
"必須先為 [param channel_index] 通道呼叫 [method set_custom_format]。非 RGBA 格"
"式會忽略其他顏色通道。"
msgid ""
"Sets the color format for this custom [param channel_index]. Use [constant "
"CUSTOM_MAX] to disable.\n"
"Must be invoked after [method begin] and should be set before [method commit] "
"or [method commit_to_arrays]."
msgstr ""
"設定索引為 [param channel_index] 的自訂通道的顏色格式。禁用請使用 [constant "
"CUSTOM_MAX]。\n"
"必須在 [method begin] 之後呼叫,應當在 [method commit] 或 [method "
"commit_to_arrays] 之前設定。"
msgid "Sets [Material] to be used by the [Mesh] you are constructing."
msgstr "設定要由你正在建構的 [Mesh] 使用的 [Material]。"
msgid ""
"Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
"指定[i]下一個[/i]頂點所使用的法線。如果每個頂點都需要設定此資訊,而你沒有為第"
"一個頂點提交,則可能根本無法使用此資訊。"
msgid ""
"Set to [constant SKIN_8_WEIGHTS] to indicate that up to 8 bone influences per "
"vertex may be used.\n"
"By default, only 4 bone influences are used ([constant SKIN_4_WEIGHTS])\n"
"[b]Note:[/b] This function takes an enum, not the exact number of weights."
msgstr ""
"設定為 [constant SKIN_8_WEIGHTS] 表示每個頂點最多可以使用 8 個骨骼影響。\n"
"預設情況下,僅使用 4 個骨骼影響([constant SKIN_4_WEIGHTS]\n"
"[b]注意:[/b]該函式接受一個列舉,而不是權重的確切數量。"
msgid ""
"Specifies the smooth group to use for the [i]next[/i] vertex. If this is "
"never called, all vertices will have the default smooth group of [code]0[/"
"code] and will be smoothed with adjacent vertices of the same group. To "
"produce a mesh with flat normals, set the smooth group to [code]-1[/code].\n"
"[b]Note:[/b] This function actually takes a [code]uint32_t[/code], so C# "
"users should use [code]uint32.MaxValue[/code] instead of [code]-1[/code] to "
"produce a mesh with flat normals."
msgstr ""
"指定用於[i]下一個[/i]頂點的平滑組。如果從未呼叫過,則所有頂點都將具有預設的 "
"[code]0[/code] 平滑組,並將與同一組的相鄰頂點一起平滑。要生成具有平坦法線的網"
"格,請將平滑組設定為 [code]-1[/code]。\n"
"[b]注意:[/b]這個函式實際接受的是 [code]uint32_t[/code],所以 C# 使用者如果要"
"生成法線平坦的網格,那麼就應該使用 [code]uint32.MaxValue[/code] 而不是 "
"[code]-1[/code]。"
msgid ""
"Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
"to have this information set and you fail to submit it for the first vertex, "
"this information may not be used at all."
msgstr ""
"指定[i]下一個[/i]頂點所使用的切線。如果每個頂點都需要設定此資訊,而你沒有為第"
"一個頂點提交,則可能根本無法使用此資訊。"
msgid ""
"Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If every "
"vertex needs to have this information set and you fail to submit it for the "
"first vertex, this information may not be used at all."
msgstr ""
"指定[i]下一個[/i]頂點所使用的 UV 座標。如果每個頂點都需要設定此資訊,而你未能"
"為第一個頂點提交此資訊,此資訊可能根本就不會被使用。"
msgid ""
"Specifies an optional second set of UV coordinates to use for the [i]next[/i] "
"vertex. If every vertex needs to have this information set and you fail to "
"submit it for the first vertex, this information may not be used at all."
msgstr ""
"指定可選的第二組UV座標用於[i]next[/i]頂點。如果每個頂點都需要設定這個資訊,"
"而你沒有為第一個頂點提交這個資訊,此資訊可能根本就不會被使用。"
msgid ""
"Specifies weight values to use for the [i]next[/i] vertex. [param weights] "
"must contain 4 values. If every vertex needs to have this information set and "
"you fail to submit it for the first vertex, this information may not be used "
"at all."
msgstr ""
"指定用於[i]下一個[/i]頂點的權重值。[param weights] 必須包含 4 個值。如果每個頂"
"點都需要設定該資訊,且為第一個頂點提交失敗,則可能根本不會使用該資訊。"
msgid ""
"Limits range of data passed to [method set_custom] to unsigned normalized 0 "
"to 1 stored in 8 bits per channel. See [constant Mesh."
"ARRAY_CUSTOM_RGBA8_UNORM]."
msgstr ""
"將傳遞給 [method set_custom] 的資料限制到無符號正規化的 0 到 1 範圍內,每個通"
"道儲存 8 個比特位。見 [constant Mesh.ARRAY_CUSTOM_RGBA8_UNORM]。"
msgid ""
"Limits range of data passed to [method set_custom] to signed normalized -1 to "
"1 stored in 8 bits per channel. See [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]."
msgstr ""
"將傳遞給 [method set_custom] 的資料限制到帶符號正規化的 -1 到 1 範圍內,每個通"
"道儲存 8 個比特位。見 [constant Mesh.ARRAY_CUSTOM_RGBA8_SNORM]。"
msgid ""
"Stores data passed to [method set_custom] as half precision floats, and uses "
"only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_HALF]."
msgstr ""
"將傳遞給 [method set_custom] 的資料儲存為半精度浮點數,只使用紅色和綠色通道。"
"見 [constant Mesh.ARRAY_CUSTOM_RG_HALF]。"
msgid ""
"Stores data passed to [method set_custom] as half precision floats and uses "
"all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_HALF]."
msgstr ""
"將傳遞給 [method set_custom] 的資料儲存為半精度浮點數,使用所有顏色通道。見 "
"[constant Mesh.ARRAY_CUSTOM_RGBA_HALF]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red color channel. See [constant Mesh.ARRAY_CUSTOM_R_FLOAT]."
msgstr ""
"將傳遞給 [method set_custom] 的資料儲存為全精度浮點數,只使用紅色通道。見 "
"[constant Mesh.ARRAY_CUSTOM_R_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red and green color channels. See [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]."
msgstr ""
"將傳遞給 [method set_custom] 的資料儲存為全精度浮點數,只使用紅色和綠色通道。"
"見 [constant Mesh.ARRAY_CUSTOM_RG_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"only red, green and blue color channels. See [constant Mesh."
"ARRAY_CUSTOM_RGB_FLOAT]."
msgstr ""
"將傳遞給 [method set_custom] 的資料儲存為全精度浮點數,只使用紅色、綠色和藍色"
"通道。見 [constant Mesh.ARRAY_CUSTOM_RGB_FLOAT]。"
msgid ""
"Stores data passed to [method set_custom] as full precision floats, and uses "
"all color channels. See [constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]."
msgstr ""
"將傳遞給 [method set_custom] 的資料儲存為全精度浮點數,使用所有顏色通道。見 "
"[constant Mesh.ARRAY_CUSTOM_RGBA_FLOAT]。"
msgid "Used to indicate a disabled custom channel."
msgstr "用於表示已禁用的自訂通道。"
msgid "Each individual vertex can be influenced by only 4 bone weights."
msgstr "每個單獨的頂點只能受到 4 個骨骼權重的影響。"
msgid "Each individual vertex can be influenced by up to 8 bone weights."
msgstr "每個單獨的頂點最多能夠受到 8 個骨骼權重的影響。"
msgid ""
"Base class for syntax highlighters. Provides syntax highlighting data to a "
"[TextEdit]."
msgstr "語法高亮器的基底類別。可以向 [TextEdit] 提供語法高亮資料。"
msgid ""
"Base class for syntax highlighters. Provides syntax highlighting data to a "
"[TextEdit]. The associated [TextEdit] will call into the [SyntaxHighlighter] "
"on an as-needed basis.\n"
"[b]Note:[/b] A [SyntaxHighlighter] instance should not be used across "
"multiple [TextEdit] nodes."
msgstr ""
"語法高亮器的基底類別。向 [TextEdit] 提供語法高亮資料。關聯的 [TextEdit] 節點會"
"根據需要呼叫 [SyntaxHighlighter]。\n"
"[b]注意:[/b]不應在多個 [TextEdit] 節點間共用 [SyntaxHighlighter] 實例。"
msgid "Virtual method which can be overridden to clear any local caches."
msgstr "虛方法,覆蓋後可以清空本地快取。"
msgid ""
"Virtual method which can be overridden to return syntax highlighting data.\n"
"See [method get_line_syntax_highlighting] for more details."
msgstr ""
"虛方法,覆蓋後可以返回語法高亮資料。\n"
"詳情見 [method get_line_syntax_highlighting]。"
msgid "Virtual method which can be overridden to update any local caches."
msgstr "虛方法,覆蓋後可以更新本地快取。"
msgid ""
"Clears all cached syntax highlighting data.\n"
"Then calls overridable method [method _clear_highlighting_cache]."
msgstr ""
"清空所有快取的語法高亮資料。\n"
"然後呼叫可覆蓋的 [method _clear_highlighting_cache] 方法。"
msgid ""
"Returns syntax highlighting data for a single line. If the line is not "
"cached, calls [method _get_line_syntax_highlighting] to calculate the data.\n"
"The return [Dictionary] is column number to [Dictionary]. The column number "
"notes the start of a region, the region will end if another region is found, "
"or at the end of the line. The nested [Dictionary] contains the data for that "
"region, currently only the key \"color\" is supported.\n"
"[b]Example return:[/b]\n"
"[codeblock]\n"
"var color_map = {\n"
" 0: {\n"
" \"color\": Color(1, 0, 0)\n"
" },\n"
" 5: {\n"
" \"color\": Color(0, 1, 0)\n"
" }\n"
"}\n"
"[/codeblock]\n"
"This will color columns 0-4 red, and columns 5-eol in green."
msgstr ""
"返回某一行的語法高亮資料。如果尚未快取該行,則會呼叫 [method "
"_get_line_syntax_highlighting] 來計算相關資料。\n"
"返回的 [Dictionary] 是將列號對應到另一個 [Dictionary]。列號代表區域的開始位元"
"置,目前區域在遇到其他區域或行尾時結束。巢狀的 [Dictionary] 中包含該區域的數"
"據目前僅支援“color”欄位。\n"
"[b]範例返回:[/b]\n"
"[codeblock]\n"
"var color_map = {\n"
" 0: {\n"
" \"color\": Color(1, 0, 0)\n"
" },\n"
" 5: {\n"
" \"color\": Color(0, 1, 0)\n"
" }\n"
"}\n"
"[/codeblock]\n"
"這樣就會讓 0-4 列為紅色,讓 5-行尾為綠色。"
msgid "Returns the associated [TextEdit] node."
msgstr "返回關聯的 [TextEdit] 節點。"
msgid ""
"Clears then updates the [SyntaxHighlighter] caches. Override [method "
"_update_cache] for a callback.\n"
"[b]Note:[/b] This is called automatically when the associated [TextEdit] "
"node, updates its own cache."
msgstr ""
"清除然後更新 [SyntaxHighlighter] 快取。為一個回呼函式覆蓋 [method "
"_update_cache]。\n"
"[b]注意:[/b]當關聯的 [TextEdit] 節點更新它自己的快取時,該函式會被自動呼叫。"
msgid ""
"A font loaded from a system font. Falls back to a default theme font if not "
"implemented on the host OS."
msgstr ""
"從系統字形載入的字形。如果未在宿主作業系統上實作,則退回到預設主題字形。"
msgid ""
"[SystemFont] loads a font from a system font with the first matching name "
"from [member font_names].\n"
"It will attempt to match font style, but it's not guaranteed.\n"
"The returned font might be part of a font collection or be a variable font "
"with OpenType \"weight\", \"width\" and/or \"italic\" features set.\n"
"You can create [FontVariation] of the system font for fine control over its "
"features.\n"
"[b]Note:[/b] This class is implemented on iOS, Linux, macOS and Windows, on "
"other platforms it will fallback to default theme font."
msgstr ""
"[SystemFont] 會從系統字形中載入一個字形,該字形是名稱能與 [member font_names] "
"配對的第一個字形。\n"
"會嘗試配對字形樣式,但是並不保證。\n"
"返回的字形可能屬於某個字形合集,也可能是設定了 OpenType“字重”“寬度”和/或“斜"
"體”功能的可變字形。\n"
"你可以建立系統字形的 [FontVariation],以便對其特徵進行精細控制。\n"
"[b]注意:[/b]這個類在 iOS、Linux、macOS、Windows 上實作,在其他平臺上會退回到"
"預設主題字形。"
msgid "If set to [code]true[/code], italic or oblique font is preferred."
msgstr ""
"如果設定為 [code]true[/code]則優先使用斜體italic或偽斜體oblique。"
msgid "Array of font family names to search, first matching font found is used."
msgstr "要搜索的字形家族名稱陣列,會使用第一個與之配對的字形。"
msgid ""
"Preferred font stretch amount, compared to a normal width. A percentage value "
"between [code]50%[/code] and [code]200%[/code]."
msgstr ""
"字形優先使用的拉伸量,相對於正常寬度。介於 [code]50%[/code] 和 [code]200%[/"
"code] 之間的百分比。"
msgid ""
"Preferred weight (boldness) of the font. A value in the [code]100...999[/"
"code] range, normal font weight is [code]400[/code], bold font weight is "
"[code]700[/code]."
msgstr ""
"字形優先使用的字重(粗度)。在 [code]100...999[/code] 範圍內的值,正常字重為 "
"[code]400[/code],粗體字重為 [code]700[/code]。"
msgid ""
"If set to [code]true[/code], auto-hinting is supported and preferred over "
"font built-in hinting."
msgstr "如果設定為 [code]true[/code],則支援自動微調,優先於字形內建微調。"
msgid "Font hinting mode."
msgstr "字形微調模式。"
msgid ""
"If set to [code]true[/code], glyphs of all sizes are rendered using single "
"multichannel signed distance field generated from the dynamic font vector "
"data."
msgstr ""
"如果設定為 [code]true[/code],則所有大小的字形都將使用從動態字形向量資料生成的"
"單個多通道帶符號距離場渲染。"
msgid ""
"Font oversampling factor, if set to [code]0.0[/code] global oversampling "
"factor is used instead."
msgstr "字形過取樣係數,如果設定為 [code]0.0[/code] 則使用全域過取樣係數。"
msgid ""
"Font glyph subpixel positioning mode. Subpixel positioning provides shaper "
"text and better kerning for smaller font sizes, at the cost of memory usage "
"and font rasterization speed. Use [constant TextServer."
"SUBPIXEL_POSITIONING_AUTO] to automatically enable it based on the font size."
msgstr ""
"字形字形的次圖元定位模式。次圖元定位為較小的字形提供了更清晰的文字和更好的字偶"
"距,但會犧牲記憶體佔用和字形柵格化速度。使用 [constant TextServer."
"SUBPIXEL_POSITIONING_AUTO] 可以根據字形大小自動啟用。"
msgid "A control that provides a horizontal bar with tabs."
msgstr "提供水平分頁欄的控制項。"
msgid ""
"A control that provides a horizontal bar with tabs. Similar to [TabContainer] "
"but is only in charge of drawing tabs, not interacting with children."
msgstr ""
"提供水平分頁欄的控制項。類似於 [TabContainer],但只負責繪製分頁,不與子節點互"
"動。"
msgid "Adds a new tab."
msgstr "新增新分頁。"
msgid "Clears all tabs."
msgstr "清空所有分頁。"
msgid "Moves the scroll view to make the tab visible."
msgstr "移動滾動視圖,使標籤可見。"
msgid ""
"Returns [code]true[/code] if the offset buttons (the ones that appear when "
"there's not enough space for all tabs) are visible."
msgstr ""
"如果偏移按鈕(所有分頁沒有足夠空間時出現的按鈕)可見,則返回 [code]true[/"
"code]。"
msgid "Returns the previously active tab index."
msgstr "返回上一個活動分頁的索引。"
msgid ""
"Returns the icon for the right button of the tab at index [param tab_idx] or "
"[code]null[/code] if the right button has no icon."
msgstr ""
"返回索引 [param tab_idx] 處分頁右側按鈕的圖示,如果該按鈕沒有圖示,則返回 "
"[code]null[/code]。"
msgid ""
"Returns the icon for the tab at index [param tab_idx] or [code]null[/code] if "
"the tab has no icon."
msgstr ""
"返回索引 [param tab_idx] 處分頁的圖示,如果該分頁沒有圖示,則返回 [code]null[/"
"code]。"
msgid ""
"Returns the maximum allowed width of the icon for the tab at index [param "
"tab_idx]."
msgstr "設定索引為 [param tab_idx] 處分頁所允許的最大圖示寬度。"
msgid ""
"Returns the index of the tab at local coordinates [param point]. Returns "
"[code]-1[/code] if the point is outside the control boundaries or if there's "
"no tab at the queried position."
msgstr ""
"返回位於局部座標 [param point] 處的分頁的索引。如果該點在控制項邊界之外或查詢"
"位置沒有分頁,則返回 [code]-1[/code]。"
msgid "Returns tab title language code."
msgstr "返回分頁標題的語言程式碼。"
msgid ""
"Returns the metadata value set to the tab at index [param tab_idx] using "
"[method set_tab_metadata]. If no metadata was previously set, returns "
"[code]null[/code] by default."
msgstr ""
"返回索引為 [param tab_idx] 的分頁的中繼資料的值,由 [method set_tab_metadata] "
"設定。如果之前沒有設定中繼資料,則預設返回 [code]null[/code]。"
msgid "Returns the number of hidden tabs offsetted to the left."
msgstr "返回向左偏移的隱藏分頁的數量。"
msgid "Returns tab [Rect2] with local position and size."
msgstr "返回帶有局部位置和大小的分頁 [Rect2]。"
msgid "Returns tab title text base writing direction."
msgstr "返回分頁標題文字的基礎書寫方向。"
msgid "Returns the title of the tab at index [param tab_idx]."
msgstr "返回索引 [param tab_idx] 處的分頁的標題。"
msgid ""
"Returns [code]true[/code] if the tab at index [param tab_idx] is disabled."
msgstr "如果索引 [param tab_idx] 處的分頁被禁用,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the tab at index [param tab_idx] is hidden."
msgstr "如果索引 [param tab_idx] 處的分頁被隱藏,則返回 [code]true[/code]。"
msgid "Moves a tab from [param from] to [param to]."
msgstr "將分頁從 [param from] 移動到 [param to]。"
msgid "Removes the tab at index [param tab_idx]."
msgstr "刪除索引 [param tab_idx] 處的分頁。"
msgid ""
"Selects the first available tab with greater index than the currently "
"selected. Returns [code]true[/code] if tab selection changed."
msgstr "返回目前焦點專案的索引。如果沒有焦點,則返回 [code]-1[/code]。"
msgid ""
"Selects the first available tab with lower index than the currently selected. "
"Returns [code]true[/code] if tab selection changed."
msgstr "返回目前焦點專案的索引。如果沒有焦點,則返回 [code]-1[/code]。"
msgid ""
"Sets an [param icon] for the button of the tab at index [param tab_idx] "
"(located to the right, before the close button), making it visible and "
"clickable (See [signal tab_button_pressed]). Giving it a [code]null[/code] "
"value will hide the button."
msgstr ""
"設定索引為 [param tab_idx] 的分頁按鈕的圖示 [param icon](位於右側,在關閉按鈕"
"之前),會將該按鈕設為可見且可點擊(見 [signal tab_button_pressed])。給定 "
"[code]null[/code] 值會隱藏該按鈕。"
msgid ""
"If [param disabled] is [code]true[/code], disables the tab at index [param "
"tab_idx], making it non-interactable."
msgstr ""
"如果 [param disabled] 為 [code]true[/code],則禁用索引 [param tab_idx] 處的選"
"項卡,使其不可互動。"
msgid ""
"If [param hidden] is [code]true[/code], hides the tab at index [param "
"tab_idx], making it disappear from the tab area."
msgstr ""
"如果 [param hidden] 為 [code]true[/code],則隱藏索引 [param tab_idx] 處的選項"
"卡,使其從分頁區域消失。"
msgid "Sets an [param icon] for the tab at index [param tab_idx]."
msgstr "設定索引 [param tab_idx] 處的分頁的圖示。"
msgid ""
"Sets the maximum allowed width of the icon for the tab at index [param "
"tab_idx]. This limit is applied on top of the default size of the icon and on "
"top of [theme_item icon_max_width]. The height is adjusted according to the "
"icon's ratio."
msgstr ""
"設定索引為 [param tab_idx] 處分頁所允許的最大圖示寬度。這是在圖示的預設大小和 "
"[theme_item icon_max_width] 的基礎上的限制。高度會根據圖示的長寬比調整。"
msgid ""
"Sets language code of tab title used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"設定分頁標題的語言程式碼,用於斷行和文字塑形演算法,如果留空則使用目前區域設"
"置。"
msgid ""
"Sets the metadata value for the tab at index [param tab_idx], which can be "
"retrieved later using [method get_tab_metadata]."
msgstr ""
"為 [param tab_idx] 的分頁設定中繼資料的值,之後可以使用 [method "
"get_tab_metadata] 獲取。"
msgid "Sets tab title base writing direction."
msgstr "設定分頁標題的基礎書寫方向。"
msgid "Sets a [param title] for the tab at index [param tab_idx]."
msgstr "設定索引 [param tab_idx] 處的分頁的標題 [param title]。"
msgid ""
"If [code]true[/code], tabs overflowing this node's width will be hidden, "
"displaying two navigation buttons instead. Otherwise, this node's minimum "
"size is updated so that all tabs are visible."
msgstr ""
"如果為 [code]true[/code],則會隱藏超出該節點寬度的分頁,改為顯示兩個導覽按鈕。"
"否則,會更新該節點的最小尺寸,讓所有分頁均可見。"
msgid "Select tab at index [code]tab_idx[/code]."
msgstr "選擇索引 [code]tab_idx[/code] 處的分頁。"
msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
msgstr "如果為 [code]true[/code],可以通過滑鼠拖動重新排列分頁。"
msgid ""
"Sets the maximum width which all tabs should be limited to. Unlimited if set "
"to [code]0[/code]."
msgstr "設定所有分頁應被限制的最大寬度。如果設定為 [code]0[/code],則無限制。"
msgid ""
"If [code]true[/code], the tab offset will be changed to keep the currently "
"selected tab visible."
msgstr ""
"如果為 [code]true[/code],則會更改分頁偏移量,從而保持目前選中的分頁可見。"
msgid ""
"if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
"scroll view."
msgstr "如果為 [code]true[/code],滑鼠的滾輪可用於導覽滾動視圖。"
msgid ""
"If [code]true[/code], enables selecting a tab with the right mouse button."
msgstr "如果為 [code]true[/code],啟用滑鼠右鍵選擇分頁。"
msgid ""
"Sets the position at which tabs will be placed. See [enum AlignmentMode] for "
"details."
msgstr "設定放置分頁的位置。詳情見 [enum AlignmentMode]。"
msgid ""
"Sets when the close button will appear on the tabs. See [enum "
"CloseButtonDisplayPolicy] for details."
msgstr ""
"設定關閉按鈕何時出現在分頁上。有關詳細資訊,請參閱 [enum "
"CloseButtonDisplayPolicy]。"
msgid "The number of tabs currently in the bar."
msgstr "分頁欄中目前的分頁數量。"
msgid ""
"[TabBar]s with the same rearrange group ID will allow dragging the tabs "
"between them. Enable drag with [member drag_to_rearrange_enabled].\n"
"Setting this to [code]-1[/code] will disable rearranging between [TabBar]s."
msgstr ""
"具有相同重新排列組 ID 的 [TabBar] 將允許在它們之間拖動分頁。使用 [member "
"drag_to_rearrange_enabled] 啟用拖動。\n"
"將該屬性設定為 [code]-1[/code] 將禁用 [TabBar] 之間的重新排列。"
msgid ""
"Emitted when the active tab is rearranged via mouse drag. See [member "
"drag_to_rearrange_enabled]."
msgstr ""
"通過滑鼠拖動重新排列活動分頁時發出。見 [member drag_to_rearrange_enabled]。"
msgid ""
"Emitted when a tab's right button is pressed. See [method "
"set_tab_button_icon]."
msgstr "分頁的右側按鈕被按下時發出。見 [method set_tab_button_icon]。"
msgid "Emitted when switching to another tab."
msgstr "切換到另一個分頁時發出。"
msgid "Emitted when a tab is clicked, even if it is the current tab."
msgstr "按一下分頁時發出,即使它是目前分頁。"
msgid ""
"Emitted when a tab's close button is pressed.\n"
"[b]Note:[/b] Tabs are not removed automatically once the close button is "
"pressed, this behavior needs to be programmed manually. For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"$TabBar.tab_close_pressed.connect($TabBar.remove_tab)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<TabBar>(\"TabBar\").TabClosePressed += GetNode<TabBar>(\"TabBar\")."
"RemoveTab;\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"按下某個分頁的關閉按鈕時發出。\n"
"[b]注意:[/b]按下關閉按鈕後分頁不會自動移除,這種行為需要手動實作。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"$TabBar.tab_close_pressed.connect($TabBar.remove_tab)\n"
"[/gdscript]\n"
"[csharp]\n"
"GetNode<TabBar>(\"TabBar\").TabClosePressed += GetNode<TabBar>(\"TabBar\")."
"RemoveTab;\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Emitted when a tab is hovered by the mouse."
msgstr "當滑鼠懸停分頁時發出。"
msgid ""
"Emitted when a tab is right-clicked. [member select_with_rmb] must be enabled."
msgstr "按右鍵分頁時發出。必須啟用 [member select_with_rmb]。"
msgid "Places tabs to the left."
msgstr "將分頁置於左側。"
msgid "Places tabs in the middle."
msgstr "將分頁置於中間。"
msgid "Places tabs to the right."
msgstr "將分頁置於右側。"
msgid "Represents the size of the [enum AlignmentMode] enum."
msgstr "代表 [enum AlignmentMode] 列舉的大小。"
msgid "Never show the close buttons."
msgstr "永遠不會顯示關閉按鈕。"
msgid "Only show the close button on the currently active tab."
msgstr "僅在目前活動分頁上顯示關閉按鈕。"
msgid "Show the close button on all tabs."
msgstr "在所有分頁上顯示關閉按鈕。"
msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
msgstr "代表 [enum CloseButtonDisplayPolicy] 列舉的大小。"
msgid "Modulation color for the [theme_item drop_mark] icon."
msgstr "[theme_item drop_mark] 圖示的調變顏色。"
msgid "Font color of disabled tabs."
msgstr "禁用分頁的字形顏色。"
msgid ""
"Font color of the currently hovered tab. Does not apply to the selected tab."
msgstr "目前懸停分頁的字形顏色。不適用於選中的分頁。"
msgid "The tint of text outline of the tab name."
msgstr "分頁名稱的文字輪廓的色調。"
msgid "Font color of the currently selected tab."
msgstr "目前所選分頁的字形顏色。"
msgid "Font color of the other, unselected tabs."
msgstr "其他未被選中的分頁的字形顏色。"
msgid "The horizontal separation between the elements inside tabs."
msgstr "分頁內元素之間的水平分隔。"
msgid ""
"The maximum allowed width of the tab's icon. This limit is applied on top of "
"the default size of the icon, but before the value set with [method "
"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio."
msgstr ""
"分頁圖示所允許的最大寬度。這個限制套用在該圖示預設大小之上,但是套用在 "
"[method set_tab_icon_max_width] 所設定的值之前。高度會根據圖示比例調整。"
msgid ""
"The size of the tab text outline.\n"
"[b]Note:[/b] If using a font with [member FontFile."
"multichannel_signed_distance_field] enabled, its [member FontFile."
"msdf_pixel_range] must be set to at least [i]twice[/i] the value of "
"[theme_item outline_size] for outline rendering to look correct. Otherwise, "
"the outline may appear to be cut off earlier than intended."
msgstr ""
"分頁文字輪廓的大小。\n"
"[b]注意:[/b]如果使用啟用了 [member FontFile."
"multichannel_signed_distance_field] 的字形,其 [member FontFile."
"msdf_pixel_range] 必須至少設定為 [theme_item outline_size] 的[i]兩倍[/i],輪廓"
"渲染才能看起來正確。否則,輪廓可能會比預期的更早被切斷。"
msgid "The font used to draw tab names."
msgstr "用於繪製分頁名稱的字形。"
msgid "Font size of the tab names."
msgstr "分頁名稱的字形大小。"
msgid "The icon for the close button (see [member tab_close_display_policy])."
msgstr "關閉按鈕的圖示(見 [member tab_close_display_policy])。"
msgid ""
"Icon for the left arrow button that appears when there are too many tabs to "
"fit in the container width. When the button is disabled (i.e. the first tab "
"is visible), it appears semi-transparent."
msgstr ""
"左邊的箭頭按鈕的圖示,當有太多的標籤無法容納在容器的寬度內時出現。當該按鈕被禁"
"用時(即第一個標籤是可見的),它顯示為半透明的。"
msgid ""
"Icon for the left arrow button that appears when there are too many tabs to "
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
"當標籤太多無法適應容器寬度時出現的左箭頭按鈕圖示。當滑鼠懸停在按鈕上時使用。"
msgid ""
"Icon shown to indicate where a dragged tab is gonna be dropped (see [member "
"drag_to_rearrange_enabled])."
msgstr ""
"圖示,用於指示拖動的分頁將被放置到哪裡(見 [member "
"drag_to_rearrange_enabled])。"
msgid ""
"Icon for the right arrow button that appears when there are too many tabs to "
"fit in the container width. When the button is disabled (i.e. the last tab is "
"visible) it appears semi-transparent."
msgstr ""
"右箭頭按鈕的圖示,當有太多的標籤無法容納在容器的寬度內時出現。當該按鈕被禁用時"
"(即最後一個標籤是可見的),它顯示為半透明的。"
msgid ""
"Icon for the right arrow button that appears when there are too many tabs to "
"fit in the container width. Used when the button is being hovered with the "
"cursor."
msgstr ""
"當標籤太多無法適應容器寬度時出現的右箭頭按鈕圖示。當滑鼠懸停在按鈕上時使用。"
msgid ""
"Background of the tab and close buttons when they're being hovered with the "
"cursor."
msgstr "分頁和關閉按鈕的背景,處於滑鼠懸停狀態時使用。"
msgid "Background of the tab and close buttons when it's being pressed."
msgstr "分頁和關閉按鈕的背景,處於按下狀態時使用。"
msgid "The style of disabled tabs."
msgstr "分頁處於禁用狀態時的樣式。"
msgid ""
"[StyleBox] used when the [TabBar] is focused. The [theme_item tab_focus] "
"[StyleBox] is displayed [i]over[/i] the base [StyleBox] of the selected tab, "
"so a partially transparent [StyleBox] should be used to ensure the base "
"[StyleBox] remains visible. A [StyleBox] that represents an outline or an "
"underline works well for this purpose. To disable the focus visual effect, "
"assign a [StyleBoxEmpty] resource. Note that disabling the focus visual "
"effect will harm keyboard/controller navigation usability, so this is not "
"recommended for accessibility reasons."
msgstr ""
"該 [Button] 處於聚焦狀態時使用的 [StyleBox]。[code]focus[/code] [StyleBox] 顯"
"示在基礎 [StyleBox] [i]之上[/i],所以應該使用部分透明的 [StyleBox],確保基礎 "
"[StyleBox] 仍然可見。代表輪廓或底線的 [StyleBox] 可以很好地實作這個目的。要禁"
"用聚焦的視覺效果,請指定 [StyleBoxEmpty] 資源。請注意,禁用聚焦的視覺效果會影"
"響使用鍵盤/手柄進行導覽的可用性,所以出於可存取性的原因,不建議這樣做。"
msgid ""
"The style of the currently hovered tab. Does not apply to the selected tab.\n"
"[b]Note:[/b] This style will be drawn with the same width as [theme_item "
"tab_unselected] at minimum."
msgstr ""
"目前懸停分頁的樣式。不適用於所選分頁。\n"
"[b]注意:[/b]此樣式將至少以與[theme_item tab_unselected]相同的寬度繪製。"
msgid "The style of the currently selected tab."
msgstr "目前選中的分頁的樣式。"
msgid "The style of the other, unselected tabs."
msgstr "其他未被選中的分頁的樣式。"
msgid ""
"A container that creates a tab for each child control, displaying only the "
"active tab's control."
msgstr "會為每個子控制項建立一個分頁的容器,只會顯示活動分頁對應的控制項。"
msgid ""
"Arranges child controls into a tabbed view, creating a tab for each one. The "
"active tab's corresponding control is made visible, while all other child "
"controls are hidden. Ignores non-control children.\n"
"[b]Note:[/b] The drawing of the clickable tabs is handled by this node; "
"[TabBar] is not needed."
msgstr ""
"以分頁視圖排列子控制項,為每個子控制項建立一個分頁。活動分頁對應的控制項可見,"
"其他子控制項都會被隱藏。非控制項子節點會被忽略。\n"
"[b]注意:[/b]可點擊的分頁是由這個節點負責繪製的;不需要 [TabBar]。"
msgid "Returns the child [Control] node located at the active tab index."
msgstr "返回位於活動分頁索引處的子 [Control] 節點。"
msgid ""
"Returns the [Popup] node instance if one has been set already with [method "
"set_popup].\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"如果已經使用 [method set_popup] 設定了 [Popup] 節點實例,則返回該節點實例。\n"
"[b]警告:[/b]這是一個必需的內部節點,移除和釋放它可能會導致當機。如果希望隱藏"
"它或它的任何子項,請使用它們的 [member Window.visible] 屬性。"
msgid ""
"Returns the [TabBar] contained in this container.\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it or "
"editing its tabs may cause a crash. If you wish to edit the tabs, use the "
"methods provided in [TabContainer]."
msgstr ""
"返回這個按鈕中包含的 [PopupMenu]。\n"
"[b]警告:[/b]這是一個必需的內部節點,移除和釋放它可能會導致當機。如果你想隱藏"
"它或它的任何子節點,請使用其 [member Window.visible] 屬性。"
msgid "Returns the button icon from the tab at index [param tab_idx]."
msgstr "返回索引為 [param tab_idx] 的分頁的按鈕圖示。"
msgid "Returns the [Control] node from the tab at index [param tab_idx]."
msgstr "返回索引為 [param tab_idx] 的分頁的 [Control] 節點。"
msgid "Returns the number of tabs."
msgstr "返回分頁的數量。"
msgid ""
"Returns the [Texture2D] for the tab at index [param tab_idx] or [code]null[/"
"code] if the tab has no [Texture2D]."
msgstr ""
"返回索引 [param tab_idx] 處分頁的 [Texture2D],如果該分頁沒有 [Texture2D],則"
"返回 [code]null[/code]。"
msgid ""
"Returns the index of the tab tied to the given [param control]. The control "
"must be a child of the [TabContainer]."
msgstr ""
"返回與給定的 [param control] 綁定的標籤的索引。該控制項必須為 [TabContainer] "
"的子節點。"
msgid ""
"Returns the title of the tab at index [param tab_idx]. Tab titles default to "
"the name of the indexed child node, but this can be overridden with [method "
"set_tab_title]."
msgstr ""
"返回索引 [param tab_idx] 處分頁的標題。分頁的標題預設為索引子節點的名稱,但可"
"以用 [method set_tab_title] 覆蓋。"
msgid ""
"If set on a [Popup] node instance, a popup menu icon appears in the top-right "
"corner of the [TabContainer] (setting it to [code]null[/code] will make it go "
"away). Clicking it will expand the [Popup] node."
msgstr ""
"如果在一個 [Popup] 節點實例上設定,則一個彈出功能表圖示會出現在該 "
"[TabContainer] 的右上角(將其設定為 [code]null[/code] 將使其消失)。點擊它將展"
"開該 [Popup] 節點。"
msgid "Sets the button icon from the tab at index [param tab_idx]."
msgstr "設定索引為 [param tab_idx] 的分頁的按鈕圖示。"
msgid "Sets an icon for the tab at index [param tab_idx]."
msgstr "設定索引為 [param tab_idx] 的分頁的圖示。"
msgid ""
"Sets a custom title for the tab at index [param tab_idx] (tab titles default "
"to the name of the indexed child node). Set it back to the child's name to "
"make the tab default to it again."
msgstr ""
"為索引 [param tab_idx] 處的分頁設定自訂標題(分頁標題預設為索引子節點的名"
"稱)。將其設定回孩子的名字,使分頁再次預設為該名字。"
msgid ""
"If [code]true[/code], all tabs are drawn in front of the panel. If "
"[code]false[/code], inactive tabs are drawn behind the panel."
msgstr ""
"如果為 [code]true[/code],所有分頁都會被繪製在面板之前。如果為 [code]false[/"
"code],未啟動的分頁會被繪製在面板之後。"
msgid ""
"The current tab index. When set, this index's [Control] node's [code]visible[/"
"code] property is set to [code]true[/code] and all others are set to "
"[code]false[/code]."
msgstr ""
"目前分頁的索引。設定後,此索引的 [Control] 節點的 [code]visible[/code] 屬性會"
"被設為 [code]true[/code],其他所有都設定為 [code]false[/code]。"
msgid ""
"Sets the position at which tabs will be placed. See [enum TabBar."
"AlignmentMode] for details."
msgstr "設定分頁的放置位置。詳情見 [enum TabBar.AlignmentMode]。"
msgid "The focus access mode for the internal [TabBar] node."
msgstr "該介面的遊玩區域模式。"
msgid ""
"[TabContainer]s with the same rearrange group ID will allow dragging the tabs "
"between them. Enable drag with [member drag_to_rearrange_enabled].\n"
"Setting this to [code]-1[/code] will disable rearranging between "
"[TabContainer]s."
msgstr ""
"具有相同重新排列組 ID 的 [TabContainer] 將允許在它們之間拖動分頁。使用 "
"[member drag_to_rearrange_enabled] 啟用拖動。\n"
"將該屬性設定為 [code]-1[/code] 將禁用 [TabContainer] 之間的重新排列。"
msgid ""
"If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
"and titles are hidden."
msgstr ""
"如果為 [code]true[/code],分頁可見。如果 [code]false[/code],分頁的內容和標題"
"被隱藏。"
msgid ""
"If [code]true[/code], children [Control] nodes that are hidden have their "
"minimum size take into account in the total, instead of only the currently "
"visible one."
msgstr ""
"如果為 [code]true[/code],隱藏的子 [Control] 節點在總數中考慮其最小大小,而不"
"是僅考慮目前可見的一個。"
msgid ""
"Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
"set_popup] for details."
msgstr ""
"按一下 [TabContainer] 的 [Popup] 按鈕時發出。有關詳細資訊,請參閱 [method "
"set_popup]。"
msgid "Emitted when the user clicks on the button icon on this tab."
msgstr "使用者點擊該分頁上的按鈕圖示時發出。"
msgid "Font color of the currently hovered tab."
msgstr "目前懸停分頁的字形顏色。"
msgid ""
"The maximum allowed width of the tab's icon. This limit is applied on top of "
"the default size of the icon, but before the value set with [method TabBar."
"set_tab_icon_max_width]. The height is adjusted according to the icon's ratio."
msgstr ""
"分頁圖示所允許的最大寬度。這個限制套用在該圖示預設大小之上,但是套用在 "
"[method TabBar.set_tab_icon_max_width] 所設定的值之前。高度會根據圖示比例調"
"整。"
msgid "Space between tab's name and its icon."
msgstr "分頁名稱與其圖示之間的間距。"
msgid ""
"The space at the left or right edges of the tab bar, accordingly with the "
"current [member tab_alignment].\n"
"The margin is ignored with [constant TabBar.ALIGNMENT_RIGHT] if the tabs are "
"clipped (see [member clip_tabs]) or a popup has been set (see [method "
"set_popup]). The margin is always ignored with [constant TabBar."
"ALIGNMENT_CENTER]."
msgstr ""
"標籤欄左側或右側邊緣的間距,取決於目前的 [member tab_alignment]。\n"
"如果標籤頁被裁剪(見 [member clip_tabs])或者設定了彈出框(見 [method "
"set_popup]),則會忽略 [constant TabBar.ALIGNMENT_RIGHT] 的邊距。使用 "
"[constant TabBar.ALIGNMENT_CENTER] 時始終忽略邊距。"
msgid "The icon for the menu button (see [method set_popup])."
msgstr "功能表按鈕的圖示(見 [method set_popup])。"
msgid ""
"The icon for the menu button (see [method set_popup]) when it's being hovered "
"with the cursor."
msgstr "當游標懸停時功能表按鈕的圖示(見 [method set_popup])。"
msgid "The style for the background fill."
msgstr "背景填充的樣式。"
msgid ""
"The style of the currently hovered tab.\n"
"[b]Note:[/b] This style will be drawn with the same width as [theme_item "
"tab_unselected] at minimum."
msgstr "目前懸停的分頁的樣式。不會套用於選中的分頁。"
msgid "The style for the background fill of the [TabBar] area."
msgstr "[TabBar] 區域的背景填充樣式。"
msgid "A TCP server."
msgstr "TCP 伺服器。"
msgid ""
"A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
"when it gets an incoming connection.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"TCP 伺服器。監聽埠上的連接,並在獲得傳入連接時返回 [StreamPeerTCP]。\n"
"[b]注意:[/b]匯出到安卓時,在匯出專案或使用一鍵部署之前,請務必在安卓匯出預設"
"中開啟 [code]INTERNET[/code] 許可權。否則 Android 會阻止任何形式的網路通信。"
msgid "Returns the local port this server is listening to."
msgstr "返回該伺服器正在監聽的本地埠。"
msgid "Returns [code]true[/code] if a connection is available for taking."
msgstr "如果有連接可供獲取,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the server is currently listening for "
"connections."
msgstr "如果伺服器目前正在偵聽連接,則返回 [code]true[/code]。"
msgid ""
"Listen on the [param port] binding to [param bind_address].\n"
"If [param bind_address] is set as [code]\"*\"[/code] (default), the server "
"will listen on all available addresses (both IPv4 and IPv6).\n"
"If [param bind_address] is set as [code]\"0.0.0.0\"[/code] (for IPv4) or "
"[code]\"::\"[/code] (for IPv6), the server will listen on all available "
"addresses matching that IP type.\n"
"If [param bind_address] is set to any valid address (e.g. "
"[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will "
"only listen on the interface with that addresses (or fail if no interface "
"with the given address exists)."
msgstr ""
"在 [param port] 上監聽與 [param bind_address] 綁定的地址。\n"
"如果 [param bind_address] 被設定為 [code]\"*\"[/code](預設),該伺服器將監聽"
"所有可用地址(包括 IPv4 和 IPv6。\n"
"如果 [param bind_address] 被設定為 [code]\"0.0.0.0\"[/code](用於 IPv4或 "
"[code]\"::\"[/code](用於 IPv6該伺服器將監聽所有符合該 IP 型別的可用地"
"址。\n"
"如果 [param bind_address] 被設定為任何有效的位址(如 [code]\"192.168.1.101\"[/"
"code]、[code]\"::1\"[/code] 等),該伺服器將只在具有該位址的介面上監聽(如果不"
"存在具有該位址的介面則失敗)。"
msgid "Stops listening."
msgstr "停止監聽。"
msgid ""
"If a connection is available, returns a StreamPeerTCP with the connection."
msgstr "如果連接可用,則返回帶有該連接的 StreamPeerTCP。"
msgid "A multiline text editor."
msgstr "多行文字編輯器。"
msgid ""
"A multiline text editor. It also has limited facilities for editing code, "
"such as syntax highlighting support. For more advanced facilities for editing "
"code, see [CodeEdit].\n"
"[b]Note:[/b] Most viewport, caret and edit methods contain a "
"[code]caret_index[/code] argument for [member caret_multiple] support. The "
"argument should be one of the following: [code]-1[/code] for all carets, "
"[code]0[/code] for the main caret, or greater than [code]0[/code] for "
"secondary carets.\n"
"[b]Note:[/b] When holding down [kbd]Alt[/kbd], the vertical scroll wheel will "
"scroll 5 times as fast as it would normally do. This also works in the Godot "
"script editor."
msgstr ""
"多行文字編輯器。它還有少量用於編輯程式碼的功能,例如語法高亮支援。更多針對編輯"
"程式碼的高階功能見 [CodeEdit]。\n"
"[b]注意:[/b]大多數視口、游標和編輯方法都包含 [code]caret_index[/code] 參數以"
"支援 [member caret_multiple]。該參數應為以下之一:[code]-1[/code] 用於所有光"
"標,[code]0[/code] 用於主游標,大於 [code]0[/code] 用於輔助游標。\n"
"[b]注意:[/b]當按住 [kbd]Alt[/kbd] 時,垂直滾輪的滾動速度將是正常速度的 5 倍。"
"這也適用於 Godot 腳本編輯器。"
msgid ""
"Override this method to define what happens when the user presses the "
"backspace key."
msgstr "覆蓋此方法可以定義使用者按下倒退鍵時應該發生什麼。"
msgid ""
"Override this method to define what happens when the user performs a copy "
"operation."
msgstr "覆蓋此方法可以定義使用者執行複製操作時應該發生什麼。"
msgid ""
"Override this method to define what happens when the user performs a cut "
"operation."
msgstr "覆蓋此方法可以定義使用者執行剪切操作時應該發生什麼。"
msgid ""
"Override this method to define what happens when the user types in the "
"provided key [param unicode_char]."
msgstr ""
"覆蓋此方法可以定義使用者打出所提供的鍵 [param unicode_char] 時應該發生什麼。"
msgid ""
"Override this method to define what happens when the user performs a paste "
"operation."
msgstr "覆蓋此方法可以定義使用者執行貼上操作時應該發生什麼。"
msgid ""
"Override this method to define what happens when the user performs a paste "
"operation with middle mouse button.\n"
"[b]Note:[/b] This method is only implemented on Linux."
msgstr ""
"覆蓋此方法可以定義使用者使用滑鼠中鍵執行貼上操作時應該發生什麼。\n"
"[b]注意:[/b]此方法僅在 Linux 上實作。"
msgid ""
"Adds a new caret at the given location. Returns the index of the new caret, "
"or [code]-1[/code] if the location is invalid."
msgstr ""
"在給定的位置新增新的游標。返回新游標的索引,如果位置無效則返回 [code]-1[/"
"code]。"
msgid ""
"Adds an additional caret above or below every caret. If [param below] is true "
"the new caret will be added below and above otherwise."
msgstr ""
"在每個游標上方或下方新增一個額外的游標。如果 [param below] 為 true則會在下方"
"新增新游標,否則為上方。"
msgid ""
"Register a new gutter to this [TextEdit]. Use [param at] to have a specific "
"gutter order. A value of [code]-1[/code] appends the gutter to the right."
msgstr ""
"為這個 [TextEdit] 註冊一個新的邊欄。請使用 [param at] 指定邊欄的順序。"
"[code]-1[/code] 會將該邊欄追加到右側。"
msgid ""
"Adds a selection and a caret for the next occurrence of the current "
"selection. If there is no active selection, selects word under caret."
msgstr ""
"選中目前所選內容下一次出現的位置並新增文字游標。如果沒有活動的選中內容,則選中"
"目前游標所處的單詞。"
msgid ""
"Reposition the carets affected by the edit. This assumes edits are applied in "
"edit order, see [method get_caret_index_edit_order]."
msgstr ""
"重新定位受編輯影響的文字游標。這個操作假定編輯是按照編輯順序套用的,見 "
"[method get_caret_index_edit_order]。"
msgid "Adjust the viewport so the caret is visible."
msgstr "調整視口,讓游標可見。"
msgid ""
"Called when the user presses the backspace key. Can be overridden with "
"[method _backspace]."
msgstr "使用者按下倒退鍵時呼叫。可以用 [method _backspace] 覆蓋。"
msgid ""
"Starts a multipart edit. All edits will be treated as one action until "
"[method end_complex_operation] is called."
msgstr ""
"開始一個多部分編輯。在呼叫 [method end_complex_operation] 之前,所有編輯都將被"
"視為一個動作。"
msgid ""
"Centers the viewport on the line the editing caret is at. This also resets "
"the [member scroll_horizontal] value to [code]0[/code]."
msgstr ""
"將視口居中在正在編輯的插入符號所在的行上。這也將 [member scroll_horizontal] 值"
"重設為 [code]0[/code]。"
msgid "Performs a full reset of [TextEdit], including undo history."
msgstr "執行對 [TextEdit] 的完全重設,包括撤銷歷史。"
msgid "Clears the undo history."
msgstr "清除撤銷歷史。"
msgid ""
"Copies the current text selection. Can be overridden with [method _copy]."
msgstr "複製目前選區。可以使用 [method _copy] 覆蓋。"
msgid "Cut's the current selection. Can be overridden with [method _cut]."
msgstr "剪切目前選區。可以使用 [method _cut] 覆蓋。"
msgid "Deletes the selected text."
msgstr "刪除選定的文字。"
msgid "Deselects the current selection."
msgstr "取消目前選擇。"
msgid ""
"Marks the end of steps in the current action started with [method "
"start_action]."
msgstr "標記在 [method start_action] 開始的目前動作中步驟的末尾。"
msgid ""
"Ends a multipart edit, started with [method begin_complex_operation]. If "
"called outside a complex operation, the current operation is pushed onto the "
"undo/redo stack."
msgstr ""
"結束一個多部分編輯,該多部分編輯從 [method begin_complex_operation] 開始。如果"
"在一個複雜動作之外呼叫,則將目前動作將被壓入撤銷/重做堆疊。"
msgid "Returns the column the editing caret is at."
msgstr "返回編輯游標所在的列。"
msgid "Returns the number of carets in this [TextEdit]."
msgstr "返回該 [TextEdit] 中的游標數。"
msgid "Returns the caret pixel draw position."
msgstr "返回游標的圖元繪製位置。"
msgid ""
"Returns a list of caret indexes in their edit order, this done from bottom to "
"top. Edit order refers to the way actions such as [method "
"insert_text_at_caret] are applied."
msgstr ""
"返回文字游標索引的列表,使用編輯順序,從下到上進行。編輯順序是 [method "
"insert_text_at_caret] 等動作的套用順序。"
msgid "Returns the line the editing caret is on."
msgstr "返回編輯游標所在的行。"
msgid "Returns the wrap index the editing caret is on."
msgstr "返回正編輯的文字游標所在的換行索引。"
msgid "Returns the first column containing a non-whitespace character."
msgstr "返回第一個非空白字元列。"
msgid "Returns the first visible line."
msgstr "返回第一個可見行。"
msgid "Returns the number of gutters registered."
msgstr "返回註冊的邊欄數量。"
msgid "Returns the name of the gutter at the given index."
msgstr "返回給定索引處邊欄的名稱。"
msgid "Returns the type of the gutter at the given index."
msgstr "返回給定索引處邊欄的型別。"
msgid "Returns the width of the gutter at the given index."
msgstr "返回給定索引處邊欄的寬度。"
msgid "Returns the [HScrollBar] used by [TextEdit]."
msgstr "設定該 [TextEdit] 所使用的 [HScrollBar]。"
msgid ""
"Returns the number of spaces and [code]tab * tab_size[/code] before the first "
"char."
msgstr "返回第一個字元前的空格和 [code]tab * tab_size[/code] 數。"
msgid ""
"Returns the last visible line. Use [method "
"get_last_full_visible_line_wrap_index] for the wrap index."
msgstr ""
"返回最後一個可見的行。獲得換行索引的話,使用 [method "
"get_last_full_visible_line_wrap_index]。"
msgid "Returns the last visible wrap index of the last visible line."
msgstr "返回最後一個可見行的最後一個可見換行索引。"
msgid "Returns the last unhidden line in the entire [TextEdit]."
msgstr "返回整個 [TextEdit] 中最後一個未隱藏的行。"
msgid "Returns the text of a specific line."
msgstr "返回特定行的文字。"
msgid ""
"Returns the current background color of the line. [code]Color(0, 0, 0, 0)[/"
"code] is returned if no color is set."
msgstr ""
"返回該行的目前背景色。如果沒有設定顏色,則返回 [code]Color(0, 0, 0, 0)[/"
"code]。"
msgid ""
"Returns the line and column at the given position. In the returned vector, "
"[code]x[/code] is the column, [code]y[/code] is the line. If [param "
"allow_out_of_bounds] is [code]false[/code] and the position is not over the "
"text, both vector values will be set to [code]-1[/code]."
msgstr ""
"返回給定位置的行和列。在返回的向量中,[code]x[/code] 是列,[code]y[/code] 是"
"行。如果 [param allow_out_of_bounds] 為 [code]false[/code],且該位置不在文字上"
"方,則兩個向量值都將被設定為 [code]-1[/code]。"
msgid "Returns the number of lines in the text."
msgstr "返回文字中的行數。"
msgid "Returns the icon currently in [param gutter] at [param line]."
msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的圖示。"
msgid "Returns the color currently in [param gutter] at [param line]."
msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的顏色。"
msgid "Returns the metadata currently in [param gutter] at [param line]."
msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的中繼資料。"
msgid "Returns the text currently in [param gutter] at [param line]."
msgstr "返回邊欄 [param gutter] 中,目前位於 [param line] 行的文字。"
msgid ""
"Returns the maximum value of the line height among all lines.\n"
"[b]Note:[/b] The return value is influenced by [theme_item line_spacing] and "
"[theme_item font_size]. And it will not be less than [code]1[/code]."
msgstr ""
"返回所有行中行高的最大值。\n"
"[b]注意:[/b]返回值受 [theme_item line_spacing] 和 [theme_item font_size] 的影"
"響。不會比 [code]1[/code] 小。"
msgid "Returns the width in pixels of the [param wrap_index] on [param line]."
msgstr "返回位於 [param line] 的 [param wrap_index] 的圖元寬度。"
msgid "Returns the number of times the given line is wrapped."
msgstr "返回給定行換行的次數。"
msgid "Returns the wrap index of the given line column."
msgstr "返回給定行的列的換行索引。"
msgid "Returns an array of [String]s representing each wrapped index."
msgstr "返回代表各個換行索引的 [String] 陣列。"
msgid "Returns the local mouse position adjusted for the text direction."
msgstr "返回針對文字方向調整過的局部滑鼠位置。"
msgid ""
"Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
"displayed when right-clicking on the [TextEdit].\n"
"You can add custom menu items or remove standard ones. Make sure your IDs "
"don't conflict with the standard ones (see [enum MenuItems]). For example:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # Remove all items after \"Redo\".\n"
" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
" # Add custom items.\n"
" menu.add_separator()\n"
" menu.add_item(\"Insert Date\", MENU_MAX + 1)\n"
" # Connect callback.\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" insert_text_at_caret(Time.get_date_string_from_system())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // Remove all items after \"Redo\".\n"
" menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;\n"
" // Add custom items.\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"Insert Date\", TextEdit.MenuItems.Max + 1);\n"
" // Add event handler.\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Warning:[/b] This is a required internal node, removing and freeing it may "
"cause a crash. If you wish to hide it or any of its children, use their "
"[member Window.visible] property."
msgstr ""
"返回該 [TextEdit] 的 [PopupMenu]。預設情況下,會在按右鍵 [TextEdit] 時顯示改選"
"單。\n"
"你可以新增自訂功能表專案,也可以移除標準功能表專案。請確保你使用的 ID 與標準功"
"能表專案的 ID 不衝突(見 [enum MenuItems])。例如:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var menu = get_menu()\n"
" # 移除“撤銷”後的所有功能表專案。\n"
" menu.item_count = menu.get_item_index(MENU_REDO) + 1\n"
" # 新增自訂功能表專案。\n"
" menu.add_separator()\n"
" menu.add_item(\"插入日期\", MENU_MAX + 1)\n"
" # 連接回呼函式。\n"
" menu.id_pressed.connect(_on_item_pressed)\n"
"\n"
"func _on_item_pressed(id):\n"
" if id == MENU_MAX + 1:\n"
" insert_text_at_caret(Time.get_date_string_from_system())\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var menu = GetMenu();\n"
" // 移除“撤銷”後的所有功能表專案。\n"
" menu.ItemCount = menu.GetItemIndex(TextEdit.MenuItems.Redo) + 1;\n"
" // 新增自訂功能表專案。\n"
" menu.AddSeparator();\n"
" menu.AddItem(\"插入日期\", TextEdit.MenuItems.Max + 1);\n"
" // 新增事件處理器。\n"
" menu.IdPressed += OnItemPressed;\n"
"}\n"
"\n"
"public void OnItemPressed(int id)\n"
"{\n"
" if (id == TextEdit.MenuItems.Max + 1)\n"
" {\n"
" InsertTextAtCaret(Time.GetDateStringFromSystem());\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]警告:[/b]這是必要的內部節點,將其移除或釋放會導致當機。如果你想要將其隱"
"藏,或者將其子節點隱藏,請使用對應的 [member Window.visible] 屬性。"
msgid "Returns the equivalent minimap line at [param position]."
msgstr "返回小地圖 [param position] 處等價的行。"
msgid "Returns the number of lines that may be drawn on the minimap."
msgstr "返回小地圖上能夠繪製的行數。"
msgid ""
"Similar to [method get_next_visible_line_offset_from], but takes into account "
"the line wrap indexes. In the returned vector, [code]x[/code] is the line, "
"[code]y[/code] is the wrap index."
msgstr ""
"類似於 [method get_next_visible_line_offset_from],但考慮了換行索引。在返回的"
"向量中,[code]x[/code] 是行,[code]y[/code] 是換行索引。"
msgid ""
"Returns the count to the next visible line from [param line] to [code]line + "
"visible_amount[/code]. Can also count backwards. For example if a [TextEdit] "
"has 5 lines with lines 2 and 3 hidden, calling this with [code]line = 1, "
"visible_amount = 1[/code] would return 3."
msgstr ""
"返回從 [param line] 到 [code]line + visible_amount[/code] 的下一個可見行的計"
"數。也可以倒數計數。例如,如果 [TextEdit] 有 5 行,其中隱藏了第 2 行和第 3 "
"行,使用 [code]line = 1, visible_amount = 1[/code] 呼叫它會返回 3。"
msgid ""
"Returns the local position for the given [param line] and [param column]. If "
"[code]x[/code] or [code]y[/code] of the returned vector equal [code]-1[/"
"code], the position is outside of the viewable area of the control.\n"
"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
"[method get_rect_at_line_column] to get the top side position."
msgstr ""
"返回給定 [param line] 和 [param column] 的局部位置。如果返回的向量的 [code]x[/"
"code] 或 [code]y[/code] 等於 [code]-1[/code],則該位置在該控制項的可視區域之"
"外。\n"
"[b]注意:[/b]Y 位置對應於行的底部。請使用 [method get_rect_at_line_column] 來"
"獲取頂部位置。"
msgid ""
"Returns the local position and size for the grapheme at the given [param "
"line] and [param column]. If [code]x[/code] or [code]y[/code] position of the "
"returned rect equal [code]-1[/code], the position is outside of the viewable "
"area of the control.\n"
"[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
"of the line, unlike [method get_pos_at_line_column] which returns the bottom "
"side."
msgstr ""
"返回給定 [param line] 和 [param column] 處的字素的局部位置和大小。如果返回的矩"
"形的 [code]x[/code] 或 [code]y[/code] 位置等於 [code]-1[/code],則該位置在該控"
"制項的可視區域之外。\n"
"[b]注意:[/b]返回的矩形的 Y 位置對應於該行的頂部,不像 [method "
"get_pos_at_line_column] 返回底邊。"
msgid "Returns the last tagged saved version from [method tag_saved_version]."
msgstr "從 [method tag_saved_version] 返回最後一個標記的保存版本。"
msgid "Returns the scroll position for [param wrap_index] of [param line]."
msgstr "返回 [param line] 的 [param wrap_index] 對應的滾動位置。"
msgid ""
"Returns the text inside the selection of a caret, or all the carets if [param "
"caret_index] is its default value [code]-1[/code]."
msgstr ""
"返回游標所選文字,如果 [param caret_index] 為預設值 [code]-1[/code] 則為所有游"
"標所選文字。"
msgid "Returns the original start column of the selection."
msgstr "返回選區的原始起始列。"
msgid "Returns the selection begin line."
msgstr "返回選擇開始行。"
msgid "Returns the original start line of the selection."
msgstr "返回選區的原始起始行。"
msgid "Returns the current selection mode."
msgstr "返回目前的選區模式。"
msgid "Returns the selection end line."
msgstr "返回選擇結束行。"
msgid "Returns the [TextEdit]'s' tab size."
msgstr "返回該 [TextEdit] 的定位字元大小。"
msgid "Returns the total width of all gutters and internal padding."
msgstr "返回所有欄位及內部邊距的總寬度。"
msgid "Returns the number of lines that may be drawn."
msgstr "返回可繪製的行數。"
msgid "Returns the [VScrollBar] of the [TextEdit]."
msgstr "設定該 [TextEdit] 所使用的 [StyleBox]。"
msgid ""
"Returns the current version of the [TextEdit]. The version is a count of "
"recorded operations by the undo/redo history."
msgstr "返回該 [TextEdit] 的目前版本。版本是撤銷/重做歷史所記錄操作的計數。"
msgid "Returns the number of visible lines, including wrapped text."
msgstr "返回可見行數,包括自動換行。"
msgid ""
"Returns the total number of visible + wrapped lines between the two lines."
msgstr "返回兩行之間,可見行與換行的行的總數。"
msgid "Returns the word at [param position]."
msgstr "返回位於 [param position] 的單詞。"
msgid "Returns a [String] text with the word under the caret's location."
msgstr "返回一個 [String] 文字,其中包含文字游標位置下的單詞。"
msgid "Returns if the user has IME text."
msgstr "返回使用者是否有 IME 文字。"
msgid "Returns [code]true[/code] if a \"redo\" action is available."
msgstr "有“重做”動作可用時返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if an \"undo\" action is available."
msgstr "有“撤銷”動作可用時返回 [code]true[/code]。"
msgid "Inserts a new line with [param text] at [param line]."
msgstr "在第 [param line] 行插入文字為 [param text] 的新行。"
msgid "Insert the specified text at the caret position."
msgstr "在游標位置插入指定的文字。"
msgid "Returns [code]true[/code] if the caret is visible on the screen."
msgstr "如果游標在螢幕上可見,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the user is dragging their mouse for scrolling "
"or selecting."
msgstr "如果使用者拖動滑鼠進行滾動或選擇,則返回 [code]true[/code]。"
msgid "Returns whether the gutter is clickable."
msgstr "返回該邊欄是否可點擊。"
msgid "Returns whether the gutter is currently drawn."
msgstr "返回該邊欄是否正被繪製。"
msgid "Returns whether the gutter is overwritable."
msgstr "返回該邊欄是否可覆寫。"
msgid "Returns whether the gutter on the given line is clickable."
msgstr "返回該邊欄的給定行是否可點擊。"
msgid "Returns if the given line is wrapped."
msgstr "返回給定的行是否換行。"
msgid ""
"Returns whether the mouse is over selection. If [param edges] is [code]true[/"
"code], the edges are considered part of the selection."
msgstr ""
"返回滑鼠是否位於選區之上。如果 [param edges] 為 [code]true[/code],則邊界會被"
"認為是選區的一部分。"
msgid "Returns whether the user is in overtype mode."
msgstr "返回使用者是否處於改寫模式。"
msgid ""
"Merge the gutters from [param from_line] into [param to_line]. Only "
"overwritable gutters will be copied."
msgstr ""
"合併從 [param from_line] 到 [param to_line] 的邊欄。只會複製可覆蓋的邊欄。"
msgid ""
"Merges any overlapping carets. Will favor the newest caret, or the caret with "
"a selection.\n"
"[b]Note:[/b] This is not called when a caret changes position but after "
"certain actions, so it is possible to get into a state where carets overlap."
msgstr ""
"合併重疊的文字游標。會保留最新的游標,或者存在選中內容的游標。\n"
"[b]注意:[/b]游標改變位置後不會進行呼叫,而是在某些動作之後呼叫,所以進入游標"
"重疊的狀態是可能的。"
msgid "Paste at the current location. Can be overridden with [method _paste]."
msgstr "貼上到目前位置。可以用 [method _paste] 覆蓋。"
msgid "Pastes the primary clipboard."
msgstr "貼上主剪貼板。"
msgid "Perform redo operation."
msgstr "執行重做操作。"
msgid ""
"Removes the given caret index.\n"
"[b]Note:[/b] This can result in adjustment of all other caret indices."
msgstr ""
"移除給定的文字游標索引。\n"
"[b]注意:[/b]可能導致所有其他游標索引的調整。"
msgid "Removes the gutter from this [TextEdit]."
msgstr "從 [TextEdit] 中移除該邊欄。"
msgid "Removes all additional carets."
msgstr "移除所有額外的游標。"
msgid ""
"Removes text between the given positions.\n"
"[b]Note:[/b] This does not adjust the caret or selection, which as a result "
"it can end up in an invalid position."
msgstr ""
"移除給定位置之間的文字。\n"
"[b]注意:[/b]文字游標和選區不會進行調整,因此可能最終處於無效位置。"
msgid ""
"Perform a search inside the text. Search flags can be specified in the [enum "
"SearchFlags] enum.\n"
"In the returned vector, [code]x[/code] is the column, [code]y[/code] is the "
"line. If no results are found, both are equal to [code]-1[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var result = search(\"print\", SEARCH_WHOLE_WORDS, 0, 0)\n"
"if result.x != -1:\n"
" # Result found.\n"
" var line_number = result.y\n"
" var column_number = result.x\n"
"[/gdscript]\n"
"[csharp]\n"
"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, "
"0);\n"
"if (result.X != -1)\n"
"{\n"
" // Result found.\n"
" int lineNumber = result.Y;\n"
" int columnNumber = result.X;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"在文字內部進行搜索。搜索旗標可以在 [enum SearchFlags] 列舉中指定。\n"
"在返回的向量中,[code]x[/code] 是列,[code]y[/code] 是行。如果沒有找到結果,則"
"兩者都等於 [code]-1[/code] 。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var result = search(\"print\", SEARCH_WHOLE_WORDS, 0, 0)\n"
"if result.x != -1:\n"
" # 找到了結果。\n"
" var line_number = result.y\n"
" var column_number = result.x\n"
"[/gdscript]\n"
"[csharp]\n"
"Vector2I result = Search(\"print\", (uint)TextEdit.SearchFlags.WholeWords, 0, "
"0);\n"
"if (result.X != -1)\n"
"{\n"
" // 找到了結果。\n"
" int lineNumber = result.Y;\n"
" int columnNumber = result.X;\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Perform selection, from line/column to line/column.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"執行選擇,從行/列到行/列。\n"
"如果 [member selecting_enabled] 為 [code]false[/code],則不會發生選擇。"
msgid ""
"Select all the text.\n"
"If [member selecting_enabled] is [code]false[/code], no selection will occur."
msgstr ""
"選擇所有文字。\n"
"如果 [member selecting_enabled] 為 [code]false[/code],則不會發生選擇。"
msgid "Selects the word under the caret."
msgstr "選中游標下的單詞。"
msgid ""
"Moves the caret to the specified [param column] index.\n"
"If [param adjust_viewport] is [code]true[/code], the viewport will center at "
"the caret position after the move occurs.\n"
"[b]Note:[/b] If supporting multiple carets this will not check for any "
"overlap. See [method merge_overlapping_carets]."
msgstr ""
"將游標移動到指定的 [param column] 索引。\n"
"如果 [param adjust_viewport] 為 [code]true[/code],則視口將在移動發生後以游標"
"位置為中心。\n"
"[b]注意:[/b]如果支援多個游標,則不會檢查任何重疊。請參閱 [method "
"merge_overlapping_carets]。"
msgid ""
"Moves the caret to the specified [param line] index.\n"
"If [param adjust_viewport] is [code]true[/code], the viewport will center at "
"the caret position after the move occurs.\n"
"If [param can_be_hidden] is [code]true[/code], the specified [param line] can "
"be hidden.\n"
"[b]Note:[/b] If supporting multiple carets this will not check for any "
"overlap. See [method merge_overlapping_carets]."
msgstr ""
"將游標移動到指定的 [param line] 索引。\n"
"如果 [param adjust_viewport] 為 [code]true[/code],則視口將在移動發生後以游標"
"位置為中心。\n"
"如果 [param can_be_hidden] 為 [code]true[/code],則可以隱藏指定的 [param "
"line]。\n"
"[b]注意:[/b]如果支援多個游標,則不會檢查任何重疊。見 [method "
"merge_overlapping_carets]。"
msgid ""
"Sets the gutter as clickable. This will change the mouse cursor to a pointing "
"hand when hovering over the gutter."
msgstr "將邊欄設定為可點擊。當滑鼠在邊欄上懸停時,會將滑鼠游標變為指點的手形。"
msgid ""
"Set a custom draw method for the gutter. The callback method must take the "
"following args: [code]line: int, gutter: int, Area: Rect2[/code]."
msgstr ""
"為邊欄設定自訂的繪製方法。回呼函式方法必須接受以下參數:[code]line: int, "
"gutter: int, Area: Rect2[/code]。"
msgid "Sets whether the gutter should be drawn."
msgstr "設定該邊欄是否應被繪製。"
msgid "Sets the name of the gutter."
msgstr "設定該邊欄的名稱。"
msgid "Sets the gutter to overwritable. See [method merge_gutters]."
msgstr "設定該邊欄為可覆寫。見 [method merge_gutters]。"
msgid "Sets the type of gutter."
msgstr "設定邊欄的型別。"
msgid "Set the width of the gutter."
msgstr "設定該邊欄的寬度。"
msgid "Sets the text for a specific line."
msgstr "設定特定行的文字。"
msgid ""
"Positions the [param wrap_index] of [param line] at the center of the "
"viewport."
msgstr "將 [param line] 的 [param wrap_index] 放置在視口的中心。"
msgid ""
"Positions the [param wrap_index] of [param line] at the top of the viewport."
msgstr "將 [param line] 的 [param wrap_index] 放置在視口的頂部。"
msgid ""
"Positions the [param wrap_index] of [param line] at the bottom of the "
"viewport."
msgstr "將 [param line] 的 [param wrap_index] 放置在視口的底部。"
msgid ""
"Sets the current background color of the line. Set to [code]Color(0, 0, 0, 0)"
"[/code] for no color."
msgstr ""
"設定該行的目前背景色。設定為 [code]Color(0, 0, 0, 0)[/code] 則沒有顏色。"
msgid ""
"If [param clickable] is [code]true[/code], makes the [param gutter] on [param "
"line] clickable. See [signal gutter_clicked]."
msgstr ""
"如果 [param clickable] 為 [code]true[/code],則讓位於 [param line] 的 [param "
"gutter] 可點擊。見 [signal gutter_clicked]。"
msgid "Sets the icon for [param gutter] on [param line] to [param icon]."
msgstr "將邊欄 [param gutter] 在第 [param line] 行的圖示設定為 [param icon]。"
msgid "Sets the color for [param gutter] on [param line] to [param color]."
msgstr "將邊欄 [param gutter] 在第 [param line] 行的顏色設定為 [param color]。"
msgid ""
"Sets the metadata for [param gutter] on [param line] to [param metadata]."
msgstr ""
"將邊欄 [param gutter] 在第 [param line] 行的中繼資料設定為 [param metadata]。"
msgid "Sets the text for [param gutter] on [param line] to [param text]."
msgstr "將邊欄 [param gutter] 在第 [param line] 行的文字設定為 [param text]。"
msgid ""
"If [code]true[/code], sets the user into overtype mode. When the user types "
"in this mode, it will override existing text."
msgstr ""
"如果為 [code]true[/code],則將使用者設定為改寫模式。當使用者在該模式下鍵入時,"
"它將覆蓋現有文字。"
msgid ""
"Sets the search [param flags]. This is used with [method set_search_text] to "
"highlight occurrences of the searched text. Search flags can be specified "
"from the [enum SearchFlags] enum."
msgstr ""
"設定搜索旗標 [param flags]。配合 [method set_search_text] 使用可以高亮被搜索的"
"文字。搜索旗標可以使用 [enum SearchFlags] 列舉指定。"
msgid "Sets the search text. See [method set_search_flags]."
msgstr "設定搜索文字。見 [method set_search_flags]。"
msgid "Sets the current selection mode."
msgstr "設定目前的選區模式。"
msgid "Sets the tab size for the [TextEdit] to use."
msgstr "設定該 [TextEdit] 使用的定位字元大小。"
msgid ""
"Provide custom tooltip text. The callback method must take the following "
"args: [code]hovered_word: String[/code]."
msgstr ""
"提供自訂工具提示文字。該回呼函式方法必須接受以下參數:[code]hovered_word: "
"String[/code]。"
msgid ""
"Starts an action, will end the current action if [param action] is "
"different.\n"
"An action will also end after a call to [method end_action], after [member "
"ProjectSettings.gui/timers/text_edit_idle_detect_sec] is triggered or a new "
"undoable step outside the [method start_action] and [method end_action] calls."
msgstr ""
"開始一個動作,如果 [param action] 與目前動作不同,則會終止目前動作。\n"
"呼叫 [method end_action]、觸發 [member ProjectSettings.gui/timers/"
"text_edit_idle_detect_sec] 或者在 [method start_action] 和 [method "
"end_action] 之外呼叫可撤銷的操作都會導致動作的終止。"
msgid "Swaps the two lines."
msgstr "交換兩行。"
msgid "Tag the current version as saved."
msgstr "將目前版本標記為已保存。"
msgid "Perform undo operation."
msgstr "執行撤銷操作。"
msgid ""
"If [member wrap_mode] is set to [constant LINE_WRAPPING_BOUNDARY], sets text "
"wrapping mode. To see how each mode behaves, see [enum TextServer."
"AutowrapMode]."
msgstr ""
"如果 [member wrap_mode] 設定為 [constant LINE_WRAPPING_BOUNDARY],則設定文字換"
"行模式。不同模式的行為見 [enum TextServer.AutowrapMode]。"
msgid ""
"If [code]true[/code], caret will be visible when [member editable] is "
"disabled."
msgstr "如果為 [code]true[/code],則禁用 [member editable] 時游標可見。"
msgid ""
"If [code]true[/code], a right-click moves the caret at the mouse position "
"before displaying the context menu.\n"
"If [code]false[/code], the context menu disregards mouse location."
msgstr ""
"如果為 [code]true[/code],則按一下右鍵時會先將文字游標移動到滑鼠位置,然後再顯"
"示本文選單。\n"
"如果為 [code]false[/code],則本文功能表將忽略滑鼠位置。"
msgid "Sets if multiple carets are allowed."
msgstr "設定是否允許使用多個文字游標。"
msgid "Set the type of caret to draw."
msgstr "設定要繪製的文字游標的型別。"
msgid ""
"If [code]true[/code], the \"space\" character will have a visible "
"representation."
msgstr "如果為 [code]true[/code],“空格”字元將具有可見表示形式。"
msgid ""
"If [code]true[/code], the \"tab\" character will have a visible "
"representation."
msgstr "如果為 [code]true[/code],“定位字元”字元將具有可見表示形式。"
msgid ""
"If [code]true[/code], all occurrences of the selected text will be "
"highlighted."
msgstr "如果為 [code]true[/code],所選文字的所有配對項都將突出顯示。"
msgid "If [code]true[/code], the line containing the cursor is highlighted."
msgstr "如果為 [code]true[/code],則包含游標的行會突出顯示。"
msgid ""
"If [code]true[/code], a minimap is shown, providing an outline of your source "
"code."
msgstr "如果為 [code]true[/code],則顯示小地圖,提供原始程式碼的概要。"
msgid "The width, in pixels, of the minimap."
msgstr "小地圖的寬度(以圖元為單位)。"
msgid ""
"Text shown when the [TextEdit] is empty. It is [b]not[/b] the [TextEdit]'s "
"default value (see [member text])."
msgstr ""
"[TextEdit] 為空時顯示的文字。它[b]不是[/b] [TextEdit] 的預設值(參見 [member "
"text])。"
msgid ""
"If [code]true[/code], [TextEdit] will disable vertical scroll and fit minimum "
"height to the number of visible lines."
msgstr ""
"如果為 [code]true[/code],則 [TextEdit] 將禁用垂直捲動,並將最小高度與可見行數"
"相配對。"
msgid ""
"If there is a horizontal scrollbar, this determines the current horizontal "
"scroll value in pixels."
msgstr "如果有一個水平捲軸,這決定了目前的水平滾動值,單位是圖元。"
msgid "Allow scrolling past the last line into \"virtual\" space."
msgstr "允許滾動過最後一行,進入“虛擬”空間。"
msgid ""
"Sets the scroll speed with the minimap or when [member scroll_smooth] is "
"enabled."
msgstr "設定使用小地圖或當 [member scroll_smooth] 被啟用時的滾動速度。"
msgid ""
"If there is a vertical scrollbar, this determines the current vertical scroll "
"value in line numbers, starting at 0 for the top line."
msgstr ""
"如果有一個垂直捲動條這就決定了目前的垂直捲動值以行數為單位頂行從0開始。"
msgid ""
"If [code]true[/code], text can be selected.\n"
"If [code]false[/code], text can not be selected by the user or by the [method "
"select] or [method select_all] methods."
msgstr ""
"如果為 [code]true[/code],文字可以被選擇。\n"
"如果為 [code]false[/code],使用者或使用[method select]或[method select_all]方"
"法都不能選擇文字。"
msgid "Sets the [SyntaxHighlighter] to use."
msgstr "設定要使用的 [SyntaxHighlighter]。"
msgid "String value of the [TextEdit]."
msgstr "[TextEdit] 的字串值。"
msgid "Sets the line wrapping mode to use."
msgstr "設定要使用的換行模式。"
msgid "Emitted when the caret changes position."
msgstr "游標改變位置時發出。"
msgid "Emitted when a gutter is added."
msgstr "新增邊欄時發出。"
msgid "Emitted when a gutter is clicked."
msgstr "點擊邊欄時發出。"
msgid "Emitted when a gutter is removed."
msgstr "移除邊欄時發出。"
msgid ""
"Emitted immediately when the text changes.\n"
"When text is added [param from_line] will be less than [param to_line]. On a "
"remove [param to_line] will be less than [param from_line]."
msgstr ""
"文字改變時立即發出。\n"
"新增文字時 [param from_line] 小於 [param to_line]。移除文字時 [param to_line] "
"小於 [param from_line]。"
msgid "Emitted when [method clear] is called or [member text] is set."
msgstr "[method clear] 被呼叫,或 [member text] 被設定時發出。"
msgid ""
"Pastes the clipboard text over the selected text (or at the cursor's "
"position)."
msgstr "將剪貼板上的文字貼上在選定的文字上(或游標的位置)。"
msgid "Erases the whole [TextEdit] text."
msgstr "擦除整個 [TextEdit] 文字。"
msgid "Selects the whole [TextEdit] text."
msgstr "選擇整個 [TextEdit] 文字。"
msgid "Redoes the previous action."
msgstr "重做前一個動作。"
msgid "No current action."
msgstr "無目前動作。"
msgid "A typing action."
msgstr "打字動作。"
msgid "A backwards delete action."
msgstr "向後刪除動作。"
msgid "A forward delete action."
msgstr "向前刪除動作。"
msgid "Match case when searching."
msgstr "搜索時配對大小寫。"
msgid "Match whole words when searching."
msgstr "搜索時配對整個單詞。"
msgid "Search from end to beginning."
msgstr "從頭到尾搜索。"
msgid "Vertical line caret."
msgstr "垂直線游標。"
msgid "Block caret."
msgstr "方塊游標。"
msgid "Not selecting."
msgstr "不選擇。"
msgid "Select as if [code]shift[/code] is pressed."
msgstr "就像按下 [code]shift[/code] 一樣進行選擇。"
msgid "Select single characters as if the user single clicked."
msgstr "選擇單個字元,就像使用者按一下一樣。"
msgid "Select whole words as if the user double clicked."
msgstr "選擇整個單詞,就像使用者按兩下一樣。"
msgid "Select whole lines as if the user triple clicked."
msgstr "選擇整行文字,就像使用者三擊一樣。"
msgid "Line wrapping is disabled."
msgstr "換行被禁用。"
msgid ""
"Line wrapping occurs at the control boundary, beyond what would normally be "
"visible."
msgstr "換行發生在控制項邊界,超出通常可見的範圍。"
msgid "Draw a string."
msgstr "繪製字串。"
msgid "Draw an icon."
msgstr "繪製圖示。"
msgid "Custom draw."
msgstr "自訂繪製。"
msgid "Sets the background [Color] of this [TextEdit]."
msgstr "設定該 [TextEdit] 的背景 [Color]。"
msgid "[Color] of the text behind the caret when using a block caret."
msgstr "使用區塊游標時,游標下文字的 [Color]。"
msgid ""
"[Color] of the caret. This can be set to a fully transparent color to hide "
"the caret entirely."
msgstr "游標的 [Color]。可以設為完全透明的顏色,從而完全隱藏游標。"
msgid "Background [Color] of the line containing the caret."
msgstr "游標所在行的背景 [Color]。"
msgid "Sets the font [Color]."
msgstr "設定字形顏色 [Color]。"
msgid "The tint of text outline of the [TextEdit]."
msgstr "該 [TextEdit] 的文字輪廓的色調。"
msgid "Sets the font [Color] when [member editable] is disabled."
msgstr "設定禁用 [member editable] 時的字形 [Color]。"
msgid ""
"Sets the [Color] of the selected text. If equal to [code]Color(0, 0, 0, 0)[/"
"code], it will be ignored."
msgstr ""
"設定所選文字的 [Color]。如果等於 [code]Color(0, 0, 0, 0)[/code],則該屬性將被"
"忽略。"
msgid "[Color] of the border around text that matches the search query."
msgstr "與搜索查詢配對的文字周圍的邊框的 [Color]。"
msgid "[Color] behind the text that matches the search query."
msgstr "與搜索查詢配對的文字背景的 [Color]。"
msgid "Sets the highlight [Color] of text selections."
msgstr "設定文字選擇的高亮 [Color] 顏色。"
msgid ""
"Sets the highlight [Color] of multiple occurrences. [member "
"highlight_all_occurrences] has to be enabled."
msgstr ""
"設定多次出現的高亮 [Color] 顏色。須啟用 [member highlight_all_occurrences] 。"
msgid ""
"The caret's width in pixels. Greater values can be used to improve "
"accessibility by ensuring the caret is easily visible, or to ensure "
"consistency with a large font size. If set to [code]0[/code] or lower, the "
"caret width is automatically set to 1 pixel and multiplied by the display "
"scaling factor."
msgstr ""
"文字游標的圖元寬度。較大的值能夠確保游標易於看到,確保游標與較大的字形保持一"
"致,從而提高可存取性。如果設定為 [code]0[/code] 或更低,游標的寬度將被自動設置"
"為 1 圖元,並乘以顯示縮放係數。"
msgid "Sets the spacing between the lines."
msgstr "設定行間距。"
msgid "Sets the default [Font]."
msgstr "設定預設的字形 [Font]。"
msgid "Sets default font size."
msgstr "設定預設的字形大小。"
msgid "Sets a custom [Texture2D] for space text characters."
msgstr "為空格文字字元,設定一個自訂 [Texture2D]。"
msgid "Sets a custom [Texture2D] for tab text characters."
msgstr "為定位字元文字字元,設定一個自訂 [Texture2D]。"
msgid "Sets the [StyleBox] of this [TextEdit]."
msgstr "設定這個 [TextEdit] 的 [StyleBox]。"
msgid ""
"Sets the [StyleBox] of this [TextEdit] when [member editable] is disabled."
msgstr "設定這個 [TextEdit] 在禁用 [member editable] 時的 [StyleBox]。"
msgid "Holds a line of text."
msgstr "存放一行文字。"
msgid "Abstraction over [TextServer] for handling a single line of text."
msgstr "基於 [TextServer] 的抽象,用於處理單行文字。"
msgid ""
"Adds inline object to the text buffer, [param key] must be unique. In the "
"text, object is represented as [param length] object replacement characters."
msgstr ""
"向文字緩衝中新增行內物件,[param key] 必須唯一。在文字中,物件使用 [param "
"length] 個物件替換字元表示。"
msgid "Adds text span and font to draw it."
msgstr "新增文字區間以及用於繪製的字形。"
msgid "Clears text line (removes text and inline objects)."
msgstr "清除文字行(移除文字和行內物件)。"
msgid ""
"Draw text into a canvas item at a given position, with [param color]. [param "
"pos] specifies the top left corner of the bounding box."
msgstr ""
"在畫布項中的給定位置繪製文字,顏色為 [param color]。[param pos] 指定的是邊界框"
"的左上角。"
msgid ""
"Returns the text ascent (number of pixels above the baseline for horizontal "
"layout or to the left of baseline for vertical)."
msgstr ""
"返回該文字的升部(水平排版時為基線上方的圖元數,垂直排版時為基線左側的圖元"
"數)。"
msgid ""
"Returns the text descent (number of pixels below the baseline for horizontal "
"layout or to the right of baseline for vertical)."
msgstr ""
"返回該文字的降部(水平排版時為基線下方的圖元數,垂直排版時為基線右側的圖元"
"數)。"
msgid "Returns thickness of the underline."
msgstr "返回底線的粗細度。"
msgid ""
"Returns width (for horizontal layout) or height (for vertical) of the text."
msgstr "返回文字的寬度(對於水平排版)或高度(對於垂直排版)。"
msgid "Returns bounding rectangle of the inline object."
msgstr "返回行內對象的邊界矩形。"
msgid "Returns array of inline objects."
msgstr "返回行內物件的陣列。"
msgid "Returns TextServer buffer RID."
msgstr "返回 TextServer 緩衝區 RID。"
msgid "Returns size of the bounding box of the text."
msgstr "返回文字邊界框的大小。"
msgid ""
"Returns caret character offset at the specified pixel offset at the baseline. "
"This function always returns a valid position."
msgstr ""
"返回基線處指定圖元偏移處的文字游標的偏移量。該函式始終返回一個有效位置。"
msgid "Sets new size and alignment of embedded object."
msgstr "設定內嵌物件的新大小和對齊方式。"
msgid ""
"Overrides BiDi for the structured text.\n"
"Override ranges should cover full source text without overlaps. BiDi "
"algorithm will be used on each range separately."
msgstr ""
"覆蓋用於結構化文字的 BiDi。\n"
"覆蓋範圍應覆蓋完整的源文字而沒有重疊。BiDi 演算法將分別被用於每個範圍。"
msgid "Sets text alignment within the line as if the line was horizontal."
msgstr "設定行內的文字對齊方式,始終按照該行為橫向的情況設定。"
msgid "Text writing direction."
msgstr "文字書寫方向。"
msgid "Line alignment rules. For more info see [TextServer]."
msgstr "行對齊規則。詳細請參閱 [TextServer]。"
msgid "Text orientation."
msgstr "文字朝向。"
msgid "If set to [code]true[/code] text will display control characters."
msgstr "如果設定為 [code]true[/code],則將在文字中顯示控制字元。"
msgid "If set to [code]true[/code] text will display invalid characters."
msgstr "如果設定為 [code]true[/code],則將在文字中顯示無效字元。"
msgid ""
"Sets the clipping behavior when the text exceeds the text line's set width. "
"See [enum TextServer.OverrunBehavior] for a description of all modes."
msgstr ""
"設定文字超出文字行的設定寬度時的裁剪行為。有關所有模式的描述,請參閱 [enum "
"TextServer.OverrunBehavior]。"
msgid "Text line width."
msgstr "文字行寬。"
msgid "Generate an [PrimitiveMesh] from the text."
msgstr "從文字生成 [PrimitiveMesh]。"
msgid ""
"Generate an [PrimitiveMesh] from the text.\n"
"TextMesh can be generated only when using dynamic fonts with vector glyph "
"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
"containers, like color emoji fonts) are not supported.\n"
"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
"height for the front face, 40% for the back face, 10% for the outer edges and "
"10% for the inner edges."
msgstr ""
"根據文字生成 [PrimitiveMesh]。\n"
"使用了向量字形輪廓的動態字形才能用於生成 TextMesh。不支援點陣字型包括 "
"TrueType/OpenType 容器中的點陣圖資料,例如彩色 Emoji 字形)。\n"
"UV 佈局由 4 個橫條組成,從上到下依次為:正面占 40% 高度,背面占 40% 的高度,外"
"面占 10% 的高度,內側面占 10% 的高度。"
msgid "Step (in pixels) used to approximate Bézier curves."
msgstr "用於近似貝茲曲線的步長(單位為圖元)。"
msgid ""
"Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
"generated, and UV layout is changed to use full texture for the front face "
"only."
msgstr ""
"生成的網格的深度,設為 [code]0.0[/code] 時只有正面,此時的 UV 佈局會變為讓正面"
"佔據整張紋理。"
msgid "Font size of the [TextMesh]'s text."
msgstr "該 [TextMesh] 文字的字形大小。"
msgid ""
"Language code used for text shaping algorithms, if left empty current locale "
"is used instead."
msgstr "語言程式碼,用於文字塑形演算法,如果留空則使用目前區域設定。"
msgid "Vertical space between lines in multiline [TextMesh]."
msgstr "多行 [TextMesh] 中,行與行之間的垂直間距。"
msgid "The size of one pixel's width on the text to scale it in 3D."
msgstr "文字上一個圖元寬度的大小,以 3D 縮放。"
msgid "The text to generate mesh from."
msgstr "用於生成網格的文字。"
msgid "Text width (in pixels), used for fill alignment."
msgstr "文字寬度(單位為圖元),用於填充對齊。"
msgid "Holds a paragraph of text."
msgstr "持有一個文字段落。"
msgid "Abstraction over [TextServer] for handling a single paragraph of text."
msgstr "對 [TextServer] 的抽象,用於處理單個文字段落。"
msgid "Clears text paragraph (removes text and inline objects)."
msgstr "清空文字段落(移除文字和行內物件)。"
msgid "Removes dropcap."
msgstr "移除首字下沉。"
msgid ""
"Draw all lines of the text and drop cap into a canvas item at a given "
"position, with [param color]. [param pos] specifies the top left corner of "
"the bounding box."
msgstr ""
"在畫布項中的給定位置繪製文字中所有行和首字下沉,顏色為 [param color]。[param "
"pos] 指定的是邊界框的左上角。"
msgid ""
"Draw drop cap into a canvas item at a given position, with [param color]. "
"[param pos] specifies the top left corner of the bounding box."
msgstr ""
"在畫布項中的給定位置繪製首字下沉,顏色為 [param color]。[param pos] 指定的是邊"
"界框的左上角。"
msgid ""
"Draw drop cap outline into a canvas item at a given position, with [param "
"color]. [param pos] specifies the top left corner of the bounding box."
msgstr ""
"在畫布項中的給定位置繪製首字下沉的輪廓,顏色為 [param color]。[param pos] 指定"
"的是邊界框的左上角。"
msgid ""
"Draw single line of text into a canvas item at a given position, with [param "
"color]. [param pos] specifies the top left corner of the bounding box."
msgstr ""
"在畫布項中的給定位置繪製一行文字,顏色為 [param color]。[param pos] 指定的是邊"
"界框的左上角。"
msgid ""
"Draw outline of the single line of text into a canvas item at a given "
"position, with [param color]. [param pos] specifies the top left corner of "
"the bounding box."
msgstr ""
"在畫布項中的給定位置繪製一行文字的輪廓,顏色為 [param color]。[param pos] 指定"
"的是邊界框的左上角。"
msgid ""
"Draw outlines of all lines of the text and drop cap into a canvas item at a "
"given position, with [param color]. [param pos] specifies the top left corner "
"of the bounding box."
msgstr ""
"在畫布項中的給定位置繪製文字中所有行和首字下沉的輪廓,顏色為 [param color]。"
"[param pos] 指定的是邊界框的左上角。"
msgid "Returns number of lines used by dropcap."
msgstr "返回首字下沉使用的行數。"
msgid "Returns drop cap text buffer RID."
msgstr "返回首字下沉文字緩衝 RID。"
msgid "Returns drop cap bounding box size."
msgstr "返回首字下沉邊界框大小。"
msgid ""
"Returns the text line ascent (number of pixels above the baseline for "
"horizontal layout or to the left of baseline for vertical)."
msgstr ""
"返回文字行上高(對於水平佈局,為基線上方的圖元數;或對於垂直佈局,基線左側的圖"
"元數)。"
msgid "Returns number of lines in the paragraph."
msgstr "返回段落中的行數。"
msgid ""
"Returns the text line descent (number of pixels below the baseline for "
"horizontal layout or to the right of baseline for vertical)."
msgstr ""
"返回文字行下深(對於水平佈局,為基線下方的圖元數;或對於垂直佈局,基線右側的圖"
"元數)。"
msgid "Returns array of inline objects in the line."
msgstr "返回某行中行內物件的陣列。"
msgid "Returns character range of the line."
msgstr "返回某行中的字元範圍。"
msgid "Returns TextServer line buffer RID."
msgstr "返回 TextServer 行緩衝 RID。"
msgid "Returns size of the bounding box of the line of text."
msgstr "返回文字行邊界框的大小。"
msgid ""
"Returns width (for horizontal layout) or height (for vertical) of the line of "
"text."
msgstr "返回文字行的寬度(水平排版)或高度(垂直排版)。"
msgid ""
"Returns the size of the bounding box of the paragraph, without line breaks."
msgstr "返回段落邊界框的大小,不帶分行符號。"
msgid "Returns TextServer full string buffer RID."
msgstr "返回 TextServer 完整字串緩衝區的 RID。"
msgid "Returns the size of the bounding box of the paragraph."
msgstr "返回段落邊界框的大小。"
msgid ""
"Returns caret character offset at the specified coordinates. This function "
"always returns a valid position."
msgstr "返回指定座標處的文字游標的偏移量。該函式始終返回一個有效位置。"
msgid ""
"Sets drop cap, overrides previously set drop cap. Drop cap (dropped capital) "
"is a decorative element at the beginning of a paragraph that is larger than "
"the rest of the text."
msgstr ""
"設定首字下沉,會覆蓋之前設定的首字下沉。首字下沉是段落開頭的裝飾元素,比文字的"
"其餘部分大。"
msgid "Aligns paragraph to the given tab-stops."
msgstr "將段落與給定的定位停駐點對齊。"
msgid "Paragraph horizontal alignment."
msgstr "段落的水平對齊。"
msgid "Line breaking rules. For more info see [TextServer]."
msgstr "斷行規則。詳情見 [TextServer]。"
msgid ""
"Custom punctuation character list, used for word breaking. If set to empty "
"string, server defaults are used."
msgstr "自訂標點字元列表,用於分詞。如果設定為空字串,則使用伺服器的預設值。"
msgid "Limits the lines of text shown."
msgstr "限制顯示文字的行數。"
msgid ""
"Sets the clipping behavior when the text exceeds the paragraph's set width. "
"See [enum TextServer.OverrunBehavior] for a description of all modes."
msgstr ""
"設定當文字超過段落的設定寬度時的裁剪行為。有關所有模式的描述,請參閱 [enum "
"TextServer.OverrunBehavior]。"
msgid "Paragraph width."
msgstr "段落寬度。"
msgid "A server interface for font management and text rendering."
msgstr "字形管理和文字渲染的伺服器介面。"
msgid "[TextServer] is the API backend for managing fonts and rendering text."
msgstr "[TextServer] 是用於管理字形和渲染文字的 API 後端。"
msgid ""
"Creates a new, empty font cache entry resource. To free the resulting "
"resource, use the [method free_rid] method."
msgstr ""
"新建空的字形快取條目資源。要釋放生成的資源,請使用 [method free_rid] 方法。"
msgid ""
"Creates new buffer for complex text layout, with the given [param direction] "
"and [param orientation]. To free the resulting buffer, use [method free_rid] "
"method.\n"
"[b]Note:[/b] Direction is ignored if server does not support [constant "
"FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced]).\n"
"[b]Note:[/b] Orientation is ignored if server does not support [constant "
"FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])."
msgstr ""
"使用給定的方向 [param direction] 和朝向 [param orientation] 新建緩衝區,用於複"
"雜排版。要釋放生成的緩衝區,請使用 [method free_rid]方法。\n"
"[b]注意:[/b]如果伺服器不支援 [constant FEATURE_BIDI_LAYOUT] 功能,則會忽略方"
"向([TextServerAdvanced] 支援)。\n"
"[b]注意:[/b]如果伺服器不支援 [constant FEATURE_VERTICAL_LAYOUT] 功能,則會忽"
"略朝向([TextServerAdvanced] 支援)。"
msgid ""
"Draws box displaying character hexadecimal code. Used for replacing missing "
"characters."
msgstr "繪製顯示字元十六進位碼的框。用於替換缺失的字元。"
msgid ""
"Removes all rendered glyphs information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method font_remove_texture] to remove them manually."
msgstr ""
"從快取條目中移除所有的渲染字形資訊。\n"
"[b]注意:[/b]該函式不會移除與字形關聯的紋理,請使用 [method "
"font_remove_texture] 手動移除。"
msgid "Removes all font sizes from the cache entry."
msgstr "從快取條目中移除所有的字形大小。"
msgid ""
"Removes all textures from font cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture, use [method font_remove_glyph] to remove them manually."
msgstr ""
"從字形快取條目中移除所有的紋理。\n"
"[b]注意:[/b]該函式不會移除與紋理關聯的字形,請使用 [method "
"font_remove_glyph] 手動移除。"
msgid ""
"Draws single glyph into a canvas item at the position, using [param font_rid] "
"at the size [param size].\n"
"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned "
"by [method shaped_text_get_glyphs] or [method font_get_glyph_index].\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"在畫布項中某個位置繪製單個字形,使用的字形為 [param font_rid],大小為 [param "
"size]。\n"
"[b]注意:[/b]字形索引是特定於字形的,請使用 [method shaped_text_get_glyphs] "
"或 [method font_get_glyph_index] 返回的字形索引。\n"
"[b]注意:[/b]如果有待渲染的字形,呼叫這個函式可能會觸發紋理快取的更新。"
msgid ""
"Draws single glyph outline of size [param outline_size] into a canvas item at "
"the position, using [param font_rid] at the size [param size].\n"
"[b]Note:[/b] Glyph index is specific to the font, use glyphs indices returned "
"by [method shaped_text_get_glyphs] or [method font_get_glyph_index].\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"在畫布項中某個位置繪製單個字形輪廓,使用的字形為 [param font_rid],大小為 "
"[param size]。\n"
"[b]注意:[/b]字形索引是特定於字形的,請使用 [method shaped_text_get_glyphs] "
"或 [method font_get_glyph_index] 返回的字形索引。\n"
"[b]注意:[/b]如果有待渲染的字形,呼叫這個函式可能會觸發紋理快取的更新。"
msgid "Returns font anti-aliasing mode."
msgstr "返回字形的抗鋸齒模式。"
msgid ""
"Returns character code associated with [param glyph_index], or [code]0[/code] "
"if [param glyph_index] is invalid. See [method font_get_glyph_index]."
msgstr ""
"返回與 [param glyph_index] 關聯的字元碼,如果 [param glyph_index] 無效則返回 "
"[code]0[/code]。見 [method font_get_glyph_index]。"
msgid "Returns font embolden strength."
msgstr "返回字形的加粗力度。"
msgid "Returns bitmap font fixed size."
msgstr "返回點陣字型的固定大小。"
msgid "Returns [code]true[/code] if font texture mipmap generation is enabled."
msgstr "如果啟用了字形紋理 mipmap 生成,則返回 [code]true[/code]。"
msgid ""
"Returns the font oversampling factor, shared by all fonts in the TextServer."
msgstr "返回字形過取樣係數,由 TextServer 中的所有字形共用。"
msgid ""
"Returns the glyph index of a [param char], optionally modified by the [param "
"variation_selector]. See [method font_get_char_from_glyph_index]."
msgstr ""
"返回 [param char] 的字形索引,可以用 [param variation_selector] 修改。見 "
"[method font_get_char_from_glyph_index]。"
msgid "Returns size of the glyph."
msgstr "返回該字形的大小。"
msgid ""
"Returns resource ID of the cache texture containing the glyph.\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"返回包含字形的快取紋理的資源 ID。\n"
"[b]注意:[/b]如果有待渲染的字形,呼叫此函式可能會觸發紋理快取的更新。"
msgid ""
"Returns size of the cache texture containing the glyph.\n"
"[b]Note:[/b] If there are pending glyphs to render, calling this function "
"might trigger the texture cache update."
msgstr ""
"返回包含字形的快取紋理的大小。\n"
"[b]注意:[/b]如果有待渲染的字形,呼叫此函式可能會觸發紋理快取的更新。"
msgid "Returns the font hinting mode. Used by dynamic fonts only."
msgstr "返回字形微調模式。僅用於動態字形。"
msgid ""
"Returns the width of the range around the shape between the minimum and "
"maximum representable signed distance."
msgstr "返回最小和最大可表示有符號距離之間形狀周圍範圍的寬度。"
msgid "Returns source font size used to generate MSDF textures."
msgstr "返回用於生成 MSDF 紋理的源字形大小。"
msgid "Returns font OpenType feature set override."
msgstr "返回字形 OpenType 功能集覆蓋。"
msgid ""
"Returns font oversampling factor, if set to [code]0.0[/code] global "
"oversampling factor is used instead. Used by dynamic fonts only."
msgstr ""
"返回字形過取樣係數,如果設定為 [code]0.0[/code],則使用全域過取樣係數。僅由動"
"態字形使用。"
msgid ""
"Returns the spacing for [param spacing] (see [enum TextServer.SpacingType]) "
"in pixels (not relative to the font size)."
msgstr ""
"將 [code]type[/code](參見 [enum TextServer.SpacingType])的間距設定為 [param "
"value] 圖元(與字形大小無關)。"
msgid "Returns font style flags, see [enum FontStyle]."
msgstr "返回字形樣式旗標,見 [enum FontStyle]。"
msgid "Returns font subpixel glyph positioning mode."
msgstr "返回字形的次圖元字形定位模式。"
msgid "Returns a string containing all the characters available in the font."
msgstr "返回包含字形中所有可用字元的字串。"
msgid "Returns font cache texture image data."
msgstr "返回字形快取紋理圖像資料。"
msgid "Returns array containing glyph packing data."
msgstr "返回包含字形打包資料的陣列。"
msgid "Returns 2D transform applied to the font outlines."
msgstr "返回套用於字形輪廓的 2D 變換。"
msgid ""
"Returns variation coordinates for the specified font cache entry. See [method "
"font_supported_variation_list] for more info."
msgstr ""
"返回指定字形快取條目的變體座標。詳見 [method font_supported_variation_list]。"
msgid ""
"Returns [code]true[/code] if system fonts can be automatically used as "
"fallbacks."
msgstr "如果可以自動使用系統字形作為退回字形,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if auto-hinting is supported and preferred over "
"font built-in hinting. Used by dynamic fonts only."
msgstr ""
"如果自動提示被支援且優先於字形內建提示,則返回 [code]true[/code]。僅由動態字體"
"使用。"
msgid ""
"Returns [code]true[/code] if glyphs of all sizes are rendered using single "
"multichannel signed distance field generated from the dynamic font vector "
"data."
msgstr ""
"如果使用從動態字形向量資料生成的單個多通道有符號距離場渲染所有大小的字形,則返"
"回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code], if font supports given script (ISO 15924 code)."
msgstr "如果字形支援給定的文字ISO 15924 程式碼),則返回 [code]true[/code]。"
msgid ""
"Removes specified rendered glyph information from the cache entry.\n"
"[b]Note:[/b] This function will not remove textures associated with the "
"glyphs, use [method font_remove_texture] to remove them manually."
msgstr ""
"從快取條目中移除指定的渲染字形資訊。\n"
"[b]注意:[/b]這個函式不會移除與字形相關的紋理,請使用 [method "
"font_remove_texture] 手動移除。"
msgid ""
"Removes specified texture from the cache entry.\n"
"[b]Note:[/b] This function will not remove glyphs associated with the "
"texture, remove them manually, using [method font_remove_glyph]."
msgstr ""
"從快取條目中移除指定紋理。\n"
"[b]注意:[/b]這個函式不會移除與紋理關聯的字形,請使用 [method "
"font_remove_glyph] 手動移除。"
msgid "Sets font anti-aliasing mode."
msgstr "使用字形抗鋸齒模式。"
msgid "Sets font source data, e.g contents of the dynamic font source file."
msgstr "設定字形來源資料,例如動態字形的原始檔案內容。"
msgid ""
"Sets font embolden strength. If [param strength] is not equal to zero, "
"emboldens the font outlines. Negative values reduce the outline thickness."
msgstr ""
"設定字形的加粗強度。如果 [param strength] 不等於零,則會加粗字形輪廓。負值會減"
"小輪廓的粗細度。"
msgid ""
"Sets bitmap font fixed size. If set to value greater than zero, same cache "
"entry will be used for all font sizes."
msgstr ""
"設定點陣字型的固定大小。如果設定為大於零的值,則會為所有字形大小使用相同的緩存"
"條目。"
msgid ""
"If set to [code]true[/code] auto-hinting is preferred over font built-in "
"hinting."
msgstr ""
"如果設定為 [code]true[/code],則優先使用自動微調,而不是字形的內建微調。"
msgid "If set to [code]true[/code] font texture mipmap generation is enabled."
msgstr "如果設定為 [code]true[/code],則啟用字形紋理 mipmap 生成。"
msgid ""
"Sets oversampling factor, shared by all font in the TextServer.\n"
"[b]Note:[/b] This value can be automatically changed by display server."
msgstr ""
"設定過取樣係數,由 TextServer 中的所有字形共用。\n"
"[b]注意:[/b]顯示伺服器可能自動更改這個值。"
msgid "Sets size of the glyph."
msgstr "設定字形的大小。"
msgid "Sets font hinting mode. Used by dynamic fonts only."
msgstr "設定字形微調模式。僅由動態字形使用。"
msgid "Adds override for [method font_is_language_supported]."
msgstr "為 [method font_is_language_supported] 新增覆蓋。"
msgid ""
"Sets the width of the range around the shape between the minimum and maximum "
"representable signed distance."
msgstr "設定最小和最大可表示有符號距離之間形狀周圍範圍的寬度。"
msgid "Sets source font size used to generate MSDF textures."
msgstr "設定用於生成 MSDF 紋理的源字形大小。"
msgid ""
"If set to [code]true[/code], glyphs of all sizes are rendered using single "
"multichannel signed distance field generated from the dynamic font vector "
"data. MSDF rendering allows displaying the font at any scaling factor without "
"blurriness, and without incurring a CPU cost when the font size changes "
"(since the font no longer needs to be rasterized on the CPU). As a downside, "
"font hinting is not available with MSDF. The lack of font hinting may result "
"in less crisp and less readable fonts at small sizes.\n"
"[b]Note:[/b] MSDF font rendering does not render glyphs with overlapping "
"shapes correctly. Overlapping shapes are not valid per the OpenType standard, "
"but are still commonly found in many font files, especially those converted "
"by Google Fonts. To avoid issues with overlapping glyphs, consider "
"downloading the font file directly from the type foundry instead of relying "
"on Google Fonts."
msgstr ""
"如果設定為 [code]true[/code],則所有大小的字形都使用同一個從動態字形向量資料生"
"成的多通道帶符號距離場進行渲染。MSDF 渲染能夠使用任意縮放係數顯示字形,字形不"
"會變得模糊,字形大小的改變也不會消耗 CPU 的性能(因為字形不再需要在 CPU 上進行"
"光柵化。缺點是MSDF 無法使用字形微調。缺少字形微調時,銳度可能降低,較小的字"
"形可能不易閱讀。\n"
"[b]注意:[/b]MSDF 字形渲染無法正確渲染存在形狀重疊的字形。重疊的形狀在 "
"OpenType 標準中是無效的,但在很多字形檔中仍然很常見,尤其是經過 Google Fonts "
"轉換後的那些。要避免形狀重疊帶來的問題,請考慮直接從字形廠商下載字形文件,不要"
"依賴 Google Fonts。"
msgid "Sets the font family name."
msgstr "設定該字形的家族名稱。"
msgid "Sets font OpenType feature set override."
msgstr "設定字形 OpenType 功能集覆蓋。"
msgid ""
"Sets font oversampling factor, if set to [code]0.0[/code] global oversampling "
"factor is used instead. Used by dynamic fonts only."
msgstr ""
"設定字形的過取樣係數,如果設定為 [code]0.0[/code],則會改用全域過取樣係數。僅"
"由動態字形使用。"
msgid "Adds override for [method font_is_script_supported]."
msgstr "為 [method font_is_script_supported] 新增覆蓋。"
msgid ""
"Sets font stretch amount, compared to a normal width. A percentage value "
"between [code]50%[/code] and [code]200%[/code].\n"
"[b]Note:[/b] This value is used for font matching only and will not affect "
"font rendering. Use [method font_set_face_index], [method "
"font_set_variation_coordinates], or [method font_set_transform] instead."
msgstr ""
"設定字形相對於普通寬度的拉伸量,是在 [code]50%[/code] 和 [code]200%[/code] 之"
"間的百分比值。\n"
"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method "
"font_set_face_index]、[method font_set_variation_coordinates] 或 [method "
"font_set_transform]。"
msgid ""
"Sets the font style flags, see [enum FontStyle].\n"
"[b]Note:[/b] This value is used for font matching only and will not affect "
"font rendering. Use [method font_set_face_index], [method "
"font_set_variation_coordinates], [method font_set_embolden], or [method "
"font_set_transform] instead."
msgstr ""
"設定字形樣式旗標,見 [enum FontStyle]。\n"
"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method "
"font_set_face_index]、[method font_set_variation_coordinates]、[method "
"font_set_embolden] 或 [method font_set_transform]。"
msgid "Sets the font style name."
msgstr "設定字形的樣式名稱。"
msgid "Sets font subpixel glyph positioning mode."
msgstr "設定字形的次圖元字形定位模式。"
msgid "Sets font cache texture image data."
msgstr "設定字形的快取紋理圖像資料。"
msgid ""
"Sets 2D transform, applied to the font outlines, can be used for slanting, "
"flipping and rotating glyphs.\n"
"For example, to simulate italic typeface by slanting, apply the following "
"transform [code]Transform2D(1.0, slant, 0.0, 1.0, 0.0, 0.0)[/code]."
msgstr ""
"設定套用於字形輪廓的 2D 變換,可用於傾斜、翻轉和旋轉字形。\n"
"例如,要通過傾斜來類比斜體字形,請套用以下變換 [code]Transform2D(1.0, slant, "
"0.0, 1.0, 0.0, 0.0)[/code]。"
msgid ""
"Sets variation coordinates for the specified font cache entry. See [method "
"font_supported_variation_list] for more info."
msgstr ""
"為指定的字形快取條目設定變體座標。詳見 [method "
"font_supported_variation_list]。"
msgid ""
"Sets weight (boldness) of the font. A value in the [code]100...999[/code] "
"range, normal font weight is [code]400[/code], bold font weight is [code]700[/"
"code].\n"
"[b]Note:[/b] This value is used for font matching only and will not affect "
"font rendering. Use [method font_set_face_index], [method "
"font_set_variation_coordinates], or [method font_set_embolden] instead."
msgstr ""
"設定字形的字重(粗度)。字重是在 [code]100...999[/code] 範圍內的值,普通字重"
"為 [code]400[/code],粗體字重為 [code]700[/code]。\n"
"[b]注意:[/b]這個值僅用於配對字形,不會影響字形的渲染。請改用 [method "
"font_set_face_index]、[method font_set_variation_coordinates]、[method "
"font_set_embolden] 或 [method font_set_transform]。"
msgid "Returns the dictionary of the supported OpenType features."
msgstr "返回支援的 OpenType 功能的字典。"
msgid "Returns the dictionary of the supported OpenType variation coordinates."
msgstr "返回支援的 OpenType 變體座標的字典。"
msgid ""
"Converts a number from the Western Arabic (0..9) to the numeral systems used "
"in [param language].\n"
"If [param language] is omitted, the active locale will be used."
msgstr ""
"將數字從阿拉伯數字0..9)轉換為 [param language] 語言的記數系統。\n"
"如果省略 [param language],則會使用啟動的區域設定。"
msgid "Frees an object created by this [TextServer]."
msgstr "釋放由該 [TextServer] 建立的某個對象。"
msgid "Returns text server features, see [enum Feature]."
msgstr "返回文字伺服器的功能,見 [enum Feature]。"
msgid ""
"Returns size of the replacement character (box with character hexadecimal "
"code that is drawn in place of invalid characters)."
msgstr "返回替換字元的大小(在無效字元處繪製的帶十六進位字元程式碼的框)。"
msgid "Returns the name of the server interface."
msgstr "返回該伺服器介面的名稱。"
msgid ""
"Returns default TextServer database (e.g. ICU break iterators and "
"dictionaries) filename."
msgstr "返回預設的 TextServer 資料庫(例如 ICU 中斷反覆運算器和字典)檔案名。"
msgid ""
"Returns TextServer database (e.g. ICU break iterators and dictionaries) "
"description."
msgstr "返回 TextServer 資料庫(例如 ICU 中斷反覆運算器和字典)的描述。"
msgid ""
"Returns [code]true[/code] if [param rid] is valid resource owned by this text "
"server."
msgstr ""
"如果 [param rid] 是該文字伺服器擁有的有效資源,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the server supports a feature."
msgstr "如果伺服器支援某個功能,則返回 [code]true[/code]。"
msgid ""
"Returns index of the first string in [param dict] which is visually "
"confusable with the [param string], or [code]-1[/code] if none is found.\n"
"[b]Note:[/b] This method doesn't detect invisible characters, for spoof "
"detection use it in combination with [method spoof_check].\n"
"[b]Note:[/b] Always returns [code]-1[/code] if the server does not support "
"the [constant FEATURE_UNICODE_SECURITY] feature."
msgstr ""
"返回 [param dict] 中可能與 [param string] 發生視覺混淆的第一個字串的索引,如果"
"沒有找到則返回 [code]-1[/code]。\n"
"[b]注意:[/b]這個方法不偵測不可見字元,要進行欺騙性偵測,請與 [method "
"spoof_check] 結合使用。\n"
"[b]注意:[/b]如果該伺服器不支援 [constant FEATURE_UNICODE_SECURITY] 功能,則始"
"終返回 [code]-1[/code]。"
msgid "Returns [code]true[/code] if locale is right-to-left."
msgstr "如果區域設定為從右至左,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if [param string] is a valid identifier.\n"
"If the text server supports the [constant FEATURE_UNICODE_IDENTIFIERS] "
"feature, a valid identifier must:\n"
"- Conform to normalization form C.\n"
"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n"
"- May contain Unicode characters of class XID_Continue in the other "
"positions.\n"
"- Use UAX #31 recommended scripts only (mixed scripts are allowed).\n"
"If the [constant FEATURE_UNICODE_IDENTIFIERS] feature is not supported, a "
"valid identifier must:\n"
"- Begin with a Unicode character of class XID_Start or [code]\"_\"[/code].\n"
"- May contain Unicode characters of class XID_Continue in the other positions."
msgstr ""
"如果 [param string] 為有效的識別字,則返回 [code]true[/code]。\n"
"如果文字伺服器支援 [constant FEATURE_UNICODE_IDENTIFIERS] 功能,則有效的標識符"
"必須:\n"
"- 遵循 C 範式。\n"
"- 開頭是 XID_Start 類的 Unicode 字元或 [code]\"_\"[/code]。\n"
"- 其他位置可以包含 XID_Continue 類的 Unicode 字元。\n"
"- 僅使用 UAX #31 推薦的文字(允許混合文字)。\n"
"如果不支援 [constant FEATURE_UNICODE_IDENTIFIERS] 功能,則有效的識別字必須:\n"
"- 開頭是 XID_Start 類的 Unicode 字元或 [code]\"_\"[/code]。\n"
"- 其他位置可以包含 XID_Continue 類的 Unicode 字元。"
msgid ""
"Loads optional TextServer database (e.g. ICU break iterators and "
"dictionaries).\n"
"[b]Note:[/b] This function should be called before any other TextServer "
"functions used, otherwise it won't have any effect."
msgstr ""
"載入可選的 TextServer 資料庫(例如 ICU 斷字反覆運算器和字典)。\n"
"[b]注意:[/b]這個函式應該在使用任何其他 TextServer 函式之前呼叫,否則不會起任"
"何作用。"
msgid ""
"Converts readable feature, variation, script or language name to OpenType tag."
msgstr "將功能、變體、文字、語言的可讀名稱轉換為 OpenType 標記。"
msgid ""
"Converts [param number] from the numeral systems used in [param language] to "
"Western Arabic (0..9)."
msgstr ""
"將數位 [param number] 從 [param language] 的記數系統轉換為阿拉伯數字0..9)。"
msgid ""
"Default implementation of the BiDi algorithm override function. See [enum "
"StructuredTextParser] for more info."
msgstr ""
"BiDi 演算法覆蓋函式的預設實作。有關詳細資訊,請參閱 [enum "
"StructuredTextParser]。"
msgid "Returns percent sign used in the [param language]."
msgstr "返回語言 [param language] 中使用的百分比符號。"
msgid ""
"Saves optional TextServer database (e.g. ICU break iterators and "
"dictionaries) to the file.\n"
"[b]Note:[/b] This function is used by during project export, to include "
"TextServer database."
msgstr ""
"將可選的 TextServer 資料庫(例如 ICU 斷字反覆運算器和字典)保存到檔中。\n"
"[b]注意:[/b]這個函式在匯出專案時會用到,用於包含 TextServer 資料庫。"
msgid ""
"Returns number of text spans added using [method shaped_text_add_string] or "
"[method shaped_text_add_object]."
msgstr ""
"返回使用 [method shaped_text_add_string] 或 [method shaped_text_add_object] 新"
"增的文字區間的數量。"
msgid "Returns text span metadata."
msgstr "返回文字區間的中繼資料。"
msgid ""
"Changes text span font, font size and OpenType features, without changing the "
"text."
msgstr "在不更改文字的情況下,更改文字區間的字形、字形大小和 OpenType 功能。"
msgid "Adds text span and font to draw it to the text buffer."
msgstr "新增文字區間和字形,將其繪製到文字緩衝中。"
msgid "Clears text buffer (removes text and inline objects)."
msgstr "清空文字緩衝(移除文字和行內物件)。"
msgid "Returns composite character position closest to the [param pos]."
msgstr "返回距離 [param pos] 最近的組合字元結束位置。"
msgid ""
"Draw shaped text into a canvas item at a given position, with [param color]. "
"[param pos] specifies the leftmost point of the baseline (for horizontal "
"layout) or topmost point of the baseline (for vertical layout)."
msgstr ""
"在畫布項的給定位置繪製塑形後的文字,顏色為 [param color]。[param pos] 指定的是"
"基線的最左側(橫向排版)或基線的最頂部(縱向排版)。"
msgid ""
"Draw the outline of the shaped text into a canvas item at a given position, "
"with [param color]. [param pos] specifies the leftmost point of the baseline "
"(for horizontal layout) or topmost point of the baseline (for vertical "
"layout)."
msgstr ""
"在畫布項的給定位置繪製塑形後的文字輪廓,顏色為 [param color]。[param pos] 指定"
"的是基線的最左側(橫向排版)或基線的最頂部(縱向排版)。"
msgid "Adjusts text width to fit to specified width, returns new text width."
msgstr "兩端對齊文字以適合指定寬度,返回新的文字寬度。"
msgid ""
"Returns the text ascent (number of pixels above the baseline for horizontal "
"layout or to the left of baseline for vertical).\n"
"[b]Note:[/b] Overall ascent can be higher than font ascent, if some glyphs "
"are displaced from the baseline."
msgstr ""
"返回文字上高(水平佈局基線上方的圖元數,或垂直佈局基線左側的圖元數)。\n"
"[b]注意:[/b]如果某些字形偏離基線,則總體上高可能高於字形上高。"
msgid ""
"Returns shapes of the carets corresponding to the character offset [param "
"position] in the text. Returned caret shape is 1 pixel wide rectangle."
msgstr ""
"返回與文字中字元偏移 [param position] 對應的文字游標的形狀。返回的游標形狀是寬"
"度為 1 圖元的矩形。"
msgid "Returns array of the composite character boundaries."
msgstr "返回字形快取條目的數量。"
msgid ""
"Returns custom punctuation character list, used for word breaking. If set to "
"empty string, server defaults are used."
msgstr ""
"返回自訂標點字元列表,用於斷字。如果被設定為空字串,則使用服務的預設值。"
msgid ""
"Returns the text descent (number of pixels below the baseline for horizontal "
"layout or to the right of baseline for vertical).\n"
"[b]Note:[/b] Overall descent can be higher than font descent, if some glyphs "
"are displaced from the baseline."
msgstr ""
"返回文字下深(水平佈局基線下方的圖元數,或垂直佈局基線右側的圖元數)。\n"
"[b]注意:[/b]如果某些字形偏離基線,則總體下深可能高於字形下深。"
msgid "Returns direction of the text."
msgstr "返回文字的方向。"
msgid "Returns dominant direction of in the range of text."
msgstr "返回文字範圍內的主要書寫方向。"
msgid "Returns number of glyphs in the ellipsis."
msgstr "返回省略號中的字形數。"
msgid "Returns array of the glyphs in the ellipsis."
msgstr "返回省略號中的字形陣列。"
msgid "Returns position of the ellipsis."
msgstr "返回省略號的位置。"
msgid "Returns number of glyphs in the buffer."
msgstr "返回緩衝區中的字形數。"
msgid "Returns an array of glyphs in the visual order."
msgstr "返回字形陣列,按視覺順序排序。"
msgid ""
"Returns composite character's bounds as offsets from the start of the line."
msgstr "將複合字元的邊界返回為距行首的偏移量。"
msgid "Returns direction of the text, inferred by the BiDi algorithm."
msgstr "返回由 BiDi 演算法推斷的文字書寫方向。"
msgid "Breaks text to the lines and returns character ranges for each line."
msgstr "對文字進行斷行,返回每一行的字元範圍。"
msgid ""
"Breaks text to the lines and columns. Returns character ranges for each "
"segment."
msgstr "將文字拆分為行和列。返回每段的字元範圍。"
msgid "Returns text orientation."
msgstr "返回文字朝向。"
msgid "Returns the parent buffer from which the substring originates."
msgstr "返回子字串源自哪個父緩衝區。"
msgid ""
"Returns [code]true[/code] if text buffer is configured to display control "
"characters."
msgstr "如果文字緩衝區被配置為顯示控制字元,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if text buffer is configured to display hexadecimal "
"codes in place of invalid characters.\n"
"[b]Note:[/b] If set to [code]false[/code], nothing is displayed in place of "
"invalid characters."
msgstr ""
"如果文字緩衝區被配置為在無效字元處顯示十六進位程式碼,則返回 [code]true[/"
"code]。\n"
"[b]注意:[/b]如果設定為 [code]false[/code],則在無效字元處不顯示任何內容。"
msgid "Returns substring buffer character range in the parent buffer."
msgstr "返回父緩衝區中子字串緩衝區的字元範圍。"
msgid "Returns selection rectangles for the specified character range."
msgstr "返回用於指定字元範圍的選區矩形。"
msgid "Returns size of the text."
msgstr "返回該文字的大小。"
msgid "Returns extra spacing added between glyphs or lines in pixels."
msgstr "返回字形或行之間新增的額外間距,單位為圖元。"
msgid "Returns the position of the overrun trim."
msgstr "返回超出修剪的位置。"
msgid ""
"Breaks text into words and returns array of character ranges. Use [param "
"grapheme_flags] to set what characters are used for breaking (see [enum "
"GraphemeFlag])."
msgstr ""
"將文字分解成單詞並返回字元範圍的陣列。請使用 [param grapheme_flags] 來設定哪些"
"字元會被用於分解(見 [enum GraphemeFlag])。"
msgid ""
"Returns [code]true[/code] if text buffer contains any visible characters."
msgstr "如果文字緩衝區存在可顯示字元,則返回 [code]true[/code]。"
msgid ""
"Returns grapheme index at the specified pixel offset at the baseline, or "
"[code]-1[/code] if none is found."
msgstr ""
"返回字素的索引,該字素位於基線上指定圖元偏移的位置,如果沒有找到,則返回 "
"[code]-1[/code]。"
msgid "Returns [code]true[/code] if buffer is successfully shaped."
msgstr "如果緩衝區成功塑形,則返回 [code]true[/code]。"
msgid "Returns composite character end position closest to the [param pos]."
msgstr "返回距離 [param pos] 最近的組合字元結束位置。"
msgid "Returns grapheme end position closest to the [param pos]."
msgstr "返回距離 [param pos] 最近的組合字元結束位置。"
msgid "Trims text if it exceeds the given width."
msgstr "如果文字超出給定寬度,則修剪文字。"
msgid "Returns composite character start position closest to the [param pos]."
msgstr "返回距離 [param pos] 最近的組合字元開始位置。"
msgid "Returns grapheme start position closest to the [param pos]."
msgstr "返回距離 [param pos] 最近的組合字元開始位置。"
msgid ""
"Sets custom punctuation character list, used for word breaking. If set to "
"empty string, server defaults are used."
msgstr ""
"設定自訂標點字元列表,用於斷字。如果被設定為空字串,則使用服務的預設值。"
msgid ""
"Sets desired text direction. If set to [constant DIRECTION_AUTO], direction "
"will be detected based on the buffer contents and current locale.\n"
"[b]Note:[/b] Direction is ignored if server does not support [constant "
"FEATURE_BIDI_LAYOUT] feature (supported by [TextServerAdvanced])."
msgstr ""
"設定所需的文字方向。如果設定為 [constant DIRECTION_AUTO],方向將根據緩衝區的內"
"容和目前的區域設定來偵測。\n"
"[b]注意:[/b]如果伺服器不支援 [constant FEATURE_BIDI_LAYOUT] 功能,則方向會被"
"忽略([TextServerAdvanced] 支援)。"
msgid ""
"Sets desired text orientation.\n"
"[b]Note:[/b] Orientation is ignored if server does not support [constant "
"FEATURE_VERTICAL_LAYOUT] feature (supported by [TextServerAdvanced])."
msgstr ""
"設定所需的文字排版方向。\n"
"[b]注意:[/b]如果服務不支援 [constant FEATURE_VERTICAL_LAYOUT] 功能(由 "
"[TextServerAdvanced] 支援),則排版方向將被忽略。"
msgid "If set to [code]true[/code] text buffer will display control characters."
msgstr "如果設定為 [code]true[/code],則文字緩衝區將顯示控制字元。"
msgid ""
"If set to [code]true[/code] text buffer will display invalid characters as "
"hexadecimal codes, otherwise nothing is displayed."
msgstr ""
"如果設定為 [code]true[/code],則文字緩衝區會將無效字元顯示為十六進位程式碼,否"
"則不顯示任何內容。"
msgid "Sets extra spacing added between glyphs or lines in pixels."
msgstr "設定字形之間或行與行之間新增的額外圖元間距。"
msgid ""
"Shapes buffer if it's not shaped. Returns [code]true[/code] if the string is "
"shaped successfully.\n"
"[b]Note:[/b] It is not necessary to call this function manually, buffer will "
"be shaped automatically as soon as any of its output data is requested."
msgstr ""
"形狀緩衝區(如果未整形)。如果字串整形成功,則返回 [code]true[/code]。\n"
"[b]注意:[/b]無需手動呼叫該函式,只要請求其任何輸出資料,緩衝區就會自動被整"
"形。"
msgid "Returns text glyphs in the logical order."
msgstr "按邏輯順序返回文字字形。"
msgid ""
"Returns text buffer for the substring of the text in the [param shaped] text "
"buffer (including inline objects)."
msgstr ""
"返回 [param shaped] 文字緩衝區中字串的子字串的文字緩衝區(包括行內對象)。"
msgid "Aligns shaped text to the given tab-stops."
msgstr "將塑形文字與給定的定位停駐點對齊。"
msgid ""
"Returns [code]true[/code] if [param string] is likely to be an attempt at "
"confusing the reader.\n"
"[b]Note:[/b] Always returns [code]false[/code] if the server does not support "
"the [constant FEATURE_UNICODE_SECURITY] feature."
msgstr ""
"如果 [param string] 可能造成讀者的混淆,則返回 [code]true[/code]。\n"
"[b]注意:[/b]如果伺服器不支援 [constant FEATURE_UNICODE_SECURITY] 功能,則始終"
"返回 [code]false[/code]。"
msgid ""
"Returns array of the composite character boundaries.\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
"print(ts.string_get_word_breaks(\"Test ❤️‍🔥 Test\")) # Prints [1, 2, 3, 4, 5, "
"9, 10, 11, 12, 13, 14]\n"
"[/codeblock]"
msgstr ""
"傳回複合字元邊界的陣列。\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
"print(ts.string_get_word_breaks(\"Test ❤️‍🔥 Test\")) # Prints [1, 2, 3, 4, 5, "
"9, 10, 11, 12, 13, 14]\n"
"[/codeblock]"
msgid ""
"Returns an array of the word break boundaries. Elements in the returned array "
"are the offsets of the start and end of words. Therefore the length of the "
"array is always even.\n"
"When [param chars_per_line] is greater than zero, line break boundaries are "
"returned instead.\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
"print(ts.string_get_word_breaks(\"Godot Engine\")) # Prints [0, 5, 6, 12]\n"
"print(ts.string_get_word_breaks(\"Godot Engine\", \"en\", 5)) # Prints [0, 5, "
"6, 11, 11, 12]\n"
"[/codeblock]"
msgstr ""
"返回分詞邊界的陣列。返回陣列中的元素是單詞的起點和終點偏移量。因此,該陣列的長"
"度始終為偶數。\n"
"[param chars_per_line] 大於零時,返回的是分行邊界。\n"
"[codeblock]\n"
"var ts = TextServerManager.get_primary_interface()\n"
"print(ts.string_get_word_breaks(\"Godot Engine\")) # 輸出 [0, 5, 6, 12]\n"
"print(ts.string_get_word_breaks(\"Godot Engine\", \"en\", 5)) # 輸出 [0, 5, "
"6, 11, 11, 12]\n"
"[/codeblock]"
msgid ""
"Returns the string converted to lowercase.\n"
"[b]Note:[/b] Casing is locale dependent and context sensitive if server "
"support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature "
"(supported by [TextServerAdvanced]).\n"
"[b]Note:[/b] The result may be longer or shorter than the original."
msgstr ""
"返回轉換為小寫的字串。\n"
"[b]注意:[/b]如果伺服器支援 [constant "
"FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] 功能([TextServerAdvanced] 支持),"
"則大小寫取決於區域設定,並且對本文敏感。\n"
"[b]注意:[/b]得到的字串可能比原來的更長,也可能更短。"
msgid ""
"Returns the string converted to uppercase.\n"
"[b]Note:[/b] Casing is locale dependent and context sensitive if server "
"support [constant FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] feature "
"(supported by [TextServerAdvanced]).\n"
"[b]Note:[/b] The result may be longer or shorter than the original."
msgstr ""
"返回轉換為大寫的字串。\n"
"[b]注意:[/b]如果伺服器支援 [constant "
"FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION] 功能([TextServerAdvanced] 支持),"
"則大小寫取決於區域設定,並且對本文敏感。\n"
"[b]注意:[/b]得到的字串可能比原來的更長,也可能更短。"
msgid ""
"Strips diacritics from the string.\n"
"[b]Note:[/b] The result may be longer or shorter than the original."
msgstr ""
"從字串中剝離變音符號。\n"
"[b]注意:[/b]得到的字串可能比原來的更長,也可能更短。"
msgid ""
"Converts OpenType tag to readable feature, variation, script or language name."
msgstr "將 OpenType 標籤轉換為可讀的功能、變體、文字或語言的名稱。"
msgid "Font glyphs are rasterized as 1-bit bitmaps."
msgstr "字形字形柵格化為 1 位的點陣圖。"
msgid "Font glyphs are rasterized as 8-bit grayscale anti-aliased bitmaps."
msgstr "字形字形柵格化為 8 位的灰度抗鋸齒點陣圖。"
msgid ""
"Font glyphs are rasterized for LCD screens.\n"
"LCD subpixel layout is determined by the value of [code]gui/theme/"
"lcd_subpixel_layout[/code] project settings.\n"
"LCD subpixel anti-aliasing mode is suitable only for rendering horizontal, "
"unscaled text in 2D."
msgstr ""
"字形字形針對 LCD 螢幕柵格化。\n"
"LCD 次圖元佈局由專案設定 [code]gui/theme/lcd_subpixel_layout[/code] 的值決"
"定。\n"
"LCD 次圖元抗鋸齒模式僅適用於在 2D 中渲染橫向、無縮放的文字。"
msgid ""
"Unknown or unsupported subpixel layout, LCD subpixel antialiasing is disabled."
msgstr "未知或不支援的次圖元佈局,禁用 LCD 次圖元抗鋸齒。"
msgid "Horizontal RGB subpixel layout."
msgstr "水平 RGB 次圖元佈局。"
msgid "Horizontal BGR subpixel layout."
msgstr "水平 BGR 次圖元佈局。"
msgid "Vertical RGB subpixel layout."
msgstr "垂直 RGB 次圖元佈局。"
msgid "Vertical BGR subpixel layout."
msgstr "垂直 BGR 次圖元佈局。"
msgid "Text direction is determined based on contents and current locale."
msgstr "文字的書寫方向由根據內容和目前區域設定確定。"
msgid "Text is written from left to right."
msgstr "文字從左至右書寫。"
msgid "Text is written from right to left."
msgstr "文字從右至左書寫。"
msgid ""
"Text writing direction is the same as base string writing direction. Used for "
"BiDi override only."
msgstr "文字的書寫方向與基礎字串書寫方向一致。僅用於 BiDi 覆蓋。"
msgid "Text is written horizontally."
msgstr "文字水平書寫。"
msgid ""
"Left to right text is written vertically from top to bottom.\n"
"Right to left text is written vertically from bottom to top."
msgstr ""
"從左至右的文字從上到下書寫。\n"
"從右至左的文字從下到上書寫。"
msgid "Do not justify text."
msgstr "不兩端對齊文字。"
msgid "Justify text by adding and removing kashidas."
msgstr "通過新增和移除 Kashida 來兩端對齊文字。"
msgid "Justify text by changing width of the spaces between the words."
msgstr "通過更改單詞之間空格的寬度來兩端對齊文字。"
msgid "Remove trailing and leading spaces from the justified text."
msgstr "從兩端對齊的文字中移除前綴和後綴的空格。"
msgid "Only apply justification to the part of the text after the last tab."
msgstr "僅對最後一個定位字元之後的文字套用兩端對齊。"
msgid "Apply justification to the trimmed line with ellipsis."
msgstr "使用省略號對修剪行套用對齊。"
msgid "Do not apply justification to the last line of the paragraph."
msgstr "段落中的最後一行不套用兩端對齊。"
msgid ""
"Do not apply justification to the last line of the paragraph with visible "
"characters (takes precedence over [constant JUSTIFICATION_SKIP_LAST_LINE])."
msgstr ""
"段落中存在可見字元的最後一行不套用兩端對齊(優先於 [constant "
"JUSTIFICATION_SKIP_LAST_LINE])。"
msgid ""
"Always apply justification to the paragraphs with a single line ([constant "
"JUSTIFICATION_SKIP_LAST_LINE] and [constant "
"JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS] are ignored)."
msgstr ""
"始終對只有一行的段落套用兩端對齊(忽略 [constant "
"JUSTIFICATION_SKIP_LAST_LINE] 和 [constant "
"JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS])。"
msgid "Autowrap is disabled."
msgstr "自動換行已禁用。"
msgid ""
"Wraps the text inside the node's bounding rectangle by allowing to break "
"lines at arbitrary positions, which is useful when very limited space is "
"available."
msgstr ""
"讓文字在節點的邊界矩形內自動換行,允許在任意位置斷行,在空間非常有限的情況下非"
"常有用。"
msgid ""
"Wraps the text inside the node's bounding rectangle by soft-breaking between "
"words."
msgstr "讓文字在節點的邊界矩形內自動換行,允許在單詞之間進行軟換行。"
msgid ""
"Behaves similarly to [constant AUTOWRAP_WORD], but force-breaks a word if "
"that single word does not fit in one line."
msgstr ""
"行為與 [constant AUTOWRAP_WORD] 類似,但如果一行的大小無法放下該單詞,則會強制"
"斷開該單詞。"
msgid "Do not break the line."
msgstr "不換行。"
msgid ""
"Break the line at the line mandatory break characters (e.g. [code]\"\\n\"[/"
"code])."
msgstr "在強制分行符號處換行(例如 [code]\"\\n\"[/code])。"
msgid "Break the line between the words."
msgstr "在單詞之間換行。"
msgid "Break the line between any unconnected graphemes."
msgstr "在任何不相連的字素之間換行。"
msgid ""
"Should be used only in conjunction with [constant BREAK_WORD_BOUND], break "
"the line between any unconnected graphemes, if it's impossible to break it "
"between the words."
msgstr ""
"只應與 [constant BREAK_WORD_BOUND] 一起使用,如果不可能在單詞之間換行,則在任"
"何不相連的字素之間換行。"
msgid "Remove edge spaces from the broken line segments."
msgstr "移除每一行頭尾的空格。"
msgid ""
"Trims text before the shaping. e.g, increasing [member Label."
"visible_characters] or [member RichTextLabel.visible_characters] value is "
"visually identical to typing the text."
msgstr ""
"塑形前截斷文字。例如,增加 [member Label.visible_characters] 或 [member "
"RichTextLabel.visible_characters] 的值在視覺上會與輸入該文字等價。"
msgid ""
"Displays glyphs that are mapped to the first [member Label."
"visible_characters] or [member RichTextLabel.visible_characters] characters "
"from the beginning of the text."
msgstr ""
"顯示對應到文字開頭的前 [member Label.visible_characters] 或 [member "
"RichTextLabel.visible_characters] 個字元的字形。"
msgid ""
"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
"glyphs, starting from the left or from the right, depending on [member "
"Control.layout_direction] value."
msgstr ""
"顯示字形數量由 [member Label.visible_ratio] 或 [member RichTextLabel."
"visible_ratio] 決定,從左至右計數還是從右至左計數由 [member Control."
"layout_direction] 的值決定。"
msgid ""
"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
"glyphs, starting from the left."
msgstr ""
"顯示字形數量由 [member Label.visible_ratio] 或 [member RichTextLabel."
"visible_ratio] 決定,從左側開始計數。"
msgid ""
"Displays [member Label.visible_ratio] or [member RichTextLabel.visible_ratio] "
"glyphs, starting from the right."
msgstr ""
"顯示字形數量由 [member Label.visible_ratio] 或 [member RichTextLabel."
"visible_ratio] 決定,從右側開始計數。"
msgid "No text trimming is performed."
msgstr "不執行文字修剪。"
msgid "Trims the text per character."
msgstr "逐字元修剪文字。"
msgid "Trims the text per word."
msgstr "逐單詞修剪文字。"
msgid ""
"Trims the text per character and adds an ellipsis to indicate that parts are "
"hidden."
msgstr "逐字元修剪文字,並通過新增省略號來表示部分文字已隱藏。"
msgid ""
"Trims the text per word and adds an ellipsis to indicate that parts are "
"hidden."
msgstr "逐單詞修剪文字,並通過新增省略號來表示部分文字已隱藏。"
msgid "No trimming is performed."
msgstr "不執行修剪。"
msgid "Trims the text when it exceeds the given width."
msgstr "當文字超過給定寬度時,修剪文字。"
msgid "Trims the text per word instead of per grapheme."
msgstr "逐詞修剪文字,而不是逐字素修剪文字。"
msgid "Determines whether an ellipsis should be added at the end of the text."
msgstr "決定是否應在文字末尾新增省略號。"
msgid ""
"Determines whether the ellipsis at the end of the text is enforced and may "
"not be hidden."
msgstr "決定是否應在文字末尾強制新增省略號,該省略號無法被隱藏。"
msgid "Grapheme is supported by the font, and can be drawn."
msgstr "字素由字形支援,並且可以被繪製。"
msgid "Grapheme is part of right-to-left or bottom-to-top run."
msgstr "字素是從右至左或從下至上書寫的一部分。"
msgid ""
"Grapheme is not part of source text, it was added by justification process."
msgstr "字素不是源文字的一部分,而是通過兩端對齊過程新增的。"
msgid "Grapheme is whitespace."
msgstr "字素是空白字元。"
msgid "Grapheme is mandatory break point (e.g. [code]\"\\n\"[/code])."
msgstr "字素是強制換行點(例如 [code]\"\\n\"[/code])。"
msgid "Grapheme is optional break point (e.g. space)."
msgstr "字素是可選換行點(例如空格)。"
msgid "Grapheme is the tabulation character."
msgstr "字素是定位字元。"
msgid "Grapheme is kashida."
msgstr "字素是 Kashida。"
msgid "Grapheme is punctuation character."
msgstr "字素是標點符號。"
msgid "Grapheme is underscore character."
msgstr "字素是底線。"
msgid ""
"Grapheme is connected to the previous grapheme. Breaking line before this "
"grapheme is not safe."
msgstr "字素與前一個字素相連。在這個字素之前換行是不安全的。"
msgid "It is safe to insert a U+0640 before this grapheme for elongation."
msgstr "在這個字素之前插入 U+0640 以進行伸長是安全的。"
msgid "Grapheme is an object replacement character for the embedded object."
msgstr "字素是内嵌物件的物件替換字元。"
msgid "Disables font hinting (smoother but less crisp)."
msgstr "禁用字形提示(更平滑但不那麼清晰)。"
msgid "Use the light font hinting mode."
msgstr "使用淺色字形提示模式。"
msgid ""
"Use the default font hinting mode (crisper but less smooth).\n"
"[b]Note:[/b] This hinting mode changes both horizontal and vertical glyph "
"metrics. If applied to monospace font, some glyphs might have different width."
msgstr ""
"使用預設的字形微調模式(更銳利,但平滑度更低)。\n"
"[b]注意:[/b]此處的微調模式會改變字形的水平和垂直度量。套用於等寬字形時,可能"
"會讓部分字形的寬度發生變化。"
msgid ""
"Glyph horizontal position is rounded to the whole pixel size, each glyph is "
"rasterized once."
msgstr "將字形的水平位置四捨五入至整數圖元大小,每個字形光柵化一次。"
msgid ""
"Glyph horizontal position is rounded based on font size.\n"
"- To one quarter of the pixel size if font size is smaller or equal to "
"[constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE].\n"
"- To one half of the pixel size if font size is smaller or equal to [constant "
"SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE].\n"
"- To the whole pixel size for larger fonts."
msgstr ""
"將字形的水平位置根據字形大小進行四捨五入。\n"
"- 如果字形大小小於等於 [constant SUBPIXEL_POSITIONING_ONE_QUARTER_MAX_SIZE]"
"則四捨五入至四分之一圖元大小。\n"
"- 如果字形大小小於等於 [constant SUBPIXEL_POSITIONING_ONE_HALF_MAX_SIZE],則四"
"捨五入至二分之一圖元大小。\n"
"- 如果是更大的字形,則四捨五入至整數圖元大小。"
msgid ""
"Glyph horizontal position is rounded to one half of the pixel size, each "
"glyph is rasterized up to two times."
msgstr "將字形的水平位置四捨五入至圖元大小的一半,每個字形最多光柵化兩次。"
msgid ""
"Glyph horizontal position is rounded to one quarter of the pixel size, each "
"glyph is rasterized up to four times."
msgstr "將字形的水平位置四捨五入至圖元大小的四分之一,每個字形最多光柵化四次。"
msgid ""
"Maximum font size which will use one half of the pixel subpixel positioning "
"in [constant SUBPIXEL_POSITIONING_AUTO] mode."
msgstr ""
"在 [constant SUBPIXEL_POSITIONING_AUTO] 模式下,次圖元定位時使用二分之一圖元大"
"小的最大字形大小。"
msgid ""
"Maximum font size which will use one quarter of the pixel subpixel "
"positioning in [constant SUBPIXEL_POSITIONING_AUTO] mode."
msgstr ""
"在 [constant SUBPIXEL_POSITIONING_AUTO] 模式下,次圖元定位時使用四分之一圖元大"
"小的最大字形大小。"
msgid "TextServer supports simple text layouts."
msgstr "TextServer 支援簡單排版。"
msgid "TextServer supports bidirectional text layouts."
msgstr "TextServer 支援雙向排版。"
msgid "TextServer supports vertical layouts."
msgstr "TextServer 支援垂直佈局。"
msgid "TextServer supports complex text shaping."
msgstr "TextServer 支援複雜文字塑形。"
msgid "TextServer supports justification using kashidas."
msgstr "TextServer 支援使用 kashida 進行兩端對齊。"
msgid ""
"TextServer supports complex line/word breaking rules (e.g. dictionary based)."
msgstr "TextServer 支援複雜斷行/斷詞規則(例如基於字典)。"
msgid "TextServer supports loading bitmap fonts."
msgstr "TextServer 支援載入點陣字型。"
msgid "TextServer supports loading dynamic (TrueType, OpeType, etc.) fonts."
msgstr "TextServer 支援載入動態字形TrueType、OpeType 等)。"
msgid ""
"TextServer supports multichannel signed distance field dynamic font rendering."
msgstr "TextServer 支援多通道有符號距離場動態字形的渲染。"
msgid "TextServer supports loading system fonts."
msgstr "TextServer 支援載入系統字形。"
msgid "TextServer supports variable fonts."
msgstr "TextServer 支援可變字形。"
msgid ""
"TextServer supports locale dependent and context sensitive case conversion."
msgstr "TextServer 支援依賴於區域設定、本文敏感的大小寫轉換。"
msgid ""
"TextServer require external data file for some features, see [method "
"load_support_data]."
msgstr "TextServer 的某些功能需要外部資料檔案,見 [method load_support_data]。"
msgid ""
"TextServer supports UAX #31 identifier validation, see [method "
"is_valid_identifier]."
msgstr "TextServer 支援 UAX #31 識別字驗證,見 [method is_valid_identifier]。"
msgid ""
"TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical "
"Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode Technical "
"Standard #39[/url] based spoof detection features."
msgstr ""
"TextServer 支援基於 [url=https://unicode.org/reports/tr36/]Unicode 技術報告 "
"#36[/url] 和 [url=https://unicode.org/reports/tr39/]Unicode 技術標準 #39[/"
"url] 的欺騙偵測功能。"
msgid "Contour point is on the curve."
msgstr "輪廓點在曲線上。"
msgid ""
"Contour point isn't on the curve, but serves as a control point for a conic "
"(quadratic) Bézier arc."
msgstr "輪廓點不在曲線上,而是作為圓錐(二次)貝茲曲線的控制點。"
msgid ""
"Contour point isn't on the curve, but serves as a control point for a cubic "
"Bézier arc."
msgstr "輪廓點不在曲線上,而是作為三次貝茲曲線的控制點。"
msgid "Spacing for each glyph."
msgstr "每個字形的間距。"
msgid "Spacing for the space character."
msgstr "空格字元的間距。"
msgid "Spacing at the top of the line."
msgstr "行頂部的間距。"
msgid "Spacing at the bottom of the line."
msgstr "行底部的間距。"
msgid "Font is bold."
msgstr "字形為粗體。"
msgid "Font is italic or oblique."
msgstr "字形為斜體italic或偽斜體oblique。"
msgid "Font have fixed-width characters."
msgstr "字形中有等寬字元。"
msgid "Use default Unicode BiDi algorithm."
msgstr "使用預設的 Unicode BiDi 演算法。"
msgid "BiDi override for URI."
msgstr "URI 的 BiDi 覆蓋。"
msgid "BiDi override for file path."
msgstr "檔路徑的 BiDi 覆蓋。"
msgid "BiDi override for email."
msgstr "電子郵件的 BiDi 覆蓋。"
msgid "BiDi override for GDScript."
msgstr "GDScript 的 BiDi 覆蓋。"
msgid "User defined structured text BiDi override function."
msgstr "使用者定義的結構化文字 BiDi 覆蓋函式。"
msgid ""
"An advanced text server with support for BiDi, complex text layout, and "
"contextual OpenType features. Used in Godot by default."
msgstr ""
"高階文字伺服器,使用 HarfBuzz、ICU 和 SIL Graphite 來支援 BiDi、複雜排版和上下"
"文 OpenType 功能。Godot 預設使用。"
msgid ""
"An implementation of [TextServer] that uses HarfBuzz, ICU and SIL Graphite to "
"support BiDi, complex text layouts and contextual OpenType features. This is "
"Godot's default primary [TextServer] interface."
msgstr ""
"[TextServer] 的一種實作,使用 HarfBuzz、ICU 和 SIL Graphite 來支援 BiDi、複雜"
"排版和本文 OpenType 功能。這是 Godot 的預設主 [TextServer] 介面。"
msgid "A dummy text server that can't render text or manage fonts."
msgstr "虛設的文字伺服器,無法渲染文字或管理字形。"
msgid ""
"A dummy [TextServer] interface that doesn't do anything. Useful for freeing "
"up memory when rendering text is not needed, as text servers are resource-"
"intensive. It can also be used for performance comparisons in complex GUIs to "
"check the impact of text rendering.\n"
"A dummy text server is always available at the start of a project. Here's how "
"to access it:\n"
"[codeblock]\n"
"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n"
"if dummy_text_server != null:\n"
" TextServerManager.set_primary_interface(dummy_text_server)\n"
" # If the other text servers are unneeded, they can be removed:\n"
" for i in TextServerManager.get_interface_count():\n"
" var text_server = TextServerManager.get_interface(i)\n"
" if text_server != dummy_text_server:\n"
" TextServerManager.remove_interface(text_server)\n"
"[/codeblock]\n"
"The command line argument [code]--text-driver Dummy[/code] (case-sensitive) "
"can be used to force the \"Dummy\" [TextServer] on any project."
msgstr ""
"虛設的 [TextServer] 介面,不做任何事情。可以在不需要渲染文字時釋放記憶體,因為"
"文字伺服器極其消耗資源。也可以用來比較複雜 GUI 的性能,檢查文字渲染帶來的影"
"響。\n"
"虛設的文字伺服器在專案開始後始終可用。存取方法如下:\n"
"[codeblock]\n"
"var dummy_text_server = TextServerManager.find_interface(\"Dummy\")\n"
"if dummy_text_server != null:\n"
" TextServerManager.set_primary_interface(dummy_text_server)\n"
" # 如果不需要其他文字伺服器,就可以移除:\n"
" for i in TextServerManager.get_interface_count():\n"
" var text_server = TextServerManager.get_interface(i)\n"
" if text_server != dummy_text_server:\n"
" TextServerManager.remove_interface(text_server)\n"
"[/codeblock]\n"
"可以使用命令列參數 [code]--text-driver Dummy[/code](大小寫敏感)來強制專案使"
"用“Dummy虛設”[TextServer]。"
msgid "Base class for custom [TextServer] implementations (plugins)."
msgstr "自訂 [TextServer] 實作(外掛程式)的基底類別。"
msgid "External [TextServer] implementations should inherit from this class."
msgstr "外部的 [TextServer] 實作應該繼承這個類。"
msgid ""
"A fallback implementation of Godot's text server, without support for BiDi "
"and complex text layout."
msgstr "Godot 文字伺服器的退回實作,不支援雙向排版和複雜排版。"
msgid ""
"A fallback implementation of Godot's text server. This fallback is faster "
"than [TextServerAdvanced] for processing a lot of text, but it does not "
"support BiDi and complex text layout.\n"
"[b]Note:[/b] This text server is not part of official Godot binaries. If you "
"want to use it, compile the engine with the option "
"[code]module_text_server_fb_enabled=yes[/code]."
msgstr ""
"Godot 文字伺服器的退回實作。退回版本在處理大量文字時比 [TextServerAdvanced] "
"快,但是不支援雙向排版和複雜排版。\n"
"[b]注意:[/b]官方 Godot 二進位檔案中不包含該文字伺服器。如果想要使用,請使用 "
"[code]module_text_server_fb_enabled=yes[/code] 選項編譯引擎。"
msgid "A singleton for managing [TextServer] implementations."
msgstr "用於管理 [TextServer] 實作的單例。"
msgid ""
"[TextServerManager] is the API backend for loading, enumerating, and "
"switching [TextServer]s.\n"
"[b]Note:[/b] Switching text server at runtime is possible, but will "
"invalidate all fonts and text buffers. Make sure to unload all controls, "
"fonts, and themes before doing so."
msgstr ""
"[TextServerManager] 是載入、列舉和切換 [TextServer] 的 API 後端。\n"
"[b]注意:[/b]文字伺服器可以在運作時切換,但會導致所有字形和文字緩衝區失效。請"
"確保在切換之前解除安裝所有控制項、字形和主題。"
msgid "Registers a [TextServer] interface."
msgstr "註冊 [TextServer] 介面。"
msgid "Finds an interface by its [param name]."
msgstr "根據名稱 [param name] 搜尋介面。"
msgid "Returns the interface registered at a given index."
msgstr "返回在給定索引處註冊的介面。"
msgid "Returns the number of interfaces currently registered."
msgstr "返回目前註冊的介面數。"
msgid ""
"Returns a list of available interfaces, with the index and name of each "
"interface."
msgstr "返回可用介面的列表,包含每個介面的索引號和名稱。"
msgid "Returns the primary [TextServer] interface currently in use."
msgstr "返回目前使用的主 [TextServer] 介面。"
msgid ""
"Removes an interface. All fonts and shaped text caches should be freed before "
"removing an interface."
msgstr "移除介面。在移除介面之前,應釋放所有字形和塑形文字的快取。"
msgid "Sets the primary [TextServer] interface."
msgstr "設定主 [TextServer] 介面。"
msgid "Emitted when a new interface has been added."
msgstr "新增新介面時觸發。"
msgid "Emitted when an interface is removed."
msgstr "當介面被移除時觸發。"
msgid "Base class for all texture types."
msgstr "所有紋理型別的基底類別。"
msgid ""
"[Texture] is the base class for all texture types. Common texture types are "
"[Texture2D] and [ImageTexture]. See also [Image]."
msgstr ""
"[Texture] 是所有紋理型別的基底類別。常見的紋理型別有 [Texture2D] 和 "
"[ImageTexture]。另見 [Image]。"
msgid "Texture for 2D and 3D."
msgstr "用於 2D 和 3D 的紋理。"
msgid ""
"A texture works by registering an image in the video hardware, which then can "
"be used in 3D models or 2D [Sprite2D] or GUI [Control].\n"
"Textures are often created by loading them from a file. See [method @GDScript."
"load].\n"
"[Texture2D] is a base for other resources. It cannot be used directly.\n"
"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
"hardware limitations. Larger textures may fail to import."
msgstr ""
"紋理的工作原理是在影片硬體中註冊圖像,該圖像在註冊後就可以在 3D 模型、2D "
"[Sprite2D]、GUI [Control] 中使用。\n"
"紋理通常是通過從檔中載入來建立的。見 [method @GDScript.load]。\n"
"[Texture2D] 是其他資源的基底類別,無法直接使用。\n"
"[b]注意:[/b]由於圖形硬體的限制,最大的紋理尺寸是 16384×16384 圖元。較大的紋理"
"可能無法匯入。"
msgid ""
"Called when the entire [Texture2D] is requested to be drawn over a "
"[CanvasItem], with the top-left offset specified in [param pos]. [param "
"modulate] specifies a multiplier for the colors being drawn, while [param "
"transpose] specifies whether drawing should be performed in column-major "
"order instead of row-major order (resulting in 90-degree clockwise "
"rotation).\n"
"[b]Note:[/b] This is only used in 2D rendering, not 3D."
msgstr ""
"當請求在 [CanvasItem] 上繪製整個 [Texture2D] 時呼叫,左上角的偏移量由 [param "
"pos] 指定。[param modulate] 指定繪製顏色的乘數,[param transpose] 指定繪製是否"
"應按列主順序而不是行主循序執行(會導致順時針旋轉 90 度)。\n"
"[b]注意:[/b]僅用於 2D 渲染,不用於 3D。"
msgid ""
"Called when the [Texture2D] is requested to be drawn onto [CanvasItem]'s "
"specified [param rect]. [param modulate] specifies a multiplier for the "
"colors being drawn, while [param transpose] specifies whether drawing should "
"be performed in column-major order instead of row-major order (resulting in "
"90-degree clockwise rotation).\n"
"[b]Note:[/b] This is only used in 2D rendering, not 3D."
msgstr ""
"請求將 [Texture2D] 繪製到 [CanvasItem] 的指定 [param rect] 上時呼叫。[param "
"modulate] 指定的是繪製時顏色的乘數,而 [param transpose] 指定的是繪製時是否使"
"用列優先順序,而不是使用行優先順序(產生順時針 90 度旋轉)。\n"
"[b]注意:[/b]僅在 2D 渲染時使用3D 不使用。"
msgid ""
"Called when a part of the [Texture2D] specified by [param src_rect]'s "
"coordinates is requested to be drawn onto [CanvasItem]'s specified [param "
"rect]. [param modulate] specifies a multiplier for the colors being drawn, "
"while [param transpose] specifies whether drawing should be performed in "
"column-major order instead of row-major order (resulting in 90-degree "
"clockwise rotation).\n"
"[b]Note:[/b] This is only used in 2D rendering, not 3D."
msgstr ""
"請求將 [Texture2D] 由 [param src_rect] 的座標指定的部分繪製到 [CanvasItem] 的"
"指定 [param rect] 上時呼叫。[param modulate] 指定的是繪製時顏色的乘數,而 "
"[param transpose] 指定的是繪製時是否使用列優先順序,而不是使用行優先順序(產生"
"順時針 90 度旋轉)。\n"
"[b]注意:[/b]僅在 2D 渲染時使用3D 不使用。"
msgid "Called when the [Texture2D]'s height is queried."
msgstr "查詢該 [Texture2D] 的高度時呼叫。"
msgid "Called when the [Texture2D]'s width is queried."
msgstr "查詢該 [Texture2D] 的寬度時呼叫。"
msgid ""
"Called when the presence of an alpha channel in the [Texture2D] is queried."
msgstr "查詢該 [Texture2D] 是否存在 alpha 通道時呼叫。"
msgid ""
"Called when a pixel's opaque state in the [Texture2D] is queried at the "
"specified [code](x, y)[/code] position."
msgstr ""
"查詢 [Texture2D] 中指定位置 [code](x, y)[/code] 的圖元的不透明狀態時呼叫。"
msgid "Creates a placeholder version of this resource ([PlaceholderTexture2D])."
msgstr "建立該資源的預留位置版本([PlaceholderTexture2D])。"
msgid ""
"Draws the texture using a [CanvasItem] with the [RenderingServer] API at the "
"specified [param position]."
msgstr ""
"使用 [RenderingServer] API 在 [CanvasItem] 上的指定位置 [param position] 繪製"
"該紋理。"
msgid "Draws the texture using a [CanvasItem] with the [RenderingServer] API."
msgstr "使用 [RenderingServer] API 在 [CanvasItem] 上繪製該紋理。"
msgid ""
"Draws a part of the texture using a [CanvasItem] with the [RenderingServer] "
"API."
msgstr "使用 [RenderingServer] API 在 [CanvasItem] 上繪製紋理的一部分。"
msgid "Returns the texture height in pixels."
msgstr "返回該紋理的高度,單位為圖元。"
msgid ""
"Returns an [Image] that is a copy of data from this [Texture2D] (a new "
"[Image] is created each time). [Image]s can be accessed and manipulated "
"directly.\n"
"[b]Note:[/b] This will fetch the texture data from the GPU, which might cause "
"performance problems when overused."
msgstr ""
"返回一個 [Image],是這個 [Texture2D] 中資料的副本(每次都會新建一個 "
"[Image])。可以直接存取並操作 [Image]。\n"
"[b]注意:[/b]這個函式會從 GPU 獲取紋理資料,過度使用可能會引起性能問題。"
msgid "Returns the texture size in pixels."
msgstr "返回該紋理的大小,單位為圖元。"
msgid "Returns the texture width in pixels."
msgstr "返回該紋理的寬度,單位為圖元。"
msgid "Returns [code]true[/code] if this [Texture2D] has an alpha channel."
msgstr "如果該 [Texture2D] 具有 Alpha 通道,則返回 [code]true[/code]。"
msgid ""
"A single texture resource which consists of multiple, separate images. Each "
"image has the same dimensions and number of mipmap levels."
msgstr ""
"由多個獨立圖像構成的單個紋理資源。每個圖像的尺寸和 mipmap 級別數都相同。"
msgid ""
"A Texture2DArray is different from a Texture3D: The Texture2DArray does not "
"support trilinear interpolation between the [Image]s, i.e. no blending. See "
"also [Cubemap] and [CubemapArray], which are texture arrays with specialized "
"cubemap functions.\n"
"A Texture2DArray is also different from an [AtlasTexture]: In a "
"Texture2DArray, all images are treated separately. In an atlas, the regions "
"(i.e. the single images) can be of different sizes. Furthermore, you usually "
"need to add a padding around the regions, to prevent accidental UV mapping to "
"more than one region. The same goes for mipmapping: Mipmap chains are handled "
"separately for each layer. In an atlas, the slicing has to be done manually "
"in the fragment shader.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
msgstr ""
"Texture2DArray 與 Texture3D 不同Texture2DArray 不支援在 [Image] 之間進行三線"
"性插值,即不會進行混合。另見 [Cubemap] 和 [CubemapArray],這些紋理陣列具有針對"
"立方體貼圖設計的函式。\n"
"Texture2DArray 與 [AtlasTexture] 也不同Texture2DArray 中的圖形都是單獨處理"
"的。而在合集中,區域(即單張圖像)的大小可以不同。此外,你通常會需要圍繞區域新"
"增邊距,防止 UV 對應意外進入多個區域。多級漸遠紋理 mipmap 也是一樣:每一層的 "
"mipmap 鏈都是單獨處理的。而在合集中,需要在片段著色器中手動切片。\n"
"要自己建立這樣的紋理檔,請使用 Godot 編輯器匯入預設重新匯入影像檔。"
msgid ""
"Creates a placeholder version of this resource ([PlaceholderTexture2DArray])."
msgstr "建立該資源的預留位置版本([PlaceholderTexture2DArray])。"
msgid ""
"Texture Array for 2D that is bound to a texture created on the "
"[RenderingDevice]."
msgstr "用於 2D 的紋理陣列,與 [RenderingDevice] 上建立的紋理綁定。"
msgid ""
"This texture array class allows you to use a 2D array texture created "
"directly on the [RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"此紋理陣列類別可讓您使用直接在 [RenderingDevice] 上建立的 2D 陣列紋理作為材"
"質、網格等的紋理"
msgid ""
"Texture for 2D that is bound to a texture created on the [RenderingDevice]."
msgstr "用於 2D 的紋理,與 [RenderingDevice] 上建立的紋理綁定。"
msgid ""
"This texture class allows you to use a 2D texture created directly on the "
"[RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"此紋理類別可讓您使用直接在 [RenderingDevice] 上建立的 2D 紋理作為材質、網格等"
"的紋理"
msgid "The RID of the texture object created on the [RenderingDevice]."
msgstr "[RenderingDevice] 上建立的紋理對象的 RID。"
msgid "Base class for 3-dimensionnal textures."
msgstr "3D 紋理的基底類別。"
msgid ""
"Base class for [ImageTexture3D] and [CompressedTexture3D]. Cannot be used "
"directly, but contains all the functions necessary for accessing the derived "
"resource types. [Texture3D] is the base class for all 3-dimensional texture "
"types. See also [TextureLayered].\n"
"All images need to have the same width, height and number of mipmap levels.\n"
"To create such a texture file yourself, reimport your image files using the "
"Godot Editor import presets."
msgstr ""
"[ImageTexture3D] 和 [CompressedTexture3D] 的基底類別。無法直接使用,但包含所有"
"訪問衍生資源型別所需的函式。[Texture3D] 是所有三維紋理型別的基底類別。另見 "
"[TextureLayered]。\n"
"所有圖像都需要有相同的寬度、高度和 mipmap 層數。\n"
"要自己建立這樣的紋理檔,請使用 Godot 編輯器的匯入預設重新匯入你的影像檔。"
msgid "Called when the [Texture3D]'s data is queried."
msgstr "查詢該 [Texture3D] 的資料時被呼叫。"
msgid "Called when the [Texture3D]'s depth is queried."
msgstr "查詢該 [Texture3D] 的深度時被呼叫。"
msgid "Called when the [Texture3D]'s format is queried."
msgstr "查詢該 [Texture3D] 的格式時被呼叫。"
msgid "Called when the [Texture3D]'s height is queried."
msgstr "查詢該 [Texture3D] 的高度時被呼叫。"
msgid "Called when the [Texture3D]'s width is queried."
msgstr "查詢該 [Texture3D] 的寬度時被呼叫。"
msgid "Called when the presence of mipmaps in the [Texture3D] is queried."
msgstr "查詢該 [Texture3D] 的 Mipmap 是否存在時被呼叫。"
msgid "Creates a placeholder version of this resource ([PlaceholderTexture3D])."
msgstr "建立該資源的預留位置版本([PlaceholderTexture3D])。"
msgid ""
"Returns the [Texture3D]'s data as an array of [Image]s. Each [Image] "
"represents a [i]slice[/i] of the [Texture3D], with different slices mapping "
"to different depth (Z axis) levels."
msgstr ""
"將該 [Texture3D] 的資料作為 [Image] 陣列返回。每個 [Image] 代表該 [Texture3D] "
"的一個[i]切片[/i]不同的切片對應到不同的深度Z 軸)級別。"
msgid ""
"Returns the [Texture3D]'s depth in pixels. Depth is typically represented by "
"the Z axis (a dimension not present in [Texture2D])."
msgstr ""
"返回該 [Texture3D] 的深度,單位為圖元。深度通常由 Z 軸表示([Texture2D] 中沒有"
"這個維度)。"
msgid ""
"Returns the current format being used by this texture. See [enum Image."
"Format] for details."
msgstr "返回紋理目前使用的格式。詳情見 [enum Image.Format]。"
msgid ""
"Returns the [Texture3D]'s height in pixels. Width is typically represented by "
"the Y axis."
msgstr "返回該 [Texture3D] 的高度,單位為圖元。寬度通常由 Y 軸表示。"
msgid ""
"Returns the [Texture3D]'s width in pixels. Width is typically represented by "
"the X axis."
msgstr "返回該 [Texture3D] 的寬度,單位為圖元。寬度通常由 X 軸表示。"
msgid "Returns [code]true[/code] if the [Texture3D] has generated mipmaps."
msgstr "如果該 [Texture3D] 已生成 mipmap則返回 [code]true[/code]。"
msgid ""
"Texture for 3D that is bound to a texture created on the [RenderingDevice]."
msgstr "紋理格式(由 [RenderingDevice] 使用)。"
msgid ""
"This texture class allows you to use a 3D texture created directly on the "
"[RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"此紋理類別可讓您使用直接在 [RenderingDevice] 上建立的 3D 紋理作為材質、網格等"
"的紋理"
msgid ""
"Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
msgstr "基於紋理的按鈕。支援按下、懸停、停用和焦點狀態。"
msgid ""
"[TextureButton] has the same functionality as [Button], except it uses "
"sprites instead of Godot's [Theme] resource. It is faster to create, but it "
"doesn't support localization like more complex [Control]s.\n"
"The \"normal\" state must contain a texture ([member texture_normal]); other "
"textures are optional.\n"
"See also [BaseButton] which contains common properties and methods associated "
"with this node."
msgstr ""
"[TextureButton] 的功能與 [Button] 相同,只是它使用精靈而不是 Godot 的 [Theme] "
"主題資源。它的建立速度更快,但它不像更複雜的 [Control] 那樣支援本地化。\n"
"“正常”狀態必須包含一個紋理([member texture_normal]);其他紋理是可選的。\n"
"也請參閱 [BaseButton],它包含了與該節點相關的通用屬性和方法。"
msgid ""
"If [code]true[/code], the size of the texture won't be considered for minimum "
"size calculation, so the [TextureButton] can be shrunk down past the texture "
"size."
msgstr ""
"如果為 [code]true[/code],則計算最小尺寸時不會考慮該紋理的大小,因此 "
"[TextureButton] 能夠調整地比該紋理大小還要小。"
msgid ""
"Controls the texture's behavior when you resize the node's bounding "
"rectangle. See the [enum StretchMode] constants for available options."
msgstr ""
"控制調整節點包圍矩形時紋理的行為。可用的選項見 [enum StretchMode] 常數。"
msgid ""
"Pure black and white [BitMap] image to use for click detection. On the mask, "
"white pixels represent the button's clickable area. Use it to create buttons "
"with curved shapes."
msgstr ""
"用於點擊偵測的純黑白 [BitMap] 圖像。在遮罩上,白色圖元代表按鈕的可點擊區域。可"
"用它來建立具有彎曲形狀的按鈕。"
msgid ""
"Texture to display when the node is disabled. See [member BaseButton."
"disabled]."
msgstr "節點被禁用時顯示的紋理。參閱 [member BaseButton.disabled]。"
msgid ""
"Texture to display when the node has mouse or keyboard focus. [member "
"texture_focused] is displayed [i]over[/i] the base texture, so a partially "
"transparent texture should be used to ensure the base texture remains "
"visible. A texture that represents an outline or an underline works well for "
"this purpose. To disable the focus visual effect, assign a fully transparent "
"texture of any size. Note that disabling the focus visual effect will harm "
"keyboard/controller navigation usability, so this is not recommended for "
"accessibility reasons."
msgstr ""
"該節點具有滑鼠或鍵盤焦點時顯示的紋理。[member texture_focused] 會在基礎紋理[i]"
"之上[/i]顯示,所以要讓基礎紋理可見就應該使用半透明紋理。這種情況下比較適用代表"
"輪廓或者底線的紋理。要禁用焦點的視覺效果,請分配一張任意大小的全透明紋理。請注"
"意,禁用焦點的視覺效果不利於鍵盤/控制器的導覽,所以出於可用性的原因並不建議這"
"麼做。"
msgid "Texture to display when the mouse hovers the node."
msgstr "當滑鼠懸停在節點上時顯示的紋理。"
msgid ""
"Texture to display by default, when the node is [b]not[/b] in the disabled, "
"hover or pressed state. This texture is still displayed in the focused state, "
"with [member texture_focused] drawn on top."
msgstr ""
"節點[b]不處於[/b]禁用、懸停、按下狀態時,預設顯示的紋理。該紋理仍會在聚焦狀態"
"下顯示,上層繪製的是 [member texture_focused]。"
msgid ""
"Texture to display on mouse down over the node, if the node has keyboard "
"focus and the player presses the Enter key or if the player presses the "
"[member BaseButton.shortcut] key."
msgstr ""
"如果節點有鍵盤焦點且玩家按下確認鍵,或者玩家按下 [member BaseButton.shortcut] "
"鍵,則滑鼠懸停在節點上時顯示的紋理。"
msgid "Scale to fit the node's bounding rectangle."
msgstr "縮放以適應節點的邊界矩形。"
msgid "Tile inside the node's bounding rectangle."
msgstr "在節點的邊界矩形內平鋪。"
msgid ""
"The texture keeps its original size and stays in the bounding rectangle's top-"
"left corner."
msgstr "紋理保持它的原始尺寸,並保持在邊界矩形的左上角。"
msgid ""
"The texture keeps its original size and stays centered in the node's bounding "
"rectangle."
msgstr "紋理保持其原始大小,並在節點的邊界矩形中保持居中。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, but maintain the "
"texture's aspect ratio."
msgstr "縮放紋理以適應節點的邊界矩形,但保持紋理的長寬比。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it, and "
"maintain its aspect ratio."
msgstr "縮放紋理以適應節點的邊界矩形,使其居中,並保持長寬比。"
msgid ""
"Scale the texture so that the shorter side fits the bounding rectangle. The "
"other side clips to the node's limits."
msgstr "縮放紋理,使較短的一邊適應邊界矩形。另一邊則裁剪到節點的界限內。"
msgid ""
"Texture Array for Cubemaps that is bound to a texture created on the "
"[RenderingDevice]."
msgstr "綁定到 [RenderingDevice] 上建立的紋理的立方體貼圖的紋理陣列。"
msgid ""
"This texture class allows you to use a cubemap array texture created directly "
"on the [RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"此紋理類別可讓您使用直接在 [RenderingDevice] 上建立的立方體貼圖陣列紋理作為材"
"質、網格等的紋理"
msgid ""
"Texture for Cubemap that is bound to a texture created on the "
"[RenderingDevice]."
msgstr "紋理格式(由 [RenderingDevice] 使用)。"
msgid ""
"This texture class allows you to use a cubemap texture created directly on "
"the [RenderingDevice] as a texture for materials, meshes, etc."
msgstr ""
"此紋理類別可讓您使用直接在 [RenderingDevice] 上建立的立方體貼圖紋理作為材質、"
"網格等的紋理"
msgid ""
"Base class for texture types which contain the data of multiple [Image]s. "
"Each image is of the same size and format."
msgstr "包含多個 [Image] 的紋理型別的基底類別。每個圖像的大小和格式都是一樣的。"
msgid ""
"Base class for [ImageTextureLayered] and [CompressedTextureLayered]. Cannot "
"be used directly, but contains all the functions necessary for accessing the "
"derived resource types. See also [Texture3D].\n"
"Data is set on a per-layer basis. For [Texture2DArray]s, the layer specifies "
"the array layer.\n"
"All images need to have the same width, height and number of mipmap levels.\n"
"A [TextureLayered] can be loaded with [method ResourceLoader.load].\n"
"Internally, Godot maps these files to their respective counterparts in the "
"target rendering driver (Vulkan, OpenGL3)."
msgstr ""
"[ImageTextureLayered] 和 [CompressedTextureLayered] 的基底類別。不能直接使用,"
"但包含了存取衍生資源型別所需的所有函式。另見 [Texture3D]。\n"
"資料是按層設定的。對於 [Texture2DArray],層指定的是陣列層。\n"
"所有圖像都需要具有相同的寬度、高度和 mipmap 級別數。\n"
"[TextureLayered] 可以用 [method ResourceLoader.load] 載入。\n"
"在內部Godot 將這些檔對應到目標渲染驅動程式Vulkan、OpenGL3中的對應文件。"
msgid "Called when the [TextureLayered]'s format is queried."
msgstr "查詢該 [TextureLayered] 的格式時被呼叫。"
msgid "Called when the [TextureLayered]'s height is queried."
msgstr "查詢該 [TextureLayered] 的高度時被呼叫。"
msgid "Called when the data for a layer in the [TextureLayered] is queried."
msgstr "查詢該 [TextureLayered] 中某一層的資料時被呼叫。"
msgid "Called when the layers' type in the [TextureLayered] is queried."
msgstr "查詢該 [TextureLayered] 的層型別時被呼叫。"
msgid "Called when the number of layers in the [TextureLayered] is queried."
msgstr "查詢該 [TextureLayered] 的層數時被呼叫。"
msgid "Called when the [TextureLayered]'s width queried."
msgstr "查詢該 [TextureLayered] 的寬度時被呼叫。"
msgid "Called when the presence of mipmaps in the [TextureLayered] is queried."
msgstr "查詢該 [TextureLayered] 的 Mipmap 是否存在時被呼叫。"
msgid ""
"Returns the height of the texture in pixels. Height is typically represented "
"by the Y axis."
msgstr "返回該紋理的高度,單位為圖元。高度通常由 Y 軸表示。"
msgid "Returns an [Image] resource with the data from specified [param layer]."
msgstr "返回帶有指定 [param layer] 層資料的 [Image] 圖像資源。"
msgid ""
"Returns the [TextureLayered]'s type. The type determines how the data is "
"accessed, with cubemaps having special types."
msgstr ""
"返回該 [TextureLayered] 的型別。型別決定了資料的存取方式,立方體圖有特殊的類"
"型。"
msgid "Returns the number of referenced [Image]s."
msgstr "返回引用的 [Image] 數。"
msgid ""
"Returns the width of the texture in pixels. Width is typically represented by "
"the X axis."
msgstr "返回該紋理的寬度,單位為圖元。寬度通常由 X 軸表示。"
msgid "Returns [code]true[/code] if the layers have generated mipmaps."
msgstr "如果層生成了 mipmap 則返回 [code]true[/code]。"
msgid "Texture is a generic [Texture2DArray]."
msgstr "紋理為通用的 [Texture2DArray]。"
msgid "Texture is a [Cubemap], with each side in its own layer (6 in total)."
msgstr "紋理為 [Cubemap],每一面都有自己的層(共 6 層)。"
msgid "Texture is a [CubemapArray], with each cubemap being made of 6 layers."
msgstr "紋理為 [CubemapArray],每個立方體貼圖都由 6 層組成。"
msgid "Abstract base class for layered texture RD types."
msgstr "滑桿的抽象基底類別。"
msgid ""
"Base class for [Texture2DArrayRD], [TextureCubemapRD] and "
"[TextureCubemapArrayRD]. Cannot be used directly, but contains all the "
"functions necessary for accessing the derived resource types."
msgstr ""
"[Texture2DArray]、[Cubemap] 和 [CubemapArray] 的基底類別。不能直接使用,但包含"
"了存取衍生資源型別所需的所有函式。另請參閱 [Texture3D]。"
msgid ""
"Texture-based progress bar. Useful for loading screens and life or stamina "
"bars."
msgstr "基於紋理的進度條。適用於載入螢幕和生命或體力條。"
msgid ""
"TextureProgressBar works like [ProgressBar], but uses up to 3 textures "
"instead of Godot's [Theme] resource. It can be used to create horizontal, "
"vertical and radial progress bars."
msgstr ""
"TextureProgressBar 的工作方式類似於 [ProgressBar],但最多使用 3 個紋理,不使"
"用 Godot 的 [Theme] 資源。可用於建立水平、垂直和徑向進度條。"
msgid ""
"Returns the stretch margin with the specified index. See [member "
"stretch_margin_bottom] and related properties."
msgstr "返回給定索引的拉伸邊距。見 [member stretch_margin_bottom] 及相關屬性。"
msgid ""
"Sets the stretch margin with the specified index. See [member "
"stretch_margin_bottom] and related properties."
msgstr "設定給定索引的拉伸邊距。見 [member stretch_margin_bottom] 及相關屬性。"
msgid ""
"If [code]true[/code], Godot treats the bar's textures like in "
"[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
"[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
"using a radial [member fill_mode], this setting will enable stretching."
msgstr ""
"如果為 [code]true[/code]Godot 會像在 [NinePatchRect] 中那樣處理條形紋理。使"
"用 [code]stretch_margin_*[/code] 屬性,如 [member stretch_margin_bottom] 來設"
"置九宮格的 3×3 網格。當使用徑向的 [member fill_mode] 時,這個設定將啟用拉伸功"
"能。"
msgid ""
"Offsets [member texture_progress] if [member fill_mode] is [constant "
"FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE],則對[member texture_progress]進行偏移。"
msgid ""
"Upper limit for the fill of [member texture_progress] if [member fill_mode] "
"is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the "
"node's [code]value[/code] is equal to its [code]max_value[/code], the texture "
"fills up to this angle.\n"
"See [member Range.value], [member Range.max_value]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE],則為[member texture_progress]的填充上限。當節點的"
"[code]value[/code]等於其[code]max_value[/code]時,紋理會填充到這個角度。\n"
"參閱[member Range.value], [member Range.max_value]。"
msgid ""
"Starting angle for the fill of [member texture_progress] if [member "
"fill_mode] is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. "
"When the node's [code]value[/code] is equal to its [code]min_value[/code], "
"the texture doesn't show up at all. When the [code]value[/code] increases, "
"the texture fills and tends towards [member radial_fill_degrees]."
msgstr ""
"如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant "
"FILL_COUNTER_CLOCKWISE][member texture_progress]的填充起始角度。當節點的"
"[code]value[/code]等於其[code]min_value[/code]時,紋理根本不會顯示出來。當"
"[code]value[/code]增加時,紋理會被填滿並趨向於[member radial_fill_degrees]。"
msgid ""
"The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's "
"bottom corners and side will have a height of 16 pixels. You can set all 4 "
"margin values individually to create panels with non-uniform borders."
msgstr ""
"九宮格底行的高度。邊距為 16 意味著九宮格的底角和側面將有 16 圖元的高度。你可以"
"單獨設定所有 4 個邊距值,來建立具有非均勻邊框的面板。"
msgid "The width of the 9-patch's left column."
msgstr "九宮格左列的寬度。"
msgid "The width of the 9-patch's right column."
msgstr "九宮格右列的寬度。"
msgid "The height of the 9-patch's top row."
msgstr "九宮格頂行的高度。"
msgid ""
"[Texture2D] that draws over the progress bar. Use it to add highlights or an "
"upper-frame that hides part of [member texture_progress]."
msgstr ""
"在進度條至上繪製的 [Texture2D]。可用於新增高光,也可用於新增遮擋部分 [member "
"texture_progress] 的上層邊框。"
msgid ""
"[Texture2D] that clips based on the node's [code]value[/code] and [member "
"fill_mode]. As [code]value[/code] increased, the texture fills up. It shows "
"entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't "
"show at all if [code]value[/code] is equal to [code]min_value[/code].\n"
"The [code]value[/code] property comes from [Range]. See [member Range.value], "
"[member Range.min_value], [member Range.max_value]."
msgstr ""
"被裁剪的 [Texture2D]。裁剪基於該節點的 [code]value[/code] 和 [member "
"fill_mode]。隨著 [code]value[/code] 的增加,該紋理將被填滿。當 [code]value[/"
"code] 達到 [code]max_value[/code] 時,它將完整顯示。如果 [code]value[/code] 等"
"於 [code]min_value[/code],則它根本不顯示。\n"
"[code]value[/code] 屬性來自 [Range]。參見 [member Range.value]、[member Range."
"min_value]、[member Range.max_value]。"
msgid ""
"The offset of [member texture_progress]. Useful for [member texture_over] and "
"[member texture_under] with fancy borders, to avoid transparent margins in "
"your progress texture."
msgstr ""
"[member texture_progress] 的偏移量。對於帶有花哨的邊框的 [member "
"texture_over] 和 [member texture_under] 很有用,可以避免進度紋理的邊緣透明。"
msgid "[Texture2D] that draws under the progress bar. The bar's background."
msgstr "在進度條下繪製的 [Texture2D]。該進度條的背景。"
msgid "The [member texture_progress] fills from left to right."
msgstr "[member texture_progress] 從左到右填充。"
msgid "The [member texture_progress] fills from right to left."
msgstr "[member texture_progress] 從右到左填充。"
msgid "The [member texture_progress] fills from top to bottom."
msgstr "[member texture_progress] 從上到下填充。"
msgid "The [member texture_progress] fills from bottom to top."
msgstr "[member texture_progress] 自下而上填充。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"clockwise. See [member radial_center_offset], [member radial_initial_angle] "
"and [member radial_fill_degrees] to control the way the bar fills up."
msgstr ""
"將節點變成徑向條形。[member texture_progress] 順時針填充。參閱[member "
"radial_center_offset]、[member radial_initial_angle]和[member "
"radial_fill_degrees]來控制條形填充的方式。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"counterclockwise. See [member radial_center_offset], [member "
"radial_initial_angle] and [member radial_fill_degrees] to control the way the "
"bar fills up."
msgstr ""
"將節點變成徑向條形。[member texture_progress]逆時針填充。參閱[member "
"radial_center_offset]、[member radial_initial_angle]和[member "
"radial_fill_degrees]來控制條形填充的方式。"
msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the left and the right."
msgstr "[member texture_progress]從中心開始填充,向左和向右擴充。"
msgid ""
"The [member texture_progress] fills from the center, expanding both towards "
"the top and the bottom."
msgstr "[member texture_progress]從中心開始填充,同時向頂部和底部擴充。"
msgid ""
"Turns the node into a radial bar. The [member texture_progress] fills "
"radially from the center, expanding both clockwise and counterclockwise. See "
"[member radial_center_offset], [member radial_initial_angle] and [member "
"radial_fill_degrees] to control the way the bar fills up."
msgstr ""
"將節點變成徑向條形。[member texture_progress]從中心徑向填充,順時針和逆時針擴"
"展。參閱[member radial_center_offset]、[member radial_initial_angle]和[member "
"radial_fill_degrees]來控制條形填充的方式。"
msgid "A control that displays a texture."
msgstr "顯示紋理的控制項。"
msgid ""
"A control that displays a texture, for example an icon inside a GUI. The "
"texture's placement can be controlled with the [member stretch_mode] "
"property. It can scale, tile, or stay centered inside its bounding rectangle."
msgstr ""
"顯示紋理的控制項,例如顯示 GUI 中的圖示。可以使用 [member stretch_mode] 屬性控"
"制紋理的放置。可以在邊界框中進行縮放、平鋪、居中。"
msgid ""
"Defines how minimum size is determined based on the texture's size. See [enum "
"ExpandMode] for options.\n"
"[b]Note:[/b] Using [constant EXPAND_FIT_WIDTH], [constant "
"EXPAND_FIT_WIDTH_PROPORTIONAL], [constant EXPAND_FIT_HEIGHT] or [constant "
"EXPAND_FIT_HEIGHT_PROPORTIONAL] may result in unstable behavior in some "
"containers. This functionality is being re-evaluated and will change in the "
"future."
msgstr ""
"定義如何根據該紋理的大小確定最小大小。有關選項,請參閱 [enum ExpandMode]。\n"
"[b]注意:[/b]使用 [constant EXPAND_FIT_WIDTH]、[constant "
"EXPAND_FIT_WIDTH_PROPORTIONAL]、[constant EXPAND_FIT_HEIGHT]、或 [constant "
"EXPAND_FIT_HEIGHT_PROPORTIONAL],可能會導致某些容器的行為不穩定。該功能正在重"
"新評估,將來可能會發生變化。"
msgid ""
"Controls the texture's behavior when resizing the node's bounding rectangle. "
"See [enum StretchMode]."
msgstr "控制項紋理在調整節點邊界矩形時的行為。見 [enum StretchMode]。"
msgid "The node's [Texture2D] resource."
msgstr "該節點的 [Texture2D] 資源。"
msgid ""
"The minimum size will be equal to texture size, i.e. [TextureRect] can't be "
"smaller than the texture."
msgstr "最小尺寸將等於紋理尺寸,即 [TextureRect] 不能小於紋理。"
msgid ""
"The size of the texture won't be considered for minimum size calculation, so "
"the [TextureRect] can be shrunk down past the texture size."
msgstr ""
"紋理尺寸不會用於計算最小尺寸,所以 [TextureRect] 可以縮減得比紋理尺寸小。"
msgid ""
"The height of the texture will be ignored. Minimum width will be equal to the "
"current height. Useful for horizontal layouts, e.g. inside [HBoxContainer]."
msgstr ""
"會忽略紋理的高度。最小寬度與目前高度一致。可用於橫向佈局,例如在 "
"[HBoxContainer] 中。"
msgid "Same as [constant EXPAND_FIT_WIDTH], but keeps texture's aspect ratio."
msgstr "與 [constant EXPAND_FIT_WIDTH] 相同,但保持紋理的長寬比。"
msgid ""
"The width of the texture will be ignored. Minimum height will be equal to the "
"current width. Useful for vertical layouts, e.g. inside [VBoxContainer]."
msgstr ""
"會忽略紋理的寬度。最小高度與目前寬度一致。可用於縱向佈局,例如在 "
"[VBoxContainer] 中。"
msgid "Same as [constant EXPAND_FIT_HEIGHT], but keeps texture's aspect ratio."
msgstr "與 [constant EXPAND_FIT_HEIGHT] 相同,但保持紋理的長寬比。"
msgid ""
"Scale the texture to fit the node's bounding rectangle, center it and "
"maintain its aspect ratio."
msgstr "縮放紋理以適應節點的邊界矩形,使其居中並保持其長寬比。"
msgid "A resource used for styling/skinning [Control]s and [Window]s."
msgstr "用於樣式化/皮膚化 [Control] 和 [Window] 的資源。"
msgid ""
"A resource used for styling/skinning [Control] and [Window] nodes. While "
"individual controls can be styled using their local theme overrides (see "
"[method Control.add_theme_color_override]), theme resources allow you to "
"store and apply the same settings across all controls sharing the same type "
"(e.g. style all [Button]s the same). One theme resource can be used for the "
"entire project, but you can also set a separate theme resource to a branch of "
"control nodes. A theme resource assigned to a control applies to the control "
"itself, as well as all of its direct and indirect children (as long as a "
"chain of controls is uninterrupted).\n"
"Use [member ProjectSettings.gui/theme/custom] to set up a project-scope theme "
"that will be available to every control in your project.\n"
"Use [member Control.theme] of any control node to set up a theme that will be "
"available to that control and all of its direct and indirect children."
msgstr ""
"用於樣式化/皮膚化 [Control] 和 [Window] 節點的資源。控制項可以使用本地的主題覆"
"蓋項進行單獨的風格化(見 [method Control.add_theme_color_override]),而主題資"
"源則能夠儲存這些設定,在所有同型別的控制項之間實作共用(例如將所有 [Button] 都"
"設定為相同的風格)。主題資源可以在整個專案上使用,但你也可以為單獨的一個控件節"
"點分支設定不同的主題資源。為某個控制項節點分配的主題資源不僅會對它自己生效,也"
"會對它的所有直接和間接子節點生效(只要控制項鏈沒有中斷)。\n"
"專案範圍的主題請使用 [member ProjectSettings.gui/theme/custom] 設定,這樣專案"
"中的所有控制項就都能夠使用。\n"
"控制項節點的主題請使用 [member Control.theme] 設定,這樣該控制項和它的所有直接"
"和間接子節點就都能夠使用。"
msgid "GUI skinning"
msgstr "GUI 皮膚"
msgid "Using the theme editor"
msgstr "使用主題編輯器"
msgid ""
"Adds an empty theme type for every valid data type.\n"
"[b]Note:[/b] Empty types are not saved with the theme. This method only "
"exists to perform in-memory changes to the resource. Use available "
"[code]set_*[/code] methods to add theme items."
msgstr ""
"為每一個有效的資料型別都新增一個空主題型別。\n"
"[b]注意:[/b]空型別不會隨該主題保存。這個方法的存在是為了對資源執行記憶體中的"
"更改。請使用 [code]set_*[/code] 方法新增主題專案。"
msgid "Removes all the theme properties defined on the theme resource."
msgstr "移除在該主題資源上定義的所有主題屬性。"
msgid ""
"Removes the [Color] property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Fails if it doesn't exist. Use [method has_color] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的 [Color] 屬性,則將其移"
"除。\n"
"如果不存在則失敗。請使用 [method has_color] 檢查是否存在。"
msgid ""
"Removes the constant property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Fails if it doesn't exist. Use [method has_constant] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的常數屬性,則將其移除。\n"
"如果不存在則失敗。請使用 [method has_constant] 檢查是否存在。"
msgid ""
"Removes the [Font] property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Fails if it doesn't exist. Use [method has_font] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的 [Font] 屬性,則將其移"
"除。\n"
"如果不存在則失敗。請使用 [method has_font] 檢查是否存在。"
msgid ""
"Removes the font size property defined by [param name] and [param "
"theme_type], if it exists.\n"
"Fails if it doesn't exist. Use [method has_font_size] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的字形大小屬性,則將其移"
"除。\n"
"如果不存在則失敗。請使用 [method has_font_size] 檢查是否存在。"
msgid ""
"Removes the icon property defined by [param name] and [param theme_type], if "
"it exists.\n"
"Fails if it doesn't exist. Use [method has_icon] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的圖示屬性,則將其移除。\n"
"如果不存在則失敗。請使用 [method has_icon] 檢查是否存在。"
msgid ""
"Removes the [StyleBox] property defined by [param name] and [param "
"theme_type], if it exists.\n"
"Fails if it doesn't exist. Use [method has_stylebox] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的 [StyleBox] 屬性,則將其移"
"除。\n"
"如果不存在則失敗。請使用 [method has_stylebox] 檢查是否存在。"
msgid ""
"Removes the theme property of [param data_type] defined by [param name] and "
"[param theme_type], if it exists.\n"
"Fails if it doesn't exist. Use [method has_theme_item] to check for "
"existence.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的 [param data_type] 屬性,"
"則將其移除。\n"
"如果不存在則失敗。請使用 [method has_theme_item] 檢查是否存在。\n"
"[b]注意:[/b]這個方法類似於呼叫相應的資料型別特定方法,但可以用於更通用邏輯。"
msgid ""
"Unmarks [param theme_type] as being a variation of another theme type. See "
"[method set_type_variation]."
msgstr ""
"取消將主題型別 [param theme_type] 標記為任何主題型別的變種。見 [method "
"set_type_variation]。"
msgid ""
"Returns the [Color] property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Returns the default color value if the property doesn't exist. Use [method "
"has_color] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的 [Color] 屬性,則將其返"
"回。\n"
"如果不存在則返回預設顏色。請使用 [method has_color] 檢查是否存在。"
msgid ""
"Returns a list of names for [Color] properties defined with [param "
"theme_type]. Use [method get_color_type_list] to get a list of possible theme "
"type names."
msgstr ""
"返回為 [param theme_type] 型別定義的 [Color] 屬性的名稱列表。請使用 [method "
"get_color_type_list] 獲取可能的主題型別名稱。"
msgid ""
"Returns a list of all unique theme type names for [Color] properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回 [Color] 屬性的所有唯一主題型別名稱的列表。請使用 [method get_type_list] "
"獲取所有主題型別。"
msgid ""
"Returns the constant property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Returns [code]0[/code] if the property doesn't exist. Use [method "
"has_constant] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的常數屬性,則將其返回。\n"
"如果不存在則返回 [code]0[/code]。請使用 [method has_constant] 檢查是否存在。"
msgid ""
"Returns a list of names for constant properties defined with [param "
"theme_type]. Use [method get_constant_type_list] to get a list of possible "
"theme type names."
msgstr ""
"返回為 [param theme_type] 型別定義的常數屬性的名稱列表。請使用 [method "
"get_constant_type_list] 獲取可能的主題型別名稱。"
msgid ""
"Returns a list of all unique theme type names for constant properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回常數屬性的所有唯一主題型別名稱的列表。請使用 [method get_type_list] 獲取所"
"有主題型別。"
msgid ""
"Returns the [Font] property defined by [param name] and [param theme_type], "
"if it exists.\n"
"Returns the default theme font if the property doesn't exist and the default "
"theme font is set up (see [member default_font]). Use [method has_font] to "
"check for existence of the property and [method has_default_font] to check "
"for existence of the default theme font.\n"
"Returns the engine fallback font value, if neither exist (see [member ThemeDB."
"fallback_font])."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的 [Font] 屬性,則將其返"
"回。\n"
"如果不存在且存在預設主題字形,則返回預設主題字形(見 [member default_font])。"
"請使用 [method has_font] 檢查是否存在,使用 [method has_default_font] 檢查預設"
"主題字形是否存在。\n"
"如果兩者都不存在,則返回引擎的退回字形值(見 [member ThemeDB."
"fallback_font])。"
msgid ""
"Returns a list of names for [Font] properties defined with [param "
"theme_type]. Use [method get_font_type_list] to get a list of possible theme "
"type names."
msgstr ""
"返回為 [param theme_type] 型別定義的 [Font] 屬性的名稱列表。請使用 [method "
"get_font_type_list] 獲取可能的主題型別名稱。"
msgid ""
"Returns the font size property defined by [param name] and [param "
"theme_type], if it exists.\n"
"Returns the default theme font size if the property doesn't exist and the "
"default theme font size is set up (see [member default_font_size]). Use "
"[method has_font_size] to check for existence of the property and [method "
"has_default_font_size] to check for existence of the default theme font.\n"
"Returns the engine fallback font size value, if neither exist (see [member "
"ThemeDB.fallback_font_size])."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的字形大小屬性,則將其返"
"回。\n"
"如果不存在且存在預設主題字形大小,則返回預設主題字形大小(見 [member "
"default_font_size])。請使用 [method has_font_size] 檢查是否存在,使用 "
"[method has_default_font_size] 檢查預設主題字形大小是否存在。\n"
"如果兩者都不存在,則返回引擎的退回字形大小值(見 [member ThemeDB."
"fallback_font_size])。"
msgid ""
"Returns a list of names for font size properties defined with [param "
"theme_type]. Use [method get_font_size_type_list] to get a list of possible "
"theme type names."
msgstr ""
"返回為 [param theme_type] 型別定義的字形大小屬性的名稱列表。請使用 [method "
"get_font_size_type_list] 獲取可能的主題型別名稱。"
msgid ""
"Returns a list of all unique theme type names for font size properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回字形大小屬性的所有唯一主題型別名稱的列表。請使用 [method get_type_list] 獲"
"取所有主題型別。"
msgid ""
"Returns a list of all unique theme type names for [Font] properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回 [Font] 屬性的所有唯一主題型別名稱的列表。請使用 [method get_type_list] 獲"
"取所有主題型別。"
msgid ""
"Returns the icon property defined by [param name] and [param theme_type], if "
"it exists.\n"
"Returns the engine fallback icon value if the property doesn't exist (see "
"[member ThemeDB.fallback_icon]). Use [method has_icon] to check for existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的圖示屬性,則將其返回。\n"
"如果不存在則返回引擎的退回圖示值(見 [member ThemeDB.fallback_icon])。請使用 "
"[method has_icon] 檢查是否存在。"
msgid ""
"Returns a list of names for icon properties defined with [param theme_type]. "
"Use [method get_icon_type_list] to get a list of possible theme type names."
msgstr ""
"返回為 [param theme_type] 型別定義的圖示屬性的名稱列表。請使用 [method "
"get_icon_type_list] 獲取可能的主題型別名稱。"
msgid ""
"Returns a list of all unique theme type names for icon properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回圖示屬性的所有唯一主題型別名稱的列表。請使用 [method get_type_list] 獲取所"
"有主題型別。"
msgid ""
"Returns the [StyleBox] property defined by [param name] and [param "
"theme_type], if it exists.\n"
"Returns the engine fallback stylebox value if the property doesn't exist (see "
"[member ThemeDB.fallback_stylebox]). Use [method has_stylebox] to check for "
"existence."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的 [StyleBox] 屬性,則將其返"
"回。\n"
"如果不存在則返回引擎的退回樣式盒值(見 [member ThemeDB.fallback_stylebox])。"
"請使用 [method has_stylebox] 檢查是否存在。"
msgid ""
"Returns a list of names for [StyleBox] properties defined with [param "
"theme_type]. Use [method get_stylebox_type_list] to get a list of possible "
"theme type names."
msgstr ""
"返回為 [param theme_type] 型別定義的 [StyleBox] 屬性的名稱列表。請使用 "
"[method get_stylebox_type_list] 獲取可能的主題型別名稱。"
msgid ""
"Returns a list of all unique theme type names for [StyleBox] properties. Use "
"[method get_type_list] to get a list of all unique theme types."
msgstr ""
"返回 [StyleBox] 屬性的所有唯一主題型別名稱的列表。請使用 [method "
"get_type_list] 獲取所有主題型別。"
msgid ""
"Returns the theme property of [param data_type] defined by [param name] and "
"[param theme_type], if it exists.\n"
"Returns the engine fallback value if the property doesn't exist (see "
"[ThemeDB]). Use [method has_theme_item] to check for existence.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"如果存在由 [param name] 和 [param theme_type] 定義的 [param data_type] 屬性,"
"則將其返回。\n"
"如果不存在則返回引擎的退回值(見 [ThemeDB])。請使用 [method has_theme_item] "
"檢查是否存在。\n"
"[b]注意:[/b]這個方法類似於呼叫相應的資料型別特定方法,但可以用於更通用邏輯。"
msgid ""
"Returns a list of names for properties of [param data_type] defined with "
"[param theme_type]. Use [method get_theme_item_type_list] to get a list of "
"possible theme type names.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"返回為 [param theme_type] 型別定義的 [param data_type] 屬性的名稱列表。請使用 "
"[method get_theme_item_type_list] 獲取可能的主題型別名稱。\n"
"[b]注意:[/b]這個方法類似於呼叫相應的資料型別特定方法,但可以用於更通用邏輯。"
msgid ""
"Returns a list of all unique theme type names for [param data_type] "
"properties. Use [method get_type_list] to get a list of all unique theme "
"types.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"返回 [param data_type] 屬性的所有唯一主題型別名稱的列表。請使用 [method "
"get_type_list] 獲取所有主題型別。\n"
"[b]注意:[/b]這個方法類似於呼叫相應的資料型別特定方法,但可以用於更通用邏輯。"
msgid ""
"Returns a list of all unique theme type names. Use the appropriate "
"[code]get_*_type_list[/code] method to get a list of unique theme types for a "
"single data type."
msgstr ""
"返回所有唯一主題型別名稱的列表。獲取單一資料型別的唯一主題型別列表請使用對應"
"的 [code]get_*_type_list[/code] 方法。"
msgid ""
"Returns the name of the base theme type if [param theme_type] is a valid "
"variation type. Returns an empty string otherwise."
msgstr ""
"如果 [param theme_type] 是有效的變種型別,則返回其基礎主題型別的名稱。否則返回"
"空字串。"
msgid "Returns a list of all type variations for the given [param base_type]."
msgstr "返回給定基礎型別 [param base_type] 的所有型別變種列表。"
msgid ""
"Returns [code]true[/code] if the [Color] property defined by [param name] and "
"[param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_color] to "
"define it."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param name] 的 [Color] 屬性,則返"
"回 [code]true[/code]。\n"
"不存在時返回 [code]false[/code]。定義請使用 [method set_color]。"
msgid ""
"Returns [code]true[/code] if the constant property defined by [param name] "
"and [param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_constant] to "
"define it."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param name] 的常數屬性,則返回 "
"[code]true[/code]。\n"
"不存在時返回 [code]false[/code]。定義請使用 [method set_constant]。"
msgid ""
"Returns [code]true[/code] if [member default_base_scale] has a valid value.\n"
"Returns [code]false[/code] if it doesn't. The value must be greater than "
"[code]0.0[/code] to be considered valid."
msgstr ""
"如果 [member default_base_scale] 的值有效,則返回 [code]true[/code]。\n"
"如果無效則返回 [code]false[/code]。有效值必須大於 [code]0.0[/code]。"
msgid ""
"Returns [code]true[/code] if [member default_font] has a valid value.\n"
"Returns [code]false[/code] if it doesn't."
msgstr ""
"如果 [member default_font] 的值有效,則返回 [code]true[/code]。\n"
"如果無效則返回 [code]false[/code]。"
msgid ""
"Returns [code]true[/code] if [member default_font_size] has a valid value.\n"
"Returns [code]false[/code] if it doesn't. The value must be greater than "
"[code]0[/code] to be considered valid."
msgstr ""
"如果 [member default_font_size] 的值有效,則返回 [code]true[/code]。\n"
"如果無效則返回 [code]false[/code]。有效值必須大於 [code]0[/code]。"
msgid ""
"Returns [code]true[/code] if the [Font] property defined by [param name] and "
"[param theme_type] exists, or if the default theme font is set up (see "
"[method has_default_font]).\n"
"Returns [code]false[/code] if neither exist. Use [method set_font] to define "
"the property."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param name] 的 [Font] 屬性,則返"
"回 [code]true[/code]。\n"
"不存在時返回 [code]false[/code]。定義請使用 [method set_font]。"
msgid ""
"Returns [code]true[/code] if the font size property defined by [param name] "
"and [param theme_type] exists, or if the default theme font size is set up "
"(see [method has_default_font_size]).\n"
"Returns [code]false[/code] if neither exist. Use [method set_font_size] to "
"define the property."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param name] 的字形大小屬性,則返"
"回 [code]true[/code]。\n"
"不存在時返回 [code]false[/code]。定義請使用 [method set_font_size]。"
msgid ""
"Returns [code]true[/code] if the icon property defined by [param name] and "
"[param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_icon] to "
"define it."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param name] 的圖示屬性,則返回 "
"[code]true[/code]。\n"
"不存在時返回 [code]false[/code]。定義請使用 [method set_icon]。"
msgid ""
"Returns [code]true[/code] if the [StyleBox] property defined by [param name] "
"and [param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_stylebox] to "
"define it."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param name] 的 [StyleBox] 屬性,則"
"返回 [code]true[/code]。\n"
"不存在時返回 [code]false[/code]。定義請使用 [method set_stylebox]。"
msgid ""
"Returns [code]true[/code] if the theme property of [param data_type] defined "
"by [param name] and [param theme_type] exists.\n"
"Returns [code]false[/code] if it doesn't exist. Use [method set_theme_item] "
"to define it.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param name] 的主題屬性,則返回 "
"[code]true[/code]。\n"
"不存在時返回 [code]false[/code]。定義請使用 [method set_theme_item]。\n"
"[b]注意:[/b]這個方法類似於呼叫相應的資料型別特定方法,但可以用於更通用邏輯。"
msgid ""
"Returns [code]true[/code] if [param theme_type] is marked as a variation of "
"[param base_type]."
msgstr ""
"如果主題型別 [param theme_type] 被標記為基礎型別 [param base_type] 的變種,則"
"返回 [code]true[/code]。"
msgid ""
"Adds missing and overrides existing definitions with values from the [param "
"other] theme resource.\n"
"[b]Note:[/b] This modifies the current theme. If you want to merge two themes "
"together without modifying either one, create a new empty theme and merge the "
"other two into it one after another."
msgstr ""
"新增缺失的定義,並使用 [param other] 主題資源中的值覆蓋已有的定義。\n"
"[b]注意:[/b]這修改了目前的主題。如果想將兩個主題合併在一起且不修改任何一個,"
"請建立一個新的空主題,並將其他兩個依次合併到其中。"
msgid ""
"Removes the theme type, gracefully discarding defined theme items. If the "
"type is a variation, this information is also erased. If the type is a base "
"for type variations, those variations lose their base."
msgstr ""
"移除該主題型別,優雅地丟棄其中定義的主題專案。如果該型別為變種,則該資訊也會被"
"消除。如果該型別為型別變種的基礎型別,則那些變種會失去其基礎型別。"
msgid ""
"Renames the [Color] property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_color] to check for existence, and [method "
"clear_color] to remove the existing property."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param old_name] 的 [Color] 屬性,"
"則將其重命名為 [param name]。\n"
"不存在時失敗,新名稱已存在時也會失敗。請使用 [method has_color] 檢查是否存在,"
"使用 [method clear_color] 移除現有屬性。"
msgid ""
"Renames the constant property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_constant] to check for existence, and [method "
"clear_constant] to remove the existing property."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param old_name] 的常數屬性,則將其"
"重命名為 [param name]。\n"
"不存在時失敗,新名稱已存在時也會失敗。請使用 [method has_constant] 檢查是否存"
"在,使用 [method clear_constant] 移除現有屬性。"
msgid ""
"Renames the [Font] property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_font] to check for existence, and [method clear_font] "
"to remove the existing property."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param old_name] 的 [Font] 屬性,則"
"將其重命名為 [param name]。\n"
"不存在時失敗,新名稱已存在時也會失敗。請使用 [method has_font] 檢查是否存在,"
"使用 [method clear_font] 移除現有屬性。"
msgid ""
"Renames the font size property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_font_size] to check for existence, and [method "
"clear_font_size] to remove the existing property."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param old_name] 的字形大小屬性,則"
"將其重命名為 [param name]。\n"
"不存在時失敗,新名稱已存在時也會失敗。請使用 [method has_font_size] 檢查是否存"
"在,使用 [method clear_font_size] 移除現有屬性。"
msgid ""
"Renames the icon property defined by [param old_name] and [param theme_type] "
"to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_icon] to check for existence, and [method clear_icon] "
"to remove the existing property."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param old_name] 的圖示屬性,則將其"
"重命名為 [param name]。\n"
"不存在時失敗,新名稱已存在時也會失敗。請使用 [method has_icon] 檢查是否存在,"
"使用 [method clear_icon] 移除現有屬性。"
msgid ""
"Renames the [StyleBox] property defined by [param old_name] and [param "
"theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_stylebox] to check for existence, and [method "
"clear_stylebox] to remove the existing property."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param old_name] 的 [StyleBox] 屬"
"性,則將其重命名為 [param name]。\n"
"不存在時失敗,新名稱已存在時也會失敗。請使用 [method has_stylebox] 檢查是否存"
"在,使用 [method clear_stylebox] 移除現有屬性。"
msgid ""
"Renames the theme property of [param data_type] defined by [param old_name] "
"and [param theme_type] to [param name], if it exists.\n"
"Fails if it doesn't exist, or if a similar property with the new name already "
"exists. Use [method has_theme_item] to check for existence, and [method "
"clear_theme_item] to remove the existing property.\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"如果主題型別 [param theme_type] 中存在名為 [param old_name] 的主題屬性,則將其"
"重命名為 [param name]。\n"
"不存在時失敗,新名稱已存在時也會失敗。請使用 [method has_theme_item] 檢查是否"
"存在,使用 [method clear_theme_item] 移除現有屬性。\n"
"[b]注意:[/b]這個方法類似於呼叫相應的資料型別特定方法,但可以用於更通用邏輯。"
msgid ""
"Creates or changes the value of the [Color] property defined by [param name] "
"and [param theme_type]. Use [method clear_color] to remove the property."
msgstr ""
"建立或改變由名稱 [param name] 和主題型別 [param theme_type] 定義的 [Color] 屬"
"性的值。移除該屬性請使用 [method clear_color]。"
msgid ""
"Creates or changes the value of the constant property defined by [param name] "
"and [param theme_type]. Use [method clear_constant] to remove the property."
msgstr ""
"建立或改變由名稱 [param name] 和主題型別 [param theme_type] 定義的常數屬性的"
"值。移除該屬性請使用 [method clear_constant]。"
msgid ""
"Creates or changes the value of the [Font] property defined by [param name] "
"and [param theme_type]. Use [method clear_font] to remove the property."
msgstr ""
"建立或改變由名稱 [param name] 和主題型別 [param theme_type] 定義的 [Font] 屬性"
"的值。移除該屬性請使用 [method clear_font]。"
msgid ""
"Creates or changes the value of the font size property defined by [param "
"name] and [param theme_type]. Use [method clear_font_size] to remove the "
"property."
msgstr ""
"建立或改變由名稱 [param name] 和主題型別 [param theme_type] 定義的字形大小屬性"
"的值。移除該屬性請使用 [method clear_font_size]。"
msgid ""
"Creates or changes the value of the icon property defined by [param name] and "
"[param theme_type]. Use [method clear_icon] to remove the property."
msgstr ""
"建立或改變由名稱 [param name] 和主題型別 [param theme_type] 定義的圖示屬性的"
"值。移除該屬性請使用 [method clear_icon]。"
msgid ""
"Creates or changes the value of the [StyleBox] property defined by [param "
"name] and [param theme_type]. Use [method clear_stylebox] to remove the "
"property."
msgstr ""
"建立或改變由名稱 [param name] 和主題型別 [param theme_type] 定義的 [StyleBox] "
"屬性的值。移除該屬性請使用 [method clear_stylebox]。"
msgid ""
"Creates or changes the value of the theme property of [param data_type] "
"defined by [param name] and [param theme_type]. Use [method clear_theme_item] "
"to remove the property.\n"
"Fails if the [param value] type is not accepted by [param data_type].\n"
"[b]Note:[/b] This method is analogous to calling the corresponding data type "
"specific method, but can be used for more generalized logic."
msgstr ""
"建立或改變由名稱 [param name] 和主題型別 [param theme_type] 定義的主題屬性的"
"值。移除該屬性請使用 [method clear_theme_item]。\n"
"如果 [param value] 的型別不被 [param data_type] 所接受,則失敗。\n"
"[b]注意:[/b]這個方法類似於呼叫相應的資料型別特定方法,但可以用於更通用邏輯。"
msgid ""
"Marks [param theme_type] as a variation of [param base_type].\n"
"This adds [param theme_type] as a suggested option for [member Control."
"theme_type_variation] on a [Control] that is of the [param base_type] class.\n"
"Variations can also be nested, i.e. [param base_type] can be another "
"variation. If a chain of variations ends with a [param base_type] matching "
"the class of the [Control], the whole chain is going to be suggested as "
"options.\n"
"[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
"project default theme. See [member ProjectSettings.gui/theme/custom]."
msgstr ""
"將主題型別 [param theme_type] 標記為基礎型別 [param base_type] 的變種。\n"
"這會將 [param theme_type] 新增為屬於 [param base_type] 類的 [Control] 的 "
"[member Control.theme_type_variation] 的建議選項。\n"
"變種也可以巢狀,即 [param base_type] 可以是另一個變種。如果變種鏈以配對 "
"[Control] 類的 [param base_type] 結束,則整個鏈將被建議為選項。\n"
"[b]注意:[/b]僅當該主題資源被設定為專案的預設主題時才會顯示建議。參見 [member "
"ProjectSettings.gui/theme/custom]。"
msgid ""
"The default base scale factor of this theme resource. Used by some controls "
"to scale their visual properties based on the global scale factor. If this "
"value is set to [code]0.0[/code], the global scale factor is used (see "
"[member ThemeDB.fallback_base_scale]).\n"
"Use [method has_default_base_scale] to check if this value is valid."
msgstr ""
"該主題資源的預設基礎縮放係數。部分控制項會用它來根據全域縮放係數對其視覺屬性進"
"行縮放。如果該值為 [code]0.0[/code],則使用全域縮放係數(見 [member ThemeDB."
"fallback_base_scale])。\n"
"請使用 [method has_default_base_scale] 來檢查該值是否有效。"
msgid ""
"The default font of this theme resource. Used as the default value when "
"trying to fetch a font resource that doesn't exist in this theme or is in "
"invalid state. If the default font is also missing or invalid, the engine "
"fallback value is used (see [member ThemeDB.fallback_font]).\n"
"Use [method has_default_font] to check if this value is valid."
msgstr ""
"該主題資源的預設字形。嘗試獲取字形資源時,如果該主題中不存在或者為無效狀態,則"
"會用它作為預設值。如果預設字形也缺失或無效,則會使用引擎的退回值(見 [member "
"ThemeDB.fallback_font])。\n"
"請使用 [method has_default_font] 來檢查該值是否有效。"
msgid ""
"The default font size of this theme resource. Used as the default value when "
"trying to fetch a font size value that doesn't exist in this theme or is in "
"invalid state. If the default font size is also missing or invalid, the "
"engine fallback value is used (see [member ThemeDB.fallback_font_size]).\n"
"Values below [code]0[/code] are invalid and can be used to unset the "
"property. Use [method has_default_font_size] to check if this value is valid."
msgstr ""
"該主題資源的預設字形大小。嘗試獲取字形大小時,如果該主題中不存在或者為無效狀"
"態,則會用它作為預設值。如果預設字形大小也缺失或無效,則會使用引擎的退回值"
"(見 [member ThemeDB.fallback_font_size])。\n"
"小於 [code]0[/code] 的值無效,可用於清除對該屬性的設定。請使用 [method "
"has_default_font_size] 來檢查該值是否有效。"
msgid "Theme's [Color] item type."
msgstr "主題的 [Color] 顏色項型別。"
msgid "Theme's constant item type."
msgstr "主題的常數項型別。"
msgid "Theme's [Font] item type."
msgstr "主題的 [Font] 字形項型別。"
msgid "Theme's font size item type."
msgstr "主題的字形大小項型別。"
msgid "Theme's icon [Texture2D] item type."
msgstr "主題的圖示 [Texture2D] 項型別。"
msgid "Theme's [StyleBox] item type."
msgstr "主題的 [StyleBox] 專案型別。"
msgid "Maximum value for the DataType enum."
msgstr "資料型別列舉的最大值。"
msgid ""
"A singleton that provides access to static information about [Theme] "
"resources used by the engine and by your project."
msgstr "用來存取引擎及專案中所使用的 [Theme] 資源靜態資訊的單例。"
msgid ""
"This singleton provides access to static information about [Theme] resources "
"used by the engine and by your projects. You can fetch the default engine "
"theme, as well as your project configured theme.\n"
"[ThemeDB] also contains fallback values for theme properties."
msgstr ""
"這個單例可以用來存取引擎及專案中所使用的 [Theme] 資源靜態資訊。可以獲取引擎默"
"認的主題,也可以獲取你在專案中配置的主題。\n"
"[ThemeDB] 也包含了主題屬性的退回值。"
msgid ""
"Returns a reference to the default engine [Theme]. This theme resource is "
"responsible for the out-of-the-box look of [Control] nodes and cannot be "
"overridden."
msgstr ""
"返回預設引擎 [Theme] 的引用。該主題資源負責 [Control] 節點的原始外觀,無法進行"
"覆蓋。"
msgid ""
"Returns a reference to the custom project [Theme]. This theme resources "
"allows to override the default engine theme for every control node in the "
"project.\n"
"To set the project theme, see [member ProjectSettings.gui/theme/custom]."
msgstr ""
"返回自訂專案 [Theme] 的引用。該主題資源能夠影響專案中的所有控制項節點,覆蓋默"
"認引擎主題。\n"
"專案主題的設定請參閱 [member ProjectSettings.gui/theme/custom]。"
msgid ""
"The fallback base scale factor of every [Control] node and [Theme] resource. "
"Used when no other value is available to the control.\n"
"See also [member Theme.default_base_scale]."
msgstr ""
"所有 [Control] 節點和 [Theme] 資源的退回基礎縮放係數。用於控制項沒有其他值可用"
"的情況。\n"
"另見 [member Theme.default_base_scale]。"
msgid ""
"The fallback font of every [Control] node and [Theme] resource. Used when no "
"other value is available to the control.\n"
"See also [member Theme.default_font]."
msgstr ""
"所有 [Control] 節點和 [Theme] 資源的退回字形。用於控制項沒有其他值可用的情"
"況。\n"
"另見 [member Theme.default_font]。"
msgid ""
"The fallback font size of every [Control] node and [Theme] resource. Used "
"when no other value is available to the control.\n"
"See also [member Theme.default_font_size]."
msgstr ""
"所有 [Control] 節點和 [Theme] 資源的退回字形大小。用於控制項沒有其他值可用的情"
"況。\n"
"另見 [member Theme.default_font_size]。"
msgid ""
"The fallback icon of every [Control] node and [Theme] resource. Used when no "
"other value is available to the control."
msgstr ""
"所有 [Control] 節點和 [Theme] 資源的退回圖示。用於控制項沒有其他值可用的情況。"
msgid ""
"The fallback stylebox of every [Control] node and [Theme] resource. Used when "
"no other value is available to the control."
msgstr ""
"所有 [Control] 節點和 [Theme] 資源的退回樣式盒。用於控制項沒有其他值可用的情"
"況。"
msgid ""
"Emitted when one of the fallback values had been changed. Use it to refresh "
"the look of controls that may rely on the fallback theme items."
msgstr "任意退回值發生改變時發出。可用於更新依賴於退回主題項的控制項的外觀。"
msgid "A unit of execution in a process."
msgstr "程序中的執行單元。"
msgid ""
"A unit of execution in a process. Can run methods on [Object]s "
"simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
"advised if working with shared objects.\n"
"[b]Warning:[/b]\n"
"To ensure proper cleanup without crashes or deadlocks, when a [Thread]'s "
"reference count reaches zero and it is therefore destroyed, the following "
"conditions must be met:\n"
"- It must not have any [Mutex] objects locked.\n"
"- It must not be waiting on any [Semaphore] objects.\n"
"- [method wait_to_finish] should have been called on it."
msgstr ""
"程序中的執行單元。可以同時運作不同 [Object] 上的方法。如果使用共用物件,建議通"
"過 [Mutex] 或 [Semaphore] 進行同步。\n"
"[b]注意:[/b]如果程式碼在執行緒中運作,中斷點不會中斷。這是 GDScript 除錯器的"
"目前限制。\n"
"[b]警告:[/b]\n"
"為了確保能夠正確清理,避免當機和鎖死,[Thread] 的引用計數變為零進行銷毀時,必"
"須滿足以下條件:\n"
"- 必須沒有任何上鎖的 [Mutex] 物件。\n"
"- 必須沒有在任何 [Semaphore] 物件上等待。\n"
"- 必須已呼叫過它的 [method wait_to_finish]。"
msgid ""
"Returns the current [Thread]'s ID, uniquely identifying it among all threads. "
"If the [Thread] has not started running or if [method wait_to_finish] has "
"been called, this returns an empty string."
msgstr ""
"返回目前 [Thread] 的 ID能夠在所有執行緒中唯一標識該執行緒。如果該 [Thread] "
"尚未運作,或者已經呼叫過 [method wait_to_finish],則返回空字串。"
msgid ""
"Returns [code]true[/code] if this [Thread] is currently running the provided "
"function. This is useful for determining if [method wait_to_finish] can be "
"called without blocking the calling thread.\n"
"To check if a [Thread] is joinable, use [method is_started]."
msgstr ""
"如果這個 [Thread] 目前正在運作,則返回 [code]true[/code]。可用於確定呼叫 "
"[method wait_to_finish] 是否可以不阻塞呼叫的執行緒。\n"
"要檢查 [Thread] 是否可被併入,請使用 [method is_started]。"
msgid ""
"Returns [code]true[/code] if this [Thread] has been started. Once started, "
"this will return [code]true[/code] until it is joined using [method "
"wait_to_finish]. For checking if a [Thread] is still executing its task, use "
"[method is_alive]."
msgstr ""
"如果此 [Thread] 已啟動,則返回 [code]true[/code]。一旦開始,這將返回 "
"[code]true[/code] ,直到它使用 [method wait_to_finish] 加入。要檢查 [Thread] "
"是否仍在執行其工作,請使用 [method is_alive]。"
msgid ""
"Sets whether the thread safety checks the engine normally performs in methods "
"of certain classes (e.g., [Node]) should happen [b]on the current thread[/"
"b].\n"
"The default, for every thread, is that they are enabled (as if called with "
"[param enabled] being [code]true[/code]).\n"
"Those checks are conservative. That means that they will only succeed in "
"considering a call thread-safe (and therefore allow it to happen) if the "
"engine can guarantee such safety.\n"
"Because of that, there may be cases where the user may want to disable them "
"([param enabled] being [code]false[/code]) to make certain operations allowed "
"again. By doing so, it becomes the user's responsibility to ensure thread "
"safety (e.g., by using [Mutex]) for those objects that are otherwise "
"protected by the engine.\n"
"[b]Note:[/b] This is an advanced usage of the engine. You are advised to use "
"it only if you know what you are doing and there is no safer way.\n"
"[b]Note:[/b] This is useful for scripts running on either arbitrary [Thread] "
"objects or tasks submitted to the [WorkerThreadPool]. It doesn't apply to "
"code running during [Node] group processing, where the checks will be always "
"performed.\n"
"[b]Note:[/b] Even in the case of having disabled the checks in a "
"[WorkerThreadPool] task, there's no need to re-enable them at the end. The "
"engine will do so."
msgstr ""
"設定是否應該[b]在目前執行緒[/b]執行執行緒安全檢查,這些檢查在一般是在某些類"
"(例如 [Node])的方法中進行的。\n"
"每個執行緒的預設值是啟用(就像將 [code]true[/code] 傳給 [param enabled] 呼叫一"
"樣)。\n"
"這些檢查是保守的。也就是說,只有在引擎能夠確保安全時才會認為該呼叫是執行緒安全"
"的,檢查通過(因此允許進行呼叫)。\n"
"因此,某些情況下用於可能會想要將其禁用(讓 [param enabled] 為 [code]false[/"
"code]),允許某些操作。此時引擎不再保護這些物件的執行緒安全,(通過使用 "
"[Mutex] 等方法來)確保執行緒安全就是使用者自己的責任了。\n"
"[b]注意:[/b]這是引擎的高階用法。建議只有在你知道自己在做什麼,並且沒有其他更"
"安全的方法時才使用這個方法。\n"
"[b]注意:[/b]可用於任意 [Thread] 物件中執行的腳本,或者提交至 "
"[WorkerThreadPool] 的工作。[Node] 群組處理時執行的程式碼不適用,這種情況下會始"
"終執行檢查。\n"
"[b]注意:[/b]即使是在 [WorkerThreadPool] 工作中禁用了檢查,也不需要在結束後將"
"其重新啟用。引擎會幫你去啟用。"
msgid ""
"Starts a new [Thread] that calls [param callable].\n"
"If the method takes some arguments, you can pass them using [method Callable."
"bind].\n"
"The [param priority] of the [Thread] can be changed by passing a value from "
"the [enum Priority] enum.\n"
"Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure."
msgstr ""
"啟動一個呼叫 [param callable] 的新 [Thread]。\n"
"如果該方法需要一些參數,可以使用 [method Callable.bind] 傳遞它們。\n"
"[Thread] 的 [param priority] 可以通過傳遞 [enum Priority] 列舉中的值來更改。\n"
"成功時返回 [constant OK],失敗時返回 [constant ERR_CANT_CREATE]。"
msgid ""
"Joins the [Thread] and waits for it to finish. Returns the output of the "
"[Callable] passed to [method start].\n"
"Should either be used when you want to retrieve the value returned from the "
"method called by the [Thread] or before freeing the instance that contains "
"the [Thread].\n"
"To determine if this can be called without blocking the calling thread, check "
"if [method is_alive] is [code]false[/code]."
msgstr ""
"合併該 [Thread] 並等待其完成。返回傳入 [method start] 的 [Callable] 的輸出。\n"
"應該在你想要獲取該 [Thread] 所呼叫的方法的返回值時使用,或者在釋放包含該 "
"[Thread] 的實例前使用。\n"
"要確定呼叫時是否不會阻塞呼叫執行緒,請檢查 [method is_alive] 是否為 "
"[code]false[/code]。"
msgid "A thread running with lower priority than normally."
msgstr "執行緒以比正常情況下更低的優先順序運作。"
msgid "A thread with a standard priority."
msgstr "具有標準優先順序的執行緒。"
msgid "A thread running with higher priority than normally."
msgstr "以比正常情況更高的優先順序運作的執行緒。"
msgid "Settings for a single tile in a [TileSet]."
msgstr "[TileSet] 中單個圖塊的設定。"
msgid ""
"[TileData] object represents a single tile in a [TileSet]. It is usually "
"edited using the tileset editor, but it can be modified at runtime using "
"[method TileMap._tile_data_runtime_update]."
msgstr ""
"[TileData] 物件代表 [TileSet] 中的單個圖塊,通常使用圖塊集編輯器進行編輯,但也"
"可以在運作時使用 [method TileMap._tile_data_runtime_update] 進行修改。"
msgid "Adds a collision polygon to the tile on the given TileSet physics layer."
msgstr "為該圖塊在給定的 TileSet 實體層上新增碰撞多邊形。"
msgid ""
"Returns the one-way margin (for one-way platforms) of the polygon at index "
"[param polygon_index] for TileSet physics layer with index [param layer_id]."
msgstr ""
"返回在索引為 [param layer_id] 的 TileSet 實體層上,索引為 [param "
"polygon_index] 的多邊形的單向邊距(用於單向平臺)。"
msgid ""
"Returns the points of the polygon at index [param polygon_index] for TileSet "
"physics layer with index [param layer_id]."
msgstr ""
"返回在索引為 [param layer_id] 的 TileSet 實體層上,索引為 [param "
"polygon_index] 的多邊形的點。"
msgid ""
"Returns how many polygons the tile has for TileSet physics layer with index "
"[param layer_id]."
msgstr "設定該圖塊中索引為 [param layer_id] 的 TileSet 實體層中多邊形的數量。"
msgid ""
"Returns the constant angular velocity applied to objects colliding with this "
"tile."
msgstr "返回恒定角速度,將套用於與此圖塊碰撞的物件。"
msgid ""
"Returns the constant linear velocity applied to objects colliding with this "
"tile."
msgstr "返回恒定線速度,將套用於與此圖塊碰撞的物件。"
msgid ""
"Returns the custom data value for custom data layer named [param layer_name]."
msgstr "返回自訂資料層的自訂資料值,自訂資料層用名稱 [param layer_name] 指定。"
msgid ""
"Returns the custom data value for custom data layer with index [param "
"layer_id]."
msgstr "返回自訂資料層的自訂資料值,自訂資料層用索引 [param layer_id] 指定。"
msgid ""
"Returns the navigation polygon of the tile for the TileSet navigation layer "
"with index [param layer_id]."
msgstr "返回該圖塊中索引為 [param layer_id] 的 TileSet 導覽層的導覽多邊形。"
msgid ""
"Returns the occluder polygon of the tile for the TileSet occlusion layer with "
"index [param layer_id]."
msgstr "返回該圖塊中索引為 [param layer_id] 的 TileSet 遮擋層的遮擋器多邊形。"
msgid ""
"Returns the tile's terrain bit for the given [param peering_bit] direction."
msgstr "返回該圖塊給定 [param peering_bit] 方向的地形位。"
msgid ""
"Returns whether one-way collisions are enabled for the polygon at index "
"[param polygon_index] for TileSet physics layer with index [param layer_id]."
msgstr ""
"返回索引為 [param layer_id] 的 TileSet 實體層上索引為 [param polygon_index] 的"
"多邊形是否啟用了單向碰撞。"
msgid ""
"Removes the polygon at index [param polygon_index] for TileSet physics layer "
"with index [param layer_id]."
msgstr ""
"移除索引為 [param layer_id] 的 TileSet 實體層上索引為 [param polygon_index] 的"
"多邊形。"
msgid ""
"Enables/disables one-way collisions on the polygon at index [param "
"polygon_index] for TileSet physics layer with index [param layer_id]."
msgstr ""
"啟用/禁用索引為 [param layer_id] 的 TileSet 實體層上索引為 [param "
"polygon_index] 的多邊形的單向碰撞。"
msgid ""
"Sets the points of the polygon at index [param polygon_index] for TileSet "
"physics layer with index [param layer_id]."
msgstr ""
"設定索引為 [param layer_id] 的 TileSet 實體層上索引為 [param polygon_index] 的"
"多邊形的頂點。"
msgid ""
"Sets the polygons count for TileSet physics layer with index [param layer_id]."
msgstr "設定索引為 [param layer_id] 的 TileSet 實體層中多邊形的數量。"
msgid ""
"Sets the constant angular velocity. This does not rotate the tile. This "
"angular velocity is applied to objects colliding with this tile."
msgstr "設定恒定角速度。不會旋轉圖塊。會對與該圖塊發生碰撞的物件套用該角速度。"
msgid ""
"Sets the constant linear velocity. This does not move the tile. This linear "
"velocity is applied to objects colliding with this tile. This is useful to "
"create conveyor belts."
msgstr ""
"設定恒定線速度。不會旋轉圖塊。會對與該圖塊發生碰撞的物件套用該線速度。可用於建"
"立傳送帶。"
msgid ""
"Sets the tile's custom data value for the TileSet custom data layer with name "
"[param layer_name]."
msgstr ""
"設定該圖塊的自訂資料值TileSet 自訂資料層由名稱 [param layer_name] 指定。"
msgid ""
"Sets the tile's custom data value for the TileSet custom data layer with "
"index [param layer_id]."
msgstr ""
"設定該圖塊的自訂資料值TileSet 自訂資料層由索引 [param layer_id] 指定。"
msgid ""
"Sets the navigation polygon for the TileSet navigation layer with index "
"[param layer_id]."
msgstr "設定索引為 [param layer_id] 的 TileSet 導覽層的導覽多邊形。"
msgid ""
"Sets the occluder for the TileSet occlusion layer with index [param layer_id]."
msgstr "設定索引為 [param layer_id] 的 TileSet 遮擋層的遮擋器。"
msgid "Sets the tile's terrain bit for the given [param peering_bit] direction."
msgstr "設定該圖塊給定 [param peering_bit] 方向的地形位。"
msgid ""
"If [code]true[/code], the tile will have its texture flipped horizontally."
msgstr "如果為 [code]true[/code],則該圖塊的紋理會被水平翻轉。"
msgid "If [code]true[/code], the tile will have its texture flipped vertically."
msgstr "如果為 [code]true[/code],則該圖塊的紋理會被垂直翻轉。"
msgid ""
"The [Material] to use for this [TileData]. This can be a [CanvasItemMaterial] "
"to use the default shader, or a [ShaderMaterial] to use a custom shader."
msgstr ""
"用於此 [TileData] 的 [Material]。使用預設著色器可以設為 [CanvasItemMaterial]"
"使用自訂著色器可以設為 [ShaderMaterial]。"
msgid "Color modulation of the tile."
msgstr "該圖塊的顏色調變。"
msgid ""
"Relative probability of this tile being selected when drawing a pattern of "
"random tiles."
msgstr "繪製隨機圖塊圖案時選擇該圖塊的相對概率。"
msgid "ID of the terrain from the terrain set that the tile uses."
msgstr "該圖塊所使用的地形集中地形的 ID。"
msgid "ID of the terrain set that the tile uses."
msgstr "該圖塊所使用的地形集的 ID。"
msgid "Offsets the position of where the tile is drawn."
msgstr "該圖塊繪製時的位置偏移量。"
msgid ""
"If [code]true[/code], the tile will display transposed, i.e. with horizontal "
"and vertical texture UVs swapped."
msgstr "如果為 [code]true[/code],則該圖塊會轉置顯示,即調換水平和垂直紋理 UV。"
msgid "Vertical point of the tile used for determining y-sorted order."
msgstr "該圖塊用於確定 Y 排序順序的垂直點。"
msgid "Ordering index of this tile, relative to [TileMap]."
msgstr "該圖塊的排序索引,相對於 [TileMap]。"
msgid "Emitted when any of the properties are changed."
msgstr "任何屬性發生變化時發出。"
msgid "Node for 2D tile-based maps."
msgstr "基於 2D 圖塊的地圖節點。"
msgid ""
"Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list of "
"tiles which are used to create grid-based maps. A TileMap may have several "
"layers, layouting tiles on top of each other.\n"
"For performance reasons, all TileMap updates are batched at the end of a "
"frame. Notably, this means that scene tiles from a "
"[TileSetScenesCollectionSource] may be initialized after their parent.\n"
"To force an update earlier on, call [method update_internals]."
msgstr ""
"基於 2D 圖塊的地圖節點。Tilemap圖塊地圖使用 [TileSet],其中包含了圖塊的列"
"表用於建立基於柵格的地圖。TileMap 可以有若干圖層,可以將圖塊佈局在彼此之上。"
msgid "Using Tilemaps"
msgstr "使用 Tilemap"
msgid "2D Hexagonal Demo"
msgstr "2D 六邊形演示"
msgid ""
"Called with a TileData object about to be used internally by the TileMap, "
"allowing its modification at runtime.\n"
"This method is only called if [method _use_tile_data_runtime_update] is "
"implemented and returns [code]true[/code] for the given tile [param coords] "
"and [param layer].\n"
"[b]Warning:[/b] The [param tile_data] object's sub-resources are the same as "
"the one in the TileSet. Modifying them might impact the whole TileSet. "
"Instead, make sure to duplicate those resources.\n"
"[b]Note:[/b] If the properties of [param tile_data] object should change over "
"time, use [method notify_runtime_tile_data_update] to notify the TileMap it "
"needs an update."
msgstr ""
"會使用 TileMap 內部即將使用的 TileData 物件來呼叫,從而實作運作時修改。\n"
"這個方法被呼叫的前提是:實作了 [method _use_tile_data_runtime_update],並且對"
"給定的圖塊座標 [param coords] 和層 [param layer] 返回 [code]true[/code] 。\n"
"[b]警告:[/b]該 [param tile_data] 物件的子資源和 TileSet 中的子資源是一樣的。"
"對它們進行修改可能會影響整個 TileSet。請確保製作這些資源的副本再進行修改。\n"
"[b]注意:[/b]如果 [param tile_data] 物件的屬性要隨時間變化,請使用 [method "
"force_update] 來觸發 TileMap 更新。"
msgid ""
"Should return [code]true[/code] if the tile at coordinates [param coords] on "
"layer [param layer] requires a runtime update.\n"
"[b]Warning:[/b] Make sure this function only return [code]true[/code] when "
"needed. Any tile processed at runtime without a need for it will imply a "
"significant performance penalty.\n"
"[b]Note:[/b] If the result of this function should changed, use [method "
"notify_runtime_tile_data_update] to notify the TileMap it needs an update."
msgstr ""
"如果位於層 [param layer] 座標 [param coords] 的圖塊需要運作時更新,則應返回 "
"[code]true[/code]。\n"
"[b]警告:[/b]請確保這個函式只在需要時返回 [code]true[/code]。任何在沒有需要的"
"情況下在運作時處理的圖塊都將導致顯著的性能損失。"
msgid ""
"Adds a layer at the given position [param to_position] in the array. If "
"[param to_position] is negative, the position is counted from the end, with "
"[code]-1[/code] adding the layer at the end of the array."
msgstr ""
"在陣列中的給定位置 [param to_position] 新增層。如果 [param to_position] 為負"
"數,則位置從結尾處開始計數,[code]-1[/code] 會把層新增在陣列的末尾。"
msgid "Clears all cells."
msgstr "清除所有儲存格。"
msgid ""
"Clears all cells on the given layer.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Erases the cell on layer [param layer] at coordinates [param coords].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid "Clears cells that do not exist in the tileset."
msgstr "清除圖塊集中不存在的儲存格。"
msgid ""
"[i]Deprecated.[/i] See [method notify_runtime_tile_data_update] and [method "
"update_internals]."
msgstr ""
"[i]已放棄使用。[/i] 請參閱[method notify_runtime_tile_data_update] 和[method "
"update_internals]。"
msgid ""
"Returns the tile alternative ID of the cell on layer [param layer] at [param "
"coords]. If [param use_proxies] is [code]false[/code], ignores the "
"[TileSet]'s tile proxies, returning the raw alternative identifier. See "
"[method TileSet.map_tile_proxy].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [param layer] 層中位於座標 [param coords] 儲存格的圖塊備選 ID。如果 "
"[param use_proxies] 為 [code]false[/code],則會忽略該 [TileSet] 的圖塊代理,返"
"回原始的備選識別字。見 [method TileSet.map_tile_proxy]。"
msgid ""
"Returns the tile atlas coordinates ID of the cell on layer [param layer] at "
"coordinates [param coords]. If [param use_proxies] is [code]false[/code], "
"ignores the [TileSet]'s tile proxies, returning the raw alternative "
"identifier. See [method TileSet.map_tile_proxy].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [param layer] 層中位於座標 [param coords] 儲存格的圖塊合集座標 ID。如果 "
"[param use_proxies] 為 [code]false[/code],則會忽略該 [TileSet] 的圖塊代理,返"
"回原始的備選識別字。見 [method TileSet.map_tile_proxy]。"
msgid ""
"Returns the tile source ID of the cell on layer [param layer] at coordinates "
"[param coords]. Returns [code]-1[/code] if the cell does not exist.\n"
"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile "
"proxies, returning the raw alternative identifier. See [method TileSet."
"map_tile_proxy].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [param layer] 層中位於座標 [param coords] 儲存格的圖塊源 ID。如果該單元格"
"不存在,則返回 [code]-1[/code]。\n"
"如果 [param use_proxies] 為 [code]false[/code],則會忽略該 [TileSet] 的圖塊代"
"理,返回原始的備選識別字。見 [method TileSet.map_tile_proxy]。"
msgid ""
"Returns the [TileData] object associated with the given cell, or [code]null[/"
"code] if the cell does not exist or is not a [TileSetAtlasSource].\n"
"If [param layer] is negative, the layers are accessed from the last one.\n"
"If [param use_proxies] is [code]false[/code], ignores the [TileSet]'s tile "
"proxies, returning the raw alternative identifier. See [method TileSet."
"map_tile_proxy].\n"
"[codeblock]\n"
"func get_clicked_tile_power():\n"
" var clicked_cell = tile_map.local_to_map(tile_map."
"get_local_mouse_position())\n"
" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n"
" if data:\n"
" return data.get_custom_data(\"power\")\n"
" else:\n"
" return 0\n"
"[/codeblock]"
msgstr ""
"返回與給定儲存格關聯的 [TileData] 對象,如果儲存格不存在或者不是 "
"[TileSetAtlasSource] 則返回 [code]null[/code]。\n"
"如果 [param use_proxies] 為 [code]false[/code],則會忽略 [TileSet] 的圖塊代"
"理,返回原始的備選識別字。見 [method TileSet.map_tile_proxy]。\n"
"[codeblock]\n"
"func get_clicked_tile_power():\n"
" var clicked_cell = tile_map.local_to_map(tile_map."
"get_local_mouse_position())\n"
" var data = tile_map.get_cell_tile_data(0, clicked_cell)\n"
" if data:\n"
" return data.get_custom_data(\"power\")\n"
" else:\n"
" return 0\n"
"[/codeblock]"
msgid ""
"Returns the coordinates of the tile for given physics body RID. Such RID can "
"be retrieved from [method KinematicCollision2D.get_collider_rid], when "
"colliding with a tile."
msgstr ""
"返回給定物理物體 RID 對應圖塊的座標。與圖塊發生碰撞時,可以通過 [method "
"KinematicCollision2D.get_collider_rid] 獲取該 RID。"
msgid ""
"Returns the tilemap layer of the tile for given physics body RID. Such RID "
"can be retrieved from [method KinematicCollision2D.get_collider_rid], when "
"colliding with a tile."
msgstr ""
"返回給定物理物體 RID 對應圖塊的 TileMap 圖層。與圖塊發生碰撞時,可以通過 "
"[method KinematicCollision2D.get_collider_rid] 獲取該 RID。"
msgid ""
"Returns a TileMap layer's modulate.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Returns a TileMap layer's name.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Returns the [NavigationServer2D] navigation map [RID] currently assigned to "
"the specified TileMap [param layer].\n"
"By default the TileMap uses the default [World2D] navigation map for the "
"first TileMap layer. For each additional TileMap layer a new navigation map "
"is created for the additional layer.\n"
"In order to make [NavigationAgent2D] switch between TileMap layer navigation "
"maps use [method NavigationAgent2D.set_navigation_map] with the navigation "
"map received from [method get_layer_navigation_map].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回目前分配給指定 TileMap [param layer] 的 [NavigationServer2D] 導覽地圖 "
"[RID]。\n"
"預設情況下TileMap 為第一個 TileMap 層,使用預設的 [World2D] 導覽地圖。對於每"
"個附加的 TileMap 層,都會為附加層建立一個新的導覽地圖。\n"
"為了使 [NavigationAgent2D] 在 TileMap 層導覽地圖之間切換,使用 [method "
"NavigationAgent2D.set_navigation_map] 和從 [method get_navigation_map] 接收的"
"導覽地圖。"
msgid ""
"Returns a TileMap layer's Y sort origin.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Returns a TileMap layer's Z-index value.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的 Z 索引值。各個圖塊的 Z 索引值都會加上這個 Z 索引。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid "Returns the number of layers in the TileMap."
msgstr "返回 TileMap 圖層的數量。"
msgid "See [method get_layer_navigation_map]."
msgstr "見 [method get_layer_navigation_map]。"
msgid ""
"Returns the neighboring cell to the one at coordinates [param coords], "
"identified by the [param neighbor] direction. This method takes into account "
"the different layouts a TileMap can take."
msgstr ""
"返回與位於座標 [param coords] 的儲存格相鄰的儲存格,方向由 [param neighbor] 表"
"示。這個方法會考慮 TileMap 的不同佈局。"
msgid ""
"Creates a new [TileMapPattern] from the given layer and set of cells.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Returns the list of all neighbourings cells to the one at [param coords]."
msgstr "返回與 [param coords] 處的儲存格相鄰的所有儲存格的列表。"
msgid ""
"Returns a [Vector2i] array with the positions of all cells containing a tile "
"in the given layer. A cell is considered empty if its source identifier "
"equals -1, its atlas coordinates identifiers is [code]Vector2(-1, -1)[/code] "
"and its alternative identifier is -1.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [Vector2i] 陣列,其中存放的是給定圖層中所有包含圖塊的儲存格的位置。空單元"
"格的源識別字等於 -1、合集座標識別字為 [code]Vector2(-1, -1)[/code]、備選標識符"
"為 -1。"
msgid ""
"Returns a [Vector2i] array with the positions of all cells containing a tile "
"in the given layer. Tiles may be filtered according to their source ([param "
"source_id]), their atlas coordinates ([param atlas_coords]) or alternative id "
"([param alternative_tile]).\n"
"If a parameter has its value set to the default one, this parameter is not "
"used to filter a cell. Thus, if all parameters have their respective default "
"value, this method returns the same result as [method get_used_cells].\n"
"A cell is considered empty if its source identifier equals -1, its atlas "
"coordinates identifiers is [code]Vector2(-1, -1)[/code] and its alternative "
"identifier is -1.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"返回 [Vector2i] 陣列,其中存放的是給定圖層中所有包含圖塊的儲存格的位置。可以根"
"據源([param source_id])、合集座標([param atlas_coords])、備選 ID[param "
"alternative_tile])進行篩選。\n"
"如果某個參數為預設值,則該參數不會用於儲存格的篩選。因此,如果所有參數都使用預"
"設值,則返回的結果與 [method get_used_cells] 相同。\n"
"空儲存格的源識別字等於 -1、合集座標識別字為 [code]Vector2(-1, -1)[/code]、備選"
"識別字為 -1。"
msgid ""
"Returns a rectangle enclosing the used (non-empty) tiles of the map, "
"including all layers."
msgstr "返回該地圖的包圍矩形,包圍所有圖層中的已使用(非空)的圖塊。"
msgid ""
"Returns if a layer is enabled.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Returns if a layer Y-sorts its tiles.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Returns the map coordinates of the cell containing the given [param "
"local_position]. If [param local_position] is in global coordinates, consider "
"using [method Node2D.to_local] before passing it to this method. See also "
"[method map_to_local]."
msgstr ""
"返回包含給定 [param local_position] 的儲存格地圖座標。如果 [param "
"local_position] 使用全域座標,請考慮在傳入這個方法前使用 [method Node2D."
"to_local]。另見 [method map_to_local]。"
msgid ""
"Returns for the given coordinate [param coords_in_pattern] in a "
"[TileMapPattern] the corresponding cell coordinates if the pattern was pasted "
"at the [param position_in_tilemap] coordinates (see [method set_pattern]). "
"This mapping is required as in half-offset tile shapes, the mapping might not "
"work by calculating [code]position_in_tile_map + coords_in_pattern[/code]."
msgstr ""
"如果圖案貼上在 [param position_in_tilemap] 座標處(請參閱 [method "
"set_pattern]),則返回 [TileMapPattern] 中給定座標 [param coords_in_pattern] "
"對應的儲存格座標。該對應是必需的,因為在半偏移圖塊形狀中,對應可能無法通過計"
"算 [code]position_in_tile_map + coords_in_pattern[/code] 工作。"
msgid ""
"Returns the centered position of a cell in the TileMap's local coordinate "
"space. To convert the returned value into global coordinates, use [method "
"Node2D.to_global]. See also [method local_to_map].\n"
"[b]Note:[/b] This may not correspond to the visual position of the tile, i.e. "
"it ignores the [member TileData.texture_origin] property of individual tiles."
msgstr ""
"返回儲存格的中心位置,使用 TileMap 的局部座標。要將返回值轉換為全域座標,請使"
"用 [method Node2D.to_global]。另見 [method local_to_map]。\n"
"[b]注意:[/b]可能與圖塊的可視位置沒有對應關係,即忽略各個圖塊的 [member "
"TileData.texture_origin] 屬性。"
msgid ""
"Moves the layer at index [param layer] to the given position [param "
"to_position] in the array."
msgstr ""
"將索引 [param layer] 處的圖層移動到陣列中給定的位置 [param to_position]。"
msgid ""
"Notifies the TileMap node that calls to [method "
"_use_tile_data_runtime_update] or [method _tile_data_runtime_update] will "
"lead to different results. This will thus trigger a TileMap update.\n"
"If [param layer] is provided, only notifies changes for the given layer. "
"Providing the [param layer] argument (when applicable) is usually preferred "
"for performance reasons.\n"
"[b]Warning:[/b] Updating the TileMap is computationally expensive and may "
"impact performance. Try to limit the number of calls to this function to "
"avoid unnecessary update.\n"
"[b]Note:[/b] This does not trigger a direct update of the TileMap, the update "
"will be done at the end of the frame as usual (unless you call [method "
"update_internals])."
msgstr ""
"通知呼叫[method _use_tile_data_runtime_update]或[method "
"_tile_data_runtime_update]的TileMap節點將導致不同的結果。這將因此觸發TileMap更"
"新。\n"
"如果提供了 [param layer],則僅通知給定層的變更。出於效能原因,通常首選提供 "
"[param layer] 參數(如果適用)。\n"
"[b]警告:[/b] 更新 TileMap 的運算成本很高,並且可能會影響效能。盡量限制該函式"
"的呼叫次數,以避免不必要的更新。\n"
"[b]注意:[/b]這不會觸發 TileMap 的直接更新,更新將照常在影格末尾完成(除非您呼"
"叫 [method update_internals])。"
msgid "Removes the layer at index [param layer]."
msgstr "移除索引為 [param layer] 的層。"
msgid ""
"Sets the tile identifiers for the cell on layer [param layer] at coordinates "
"[param coords]. Each tile of the [TileSet] is identified using three parts:\n"
"- The source identifier [param source_id] identifies a [TileSetSource] "
"identifier. See [method TileSet.set_source_id],\n"
"- The atlas coordinates identifier [param atlas_coords] identifies a tile "
"coordinates in the atlas (if the source is a [TileSetAtlasSource]). For "
"[TileSetScenesCollectionSource] it should always be [code]Vector2i(0, 0)[/"
"code]),\n"
"- The alternative tile identifier [param alternative_tile] identifies a tile "
"alternative in the atlas (if the source is a [TileSetAtlasSource]), and the "
"scene for a [TileSetScenesCollectionSource].\n"
"If [param source_id] is set to [code]-1[/code], [param atlas_coords] to "
"[code]Vector2i(-1, -1)[/code] or [param alternative_tile] to [code]-1[/code], "
"the cell will be erased. An erased cell gets [b]all[/b] its identifiers "
"automatically set to their respective invalid values, namely [code]-1[/code], "
"[code]Vector2i(-1, -1)[/code] and [code]-1[/code].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定位於層 [param layer] 座標為 [param coords] 的儲存格的圖塊識別字。"
"[TileSet] 中的每個圖塊都由三部分進行標識:\n"
"- 源識別字 [param source_id] 標識的是 [TileSetSource] 識別字。見 [method "
"TileSet.set_source_id]\n"
"- 合集座標識別字 [param atlas_coords] 標識的是合集中的圖塊座標(如果使用的是 "
"[TileSetAtlasSource] 源)。如果使用的是 [TileSetScenesCollectionSource],應該"
"始終為 [code]Vector2i(0, 0)[/code]\n"
"- 備選圖塊識別字 [param alternative_tile] 標識的是合集中的圖塊備選項(如果使用"
"的是 [TileSetAtlasSource] 源),如果使用的是 [TileSetScenesCollectionSource] "
"則標識的是場景。\n"
"如果 [param source_id] 為 [code]-1[/code]、[param atlas_coords] 為 "
"[code]Vector2i(-1, -1)[/code] 或 [param alternative_tile] 為 [code]-1[/code]"
"則會擦除該儲存格。擦除後的儲存格中,[b]所有[/b]識別字都會自動設為對應的無效"
"值,即 [code]-1[/code]、[code]Vector2i(-1, -1)[/code] 和 [code]-1[/code]。\n"
"如果 [param layer] 為負數,則從最後一個圖層開始存取。"
msgid ""
"Update all the cells in the [param cells] coordinates array so that they use "
"the given [param terrain] for the given [param terrain_set]. If an updated "
"cell has the same terrain as one of its neighboring cells, this function "
"tries to join the two. This function might update neighboring tiles if needed "
"to create correct terrain transitions.\n"
"If [param ignore_empty_terrains] is true, empty terrains will be ignored when "
"trying to find the best fitting tile for the given terrain constraints.\n"
"If [param layer] is negative, the layers are accessed from the last one.\n"
"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to "
"have terrains set up with all required terrain combinations. Otherwise, it "
"may produce unexpected results."
msgstr ""
"更新 [param cells] 座標陣列中的所有儲存格,以便它們將給定的 [param terrain] 用"
"於給定的 [param terrain_set]。如果一個更新的儲存格與其相鄰儲存格之一具有相同的"
"地形,則該函式會嘗試將兩者連接起來。如果需要建立正確的地形過渡,該函式可能會更"
"新相鄰的圖塊。\n"
"如果 [param ignore_empty_terrains] 為真,則在嘗試為給定地形約束找到最合適的圖"
"塊時,空地形將被忽略。\n"
"[b]注意:[/b]要正常工作,這個方法需要 TileMap 的 TileSet 設定了具有所有必需地"
"形組合的地形。否則,可能會產生意想不到的結果。"
msgid ""
"Update all the cells in the [param path] coordinates array so that they use "
"the given [param terrain] for the given [param terrain_set]. The function "
"will also connect two successive cell in the path with the same terrain. This "
"function might update neighboring tiles if needed to create correct terrain "
"transitions.\n"
"If [param ignore_empty_terrains] is true, empty terrains will be ignored when "
"trying to find the best fitting tile for the given terrain constraints.\n"
"If [param layer] is negative, the layers are accessed from the last one.\n"
"[b]Note:[/b] To work correctly, this method requires the TileMap's TileSet to "
"have terrains set up with all required terrain combinations. Otherwise, it "
"may produce unexpected results."
msgstr ""
"更新 [param path] 座標陣列中的所有儲存格,以便它們將給定的 [param terrain] 用"
"於給定的 [param terrain_set]。該函式還將連接路徑中具有相同地形的兩個連續單元"
"格。如果需要建立正確的地形過渡,該函式可能會更新相鄰的圖塊。\n"
"如果 [param ignore_empty_terrains] 為真,則在嘗試為給定地形約束找到最合適的圖"
"塊時將忽略空地形。\n"
"[b]注意:[/b]要正常工作,這個方法需要 TileMap 的 TileSet 設定了具有所有必需地"
"形組合的地形。否則,可能會產生意想不到的結果。"
msgid ""
"Enables or disables the layer [param layer]. A disabled layer is not "
"processed at all (no rendering, no physics, etc...).\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"啟用或禁用圖層 [param layer]。被禁用的圖層根本不會被處理(沒有渲染、物理"
"等)。\n"
"如果 [param layer] 為負數,則從最後一個圖層開始存取。"
msgid ""
"Sets a layer's color. It will be multiplied by tile's color and TileMap's "
"modulate.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的顏色。該顏色會與圖塊的顏色以及 TileMap 的調變色相乘。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Sets a layer's name. This is mostly useful in the editor.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的名稱。主要在編輯器中使用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Assigns a [NavigationServer2D] navigation map [RID] to the specified TileMap "
"[param layer].\n"
"By default the TileMap uses the default [World2D] navigation map for the "
"first TileMap layer. For each additional TileMap layer a new navigation map "
"is created for the additional layer.\n"
"In order to make [NavigationAgent2D] switch between TileMap layer navigation "
"maps use [method NavigationAgent2D.set_navigation_map] with the navigation "
"map received from [method get_layer_navigation_map].\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"將 [NavigationServer2D] 導覽地圖 [RID] 分配給指定的 TileMap [param layer]。\n"
"預設情況下TileMap 為第一個 TileMap 層使用預設的 [World2D] 導覽地圖。對於每個"
"附加的 TileMap 層,都會為附加層建立一個新的導覽地圖。\n"
"為了使 [NavigationAgent2D] 在 TileMap 層導覽地圖之間切換,使用 [method "
"NavigationAgent2D.set_navigation_map] 和從 [method get_navigation_map] 接收的"
"導覽地圖。"
msgid ""
"Enables or disables a layer's Y-sorting. If a layer is Y-sorted, the layer "
"will behave as a CanvasItem node where each of its tile gets Y-sorted.\n"
"Y-sorted layers should usually be on different Z-index values than not Y-"
"sorted layers, otherwise, each of those layer will be Y-sorted as whole with "
"the Y-sorted one. This is usually an undesired behavior.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"啟用或禁用圖層的 Y 排序。如果進行了 Y 排序,則該圖層和 CanvasItem 節點的行為一"
"致,會將其中的每個圖塊都進行 Y 排序。\n"
"Y 排序圖層的 Z 索引一般應該和未 Y 排序的圖層不同,否則未 Y 排序的圖層會作為一"
"個整體,和 Y 排序圖層一起進行 Y 排序。通常不希望發生這樣的行為。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Sets a layer's Y-sort origin value. This Y-sort origin value is added to each "
"tile's Y-sort origin value.\n"
"This allows, for example, to fake a different height level on each layer. "
"This can be useful for top-down view games.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的 Y 排序原點。各個圖塊的 Y 排序原點值都會加上這個 Y 排序原點值。\n"
"用例是為圖層冒充不同的高度級別。俯視角遊戲比較有用。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid ""
"Sets a layers Z-index value. This Z-index is added to each tile's Z-index "
"value.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"設定圖層的 Z 索引值。各個圖塊的 Z 索引值都會加上這個 Z 索引。\n"
"如果 [param layer] 為負,則逆序存取圖層。"
msgid "See [method set_layer_navigation_map]."
msgstr "見 [method set_layer_navigation_map]。"
msgid ""
"Paste the given [TileMapPattern] at the given [param position] and [param "
"layer] in the tile map.\n"
"If [param layer] is negative, the layers are accessed from the last one."
msgstr ""
"將給定的 [TileMapPattern] 貼上到圖塊地圖中的 [param position] 位置和 [param "
"layer] 層。\n"
"如果 [param layer] 為負,則從最後一層開始存取。"
msgid ""
"Triggers a direct update of the TileMap. Usually, calling this function is "
"not needed, as TileMap node updates automatically when one of its properties "
"or cells is modified.\n"
"However, for performance reasons, those updates are batched and delayed to "
"the end of the frame. Calling this function will force the TileMap to update "
"right away instead.\n"
"[b]Warning:[/b] Updating the TileMap is computationally expensive and may "
"impact performance. Try to limit the number of updates and how many tiles "
"they impact."
msgstr ""
"觸發 TileMap 的更新。如果提供了 [param layer],則只更新給定的層。\n"
"[b]注意:[/b]TileMap 節點的屬性被修改時,該節點會自動更新。只有在需要套用運作"
"時修改(在 [method _tile_data_runtime_update] 中實作)時才需要手動更新。\n"
"[b]警告:[/b]更新 TileMap 的計算量很大,可能會影響性能。請儘量限制更新的次數和"
"受影響的圖塊(例如,將經常更新的圖塊放在專門的層中)。"
msgid ""
"If enabled, the TileMap will see its collisions synced to the physics tick "
"and change its collision type from static to kinematic. This is required to "
"create TileMap-based moving platform.\n"
"[b]Note:[/b] Enabling [member collision_animatable] may have a small "
"performance impact, only do it if the TileMap is moving and has colliding "
"tiles."
msgstr ""
"如果啟用TileMap 將看到它的碰撞同步到物理週期並將其碰撞型別從靜態更改為運動"
"學。這是建立基於 TileMap 的移動的平臺所必需的。\n"
"[b]注意:[/b]啟用 [member collision_animatable] 可能會對性能產生一個很小的影"
"響,只有在該 TileMap 正在移動並且有碰撞的圖塊時才這樣做。"
msgid ""
"Show or hide the TileMap's collision shapes. If set to [constant "
"VISIBILITY_MODE_DEFAULT], this depends on the show collision debug settings."
msgstr ""
"顯示或隱藏該 TileMap 的碰撞形狀。如果設定為 [constant "
"VISIBILITY_MODE_DEFAULT],則取決於除錯設定“顯示碰撞”。"
msgid ""
"Show or hide the TileMap's navigation meshes. If set to [constant "
"VISIBILITY_MODE_DEFAULT], this depends on the show navigation debug settings."
msgstr ""
"顯示或隱藏該 TileMap 的導覽網格。如果設定為 [constant "
"VISIBILITY_MODE_DEFAULT],則取決於除錯設定“顯示導覽”。"
msgid ""
"The TileMap's quadrant size. A quadrant is a group of tiles to be drawn "
"together on a single canvas item, for optimization purposes. [member "
"rendering_quadrant_size] defines the length of a square's side, in the map's "
"coordinate system, that forms the quadrant. Thus, the default quandrant size "
"groups together [code]16 * 16 = 256[/code] tiles.\n"
"The quadrant size does not apply on Y-sorted layers, as tiles are be grouped "
"by Y position instead in that case.\n"
"[b]Note:[/b] As quadrants are created according to the map's coordinate "
"system, the quadrant's \"square shape\" might not look like square in the "
"TileMap's local coordinate system."
msgstr ""
"TileMap 的象限大小。象限是在單一畫布專案上繪製在一起的一組圖塊,用於優化目的。"
"[member rendering_quadrant_size] 定義正方形邊長,以形成象限的地圖座標系。因"
"此,預設象限大小將[code]16 * 16 = 256[/code] 個圖塊組合在一起。\n"
"象限大小不適用於 Y 排序圖層,因為在這種情況下,圖塊會依 Y 位置群組。\n"
"[b]注意:[/b] 由於象限是根據地圖坐標系建立的,因此象限的“正方形形狀”在 "
"TileMap 的本地坐標系中可能看起來不像正方形。"
msgid "The assigned [TileSet]."
msgstr "指定的 [TileSet] 圖塊集。"
msgid "Emitted when the [TileSet] of this TileMap changes."
msgstr "該 TileMap 的 [TileSet] 發生改變時發出。"
msgid "Use the debug settings to determine visibility."
msgstr "使用除錯設定確定可見性。"
msgid "Always hide."
msgstr "始終隱藏。"
msgid "Always show."
msgstr "始終顯示。"
msgid "Holds a pattern to be copied from or pasted into [TileMap]s."
msgstr "存放 [TileMap] 的圖案,用於複製貼上。"
msgid ""
"This resource holds a set of cells to help bulk manipulations of [TileMap].\n"
"A pattern always start at the [code](0,0)[/code] coordinates and cannot have "
"cells with negative coordinates."
msgstr ""
"這個資源存放的是一組儲存格,能夠幫助進行 [TileMap] 的批量操作。\n"
"圖案始終從 [code](0,0)[/code] 座標開始,不能存在負數座標的儲存格。"
msgid "Returns the tile alternative ID of the cell at [param coords]."
msgstr "返回位於 [param coords] 的儲存格的備選圖塊 ID。"
msgid "Returns the tile atlas coordinates ID of the cell at [param coords]."
msgstr "返回位於 [param coords] 的儲存格的圖塊合集座標 ID。"
msgid "Returns the tile source ID of the cell at [param coords]."
msgstr "返回位於 [param coords] 的儲存格的圖塊源 ID。"
msgid "Returns the size, in cells, of the pattern."
msgstr "返回該圖案的大小(單位為儲存格)。"
msgid "Returns the list of used cell coordinates in the pattern."
msgstr "返回該圖案中使用的儲存格座標列表。"
msgid "Returns whether the pattern has a tile at the given coordinates."
msgstr "返回該圖案是否在給定座標處有圖塊。"
msgid "Returns whether the pattern is empty or not."
msgstr "返回該圖案是否為空。"
msgid "Remove the cell at the given coordinates."
msgstr "移除給定座標的儲存格。"
msgid ""
"Sets the tile identifiers for the cell at coordinates [param coords]. See "
"[method TileMap.set_cell]."
msgstr ""
"設定位於 [param coords] 的儲存格的圖塊識別字。見 [method TileMap.set_cell]。"
msgid "Sets the size of the pattern."
msgstr "設定圖案的大小。"
msgid "Tile library for tilemaps."
msgstr "Tilemap 的圖塊庫。"
msgid ""
"A TileSet is a library of tiles for a [TileMap]. A TileSet handles a list of "
"[TileSetSource], each of them storing a set of tiles.\n"
"Tiles can either be from a [TileSetAtlasSource], which renders tiles out of a "
"texture with support for physics, navigation, etc., or from a "
"[TileSetScenesCollectionSource], which exposes scene-based tiles.\n"
"Tiles are referenced by using three IDs: their source ID, their atlas "
"coordinates ID, and their alternative tile ID.\n"
"A TileSet can be configured so that its tiles expose more or fewer "
"properties. To do so, the TileSet resources use property layers, which you "
"can add or remove depending on your needs.\n"
"For example, adding a physics layer allows giving collision shapes to your "
"tiles. Each layer has dedicated properties (physics layer and mask), so you "
"may add several TileSet physics layers for each type of collision you need.\n"
"See the functions to add new layers for more information."
msgstr ""
"TileSet 是 [TileMap] 的圖塊庫。TileSet 處理 [TileSetSource] 列表,每個表中存儲"
"一組圖塊。\n"
"圖塊既可以來自 [TileSetAtlasSource],可以渲染紋理中的圖塊,支援物理、導覽等功"
"能,也可以來自 [TileSetScenesCollectionSource],提供基於場景的圖塊。\n"
"圖塊通過使用三個 ID 來引用:源 ID、合集座標 ID、備選圖塊 ID。\n"
"TileSet 可以配置圖塊暴露哪些屬性。為了做到這一點TileSet 資源使用了屬性層,你"
"可以根據需要進行新增和刪除。\n"
"例如,新增實體層可以為瓷磚提供碰撞形狀。不同的層都有不同的屬性(實體層和遮"
"罩),要實作不同型別的碰撞,你也可以新增多個 TileSet 實體層。\n"
"更多資訊請參閱新增新層的函式。"
msgid ""
"Adds a custom data layer to the TileSet at the given position [param "
"to_position] in the array. If [param to_position] is -1, adds it at the end "
"of the array.\n"
"Custom data layers allow assigning custom properties to atlas tiles."
msgstr ""
"在 TileSet 中新增自訂資料層,放置到陣列中的 [param to_position] 位置。如果 "
"[param to_position] 為 -1則會將其新增到陣列的末尾。\n"
"自訂資料層能夠為合集圖塊分配自訂屬性。"
msgid ""
"Adds a navigation layer to the TileSet at the given position [param "
"to_position] in the array. If [param to_position] is -1, adds it at the end "
"of the array.\n"
"Navigation layers allow assigning a navigable area to atlas tiles."
msgstr ""
"在 TileSet 中新增導覽層,放置到陣列中的 [param to_position] 位置。如果 [param "
"to_position] 為 -1則會將其新增到陣列的末尾。\n"
"導覽層能夠為合集圖塊分配導覽區域。"
msgid ""
"Adds an occlusion layer to the TileSet at the given position [param "
"to_position] in the array. If [param to_position] is -1, adds it at the end "
"of the array.\n"
"Occlusion layers allow assigning occlusion polygons to atlas tiles."
msgstr ""
"在 TileSet 中新增遮擋層,放置到陣列中的 [param to_position] 位置。如果 [param "
"to_position] 為 -1則會將其新增到陣列的末尾。\n"
"遮擋層能夠為合集圖塊分配遮擋多邊形。"
msgid ""
"Adds a [TileMapPattern] to be stored in the TileSet resource. If provided, "
"insert it at the given [param index]."
msgstr ""
"新增儲存在 TileSet 資源中的 [TileMapPattern]。如果提供了 [param index],則會插"
"入到給定的位置。"
msgid ""
"Adds a physics layer to the TileSet at the given position [param to_position] "
"in the array. If [param to_position] is -1, adds it at the end of the array.\n"
"Physics layers allow assigning collision polygons to atlas tiles."
msgstr ""
"在 TileSet 中新增實體層,放置到陣列中的 [param to_position] 位置。如果 [param "
"to_position] 為 -1則會將其新增到陣列的末尾。\n"
"實體層能夠為合集圖塊分配碰撞多邊形。"
msgid ""
"Adds a [TileSetSource] to the TileSet. If [param atlas_source_id_override] is "
"not -1, also set its source ID. Otherwise, a unique identifier is "
"automatically generated.\n"
"The function returns the added source ID or -1 if the source could not be "
"added.\n"
"[b]Warning:[/b] A source cannot belong to two TileSets at the same time. If "
"the added source was attached to another [TileSet], it will be removed from "
"that one."
msgstr ""
"在 TileSet 中新增 [TileSetSource]。如果 [param atlas_source_id_override] 不為 "
"-1則還會設定其源 ID。否則會自動生成唯一識別碼。\n"
"函式返回新增的源 ID如果無法新增源則返回 -1。\n"
"[b]警告:[/b]同一個源不能同時屬於兩個 TileSet。如果新增的源已經附加到其他 "
"[TileSet],則會在該那個 TileSet 中移除。"
msgid ""
"Adds a new terrain to the given terrain set [param terrain_set] at the given "
"position [param to_position] in the array. If [param to_position] is -1, adds "
"it at the end of the array."
msgstr ""
"在 TileSet 的 [param terrain_set] 地形集中新增新的地形,放置到陣列中的 [param "
"to_position] 位置。如果 [param to_position] 為 -1則會將其新增到陣列的末尾。"
msgid ""
"Adds a new terrain set at the given position [param to_position] in the "
"array. If [param to_position] is -1, adds it at the end of the array."
msgstr ""
"在 TileSet 新增新的地形集,放置到陣列中的 [param to_position] 位置。如果 "
"[param to_position] 為 -1則會將其新增到陣列的末尾。"
msgid "Clears tile proxies pointing to invalid tiles."
msgstr "清除指向無效圖塊的圖塊代理。"
msgid "Clears all tile proxies."
msgstr "清除所有圖塊代理。"
msgid ""
"Returns the alternative-level proxy for the given identifiers. The returned "
"array contains the three proxie's target identifiers (source ID, atlas coords "
"ID and alternative tile ID).\n"
"If the TileSet has no proxy for the given identifiers, returns an empty Array."
msgstr ""
"返回給定識別字的備選級代理。返回的陣列包含三個代理的目標識別字(源 ID、合集坐"
"標 ID 和備選圖塊 ID。\n"
"如果該 TileSet 沒有給定識別字的代理,則返回空陣列。"
msgid ""
"Returns the coordinate-level proxy for the given identifiers. The returned "
"array contains the two target identifiers of the proxy (source ID and atlas "
"coordinates ID).\n"
"If the TileSet has no proxy for the given identifiers, returns an empty Array."
msgstr ""
"返回給定識別字的座標級代理。返回的陣列包含代理的兩個目標識別字(源 ID 和合集座"
"標 ID。\n"
"如果該 TileSet 沒有給定識別字的代理,則返回空陣列。"
msgid "Returns the index of the custom data layer identified by the given name."
msgstr "返回自訂資料層的索引,該自訂資料層由名稱表示。"
msgid "Returns the name of the custom data layer identified by the given index."
msgstr "返回自訂資料層的名稱,該自訂資料層由索引表示。"
msgid "Returns the type of the custom data layer identified by the given index."
msgstr "返回自訂資料層的型別,該自訂資料層由索引表示。"
msgid "Returns the custom data layers count."
msgstr "返回自訂資料層的數量。"
msgid ""
"Returns whether or not the specified navigation layer of the TileSet "
"navigation data layer identified by the given [param layer_index] is enabled, "
"given a navigation_layers [param layer_number] between 1 and 32."
msgstr ""
"返回由給定的 [param layer_index] 標識的 TileSet 導覽資料層是否啟用了指定的導航"
"層,導覽層 [param layer_number] 在 1 和 32 之間。"
msgid ""
"Returns the navigation layers (as in the Navigation server) of the given "
"TileSet navigation layer."
msgstr "返回給定 TileSet 導覽層的(導覽伺服器中的)導覽層。"
msgid "Returns the navigation layers count."
msgstr "返回導覽層的數量。"
msgid "Returns the light mask of the occlusion layer."
msgstr "返回遮擋層的光照遮罩。"
msgid "Returns if the occluders from this layer use [code]sdf_collision[/code]."
msgstr "返回這個層的遮擋器是否使用 [code]sdf_collision[/code]。"
msgid "Returns the occlusion layers count."
msgstr "返回遮擋層的數量。"
msgid "Returns the [TileMapPattern] at the given [param index]."
msgstr "返回給定 [param index] 處的 [TileMapPattern]。"
msgid "Returns the number of [TileMapPattern] this tile set handles."
msgstr "返回此圖塊集處理的 [TileMapPattern] 的數量。"
msgid ""
"Returns the collision layer (as in the physics server) bodies on the given "
"TileSet's physics layer are in."
msgstr "返回給定 TileSet 實體層中的物體所在的(物理伺服器中的)碰撞層。"
msgid ""
"Returns the collision mask of bodies on the given TileSet's physics layer."
msgstr "返回給定 TileSet 實體層中物體的碰撞遮罩。"
msgid ""
"Returns the physics material of bodies on the given TileSet's physics layer."
msgstr "返回給定 TileSet 實體層中物體的碰撞材質。"
msgid "Returns the physics layers count."
msgstr "返回實體層的數量。"
msgid "Returns the [TileSetSource] with ID [param source_id]."
msgstr "返回 ID 為 [param source_id] 的 [TileSetSource]。"
msgid "Returns the number of [TileSetSource] in this TileSet."
msgstr "返回該 TileSet 中 [TileSetSource] 的數量。"
msgid "Returns the source ID for source with index [param index]."
msgstr "返回索引為 [param index] 的源的源 ID。"
msgid ""
"Returns the source-level proxy for the given source identifier.\n"
"If the TileSet has no proxy for the given identifier, returns -1."
msgstr ""
"返回給定源識別字的源級別代理。\n"
"如果 TileSet 沒有給定識別字的代理,則返回 -1。"
msgid "Returns a terrain's color."
msgstr "返回地形的顏色。"
msgid "Returns a terrain's name."
msgstr "返回地形的名稱。"
msgid "Returns a terrain set mode."
msgstr "返回地形集模式。"
msgid "Returns the terrain sets count."
msgstr "返回地形集的數量。"
msgid "Returns the number of terrains in the given terrain set."
msgstr "返回給定地形集中的地形數。"
msgid ""
"Returns if there is an alternative-level proxy for the given identifiers."
msgstr "返回給定的識別字是否存在備選級別的代理。"
msgid "Returns if there is a coodinates-level proxy for the given identifiers."
msgstr "返回給定的識別字是否存在座標級別的代理。"
msgid "Returns if this TileSet has a source for the given source ID."
msgstr "返回該 TileSet 中是否存在給定源 ID 的源。"
msgid "Returns if there is a source-level proxy for the given source ID."
msgstr "返回給定的源 ID 是否存在源級別的代理。"
msgid ""
"According to the configured proxies, maps the provided identifiers to a new "
"set of identifiers. The source ID, atlas coordinates ID and alternative tile "
"ID are returned as a 3 elements Array.\n"
"This function first look for matching alternative-level proxies, then "
"coordinates-level proxies, then source-level proxies.\n"
"If no proxy corresponding to provided identifiers are found, returns the same "
"values the ones used as arguments."
msgstr ""
"根據配置的代理,將提供的識別字對應到一組新的識別字。返回的是由源 ID、合集坐標 "
"ID 和備選圖塊 ID 這三個元素構成的 Array。\n"
"這個函式首先搜尋配對的備選級代理,然後是座標級代理,然後是源級代理。\n"
"如果未找到與提供的識別字對應的代理,則返回與用作參數的值相同的值。"
msgid ""
"Moves the custom data layer at index [param layer_index] to the given "
"position [param to_position] in the array. Also updates the atlas tiles "
"accordingly."
msgstr ""
"將索引為 [param layer_index] 的自訂資料層移動到陣列中給定的 [param "
"to_position] 位置。還會更新相應的合集圖塊。"
msgid ""
"Moves the navigation layer at index [param layer_index] to the given position "
"[param to_position] in the array. Also updates the atlas tiles accordingly."
msgstr ""
"將索引為 [param layer_index] 的導覽層移動到陣列中給定的 [param to_position] 位"
"置。還會更新相應的合集圖塊。"
msgid ""
"Moves the occlusion layer at index [param layer_index] to the given position "
"[param to_position] in the array. Also updates the atlas tiles accordingly."
msgstr ""
"將索引為 [param layer_index] 的遮擋層移動到陣列中給定的 [param to_position] 位"
"置。還會更新相應的合集圖塊。"
msgid ""
"Moves the physics layer at index [param layer_index] to the given position "
"[param to_position] in the array. Also updates the atlas tiles accordingly."
msgstr ""
"將索引為 [param layer_index] 的實體層移動到陣列中給定的 [param to_position] 位"
"置。還會更新相應的合集圖塊。"
msgid ""
"Moves the terrain at index [param terrain_index] for terrain set [param "
"terrain_set] to the given position [param to_position] in the array. Also "
"updates the atlas tiles accordingly."
msgstr ""
"將地形集 [param terrain_set] 中索引為 [param terrain_index] 的地形移動到陣列中"
"給定的 [param to_position] 位置。還會更新相應的合集圖塊。"
msgid ""
"Moves the terrain set at index [param terrain_set] to the given position "
"[param to_position] in the array. Also updates the atlas tiles accordingly."
msgstr ""
"將索引為 [param terrain_set] 的地形集移動到陣列中給定的 [param to_position] 位"
"置。還會更新相應的合集圖塊。"
msgid "Removes an alternative-level proxy for the given identifiers."
msgstr "移除具有給定識別字的備選級別代理。"
msgid "Removes a coordinates-level proxy for the given identifiers."
msgstr "移除具有給定識別字的座標級別代理。"
msgid ""
"Removes the custom data layer at index [param layer_index]. Also updates the "
"atlas tiles accordingly."
msgstr ""
"移除索引為 [param layer_index] 的自訂資料層。也會相應地更新合集中的圖塊。"
msgid ""
"Removes the navigation layer at index [param layer_index]. Also updates the "
"atlas tiles accordingly."
msgstr "移除索引為 [param layer_index] 的導覽層。也會相應地更新合集中的圖塊。"
msgid ""
"Removes the occlusion layer at index [param layer_index]. Also updates the "
"atlas tiles accordingly."
msgstr "移除索引為 [param layer_index] 的遮擋層。也會相應地更新合集中的圖塊。"
msgid "Remove the [TileMapPattern] at the given index."
msgstr "移除給定索引處的 [TileMapPattern]。"
msgid ""
"Removes the physics layer at index [param layer_index]. Also updates the "
"atlas tiles accordingly."
msgstr "移除索引為 [param layer_index] 的實體層。也會更新合集中的相應圖塊。"
msgid "Removes the source with the given source ID."
msgstr "移除具有給定源 ID 的源。"
msgid "Removes a source-level tile proxy."
msgstr "移除源級別的圖塊代理。"
msgid ""
"Removes the terrain at index [param terrain_index] in the given terrain set "
"[param terrain_set]. Also updates the atlas tiles accordingly."
msgstr ""
"移除給定地形集 [param terrain_set] 中索引為 [param terrain_index] 的地形。也會"
"相應地更新合集中的圖塊。"
msgid ""
"Removes the terrain set at index [param terrain_set]. Also updates the atlas "
"tiles accordingly."
msgstr "移除索引為 [param terrain_set] 的地形集。也會相應地更新合集中的圖塊。"
msgid ""
"Create an alternative-level proxy for the given identifiers. A proxy will map "
"set of tile identifiers to another set of identifiers.\n"
"This can be used to replace a tile in all TileMaps using this TileSet, as "
"TileMap nodes will find and use the proxy's target tile when one is "
"available.\n"
"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
msgstr ""
"為給定的識別字建立備選級代理。代理會將一組圖塊識別字對應到另一組識別字。\n"
"可以用來替換使用此 TileSet 的所有 TileMap 中的某個圖塊,因為 TileMap 節點將在"
"靶心圖表塊可用時找到並使用代理的靶心圖表塊。\n"
"可以使用編輯器自動替換 TileMap 節點中的代理圖塊。"
msgid ""
"Creates a coordinates-level proxy for the given identifiers. A proxy will map "
"set of tile identifiers to another set of identifiers. The alternative tile "
"ID is kept the same when using coordinates-level proxies.\n"
"This can be used to replace a tile in all TileMaps using this TileSet, as "
"TileMap nodes will find and use the proxy's target tile when one is "
"available.\n"
"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
msgstr ""
"為給定的識別字建立座標級代理。代理會將一組圖塊識別字對應到另一組識別字。使用座"
"標級代理時,備選圖塊 ID 保持不變。\n"
"可以用來替換使用此 TileSet 的所有 TileMap 中的某個圖塊,因為 TileMap 節點將在"
"靶心圖表塊可用時找到並使用代理的靶心圖表塊。\n"
"可以使用編輯器自動替換 TileMap 節點中的代理圖塊。"
msgid ""
"Sets the name of the custom data layer identified by the given index. Names "
"are identifiers of the layer therefore if the name is already taken it will "
"fail and raise an error."
msgstr ""
"設定由給定索引標識的自訂資料層的名稱。名稱是層的識別字,因此如果名稱已被使用就"
"會失敗並報告有錯。"
msgid "Sets the type of the custom data layer identified by the given index."
msgstr "設定自訂資料層的型別,該自訂資料層由索引表示。"
msgid ""
"Based on [param value], enables or disables the specified navigation layer of "
"the TileSet navigation data layer identified by the given [param "
"layer_index], given a navigation_layers [param layer_number] between 1 and 32."
msgstr ""
"根據 [param value],啟用或禁用 TileSet 導覽資料層中指定的導覽層,導覽資料層由"
"給定的 [param layer_index] 標識,給定的 [param layer_number] 應在 1 和 32 之"
"間。"
msgid ""
"Sets the navigation layers (as in the navigation server) for navigation "
"regions in the given TileSet navigation layer."
msgstr "設定給定 TileSet 導覽層中導覽區域的導覽層(導覽伺服器中使用)。"
msgid ""
"Sets the occlusion layer (as in the rendering server) for occluders in the "
"given TileSet occlusion layer."
msgstr "設定給定 TileSet 遮擋層中遮擋器的遮擋層(渲染伺服器中使用)。"
msgid ""
"Enables or disables SDF collision for occluders in the given TileSet "
"occlusion layer."
msgstr "啟用或禁用給定 TileSet 遮擋層中遮擋器的 SDF 碰撞。"
msgid ""
"Sets the physics layer (as in the physics server) for bodies in the given "
"TileSet physics layer."
msgstr "設定給定 TileSet 實體層中物體的實體層(物理伺服器中使用)。"
msgid "Sets the physics material for bodies in the given TileSet physics layer."
msgstr "設定給定 TileSet 實體層中物體的物理材質。"
msgid "Changes a source's ID."
msgstr "更改源的 ID。"
msgid ""
"Creates a source-level proxy for the given source ID. A proxy will map set of "
"tile identifiers to another set of identifiers. Both the atlas coordinates ID "
"and the alternative tile ID are kept the same when using source-level "
"proxies.\n"
"This can be used to replace a source in all TileMaps using this TileSet, as "
"TileMap nodes will find and use the proxy's target source when one is "
"available.\n"
"Proxied tiles can be automatically replaced in TileMap nodes using the editor."
msgstr ""
"為給定的源 ID 建立源級代理。代理會將一組圖塊識別字對應到另一組識別字。使用源級"
"代理時,合集座標 ID 和備選圖塊 ID 均保持不變。\n"
"可以用來替換使用此 TileSet 的所有 TileMap 中的某個源,因為 TileMap 節點將在目"
"標源可用時找到並使用代理的目標源。\n"
"可以使用編輯器自動替換 TileMap 節點中的代理圖塊。"
msgid ""
"Sets a terrain's color. This color is used for identifying the different "
"terrains in the TileSet editor."
msgstr "設定地形的顏色。該顏色用於在 TileSet 編輯器中區分不同的地形。"
msgid "Sets a terrain's name."
msgstr "設定地形的名稱。"
msgid ""
"Sets a terrain mode. Each mode determines which bits of a tile shape is used "
"to match the neighboring tiles' terrains."
msgstr ""
"設定地形模式。每種模式決定了圖塊形狀的哪一個位被用來配對相鄰圖塊的地形。"
msgid ""
"For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), "
"changes the way tiles are indexed in the TileMap grid."
msgstr ""
"對於所有半偏移形狀(等軸、六邊形和半偏移正方形),更改圖塊在 TileMap 柵格中的"
"索引方式。"
msgid ""
"For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), "
"determines the offset axis."
msgstr "對於所有半偏移形狀(等軸、六邊形和半偏移正方形),確定偏移軸。"
msgid "The tile shape."
msgstr "圖塊的形狀。"
msgid ""
"The tile size, in pixels. For all tile shapes, this size corresponds to the "
"encompassing rectangle of the tile shape. This is thus the minimal cell size "
"required in an atlas."
msgstr ""
"圖塊的大小,單位為圖元。無論圖塊是什麼形狀,這個大小對應的都是圖塊形狀的包圍矩"
"形。因此,這是合集所需的最小儲存格大小。"
msgid "Enables/Disable uv clipping when rendering the tiles."
msgstr "渲染圖塊時啟用/禁用 UV 裁剪。"
msgid "Rectangular tile shape."
msgstr "矩形圖塊形狀。"
msgid ""
"Diamond tile shape (for isometric look).\n"
"[b]Note:[/b] Isometric [TileSet] works best if [TileMap] and all its layers "
"have Y-sort enabled."
msgstr ""
"鑽石圖塊形狀(用於等軸外觀)。\n"
"[b]注意:[/b]等軸 [TileSet] 在 [TileMap] 及其所有圖層都啟用了Y 排序時效果最"
"好。"
msgid ""
"Rectangular tile shape with one row/column out of two offset by half a tile."
msgstr "矩形圖塊形狀,每隔一行/列偏移半個圖塊。"
msgid "Hexagonal tile shape."
msgstr "六邊形圖塊形狀。"
msgid ""
"Tile coordinates layout where both axis stay consistent with their respective "
"local horizontal and vertical axis."
msgstr "圖塊座標佈局,兩個軸與對應的局部水平軸和垂直軸保持一致。"
msgid ""
"Same as [constant TILE_LAYOUT_STACKED], but the first half-offset is negative "
"instead of positive."
msgstr ""
"與 [constant TILE_LAYOUT_STACKED] 相同,但第一個半偏移偏向負方向,而不是正方"
"向。"
msgid ""
"Tile coordinates layout where the horizontal axis stay horizontal, and the "
"vertical one goes down-right."
msgstr "圖塊座標佈局,水平軸保持水平,垂直軸朝向右下方。"
msgid ""
"Tile coordinates layout where the vertical axis stay vertical, and the "
"horizontal one goes down-right."
msgstr "圖塊座標佈局,垂直軸保持垂直,水平軸朝向右下方。"
msgid ""
"Tile coordinates layout where the horizontal axis goes up-right, and the "
"vertical one goes down-right."
msgstr "圖塊座標佈局,水平軸朝向右上方,垂直軸朝向右下方。"
msgid ""
"Tile coordinates layout where the horizontal axis goes down-right, and the "
"vertical one goes down-left."
msgstr "圖塊座標佈局,水平軸朝向右下方,垂直軸朝向左下方。"
msgid "Horizontal half-offset."
msgstr "水平半偏移。"
msgid "Vertical half-offset."
msgstr "垂直半偏移。"
msgid "Neighbor on the right side."
msgstr "右側相鄰儲存格。"
msgid "Neighbor in the right corner."
msgstr "右角相鄰儲存格。"
msgid "Neighbor on the bottom right side."
msgstr "右下側相鄰儲存格。"
msgid "Neighbor in the bottom right corner."
msgstr "右下角相鄰儲存格。"
msgid "Neighbor on the bottom side."
msgstr "下側相鄰儲存格。"
msgid "Neighbor in the bottom corner."
msgstr "下角相鄰儲存格。"
msgid "Neighbor on the bottom left side."
msgstr "左下側相鄰儲存格。"
msgid "Neighbor in the bottom left corner."
msgstr "左下角相鄰儲存格。"
msgid "Neighbor on the left side."
msgstr "左側相鄰儲存格。"
msgid "Neighbor in the left corner."
msgstr "左角相鄰儲存格。"
msgid "Neighbor on the top left side."
msgstr "左上側相鄰儲存格。"
msgid "Neighbor in the top left corner."
msgstr "左上角相鄰儲存格。"
msgid "Neighbor on the top side."
msgstr "上側相鄰儲存格。"
msgid "Neighbor in the top corner."
msgstr "上角相鄰儲存格。"
msgid "Neighbor on the top right side."
msgstr "右上側相鄰儲存格。"
msgid "Neighbor in the top right corner."
msgstr "右上角相鄰儲存格。"
msgid ""
"Requires both corners and side to match with neighboring tiles' terrains."
msgstr "要求與相鄰圖塊地形的角和邊都配對。"
msgid "Requires corners to match with neighboring tiles' terrains."
msgstr "要求與相鄰圖塊地形的角相配對。"
msgid "Requires sides to match with neighboring tiles' terrains."
msgstr "要求與相鄰圖塊地形的邊相配對。"
msgid "Exposes a 2D atlas texture as a set of tiles for a [TileSet] resource."
msgstr "以一組圖塊的形式向 [TileSet] 資源暴露 2D 合集紋理。"
msgid ""
"An atlas is a grid of tiles laid out on a texture. Each tile in the grid must "
"be exposed using [method create_tile]. Those tiles are then indexed using "
"their coordinates in the grid.\n"
"Each tile can also have a size in the grid coordinates, making it more or "
"less cells in the atlas.\n"
"Alternatives version of a tile can be created using [method "
"create_alternative_tile], which are then indexed using an alternative ID. The "
"main tile (the one in the grid), is accessed with an alternative ID equal to "
"0.\n"
"Each tile alternate has a set of properties that is defined by the source's "
"[TileSet] layers. Those properties are stored in a TileData object that can "
"be accessed and modified using [method get_tile_data].\n"
"As TileData properties are stored directly in the TileSetAtlasSource "
"resource, their properties might also be set using [code]TileSetAtlasSource."
"set(\"<coords_x>:<coords_y>/<alternative_id>/<tile_data_property>\")[/code]."
msgstr ""
"合集是在紋理上鋪設的圖塊柵格。柵格中的每個圖塊都必須使用 [method create_tile] "
"公開。然後使用它們在柵格中的座標,對這些圖塊進行索引。\n"
"每個圖塊也可以在柵格座標中有一個大小,使其在地合集中的儲存格更多或更少。\n"
"可以使用 [method create_alternative_tile] 建立圖塊的替代版本,然後使用替代 ID "
"對其進行索引。主圖塊(柵格中的那個)使用一個等於 0 的替代 ID 進行存取。\n"
"每個圖塊替代品都有一組由源的 [TileSet] 圖層定義的屬性。這些屬性儲存在 "
"TileData 物件中,該物件可以使用 [method get_tile_data] 來存取和修改。\n"
"由於 TileData 屬性直接儲存在 TileSetAtlasSource 資源中,它們的屬性也可以使用 "
"[code]TileSetAtlasSource.set(\"<coords_x>:<coords_y>/<alternative_id>/"
"<tile_data_property>\")[/code] 設定。"
msgid ""
"Removes all tiles that don't fit the available texture area. This method "
"iterates over all the source's tiles, so it's advised to use [method "
"has_tiles_outside_texture] beforehand."
msgstr ""
"刪除所有不適合可用紋理區域的圖塊。此方法會迭代所有來源的圖塊,因此建議事先使"
"用 [method has_tiles_outside_texture]。"
msgid ""
"Creates an alternative tile for the tile at coordinates [param atlas_coords]. "
"If [param alternative_id_override] is -1, give it an automatically generated "
"unique ID, or assigns it the given ID otherwise.\n"
"Returns the new alternative identifier, or -1 if the alternative could not be "
"created with a provided [param alternative_id_override]."
msgstr ""
"為座標為 [param atlas_coords] 的圖塊建立備選圖塊。如果 [param "
"alternative_id_override] 為 -1則會給予自動生成的唯一 ID否則使用給定的 ID "
"賦值。\n"
"返回新的備選識別字,如果無法使用提供的 [param alternative_id_override] 建立則"
"返回 -1。"
msgid ""
"Creates a new tile at coordinates [param atlas_coords] with the given [param "
"size]."
msgstr "在座標 [param atlas_coords] 處新建給定大小 [param size] 的圖塊。"
msgid ""
"Returns the alternative ID a following call to [method "
"create_alternative_tile] would return."
msgstr "返回後續呼叫 [method create_alternative_tile] 時將返回的備選 ID。"
msgid ""
"If [member use_texture_padding] is [code]false[/code], returns [member "
"texture]. Otherwise, returns and internal [ImageTexture] created that "
"includes the padding."
msgstr ""
"如果 [member use_texture_padding] 為 [code]false[/code],則返回 [member "
"texture]。否則,建立並返回包含內邊距的內部 [ImageTexture]。"
msgid ""
"Returns the region of the tile at coordinates [param atlas_coords] for the "
"given [param frame] inside the texture returned by [method "
"get_runtime_texture].\n"
"[b]Note:[/b] If [member use_texture_padding] is [code]false[/code], returns "
"the same as [method get_tile_texture_region]."
msgstr ""
"返回由 [method get_runtime_texture] 返回的紋理內給定 [param frame] 的座標 "
"[param atlas_coords] 處的圖塊區塊。\n"
"[b]注意:[/b]如果 [member use_texture_padding] 為 [code]false[/code],則返回"
"與 [method get_tile_texture_region] 相同的結果。"
msgid ""
"Returns how many columns the tile at [param atlas_coords] has in its "
"animation layout."
msgstr "返回位於座標 [param atlas_coords] 的圖塊的動畫布局中有多少列。"
msgid ""
"Returns the animation frame duration of frame [param frame_index] for the "
"tile at coordinates [param atlas_coords]."
msgstr ""
"返回位於座標 [param atlas_coords] 的圖塊的第 [param frame_index] 影格的動畫影"
"格時長。"
msgid ""
"Returns how many animation frames has the tile at coordinates [param "
"atlas_coords]."
msgstr "返回位於座標 [param atlas_coords] 的圖塊有多少動畫影格。"
msgid ""
"Returns the [enum TileAnimationMode] of the tile at [param atlas_coords]. See "
"also [method set_tile_animation_mode]."
msgstr "返回位於座標 [param atlas_coords] 的圖塊的動畫布局中有多少列。"
msgid ""
"Returns the separation (as in the atlas grid) between each frame of an "
"animated tile at coordinates [param atlas_coords]."
msgstr ""
"返回位於座標 [param atlas_coords] 的圖塊的影格與影格之間(在合集網格中)的間"
"隔。"
msgid ""
"Returns the animation speed of the tile at coordinates [param atlas_coords]."
msgstr "返回位於座標 [param atlas_coords] 的圖塊的動畫速度。"
msgid ""
"Returns the sum of the sum of the frame durations of the tile at coordinates "
"[param atlas_coords]. This value needs to be divided by the animation speed "
"to get the actual animation loop duration."
msgstr ""
"返回座標 [param atlas_coords] 處的圖塊的影格持續時間的總和。這個值需要除以動畫"
"速度才能得到實際的動畫迴圈持續時間。"
msgid ""
"If there is a tile covering the [param atlas_coords] coordinates, returns the "
"top-left coordinates of the tile (thus its coordinate ID). Returns "
"[code]Vector2i(-1, -1)[/code] otherwise."
msgstr ""
"如果有覆蓋 [param atlas_coords] 座標的圖塊,則返回該圖塊左上角的座標(即它的座"
"標 ID。否則返回 [code]Vector2i(-1, -1)[/code]。"
msgid ""
"Returns the [TileData] object for the given atlas coordinates and alternative "
"ID."
msgstr "返回給定合集座標和備選 ID 對應的 [TileData] 對象。"
msgid ""
"Returns the size of the tile (in the grid coordinates system) at coordinates "
"[param atlas_coords]."
msgstr "返回位於座標 [param atlas_coords] 的圖塊的大小(使用柵格坐標系)。"
msgid ""
"Returns a tile's texture region in the atlas texture. For animated tiles, a "
"[param frame] argument might be provided for the different frames of the "
"animation."
msgstr ""
"返回某個圖塊在合集紋理中的紋理區域。對於動畫圖塊,可以提供 [param frame] 參數"
"來獲取動畫中不同的影格對應的區域。"
msgid ""
"Returns an array of tiles coordinates ID that will be automatically removed "
"when modifying one or several of those properties: [param texture], [param "
"margins], [param separation] or [param texture_region_size]. This can be used "
"to undo changes that would have caused tiles data loss."
msgstr ""
"返回修改以下任意屬性時將會自動移除的圖塊座標 ID 的陣列:[param texture]、"
"[param margins]、[param separation]、[param texture_region_size]。可以用來撤銷"
"可能造成圖塊資料丟失的更改。"
msgid ""
"Returns whether there is enough room in an atlas to create/modify a tile with "
"the given properties. If [param ignored_tile] is provided, act as is the "
"given tile was not present in the atlas. This may be used when you want to "
"modify a tile's properties."
msgstr ""
"返回合集中是否有足夠的空間來使用給定的屬性建立/修改圖塊。如果提供了 [param "
"ignored_tile],則判斷時會和給定的圖塊在合集中不存在一樣。可以在想要修改某個圖"
"塊的屬性時使用。"
msgid ""
"Checks if the source has any tiles that don't fit the texture area (either "
"partially or completely)."
msgstr "檢查來源是否有任何不適合紋理區域(部分或完全)的圖塊。"
msgid ""
"Move the tile and its alternatives at the [param atlas_coords] coordinates to "
"the [param new_atlas_coords] coordinates with the [param new_size] size. This "
"functions will fail if a tile is already present in the given area.\n"
"If [param new_atlas_coords] is [code]Vector2i(-1, -1)[/code], keeps the "
"tile's coordinates. If [param new_size] is [code]Vector2i(-1, -1)[/code], "
"keeps the tile's size.\n"
"To avoid an error, first check if a move is possible using [method "
"has_room_for_tile]."
msgstr ""
"將 [param atlas_coords] 座標處的圖塊及其替代物移動到具有 [param new_size] 大小"
"的 [param new_atlas_coords] 座標。如果給定區域中已經存在一個圖塊,則該函式將失"
"敗。\n"
"如果 [param new_atlas_coords] 為 [code]Vector2i(-1, -1)[/code],則保持圖塊的座"
"標。如果 [param new_size] 為 [code]Vector2i(-1, -1)[/code],則保持圖塊的大"
"小。\n"
"為避免錯誤,請首先使用 [method has_room_for_tile] 來檢查移動是否可行。"
msgid ""
"Remove a tile's alternative with alternative ID [param alternative_tile].\n"
"Calling this function with [param alternative_tile] equals to 0 will fail, as "
"the base tile alternative cannot be removed."
msgstr ""
"移除備選 ID 為 [param alternative_tile] 的備選圖塊。\n"
"使用為 0 的 [param alternative_tile] 呼叫這個函式會失敗,因為基礎圖塊備選項無"
"法被移除。"
msgid "Remove a tile and its alternative at coordinates [param atlas_coords]."
msgstr "移除位於座標 [param atlas_coords] 的圖塊及其備選項。"
msgid ""
"Change a tile's alternative ID from [param alternative_tile] to [param "
"new_id].\n"
"Calling this function with [param new_id] of 0 will fail, as the base tile "
"alternative cannot be moved."
msgstr ""
"將圖塊的備選 ID 從 [param alternative_tile] 改為 [param new_id]。\n"
"呼叫這個函式時將 [param new_id] 設為 0 會導致失敗,因為基礎圖塊備選項無法移"
"動。"
msgid ""
"Sets the number of columns in the animation layout of the tile at coordinates "
"[param atlas_coords]. If set to 0, then the different frames of the animation "
"are laid out as a single horizontal line in the atlas."
msgstr ""
"設定位於座標 [param atlas_coords] 的圖塊的動畫布局中的列數。如果設定為 0則動"
"畫影格在合集中水平排列。"
msgid ""
"Sets the animation frame [param duration] of frame [param frame_index] for "
"the tile at coordinates [param atlas_coords]."
msgstr ""
"設定位於座標 [param atlas_coords] 的圖塊動畫影格 [param frame_index] 的持續時"
"間 [param duration]。"
msgid ""
"Sets how many animation frames the tile at coordinates [param atlas_coords] "
"has."
msgstr "設定位於座標 [param atlas_coords] 的圖塊有多少動畫影格。"
msgid ""
"Sets the [enum TileAnimationMode] of the tile at [param atlas_coords] to "
"[param mode]. See also [method get_tile_animation_mode]."
msgstr ""
"設定位於 [param coords] 的儲存格的圖塊識別字。見 [method TileMap.set_cell]。"
msgid ""
"Sets the margin (in grid tiles) between each tile in the animation layout of "
"the tile at coordinates [param atlas_coords] has."
msgstr ""
"設定位於座標 [param atlas_coords] 的圖塊的動畫布局中,圖塊的間距(單位為柵格圖"
"塊)。"
msgid ""
"Sets the animation speed of the tile at coordinates [param atlas_coords] has."
msgstr "設定位於座標 [param atlas_coords] 的圖塊的動畫速度。"
msgid "Margins, in pixels, to offset the origin of the grid in the texture."
msgstr "邊距,單位為圖元,用於偏移紋理中柵格的原點。"
msgid "Separation, in pixels, between each tile texture region of the grid."
msgstr "間隔,單位為圖元,是柵格的紋理區域中圖塊之間的間距。"
msgid "The atlas texture."
msgstr "合集紋理。"
msgid ""
"The base tile size in the texture (in pixel). This size must be bigger than "
"the TileSet's [code]tile_size[/code] value."
msgstr ""
"紋理中的基礎圖塊大小(以圖元為單位)。該大小必須大於該 TileSet 中的 "
"[code]tile_size[/code] 值。"
msgid ""
"If [code]true[/code], generates an internal texture with an additional one "
"pixel padding around each tile. Texture padding avoids a common artifact "
"where lines appear between tiles.\n"
"Disabling this setting might lead a small performance improvement, as "
"generating the internal texture requires both memory and processing time when "
"the TileSetAtlasSource resource is modified."
msgstr ""
"如果為 [code]true[/code],則生成一個內部紋理,每個圖塊周圍有一個額外的單圖元填"
"充。紋理填充避免了圖塊之間出現線條狀的常見偽像。\n"
"禁用該設定可能會導致性能略有提高,因為在 TileSetAtlasSource 資源被修改時,生成"
"內部紋理需要記憶體和處理時間。"
msgid "Tile animations start at same time, looking identical."
msgstr "平鋪動畫同時開始,看起來相同。"
msgid "Tile animations start at random times, looking varied."
msgstr "平鋪動畫隨機開始,看起來多種多樣。"
msgid "Represents the size of the [enum TileAnimationMode] enum."
msgstr "代表 [enum CollisionMode] 列舉的大小。"
msgid ""
"Represents cell's horizontal flip flag. Should be used directly with "
"[TileMap] to flip placed tiles by altering their alternative IDs.\n"
"[codeblock]\n"
"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n"
"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n"
" # If tile is not already flipped, flip it.\n"
" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, "
"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n"
"[/codeblock]"
msgstr ""
"表示儲存格的水平翻轉旗標。應直接與 [TileMap] 一起使用,透過變更其替代 ID 來翻"
"轉放置的圖塊。\n"
"[codeblock]\n"
"var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))\n"
"if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:\n"
" # If tile is not already flipped, flip it.\n"
" $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, "
"alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)\n"
"[/codeblock]"
msgid ""
"Represents cell's vertical flip flag. See [constant TRANSFORM_FLIP_H] for "
"usage."
msgstr "表示儲存格的垂直翻轉旗標。用法請參閱 [constant TRANSFORM_FLIP_H]。"
msgid ""
"Represents cell's transposed flag. See [constant TRANSFORM_FLIP_H] for usage."
msgstr "表示儲存格的轉置旗標。用法請參閱 [constant TRANSFORM_FLIP_H]。"
msgid "Exposes a set of scenes as tiles for a [TileSet] resource."
msgstr "以圖塊的形式向 [TileSet] 資源暴露一組場景。"
msgid ""
"When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will "
"automatically instantiate an associated scene at the cell's position in the "
"TileMap.\n"
"Scenes are instantiated as children of the [TileMap] when it enters the tree. "
"If you add/remove a scene tile in the [TileMap] that is already inside the "
"tree, the [TileMap] will automatically instantiate/free the scene accordingly."
msgstr ""
"當放置在 [TileMap] 上時,來自 [TileSetScenesCollectionSource] 中的圖塊將在 "
"TileMap 中的儲存格位置自動產生實體一個關聯場景。\n"
"當該 [TileMap] 進入樹時,場景被產生實體為該 [TileMap] 的子級。如果在已在樹內"
"的 [TileMap] 中新增/移除一個場景圖塊,則該 [TileMap] 將相應地自動產生實體/釋放"
"該場景。"
msgid ""
"Creates a scene-based tile out of the given scene.\n"
"Returns a newly generated unique ID."
msgstr ""
"從給定的場景建立基於場景的圖塊。\n"
"返回新生成的唯一 ID。"
msgid ""
"Returns the scene ID a following call to [method create_scene_tile] would "
"return."
msgstr "返回後續呼叫 [method create_scene_tile] 時會返回的場景 ID。"
msgid ""
"Returns whether the scene tile with [param id] displays a placeholder in the "
"editor."
msgstr "返回 ID 為 [param id] 的場景圖塊是否在編輯器中顯示占點陣圖。"
msgid "Returns the scene tile ID of the scene tile at [param index]."
msgstr "返回索引為 [param index] 的場景圖塊的場景圖塊 ID。"
msgid "Returns the [PackedScene] resource of scene tile with [param id]."
msgstr "返回 ID 為 [param id] 的場景圖塊的 [PackedScene] 資源。"
msgid "Returns the number or scene tiles this TileSet source has."
msgstr "返回該 TileSet 源中場景圖塊的數量。"
msgid "Returns whether this TileSet source has a scene tile with [param id]."
msgstr "返回該 TileSet 源是否包含 ID 為 [param id] 的場景圖塊。"
msgid "Remove the scene tile with [param id]."
msgstr "移除 ID 為 [param id] 的場景圖塊。"
msgid ""
"Sets whether or not the scene tile with [param id] should display a "
"placeholder in the editor. This might be useful for scenes that are not "
"visible."
msgstr ""
"設定 ID 為 [param id] 的場景圖塊是否應該在編輯器中顯示為預留位置。對不可見的場"
"景可能有用。"
msgid ""
"Changes a scene tile's ID from [param id] to [param new_id]. This will fail "
"if there is already a tile with an ID equal to [param new_id]."
msgstr ""
"將場景圖塊的 ID 從 [param id] 改為 [param new_id]。如果已經存在 ID 為 [param "
"new_id] 的圖塊則會失敗。"
msgid ""
"Assigns a [PackedScene] resource to the scene tile with [param id]. This will "
"fail if the scene does not extend CanvasItem, as positioning properties are "
"needed to place the scene on the TileMap."
msgstr ""
"將 [PackedScene] 資源配置給 ID 為 [param id] 的場景圖塊。如果該場景擴充的不是 "
"CanvasItem 則會失敗,因為將場景放置到 TileMap 上需要位置屬性。"
msgid "Exposes a set of tiles for a [TileSet] resource."
msgstr "向 [TileSet] 資源暴露一組圖塊。"
msgid ""
"Exposes a set of tiles for a [TileSet] resource.\n"
"Tiles in a source are indexed with two IDs, coordinates ID (of type Vector2i) "
"and an alternative ID (of type int), named according to their use in the "
"[TileSetAtlasSource] class.\n"
"Depending on the TileSet source type, those IDs might have restrictions on "
"their values, this is why the base [TileSetSource] class only exposes getters "
"for them.\n"
"You can iterate over all tiles exposed by a TileSetSource by first iterating "
"over coordinates IDs using [method get_tiles_count] and [method get_tile_id], "
"then over alternative IDs using [method get_alternative_tiles_count] and "
"[method get_alternative_tile_id].\n"
"[b]Warning:[/b] [TileSetSource] can only be added to one TileSet at the same "
"time. Calling [method TileSet.add_source] on a second [TileSet] will remove "
"the source from the first one."
msgstr ""
"向 [TileSet] 資源暴露一組圖塊。\n"
"源中的圖塊具有索引,索引為兩個 ID分別是座標 ID型別為 Vector2i和備選 ID"
"(型別為 int名稱反映了在 [TileSetAtlasSource] 中的使用方法。\n"
"根據 TileSet 源型別的不同,對這些 ID 的值可能有不同的限制,這就是 "
"[TileSetSource] 基底類別僅暴露了 getter 的原因。\n"
"要走訪 TileSetSource 中暴露的所有圖塊,你可以首先使用 [method "
"get_tiles_count] 和 [method get_tile_id] 走訪座標 ID然後使用 [method "
"get_alternative_tiles_count] 和 [method get_alternative_tile_id] 走訪備選 "
"ID。\n"
"[b]警告:[/b]同一個 [TileSetSource] 不能同時屬於兩個 TileSet。對第二個 "
"[TileSet] 呼叫 [method TileSet.add_source] 會在第一個 TileSet 中移除該源。"
msgid ""
"Returns the alternative ID for the tile with coordinates ID [param "
"atlas_coords] at index [param index]."
msgstr ""
"返回座標 ID 為 [param atlas_coords] 的圖塊的索引為 [param index] 的備選 ID。"
msgid ""
"Returns the number of alternatives tiles for the coordinates ID [param "
"atlas_coords].\n"
"For [TileSetAtlasSource], this always return at least 1, as the base tile "
"with ID 0 is always part of the alternatives list.\n"
"Returns -1 if there is not tile at the given coords."
msgstr ""
"返回座標 ID 為 [param atlas_coords] 的圖塊的備選圖塊數量。\n"
"[TileSetAtlasSource] 返回的數量至少為 1因為備選列表中始終存在 ID 為 0 的基礎"
"圖塊。\n"
"如果給定的座標處沒有圖塊,則返回 -1。"
msgid "Returns the tile coordinates ID of the tile with index [param index]."
msgstr "返回索引為 [param index] 的圖塊的圖塊座標 ID。"
msgid ""
"Returns how many tiles this atlas source defines (not including alternative "
"tiles)."
msgstr "返回該合集源中定義的圖塊數量(不含備選圖塊)。"
msgid ""
"Returns if the base tile at coordinates [param atlas_coords] has an "
"alternative with ID [param alternative_tile]."
msgstr ""
"返回位於座標 [param atlas_coords] 的基礎圖塊是否存在 ID 為 [param "
"alternative_tile] 的備選圖塊。"
msgid ""
"Returns if this atlas has a tile with coordinates ID [param atlas_coords]."
msgstr "返回該合集中是否存在座標 ID 為 [param atlas_coords] 的圖塊。"
msgid "A singleton for working with time data."
msgstr "用於處理時間資料的單例。"
msgid ""
"The Time singleton allows converting time between various formats and also "
"getting time information from the system.\n"
"This class conforms with as many of the ISO 8601 standards as possible. All "
"dates follow the Proleptic Gregorian calendar. As such, the day before "
"[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
"code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
"year before that (2 BC) being [code]-1[/code], etc.\n"
"Conversion methods assume \"the same timezone\", and do not handle timezone "
"conversions or DST automatically. Leap seconds are also not handled, they "
"must be done manually if desired. Suffixes such as \"Z\" are not handled, you "
"need to strip them away manually.\n"
"When getting time information from the system, the time can either be in the "
"local timezone or UTC depending on the [code]utc[/code] parameter. However, "
"the [method get_unix_time_from_system] method always returns the time in "
"UTC.\n"
"[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
"that the user can manually set. [b]Never use[/b] this method for precise time "
"calculation since its results are subject to automatic adjustments by the "
"user or the operating system. [b]Always use[/b] [method get_ticks_usec] or "
"[method get_ticks_msec] for precise time calculation instead, since they are "
"guaranteed to be monotonic (i.e. never decrease)."
msgstr ""
"Time 單例可以轉換各種不同格式的時間,也可以從系統獲取時間資訊。\n"
"這個類盡可能多地符合了 ISO 8601 標準。所有日期都遵循“外推格裡曆”。因此 "
"[code]1582-10-15[/code] 的前一天是 [code]1582-10-14[/code],而不是 "
"[code]1582-10-04[/code]。西元 1 年的前一年(即西元前 1 年)是數字 [code]0[/"
"code],再往前的一年(西元前 2 年)是 [code]-1[/code],以此類推。\n"
"轉換方法假設“時區相同”,不會自動處理時區或 DST夏令時的轉換。不會對閏秒進行"
"處理如果需要必須手動處理。“Z”等後綴也沒有處理你需要進行手動剝除。\n"
"從系統獲取時間資訊時,時間可能是本地時間或 UTC 時間,取決於 [code]utc[/code] "
"參數。不過 [method get_unix_time_from_system] 方法返回的始終是 UTC 時間。\n"
"[b]重要:[/b][code]_from_system[/code] 系列方法使用的是系統始終,使用者可以自"
"行設定。[b]千萬不要[/b]使用該方法進行精確的時間計算,因為計算結果可能受到使用"
"者或作業系統的自動調整的影響。精確時間的計算[b]請始終使用[/b] [method "
"get_ticks_usec] 或 [method get_ticks_msec],可以保證單調性(即不會變小)。"
msgid ""
"Returns the current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC."
msgstr ""
"以字典的形式返回目前時間,包含的鍵為:[code]year[/code]、[code]month[/code]、"
"[code]day[/code] 和 [code]weekday[/code]。\n"
"當 [param utc] 為 [code]false[/code] 時,返回的是系統的本地時間,否則為 UTC 時"
"間。"
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], and [code]weekday[/code]."
msgstr ""
"將給定的 Unix 時間戳記轉換為字典,包含的鍵為:[code]year[/code]、[code]month[/"
"code]、[code]day[/code]、[code]weekday[/code]。"
msgid ""
"Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC."
msgstr ""
"以 ISO 8601 日期字串的形式返回目前日期YYYY-MM-DD。\n"
"當 [param utc] 為 [code]false[/code] 時,返回的是系統的本地時間,否則為 UTC 時"
"間。"
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
msgstr "將給定的 Unix 時間戳記轉換為 ISO 8601 日期字串YYYY-MM-DD。"
msgid ""
"Returns the current date as a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
"code], [code]minute[/code], [code]second[/code], and [code]dst[/code] "
"(Daylight Savings Time)."
msgstr ""
"以字典形式返回目前日期,包含的鍵為:[code]year[/code]、[code]month[/code]、"
"[code]day[/code]、[code]weekday[/code]、[code]hour[/code]、[code]minute[/"
"code]、[code]second[/code] 以及 [code]dst[/code]夏令時Daylight Savings "
"Time。"
msgid ""
"Converts the given Unix timestamp to a dictionary of keys: [code]year[/code], "
"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
"code], [code]minute[/code], and [code]second[/code].\n"
"The returned Dictionary's values will be the same as the [method "
"get_datetime_dict_from_system] if the Unix timestamp is the current time, "
"with the exception of Daylight Savings Time as it cannot be determined from "
"the epoch."
msgstr ""
"將給定的 Unix 時間戳記轉換為字典,包含的鍵為:[code]year[/code]、[code]month[/"
"code]、[code]day[/code]、[code]weekday[/code]、[code]hour[/code]、"
"[code]minute[/code]、和 [code]second[/code]。\n"
"如果 Unix 時間戳記是目前時間,則返回的字典值將與 [method "
"get_datetime_dict_from_system] 相同,夏令時除外,因為它無法根據紀元確定。"
msgid ""
"Converts the given dictionary of keys to an ISO 8601 date and time string "
"(YYYY-MM-DDTHH:MM:SS).\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/"
"code], and [code]second[/code]. Any other entries (including [code]dst[/"
"code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp 0 "
"(1970-01-01 at 00:00:00).\n"
"If [param use_space] is [code]true[/code], the date and time bits are "
"separated by an empty space character instead of the letter T."
msgstr ""
"將給定的時間值字典轉換為 ISO 8601 日期和時間字串YYYY-MM-DDTHH:MM:SS。\n"
"給定的字典可以包含以下鍵:[code]year[/code]、[code]month[/code]、[code]day[/"
"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的記錄"
"(包括 [code]dst[/code])都會被忽略。\n"
"字典為空時將返回 [code]0[/code]。如果省略了部分鍵,預設使用 Unix 紀元時間戳記 "
"01970-01-01 的 00:00:00的對應部分。\n"
"當 [param use_space] 為 [code]true[/code] 時,將使用空格代替中間的字母 T。"
msgid ""
"Returns the current date and time as an ISO 8601 date and time string (YYYY-"
"MM-DDTHH:MM:SS).\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC.\n"
"If [param use_space] is [code]true[/code], the date and time bits are "
"separated by an empty space character instead of the letter T."
msgstr ""
"以 ISO 8601 日期和時間字串的形式返回目前日期和時間YYYY-MM-DDTHH:MM:SS。\n"
"當 [param utc] 為 [code]false[/code] 時,返回的是系統的本地時間,否則為 UTC 時"
"間。\n"
"當 [param use_space] 為 [code]true[/code] 時,將使用空格代替中間的字母 T。"
msgid ""
"Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-"
"MM-DDTHH:MM:SS).\n"
"If [param use_space] is [code]true[/code], the date and time bits are "
"separated by an empty space character instead of the letter T."
msgstr ""
"將給定的 Unix 時間戳記轉換為 ISO 8601 日期和時間字串YYYY-MM-DDTHH:MM:"
"SS。\n"
"當 [param use_space] 為 [code]true[/code] 時,將使用空格代替中間的字母 T。"
msgid ""
"Converts the given timezone offset in minutes to a timezone offset string. "
"For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
"\"+00:00\"."
msgstr ""
"將給定的時區偏移分鐘數轉換為時區偏移字串。例如,-480 返回 \"-08:00\"、345 返"
"回 \"+05:45\"、0 返回 \"+00:00\"。"
msgid ""
"Returns the amount of time passed in milliseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly 500 million years)."
msgstr ""
"返回從引擎啟動開始所經過的時間,單位為毫秒。\n"
"始終為正數或 0使用 64 位值(會在約 5 億年後繞回)。"
msgid ""
"Returns the amount of time passed in microseconds since the engine started.\n"
"Will always be positive or 0 and uses a 64-bit value (it will wrap after "
"roughly half a million years)."
msgstr ""
"返回從引擎啟動開始所經過的時間,單位為微秒。\n"
"始終為正數或 0使用 64 位值(會在約 50 萬年後繞回)。"
msgid ""
"Returns the current time as a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code].\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC."
msgstr ""
"以字典的形式返回目前時間,包含的鍵為:[code]hour[/code]、[code]minute[/code]、"
"[code]second[/code]。\n"
"當 [param utc] 為 [code]false[/code] 時,返回的是系統的本地時間,否則為 UTC 時"
"間。"
msgid ""
"Converts the given time to a dictionary of keys: [code]hour[/code], "
"[code]minute[/code], and [code]second[/code]."
msgstr ""
"將給定的時間轉換為字典,包含的鍵為:時 [code]hour[/code]、分 [code]minute[/"
"code]、秒 [code]second[/code]。"
msgid ""
"Returns the current time as an ISO 8601 time string (HH:MM:SS).\n"
"The returned values are in the system's local time when [param utc] is "
"[code]false[/code], otherwise they are in UTC."
msgstr ""
"以 ISO 8601 時間字串的形式返回目前時間HH:MM:SS。\n"
"當 [param utc] 為 [code]false[/code] 時,返回的是系統的本地時間,否則為 UTC 時"
"間。"
msgid "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
msgstr "將給定的 Unix 時間戳記轉換為 ISO 8601 時間字串HH:MM:SS。"
msgid ""
"Converts a dictionary of time values to a Unix timestamp.\n"
"The given dictionary can be populated with the following keys: [code]year[/"
"code], [code]month[/code], [code]day[/code], [code]hour[/code], [code]minute[/"
"code], and [code]second[/code]. Any other entries (including [code]dst[/"
"code]) are ignored.\n"
"If the dictionary is empty, [code]0[/code] is returned. If some keys are "
"omitted, they default to the equivalent values for the Unix epoch timestamp 0 "
"(1970-01-01 at 00:00:00).\n"
"You can pass the output from [method get_datetime_dict_from_unix_time] "
"directly into this function and get the same as what was put in.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime dictionary."
msgstr ""
"將時間值字典轉換為 Unix 時間戳記。\n"
"給定的字典可以包含以下鍵:[code]year[/code]、[code]month[/code]、[code]day[/"
"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的記錄"
"(包括 [code]dst[/code])都會被忽略。\n"
"字典為空時將返回 [code]0[/code]。如果省略了部分鍵,預設使用 Unix 紀元時間戳記 "
"01970-01-01 的 00:00:00的對應部分。\n"
"你可以將 [method get_datetime_dict_from_unix_time] 的輸出直接傳給本函式,得到"
"的就是最初的輸入。\n"
"[b]注意:[/b]Unix 時間戳記通常是 UTC 的。本方法不會做任何時區轉換,所以時間戳"
"記的時區與給定的日期時間字典相同。"
msgid ""
"Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
"string can contain a date only, a time only, or both.\n"
"[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
"timezone conversion, so the timestamp will be in the same timezone as the "
"given datetime string.\n"
"[b]Note:[/b] Any decimal fraction in the time string will be ignored silently."
msgstr ""
"將給定的 ISO 8601 日期和/或時間字串轉換為 Unix 時間戳記。字串中可以只包含日"
"期、只包含時間,也可以兩者都包含。\n"
"[b]注意:[/b]Unix 時間戳記通常是 UTC 的。本方法不會做任何時區轉換,所以時間戳"
"記的時區與給定的日期時間字串相同。\n"
"[b]注意:[/b]時間字串中的小數會被靜默忽略。"
msgid ""
"Returns the current Unix timestamp in seconds based on the system time in "
"UTC. This method is implemented by the operating system and always returns "
"the time in UTC.\n"
"[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
"returns the timestamp as a [float] for sub-second precision."
msgstr ""
"返回目前的 Unix 時間戳記,以秒為單位,基於 UTC 系統時間。本方法由作業系統實"
"作,返回的時間總是 UTC 的。\n"
"[b]注意:[/b]與其他使用整數時間戳記的方法不同,這個方法返回的是 [float] 型別的"
"時間戳記,可以表示比秒更高的精度。"
msgid "The month of January, represented numerically as [code]01[/code]."
msgstr "一月份,使用數字 [code]01[/code] 表示。"
msgid "The month of February, represented numerically as [code]02[/code]."
msgstr "二月份,使用數字 [code]02[/code] 表示。"
msgid "The month of March, represented numerically as [code]03[/code]."
msgstr "三月份,使用數字 [code]03[/code] 表示。"
msgid "The month of April, represented numerically as [code]04[/code]."
msgstr "四月份,使用數字 [code]04[/code] 表示。"
msgid "The month of May, represented numerically as [code]05[/code]."
msgstr "五月份,使用數字 [code]05[/code] 表示。"
msgid "The month of June, represented numerically as [code]06[/code]."
msgstr "六月份,使用數字 [code]06[/code] 表示。"
msgid "The month of July, represented numerically as [code]07[/code]."
msgstr "七月份,使用數字 [code]07[/code] 表示。"
msgid "The month of August, represented numerically as [code]08[/code]."
msgstr "八月份,使用數字 [code]08[/code] 表示。"
msgid "The month of September, represented numerically as [code]09[/code]."
msgstr "九月份,使用數字 [code]09[/code] 表示。"
msgid "The month of October, represented numerically as [code]10[/code]."
msgstr "十月份,使用數字 [code]10[/code] 表示。"
msgid "The month of November, represented numerically as [code]11[/code]."
msgstr "十一月份,使用數字 [code]11[/code] 表示。"
msgid "The month of December, represented numerically as [code]12[/code]."
msgstr "十二月份,使用數字 [code]12[/code] 表示。"
msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
msgstr "星期日,使用數字 [code]0[/code] 表示。"
msgid "The day of the week Monday, represented numerically as [code]1[/code]."
msgstr "星期一,使用數字 [code]1[/code] 表示。"
msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
msgstr "星期二,使用數字 [code]2[/code] 表示。"
msgid ""
"The day of the week Wednesday, represented numerically as [code]3[/code]."
msgstr "星期三,使用數字 [code]3[/code] 表示。"
msgid "The day of the week Thursday, represented numerically as [code]4[/code]."
msgstr "星期四,使用數字 [code]4[/code] 表示。"
msgid "The day of the week Friday, represented numerically as [code]5[/code]."
msgstr "星期五,使用數字 [code]5[/code] 表示。"
msgid "The day of the week Saturday, represented numerically as [code]6[/code]."
msgstr "星期六,使用數字 [code]6[/code] 表示。"
msgid "A countdown timer."
msgstr "倒數計時器。"
msgid ""
"Counts down a specified interval and emits a signal on reaching 0. Can be set "
"to repeat or \"one-shot\" mode.\n"
"[b]Note:[/b] Timers are affected by [member Engine.time_scale], a higher "
"scale means quicker timeouts, and vice versa.\n"
"[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
"[method SceneTree.create_timer]."
msgstr ""
"使用指定的間隔進行倒計時,並在到達 0 時發出訊號。可以設定為重複或“一次性”模"
"式。\n"
"[b]注意:[/b]計時器會受到 [member Engine.time_scale] 的影響,縮放值越高超時越"
"快,反之亦然。\n"
"[b]注意:[/b]如果想要建立一次性計時器,不產生實體節點,請使用 [method "
"SceneTree.create_timer]。"
msgid "Returns [code]true[/code] if the timer is stopped."
msgstr "如果計時器被停止,返回 [code]true[/code]。"
msgid ""
"Starts the timer. Sets [member wait_time] to [param time_sec] if "
"[code]time_sec > 0[/code]. This also resets the remaining time to [member "
"wait_time].\n"
"[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
msgstr ""
"啟動計時器。如果 [code]time_sec > 0[/code],則會將 [member wait_time] 設定為 "
"[param time_sec]。這也會將剩餘時間重設為 [member wait_time]。\n"
"[b]注意:[/b]這個方法不會恢復已暫停的計時器。見 [member paused]。"
msgid "Stops the timer."
msgstr "停止計時器。"
msgid ""
"If [code]true[/code], the timer will automatically start when entering the "
"scene tree.\n"
"[b]Note:[/b] This property is automatically set to [code]false[/code] after "
"the timer enters the scene tree and starts."
msgstr ""
"如果為 [code]true[/code],計時器將在進入場景樹時自動啟動。\n"
"[b]注意:[/b]在計時器進入場景樹並啟動後,該屬性會自動設定為 [code]false[/"
"code]。"
msgid ""
"If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
"code], it will restart."
msgstr ""
"如果為 [code]true[/code],計時器將在達到 0 時停止。如果為 [code]false[/code]"
"它將重新啟動。"
msgid ""
"If [code]true[/code], the timer is paused and will not process until it is "
"unpaused again, even if [method start] is called."
msgstr ""
"如果為 [code]true[/code],計時器會被暫停,並且不再處理,即使呼叫 [method "
"start],直到它被取消暫停。"
msgid "Processing callback. See [enum TimerProcessCallback]."
msgstr "處理回呼函式。見 [enum TimerProcessCallback]。"
msgid ""
"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n"
"[b]Note:[/b] This value is read-only and cannot be set. It is based on "
"[member wait_time], which can be set using [method start]."
msgstr ""
"計時器的剩餘時間,單位是秒。如果計時器處於非啟動狀態,則返回 0。\n"
"[b]注意:[/b]該值是唯讀的,無法設定。基於的是 [member wait_time],請使用 "
"[method start] 設定。"
msgid ""
"The wait time in seconds.\n"
"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
"per physics frame if [member process_callback] is [constant "
"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
"seconds) will behave in significantly different ways depending on the "
"rendered framerate. For very low wait times, it is recommended to use a "
"process loop in a script instead of using a Timer node. Timers are affected "
"by [member Engine.time_scale], a higher scale means quicker timeouts, and "
"vice versa."
msgstr ""
"等待時間,單位為秒。\n"
"[b]注意:[/b]計時器在每個渲染影格最多只能發射一次(或者如果 [member "
"process_callback] 為 [constant TIMER_PROCESS_PHYSICS],則是每個物理影格)。這"
"意味著非常短的等待時間(低於 0.05 秒),將根據渲染的畫面播放速率,會有明顯不同"
"的表現。對於非常短的等待時間,建議在腳本中使用一個 process 迴圈,而不是使用 "
"Timer 節點。計時器會受 [member Engine.time_scale] 的影響,縮放值越高意味著超時"
"越快,反之亦然。"
msgid ""
"Update the timer during physics frames (see [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])."
msgstr ""
"計時器的更新發生在物理影格中(見 [constant Node."
"NOTIFICATION_INTERNAL_PHYSICS_PROCESS])。"
msgid ""
"Update the timer during process frames (see [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])."
msgstr ""
"計時器的更新發生在處理影格中(見 [constant Node."
"NOTIFICATION_INTERNAL_PROCESS])。"
msgid "TLS configuration for clients and servers."
msgstr "使用者端與伺服器的 TLS 配置。"
msgid ""
"TLSOptions abstracts the configuration options for the [StreamPeerTLS] and "
"[PacketPeerDTLS] classes.\n"
"Objects of this class cannot be instantiated directly, and one of the static "
"methods [method client], [method client_unsafe], or [method server] should be "
"used instead.\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Create a TLS client configuration which uses our custom trusted CA chain.\n"
"var client_trusted_cas = load(\"res://my_trusted_cas.crt\")\n"
"var client_tls_options = TLSOptions.client(client_trusted_cas)\n"
"\n"
"# Create a TLS server configuration.\n"
"var server_certs = load(\"res://my_server_cas.crt\")\n"
"var server_key = load(\"res://my_server_key.key\")\n"
"var server_tls_options = TLSOptions.server(server_key, server_certs)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgstr ""
"TLSOptions 是對 [StreamPeerTLS] 和 [PacketPeerDTLS] 類中配置選項的抽象。\n"
"無法直接產生實體這個類的物件,應改用靜態方法 [method client]、[method "
"client_unsafe] 或 [method server]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 建立 TLS 使用者端配置,使用自訂 CA 信任鏈。\n"
"var client_trusted_cas = load(\"res://my_trusted_cas.crt\")\n"
"var client_tls_options = TLSOptions.client(client_trusted_cas)\n"
"\n"
"# 建立 TLS 伺服器配置。\n"
"var server_certs = load(\"res://my_server_cas.crt\")\n"
"var server_key = load(\"res://my_server_key.key\")\n"
"var server_tls_options = TLSOptions.server(server_key, server_certs)\n"
"[/gdscript]\n"
"[/codeblocks]"
msgid ""
"Creates an [b]unsafe[/b] TLS client configuration where certificate "
"validation is optional. You can optionally provide a valid [param "
"trusted_chain], but the common name of the certificates will never be "
"checked. Using this configuration for purposes other than testing [b]is not "
"recommended[/b].\n"
"[b]Note:[/b] On the Web platform, TLS verification is always enforced against "
"the CA list of the web browser. This is considered a security feature."
msgstr ""
"建立[b]不安全[/b]的 TLS 使用者端配置,憑證驗證為可選項。你可以選擇提供有效的信"
"任鏈 [param trusted_chain],但永遠不會對憑證的通用名稱進行檢查。這種配置[b]不"
"推薦[/b]用於測試之外的用途。\n"
"[b]注意:[/b]在 Web 平臺上TLS 驗證始終強制使用 Web 流覽器的 CA 列表。這是一"
"種安全功能。"
msgid ""
"Creates a TLS server configuration using the provided [param key] and [param "
"certificate].\n"
"[b]Note:[/b] The [param certificate] should include the full certificate "
"chain up to the signing CA (certificates file can be concatenated using a "
"general purpose text editor)."
msgstr ""
"使用提供的金鑰 [param key] 和憑證 [param certificate] 建立 TLS 伺服器配置。\n"
"[b]注意:[/b][param certificate] 中應當包含簽章 CA 的完整憑證連結(可以使用通"
"用文字編輯器連接憑證檔)。"
msgid "Class representing a torus [PrimitiveMesh]."
msgstr "表示圓環 [PrimitiveMesh] 的類。"
msgid "Button for touch screen devices for gameplay use."
msgstr "觸控式螢幕裝置的按鈕,供遊戲使用。"
msgid ""
"TouchScreenButton allows you to create on-screen buttons for touch devices. "
"It's intended for gameplay use, such as a unit you have to touch to move. "
"Unlike [Button], TouchScreenButton supports multitouch out of the box. "
"Several TouchScreenButtons can be pressed at the same time with touch input.\n"
"This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set "
"anchors on it. If you want to create menus or user interfaces, you may want "
"to use [Button] nodes instead. To make button nodes react to touch events, "
"you can enable the Emulate Mouse option in the Project Settings.\n"
"You can configure TouchScreenButton to be visible only on touch devices, "
"helping you develop your game both for desktop and mobile devices."
msgstr ""
"TouchScreenButton 允許你為觸摸裝置建立螢幕上的按鈕。其為遊戲使用,比如在必須觸"
"摸才能移動的裝置。與 [Button] 不同TouchScreenButton 原生支援多點觸摸。幾個 "
"TouchScreenButton 可以通過觸摸輸入同時被按下。\n"
"這個節點繼承自 [Node2D]。與 [Control] 節點不同,你不能在它上面設定錨點。如果要"
"建立功能表或使用者介面,可用 [Button] 節點代替。為了使按鈕節點對觸摸事件作出反"
"應,可在專案設定中啟用類比滑鼠選項。\n"
"可將 TouchScreenButton 配置為只在觸摸裝置上可見,有助你同時為桌面和移動裝置開"
"發遊戲。"
msgid "Returns [code]true[/code] if this button is currently pressed."
msgstr "如果這個按鈕目前被按下,則返回 [code]true[/code]。"
msgid "The button's action. Actions can be handled with [InputEventAction]."
msgstr "按鈕的動作。動作可以用 [InputEventAction] 來處理。"
msgid "The button's bitmask."
msgstr "按鈕的位元遮罩。"
msgid ""
"If [code]true[/code], the [signal pressed] and [signal released] signals are "
"emitted whenever a pressed finger goes in and out of the button, even if the "
"pressure started outside the active area of the button.\n"
"[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
msgstr ""
"如果為 [code]true[/code],只要按下的手指進出按鈕,就會發出 [signal pressed] "
"和 [signal released] 訊號,即使壓力開始於按鈕的有效區域之外。\n"
"[b]注意:[/b]這是一種“pass-by”的按壓模式 而不是“bypass”。"
msgid "The button's shape."
msgstr "該按鈕的形狀。"
msgid ""
"If [code]true[/code], the button's shape is centered in the provided texture. "
"If no texture is used, this property has no effect."
msgstr ""
"如果為 [code]true[/code],按鈕的形狀會在提供的紋理中居中。如果沒有使用紋理,這"
"個屬性就沒有效果。"
msgid "If [code]true[/code], the button's shape is visible in the editor."
msgstr "如果為 [code]true[/code],則該按鈕的形狀在編輯器中可見。"
msgid "The button's texture for the normal state."
msgstr "該按鈕在正常狀態下的紋理。"
msgid "The button's texture for the pressed state."
msgstr "按鈕在被按下狀態時的紋理。"
msgid ""
"The button's visibility mode. See [enum VisibilityMode] for possible values."
msgstr "按鈕的可見性模式。可能的取值見 [enum VisibilityMode]。"
msgid "Emitted when the button is pressed (down)."
msgstr "當按鈕被按下時觸發,即向下。"
msgid "Emitted when the button is released (up)."
msgstr "當按鈕被釋放時觸發,即向上。"
msgid "Always visible."
msgstr "始終可見。"
msgid "Visible on touch screens only."
msgstr "僅在觸控式螢幕上可以看到。"
msgid "A 2×3 matrix representing a 2D transformation."
msgstr "代表 2D 變換的 2×3 矩陣。"
msgid ""
"A 2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can "
"represent transformations such as translation, rotation, and scaling. It "
"consists of three [Vector2] values: [member x], [member y], and the [member "
"origin].\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用於 2D 線性變換的 2×3 矩陣2 行 3 列),可以表示平移、旋轉、縮放等變換,由三"
"個 [Vector2] 值組成:[member x]、[member y]、[member origin]。\n"
"更多資訊請閱讀文件文章《矩陣與變換》。"
msgid ""
"Constructs a default-initialized [Transform2D] set to [constant IDENTITY]."
msgstr "建構預設初始化為 [constant IDENTITY] 的 [Transform2D]。"
msgid "Constructs a [Transform2D] as a copy of the given [Transform2D]."
msgstr "建構給定 [Transform2D] 的副本。"
msgid "Constructs the transform from a given angle (in radians) and position."
msgstr "從給定的角度(單位為弧度)和位置建構變換。"
msgid ""
"Constructs the transform from a given angle (in radians), scale, skew (in "
"radians) and position."
msgstr "從給定的角度(單位為弧度)、縮放、偏斜(單位為弧度)和位置建構變換。"
msgid ""
"Constructs the transform from 3 [Vector2] values representing [member x], "
"[member y], and the [member origin] (the three column vectors)."
msgstr ""
"從表示 [member x]、[member y]、[member origin] 的 3 個 [Vector2](三個列向量)"
"建構變換。"
msgid ""
"Returns the determinant of the basis matrix. If the basis is uniformly "
"scaled, then its determinant equals the square of the scale factor.\n"
"A negative determinant means the basis was flipped, so one part of the scale "
"is negative. A zero determinant means the basis isn't invertible, and is "
"usually considered invalid."
msgstr ""
"返回基矩陣的行列式。如果基是均勻縮放的,則它的行列式是縮放係數的平方。\n"
"行列式為負意味著基發生了翻轉,因此縮放中有一個分量是負的。行列式為零意味著基不"
"可逆,通常認為是無效的基。"
msgid "Returns the transform's origin (translation)."
msgstr "返回該變換的原點(平移)。"
msgid "Returns the transform's rotation (in radians)."
msgstr "返回該變換的旋轉(單位為弧度)。"
msgid "Returns the scale."
msgstr "返回縮放。"
msgid "Returns the transform's skew (in radians)."
msgstr "返回該變換的偏斜(單位為弧度)。"
msgid ""
"Returns a transform interpolated between this transform and another by a "
"given [param weight] (on the range of 0.0 to 1.0)."
msgstr ""
"返回將該變換與其他變換使用給定權重 [param weight] 進行插值的結果(權重範圍為 "
"0.0 到 1.0)。"
msgid ""
"Returns [code]true[/code] if the transform's basis is conformal, meaning it "
"preserves angles and distance ratios, and may only be composed of rotation "
"and uniform scale. Returns [code]false[/code] if the transform's basis has "
"non-uniform scale or shear/skew. This can be used to validate if the "
"transform is non-distorted, which is important for physics and other use "
"cases."
msgstr ""
"如果變換的基礎是保形的,則傳回[code]true[/code],這表示它保留角度和距離比率,"
"並且只能由旋轉和均勻比例組成。返回[code] false[/code] 如果變換的基礎具有非均勻"
"縮放或剪切/傾斜。這可用於驗證變換是否不失真,這對於物理和其他用例很重要。"
msgid ""
"Returns [code]true[/code] if this transform is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果該變換是有限的,則返回 [code]true[/code],判斷方法是在每個分量上呼叫 "
"[method @GlobalScope.is_finite]。"
msgid ""
"Returns a copy of the transform rotated such that the rotated X-axis points "
"towards the [param target] position.\n"
"Operations take place in global space."
msgstr ""
"返回一個旋轉後的變換副本,使旋轉後的 X 軸指向 [param target] 位置。\n"
"操作發生在全域空間中。"
msgid ""
"Returns the transform with the basis orthogonal (90 degrees), and normalized "
"axis vectors (scale of 1 or -1)."
msgstr "返回使用正交基90 度)以及正規化的軸向量(縮放為 1 或 -1的變換。"
msgid ""
"Returns a copy of the transform rotated by the given [param angle] (in "
"radians).\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
"the left, i.e., [code]R * X[/code].\n"
"This can be seen as transforming with respect to the global/parent frame."
msgstr ""
"返回該變換的副本,該副本進行了夾角為 [param angle] 的旋轉操作(單位為弧"
"度)。\n"
"這個方法的結果和讓 [code]X[/code] 變換與相應的旋轉變換 [code]R[/code] 從左側相"
"乘一致,即 [code]R * X[/code],但進行了優化。\n"
"可以視作在全域/父級坐標系中的變換。"
msgid ""
"Returns a copy of the transform rotated by the given [param angle] (in "
"radians).\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
"the right, i.e., [code]X * R[/code].\n"
"This can be seen as transforming with respect to the local frame."
msgstr ""
"返回該變換的副本,該副本進行了夾角為 [param angle] 的旋轉操作(單位為弧"
"度)。\n"
"這個方法的結果和讓 [code]X[/code] 變換與相應的旋轉變換 [code]R[/code] 從右側相"
"乘一致,即 [code]X * R[/code],但進行了優化。\n"
"可以視作在局部坐標系中的變換。"
msgid ""
"Returns a copy of the transform scaled by the given [param scale] factor.\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the "
"left, i.e., [code]S * X[/code].\n"
"This can be seen as transforming with respect to the global/parent frame."
msgstr ""
"返回該變換的副本,該副本進行了係數為 [param scale] 的縮放操作。\n"
"這個方法的結果和讓 [code]X[/code] 變換與相應的縮放變換 [code]S[/code] 從左側相"
"乘一致,即 [code]S * X[/code],但進行了優化。\n"
"可以視作在全域/父級坐標系中的變換。"
msgid ""
"Returns a copy of the transform scaled by the given [param scale] factor.\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding scaling transform [code]S[/code] from the "
"right, i.e., [code]X * S[/code].\n"
"This can be seen as transforming with respect to the local frame."
msgstr ""
"返回該變換的副本,該副本進行了係數為 [param scale] 的縮放操作。\n"
"這個方法的結果和讓 [code]X[/code] 變換與相應的縮放變換 [code]S[/code] 從右側相"
"乘一致,即 [code]X * S[/code],但進行了優化。\n"
"可以視作在局部坐標系中的變換。"
msgid ""
"Returns a copy of the transform translated by the given [param offset].\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding translation transform [code]T[/code] from "
"the left, i.e., [code]T * X[/code].\n"
"This can be seen as transforming with respect to the global/parent frame."
msgstr ""
"返回該變換的副本,該副本進行了偏移量為 [param offset] 的平移操作。\n"
"這個方法的結果和讓 [code]X[/code] 變換與相應的平移變換 [code]T[/code] 從左側相"
"乘一致,即 [code]T * X[/code],但進行了優化。\n"
"可以視作在全域/父級坐標系中的變換。"
msgid ""
"Returns a copy of the transform translated by the given [param offset].\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding translation transform [code]T[/code] from "
"the right, i.e., [code]X * T[/code].\n"
"This can be seen as transforming with respect to the local frame."
msgstr ""
"返回該變換的副本,該副本進行了偏移量為 [param offset] 的平移操作。\n"
"這個方法的結果和讓 [code]X[/code] 變換與相應的平移變換 [code]T[/code] 從右側相"
"乘一致,即 [code]X * T[/code],但進行了優化。\n"
"可以視作在局部坐標系中的變換。"
msgid ""
"The origin vector (column 2, the third column). Equivalent to array index "
"[code]2[/code]. The origin vector represents translation."
msgstr ""
"原點向量2 號列,即第 3 列)。相當於使用 [code]2[/code] 進行陣列索引。原點向"
"量代表平移。"
msgid ""
"The identity [Transform2D] with no translation, rotation or scaling applied. "
"When applied to other data structures, [constant IDENTITY] performs no "
"transformation."
msgstr ""
"沒有套用平移、旋轉、縮放的恒等 [Transform2D]。當套用於其他資料結構時,"
"[constant IDENTITY] 不執行變換。"
msgid "The [Transform2D] that will flip something along the X axis."
msgstr "將沿 X 軸翻轉的 [Transform2D]。"
msgid "The [Transform2D] that will flip something along the Y axis."
msgstr "將沿 Y 軸翻轉的 [Transform2D]。"
msgid ""
"Returns [code]true[/code] if the transforms are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果變換不相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Transforms (multiplies) each element of the [Vector2] array by the given "
"[Transform2D] matrix."
msgstr ""
"使用給定的 [Transform2D] 矩陣將該 [Vector2] 陣列中的每個元素進行變換(相乘)。"
msgid "Transforms (multiplies) the [Rect2] by the given [Transform2D] matrix."
msgstr "使用給定的 [Transform2D] 矩陣將該 [Rect2] 進行變換(相乘)。"
msgid ""
"Composes these two transformation matrices by multiplying them together. This "
"has the effect of transforming the second transform (the child) by the first "
"transform (the parent)."
msgstr ""
"通過將這兩個變換矩陣相乘來組合它們。這具有通過第一個變換(父項)來變換第二個變"
"換(子項)的效果。"
msgid "Transforms (multiplies) the [Vector2] by the given [Transform2D] matrix."
msgstr "使用給定的 [Transform2D] 矩陣將該 [Vector2] 進行變換(相乘)。"
msgid ""
"Returns [code]true[/code] if the transforms are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable."
msgstr ""
"如果變換完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。"
msgid ""
"Access transform components using their index. [code]t[0][/code] is "
"equivalent to [code]t.x[/code], [code]t[1][/code] is equivalent to [code]t.y[/"
"code], and [code]t[2][/code] is equivalent to [code]t.origin[/code]."
msgstr ""
"使用其索引存取變換的分量。[code]t[0][/code] 相當於 [code]t.x[/code]"
"[code]t[1][/code] 相當於 [code]t.y[/code][code]t[2][/code] 相當於 [code]t."
"origin[/code]。"
msgid "A 3×4 matrix representing a 3D transformation."
msgstr "代表 3D 變換的 3×4 矩陣。"
msgid ""
"A 3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can "
"represent transformations such as translation, rotation, and scaling. It "
"consists of a [member basis] (first 3 columns) and a [Vector3] for the "
"[member origin] (last column).\n"
"For more information, read the \"Matrices and transforms\" documentation "
"article."
msgstr ""
"用於 3D 線性變換的 3×4 矩陣3 行 4 列),可以表示平移、旋轉、縮放等變換,由 "
"[member basis](前三列)和 [member origin] 的 [Vector3](最後一列)組成。\n"
"更多資訊請閱讀文件文章《矩陣與變換》。"
msgid ""
"Constructs a default-initialized [Transform3D] set to [constant IDENTITY]."
msgstr "建構預設初始化為 [constant IDENTITY] 的 [Transform3D]。"
msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]."
msgstr "建構給定 [Transform3D] 的副本。"
msgid "Constructs a Transform3D from a [Basis] and [Vector3]."
msgstr "從 [Basis] 和 [Vector3] 建構 Transform3D。"
msgid ""
"Constructs a Transform3D from a [Projection] by trimming the last row of the "
"projection matrix ([code]from.x.w[/code], [code]from.y.w[/code], [code]from.z."
"w[/code], and [code]from.w.w[/code] are not copied over)."
msgstr ""
"通過修剪投影矩陣的最後一行,從 [Projection] 中建構 Transform3D不會複製 "
"[code]from.x.w[/code]、[code]from.y.w[/code]、[code]from.z.w[/code]、"
"[code]from.w.w[/code])。"
msgid ""
"Constructs a Transform3D from four [Vector3] values (matrix columns). Each "
"axis corresponds to local basis vectors (some of which may be scaled)."
msgstr ""
"從四個 [Vector3] 值(矩陣列)建構 Transform3D。每個軸對應於局部基向量其中一"
"些可能已被縮放)。"
msgid ""
"Returns a copy of the transform rotated such that the forward axis (-Z) "
"points towards the [param target] position.\n"
"The up axis (+Y) points as close to the [param up] vector as possible while "
"staying perpendicular to the forward axis. The resulting transform is "
"orthonormalized. The existing rotation, scale, and skew information from the "
"original transform is discarded. The [param target] and [param up] vectors "
"cannot be zero, cannot be parallel to each other, and are defined in global/"
"parent space.\n"
"If [param use_model_front] is [code]true[/code], the +Z axis (asset front) is "
"treated as forward (implies +X is left) and points toward the [param target] "
"position. By default, the -Z axis (camera forward) is treated as forward "
"(implies +X is right)."
msgstr ""
"返回該變換經過旋轉後的副本,此時向前的軸(-Z指向 [param target] 的位置。\n"
"向上的軸(+Y在保持與向前的軸垂直的前提下盡可能接近 [param up] 向量。最終的"
"變換是標準正交變換。變換中原有的旋轉、縮放、偏斜資訊會被丟棄。[param target] "
"和 [param up] 向量不能為零,不能互相平行,使用全域/父級空間。\n"
"如果 [param use_model_front] 為 [code]true[/code],則會將 +Z 軸(素材正面)作"
"為向前的軸(此時 +X 為左),指向 [param target] 的位置。預設情況下會將 -Z 軸"
"(相機前方)作為向前的軸(此時 +X 為右)。"
msgid ""
"Returns a copy of the transform rotated around the given [param axis] by the "
"given [param angle] (in radians).\n"
"The [param axis] must be a normalized vector.\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
"the left, i.e., [code]R * X[/code].\n"
"This can be seen as transforming with respect to the global/parent frame."
msgstr ""
"返回該變換的副本,該副本圍繞給定的 [param axis] 軸進行了夾角為 [param angle] "
"的旋轉操作(單位為弧度)。\n"
"[param axis] 必須為正規化的向量。\n"
"這個方法的結果和讓 [code]X[/code] 變換與相應的旋轉變換 [code]R[/code] 從左側相"
"乘一致,即 [code]R * X[/code],但進行了優化。\n"
"可以視作在全域/父級坐標系中的變換。"
msgid ""
"Returns a copy of the transform rotated around the given [param axis] by the "
"given [param angle] (in radians).\n"
"The [param axis] must be a normalized vector.\n"
"This method is an optimized version of multiplying the given transform "
"[code]X[/code] with a corresponding rotation transform [code]R[/code] from "
"the right, i.e., [code]X * R[/code].\n"
"This can be seen as transforming with respect to the local frame."
msgstr ""
"返回該變換的副本,該副本圍繞給定的 [param axis] 軸進行了夾角為 [param angle] "
"的旋轉操作(單位為弧度)。\n"
"[param axis] 必須為正規化的向量。\n"
"這個方法的結果和讓 [code]X[/code] 變換與相應的旋轉變換 [code]R[/code] 從右側相"
"乘一致,即 [code]R * X[/code],但進行了優化。\n"
"可以視作在局部坐標系中的變換。"
msgid ""
"The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, "
"and Z axis. These vectors can be interpreted as the basis vectors of local "
"coordinate system traveling with the object."
msgstr ""
"基是一個矩陣,包含 3 個 [Vector3] 作為其列X 軸、Y 軸、Z 軸。這些向量可以被解"
"釋為隨物體移動的局部坐標系的基向量。"
msgid ""
"The translation offset of the transform (column 3, the fourth column). "
"Equivalent to array index [code]3[/code]."
msgstr "變換的平移偏移量,即第 3、4 列。相當於陣列索引 [code]3[/code]。"
msgid ""
"[Transform3D] with no translation, rotation or scaling applied. When applied "
"to other data structures, [constant IDENTITY] performs no transformation."
msgstr ""
"沒有套用平移、旋轉、縮放的 [Transform3D]。當套用於其他資料結構時,[constant "
"IDENTITY] 不執行變換。"
msgid "[Transform3D] with mirroring applied perpendicular to the YZ plane."
msgstr "套用了垂直於 YZ 平面鏡像操作的 [Transform3D]。"
msgid "[Transform3D] with mirroring applied perpendicular to the XZ plane."
msgstr "套用了垂直於 XZ 平面鏡像操作的 [Transform3D]。"
msgid "[Transform3D] with mirroring applied perpendicular to the XY plane."
msgstr "套用了垂直於 XY 平面鏡像操作的 [Transform3D]。"
msgid "Transforms (multiplies) the [AABB] by the given [Transform3D] matrix."
msgstr "使用給定的 [Transform3D] 矩陣對 [AABB] 進行變換(相乘)。"
msgid ""
"Transforms (multiplies) each element of the [Vector3] array by the given "
"[Transform3D] matrix."
msgstr ""
"使用給定的 [Transform3D] 矩陣對 [Vector3] 陣列中的每個元素進行變換(相乘)。"
msgid ""
"Transforms (multiplies) the [Plane] by the given [Transform3D] transformation "
"matrix."
msgstr "使用給定的 [Transform3D] 矩陣對 [Plane] 進行變換(相乘)。"
msgid "Transforms (multiplies) the [Vector3] by the given [Transform3D] matrix."
msgstr "使用給定的 [Transform3D] 矩陣對 [Vector3] 進行變換(相乘)。"
msgid ""
"A language translation that maps a collection of strings to their individual "
"translations."
msgstr "語言翻譯,能夠將一組字串對應到對應的翻譯。"
msgid ""
"[Translation]s are resources that can be loaded and unloaded on demand. They "
"map a collection of strings to their individual translations, and they also "
"provide convenience methods for pluralization."
msgstr ""
"[Translation] 是可以按需載入和解除安裝的資源,能夠將一組字串對應到對應的翻譯。"
"還為複數形式提供了便捷方法。"
msgid "Internationalizing games"
msgstr "將遊戲國際化"
msgid "Locales"
msgstr "區域設定"
msgid "Virtual method to override [method get_message]."
msgstr "覆蓋 [method get_message] 的虛方法。"
msgid "Virtual method to override [method get_plural_message]."
msgstr "覆蓋 [method get_plural_message] 的虛方法。"
msgid ""
"Adds a message if nonexistent, followed by its translation.\n"
"An additional context could be used to specify the translation context or "
"differentiate polysemic words."
msgstr ""
"如果不存在,則新增一條消息,後跟其翻譯。\n"
"可以使用一個額外的本文,來指定翻譯本文或區分多義詞。"
msgid ""
"Adds a message involving plural translation if nonexistent, followed by its "
"translation.\n"
"An additional context could be used to specify the translation context or "
"differentiate polysemic words."
msgstr ""
"如果不存在,則新增一條涉及複數翻譯的消息,後跟其翻譯。\n"
"可以使用一個額外的本文,來指定翻譯本文或區分多義詞。"
msgid "Erases a message."
msgstr "刪除資訊。"
msgid "Returns a message's translation."
msgstr "返回資訊的翻譯。"
msgid "Returns the number of existing messages."
msgstr "返回現有資訊的數量。"
msgid "Returns all the messages (keys)."
msgstr "返回所有的資訊(鍵值)。"
msgid ""
"Returns a message's translation involving plurals.\n"
"The number [param n] is the number or quantity of the plural object. It will "
"be used to guide the translation system to fetch the correct plural form for "
"the selected language."
msgstr ""
"返回一條消息涉及複數的翻譯。\n"
"數位 [param n] 是複數物件的數目或數量。它將被用於指導翻譯系統為所選語言獲取正"
"確的複數形式。"
msgid "Returns all the messages (translated text)."
msgstr "返回所有資訊(翻譯後的文字)。"
msgid "The locale of the translation."
msgstr "翻譯的區域設定。"
msgid "The server responsible for language translations."
msgstr "負責語言翻譯的伺服器。"
msgid ""
"The server that manages all language translations. Translations can be added "
"to or removed from it."
msgstr "管理所有語言翻譯的伺服器。可以向其中新增翻譯,也可以從中移除翻譯。"
msgid "Adds a [Translation] resource."
msgstr "新增一個 [Translation] 資源。"
msgid "Clears the server from all translations."
msgstr "清除伺服器中的所有翻譯。"
msgid ""
"Compares two locales and returns a similarity score between [code]0[/code] "
"(no match) and [code]10[/code] (full match)."
msgstr ""
"比較兩個區域設定,返回 [code]0[/code](不配對)和 [code]10[/code](完全配對)"
"之間的相似度得分。"
msgid "Returns an array of known country codes."
msgstr "返回已知地區程式碼的陣列。"
msgid "Returns array of known language codes."
msgstr "返回已知語言程式碼的陣列。"
msgid "Returns an array of known script codes."
msgstr "返回已知文字程式碼的陣列。"
msgid "Returns a readable country name for the [param country] code."
msgstr "返回地區程式碼 [param country] 的可讀地區名稱。"
msgid "Returns a readable language name for the [param language] code."
msgstr "返回語言程式碼 [param language] 的可讀語言名稱。"
msgid "Returns an array of all loaded locales of the project."
msgstr "返回專案中所有已載入的區域設定的陣列。"
msgid ""
"Returns the current locale of the project.\n"
"See also [method OS.get_locale] and [method OS.get_locale_language] to query "
"the locale of the user system."
msgstr ""
"返回專案的目前區域設定。\n"
"查詢使用者系統的區域設定請參閱 [method OS.get_locale] 和 [method OS."
"get_locale_language]。"
msgid ""
"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
"would return [code]\"English (United States)\"[/code])."
msgstr ""
"返回區域設定的語言及其變體。例如,[code]\"en_US\"[/code] 將返回 "
"[code]\"English (United States)\"[/code]。"
msgid "Returns a readable script name for the [param script] code."
msgstr "返回文字程式碼 [param script] 的可讀文字名稱。"
msgid ""
"Returns the current locale of the editor.\n"
"[b]Note:[/b] When called from an exported project returns the same value as "
"[method get_locale]."
msgstr ""
"返回編輯器的目前區域設定。\n"
"[b]注意:[/b]從匯出後的專案中呼叫時,返回值與 [method get_locale] 相同。"
msgid ""
"Returns the [Translation] instance based on the [param locale] passed in.\n"
"It will return [code]null[/code] if there is no [Translation] instance that "
"matches the [param locale]."
msgstr ""
"根據傳入的 [param locale] 返回 [Translation] 實例。\n"
"如果沒有與 [param locale] 配對的 [Translation] 實例,則返回 [code]null[/"
"code]。"
msgid ""
"Returns the pseudolocalized string based on the [param message] passed in."
msgstr "根據傳入的 [param message] 返回偽當地語系化字串。"
msgid "Reparses the pseudolocalization options and reloads the translation."
msgstr "重新解析偽當地語系化選項,並重新載入翻譯。"
msgid "Removes the given translation from the server."
msgstr "從伺服器中刪除給定的翻譯。"
msgid ""
"Sets the locale of the project. The [param locale] string will be "
"standardized to match known locales (e.g. [code]en-US[/code] would be matched "
"to [code]en_US[/code]).\n"
"If translations have been loaded beforehand for the new locale, they will be "
"applied."
msgstr ""
"設定專案的區域設定。[param locale] 字串將被標準化,以配對已知的區域設定(例如 "
"[code]en-US[/code] 將與 [code]en_US[/code] 配對)。\n"
"如果已經為新區域設定預先載入了翻譯,則它們將被套用。"
msgid ""
"Returns a [param locale] string standardized to match known locales (e.g. "
"[code]en-US[/code] would be matched to [code]en_US[/code])."
msgstr ""
"返回標準化的 [param locale] 字串,以配對已知的區域設定(例如 [code]en-US[/"
"code] 將與 [code]en_US[/code] 配對)。"
msgid ""
"Returns the current locale's translation for the given message (key) and "
"context."
msgstr "返回給定消息(鍵)和本文的翻譯,使用目前區域設定。"
msgid ""
"Returns the current locale's translation for the given message (key), plural "
"message and context.\n"
"The number [param n] is the number or quantity of the plural object. It will "
"be used to guide the translation system to fetch the correct plural form for "
"the selected language."
msgstr ""
"返回給定消息(鍵)、複數消息和本文的翻譯,使用目前區域設定。\n"
"數位 [param n] 是複數物件的數量。翻譯系統會根據這個數位來針對所選語言獲取正確"
"的複數形式。"
msgid ""
"If [code]true[/code], enables the use of pseudolocalization. See [member "
"ProjectSettings.internationalization/pseudolocalization/"
"use_pseudolocalization] for details."
msgstr ""
"如果為 [code]true[/code],則啟用偽當地語系化。有關詳細資訊,請參閱 [member "
"ProjectSettings.internationalization/pseudolocalization/"
"use_pseudolocalization]。"
msgid ""
"A control used to show a set of internal [TreeItem]s in a hierarchical "
"structure."
msgstr "用於以層級結構顯示一組內部 [TreeItem] 的控制項。"
msgid ""
"A control used to show a set of internal [TreeItem]s in a hierarchical "
"structure. The tree items can be selected, expanded and collapsed. The tree "
"can have multiple columns with custom controls like [LineEdit]s, buttons and "
"popups. It can be useful for structured displays and interactions.\n"
"Trees are built via code, using [TreeItem] objects to create the structure. "
"They have a single root, but multiple roots can be simulated with [member "
"hide_root]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
" var root = tree.create_item()\n"
" tree.hide_root = true\n"
" var child1 = tree.create_item(root)\n"
" var child2 = tree.create_item(root)\n"
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var tree = new Tree();\n"
" TreeItem root = tree.CreateItem();\n"
" tree.HideRoot = true;\n"
" TreeItem child1 = tree.CreateItem(root);\n"
" TreeItem child2 = tree.CreateItem(root);\n"
" TreeItem subchild1 = tree.CreateItem(child1);\n"
" subchild1.SetText(0, \"Subchild1\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
"TreeItem.get_next] and [method TreeItem.get_first_child] after getting the "
"root through [method get_root]. You can use [method Object.free] on a "
"[TreeItem] to remove it from the [Tree].\n"
"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
"searching within the list while the control is focused. Press a key that "
"matches the first letter of an item's name to select the first item starting "
"with the given letter. After that point, there are two ways to perform "
"incremental search: 1) Press the same key again before the timeout duration "
"to select the next item starting with the same letter. 2) Press letter keys "
"that match the rest of the word before the timeout duration to match to "
"select the item in question directly. Both of these actions will be reset to "
"the beginning of the list if the timeout duration has passed since the last "
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
"用於以層級結構顯示一組內部 [TreeItem] 的控制項。樹專案可以選擇、展開、折疊。該"
"樹可以有多列的自訂控制項,如 [LineEdit]、按鈕和快顯視窗。對於結構化顯示和互動"
"很有用。\n"
"樹通過程式碼建立,使用 [TreeItem] 物件來建構結構。根專案只有一個,但可以使用 "
"[member hide_root] 來模擬多個根專案。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
" var root = tree.create_item()\n"
" tree.hide_root = true\n"
" var child1 = tree.create_item(root)\n"
" var child2 = tree.create_item(root)\n"
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" var tree = new Tree();\n"
" TreeItem root = tree.CreateItem();\n"
" tree.HideRoot = true;\n"
" TreeItem child1 = tree.CreateItem(root);\n"
" TreeItem child2 = tree.CreateItem(root);\n"
" TreeItem subchild1 = tree.CreateItem(child1);\n"
" subchild1.SetText(0, \"Subchild1\");\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"要走訪 [Tree] 物件中的所有 [TreeItem] 物件,請在通過 [method get_root] 獲得根"
"專案之後,使用 [method TreeItem.get_next] 和 [method TreeItem.get_children] 方"
"法。你可以對 [TreeItem] 使用 [method Object.free] 來把它從 [Tree] 中移除。\n"
"[b]差異量搜索:[/b]與 [ItemList] 和 [PopupMenu] 類似,[Tree] 也支援在聚焦控制"
"項時在列表中進行搜索。按下與某個條目名稱首字母一致的按鍵,就會選中以該字母開頭"
"的第一個條目。在此之後進行差異量搜索的辦法有兩種1在超時前再次按下同一個"
"按鍵選中以該字母開頭的下一個條目。2在超時前按下剩餘字母對應的按鍵直接配"
"對並選中所需的條目。這兩個動作都會在最後一次按鍵超時後重設回列表頂端。你可以通"
"過 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] 修"
"改超時時長。"
msgid "Clears the tree. This removes all items."
msgstr "清除樹。這將刪除所有專案。"
msgid ""
"Creates an item in the tree and adds it as a child of [param parent], which "
"can be either a valid [TreeItem] or [code]null[/code].\n"
"If [param parent] is [code]null[/code], the root item will be the parent, or "
"the new item will be the root itself if the tree is empty.\n"
"The new item will be the [param index]-th child of parent, or it will be the "
"last child if there are not enough siblings."
msgstr ""
"在樹中建立一個項,並將其新增為父項 [param parent] 的子項,該父項可以是一個有效"
"的 [TreeItem] 或 [code]null[/code]。\n"
"如果 [param parent] 為 [code]null[/code],則根項將是父項;或者如果該樹為空,則"
"該新項將是根本身。\n"
"新項將是父項的第 [param index] 個子項,如果沒有足夠的同級項,它將是最後一個子"
"項。"
msgid ""
"Deselects all tree items (rows and columns). In [constant SELECT_MULTI] mode "
"also removes selection cursor."
msgstr ""
"取消選中樹中的所有專案(行和列)。在 [constant SELECT_MULTI] 模式中還會移除選"
"擇游標。"
msgid ""
"Edits the selected tree item as if it was clicked.\n"
"Either the item must be set editable with [method TreeItem.set_editable] or "
"[param force_edit] must be [code]true[/code].\n"
"Returns [code]true[/code] if the item could be edited. Fails if no item is "
"selected."
msgstr ""
"編輯選中的樹項,就像它被點擊一樣。\n"
"該項必須通過 [method TreeItem.set_editable] 設定為可編輯,否則 [param "
"force_edit] 必須為 [code]true[/code]。\n"
"如果該項可被編輯,則返回 [code]true[/code]。如果沒有選中任何項則失敗。"
msgid ""
"Makes the currently focused cell visible.\n"
"This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
"will not do horizontal scrolling, as all the cells in the selected row is "
"focused logically.\n"
"[b]Note:[/b] Despite the name of this method, the focus cursor itself is only "
"visible in [constant SELECT_MULTI] mode."
msgstr ""
"使目前獲得焦點的單元可見。\n"
"如果有必要,將滾動樹。在 [constant SELECT_ROW] 模式下,不會做水平滾動,因為所"
"選行中的所有單元都按邏輯獲得焦點。\n"
"[b]注意:[/b]儘管這個方法的名稱是這樣的,但焦點游標本身只在 [constant "
"SELECT_MULTI] 模式下可見。"
msgid "Returns the button ID at [param position], or -1 if no button is there."
msgstr "返回位於 [param position] 的按鈕 ID如果沒有按鈕則返回 -1。"
msgid "Returns the column index at [param position], or -1 if no item is there."
msgstr "返回位於 [param position] 的列索引,如果沒有專案則返回 -1。"
msgid "Returns the expand ratio assigned to the column."
msgstr "返回分配給該列的擴充比例。"
msgid "Returns the column's title."
msgstr "返回該列的標題。"
msgid "Returns the column title alignment."
msgstr "返回該列的標題對齊方式。"
msgid "Returns column title base writing direction."
msgstr "返回列標題的基礎書寫方向。"
msgid "Returns column title language code."
msgstr "返回列標題的語言程式碼。"
msgid "Returns the column's width in pixels."
msgstr "返回列的寬度,單位是圖元。"
msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
"返回自訂快顯視窗的矩形。説明建立顯示彈出式的自訂儲存格控制項。見 [method "
"TreeItem.set_cell_mode]。"
msgid ""
"Returns the drop section at [param position], or -100 if no item is there.\n"
"Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
"\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
"description of each drop section.\n"
"To get the item which the returned drop section is relative to, use [method "
"get_item_at_position]."
msgstr ""
"返回位於 [param position] 的放置部分,如果沒有專案,則返回 -100。\n"
"在“專案上方”“專案之上”和“專案下方”的放置部分將分別返回 -1、0 或 1 的值。請參"
"閱 [enum DropModeFlags] 以瞭解每個放置部分的描述。\n"
"要獲得返回的放置部分相對項,請使用 [method get_item_at_position]。"
msgid ""
"Returns the currently edited item. Can be used with [signal item_edited] to "
"get the item that was modified.\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" $Tree.item_edited.connect(on_Tree_item_edited)\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" GetNode<Tree>(\"Tree\").ItemEdited += OnTreeItemEdited;\n"
"}\n"
"\n"
"public void OnTreeItemEdited()\n"
"{\n"
" GD.Print(GetNode<Tree>(\"Tree\").GetEdited()); // This item just got "
"edited (e.g. checked).\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"返回目前編輯的項。可以與 [signal item_edited] 一起使用以獲取被修改的項。\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" $Tree.item_edited.connect(on_Tree_item_edited)\n"
"\n"
"func on_Tree_item_edited():\n"
" print($Tree.get_edited()) # 該項剛剛被編輯(例如被勾選)。\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" GetNode<Tree>(\"Tree\").ItemEdited += OnTreeItemEdited;\n"
"}\n"
"\n"
"public void OnTreeItemEdited()\n"
"{\n"
" GD.Print(GetNode<Tree>(\"Tree\").GetEdited()); // 該項剛剛被編輯(例如被勾"
"選)。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Returns the column for the currently edited item."
msgstr "返回目前編輯項的列。"
msgid ""
"Returns the rectangle area for the specified [TreeItem]. If [param column] is "
"specified, only get the position and size of that column, otherwise get the "
"rectangle containing all columns. If a button index is specified, the "
"rectangle of that button will be returned."
msgstr ""
"返回指定 [TreeItem] 的矩形區域。如果指定了[param column],則只獲取該列的位置和"
"大小,否則獲取包含所有列的矩形。如果指定了按鈕索引,則將返回該按鈕的矩形。"
msgid ""
"Returns the tree item at the specified position (relative to the tree origin "
"position)."
msgstr "返回指定位置,即相對於樹的原點位置的樹中項。"
msgid ""
"Returns the next selected [TreeItem] after the given one, or [code]null[/"
"code] if the end is reached.\n"
"If [param from] is [code]null[/code], this returns the first selected item."
msgstr ""
"返回給定的 [TreeItem] 之後的下一個選中項,如果到達末尾,則返回 [code]null[/"
"code]。\n"
"如果 [param from] 為 [code]null[/code],則將返回第一個被選中的項。"
msgid "Returns the last pressed button's index."
msgstr "返回最後按下的按鈕的索引。"
msgid "Returns the tree's root item, or [code]null[/code] if the tree is empty."
msgstr "返回樹的根項,如果樹是空的,則返回 [code]null[/code]。"
msgid "Returns the current scrolling position."
msgstr "返回目前的滾動位置。"
msgid ""
"Returns the currently focused item, or [code]null[/code] if no item is "
"focused.\n"
"In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused item "
"is same as the selected item. In [constant SELECT_MULTI] mode, the focused "
"item is the item under the focus cursor, not necessarily selected.\n"
"To get the currently selected item(s), use [method get_next_selected]."
msgstr ""
"返回目前的焦點項,如果沒有焦點項,則返回 [code]null[/code]。\n"
"在 [constant SELECT_ROW] 和 [constant SELECT_SINGLE] 模式下,焦點項與選擇項相"
"同。在 [constant SELECT_MULTI] 模式下,焦點項是焦點游標下的專案,不一定被選"
"中。\n"
"要獲得目前選中項,請使用 [method get_next_selected]。"
msgid ""
"Returns the currently focused column, or -1 if no column is focused.\n"
"In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
"In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
"selected. In [constant SELECT_MULTI] mode, the focused column is the column "
"under the focus cursor, and there are not necessarily any column selected.\n"
"To tell whether a column of an item is selected, use [method TreeItem."
"is_selected]."
msgstr ""
"返回目前獲得焦點的列,如果沒有焦點列,則返回 -1。\n"
"在 [constant SELECT_SINGLE] 模式下,焦點列是被選中的列。在 [constant "
"SELECT_ROW] 模式下,如果有任意項被選中,焦點列總是 0。在 [constant "
"SELECT_MULTI] 模式下,焦點列是焦點游標下的列,但不一定有列被選中。\n"
"要判斷一個項的某一列是否被選中,請使用 [method TreeItem.is_selected]。"
msgid ""
"Returns [code]true[/code] if the column has enabled clipping (see [method "
"set_column_clip_content])."
msgstr ""
"如果該列啟用了裁剪,則返回 [code]true[/code](見 [method "
"set_column_clip_content])。"
msgid ""
"Returns [code]true[/code] if the column has enabled expanding (see [method "
"set_column_expand])."
msgstr ""
"如果該列啟用了擴充,則返回 [code]true[/code](見 [method "
"set_column_expand])。"
msgid "Causes the [Tree] to jump to the specified [TreeItem]."
msgstr "使 [Tree] 跳轉到指定的 [TreeItem]。"
msgid ""
"Allows to enable clipping for column's content, making the content size "
"ignored."
msgstr "允許對列的內容進行裁剪,會忽略內容大小。"
msgid ""
"Overrides the calculated minimum width of a column. It can be set to [code]0[/"
"code] to restore the default behavior. Columns that have the \"Expand\" flag "
"will use their \"min_width\" in a similar fashion to [member Control."
"size_flags_stretch_ratio]."
msgstr ""
"覆蓋某一列的計算的最小寬度。它可以被設定為 [code]0[/code] 以恢復預設行為。具"
"有“擴充”旗標的列將以與 [member Control.size_flags_stretch_ratio] 類似的方式使"
"用它們的最小寬度“min_width”。"
msgid ""
"If [code]true[/code], the column will have the \"Expand\" flag of [Control]. "
"Columns that have the \"Expand\" flag will use their expand ratio in a "
"similar fashion to [member Control.size_flags_stretch_ratio] (see [method "
"set_column_expand_ratio])."
msgstr ""
"如果為 [code]true[/code],該列將具有 [Control] 的“Expand”旗標。具有“Expand”標"
"志的列將以與 [member Control.size_flags_stretch_ratio] 類似的方式,使用它們的"
"擴充比率(參見 [method set_column_expand_ratio])。"
msgid ""
"Sets the relative expand ratio for a column. See [method set_column_expand]."
msgstr "設定列的相對擴充比。見 [method set_column_expand]。"
msgid "Sets the title of a column."
msgstr "設定某一列的標題。"
msgid ""
"Sets the column title alignment. Note that [constant @GlobalScope."
"HORIZONTAL_ALIGNMENT_FILL] is not supported for column titles."
msgstr ""
"設定列標題的對齊方式。注意,列標題不支援 [constant @GlobalScope."
"HORIZONTAL_ALIGNMENT_FILL]。"
msgid "Sets column title base writing direction."
msgstr "設定列標題的基礎書寫方向。"
msgid ""
"Sets language code of column title used for line-breaking and text shaping "
"algorithms, if left empty current locale is used instead."
msgstr ""
"設定列標題的語言程式碼,用於斷行和文字塑形演算法,如果留空則使用目前區域設定。"
msgid "Selects the specified [TreeItem] and column."
msgstr "選中指定的 [TreeItem] 和列。"
msgid "If [code]true[/code], the currently selected cell may be selected again."
msgstr "如果為 [code]true[/code],可以再次選擇目前選定的單元。"
msgid "If [code]true[/code], a right mouse button click can select items."
msgstr "如果為 [code]true[/code],滑鼠右鍵點擊可以選擇專案。"
msgid ""
"If [code]true[/code], allows navigating the [Tree] with letter keys through "
"incremental search."
msgstr ""
"如果為 [code]true[/code],允許在 [Tree] 中以差異量搜索的形式使用字母鍵導覽。"
msgid "If [code]true[/code], column titles are visible."
msgstr "如果為 [code]true[/code],列標題可見。"
msgid "The number of columns."
msgstr "列數。"
msgid ""
"The drop mode as an OR combination of flags. See [enum DropModeFlags] "
"constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. "
"Setting this during [method Control._can_drop_data] is recommended.\n"
"This controls the drop sections, i.e. the decision and drawing of possible "
"drop locations based on the mouse position."
msgstr ""
"放置模式是旗標的按位元或OR組合。見 [enum DropModeFlags] 常數。放置完成後會"
"恢復為 [constant DROP_MODE_DISABLED]。建議在 [method Control._can_drop_data] "
"期間設定。\n"
"控制的是放置區,即根據滑鼠的位置決定並繪製可能的放置位置。"
msgid ""
"If [code]true[/code], recursive folding is enabled for this [Tree]. Holding "
"down Shift while clicking the fold arrow collapses or uncollapses the "
"[TreeItem] and all its descendants."
msgstr ""
"如果為 [code]true[/code],則該 [Tree] 啟用了遞迴折疊。按住 Shift 鍵點擊折疊箭"
"頭會折疊或展開該 [TreeItem] 及所有子項。"
msgid "If [code]true[/code], the folding arrow is hidden."
msgstr "如果為 [code]true[/code],隱藏折疊箭頭。"
msgid "If [code]true[/code], the tree's root is hidden."
msgstr "如果為 [code]true[/code],則隱藏樹的根節點。"
msgid "If [code]true[/code], enables horizontal scrolling."
msgstr "如果為 [code]true[/code],啟用水平滾動。"
msgid "If [code]true[/code], enables vertical scrolling."
msgstr "如果為 [code]true[/code],則啟用垂直捲動。"
msgid ""
"Allows single or multiple selection. See the [enum SelectMode] constants."
msgstr "允許單選或多選。見 [enum SelectMode] 常數。"
msgid ""
"Emitted when a button on the tree was pressed (see [method TreeItem."
"add_button])."
msgstr "按下樹中的某個按鈕時發出(見 [method TreeItem.add_button])。"
msgid "Emitted when a cell is selected."
msgstr "選中某個儲存格時發出。"
msgid ""
"Emitted when [method TreeItem.propagate_check] is called. Connect to this "
"signal to process the items that are affected when [method TreeItem."
"propagate_check] is invoked. The order that the items affected will be "
"processed is as follows: the item that invoked the method, children of that "
"item, and finally parents of that item."
msgstr ""
"呼叫 [method TreeItem.propagate_check] 時發出。連接到該訊號可以處理在 [method "
"TreeItem.propagate_check] 被呼叫時受影響的項。受影響項的處理順序如下:呼叫該方"
"法的項,該項的子項,最後是該項的父項。"
msgid ""
"Emitted when a column's title is clicked with either [constant "
"MOUSE_BUTTON_LEFT] or [constant MOUSE_BUTTON_RIGHT]."
msgstr ""
"使用 [constant MOUSE_BUTTON_LEFT] 使用 [constant MOUSE_BUTTON_RIGHT] 點擊某一"
"列的標題時發出。"
msgid ""
"Emitted when an item with [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
"with a mouse button."
msgstr "使用滑鼠按鈕點擊某一 [constant TreeItem.CELL_MODE_CUSTOM] 項時發出。"
msgid ""
"Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
"to be edited."
msgstr "點擊某一 [constant TreeItem.CELL_MODE_CUSTOM] 項進行編輯時發出。"
msgid "Emitted when a mouse button is clicked in the empty space of the tree."
msgstr "使用滑鼠按鈕點擊該樹中的空白區域時發出。"
msgid ""
"Emitted when an item is double-clicked, or selected with a [code]ui_accept[/"
"code] input event (e.g. using [kbd]Enter[/kbd] or [kbd]Space[/kbd] on the "
"keyboard)."
msgstr ""
"按兩下某一項,或使用 [code]ui_accept[/code] 輸入事件(例如鍵盤的[kbd]確認[/"
"kbd]或[kbd]空格[/kbd]鍵)選中某一項時發出。"
msgid "Emitted when an item is collapsed by a click on the folding arrow."
msgstr "點擊折疊箭頭折疊某一項時發出。"
msgid "Emitted when an item is edited."
msgstr "編輯某一項時發出。"
msgid ""
"Emitted when an item's icon is double-clicked. For a signal that emits when "
"any part of the item is double-clicked, see [signal item_activated]."
msgstr ""
"按兩下某一項的圖示時發出。按兩下該項的任意區域所發出的訊號見 [signal "
"item_activated]。"
msgid "Emitted when an item is selected with a mouse button."
msgstr "使用滑鼠按鈕選中某一項時發出。"
msgid "Emitted when an item is selected."
msgstr "選中某一項時發出。"
msgid "Emitted when a left mouse button click does not select any item."
msgstr "滑鼠左鍵未選中任一項時發出。"
msgid ""
"Allows selection of a single cell at a time. From the perspective of items, "
"only a single item is allowed to be selected. And there is only one column "
"selected in the selected item.\n"
"The focus cursor is always hidden in this mode, but it is positioned at the "
"current selection, making the currently selected item the currently focused "
"item."
msgstr ""
"允許一次選擇一個儲存格。從項的角度看,只允許選擇一個項。而且在所選項中只有一列"
"被選中。\n"
"在這種模式下,焦點游標總被隱藏,被定位在目前的選擇處,使目前的選擇項成為目前的"
"焦點項。"
msgid ""
"Allows selection of a single row at a time. From the perspective of items, "
"only a single items is allowed to be selected. And all the columns are "
"selected in the selected item.\n"
"The focus cursor is always hidden in this mode, but it is positioned at the "
"first column of the current selection, making the currently selected item the "
"currently focused item."
msgstr ""
"允許一次選擇單行。從項的角度看,只允許選擇單個項。而所有的列都被選擇在所選項"
"中。\n"
"在這種模式下,焦點游標總被隱藏,被定位在目前選擇的第一列,使目前選擇項成為當前"
"焦點項。"
msgid ""
"Allows selection of multiple cells at the same time. From the perspective of "
"items, multiple items are allowed to be selected. And there can be multiple "
"columns selected in each selected item.\n"
"The focus cursor is visible in this mode, the item or column under the cursor "
"is not necessarily selected."
msgstr ""
"允許同時選擇多個儲存格。從項的角度看,允許選擇多個項。而且每個被選中的項中可以"
"有多個列被選中。\n"
"在這種模式下,焦點游標可見,游標下的項或列不一定被選中。"
msgid ""
"Disables all drop sections, but still allows to detect the \"on item\" drop "
"section by [method get_drop_section_at_position].\n"
"[b]Note:[/b] This is the default flag, it has no effect when combined with "
"other flags."
msgstr ""
"禁用所有放置部分,但仍然允許通過 [method get_drop_section_at_position] 檢測“專"
"案上”的放置部分。\n"
"[b]注意:[/b]這是預設的旗標,當與其他旗標結合時,它沒有效果。"
msgid ""
"Enables the \"on item\" drop section. This drop section covers the entire "
"item.\n"
"When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
"the height and stays centered vertically."
msgstr ""
"啟用“專案上”的放置部分。這個放置部分覆蓋整個項。\n"
"當與 [constant DROP_MODE_INBETWEEN] 結合使用時,這個放置部分的高度減半,並保持"
"垂直居中。"
msgid ""
"Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
"drop section covers the top half of the item, and the \"below item\" drop "
"section covers the bottom half.\n"
"When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
"the height and stays on top / bottom accordingly."
msgstr ""
"啟用“專案上方”和“專案下方”的放置部分。“專案上方”的放置部分覆蓋專案的上半部"
"分,“專案下方”的放置部分覆蓋下半部分。\n"
"當與 [constant DROP_MODE_ON_ITEM] 結合時,這些放置部分的高度減半,並相應地停留"
"在頂部或底部。"
msgid ""
"The [Color] of the relationship lines between the selected [TreeItem] and its "
"children."
msgstr "被選中的 [TreeItem] 與其子項之間的關係線的 [Color]。"
msgid ""
"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
"當 [constant TreeItem.CELL_MODE_CUSTOM] 模式的儲存格被懸停時的文字 [Color] 顏"
"色。"
msgid ""
"[Color] used to draw possible drop locations. See [enum DropModeFlags] "
"constants for further description of drop locations."
msgstr ""
"用於繪製可能的放置位置的 [Color] 顏色。有關放置位置的描述,參閱 [enum "
"DropModeFlags] 常數。"
msgid "[Color] of the guideline."
msgstr "輔助線的 [Color] 顏色。"
msgid ""
"The [Color] of the relationship lines between the selected [TreeItem] and its "
"parents."
msgstr "被選中的 [TreeItem] 與其父項之間的關係線的 [Color]。"
msgid "The default [Color] of the relationship lines."
msgstr "關係線的預設 [Color]。"
msgid "Default text [Color] of the title button."
msgstr "標題按鈕的預設文字 [Color] 顏色。"
msgid "The horizontal space between each button in a cell."
msgstr "儲存格中按鈕之間的水平間距。"
msgid ""
"The width of the relationship lines between the selected [TreeItem] and its "
"children."
msgstr "被選中的 [TreeItem] 與其子項之間的關係線的寬度。"
msgid ""
"Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
"horizontal line drawn at the bottom of each item."
msgstr ""
"如果不為零就繪製輔助線,行為類似於布林值。輔助線是在每個項的底部畫的一條水平"
"線。"
msgid ""
"Draws the relationship lines if not zero, this acts as a boolean. "
"Relationship lines are drawn at the start of child items to show hierarchy."
msgstr ""
"如果不為零就繪製關係線,行為類似於布林值。關係線在子項的開始處繪製,以顯示層次"
"結構。"
msgid ""
"The horizontal space between item cells. This is also used as the margin at "
"the start of an item when folding is disabled."
msgstr "專案單元之間的水平空間。這也用作禁用折疊時專案開頭的邊距。"
msgid ""
"The maximum allowed width of the icon in item's cells. This limit is applied "
"on top of the default size of the icon, but before the value set with [method "
"TreeItem.set_icon_max_width]. The height is adjusted according to the icon's "
"ratio."
msgstr ""
"專案儲存格所允許的最大圖示寬度。這是在圖示預設大小的基礎上的限制,在 [method "
"TreeItem.set_icon_max_width] 所設定的值之前生效。高度會根據圖示的長寬比調整。"
msgid "The inner bottom margin of an item."
msgstr "專案文字輪廓的色調。"
msgid "The inner left margin of an item."
msgstr "專案文字輪廓的色調。"
msgid "The inner right margin of an item."
msgstr "圓環的內半徑。"
msgid "The inner top margin of an item."
msgstr "設定表格的儲存格內邊距。"
msgid ""
"The horizontal margin at the start of an item. This is used when folding is "
"enabled for the item."
msgstr "專案開頭的水平邊距。在專案啟用折疊功能時使用。"
msgid ""
"The space between the parent relationship lines for the selected [TreeItem] "
"and the relationship lines to its siblings that are not selected."
msgstr ""
"被選中的 [TreeItem] 的父關係線,與其未選中的同級的關係線,兩者之間的空間。"
msgid ""
"The width of the relationship lines between the selected [TreeItem] and its "
"parents."
msgstr "被選中的 [TreeItem] 與其父項之間的關係線的寬度。"
msgid "The default width of the relationship lines."
msgstr "關係線的預設寬度。"
msgid ""
"The maximum distance between the mouse cursor and the control's border to "
"trigger border scrolling when dragging."
msgstr "拖動時,滑鼠指標與控制項邊框之間觸發邊框滾動的最大距離。"
msgid "The speed of border scrolling."
msgstr "邊框滾動的速度。"
msgid "The horizontal separation of tree content and scrollbar."
msgstr "樹中內容與捲軸的水平間距。"
msgid ""
"The bottom margin of the scrollbars. When negative, uses [theme_item panel] "
"bottom margin."
msgstr "捲軸的底部邊距。為負數時會使用 [theme_item panel] 的底部邊距。"
msgid ""
"The left margin of the horizontal scrollbar. When negative, uses [theme_item "
"panel] left margin."
msgstr "水平捲軸的左側邊距。為負數時會使用 [theme_item panel] 的左側邊距。"
msgid ""
"The right margin of the scrollbars. When negative, uses [theme_item panel] "
"right margin."
msgstr "捲軸的右側邊距。為負數時會使用 [theme_item panel] 的右側邊距。"
msgid ""
"The top margin of the vertical scrollbar. When negative, uses [theme_item "
"panel] top margin."
msgstr "垂直捲動條的右側邊距。為負數時會使用 [theme_item panel] 的頂部邊距。"
msgid "The vertical separation of tree content and scrollbar."
msgstr "樹中內容與捲軸的垂直間距。"
msgid ""
"The vertical padding inside each item, i.e. the distance between the item's "
"content and top/bottom border."
msgstr "每個項內的垂直填充,即項內容與上或下邊框之間的距離。"
msgid "[Font] of the title button's text."
msgstr "標題按鈕文字的 [Font] 字形。"
msgid "Font size of the title button's text."
msgstr "標題按鈕文字的 [Font] 字形。"
msgid "The arrow icon used when a foldable item is not collapsed."
msgstr "箭頭圖示,可折疊項未折疊時使用。"
msgid ""
"The arrow icon used when a foldable item is collapsed (for left-to-right "
"layouts)."
msgstr "箭頭圖示,可折疊項已折疊時使用(用於從左至右佈局)。"
msgid ""
"The arrow icon used when a foldable item is collapsed (for right-to-left "
"layouts)."
msgstr "箭頭圖示,可折疊項已折疊時使用(用於從右至左佈局)。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is checked."
msgstr ""
"複選圖示,模式為 [constant TreeItem.CELL_MODE_CHECK] 的儲存格處於勾選狀態時顯"
"示。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is indeterminate."
msgstr ""
"複選圖示,模式為 [constant TreeItem.CELL_MODE_CHECK] 的儲存格處於中間狀態時顯"
"示。"
msgid ""
"The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
"cell."
msgstr "箭頭圖示,模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格顯示。"
msgid ""
"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
"cell is unchecked."
msgstr ""
"複選圖示,模式為 [constant TreeItem.CELL_MODE_CHECK] 的儲存格處於未選狀態時顯"
"示。"
msgid ""
"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
"mode cell."
msgstr "上下箭頭圖示,模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格顯示。"
msgid "[StyleBox] used when a button in the tree is pressed."
msgstr "樹中的按鈕處於按下狀態時使用的 [StyleBox]。"
msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
msgstr "用作游標的 [StyleBox],該 [Tree] 處於聚焦狀態時使用。"
msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
msgstr "用作游標的 [StyleBox],該 [Tree] 處於失焦狀態時使用。"
msgid "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
msgstr "模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格的預設 [StyleBox]。"
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"hovered."
msgstr ""
"模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格處於懸停狀態時的 "
"[StyleBox]。"
msgid ""
"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
"pressed."
msgstr ""
"模式為 [constant TreeItem.CELL_MODE_RANGE] 的儲存格處於按下狀態時的 "
"[StyleBox]。"
msgid "The focused style for the [Tree], drawn on top of everything."
msgstr "該 [Tree] 的聚焦樣式,繪製在所有東西之上。"
msgid "The background style for the [Tree]."
msgstr "該 [Tree] 的背景樣式。"
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is not being focused."
msgstr "所選專案的 [StyleBox],在 [Tree] 沒有獲得焦點時使用。"
msgid ""
"[StyleBox] for the selected items, used when the [Tree] is being focused."
msgstr "所選專案的 [StyleBox],在 [Tree] 獲得焦點時使用。"
msgid "[StyleBox] used when the title button is being hovered."
msgstr "當標題按鈕被懸停時使用的 [StyleBox]。"
msgid "Default [StyleBox] for the title button."
msgstr "標題按鈕的預設 [StyleBox]。"
msgid "[StyleBox] used when the title button is being pressed."
msgstr "當標題按鈕被按下時使用的 [StyleBox]。"
msgid "An internal control for a single item inside [Tree]."
msgstr "代表 [Tree] 中某個專案的內部控制項。"
msgid ""
"A single item of a [Tree] control. It can contain other [TreeItem]s as "
"children, which allows it to create a hierarchy. It can also contain text and "
"buttons. [TreeItem] is not a [Node], it is internal to the [Tree].\n"
"To create a [TreeItem], use [method Tree.create_item] or [method TreeItem."
"create_child]. To remove a [TreeItem], use [method Object.free].\n"
"[b]Note:[/b] The ID values used for buttons are 32-bit, unlike [int] which is "
"always 64-bit. They go from [code]-2147483648[/code] to [code]2147483647[/"
"code]."
msgstr ""
"[Tree] 控制項中的單個專案。可以包含其他 [TreeItem] 作為子級,從而建立層級結"
"構。還可以包含文字和按鈕。[TreeItem] 不是 [Node],在 [Tree] 內部使用。\n"
"要建立 [TreeItem],請使用 [method Tree.create_item] 或 [method TreeItem."
"create_child]。要移除 [TreeItem],請使用 [method Object.free]。\n"
"[b]注意:[/b]按鈕的 ID 值為 32 位,與始終為 64 位的 [int] 不同。取值範圍為 "
"[code]-2147483648[/code] 到 [code]2147483647[/code]。"
msgid ""
"Adds a button with [Texture2D] [param button] at column [param column]. The "
"[param id] is used to identify the button in the according [signal Tree."
"button_clicked] signal and can be different from the buttons index. If not "
"specified, the next available index is used, which may be retrieved by "
"calling [method get_button_count] immediately before this method. Optionally, "
"the button can be [param disabled] and have a [param tooltip_text]."
msgstr ""
"在 [param column] 列新增一個帶有 [Texture] [param button] 的按鈕。[param id] "
"用於標識按鈕。如果未指定,則使用下一個可用索引,可以在此方法之前呼叫 [method "
"get_button_count] 來獲取該索引。另外,該按鈕還可以通過 [param disabled] 禁用、"
"通過 [param tooltip_text] 設定工具提示。"
msgid ""
"Adds a previously unparented [TreeItem] as a direct child of this one. The "
"[param child] item must not be a part of any [Tree] or parented to any "
"[TreeItem]. See also [method remove_child]."
msgstr ""
"將已解除父子關係的 [TreeItem] 新增為這個樹項的直接子項。[param child] 樹項必須"
"不是任何 [Tree] 的一部分,也不能有任何 [TreeItem] 父級。另見 [method "
"remove_child]。"
msgid ""
"Calls the [param method] on the actual TreeItem and its children recursively. "
"Pass parameters as a comma separated list."
msgstr ""
"遞迴呼叫在實際 TreeItem 及其子項上的 [param method]。將參數作為一個逗號分隔列"
"表傳遞。"
msgid "Resets the background color for the given column to default."
msgstr "重設指定列預設的背景顏色。"
msgid "Resets the color for the given column to default."
msgstr "重設指定列預設的顏色。"
msgid ""
"Creates an item and adds it as a child.\n"
"The new item will be inserted as position [param index] (the default value "
"[code]-1[/code] means the last position), or it will be the last child if "
"[param index] is higher than the child count."
msgstr ""
"建立專案並新增為子項。\n"
"新建的專案會插入到索引 [param index] 位置(預設的 [code]-1[/code] 表示最後的位"
"置),如果 [param index] 比子項數量大則會作為最後一項。"
msgid "Deselects the given column."
msgstr "取消選擇指定列。"
msgid ""
"Removes the button at index [param button_index] in column [param column]."
msgstr "刪除列 [param column] 中索引 [param button_index] 處的按鈕。"
msgid ""
"Returns the text autowrap mode in the given [param column]. By default it is "
"[constant TextServer.AUTOWRAP_OFF]."
msgstr ""
"返回給定列 [param column] 的文字自動換行模式。預設為 [constant TextServer."
"AUTOWRAP_OFF]。"
msgid ""
"Returns the [Texture2D] of the button at index [param button_index] in column "
"[param column]."
msgstr ""
"返回在 [param column] 列中索引為 [param button_index] 的按鈕的 [Texture]。"
msgid ""
"Returns the button index if there is a button with ID [param id] in column "
"[param column], otherwise returns -1."
msgstr ""
"如果在 [param column] 列中存在 ID 為 [param id] 的按鈕,則返回其索引號,否則返"
"回 -1。"
msgid "Returns the number of buttons in column [param column]."
msgstr "返回在 [param column] 列中按鈕的數量。"
msgid ""
"Returns the ID for the button at index [param button_index] in column [param "
"column]."
msgstr "返回在 [param column] 列中索引為 [param button_index] 的按鈕的 ID。"
msgid ""
"Returns the tooltip text for the button at index [param button_index] in "
"column [param column]."
msgstr ""
"返回在 [param column] 列中索引為 [param button_index] 的按鈕的工具提示字元串。"
msgid "Returns the column's cell mode."
msgstr "返回該列的儲存格模式。"
msgid ""
"Returns a child item by its [param index] (see [method get_child_count]). "
"This method is often used for iterating all children of an item.\n"
"Negative indices access the children from the last one."
msgstr ""
"按其 [param index] 返回一個子項(參見 [method get_child_count])。該方法通常被"
"用於反覆運算一個專案的所有子項。\n"
"負索引將從最後一個存取孩子。"
msgid "Returns the number of child items."
msgstr "返回子項的數量。"
msgid "Returns an array of references to the item's children."
msgstr "返回引用該專案子級的陣列。"
msgid "Returns the custom background color of column [param column]."
msgstr "返回列 [param column] 的自訂背景色。"
msgid "Returns the custom color of column [param column]."
msgstr "返回列 [param column] 的自訂顏色。"
msgid "Returns custom font used to draw text in the column [param column]."
msgstr "返回用於在 [param column] 列繪製文字的自訂字形。"
msgid "Returns custom font size used to draw text in the column [param column]."
msgstr "返回用於在 [param column] 列繪製文字的自訂字形大小。"
msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
msgstr "如果設定了 [code]expand_right[/code],則返回 [code]true[/code]。"
msgid "Returns the TreeItem's first child."
msgstr "返回該 TreeItem 的第一個子項。"
msgid "Returns the given column's icon [Texture2D]. Error if no icon is set."
msgstr "返回給定列的圖示 [Texture2D]。如果未設定圖示,則會出錯。"
msgid ""
"Returns the maximum allowed width of the icon in the given [param column]."
msgstr "返回給定列 [param column] 中圖示所允許的最大寬度。"
msgid "Returns the [Color] modulating the column's icon."
msgstr "返回調變列的圖示的 [Color] 顏色。"
msgid "Returns the icon [Texture2D] region as [Rect2]."
msgstr "返回圖示 [Texture2D] 的區域,型別為 [Rect2]。"
msgid ""
"Returns the node's order in the tree. For example, if called on the first "
"child item the position is [code]0[/code]."
msgstr ""
"返回該節點在樹中的順序。例如對第一個子項呼叫時,得到的位置為 [code]0[/code]。"
msgid ""
"Returns the metadata value that was set for the given column using [method "
"set_metadata]."
msgstr "返回使用 [method set_metadata] 為指定列設定的中繼資料。"
msgid ""
"Returns the next sibling TreeItem in the tree or a null object if there is "
"none."
msgstr "返回樹中的下一個兄弟 TreeItem如果沒有則返回一個空物件。"
msgid ""
"Returns the next TreeItem in the tree (in the context of a depth-first "
"search) or a [code]null[/code] object if there is none.\n"
"If [param wrap] is enabled, the method will wrap around to the first element "
"in the tree when called on the last element, otherwise it returns [code]null[/"
"code]."
msgstr ""
"返回樹中下一個可見的同級 TreeItem按照深度優先循序搜尋如果不存在則返回 "
"[code]null[/code] 對象。\n"
"如果啟用了 [param wrap],則當在最後一個元素呼叫時,該方法將環繞到樹中的第一個"
"可見元素,否則它將返回 [code]null[/code]。"
msgid ""
"Returns the next visible TreeItem in the tree (in the context of a depth-"
"first search) or a [code]null[/code] object if there is none.\n"
"If [param wrap] is enabled, the method will wrap around to the first visible "
"element in the tree when called on the last visible element, otherwise it "
"returns [code]null[/code]."
msgstr ""
"返回樹中下一個可見的同級 TreeItem按照深度優先循序搜尋如果不存在則返回 "
"[code]null[/code] 對象。\n"
"如果啟用了 [param wrap],則當在最後一個可見元素呼叫時,該方法將環繞到樹中的第"
"一個可見元素,否則它將返回 [code]null[/code]。"
msgid "Returns the parent TreeItem or a null object if there is none."
msgstr "返回父級 TreeItem如果沒有則返回一個空物件。"
msgid ""
"Returns the previous sibling TreeItem in the tree or a null object if there "
"is none."
msgstr "返回樹中的前一個兄弟 TreeItem如果沒有則返回一個空物件。"
msgid ""
"Returns the previous TreeItem in the tree (in the context of a depth-first "
"search) or a [code]null[/code] object if there is none.\n"
"If [param wrap] is enabled, the method will wrap around to the last element "
"in the tree when called on the first visible element, otherwise it returns "
"[code]null[/code]."
msgstr ""
"返回樹中前一個同級 TreeItem按照深度優先循序搜尋如果不存在則返回 "
"[code]null[/code] 對象。\n"
"如果啟用了 [param wrap],則在第一個可見元素上呼叫時,該方法將環繞到樹中的最後"
"一個可見元素,否則它將返回 [code]null[/code]。"
msgid ""
"Returns the previous visible sibling TreeItem in the tree (in the context of "
"a depth-first search) or a [code]null[/code] object if there is none.\n"
"If [param wrap] is enabled, the method will wrap around to the last visible "
"element in the tree when called on the first visible element, otherwise it "
"returns [code]null[/code]."
msgstr ""
"返回樹中前一個可見的同級 TreeItem按照深度優先循序搜尋如果不存在則返回 "
"[code]null[/code] 對象。\n"
"如果啟用了 [param wrap],則在第一個可見元素上呼叫時,該方法將環繞到樹中的最後"
"一個可見元素,否則它將返回 [code]null[/code]。"
msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
msgstr "返回 [constant CELL_MODE_RANGE] 列的值。"
msgid ""
"Returns a dictionary containing the range parameters for a given column. The "
"keys are \"min\", \"max\", \"step\", and \"expr\"."
msgstr "返回包含給定列的範圍參數的字典。鍵是“min”、“max”、“step”和“expr”。"
msgid "Gets the suffix string shown after the column value."
msgstr "獲取顯示在列值後面的後綴字串。"
msgid "Returns the given column's text."
msgstr "返回給定列的文字。"
msgid "Returns the given column's text alignment."
msgstr "返回給定列的文字對齊方式。"
msgid ""
"Returns the clipping behavior when the text exceeds the item's bounding "
"rectangle in the given [param column]. By default it is [constant TextServer."
"OVERRUN_TRIM_ELLIPSIS]."
msgstr ""
"返回給定列 [param column] 的文字自動換行模式。預設為 [constant TextServer."
"AUTOWRAP_OFF]。"
msgid "Returns the given column's tooltip text."
msgstr "設定給定列的工具提示文字。"
msgid "Returns the [Tree] that owns this TreeItem."
msgstr "返回擁有此 TreeItem 的 [Tree]。"
msgid ""
"Returns [code]true[/code] if this [TreeItem], or any of its descendants, is "
"collapsed.\n"
"If [param only_visible] is [code]true[/code] it ignores non-visible "
"[TreeItem]s."
msgstr ""
"如果這個 [TreeItem] 或其任意子級為折疊狀態,則返回 [code]true[/code]。\n"
"如果 [param only_visible] 為 [code]true[/code],則會忽略不可見的 [TreeItem]。"
msgid ""
"Returns [code]true[/code] if the button at index [param button_index] for the "
"given [param column] is disabled."
msgstr ""
"如果給定列 [param column] 上索引為 [param button_index] 的按鈕被禁用,則返回 "
"[code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is checked."
msgstr "如果給定的列 [param column] 被勾選,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the given [param column] is multiline editable."
msgstr "如果給定的列 [param column] 可多行編輯,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is editable."
msgstr "如果給定的列 [param column] 可編輯,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is indeterminate."
msgstr "如果給定的列 [param column] 未確定,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is selectable."
msgstr "如果給定的列 [param column] 可選,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the given [param column] is selected."
msgstr "如果給定的列 [param column] 被選中,則返回 [code]true[/code]。"
msgid ""
"Moves this TreeItem right after the given [param item].\n"
"[b]Note:[/b] You can't move to the root or move the root."
msgstr ""
"將這個 TreeItem 移動至給定的 [param item] 之後。\n"
"[b]注意:[/b]無法移動至根部,也無法移動根部。"
msgid ""
"Moves this TreeItem right before the given [param item].\n"
"[b]Note:[/b] You can't move to the root or move the root."
msgstr ""
"將這個 TreeItem 移動至給定的 [param item] 之前。\n"
"[b]注意:[/b]無法移動至根部,也無法移動根部。"
msgid ""
"Propagates this item's checked status to its children and parents for the "
"given [param column]. It is possible to process the items affected by this "
"method call by connecting to [signal Tree.check_propagated_to_item]. The "
"order that the items affected will be processed is as follows: the item "
"invoking this method, children of that item, and finally parents of that "
"item. If [param emit_signal] is [code]false[/code], then [signal Tree."
"check_propagated_to_item] will not be emitted."
msgstr ""
"將該項的勾選狀態傳播給給定 [param column] 的子項和父項。可以通過連接到 "
"[signal Tree.check_propagated_to_item] 來處理受該方法呼叫影響的專案。受影響的"
"專案的處理順序如下:呼叫該方法的專案、該項的子項,最後是該項的父項。如果 "
"[param emit_signal] 為 [code]false[/code],則不會發出 [signal Tree."
"check_propagated_to_item]。"
msgid ""
"Removes the given child [TreeItem] and all its children from the [Tree]. Note "
"that it doesn't free the item from memory, so it can be reused later (see "
"[method add_child]). To completely remove a [TreeItem] use [method Object."
"free].\n"
"[b]Note:[/b] If you want to move a child from one [Tree] to another, then "
"instead of removing and adding it manually you can use [method move_before] "
"or [method move_after]."
msgstr ""
"將給定的子項 [TreeItem] 和它的所有子項從 [Tree] 中移除。注意,它並未從記憶體中"
"釋放該項,所以之後可重新使用(見 [method add_child])。要完全刪除 [TreeItem]"
"請使用 [method Object.free]。\n"
"[b]注意:[/b]如果你想要將一個子項移動到其他 [Tree] 中,則不必手動先移除再添"
"加,你可以使用 [method move_before] 或 [method move_after]。"
msgid "Selects the given [param column]."
msgstr "選中 [param column] 指定的列。"
msgid ""
"Sets the autowrap mode in the given [param column]. If set to something other "
"than [constant TextServer.AUTOWRAP_OFF], the text gets wrapped inside the "
"cell's bounding rectangle."
msgstr ""
"設定給定 [param column] 的自動換行模式。如果設定為 [constant TextServer."
"AUTOWRAP_OFF] 以外的值,則文字將在節點的邊界矩形內換行。"
msgid ""
"Sets the given column's button [Texture2D] at index [param button_index] to "
"[param button]."
msgstr ""
"將給定列中索引為 [param button_index] 的按鈕 [Texture2D] 設定為 [param "
"button]。"
msgid ""
"Sets the given column's button color at index [param button_index] to [param "
"color]."
msgstr "將給定列中索引為 [param button_index] 的按鈕顏色設定為 [param color]。"
msgid ""
"If [code]true[/code], disables the button at index [param button_index] in "
"the given [param column]."
msgstr ""
"如果為 [code]true[/code],則禁用給定列 [param column] 中索引為 [param "
"button_index] 的按鈕。"
msgid ""
"Sets the tooltip text for the button at index [param button_index] in the "
"given [param column]."
msgstr ""
"返回在 [param column] 列中索引為 [param button_index] 的按鈕的工具提示字元串。"
msgid ""
"Sets the given column's cell mode to [param mode]. See [enum TreeCellMode] "
"constants."
msgstr "將給定列的儲存格模式設定為 [param mode]。見 [enum TreeCellMode] 常數。"
msgid ""
"If [param checked] is [code]true[/code], the given [param column] is checked. "
"Clears column's indeterminate status."
msgstr ""
"如果 [param checked] 為 [code]true[/code],則給定列 [param column] 處於勾選狀"
"態。會清空該列的中間狀態。"
msgid ""
"Collapses or uncollapses this [TreeItem] and all the descendants of this item."
msgstr "折疊或展開該 [TreeItem] 及該項的所有子級。"
msgid ""
"Sets the given column's custom background color and whether to just use it as "
"an outline."
msgstr "設定給定列的自訂背景顏色,以及是否只將其作為一個輪廓。"
msgid "Sets the given column's custom color."
msgstr "設定給定列的自訂顏色。"
msgid ""
"Sets the given column's custom draw callback to [param callback] method on "
"[param object].\n"
"The [param callback] should accept two arguments: the [TreeItem] that is "
"drawn and its position and size as a [Rect2]."
msgstr ""
"將給定列的自訂繪製回呼函式設定為 [param object] 上的 [param callback] 方法。\n"
"[param callback] 應該接受兩個參數:被繪製的 [TreeItem] 及其作為一個 [Rect2] 的"
"位置和大小。"
msgid "Sets custom font used to draw text in the given [param column]."
msgstr "設定用於在給定列 [param column] 中繪製文字的自訂字形。"
msgid "Sets custom font size used to draw text in the given [param column]."
msgstr "設定用於在給定列 [param column] 中繪製文字的自訂字形大小。"
msgid ""
"If [param multiline] is [code]true[/code], the given [param column] is "
"multiline editable.\n"
"[b]Note:[/b] This option only affects the type of control ([LineEdit] or "
"[TextEdit]) that appears when editing the column. You can set multiline "
"values with [method set_text] even if the column is not multiline editable."
msgstr ""
"如果 [param multiline] 為 [code]true[/code],則給定的列 [param column] 可進行"
"多行編輯。\n"
"[b]注意:[/b]這個選項僅影響編輯該列時所出現控制項的型別([LineEdit] 或 "
"[TextEdit])。即便該列不可進行多行編輯,也可以通過 [method set_text] 來設定多"
"行的值。"
msgid ""
"If [param enabled] is [code]true[/code], the given [param column] is editable."
msgstr ""
"如果 [param enabled] 為 [code]true[/code],則給定的列 [param column] 可編輯。"
msgid ""
"If [param enable] is [code]true[/code], the given [param column] is expanded "
"to the right."
msgstr ""
"如果 [param enable] 為 [code]true[/code],則給定的列 [param column] 向右擴展。"
msgid "Sets the given column's icon [Texture2D]."
msgstr "設定給定列的圖示 [Texture2D]。"
msgid ""
"Sets the maximum allowed width of the icon in the given [param column]. This "
"limit is applied on top of the default size of the icon and on top of "
"[theme_item Tree.icon_max_width]. The height is adjusted according to the "
"icon's ratio."
msgstr ""
"設定給定列 [param column] 所允許的最大圖示寬度。這是在圖示預設大小和 "
"[theme_item Tree.icon_max_width] 的基礎上的限制。高度會根據圖示的長寬比調整。"
msgid "Modulates the given column's icon with [param modulate]."
msgstr "用 [param modulate] 調變給定列的圖示。"
msgid "Sets the given column's icon's texture region."
msgstr "設定給定列的圖示的紋理區域。"
msgid ""
"If [param indeterminate] is [code]true[/code], the given [param column] is "
"marked indeterminate.\n"
"[b]Note:[/b] If set [code]true[/code] from [code]false[/code], then column is "
"cleared of checked status."
msgstr ""
"如果 [param indeterminate] 為 [code]true[/code],則給定列 [param column] 被標"
"記為未決狀態。\n"
"[b]注意:[/b]如果從 [code]false[/code] 設定為 [code]true[/code],則該列的勾選"
"狀態會被清除。"
msgid ""
"Sets the metadata value for the given column, which can be retrieved later "
"using [method get_metadata]. This can be used, for example, to store a "
"reference to the original data."
msgstr ""
"設定給定列的中繼資料,之後可用 [method get_metadata] 進行檢索。例如,這可用於"
"存儲對原始資料的引用。"
msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
msgstr "設定 [constant CELL_MODE_RANGE] 列的值。"
msgid ""
"Sets the range of accepted values for a column. The column must be in the "
"[constant CELL_MODE_RANGE] mode.\n"
"If [param expr] is [code]true[/code], the edit mode slider will use an "
"exponential scale as with [member Range.exp_edit]."
msgstr ""
"設定列的可接受值的範圍。該列必須處於 [constant CELL_MODE_RANGE] 模式。\n"
"如果 [param expr] 為 [code]true[/code],則編輯模式滑桿將使用與 [member Range."
"exp_edit] 一樣的指數刻度。"
msgid ""
"If [param selectable] is [code]true[/code], the given [param column] is "
"selectable."
msgstr ""
"如果 [param selectable] 為 [code]true[/code],則給定列 [param column] 可選。"
msgid ""
"Sets a string to be shown after a column's value (for example, a unit "
"abbreviation)."
msgstr "設定字串,顯示在列的值之後(例如,單位的縮寫)。"
msgid "Sets the given column's text value."
msgstr "設定給定列的文字值。"
msgid ""
"Sets the given column's text alignment. See [enum HorizontalAlignment] for "
"possible values."
msgstr "設定給定列的文字對齊方式。可能的值見 [enum HorizontalAlignment]。"
msgid ""
"Sets the clipping behavior when the text exceeds the item's bounding "
"rectangle in the given [param column]."
msgstr ""
"設定文字超出專案的邊界矩形時的裁剪行為。所有模式的說明見 [enum TextServer."
"OverrunBehavior]。"
msgid "Sets the given column's tooltip text."
msgstr "設定給定列的工具提示文字。"
msgid "If [code]true[/code], the TreeItem is collapsed."
msgstr "如果為 [code]true[/code],則該 TreeItem 被折疊。"
msgid "The custom minimum height."
msgstr "自訂最小高度。"
msgid "If [code]true[/code], folding is disabled for this TreeItem."
msgstr "如果為 [code]true[/code],則這個 TreeItem 禁用折疊。"
msgid ""
"If [code]true[/code], the [TreeItem] is visible (default).\n"
"Note that if a [TreeItem] is set to not be visible, none of its children will "
"be visible either."
msgstr ""
"如果為 [code]true[/code],則該 [TreeItem] 可見(預設)。\n"
"請注意,如果將 [TreeItem] 設定為不可見,則其子項也將不可見。"
msgid "Cell contains a string."
msgstr "單元包含字串。"
msgid "Cell contains a checkbox."
msgstr "儲存格包含核取方塊。"
msgid "Cell contains a range."
msgstr "單元包含一個範圍。"
msgid "Cell contains an icon."
msgstr "單元包含圖示。"
msgid "Internal mesh type."
msgstr "內部網格型別。"
msgid "Mesh type used internally for collision calculations."
msgstr "內部用於碰撞計算的網格型別。"
msgid "Represents a straight tube-shaped [PrimitiveMesh] with variable width."
msgstr "代表直管狀的 [PrimitiveMesh],寬度可變。"
msgid ""
"[TubeTrailMesh] represents a straight tube-shaped mesh with variable width. "
"The tube is composed of a number of cylindrical sections, each with the same "
"[member section_length] and number of [member section_rings]. A [member "
"curve] is sampled along the total length of the tube, meaning that the curve "
"determines the radius of the tube along its length.\n"
"This primitive mesh is usually used for particle trails."
msgstr ""
"[TubeTrailMesh] 代表直管狀的網格,寬度可變。管身由若干圓柱形分區構成,每個分區"
"的長度 [member section_length] 和環數 [member section_rings] 都是一致的。會沿"
"著管身的總長度對 [member curve] 取樣,這樣該曲線就確定了管子半徑沿長度的變化方"
"式。\n"
"這個基本網格通常用於粒子拖尾。"
msgid ""
"If [code]true[/code], generates a cap at the bottom of the tube. This can be "
"set to [code]false[/code] to speed up generation and rendering when the cap "
"is never seen by the camera."
msgstr ""
"如果為 [code]true[/code] ,則在管子的底部生成蓋子。如果相機永遠不可能見到蓋"
"子,那麼設定為 [code]false[/code] 可以加快生成和渲染的速度。"
msgid ""
"If [code]true[/code], generates a cap at the top of the tube. This can be set "
"to [code]false[/code] to speed up generation and rendering when the cap is "
"never seen by the camera."
msgstr ""
"如果為 [code]true[/code] ,則在管子的頂部生成蓋子。如果相機永遠不可能見到蓋"
"子,那麼設定為 [code]false[/code] 可以加快生成和渲染的速度。"
msgid ""
"Determines the radius of the tube along its length. The radius of a "
"particular section ring is obtained by multiplying the baseline [member "
"radius] by the value of this curve at the given distance. For values smaller "
"than [code]0[/code], the faces will be inverted."
msgstr ""
"確定管身半徑沿長度的變化方式。將基礎 [member radius] 與給定距離下該曲線的取值"
"相乘,就得到了某個分區中某個環的半徑。小於 [code]0[/code] 的值會讓面進行正反翻"
"轉。"
msgid ""
"The number of sides on the tube. For example, a value of [code]5[/code] means "
"the tube will be pentagonal. Higher values result in a more detailed tube at "
"the cost of performance."
msgstr ""
"管身的面數。例如,取值 [code]5[/code] 表示管身為五邊形。值越高,管身細節越高,"
"代價是犧牲性能。"
msgid ""
"The baseline radius of the tube. The radius of a particular section ring is "
"obtained by multiplying this radius by the value of the [member curve] at the "
"given distance."
msgstr ""
"管身的基礎半徑。將該半徑與給定距離下 [member curve] 的取值相乘,就得到了某個分"
"區中某個環的半徑。"
msgid "The length of a section of the tube."
msgstr "管身分區的長度。"
msgid ""
"The number of rings in a section. The [member curve] is sampled on each ring "
"to determine its radius. Higher values result in a more detailed tube at the "
"cost of performance."
msgstr ""
"分區中環的數量。每個環都會對 [member curve] 進行取樣,從而決定其半徑。值越高,"
"管身細節越高,代價是犧牲性能。"
msgid "The total number of sections on the tube."
msgstr "管身分區總數。"
msgid ""
"Lightweight object used for general-purpose animation via script, using "
"[Tweener]s."
msgstr "通過腳本進行通用動畫的羽量級物件,使用 [Tweener]。"
msgid ""
"Tweens are mostly useful for animations requiring a numerical property to be "
"interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
"betweening[/i], an animation technique where you specify [i]keyframes[/i] and "
"the computer interpolates the frames that appear between them. Animating "
"something with a [Tween] is called tweening.\n"
"[Tween] is more suited than [AnimationPlayer] for animations where you don't "
"know the final values in advance. For example, interpolating a dynamically-"
"chosen camera zoom value is best done with a [Tween]; it would be difficult "
"to do the same thing with an [AnimationPlayer] node. Tweens are also more "
"light-weight than [AnimationPlayer], so they are very much suited for simple "
"animations or general tasks that don't require visual tweaking provided by "
"the editor. They can be used in a fire-and-forget manner for some logic that "
"normally would be done by code. You can e.g. make something shoot "
"periodically by using a looped [CallbackTweener] with a delay.\n"
"A [Tween] can be created by using either [method SceneTree.create_tween] or "
"[method Node.create_tween]. [Tween]s created manually (i.e. by using "
"[code]Tween.new()[/code]) are invalid and can't be used for tweening values.\n"
"A tween animation is created by adding [Tweener]s to the [Tween] object, "
"using [method tween_property], [method tween_interval], [method "
"tween_callback] or [method tween_method]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
"before finally calling [method Node.queue_free] to free the sprite. "
"[Tweener]s are executed one after another by default. This behavior can be "
"changed using [method parallel] and [method set_parallel].\n"
"When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
"chained method call can be used to tweak the properties of this [Tweener]. "
"For example, if you want to set a different transition type in the above "
"example, you can use [method set_trans]:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween."
"TRANS_SINE)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
"SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
"SetTrans(Tween.TransitionType.Bounce);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Most of the [Tween] methods can be chained this way too. In the following "
"example the [Tween] is bound to the running script's node and a default "
"transition is set for its [Tweener]s:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween."
"TransitionType.Elastic);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Another interesting use for [Tween]s is animating arbitrary sets of objects:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"foreach (Node sprite in GetChildren())\n"
" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"In the example above, all children of a node are moved one after another to "
"position (0, 0).\n"
"You should avoid using more than one [Tween] per object's property. If two or "
"more tweens animate one property at the same time, the last one created will "
"take priority and assign the final value. If you want to interrupt and "
"restart an animation, consider assigning the [Tween] to a variable:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween\n"
"func animate():\n"
" if tween:\n"
" tween.kill() # Abort the previous animation.\n"
" tween = create_tween()\n"
"[/gdscript]\n"
"[csharp]\n"
"private Tween _tween;\n"
"\n"
"public void Animate()\n"
"{\n"
" if (_tween != null)\n"
" _tween.Kill(); // Abort the previous animation\n"
" _tween = CreateTween();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Some [Tweener]s use transitions and eases. The first accepts a [enum "
"TransitionType] constant, and refers to the way the timing of the animation "
"is handled (see [url=https://easings.net/]easings.net[/url] for some "
"examples). The second accepts an [enum EaseType] constant, and controls where "
"the [code]trans_type[/code] is applied to the interpolation (in the "
"beginning, the end, or both). If you don't know which transition and easing "
"to pick, you can try different [enum TransitionType] constants with [constant "
"EASE_IN_OUT], and use the one that looks best.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"tween_cheatsheet.webp]Tween easing and transition types cheatsheet[/url]\n"
"[b]Note:[/b] Tweens are not designed to be re-used and trying to do so "
"results in an undefined behavior. Create a new Tween for each animation and "
"every time you replay an animation from start. Keep in mind that Tweens start "
"immediately, so only create a Tween when you want to start animating.\n"
"[b]Note:[/b] The tween is processed after all of the nodes in the current "
"frame, i.e. node's [method Node._process] method would be called before the "
"tween (or [method Node._physics_process] depending on the value passed to "
"[method set_process_mode])."
msgstr ""
"Tween 主要用於需要將一個數值屬性插值到一系列值的動畫。[i]tween[/i] 這個名字來"
"自 [i]in-betweening[/i],這是一種動畫技術,可以在其中指定 [i]關鍵影格[/i],然"
"後電腦會插入出現在它們之間的影格。使用 [Tween] 製作動畫被稱為補間動畫。\n"
"[Tween] 比 [AnimationPlayer] 更適合事先不知道最終值的動畫。例如,插入動態選擇"
"的相機縮放值最好使用 [Tween] 完成;很難使用 [AnimationPlayer] 節點做同樣的事"
"情。Tween 也比 [AnimationPlayer] 更羽量級,因此它們非常適合簡單的動畫,或不需"
"要編輯器提供的視覺調整的通用工作。對於通常由程式碼完成的某些邏輯,它們可以以即"
"用即棄的方式使用。例如,可以使用帶延遲的迴圈 [CallbackTweener] 定期射擊。\n"
"可以使用 [method SceneTree.create_tween] 或 [method Node.create_tween] 建立 "
"[Tween]。手動建立的 [Tween](即使用 [code]Tween.new()[/code])無效,不能用於對"
"值進行補間。\n"
"通過使用 [method tween_property]、[method tween_interval]、[method "
"tween_callback]、或 [method tween_method],可將 [Tweener] 新增到 [Tween] 對象"
"來建立一個補間動畫:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"該序列將使 [code]$Sprite[/code] 節點變紅,然後縮小,最後呼叫 [method Node."
"queue_free] 來釋放該精靈。預設情況下,[Tweener] 一個接一個地執行。這種行為可以"
"使用 [method parallel] 和 [method set_parallel] 來更改。\n"
"當使用 [code]tween_*[/code] 方法之一建立 [Tweener] 時,可以使用鏈式方法呼叫來"
"調整該 [Tweener] 的屬性。例如,如果想在上面的例子中設定一個不同的過渡型別,可"
"以使用 [method set_trans]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1).set_trans(Tween."
"TRANS_SINE)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f)."
"SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f)."
"SetTrans(Tween.TransitionType.Bounce);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"大多數 [Tween] 方法也可以這樣鏈式呼叫。在下面的範例中,[Tween] 被綁定到運作腳"
"本的節點,並為其 [Tweener] 設定了預設過渡:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
"tween.tween_property($Sprite, \"modulate\", Color.RED, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite.queue_free)\n"
"[/gdscript]\n"
"[csharp]\n"
"var tween = GetTree().CreateTween().BindNode(this).SetTrans(Tween."
"TransitionType.Elastic);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"modulate\", Colors.Red, 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"scale\", Vector2.Zero, 1.0f);\n"
"tween.TweenCallback(Callable.From(GetNode(\"Sprite\").QueueFree));\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[Tween] 的另一個有趣用途是動畫化任意對象集:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"foreach (Node sprite in GetChildren())\n"
" tween.TweenProperty(sprite, \"position\", Vector2.Zero, 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"在上面的範例中,一個節點的所有子節點都被依次移動到位置 (0, 0)。\n"
"應該避免為物件的同一屬性使用多個 [Tween]。如果兩個或多個補間同時為同一個屬性設"
"定動畫,則最後建立的補間將優先使用,並分配最終值。如果要中斷並重新啟動動畫,請"
"考慮將 [Tween] 賦給變數:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween\n"
"func animate():\n"
" if tween:\n"
" tween.kill() # 終止之前的補間動畫。\n"
" tween = create_tween()\n"
"[/gdscript]\n"
"[csharp]\n"
"private Tween _tween;\n"
"\n"
"public void Animate()\n"
"{\n"
" if (_tween != null)\n"
" _tween.Kill(); // 終止之前的補間動畫。\n"
" _tween = CreateTween();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"一些 [Tweener] 會使用過渡和緩動。第一個接受一個 [enum TransitionType] 常數,指"
"的是處理動畫時間的方式(相關範例見 [url=https://easings.net/]easings.net[/"
"url])。第二個接受一個 [enum EaseType] 常數,並控制 [code]trans_type[/code] 套"
"用於插值的位置(在開頭、結尾、或兩者)。如果不知道該選擇哪種過渡和緩動,可以嘗"
"試使用 [constant EASE_IN_OUT] 並配合不同 [enum TransitionType] 常數,並使用看"
"起來最好的那個。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"tween_cheatsheet.webp]補間緩動與過渡型別速查表[/url]\n"
"[b]注意:[/b]Tween 並不是針對重用設計的,嘗試重用會造成未定義行為。每次從頭開"
"始重新播放每個動畫都請新建一個 Tween。請記住Tween 是會立即開始的,所以請只在"
"需要開始動畫時建立 Tween。\n"
"[b]注意:[/b]Tween 在目前影格中的所有節點之後處理,即節點的 [method Node."
"_process] 方法會在計時器之前呼叫(根據傳給 [method set_process_mode] 的值,也"
"可能是 [method Node._physics_process])。"
msgid ""
"Binds this [Tween] with the given [param node]. [Tween]s are processed "
"directly by the [SceneTree], so they run independently of the animated nodes. "
"When you bind a [Node] with the [Tween], the [Tween] will halt the animation "
"when the object is not inside tree and the [Tween] will be automatically "
"killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] will "
"make the pausing behavior dependent on the bound node.\n"
"For a shorter way to create and bind a [Tween], you can use [method Node."
"create_tween]."
msgstr ""
"將這個 [Tween] 綁定到給定的 [param node] 上。[Tween] 是由 [SceneTree] 直接處理"
"的,所以不依賴被動畫的節點運作。將該 [Tween] 綁定到某個 [Node] 後,該對象不在"
"樹中時該 [Tween] 就會暫停動畫,綁定對象被釋放時該 [Tween] 會被自動銷毀。另外,"
"[constant TWEEN_PAUSE_BOUND] 會讓暫停行為依賴於綁定的節點。\n"
"使用 [method Node.create_tween] 來建立並綁定 [Tween] 更簡單。"
msgid ""
"Used to chain two [Tweener]s after [method set_parallel] is called with "
"[code]true[/code].\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween().set_parallel(true)\n"
"tween.tween_property(...)\n"
"tween.tween_property(...) # Will run parallelly with above.\n"
"tween.chain().tween_property(...) # Will run after two above are finished.\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween().SetParallel(true);\n"
"tween.TweenProperty(...);\n"
"tween.TweenProperty(...); // Will run parallelly with above.\n"
"tween.Chain().TweenProperty(...); // Will run after two above are finished.\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"用於在使用 [code]true[/code] 呼叫 [method set_parallel] 後,將兩個 [Tweener] "
"串聯。\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween().set_parallel(true)\n"
"tween.tween_property(...)\n"
"tween.tween_property(...) # 會和上一條並存執行。\n"
"tween.chain().tween_property(...) # 會在前兩條完成後執行。\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween().SetParallel(true);\n"
"tween.TweenProperty(...);\n"
"tween.TweenProperty(...); // 會和上一條並存執行。\n"
"tween.Chain().TweenProperty(...); // 會在前兩條完成後執行。\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Processes the [Tween] by the given [param delta] value, in seconds. This is "
"mostly useful for manual control when the [Tween] is paused. It can also be "
"used to end the [Tween] animation immediately, by setting [param delta] "
"longer than the whole duration of the [Tween] animation.\n"
"Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't "
"finished."
msgstr ""
"使用給定的差異量秒數 [param delta] 處理該 [Tween]。最常見的用法是在該 [Tween] "
"暫停時對其進行手動控制。也可用於立即停止該 [Tween] 的動畫,將 [param delta] 設"
"得比完整長度更大即可。\n"
"如果該 [Tween] 仍然有未完成的 [Tweener],則返回 [code]true[/code]。"
msgid ""
"Returns the number of remaining loops for this [Tween] (see [method "
"set_loops]). A return value of [code]-1[/code] indicates an infinitely "
"looping [Tween], and a return value of [code]0[/code] indicates that the "
"[Tween] has already finished."
msgstr ""
"返回該 [Tween] 所剩的迴圈數(見 [method set_loops])。返回 [code]-1[/code] 表"
"示 [Tween] 無限迴圈,返回 [code]0[/code] 表示 [Tween] 已結束。"
msgid ""
"Returns the total time in seconds the [Tween] has been animating (i.e. the "
"time since it started, not counting pauses etc.). The time is affected by "
"[method set_speed_scale], and [method stop] will reset it to [code]0[/code].\n"
"[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
"after the [Tween] has finished animating will be slightly greater than the "
"actual [Tween] duration."
msgstr ""
"返回該 [Tween] 已進行動畫的總時長(即自開始以來經過的時間,不計算暫停等時"
"間),單位為秒。時長會受到 [method set_speed_scale] 影響,[method stop] 會將其"
"重設為 [code]0[/code]。\n"
"[b]注意:[/b]由於時長是由影格的差異量時間累計而來的,該 [Tween] 完成動畫後所返"
"回的時長會比 [Tween] 的實際時長略大。"
msgid ""
"This method can be used for manual interpolation of a value, when you don't "
"want [Tween] to do animating for you. It's similar to [method @GlobalScope."
"lerp], but with support for custom transition and easing.\n"
"[param initial_value] is the starting value of the interpolation.\n"
"[param delta_value] is the change of the value in the interpolation, i.e. "
"it's equal to [code]final_value - initial_value[/code].\n"
"[param elapsed_time] is the time in seconds that passed after the "
"interpolation started and it's used to control the position of the "
"interpolation. E.g. when it's equal to half of the [param duration], the "
"interpolated value will be halfway between initial and final values. This "
"value can also be greater than [param duration] or lower than 0, which will "
"extrapolate the value.\n"
"[param duration] is the total time of the interpolation.\n"
"[b]Note:[/b] If [param duration] is equal to [code]0[/code], the method will "
"always return the final value, regardless of [param elapsed_time] provided."
msgstr ""
"不想使用 [Tween] 進行動畫時,可以使用這個方法進行手動插值。與 [method "
"@GlobalScope.lerp] 類似,但支援自訂過渡和緩動。\n"
"[param initial_value] 為插值的起始值。\n"
"[param delta_value] 為插值的變化值,即等於 [code]final_value - initial_value[/"
"code]。\n"
"[param elapsed_time] 為插值開始後所經過的秒數,用於控制插值的位置。例如,等於 "
"[param duration] 的一半時,插值後的值位於初始值和最終值的一半。這個值也可以比 "
"[param duration] 大或者比 0 小,此時會進行外插。\n"
"[param duration] 為插值的總時長。\n"
"[b]注意:[/b]如果 [param duration] 等於 [code]0[/code],那麼無論提供的 [param "
"elapsed_time] 為多少,該方法返回的始終是最終值。"
msgid ""
"Returns whether the [Tween] is currently running, i.e. it wasn't paused and "
"it's not finished."
msgstr "返回該 [Tween] 目前是否正在執行,即未暫停且未完成。"
msgid ""
"Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained "
"by the scene tree (i.e. the array from [method SceneTree."
"get_processed_tweens] will contain this [Tween]). A [Tween] might become "
"invalid when it has finished tweening, is killed, or when created with "
"[code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended."
msgstr ""
"返回該 [Tween] 是否有效。有效的 [Tween] 是由場景樹包含的 [Tween](即 [method "
"SceneTree.get_processed_tweens] 返回的陣列中包含這個 [Tween])。[Tween] 失效的"
"情況有:補間完成、被銷毀、使用 [code]Tween.new()[/code] 建立。無效的 [Tween] "
"不能追加 [Tweener]。"
msgid "Aborts all tweening operations and invalidates the [Tween]."
msgstr "中止所有補間操作,並使該 [Tween] 無效。"
msgid ""
"Makes the next [Tweener] run parallelly to the previous one.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(...);\n"
"tween.Parallel().TweenProperty(...);\n"
"tween.Parallel().TweenProperty(...);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"All [Tweener]s in the example will run at the same time.\n"
"You can make the [Tween] parallel by default by using [method set_parallel]."
msgstr ""
"讓下一個 [Tweener] 與上一個並存執行。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"tween.parallel().tween_property(...)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(...);\n"
"tween.Parallel().TweenProperty(...);\n"
"tween.Parallel().TweenProperty(...);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"該範例中的所有 [Tweener] 都會同時執行。\n"
"你可以通過使用 [method set_parallel] 讓該 [Tween] 預設並行。"
msgid ""
"Pauses the tweening. The animation can be resumed by using [method play].\n"
"[b]Note:[/b] If a Tween is paused and not bound to any node, it will exist "
"indefinitely until manually started or invalidated. If you lose a reference "
"to such Tween, you can retrieve it using [method SceneTree."
"get_processed_tweens]."
msgstr ""
"暫停補間。可使用 [method play] 恢復動畫。\n"
"[b]注意:[/b]如果一個Tween被暫停並且沒有綁定到任何節點它將無限期地存在直到"
"手動啟動或失效。如果遺失了對此類 Tween 的引用,可以使用 [method SceneTree."
"get_processed_tweens] 檢索它。"
msgid "Resumes a paused or stopped [Tween]."
msgstr "恢復已暫停或已停止的 [Tween]。"
msgid ""
"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
"animated by this [Tween].\n"
"If not specified, the default value is [constant EASE_IN_OUT]."
msgstr ""
"設定 [PropertyTweener] 的預設緩動型別,[MethodTweener] 由該 [Tween] 設定動"
"畫。\n"
"如果未指定,預設值為 [constant EASE_IN_OUT]。"
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations (e."
"g. a single [CallbackTweener] with no delay) are stopped after a small number "
"of loops, which may produce unexpected results. If a [Tween]'s lifetime "
"depends on some node, always use [method bind_node]."
msgstr ""
"這只該補間序列的重複次數,即 [code]set_loops(2)[/code] 會讓動畫執行兩次。\n"
"呼叫這個方法時如果不帶參數,那麼該 [Tween] 會無限執行,直到被 [method kill] 銷"
"毀、該 [Tween] 綁定的節點被釋放、或者所有進行動畫的物件都被釋放(無法再進行任"
"何動畫)。\n"
"[b]警告:[/b]使用無限迴圈時請一定要加入一些時長/延遲。為了防止遊戲凍結0 時長"
"的迴圈動畫(例如單個不帶延遲的 [CallbackTweener])會在迴圈若干次後停止,造成出"
"乎預料的結果。如果 [Tween] 的生命期依賴於某個節點,請一定使用 [method "
"bind_node]。"
msgid ""
"If [param parallel] is [code]true[/code], the [Tweener]s appended after this "
"method will by default run simultaneously, as opposed to sequentially."
msgstr ""
"如果 [param parallel] 為 [code]true[/code],那麼在這個方法之後追加的 "
"[Tweener] 將預設同時執行,而不是循序執行。"
msgid ""
"Determines the behavior of the [Tween] when the [SceneTree] is paused. Check "
"[enum TweenPauseMode] for options.\n"
"Default value is [constant TWEEN_PAUSE_BOUND]."
msgstr ""
"決定該 [Tween] 在 [SceneTree] 暫停時的行為。可選項請查看 [enum "
"TweenPauseMode]。\n"
"預設值為 [constant TWEEN_PAUSE_BOUND]。"
msgid ""
"Determines whether the [Tween] should run after process frames (see [method "
"Node._process]) or physics frames (see [method Node._physics_process]).\n"
"Default value is [constant TWEEN_PROCESS_IDLE]."
msgstr ""
"決定該 [Tween] 應當在處理影格(見 [method Node._process])還是物理影格(見 "
"[method Node._physics_process])執行。\n"
"預設值為 [constant TWEEN_PROCESS_IDLE]。"
msgid ""
"Scales the speed of tweening. This affects all [Tweener]s and their delays."
msgstr "補間的速度縮放。影響所有 [Tweener] 及其延遲。"
msgid ""
"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
"animated by this [Tween].\n"
"If not specified, the default value is [constant TRANS_LINEAR]."
msgstr ""
"為此 [Tween] 設定動畫化的 [PropertyTweener] 和 [MethodTweener] 的預設過渡類"
"型。\n"
"如果未指定,則預設值為 [constant TRANS_LINEAR]。"
msgid ""
"Stops the tweening and resets the [Tween] to its initial state. This will not "
"remove any appended [Tweener]s.\n"
"[b]Note:[/b] If a Tween is stopped and not bound to any node, it will exist "
"indefinitely until manually started or invalidated. If you lose a reference "
"to such Tween, you can retrieve it using [method SceneTree."
"get_processed_tweens]."
msgstr ""
"停止補間並將 [Tween] 重設為其初始狀態。這不會刪除任何附加的 [Tween]。\n"
"[b]注意:[/b]如果Tween被停止並且沒有綁定到任何節點它將無限期地存在直到手動"
"啟動或失效。如果遺失了對此類 Tween 的引用,可以使用 [method SceneTree."
"get_processed_tweens] 檢索它。"
msgid ""
"Creates and appends a [CallbackTweener]. This method can be used to call an "
"arbitrary method in any object. Use [method Callable.bind] to bind additional "
"arguments for the call.\n"
"[b]Example:[/b] Object that keeps shooting every 1 second:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().set_loops()\n"
"tween.tween_callback(shoot).set_delay(1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween().SetLoops();\n"
"tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example:[/b] Turning a sprite red and then blue, with 2 second delay:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)\n"
"tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"Sprite2D sprite = GetNode<Sprite2D>(\"Sprite\");\n"
"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red))."
"SetDelay(2.0f);\n"
"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue))."
"SetDelay(2.0f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"建立並追加一個 [CallbackTweener]。這個方法可用於呼叫任意物件的任意方法。請使"
"用 [method Callable.bind] 綁定額外的呼叫參數。\n"
"[b]範例:[/b]總是每隔 1 秒射擊一次的對象:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween().set_loops()\n"
"tween.tween_callback(shoot).set_delay(1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween().SetLoops();\n"
"tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]範例:[/b]將精靈變紅然後變藍,帶有 2 秒延遲:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)\n"
"tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = GetTree().CreateTween();\n"
"Sprite2D sprite = GetNode<Sprite2D>(\"Sprite\");\n"
"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red))."
"SetDelay(2.0f);\n"
"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue))."
"SetDelay(2.0f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative to using the delay in other "
"[Tweener]s, or when there's no animation (in which case the [Tween] acts as a "
"timer). [param time] is the length of the interval, in seconds.\n"
"[b]Example:[/b] Creating an interval in code execution:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# ... some code\n"
"await create_tween().tween_interval(2).finished\n"
"# ... more code\n"
"[/gdscript]\n"
"[csharp]\n"
"// ... some code\n"
"await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName."
"Finished);\n"
"// ... more code\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example:[/b] Creating an object that moves back and forth and jumps every "
"few seconds:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween().set_loops()\n"
"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
"tween.tween_callback(jump)\n"
"tween.tween_interval(2)\n"
"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
"tween.tween_callback(jump)\n"
"tween.tween_interval(2)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween().SetLoops();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", 200.0f, 1.0f)."
"AsRelative();\n"
"tween.TweenCallback(Callable.From(Jump));\n"
"tween.TweenInterval(2.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", -200.0f, 1.0f)."
"AsRelative();\n"
"tween.TweenCallback(Callable.From(Jump));\n"
"tween.TweenInterval(2.0f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"建立並追加一個 [IntervalTweener]。這個方法可用於在補間動畫中建立延遲,可以替代"
"在其他 [Tweener] 中使用延遲,或無動畫的情況(此時 [Tween] 充當計時器的角色)。"
"[param time] 為間隔時間,單位為秒。\n"
"[b]範例:[/b]建立程式碼執行的間隔:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# ... 一些程式碼\n"
"yield(create_tween().tween_interval(2), \"finished\")\n"
"# ... 更多程式碼\n"
"[/gdscript]\n"
"[csharp]\n"
"// ... 一些程式碼\n"
"await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName."
"Finished);\n"
"// ... 更多程式碼\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]範例:[/b]建立每隔幾秒就來回移動並跳躍的對象:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween().set_loops()\n"
"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
"tween.tween_callback(jump)\n"
"tween.tween_interval(2)\n"
"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
"tween.tween_callback(jump)\n"
"tween.tween_interval(2)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween().SetLoops();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", 200.0f, 1.0f)."
"AsRelative();\n"
"tween.TweenCallback(Callable.From(Jump));\n"
"tween.TweenInterval(2.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", -200.0f, 1.0f)."
"AsRelative();\n"
"tween.TweenCallback(Callable.From(Jump));\n"
"tween.TweenInterval(2.0f);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Creates and appends a [MethodTweener]. This method is similar to a "
"combination of [method tween_callback] and [method tween_property]. It calls "
"a method over time with a tweened value provided as an argument. The value is "
"tweened between [param from] and [param to] over the time specified by [param "
"duration], in seconds. Use [method Callable.bind] to bind additional "
"arguments for the call. You can use [method MethodTweener.set_ease] and "
"[method MethodTweener.set_trans] to tweak the easing and transition of the "
"value or [method MethodTweener.set_delay] to delay the tweening.\n"
"[b]Example:[/b] Making a 3D object look from one point to another point:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, "
"0, -1), 1) # The look_at() method takes up vector as second argument.\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenMethod(Callable.From((Vector3 target) => LookAt(target, Vector3."
"Up)), new Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), "
"1.0f); // Use lambdas to bind additional arguments for the call.\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Example:[/b] Setting the text of a [Label], using an intermediate method "
"and after a delay:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var tween = create_tween()\n"
" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n"
"\n"
"func set_label_text(value: int):\n"
" $Label.text = \"Counting \" + str(value)\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" base._Ready();\n"
"\n"
" Tween tween = CreateTween();\n"
" tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f)."
"SetDelay(1.0f);\n"
"}\n"
"\n"
"private void SetLabelText(int value)\n"
"{\n"
" GetNode<Label>(\"Label\").Text = $\"Counting {value}\";\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"建立並追加一個 [MethodTweener]。這個方法與 [method tween_callback] 和 [method "
"tween_property] 的組合類似,會使用補間後的值作為參數去持續呼叫某個方法。該值是"
"從 [param from] 到 [param to] 進行補間的,時長為 [param duration] 秒。請使用 "
"[method Callable.bind] 綁定額外的呼叫參數。你可以使用 [method MethodTweener."
"set_ease] 和 [method MethodTweener.set_trans] 來調整該值的緩動和過渡,可以使"
"用 [method MethodTweener.set_delay] 來延遲補間。\n"
"[b]範例:[/b]讓 3D 物件面向另一個點:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, "
"0, -1), 1) # look_at() 方法的第二個參數接受的是上向量。\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new Vector3(-1.0f, "
"0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // LookAt() 方法的第二個"
"參數接受的是上向量。\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]範例:[/b]在一段延遲後,使用中間方法來設定 [Label] 的文字:\n"
"[codeblocks]\n"
"[gdscript]\n"
"func _ready():\n"
" var tween = create_tween()\n"
" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n"
"\n"
"func set_label_text(value: int):\n"
" $Label.text = \"Counting \" + str(value)\n"
"[/gdscript]\n"
"[csharp]\n"
"public override void _Ready()\n"
"{\n"
" base._Ready();\n"
"\n"
" Tween tween = CreateTween();\n"
" tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f)."
"SetDelay(1.0f);\n"
"}\n"
"\n"
"private void SetLabelText(int value)\n"
"{\n"
" GetNode<Label>(\"Label\").Text = $\"Counting {value}\";\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a [param "
"property] of an [param object] between an initial value and [param final_val] "
"in a span of time equal to [param duration], in seconds. The initial value by "
"default is the property's value at the time the tweening of the "
"[PropertyTweener] starts.\n"
"[b]Example:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(100.0f, "
"200.0f), 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(200.0f, "
"300.0f), 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"will move the sprite to position (100, 200) and then to (200, 300). If you "
"use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
"the starting position will be overwritten by the given value instead. See "
"other methods in [PropertyTweener] to see how the tweening can be tweaked "
"further.\n"
"[b]Note:[/b] You can find the correct property name by hovering over the "
"property in the Inspector. You can also provide the components of a property "
"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
"code]), where it would only apply to that particular component.\n"
"[b]Example:[/b] Moving an object twice from the same position, with different "
"transition types:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().set_trans(Tween.TRANS_SINE)\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
"300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
"300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType."
"Expo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"建立並追加一個 [PropertyTweener]。這個方法會將 [param object] 物件的 [param "
"property] 屬性在初始值和最終值 [param final_val] 之間進行補間,持續時間為 "
"[param duration] 秒。初始值預設為該 [PropertyTweener] 啟動時該屬性的值。\n"
"[b]範例:[/b]\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(100.0f, "
"200.0f), 1.0f);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(200.0f, "
"300.0f), 1.0f);\n"
"[/csharp]\n"
"[/codeblocks]\n"
"會將該精靈移動到 (100, 200) 然後再移動到 (200, 300)。如果你使用了 [method "
"PropertyTweener.from] 或 [method PropertyTweener.from_current],那麼起始位置就"
"會被給定的值所覆蓋。更多調整項請參閱 [PropertyTweener] 中的其他方法。\n"
"[b]注意:[/b]滑鼠懸停在屬性面板中的屬性上即可查看正確的屬性名稱。你還可以用 "
"[code]\"屬性:元件\"[/code] 的形式提供屬性中的元件(例如 [code]position:x[/"
"code]),這樣就只會修改這個特定的元件。\n"
"[b]範例:[/b]使用不同的過渡型別從同一位置開始移動兩次:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().set_trans(Tween.TRANS_SINE)\n"
"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
"[/gdscript]\n"
"[csharp]\n"
"Tween tween = CreateTween();\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
"300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);\n"
"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * "
"300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType."
"Expo);\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Emitted when the [Tween] has finished all tweening. Never emitted when the "
"[Tween] is set to infinite looping (see [method set_loops])."
msgstr ""
"該 [Tween] 完成所有補間時發出。該 [Tween] 設為無限迴圈時不會發出(見 [method "
"set_loops])。"
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after the final loop, use [signal "
"finished] instead for this case."
msgstr ""
"完成一次迴圈時觸發(見 [method set_loops]),會提供該迴圈的索引號。這個訊號不"
"會在最後一次迴圈後觸發,這種情況請使用 [signal finished] 代替。"
msgid ""
"Emitted when one step of the [Tween] is complete, providing the step index. "
"One step is either a single [Tweener] or a group of [Tweener]s running in "
"parallel."
msgstr ""
"完成該 [Tween] 的一步完成後觸發,會提供這一步的索引號。一步指的是單個 "
"[Tweener] 或一組並存執行的 [Tweener]。"
msgid ""
"The [Tween] updates after each physics frame (see [method Node."
"_physics_process])."
msgstr ""
"該 [Tween] 在每個物理影格之後進行更新(見 [method Node._physics_process])。"
msgid ""
"The [Tween] updates after each process frame (see [method Node._process])."
msgstr "該 [Tween] 在每個處理影格之後進行更新(見 [method Node._process])。"
msgid ""
"If the [Tween] has a bound node, it will process when that node can process "
"(see [member Node.process_mode]). Otherwise it's the same as [constant "
"TWEEN_PAUSE_STOP]."
msgstr ""
"如果該 [Tween] 綁定了節點,它將在該節點可以處理時進行處理(見 [member Node."
"process_mode])。否則與 [constant TWEEN_PAUSE_STOP] 相同。"
msgid "If [SceneTree] is paused, the [Tween] will also pause."
msgstr "如果 [SceneTree] 被暫停,則該 [Tween] 也會暫停。"
msgid "The [Tween] will process regardless of whether [SceneTree] is paused."
msgstr "無論 [SceneTree] 是否被暫停,該 [Tween] 都會處理。"
msgid "The animation is interpolated linearly."
msgstr "動畫是線性插值的。"
msgid "The animation is interpolated using a sine function."
msgstr "動畫使用正弦函式進行插值。"
msgid ""
"The animation is interpolated with a quintic (to the power of 5) function."
msgstr "動畫使用五次5 次方)函式進行插值。"
msgid ""
"The animation is interpolated with a quartic (to the power of 4) function."
msgstr "動畫使用四次4 次方)函式進行插值。"
msgid ""
"The animation is interpolated with a quadratic (to the power of 2) function."
msgstr "動畫使用二次2 次方)函式進行插值。"
msgid ""
"The animation is interpolated with an exponential (to the power of x) "
"function."
msgstr "動畫使用指數x 次方)函式進行插值。"
msgid ""
"The animation is interpolated with elasticity, wiggling around the edges."
msgstr "動畫彈性插值,在邊緣擺動。"
msgid "The animation is interpolated with a cubic (to the power of 3) function."
msgstr "動畫使用三次3 次方)函式進行插值。"
msgid "The animation is interpolated with a function using square roots."
msgstr "動畫使用平方根的函式進行插值。"
msgid "The animation is interpolated by bouncing at the end."
msgstr "動畫通過在末尾彈跳插值。"
msgid "The animation is interpolated backing out at ends."
msgstr "動畫在末端重播插值。"
msgid "The animation is interpolated like a spring towards the end."
msgstr "動畫像朝著末尾的彈簧一樣插值。"
msgid "The interpolation starts slowly and speeds up towards the end."
msgstr "插值開始緩慢,並加速接近結束。"
msgid "The interpolation starts quickly and slows down towards the end."
msgstr "插值開始快速,接近結束時減慢。"
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is slowest at both ends."
msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的組合。兩端的插值最慢。"
msgid ""
"A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
"interpolation is fastest at both ends."
msgstr "[constant EASE_IN] 和 [constant EASE_OUT] 的組合。兩端的插值最快。"
msgid "Abstract class for all Tweeners used by [Tween]."
msgstr "[Tween] 使用的所有 Tweener補間器的抽象類別。"
msgid ""
"Tweeners are objects that perform a specific animating task, e.g. "
"interpolating a property or calling a method at a given time. A [Tweener] "
"can't be created manually, you need to use a dedicated method from [Tween]."
msgstr ""
"Tweener 是執行特定動畫化的工作的物件,例如,在給定的時間,插值一個屬性或呼叫一"
"個方法。[Tweener] 不能被手動建立,你需要使用 [Tween] 中的專用方法。"
msgid "Emitted when the [Tweener] has just finished its job."
msgstr "當該 [Tweener] 剛剛完成其工作時觸發。"
msgid "Helper class to implement a UDP server."
msgstr "用於實作 UDP 伺服器的輔助類。"
msgid ""
"A simple server that opens a UDP socket and returns connected [PacketPeerUDP] "
"upon receiving new packets. See also [method PacketPeerUDP.connect_to_host].\n"
"After starting the server ([method listen]), you will need to [method poll] "
"it at regular intervals (e.g. inside [method Node._process]) for it to "
"process new packets, delivering them to the appropriate [PacketPeerUDP], and "
"taking new connections.\n"
"Below a small example of how it can be used:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"class_name ServerNode\n"
"extends Node\n"
"\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
"\n"
"func _process(delta):\n"
" server.poll() # Important!\n"
" if server.is_connection_available():\n"
" var peer: PacketPeerUDP = server.take_connection()\n"
" var packet = peer.get_packet()\n"
" print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
"get_packet_port()])\n"
" print(\"Received data: %s\" % [packet.get_string_from_utf8()])\n"
" # Reply so it knows we received the message.\n"
" peer.put_packet(packet)\n"
" # Keep a reference so we can keep contacting the remote peer.\n"
" peers.append(peer)\n"
"\n"
" for i in range(0, peers.size()):\n"
" pass # Do something with the connected peers.\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"using System.Collections.Generic;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private UdpServer _server = new UdpServer();\n"
" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _server.Poll(); // Important!\n"
" if (_server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUdp peer = _server.TakeConnection();\n"
" byte[] packet = peer.GetPacket();\n"
" GD.Print($\"Accepted Peer: {peer.GetPacketIP()}:{peer."
"GetPacketPort()}\");\n"
" GD.Print($\"Received Data: {packet.GetStringFromUtf8()}\");\n"
" // Reply so it knows we received the message.\n"
" peer.PutPacket(packet);\n"
" // Keep a reference so we can keep contacting the remote peer.\n"
" _peers.Add(peer);\n"
" }\n"
" foreach (var peer in _peers)\n"
" {\n"
" // Do something with the peers.\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"class_name ClientNode\n"
"extends Node\n"
"\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
"\n"
"func _process(delta):\n"
" if !connected:\n"
" # Try to contact server\n"
" udp.put_packet(\"The answer is... 42!\".to_utf8_buffer())\n"
" if udp.get_available_packet_count() > 0:\n"
" print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // Try to contact server\n"
" _udp.PutPacket(\"The Answer Is..42!\".ToUtf8Buffer());\n"
" }\n"
" if (_udp.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"Connected: {_udp.GetPacket()."
"GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"簡易伺服器,會打開 UDP 通訊端,並在收到新封包時返回已連接的 [PacketPeerUDP]。"
"另見 [method PacketPeerUDP.connect_to_host]。\n"
"伺服器啟動後([method listen]),你需要呼叫 [method poll] 按照一定的間隔輪詢"
"(例如在 [method Node._process] 中)才能處理新封包、將它們傳遞給合適的 "
"[PacketPeerUDP]、獲取新連接。\n"
"下面是簡單的用法範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"# server_node.gd\n"
"class_name ServerNode\n"
"extends Node\n"
"\n"
"var server := UDPServer.new()\n"
"var peers = []\n"
"\n"
"func _ready():\n"
" server.listen(4242)\n"
"\n"
"func _process(delta):\n"
" server.poll() # 重要!\n"
" if server.is_connection_available():\n"
" var peer: PacketPeerUDP = server.take_connection()\n"
" var packet = peer.get_packet()\n"
" print(\"接受對等體:%s:%s\" % [peer.get_packet_ip(), peer."
"get_packet_port()])\n"
" print(\"接收到資料:%s\" % [packet.get_string_from_utf8()])\n"
" # 進行回復,這樣對方就知道我們收到了消息。\n"
" peer.put_packet(packet)\n"
" # 保持引用,這樣我們就能繼續與遠端對等體聯繫。\n"
" peers.append(peer)\n"
"\n"
" for i in range(0, peers.size()):\n"
" pass # 針對已連接的對等體進行操作。\n"
"[/gdscript]\n"
"[csharp]\n"
"// ServerNode.cs\n"
"using Godot;\n"
"using System.Collections.Generic;\n"
"\n"
"public partial class ServerNode : Node\n"
"{\n"
" private UdpServer _server = new UdpServer();\n"
" private List<PacketPeerUdp> _peers = new List<PacketPeerUdp>();\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _server.Listen(4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" _server.Poll(); // 重要!\n"
" if (_server.IsConnectionAvailable())\n"
" {\n"
" PacketPeerUdp peer = _server.TakeConnection();\n"
" byte[] packet = peer.GetPacket();\n"
" GD.Print($\"接受對等體:{peer.GetPacketIP()}:{peer."
"GetPacketPort()}\");\n"
" GD.Print($\"接收到資料:{packet.GetStringFromUtf8()}\");\n"
" // 進行回復,這樣對方就知道我們收到了消息。\n"
" peer.PutPacket(packet);\n"
" // 保持引用,這樣我們就能繼續與遠端對等體聯繫。\n"
" _peers.Add(peer);\n"
" }\n"
" foreach (var peer in _peers)\n"
" {\n"
" // 針對已連接的對等體進行操作。\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[codeblocks]\n"
"[gdscript]\n"
"# client_node.gd\n"
"class_name ClientNode\n"
"extends Node\n"
"\n"
"var udp := PacketPeerUDP.new()\n"
"var connected = false\n"
"\n"
"func _ready():\n"
" udp.connect_to_host(\"127.0.0.1\", 4242)\n"
"\n"
"func _process(delta):\n"
" if !connected:\n"
" # 嘗試連接伺服器\n"
" udp.put_packet(\"答案是……42\".to_utf8_buffer())\n"
" if udp.get_available_packet_count() > 0:\n"
" print(\"已連接:%s\" % udp.get_packet().get_string_from_utf8())\n"
" connected = true\n"
"[/gdscript]\n"
"[csharp]\n"
"// ClientNode.cs\n"
"using Godot;\n"
"\n"
"public partial class ClientNode : Node\n"
"{\n"
" private PacketPeerUdp _udp = new PacketPeerUdp();\n"
" private bool _connected = false;\n"
"\n"
" public override void _Ready()\n"
" {\n"
" _udp.ConnectToHost(\"127.0.0.1\", 4242);\n"
" }\n"
"\n"
" public override void _Process(double delta)\n"
" {\n"
" if (!_connected)\n"
" {\n"
" // 嘗試聯繫伺服器\n"
" _udp.PutPacket(\"答案是……42\".ToUtf8Buffer());\n"
" }\n"
" if (_udp.GetAvailablePacketCount() > 0)\n"
" {\n"
" GD.Print($\"已連接:{_udp.GetPacket().GetStringFromUtf8()}\");\n"
" _connected = true;\n"
" }\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns [code]true[/code] if a packet with a new address/port combination was "
"received on the socket."
msgstr ""
"如果在通訊端中收到一個具有新位址及埠組合的封包,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the socket is open and listening on a port."
msgstr "如果通訊端是打開的,並且在監聽埠,則返回 [code]true[/code]。"
msgid ""
"Starts the server by opening a UDP socket listening on the given [param "
"port]. You can optionally specify a [param bind_address] to only listen for "
"packets sent to that address. See also [method PacketPeerUDP.bind]."
msgstr ""
"啟動伺服器,打開監聽給定埠 [param port] 的 UDP 通訊端。還可以指定 [param "
"bind_address],僅監聽發送至該位址的封包。另見 [method PacketPeerUDP.bind]。"
msgid ""
"Call this method at regular intervals (e.g. inside [method Node._process]) to "
"process new packets. And packet from known address/port pair will be "
"delivered to the appropriate [PacketPeerUDP], any packet received from an "
"unknown address/port pair will be added as a pending connection (see [method "
"is_connection_available], [method take_connection]). The maximum number of "
"pending connection is defined via [member max_pending_connections]."
msgstr ""
"定期呼叫這個方法,例如在[method Node._process]裡面,來處理新封包。來自已知位址"
"及埠對的封包,將被傳遞到相應的[PacketPeerUDP],任何從未知位址及埠對收到的封包"
"將被新增為一個待定連接,參閱[method is_connection_available], [method "
"take_connection]。待定連接的最大數量通過[member max_pending_connections]定義。"
msgid ""
"Stops the server, closing the UDP socket if open. Will close all connected "
"[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
"be notified)."
msgstr ""
"停止伺服器,如果 UDP 通訊端處於打開狀態,就關閉它。將關閉所有通過 [method "
"take_connection] 接受連接的 [PacketPeerUDP](不會通知遠端對等體)。"
msgid ""
"Returns the first pending connection (connected to the appropriate address/"
"port). Will return [code]null[/code] if no new connection is available. See "
"also [method is_connection_available], [method PacketPeerUDP.connect_to_host]."
msgstr ""
"返回第一個掛起的連接(連接到適當的位址及埠)。如果沒有新的連接可用,將返回 "
"[code]null[/code]。另請參閱 [method is_connection_available]、[method "
"PacketPeerUDP.connect_to_host]。"
msgid ""
"Define the maximum number of pending connections, during [method poll], any "
"new pending connection exceeding that value will be automatically dropped. "
"Setting this value to [code]0[/code] effectively prevents any new pending "
"connection to be accepted (e.g. when all your players have connected)."
msgstr ""
"定義最大的待定連接數,在[method poll]期間,任何超過該值的新待定連接將被自動放"
"棄。把這個值設定為[code]0[/code]可以有效地防止任何新的待定連接被接受,例如,當"
"你的所有玩家都連接時。"
msgid ""
"Provides a high-level interface for implementing undo and redo operations."
msgstr "為實作撤銷和重做操作提供高階介面。"
msgid ""
"UndoRedo works by registering methods and property changes inside "
"\"actions\". You can create an action, then provide ways to do and undo this "
"action using function calls and property changes, then commit the action.\n"
"When an action is committed, all of the [code]do_*[/code] methods will run. "
"If the [method undo] method is used, the [code]undo_*[/code] methods will "
"run. If the [method redo] method is used, once again, all of the [code]do_*[/"
"code] methods will run.\n"
"Here's an example on how to add an action:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var undo_redo = UndoRedo.new()\n"
"\n"
"func do_something():\n"
" pass # Put your code here.\n"
"\n"
"func undo_something():\n"
" pass # Put here the code that reverts what's done by \"do_something()\".\n"
"\n"
"func _on_my_button_pressed():\n"
" var node = get_node(\"MyNode2D\")\n"
" undo_redo.create_action(\"Move the node\")\n"
" undo_redo.add_do_method(do_something)\n"
" undo_redo.add_undo_method(undo_something)\n"
" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
" undo_redo.add_undo_property(node, \"position\", node.position)\n"
" undo_redo.commit_action()\n"
"[/gdscript]\n"
"[csharp]\n"
"private UndoRedo _undoRedo;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _undoRedo = new UndoRedo();\n"
"}\n"
"\n"
"public void DoSomething()\n"
"{\n"
" // Put your code here.\n"
"}\n"
"\n"
"public void UndoSomething()\n"
"{\n"
" // Put here the code that reverts what's done by \"DoSomething()\".\n"
"}\n"
"\n"
"private void OnMyButtonPressed()\n"
"{\n"
" var node = GetNode<Node2D>(\"MyNode2D\");\n"
" _undoRedo.CreateAction(\"Move the node\");\n"
" _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));\n"
" _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));\n"
" _undoRedo.AddDoProperty(node, \"position\", new Vector2(100, 100));\n"
" _undoRedo.AddUndoProperty(node, \"position\", node.Position);\n"
" _undoRedo.CommitAction();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"Before calling any of the [code]add_(un)do_*[/code] methods, you need to "
"first call [method create_action]. Afterwards you need to call [method "
"commit_action].\n"
"If you don't need to register a method, you can leave [method add_do_method] "
"and [method add_undo_method] out; the same goes for properties. You can also "
"register more than one method/property.\n"
"If you are making an [EditorPlugin] and want to integrate into the editor's "
"undo history, use [EditorUndoRedoManager] instead.\n"
"If you are registering multiple properties/method which depend on one "
"another, be aware that by default undo operation are called in the same order "
"they have been added. Therefore instead of grouping do operation with their "
"undo operations it is better to group do on one side and undo on the other as "
"shown below.\n"
"[codeblocks]\n"
"[gdscript]\n"
"undo_redo.create_action(\"Add object\")\n"
"\n"
"# DO\n"
"undo_redo.add_do_method(_create_object)\n"
"undo_redo.add_do_method(_add_object_to_singleton)\n"
"\n"
"# UNDO\n"
"undo_redo.add_undo_method(_remove_object_from_singleton)\n"
"undo_redo.add_undo_method(_destroy_that_object)\n"
"\n"
"undo_redo.commit_action()\n"
"[/gdscript]\n"
"[csharp]\n"
"_undo_redo.CreateAction(\"Add object\");\n"
"\n"
"// DO\n"
"_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n"
"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n"
"\n"
"// UNDO\n"
"_undo_redo.AddUndoMethod(new Callable(this, MethodName."
"RemoveObjectFromSingleton));\n"
"_undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));\n"
"\n"
"_undo_redo.CommitAction();\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"UndoRedo 的原理是在“動作”中註冊方法和屬性的變化。你可以建立一個動作,然後提供"
"執行do和撤銷undo這個動作需要進行的函式呼叫和屬性更改然後提交該動"
"作。\n"
"動作提交後就會執行所有 [code]do_*[/code] 方法。如果使用 [method undo] 方法,那"
"麼就會執行 [code]undo_*[/code] 方法。如果使用 [method redo] 方法,那麼就會再次"
"執行所有 [code]do_*[/code] 方法。\n"
"以下是新增動作的範例:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var undo_redo = UndoRedo.new()\n"
"\n"
"func do_something():\n"
" pass # 在此處編寫你的程式碼。\n"
"\n"
"func undo_something():\n"
" pass # 在此處編寫恢復“do_something()”裡所做事情的程式碼。\n"
"\n"
"func _on_my_button_pressed():\n"
" var node = get_node(\"MyNode2D\")\n"
" undo_redo.create_action(\"移動節點\")\n"
" undo_redo.add_do_method(do_something)\n"
" undo_redo.add_undo_method(undo_something)\n"
" undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
" undo_redo.add_undo_property(node, \"position\", node.position)\n"
" undo_redo.commit_action()\n"
"[/gdscript]\n"
"[csharp]\n"
"private UndoRedo _undoRedo;\n"
"\n"
"public override void _Ready()\n"
"{\n"
" _undoRedo = new UndoRedo();\n"
"}\n"
"\n"
"public void DoSomething()\n"
"{\n"
" // 在此處編寫你的程式碼。\n"
"}\n"
"\n"
"public void UndoSomething()\n"
"{\n"
" // 在此處編寫恢復“DoSomething()”裡所做事情的程式碼。\n"
"}\n"
"\n"
"private void OnMyButtonPressed()\n"
"{\n"
" var node = GetNode<Node2D>(\"MyNode2D\");\n"
" _undoRedo.CreateAction(\"移動節點\");\n"
" _undoRedo.AddDoMethod(new Callable(this, MethodName.DoSomething));\n"
" _undoRedo.AddUndoMethod(new Callable(this, MethodName.UndoSomething));\n"
" _undoRedo.AddDoProperty(node, \"position\", new Vector2(100, 100));\n"
" _undoRedo.AddUndoProperty(node, \"position\", node.Position);\n"
" _undoRedo.CommitAction();\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"呼叫 [code]add_(un)do_*[/code] 方法之前,你需要先呼叫 [method create_action]。"
"呼叫之後則需要呼叫 [method commit_action]。\n"
"如果你不需要註冊方法,則可以將 [method add_do_method] 和 [method "
"add_undo_method] 省去;屬性同理。你也可以註冊多個方法/屬性。\n"
"如果你要製作 [EditorPlugin],希望集成編輯器的撤銷歷史,請改用 "
"[EditorUndoRedoManager]。\n"
"如果你所註冊的不同屬性/方法之間有相互依賴,請注意預設情況下撤銷操作的呼叫順序"
"和新增順序是一致的。因此請不要將 do 操作和 undo 操作寫在一起,最好還是和下面一"
"樣 do 和 do 一起寫undo 和 undo 一起寫。\n"
"[codeblocks]\n"
"[gdscript]\n"
"undo_redo.create_action(\"新增對象\")\n"
"\n"
"# DO\n"
"undo_redo.add_do_method(_create_object)\n"
"undo_redo.add_do_method(_add_object_to_singleton)\n"
"\n"
"# UNDO\n"
"undo_redo.add_undo_method(_remove_object_from_singleton)\n"
"undo_redo.add_undo_method(_destroy_that_object)\n"
"\n"
"undo_redo.commit_action()\n"
"[/gdscript]\n"
"[csharp]\n"
"_undo_redo.CreateAction(\"新增對象\");\n"
"\n"
"// DO\n"
"_undo_redo.AddDoMethod(new Callable(this, MethodName.CreateObject));\n"
"_undo_redo.AddDoMethod(new Callable(this, MethodName.AddObjectToSingleton));\n"
"\n"
"// UNDO\n"
"_undo_redo.AddUndoMethod(new Callable(this, MethodName."
"RemoveObjectFromSingleton));\n"
"_undo_redo.AddUndoMethod(new Callable(this, MethodName.DestroyThatObject));\n"
"\n"
"_undo_redo.CommitAction();\n"
"[/csharp]\n"
"[/codeblocks]"
msgid "Register a [Callable] that will be called when the action is committed."
msgstr "註冊 [Callable],會在提交動作時呼叫。"
msgid ""
"Register a [param property] that would change its value to [param value] when "
"the action is committed."
msgstr "註冊 [param property],會在提交動作時將其值更改為 [param value]。"
msgid ""
"Register a reference for \"do\" that will be erased if the \"do\" history is "
"lost. This is useful mostly for new nodes created for the \"do\" call. Do not "
"use for resources.\n"
"[codeblock]\n"
"var node = Node2D.new()\n"
"undo_redo.create_action(\"Add node\")\n"
"undo_redo.add_do_method(add_child.bind(node))\n"
"undo_redo.add_do_reference(node)\n"
"undo_redo.add_undo_method(remove_child.bind(node))\n"
"undo_redo.commit_action()\n"
"[/codeblock]"
msgstr ""
"為“do”執行註冊引用丟棄該“do”歷史時會擦除該引用。主要可用於“do”呼叫新建的"
"節點。請勿用於資源。\n"
"[codeblock]\n"
"var node = Node2D.new()\n"
"undo_redo.create_action(\"新增節點\")\n"
"undo_redo.add_do_method(add_child.bind(node))\n"
"undo_redo.add_do_reference(node)\n"
"undo_redo.add_undo_method(remove_child.bind(node))\n"
"undo_redo.commit_action()\n"
"[/codeblock]"
msgid "Register a [Callable] that will be called when the action is undone."
msgstr "註冊 [Callable],會在撤銷動作時呼叫。"
msgid ""
"Register a [param property] that would change its value to [param value] when "
"the action is undone."
msgstr "註冊 [param property],會在撤銷動作時將其值更改為 [param value]。"
msgid ""
"Register a reference for \"undo\" that will be erased if the \"undo\" history "
"is lost. This is useful mostly for nodes removed with the \"do\" call (not "
"the \"undo\" call!).\n"
"[codeblock]\n"
"var node = $Node2D\n"
"undo_redo.create_action(\"Remove node\")\n"
"undo_redo.add_do_method(remove_child.bind(node))\n"
"undo_redo.add_undo_method(add_child.bind(node))\n"
"undo_redo.add_undo_reference(node)\n"
"undo_redo.commit_action()\n"
"[/codeblock]"
msgstr ""
"為“undo”撤銷註冊引用丟棄該“undo”歷史時會擦除該引用。主要可用於“do”呼叫移"
"除的節點不是“undo”呼叫。\n"
"[codeblock]\n"
"var node = $Node2D\n"
"undo_redo.create_action(\"移除節點\")\n"
"undo_redo.add_do_method(remove_child.bind(node))\n"
"undo_redo.add_undo_method(add_child.bind(node))\n"
"undo_redo.add_undo_reference(node)\n"
"undo_redo.commit_action()\n"
"[/codeblock]"
msgid ""
"Clear the undo/redo history and associated references.\n"
"Passing [code]false[/code] to [param increase_version] will prevent the "
"version number from increasing when the history is cleared."
msgstr ""
"清除撤銷/重做歷史和相關的引用。\n"
"將 [code]false[/code] 傳遞給 [param increase_version] 將防止在清除歷史記錄時增"
"加版本號。"
msgid ""
"Commit the action. If [param execute] is [code]true[/code] (which it is by "
"default), all \"do\" methods/properties are called/set when this function is "
"called."
msgstr ""
"提交動作。如果 [param execute] 為 [code]true[/code](預設情況),則會在呼叫此"
"函式時呼叫/設定所有“執行do”方法/屬性。"
msgid ""
"Create a new action. After this is called, do all your calls to [method "
"add_do_method], [method add_undo_method], [method add_do_property], and "
"[method add_undo_property], then commit the action with [method "
"commit_action].\n"
"The way actions are merged is dictated by [param merge_mode]. See [enum "
"MergeMode] for details.\n"
"The way undo operation are ordered in actions is dictated by [param "
"backward_undo_ops]. When [param backward_undo_ops] is [code]false[/code] undo "
"option are ordered in the same order they were added. Which means the first "
"operation to be added will be the first to be undone."
msgstr ""
"建立一個新的動作。呼叫後,請執行所有你需要的 [method add_do_method]、[method "
"add_undo_method]、[method add_do_property] 和 [method add_undo_property] 調"
"用,然後再用 [method commit_action] 提交這個動作。\n"
"動作的合併方式由 [param merge_mode] 決定。詳見 [enum MergeMode]。\n"
"動作中撤銷操作的順序由 [param backward_undo_ops] 決定。[param "
"backward_undo_ops] 為 [code]false[/code] 時,撤銷選項的順序和新增順序一致。也"
"就是說,先新增的操作會先撤銷。"
msgid ""
"Stops marking operations as to be processed even if the action gets merged "
"with another in the [constant MERGE_ENDS] mode. See [method "
"start_force_keep_in_merge_ends]."
msgstr ""
"停止將操作標記為要處理,即使該動作在 [constant MERGE_ENDS] 模式下與另一個動作"
"合併。請參閱 [method start_force_keep_in_merge_ends]。"
msgid "Gets the action name from its index."
msgstr "根據索引獲取動作名稱。"
msgid "Gets the index of the current action."
msgstr "獲取目前動作的索引。"
msgid ""
"Gets the name of the current action, equivalent to "
"[code]get_action_name(get_current_action())[/code]."
msgstr ""
"獲取目前動作的名稱,等價於 [code]get_action_name(get_current_action())[/"
"code]。"
msgid "Returns how many elements are in the history."
msgstr "返回歷史中有多少元素。"
msgid ""
"Gets the version. Every time a new action is committed, the [UndoRedo]'s "
"version number is increased automatically.\n"
"This is useful mostly to check if something changed from a saved version."
msgstr ""
"獲取版本。每次提交一個新的操作,[UndoRedo] 的版本號都會自動增加。\n"
"這主要用於檢查保存的版本是否發生了更改。"
msgid ""
"Returns [code]true[/code] if the [UndoRedo] is currently committing the "
"action, i.e. running its \"do\" method or property change (see [method "
"commit_action])."
msgstr ""
"如果 [UndoRedo] 目前正在提交動作即運作其“do”的方法或屬性變化則返回 "
"[code]true[/code](請參閱 [method commit_action])。"
msgid "Redo the last action."
msgstr "重做上一個動作。"
msgid ""
"Marks the next \"do\" and \"undo\" operations to be processed even if the "
"action gets merged with another in the [constant MERGE_ENDS] mode. Return to "
"normal operation using [method end_force_keep_in_merge_ends]."
msgstr ""
"標記要處理的下一個“執行”和“撤銷”操作,即使該動作在 [constant MERGE_ENDS] 模式"
"下與另一個動作合併。使用 [method end_force_keep_in_merge_ends] 返回到正常操"
"作。"
msgid "Undo the last action."
msgstr "撤銷上一個動作。"
msgid "Called when [method undo] or [method redo] was called."
msgstr "當 [method undo] 或 [method redo] 被呼叫時呼叫。"
msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
msgstr "使“do”/“undo”操作保持在單獨的動作中。"
msgid ""
"Makes so that the action's \"undo\" operations are from the first action "
"created and the \"do\" operations are from the last subsequent action with "
"the same name."
msgstr ""
"使得動作的“撤銷”操作來自建立的第一個動作,“執行”操作來自最後一個具有相同名稱的"
"後續動作。"
msgid "Makes subsequent actions with the same name be merged into one."
msgstr "使具有相同名稱的後續動作合併為一個。"
msgid ""
"Universal Plug and Play (UPnP) functions for network device discovery, "
"querying and port forwarding."
msgstr "通用隨插即用UPnP功能用於網路裝置的發現、查詢及埠對應。"
msgid ""
"This class can be used to discover compatible [UPNPDevice]s on the local "
"network and execute commands on them, like managing port mappings (for port "
"forwarding/NAT traversal) and querying the local and remote network IP "
"address. Note that methods on this class are synchronous and block the "
"calling thread.\n"
"To forward a specific port (here [code]7777[/code], note both [method "
"discover] and [method add_port_mapping] can return errors that should be "
"checked):\n"
"[codeblock]\n"
"var upnp = UPNP.new()\n"
"upnp.discover()\n"
"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"To close a specific port (e.g. after you have finished using it):\n"
"[codeblock]\n"
"upnp.delete_port_mapping(port)\n"
"[/codeblock]\n"
"[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery "
"without blocking the main thread, use [Thread]s like this:\n"
"[codeblock]\n"
"# Emitted when UPnP port mapping setup is completed (regardless of success or "
"failure).\n"
"signal upnp_completed(error)\n"
"\n"
"# Replace this with your own server port number between 1024 and 65535.\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
"func _upnp_setup(server_port):\n"
" # UPNP queries take some time.\n"
" var upnp = UPNP.new()\n"
" var err = upnp.discover()\n"
"\n"
" if err != OK:\n"
" push_error(str(err))\n"
" emit_signal(\"upnp_completed\", err)\n"
" return\n"
"\n"
" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"UDP\")\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"TCP\")\n"
" emit_signal(\"upnp_completed\", OK)\n"
"\n"
"func _ready():\n"
" thread = Thread.new()\n"
" thread.start(_upnp_setup.bind(SERVER_PORT))\n"
"\n"
"func _exit_tree():\n"
" # Wait for thread finish here to handle game exit while the thread is "
"running.\n"
" thread.wait_to_finish()\n"
"[/codeblock]\n"
"[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
"\"internet gateway device\", short IGD) refers to network devices that allow "
"computers in the local network to access the internet (\"wide area network\", "
"WAN). These gateways are often also called \"routers\".\n"
"[b]Pitfalls:[/b]\n"
"- As explained above, these calls are blocking and shouldn't be run on the "
"main thread, especially as they can block for multiple seconds at a time. Use "
"threading!\n"
"- Networking is physical and messy. Packets get lost in transit or get "
"filtered, addresses, free ports and assigned mappings change, and devices may "
"leave or join the network at any time. Be mindful of this, be diligent when "
"checking and handling errors, and handle these gracefully if you can: add "
"clear error UI, timeouts and re-try handling.\n"
"- Port mappings may change (and be removed) at any time, and the remote/"
"external IP address of the gateway can change likewise. You should consider "
"re-querying the external IP and try to update/refresh the port mapping "
"periodically (for example, every 5 minutes and on networking failures).\n"
"- Not all devices support UPnP, and some users disable UPnP support. You need "
"to handle this (e.g. documenting and requiring the user to manually forward "
"ports, or adding alternative methods of NAT traversal, like a relay/mirror "
"server, or NAT hole punching, STUN/TURN, etc.).\n"
"- Consider what happens on mapping conflicts. Maybe multiple users on the "
"same network would like to play your game at the same time, or maybe another "
"application uses the same port. Make the port configurable, and optimally "
"choose a port automatically (re-trying with a different port on failure).\n"
"[b]Further reading:[/b] If you want to know more about UPnP (and the Internet "
"Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
"[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is "
"a good first stop, the specification can be found at the [url=https://"
"openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
"Connectivity Foundation[/url] and Godot's implementation is based on the "
"[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
msgstr ""
"這個類可用於在本地網路中發現相容的 [UPNPDevice] 並在這些裝置上執行命令,如管理"
"埠對應(用於埠轉發/NAT 穿透)和查詢本地及遠端網路 IP 位址。請注意,這個類的方"
"法都是同步的,會阻塞呼叫執行緒。\n"
"要轉發指定埠(此處為 [code]7777[/code],請注意 [method discover] 和 [method "
"add_port_mapping] 都可能返回錯誤,應進行檢查):\n"
"[codeblock]\n"
"var upnp = UPNP.new()\n"
"upnp.discover()\n"
"upnp.add_port_mapping(7777)\n"
"[/codeblock]\n"
"要關閉指定埠(例如結束使用後):\n"
"[codeblock]\n"
"upnp.delete_port_mapping(port)\n"
"[/codeblock]\n"
"[b]注意:[/b]UPnP 發現會阻塞目前執行緒。要在不阻塞主執行緒的前提下執行發現,請"
"像這樣使用 [Thread]\n"
"[codeblock]\n"
"# UPnP 埠對應建立完成時發出(無論成敗)。\n"
"signal upnp_completed(error)\n"
"\n"
"# 請將其替換為你自己的伺服器埠號,在 1024 和 65535 之間。\n"
"const SERVER_PORT = 3928\n"
"var thread = null\n"
"\n"
"func _upnp_setup(server_port):\n"
" # UPNP 查詢比較耗時。\n"
" var upnp = UPNP.new()\n"
" var err = upnp.discover()\n"
"\n"
" if err != OK:\n"
" push_error(str(err))\n"
" emit_signal(\"upnp_completed\", err)\n"
" return\n"
"\n"
" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"UDP\")\n"
" upnp.add_port_mapping(server_port, server_port, ProjectSettings."
"get_setting(\"application/config/name\"), \"TCP\")\n"
" emit_signal(\"upnp_completed\", OK)\n"
"\n"
"func _ready():\n"
" thread = Thread.new()\n"
" thread.start(_upnp_setup.bind(SERVER_PORT))\n"
"\n"
"func _exit_tree():\n"
" # 遊戲退出但執行緒還在運作時,在此處等待中的執行緒完成。\n"
" thread.wait_to_finish()\n"
"[/codeblock]\n"
"[b]術語:[/b]UPnP 網路中“閘道”gateway或稱“互聯網閘道裝置”internet "
"gateway device簡稱 IGD指的是在局域網中讓電腦能夠存取互聯網“廣域網路”"
"wide area networkWAN的網路裝置。這些閘道經常也叫做“路由器”。\n"
"[b]陷阱:[/b]\n"
"- 前文解釋過,這些呼叫都是阻塞的,不應該在主執行緒上執行,一次就能阻塞上很多"
"秒。用用執行緒吧!\n"
"- 網路是實打實的混亂。封包可能會在傳輸過程中丟失或者被篩選掉,位址、空閒端口、"
"埠對應有可能發生變化,裝置可以隨時離開或者加入網路。請考慮周全,老老實實地檢查"
"錯誤並進行處理,處理錯誤時請儘量友好:新增簡潔的報告有錯 UI、超時處理、重試機"
"制。\n"
"- 埠對應是隨時會變的(也可以被刪除),閘道的遠端/外部 IP 也可能發生改變。你應"
"該考慮定期重新查詢外部 IP、嘗試更新/更新埠對應(例如每隔 5 分鐘或者在發生網路"
"錯誤時執行)。\n"
"- 並不是所有的裝置都支援 UPnP有些使用者還會禁用 UPnP 支援。你需要處理這種情"
"況(例如編寫文件,要求使用者手動進行埠對應,或者加入接力/鏡像伺服器、NAT 打"
"洞、STUN/TURN 等 NAT 穿透的備用方案)。\n"
"- 請考慮對應衝突時該怎麼辦。可能在同一個網路上同時有多個使用者想要來玩你的遊"
"戲,或者有其他套用程式用了一樣的埠。請把埠號做成可配置的,最好能夠自動選擇(失"
"敗時重試其他埠)。\n"
"[b]拓展閱讀:[/b]如果你想瞭解更多關於 UPnP尤其是 Internet Gateway Device"
"IGD和 Port Control ProtocolPCP可以首先查看[url=https://en."
"wikipedia.org/wiki/Universal_Plug_and_Play]維琪百科[/url],技術規範可以在 "
"[url=https://openconnectivity.org/developer/specifications/upnp-resources/"
"upnp/]Open Connectivity 基金會[/url]找到Godot 的實作基於的是 [url=https://"
"github.com/miniupnp/miniupnp]MiniUPnP 使用者端[/url]。"
msgid "Adds the given [UPNPDevice] to the list of discovered devices."
msgstr "將給定的 [UPNPDevice] 新增到已發現裝置的列表中。"
msgid ""
"Adds a mapping to forward the external [param port] (between 1 and 65535, "
"although recommended to use port 1024 or above) on the default gateway (see "
"[method get_gateway]) to the [param port_internal] on the local machine for "
"the given protocol [param proto] (either [code]\"TCP\"[/code] or "
"[code]\"UDP\"[/code], with UDP being the default). If a port mapping for the "
"given port and protocol combination already exists on that gateway device, "
"this method tries to overwrite it. If that is not desired, you can retrieve "
"the gateway manually with [method get_gateway] and call [method "
"add_port_mapping] on it, if any. Note that forwarding a well-known port "
"(below 1024) with UPnP may fail depending on the device.\n"
"Depending on the gateway device, if a mapping for that port already exists, "
"it will either be updated or it will refuse this command due to that "
"conflict, especially if the existing mapping for that port wasn't created via "
"UPnP or points to a different network address (or device) than this one.\n"
"If [param port_internal] is [code]0[/code] (the default), the same port "
"number is used for both the external and the internal port (the [param port] "
"value).\n"
"The description ([param desc]) is shown in some routers management UIs and "
"can be used to point out which application added the mapping.\n"
"The mapping's lease [param duration] can be limited by specifying a duration "
"in seconds. The default of [code]0[/code] means no duration, i.e. a permanent "
"lease and notably some devices only support these permanent leases. Note that "
"whether permanent or not, this is only a request and the gateway may still "
"decide at any point to remove the mapping (which usually happens on a reboot "
"of the gateway, when its external IP address changes, or on some models when "
"it detects a port mapping has become inactive, i.e. had no traffic for "
"multiple minutes). If not [code]0[/code] (permanent), the allowed range "
"according to spec is between [code]120[/code] (2 minutes) and [code]86400[/"
"code] seconds (24 hours).\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
"新增對應,針對給定的協議 [param proto][code]\"TCP\"[/code] 或 "
"[code]\"UDP\"[/code],預設為 UDP將預設閘道器見 [method get_gateway])上"
"的外部埠 [param port](在 1 到 65535 之間,不過推薦使用 1024 以上的埠)對應到"
"本機上的內部埠 [param port_internal]。如果該閘道上已經存在給定的埠與協議的組"
"合,這個方法會嘗試進行覆蓋。如果不希望如此,你可以使用 [method get_gateway] 手"
"動獲取閘道,獲取到後呼叫其 [method add_port_mapping] 方法。請注意,使用 UPnP "
"轉發公認埠1024 以下)在有些裝置上可能會失敗。\n"
"如果埠的對應已存在,有些閘道裝置可能會對其進行更新,有些則會因為衝突而拒絕這個"
"命令,尤其當現有埠對應不是由 UPnP 建立的,或者指向的是別的網路位址(或裝置)的"
"時候。\n"
"如果 [param port_internal] 為 [code]0[/code](預設),表示內外部埠相同(使用 "
"[param port] 的值)。\n"
"描述([param desc])會顯示在一些路由器的管理介面上,可以用來識別新增對應的程"
"序。\n"
"對應的租賃時長 [param duration] 可以通過指定秒數來限定。預設的 [code]0[/code] "
"表示沒有時長,即永久租賃,有些裝置只支援這種永久租賃。請注意,無論是否永久都只"
"是一種請求,閘道仍然可以隨時移除對應(通常發生在重啟閘道後外部 IP 地址發生變化"
"時,也有些型號會在對應不再活動,即若干分鐘無流量時移除)。如果非 [code]0[/"
"code](永久),技術規格所允許的範圍是 [code]120[/code]2 分鐘)到 "
"[code]86400[/code] 秒24 小時)。\n"
"可能的返回值見 [enum UPNPResult]。"
msgid "Clears the list of discovered devices."
msgstr "清除已發現裝置的列表。"
msgid ""
"Deletes the port mapping for the given port and protocol combination on the "
"default gateway (see [method get_gateway]) if one exists. [param port] must "
"be a valid port between 1 and 65535, [param proto] can be either "
"[code]\"TCP\"[/code] or [code]\"UDP\"[/code]. May be refused for mappings "
"pointing to addresses other than this one, for well-known ports (below 1024), "
"or for mappings not added via UPnP. See [enum UPNPResult] for possible return "
"values."
msgstr ""
"如果預設閘道器上存在對給定埠和協定組合的埠對應,則將其刪除(見 [method "
"get_gateway])。[param port] 必須是 1 和 65535 之間的有效埠,[param proto] 可"
"以是 [code]\"TCP\"[/code] 或 [code]\"UDP\"[/code]。拒絕的原因可能是對應指向其"
"他位址、埠為公認埠1024 以下)、對應不是由 UPnP 新增的。可能的返回值見 [enum "
"UPNPResult]。"
msgid ""
"Discovers local [UPNPDevice]s. Clears the list of previously discovered "
"devices.\n"
"Filters for IGD (InternetGatewayDevice) type devices by default, as those "
"manage port forwarding. [param timeout] is the time to wait for responses in "
"milliseconds. [param ttl] is the time-to-live; only touch this if you know "
"what you're doing.\n"
"See [enum UPNPResult] for possible return values."
msgstr ""
"發現本地的 [UPNPDevice]。清除先前發現的裝置的列表。\n"
"預設情況下會篩選 IGDInternetGatewayDevice型別的裝置因為這些裝置管理埠轉"
"發。[param timeout] 是等待回應的時間,單位為毫秒。[param ttl] 是生存時間;請在"
"你知道自己在做什麼的時候才碰這個參數。\n"
"可能的返回值見 [enum UPNPResult]。"
msgid "Returns the [UPNPDevice] at the given [param index]."
msgstr "返回給定 [param index] 處的 [UPNPDevice]。"
msgid "Returns the number of discovered [UPNPDevice]s."
msgstr "返回已發現的 [UPNPDevice] 的數量。"
msgid ""
"Returns the default gateway. That is the first discovered [UPNPDevice] that "
"is also a valid IGD (InternetGatewayDevice)."
msgstr ""
"返回預設閘道器。這是第一個發現的[UPNPDevice]也是一個有效的IGD"
"InternetGatewayDevice。"
msgid ""
"Returns the external [IP] address of the default gateway (see [method "
"get_gateway]) as string. Returns an empty string on error."
msgstr ""
"返回預設閘道器的外部 [IP] 位址字串(見 [method get_gateway])。錯誤時返回空字"
"符串。"
msgid "Removes the device at [param index] from the list of discovered devices."
msgstr "將 [param index] 處的裝置從已發現的裝置列表中移除。"
msgid ""
"Sets the device at [param index] from the list of discovered devices to "
"[param device]."
msgstr "將 [param index] 處的裝置從已發現的裝置列表中設定為 [param device]。"
msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
msgstr "如果為 [code]true[/code],則 IPv6 用於 [UPNPDevice] 發現。"
msgid ""
"If [code]0[/code], the local port to use for discovery is chosen "
"automatically by the system. If [code]1[/code], discovery will be done from "
"the source port 1900 (same as destination port). Otherwise, the value will be "
"used as the port."
msgstr ""
"如果為 [code]0[/code],系統會自動選擇用於發現的本地埠。如果為 [code]1[/code]"
"將從源埠 1900 進行發現(與目的埠相同)。否則,將使用該值作為埠。"
msgid ""
"Multicast interface to use for discovery. Uses the default multicast "
"interface if empty."
msgstr "用於發現的多播介面。如果為空,則使用預設的多播介面。"
msgid "UPNP command or discovery was successful."
msgstr "UPNP 命令或發現成功。"
msgid ""
"Not authorized to use the command on the [UPNPDevice]. May be returned when "
"the user disabled UPNP on their router."
msgstr ""
"未授權在 [UPNPDevice] 上使用該命令。當使用者在其路由器上禁用 UPNP 時,可能會被"
"返回。"
msgid ""
"No port mapping was found for the given port, protocol combination on the "
"given [UPNPDevice]."
msgstr "在給定的 [UPNPDevice] 上沒有找到給定埠、協定組合的埠對應。"
msgid "Inconsistent parameters."
msgstr "參數不一致。"
msgid ""
"No such entry in array. May be returned if a given port, protocol combination "
"is not found on an [UPNPDevice]."
msgstr ""
"陣列中沒有此條目。如果在 [UPNPDevice] 上沒有找到給定的埠、協定組合,可能會被返"
"回。"
msgid "The action failed."
msgstr "操作失敗。"
msgid ""
"The [UPNPDevice] does not allow wildcard values for the source IP address."
msgstr "[UPNPDevice] 不允許源 IP 位址的萬用字元值。"
msgid "The [UPNPDevice] does not allow wildcard values for the external port."
msgstr "[UPNPDevice] 不允許外部埠的萬用字元值。"
msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
msgstr "[UPNPDevice] 不允許內部埠的萬用字元值。"
msgid "The remote host value must be a wildcard."
msgstr "遠端主機值必須是萬用字元。"
msgid "The external port value must be a wildcard."
msgstr "外部埠值必須是萬用字元。"
msgid ""
"No port maps are available. May also be returned if port mapping "
"functionality is not available."
msgstr "沒有可用的埠對應。如果埠對應功能不可用,也可能被返回。"
msgid ""
"Conflict with other mechanism. May be returned instead of [constant "
"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
"existing one."
msgstr ""
"與其他機制衝突。如果一個埠對應與現有的衝突,可能會被返回,而不是[constant "
"UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING]。"
msgid "Conflict with an existing port mapping."
msgstr "與現有的埠對應相衝突。"
msgid "External and internal port values must be the same."
msgstr "外部和內部埠值必須相同。"
msgid ""
"Only permanent leases are supported. Do not use the [code]duration[/code] "
"parameter when adding port mappings."
msgstr "只支援永久租用。在新增埠對應時,不要使用 [code]duration[/code] 參數。"
msgid "Invalid gateway."
msgstr "無效閘道。"
msgid "Invalid port."
msgstr "無效埠。"
msgid "Invalid protocol."
msgstr "無效協議。"
msgid "Invalid duration."
msgstr "無效持續時間。"
msgid "Invalid arguments."
msgstr "無效參數。"
msgid "Invalid response."
msgstr "無效回應。"
msgid "Invalid parameter."
msgstr "無效參數。"
msgid "HTTP error."
msgstr "HTTP 錯誤。"
msgid "Socket error."
msgstr "通訊端錯誤。"
msgid "Error allocating memory."
msgstr "分配記憶體時出錯。"
msgid ""
"No gateway available. You may need to call [method discover] first, or "
"discovery didn't detect any valid IGDs (InternetGatewayDevices)."
msgstr ""
"沒有可用的閘道。你可能需要先呼叫 [method discover] ,否則發現沒有偵測到任何有"
"效的 IGDInternetGatewayDevices。"
msgid ""
"No devices available. You may need to call [method discover] first, or "
"discovery didn't detect any valid [UPNPDevice]s."
msgstr ""
"沒有可用的裝置。你可能需要先呼叫 [method discover],或者發現沒有偵測到任何有效"
"的 [UPNPDevice]。"
msgid "Unknown error."
msgstr "未知錯誤。"
msgid "Universal Plug and Play (UPnP) device."
msgstr "通用隨插即用UPnP裝置。"
msgid ""
"Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
"utility functions. Provides low-level access to UPNP control commands. Allows "
"to manage port mappings (port forwarding) and to query network information of "
"the device (like local and external IP address and status). Note that methods "
"on this class are synchronous and block the calling thread."
msgstr ""
"通用隨插即用UPnP裝置。UPnP 發現及工具函式見 [UPNP]。提供對 UPNP 控制命令的"
"低層存取。允許管理埠對應(埠轉發)和查詢裝置的網路資訊(如本地和外部 IP 位址和"
"狀態)。請注意,這個類的方法是同步的,會阻塞呼叫執行緒。"
msgid ""
"Adds a port mapping to forward the given external port on this [UPNPDevice] "
"for the given protocol to the local machine. See [method UPNP."
"add_port_mapping]."
msgstr ""
"新增一個埠對應,將這個 [UPNPDevice] 上給定的外部埠轉發到本地機器上,以給定的協"
"議。見 [method UPNP.add_port_mapping]。"
msgid ""
"Deletes the port mapping identified by the given port and protocol "
"combination on this device. See [method UPNP.delete_port_mapping]."
msgstr ""
"刪除該裝置上由給定的埠和協定組合確定的埠對應。見 [method UPNP."
"delete_port_mapping]。"
msgid ""
"Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
"which potentially supports port forwarding."
msgstr ""
"如果這是一個有效的 IGDInternetGatewayDevice可能支援埠轉發則返回 "
"[code]true[/code]。"
msgid "Returns the external IP address of this [UPNPDevice] or an empty string."
msgstr "返回這個 [UPNPDevice] 的外部 IP 位址或空字串。"
msgid "URL to the device description."
msgstr "裝置描述的 URL。"
msgid "IDG control URL."
msgstr "IDG 控制項 URL。"
msgid ""
"Address of the local machine in the network connecting it to this "
"[UPNPDevice]."
msgstr "將其連接到該 [UPNPDevice] 的網路中的本地機器的位址。"
msgid "IGD service type."
msgstr "IGD 服務型別。"
msgid "IGD status. See [enum IGDStatus]."
msgstr "IGD 狀態。見 [enum IGDStatus]。"
msgid "Service type."
msgstr "服務型別。"
msgid "OK."
msgstr "OK。"
msgid "Empty HTTP response."
msgstr "空的 HTTP 回應。"
msgid "Returned response contained no URLs."
msgstr "返回的回應不包含任何 URL。"
msgid "Not a valid IGD."
msgstr "不是有效的 IGD。"
msgid "Disconnected."
msgstr "已斷開連接。"
msgid "Unknown device."
msgstr "未知裝置。"
msgid "Invalid control."
msgstr "無效控制。"
msgid "Memory allocation error."
msgstr "記憶體分配錯誤。"
msgid "The most important data type in Godot."
msgstr "Godot 中最重要的資料型別。"
msgid "Variant class introduction"
msgstr "Variant 類簡介"
msgid "A container that arranges its child controls vertically."
msgstr "將子控制項縱向排列的容器。"
msgid ""
"A variant of [BoxContainer] that can only arrange its child controls "
"vertically. Child controls are rearranged automatically when their minimum "
"size changes."
msgstr ""
"[BoxContainer] 的變體,只會將子控制項縱向排列。子控制項的最小尺寸發生變化時會"
"自動進行重新排列。"
msgid "A 2D vector using floating point coordinates."
msgstr "使用浮點數座標的 2D 向量。"
msgid ""
"A 2-element structure that can be used to represent 2D coordinates or any "
"other pair of numeric values.\n"
"It uses floating-point coordinates. By default, these floating-point values "
"use 32-bit precision, unlike [float] which is always 64-bit. If double "
"precision is needed, compile the engine with the option "
"[code]precision=double[/code].\n"
"See [Vector2i] for its integer counterpart.\n"
"[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
"always evaluate to [code]true[/code]."
msgstr ""
"包含兩個元素的結構體,可用於代表 2D 座標或任何數值的二元組。\n"
"使用浮點數座標。預設情況下,這些浮點值為 32 位精度,與始終為 64 位的 [float] "
"並不相同。如果需要雙精度,請在編譯引擎時使用 [code]precision=double[/code] 選"
"項。\n"
"對應的整數版本見 [Vector2i]。\n"
"[b]注意:[/b]在布林語境中,如果 Vector2 等於 [code]Vector2(0, 0)[/code] 則求值"
"結果為 [code]false[/code]。否則 Vector2 的求值結果始終為 [code]true[/code]。"
msgid "3Blue1Brown Essence of Linear Algebra"
msgstr "3Blue1Brown《線性代數的本質》"
msgid ""
"Constructs a default-initialized [Vector2] with all components set to "
"[code]0[/code]."
msgstr "建構預設初始化的 [Vector2],所有分量均為 [code]0[/code]。"
msgid "Constructs a [Vector2] as a copy of the given [Vector2]."
msgstr "建構給定 [Vector2] 的副本。"
msgid "Constructs a new [Vector2] from [Vector2i]."
msgstr "從 [Vector2i] 建構新的 [Vector2]。"
msgid "Constructs a new [Vector2] from the given [param x] and [param y]."
msgstr "從給定的 [param x] 和 [param y] 建構新的 [Vector2]。"
msgid ""
"Returns a new vector with all components in absolute values (i.e. positive)."
msgstr "返回一個新向量,其所有分量都是絕對值,即正值。"
msgid ""
"Returns this vector's angle with respect to the positive X axis, or [code](1, "
"0)[/code] vector, in radians.\n"
"For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
"[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
"turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
"[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle.png]Illustration of the returned angle.[/url]\n"
"Equivalent to the result of [method @GlobalScope.atan2] when called with the "
"vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
msgstr ""
"返回該向量與 X 軸正方向的夾角單位為弧度。X 軸正方向為 [code](1, 0)[/code] 向"
"量。\n"
"例如,[code]Vector2.RIGHT.angle()[/code] 將返回 0[code]Vector2.DOWN.angle()"
"[/code] 將返回 [code]PI / 2[/code](四分之一圈,即 90 度),[code]Vector2(1, "
"-1).angle()[/code] 將返回 [code]-PI / 4[/code](負八分之一圈,即 -45 度)。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"vector2_angle.png]返回夾角圖示。[/url]\n"
"相當於使用該向量的 [member y] 和 [member x] 作為參數對 [method @GlobalScope."
"atan2] 進行呼叫的結果:[code]atan2(y, x)[/code]。"
msgid ""
"Returns the angle to the given vector, in radians.\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回與給定向量的夾角,單位為弧度。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"vector2_angle_to.png]返回夾角示意圖。[/url]"
msgid ""
"Returns the angle between the line connecting the two points and the X axis, "
"in radians.\n"
"[code]a.angle_to_point(b)[/code] is equivalent of doing [code](b - a).angle()"
"[/code].\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
"vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
msgstr ""
"返回連接兩點的直線與 X 軸之間的夾角,單位為弧度。\n"
"[code]a.angle_to_point(b)[/code] 等價於 [code](b - a).angle()[/code]。\n"
"[url=https://raw.githubusercontent.com/godotengine/godot-docs/4.1/img/"
"vector2_angle_to_point.png]返回夾角示意圖。[/url]"
msgid ""
"Returns the aspect ratio of this vector, the ratio of [member x] to [member "
"y]."
msgstr "返回該向量的長寬比,即 [member x] 與 [member y] 的比例。"
msgid ""
"Returns the derivative at the given [param t] on the [url=https://en."
"wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this "
"vector and the given [param control_1], [param control_2], and [param end] "
"points."
msgstr ""
"返回[url=https://zh.wikipedia.org/zh-cn/%E8%B2%9D%E8%8C%B2%E6%9B%B2%E7%B7%9A]"
"貝賽爾曲線[/url]上 [param t] 處的導數,該曲線由此向量和控制點 [param "
"control_1]、[param control_2]、終點 [param end] 定義。"
msgid ""
"Returns the point at the given [param t] on the [url=https://en.wikipedia.org/"
"wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by this vector and the "
"given [param control_1], [param control_2], and [param end] points."
msgstr ""
"返回[url=https://zh.wikipedia.org/zh-cn/%E8%B2%9D%E8%8C%B2%E6%9B%B2%E7%B7%9A]"
"貝賽爾曲線[/url]上 [param t] 處的點,該曲線由此向量和控制點 [param "
"control_1]、[param control_2]、終點 [param end] 定義。"
msgid ""
"Returns a new vector \"bounced off\" from a plane defined by the given normal."
msgstr "返回從平面上“反彈”的向量,該平面由給定的法線定義。"
msgid ""
"Returns a new vector with all components rounded up (towards positive "
"infinity)."
msgstr "返回一個新向量,所有的分量都是向上四捨五入(正無窮大方向)。"
msgid ""
"Returns a new vector with all components clamped between the components of "
"[param min] and [param max], by running [method @GlobalScope.clamp] on each "
"component."
msgstr ""
"返回一個新向量,每個分量都使用 [method @GlobalScope.clamp] 限制在 [param min] "
"和 [param max] 之間。"
msgid ""
"Returns the 2D analog of the cross product for this vector and [param with].\n"
"This is the signed area of the parallelogram formed by the two vectors. If "
"the second vector is clockwise from the first vector, then the cross product "
"is the positive area. If counter-clockwise, the cross product is the negative "
"area.\n"
"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
"embeds the 2D vectors in the XY plane of 3D space and uses their cross "
"product's Z component as the analog."
msgstr ""
"返回該向量和 [param with] 的 2D 類比外積。\n"
"這是由兩個向量所形成的平行四邊形的有符號面積。如果第二個向量是從第一個向量的順"
"時針方向出發的,則外積為正面積。如果是逆時針方向,則外積為負面積。\n"
"[b]注意:[/b]數學中沒有定義二維空間的叉乘。此方法是將 2D 向量嵌入到 3D 空間的 "
"XY 平面中,並使用它們的外積的 Z 分量作為類比。"
msgid ""
"Performs a cubic interpolation between this vector and [param b] using [param "
"pre_a] and [param post_b] as handles, and returns the result at position "
"[param weight]. [param weight] is on the range of 0.0 to 1.0, representing "
"the amount of interpolation."
msgstr ""
"返回該向量和 [param b] 之間進行三次插值 [param weight] 處的結果,使用 [param "
"pre_a] 和 [param post_b] 作為控制柄。[param weight] 在 0.0 到 1.0 的範圍內,代"
"表插值的量。"
msgid ""
"Returns the normalized vector pointing from this vector to [param to]. This "
"is equivalent to using [code](b - a).normalized()[/code]."
msgstr ""
"返回從該向量指向 [param to] 的正規化向量。相當於使用 [code](b - a)."
"normalized()[/code]。"
msgid ""
"Returns the squared distance between this vector and [param to].\n"
"This method runs faster than [method distance_to], so prefer it if you need "
"to compare vectors or need the squared distance for some formula."
msgstr ""
"返回該向量與 [param to] 之間的距離的平方。\n"
"該方法比 [method distance_to] 運作得更快,因此請在需要比較向量或者用於某些公式"
"的平方距離時,優先使用這個方法。"
msgid "Returns the distance between this vector and [param to]."
msgstr "返回該向量與 [param to] 之間的距離。"
msgid ""
"Returns the dot product of this vector and [param with]. This can be used to "
"compare the angle between two vectors. For example, this can be used to "
"determine whether an enemy is facing the player.\n"
"The dot product will be [code]0[/code] for a straight angle (90 degrees), "
"greater than 0 for angles narrower than 90 degrees and lower than 0 for "
"angles wider than 90 degrees.\n"
"When using unit (normalized) vectors, the result will always be between "
"[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
"directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
"aligned.\n"
"[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
msgstr ""
"返回該向量與 [param with] 的點積。可用於比較兩個向量之間的夾角。例如,可用於確"
"定敵人是否面向玩家。\n"
"直角90 度)的點積為 [code]0[/code];大於 0 則夾角小於 90 度;小於 0 則夾角大"
"於 90 度。\n"
"使用(正規化的)單位向量時,如果向量朝向相反,則結果始終為 [code]-1.0[/code]"
"180 度角);如果向量方向一致,則結果始終為 [code]1.0[/code]0 度角)。\n"
"[b]注意:[/b][code]a.dot(b)[/code] 等價於 [code]b.dot(a)[/code]。"
msgid ""
"Returns a new vector with all components rounded down (towards negative "
"infinity)."
msgstr "返回一個新的向量,所有的向量都被四捨五入,向負無窮大。"
msgid ""
"Creates a unit [Vector2] rotated to the given [param angle] in radians. This "
"is equivalent to doing [code]Vector2(cos(angle), sin(angle))[/code] or "
"[code]Vector2.RIGHT.rotated(angle)[/code].\n"
"[codeblock]\n"
"print(Vector2.from_angle(0)) # Prints (1, 0).\n"
"print(Vector2(1, 0).angle()) # Prints 0, which is the angle used above.\n"
"print(Vector2.from_angle(PI / 2)) # Prints (0, 1).\n"
"[/codeblock]"
msgstr ""
"建立單位 [Vector2] 並將其旋轉到給定的 [param angle],單位為弧度。相當於執行 "
"[code]Vector2(cos(angle), sin(angle))[/code] 或 [code]Vector2.RIGHT."
"rotated(angle)[/code]。\n"
"[codeblock]\n"
"print(Vector2.from_angle(0)) # 輸出 (1, 0)。\n"
"print(Vector2(1, 0).angle()) # 輸出 0即上一行所使用的角度。\n"
"print(Vector2.from_angle(PI / 2)) # 輸出 (0, 1)。\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if this vector and [param to] are approximately "
"equal, by running [method @GlobalScope.is_equal_approx] on each component."
msgstr ""
"如果這個向量與 [param to] 大致相等,則返回 [code]true[/code],判斷方法是對每個"
"分量執行 [method @GlobalScope.is_equal_approx]。"
msgid ""
"Returns [code]true[/code] if this vector is finite, by calling [method "
"@GlobalScope.is_finite] on each component."
msgstr ""
"如果該向量無窮,則返回 [code]true[/code],判斷方法是對每個分量呼叫 [method "
"@GlobalScope.is_finite]。"
msgid ""
"Returns [code]true[/code] if the vector is normalized, i.e. its length is "
"approximately equal to 1."
msgstr "如果該向量是正規化的,即長度約等於 1則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this vector's values are approximately zero, by "
"running [method @GlobalScope.is_zero_approx] on each component.\n"
"This method is faster than using [method is_equal_approx] with one value as a "
"zero vector."
msgstr ""
"如果該向量的值大約為零,則返回 [code]true[/code],判斷方法是對每個分量運作 "
"[method @GlobalScope.is_zero_approx]。\n"
"該方法比使用 [method is_equal_approx] 和零向量比較要快。"
msgid "Returns the length (magnitude) of this vector."
msgstr "返回這個向量的長度,即大小。"
msgid ""
"Returns the squared length (squared magnitude) of this vector.\n"
"This method runs faster than [method length], so prefer it if you need to "
"compare vectors or need the squared distance for some formula."
msgstr ""
"返回這個向量的平方長度,即平方大小。\n"
"這個方法比 [method length] 運作得更快,所以如果你需要比較向量或需要一些公式的"
"平方距離時,更喜歡用它。"
msgid ""
"Returns the result of the linear interpolation between this vector and [param "
"to] by amount [param weight]. [param weight] is on the range of [code]0.0[/"
"code] to [code]1.0[/code], representing the amount of interpolation."
msgstr ""
"返回此向量和 [param to] 之間,按數量 [param weight] 線性插值結果。[param "
"weight] 在 [code]0.0[/code] 到 [code]1.0[/code] 的範圍內,代表插值的量。"
msgid ""
"Returns the vector with a maximum length by limiting its length to [param "
"length]."
msgstr "返回套用了最大長度限制的向量,長度被限制到 [param length]。"
msgid ""
"Returns the axis of the vector's highest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant AXIS_X]."
msgstr ""
"返回該向量中最大值的軸。見 [code]AXIS_*[/code] 常數。如果所有分量相等,則該方"
"法返回 [constant AXIS_X]。"
msgid ""
"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant AXIS_Y]."
msgstr ""
"返回該向量中最小值的軸。見 [code]AXIS_*[/code] 常數。如果所有分量相等,則該方"
"法返回 [constant AXIS_Y]。"
msgid ""
"Returns a new vector moved toward [param to] by the fixed [param delta] "
"amount. Will not go past the final value."
msgstr ""
"返回一個新向量,該向量朝 [param to] 移動了固定的量 [param delta]。不會超過最終"
"值。"
msgid ""
"Returns the result of scaling the vector to unit length. Equivalent to "
"[code]v / v.length()[/code]. See also [method is_normalized].\n"
"[b]Note:[/b] This function may return incorrect values if the input vector "
"length is near zero."
msgstr ""
"返回該向量縮放至單位長度的結果。等價於 [code]v / v.length()[/code]。另見 "
"[method is_normalized]。\n"
"[b]注意:[/b]如果輸入向量的長度接近零,則這個函式可能返回不正確的值。"
msgid ""
"Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
"to the original, with the same length."
msgstr "返回一個與原來相比逆時針旋轉 90 度的垂直向量,長度不變。"
msgid ""
"Returns a vector composed of the [method @GlobalScope.fposmod] of this "
"vector's components and [param mod]."
msgstr ""
"返回由該向量的分量與 [param mod] 執行 [method @GlobalScope.fposmod] 運算後組成"
"的向量。"
msgid ""
"Returns a vector composed of the [method @GlobalScope.fposmod] of this "
"vector's components and [param modv]'s components."
msgstr ""
"返回由該向量的分量與 [param modv] 的分量執行 [method @GlobalScope.fposmod] 運"
"算後組成的向量。"
msgid ""
"Returns the result of projecting the vector onto the given vector [param b]."
msgstr "返回將該向量投影到給定向量 [param b] 上的結果。"
msgid ""
"Returns the result of reflecting the vector from a line defined by the given "
"direction vector [param n]."
msgstr "返回經過直線反射後的向量,該直線由給定的方向向量 [param n] 定義。"
msgid ""
"Returns the result of rotating this vector by [param angle] (in radians). See "
"also [method @GlobalScope.deg_to_rad]."
msgstr ""
"返回將這個向量旋轉 [param angle] 的結果(單位為弧度)。另見 [method "
"@GlobalScope.deg_to_rad]。"
msgid ""
"Returns a new vector with all components rounded to the nearest integer, with "
"halfway cases rounded away from zero."
msgstr ""
"返回所有分量都被四捨五入為最接近的整數的向量,中間情況向遠離零的方向四捨五入。"
msgid ""
"Returns a new vector with each component set to [code]1.0[/code] if it's "
"positive, [code]-1.0[/code] if it's negative, and [code]0.0[/code] if it's "
"zero. The result is identical to calling [method @GlobalScope.sign] on each "
"component."
msgstr ""
"返回新的向量,分量如果為正則設為 [code]1.0[/code],如果為負則設為 [code]-1.0[/"
"code],如果為零則設為 [code]0.0[/code]。結果與對每個分量呼叫 [method "
"@GlobalScope.sign] 一致。"
msgid ""
"Returns the result of spherical linear interpolation between this vector and "
"[param to], by amount [param weight]. [param weight] is on the range of 0.0 "
"to 1.0, representing the amount of interpolation.\n"
"This method also handles interpolating the lengths if the input vectors have "
"different lengths. For the special case of one or both input vectors having "
"zero length, this method behaves like [method lerp]."
msgstr ""
"返回在這個向量和 [param to] 之間進行 [param weight] 的球面線性插值的結果。"
"[param weight] 在 0.0 和 1.0 的範圍內,代表插值的量。\n"
"如果輸入向量的長度不同,這個函式也會對長度進行插值處理。對於輸入向量中存在長度"
"為零的向量的特殊情況,這個方法的行為與 [method lerp] 一致。"
msgid ""
"Returns the result of sliding the vector along a plane defined by the given "
"normal."
msgstr "返回沿著平面進行滑動後的向量,該平面由給定的法線定義。"
msgid ""
"Returns a new vector with each component snapped to the nearest multiple of "
"the corresponding component in [param step]. This can also be used to round "
"the components to an arbitrary number of decimals."
msgstr ""
"返回新的向量,每個分量都吸附到了與 [param step] 中對應分量最接近的倍數。也可以"
"用於將分量四捨五入至小數點後的任意位置。"
msgid ""
"The vector's X component. Also accessible by using the index position [code]"
"[0][/code]."
msgstr "向量的 X 分量。也可以通過使用索引位置 [code][0][/code] 存取。"
msgid ""
"The vector's Y component. Also accessible by using the index position [code]"
"[1][/code]."
msgstr "向量的 Y 分量。也可以通過使用索引位置 [code][1][/code] 存取。"
msgid ""
"Enumerated value for the X axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"X 軸的列舉值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Enumerated value for the Y axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"Y 軸的列舉值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid "Zero vector, a vector with all components set to [code]0[/code]."
msgstr "零向量,所有分量都設定為 [code]0[/code] 的向量。"
msgid "One vector, a vector with all components set to [code]1[/code]."
msgstr "一向量,所有分量都設定為 [code]1[/code] 的向量。"
msgid ""
"Infinity vector, a vector with all components set to [constant @GDScript.INF]."
msgstr "無窮大向量,所有分量都設定為 [constant @GDScript.INF] 的向量。"
msgid "Left unit vector. Represents the direction of left."
msgstr "左單位向量。代表左的方向。"
msgid "Right unit vector. Represents the direction of right."
msgstr "右單位向量。代表右的方向。"
msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
msgstr "上單位向量。在 2D 中 Y 是向下的,所以這個向量指向 -Y。"
msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
msgstr "下單位向量。在 2D 中 Y 是向下的,所以這個向量指向 +Y。"
msgid ""
"Returns [code]true[/code] if the vectors are not equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"如果向量不相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Multiplies each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) * Vector2(3, 4)) # Prints \"(30, 80)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2] 的每個分量乘以給定 [Vector2] 的對應分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) * Vector2(3, 4)) # 輸出 \"(30, 80)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector2] by the given [float]."
msgstr "將該 [Vector2] 的每個分量乘以給定的 [float]。"
msgid "Multiplies each component of the [Vector2] by the given [int]."
msgstr "將該 [Vector2] 的每個分量乘以給定的 [int]。"
msgid ""
"Adds each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) + Vector2(3, 4)) # Prints \"(13, 24)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2] 的每個分量加上給定 [Vector2] 的對應分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) + Vector2(3, 4)) # 輸出 \"(13, 24)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) - Vector2(3, 4)) # Prints \"(7, 16)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2] 的每個分量減去給定 [Vector2] 的對應分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) - Vector2(3, 4)) # 輸出 \"(7, 16)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2] by the components of the given "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2(10, 20) / Vector2(2, 5)) # Prints \"(5, 4)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2] 的每個分量除以給定 [Vector2] 的對應分量。\n"
"[codeblock]\n"
"print(Vector2(10, 20) / Vector2(2, 5)) # 輸出 \"(5, 4)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector2] by the given [float]."
msgstr "將該 [Vector2] 的每個分量除以給定的 [float]。"
msgid "Divides each component of the [Vector2] by the given [int]."
msgstr "將該 [Vector2] 的每個分量除以給定的 [int]。"
msgid ""
"Compares two [Vector2] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector2] 向量,首先檢查左向量的 X 值是否小於 [param right] 向量的 X "
"值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值。該運算子可用於向量排"
"序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector2] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector2] 向量,首先檢查左向量的 X 值是否小於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值。該運算子可用於"
"向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Returns [code]true[/code] if the vectors are exactly equal.\n"
"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
"is_equal_approx] instead, which is more reliable.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"如果向量完全相等,則返回 [code]true[/code]。\n"
"[b]注意:[/b]由於浮點數精度誤差,請考慮改用 [method is_equal_approx],會更可"
"靠。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector2] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector2] 向量,首先檢查左向量的 X 值是否大於 [param right] 向量的 X "
"值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值。該運算子可用於向量排"
"序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector2] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector2] 向量,首先檢查左向量的 X 值是否大於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值。該運算子可用於"
"向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Access vector components using their [param index]. [code]v[0][/code] is "
"equivalent to [code]v.x[/code], and [code]v[1][/code] is equivalent to "
"[code]v.y[/code]."
msgstr ""
"使用向量分量的 [param index] 來存取向量分量。[code]v[0][/code] 等價於 [code]v."
"x[/code]、[code]v[1][/code] 等價於 [code]v.y[/code]。"
msgid ""
"Returns the negative value of the [Vector2]. This is the same as writing "
"[code]Vector2(-v.x, -v.y)[/code]. This operation flips the direction of the "
"vector while keeping the same magnitude. With floats, the number zero can be "
"either positive or negative."
msgstr ""
"返回該 [Vector2] 的負值。和寫 [code]Vector2(-v.x, -v.y)[/code] 是一樣的。該操"
"作在保持相同幅度的同時,翻轉向量的方向。對於浮點數,零也有正負兩種。"
msgid "A 2D vector using integer coordinates."
msgstr "使用整數座標的 2D 向量。"
msgid ""
"A 2-element structure that can be used to represent 2D grid coordinates or "
"any other pair of integers.\n"
"It uses integer coordinates and is therefore preferable to [Vector2] when "
"exact precision is required. Note that the values are limited to 32 bits, and "
"unlike [Vector2] this cannot be configured with an engine build option. Use "
"[int] or [PackedInt64Array] if 64-bit values are needed.\n"
"[b]Note:[/b] In a boolean context, a Vector2i will evaluate to [code]false[/"
"code] if it's equal to [code]Vector2i(0, 0)[/code]. Otherwise, a Vector2i "
"will always evaluate to [code]true[/code]."
msgstr ""
"包含兩個元素的結構體,可用於代表 2D 座標或任何整數的二元組。\n"
"使用整數座標,因此需要絕對精確時應比 [Vector2] 優先使用。請注意,取值範圍有 "
"32 位的限制,與 [Vector2] 不同,這個型別的精度無法使用引擎的建構參數進行配置。"
"如果需要 64 位元的值,請使用 [int] 或 [PackedInt64Array]。\n"
"[b]注意:[/b]在布林語境中,如果 Vector2i 等於 [code]Vector2i(0, 0)[/code] 則求"
"值結果為 [code]false[/code]。否則 Vector2i 的求值結果始終為 [code]true[/"
"code]。"
msgid ""
"Constructs a default-initialized [Vector2i] with all components set to "
"[code]0[/code]."
msgstr "建構預設初始化的 [Vector2i],所有分量都為 [code]0[/code]。"
msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]."
msgstr "建構給定 [Vector2i] 的副本。"
msgid ""
"Constructs a new [Vector2i] from the given [Vector2] by truncating "
"components' fractional parts (rounding towards zero). For a different "
"behavior consider passing the result of [method Vector2.ceil], [method "
"Vector2.floor] or [method Vector2.round] to this constructor instead."
msgstr ""
"根據給定的 [Vector2] 建構 [Vector2i],會將各個分量的小數部分截斷(向 0 取"
"整)。要使用不同的行為,請考慮改為傳入 [method Vector2.ceil]、[method Vector2."
"floor] 或 [method Vector2.round] 的結果。"
msgid "Constructs a new [Vector2i] from the given [param x] and [param y]."
msgstr "從給定的 [param x] 和 [param y] 建構新的 [Vector2i]。"
msgid ""
"Returns a new vector with each component set to [code]1[/code] if it's "
"positive, [code]-1[/code] if it's negative, and [code]0[/code] if it's zero. "
"The result is identical to calling [method @GlobalScope.sign] on each "
"component."
msgstr ""
"返回一個新的向量,如果是正數,每個分量被設定為[code]1[/code] ,如果是負數,"
"[code]-1[/code] ,如果是零,[code]0[/code] 。其結果與對每個分量呼叫[method "
"@GlobalScope.sign]相同。"
msgid ""
"Returns a new vector with each component snapped to the closest multiple of "
"the corresponding component in [param step]."
msgstr ""
"返回新的向量,每個分量都吸附到了與 [param step] 中對應分量最接近的倍數。"
msgid ""
"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
"be used as a negative integer equivalent of [constant Vector2.INF]."
msgstr ""
"最小向量,所有分量等於 [code]INT32_MIN[/code] 的向量。可用作 [constant "
"Vector2.INF] 的負整數等價物。"
msgid ""
"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
"be used as an integer equivalent of [constant Vector2.INF]."
msgstr ""
"最大向量,所有分量等於 [code]INT32_MAX[/code] 的向量。可用作 [constant "
"Vector2.INF] 的整數等價物。"
msgid "Returns [code]true[/code] if the vectors are not equal."
msgstr "如果向量不相等,則返回 [code]true[/code]。"
msgid ""
"Gets the remainder of each component of the [Vector2i] with the components of "
"the given [Vector2i]. This operation uses truncated division, which is often "
"not desired as it does not work well with negative numbers. Consider using "
"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector2i(10, -20) % Vector2i(7, 8)) # Prints \"(3, -4)\"\n"
"[/codeblock]"
msgstr ""
"獲取該 [Vector2i] 的每個分量與給定 [Vector2i] 中分量的餘數。這個運算使用的是截"
"斷式除法,因為對負數不友好,所以通常不會想要使用。如果你想要處理負數,請考慮改"
"用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector2i(10, -20) % Vector2i(7, 8)) # 輸出 \"(3, -4)\"\n"
"[/codeblock]"
msgid ""
"Gets the remainder of each component of the [Vector2i] with the given [int]. "
"This operation uses truncated division, which is often not desired as it does "
"not work well with negative numbers. Consider using [method @GlobalScope."
"posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector2i(10, -20) % 7) # Prints \"(3, -6)\"\n"
"[/codeblock]"
msgstr ""
"獲取該 [Vector2i] 的每個分量與給定的 [int] 的餘數。這個運算使用的是截斷式除"
"法,因為對負數不友好,所以通常不會想要使用。如果你想要處理負數,請考慮改用 "
"[method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector2i(10, -20) % 7) # 輸出 \"(3, -6)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) * Vector2i(3, 4)) # Prints \"(30, 80)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2i] 的每個分量乘以給定 [Vector2i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) * Vector2i(3, 4)) # 輸出 \"(30, 80)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2i(10, 15) * 0.9) # Prints \"(9, 13.5)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2i] 的每個分量乘以給定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(Vector2i(10, 15) * 0.9) # 輸出 \"(9, 13.5)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector2i] by the given [int]."
msgstr "將該 [Vector2i] 的每個分量乘以給定的 [int]。"
msgid ""
"Adds each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) + Vector2i(3, 4)) # Prints \"(13, 24)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2i] 的每個分量加上給定 [Vector2i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) + Vector2i(3, 4)) # 輸出 \"(13, 24)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) - Vector2i(3, 4)) # Prints \"(7, 16)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2i] 的每個分量減去給定 [Vector2i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) - Vector2i(3, 4)) # 輸出 \"(7, 16)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2i] by the components of the given "
"[Vector2i].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / Vector2i(2, 5)) # Prints \"(5, 4)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2i] 的每個分量除以給定 [Vector2i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / Vector2i(2, 5)) # 輸出 \"(5, 4)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector2i] by the given [float]. Returns a "
"[Vector2].\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / 2.9) # Prints \"(5, 10)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector2i] 的每個分量除以給定的 [float]。返回的是 [Vector2]。\n"
"[codeblock]\n"
"print(Vector2i(10, 20) / 2.9) # 輸出 \"(5, 10)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector2i] by the given [int]."
msgstr "將該 [Vector2i] 的每個分量除以給定的 [int]。"
msgid ""
"Compares two [Vector2i] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors. This operator is useful for sorting vectors."
msgstr ""
"比較兩個 [Vector2i] 向量,首先檢查左向量的 X 值是否小於 [param right] 向量的 "
"X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值。該運算子可用於向量"
"排序。"
msgid ""
"Compares two [Vector2i] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors. This operator is useful for sorting vectors."
msgstr ""
"比較兩個 [Vector2i] 向量,首先檢查左向量的 X 值是否小於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值。該運算子可用於"
"向量排序。"
msgid "Returns [code]true[/code] if the vectors are equal."
msgstr "如果向量相等,則返回 [code]true[/code]。"
msgid ""
"Compares two [Vector2i] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors. This operator is useful for sorting vectors."
msgstr ""
"比較兩個 [Vector2i] 向量,首先檢查左向量的 X 值是否大於 [param right] 向量的 "
"X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值。該運算子可用於向量"
"排序。"
msgid ""
"Compares two [Vector2i] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors. This operator is useful for sorting vectors."
msgstr ""
"比較兩個 [Vector2i] 向量,首先檢查左向量的 X 值是否大於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值。該運算子可用於"
"向量排序。"
msgid ""
"Returns the negative value of the [Vector2i]. This is the same as writing "
"[code]Vector2i(-v.x, -v.y)[/code]. This operation flips the direction of the "
"vector while keeping the same magnitude."
msgstr ""
"返回該 [Vector2i] 的負值。和寫 [code]Vector2i(-v.x, -v.y)[/code] 是一樣的。該"
"操作在保持相同幅度的同時,翻轉向量的方向。"
msgid "A 3D vector using floating point coordinates."
msgstr "使用浮點數座標的 3D 向量。"
msgid ""
"A 3-element structure that can be used to represent 3D coordinates or any "
"other triplet of numeric values.\n"
"It uses floating-point coordinates. By default, these floating-point values "
"use 32-bit precision, unlike [float] which is always 64-bit. If double "
"precision is needed, compile the engine with the option "
"[code]precision=double[/code].\n"
"See [Vector3i] for its integer counterpart.\n"
"[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
"will always evaluate to [code]true[/code]."
msgstr ""
"包含三個元素的結構體,可用於代表 3D 座標或任何數值的三元組。\n"
"使用浮點數座標。預設情況下,這些浮點值為 32 位精度,與始終為 64 位的 [float] "
"並不相同。如果需要雙精度,請在編譯引擎時使用 [code]precision=double[/code] 選"
"項。\n"
"對應的整數版本見 [Vector3i]。\n"
"[b]注意:[/b]在布林語境中,如果 Vector3 等於 [code]Vector3(0, 0, 0)[/code] 則"
"求值結果為 [code]false[/code]。否則 Vector3 的求值結果始終為 [code]true[/"
"code]。"
msgid ""
"Constructs a default-initialized [Vector3] with all components set to "
"[code]0[/code]."
msgstr "建構預設初始化的 [Vector3],所有分量都設定為 [code]0[/code]。"
msgid "Constructs a [Vector3] as a copy of the given [Vector3]."
msgstr "建構給定 [Vector3] 的副本。"
msgid "Constructs a new [Vector3] from [Vector3i]."
msgstr "從 [Vector3i] 建構新的 [Vector3]。"
msgid "Returns a [Vector3] with the given components."
msgstr "返回具有給定分量的 [Vector3]。"
msgid "Returns the unsigned minimum angle to the given vector, in radians."
msgstr "返回與給定向量的無符號最小角度,單位為弧度。"
msgid ""
"Returns the vector \"bounced off\" from a plane defined by the given normal."
msgstr "返回從由給定法線定義的平面上“反彈”的向量。"
msgid "Returns the cross product of this vector and [param with]."
msgstr "返回該向量與 [param with] 的外積。"
msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector3(1.0 / v."
"x, 1.0 / v.y, 1.0 / v.z)[/code]."
msgstr ""
"返回該向量的逆向量。與 [code]Vector3(1.0 / v.x, 1.0 / v.y, 1.0 / v.z)[/code] "
"相同。"
msgid ""
"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant AXIS_Z]."
msgstr ""
"返回該向量中最小值的軸。見 [code]AXIS_*[/code] 常數。如果所有分量相等,則該方"
"法返回 [constant AXIS_Z]。"
msgid ""
"Returns the [Vector3] from an octahedral-compressed form created using "
"[method octahedron_encode] (stored as a [Vector2])."
msgstr ""
"根據使用 [method octahedron_encode] 進行八面體壓縮後的形式(儲存為 [Vector2]"
"返回 [Vector3]。"
msgid ""
"Returns the octahedral-encoded (oct32) form of this [Vector3] as a [Vector2]. "
"Since a [Vector2] occupies 1/3 less memory compared to [Vector3], this form "
"of compression can be used to pass greater amounts of [method normalized] "
"[Vector3]s without increasing storage or memory requirements. See also "
"[method octahedron_decode].\n"
"[b]Note:[/b] [method octahedron_encode] can only be used for [method "
"normalized] vectors. [method octahedron_encode] does [i]not[/i] check whether "
"this [Vector3] is normalized, and will return a value that does not "
"decompress to the original value if the [Vector3] is not normalized.\n"
"[b]Note:[/b] Octahedral compression is [i]lossy[/i], although visual "
"differences are rarely perceptible in real world scenarios."
msgstr ""
"將該 [Vector3] 的八面體編碼oct32形式作為一個 [Vector2] 返回。由於 "
"[Vector2] 佔用的記憶體比 [Vector3] 少 1/3因此這種壓縮形式可用於傳遞更多的 "
"[method normalized] [Vector3],而不會增加儲存或記憶體需求。另見 [method "
"octahedron_decode]。\n"
"[b]注意:[/b][method octahedron_encode] 只能用於 [method normalized] 向量。"
"[method octahedron_encode] [i]不[/i]檢查這個 [Vector3] 是否已正規化,如果該 "
"[Vector3] 沒有被正規化,將返回一個不解壓縮到原始值的值。\n"
"[b]注意:[/b]八面體壓縮是[i]有損的[/i],儘管視覺差異在現實世界場景中很難被察"
"覺。"
msgid "Returns the outer product with [param with]."
msgstr "返回與 [param with] 的外積。"
msgid ""
"Returns the result of reflecting the vector from a plane defined by the given "
"normal [param n]."
msgstr "返回經過平面反射後的向量,該平面由給定的法線 [param n] 定義。"
msgid ""
"Returns the result of rotating this vector around a given axis by [param "
"angle] (in radians). The axis must be a normalized vector. See also [method "
"@GlobalScope.deg_to_rad]."
msgstr ""
"返回將這個向量圍繞給定的軸旋轉 [param angle](單位為弧度)的結果。旋轉軸必須為"
"正規化的向量。另見 [method @GlobalScope.deg_to_rad]。"
msgid ""
"Returns the signed angle to the given vector, in radians. The sign of the "
"angle is positive in a counter-clockwise direction and negative in a "
"clockwise direction when viewed from the side specified by the [param axis]."
msgstr ""
"返回給定向量的帶符號角度,單位為弧度。從 [param axis] 指定的一側看,該角度在逆"
"時針方向時符號為正,在順時針方向時符號為負。"
msgid "Returns a new vector slid along a plane defined by the given normal."
msgstr "返回沿著由給定法線定義的平面滑動後的新向量。"
msgid ""
"The vector's Z component. Also accessible by using the index position [code]"
"[2][/code]."
msgstr "向量的 Z 分量。也可以通過使用索引位置 [code][2][/code] 存取。"
msgid ""
"Enumerated value for the Z axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"Z 軸的列舉值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Left unit vector. Represents the local direction of left, and the global "
"direction of west."
msgstr "左單位向量。代表局部的左方向,全域的西方向。"
msgid ""
"Right unit vector. Represents the local direction of right, and the global "
"direction of east."
msgstr "右單位向量。代表局部的右方向,全域的東方向。"
msgid "Up unit vector."
msgstr "上單位向量。"
msgid "Down unit vector."
msgstr "下單位向量。"
msgid ""
"Forward unit vector. Represents the local direction of forward, and the "
"global direction of north. Keep in mind that the forward direction for "
"lights, cameras, etc is different from 3D assets like characters, which face "
"towards the camera by convention. Use [constant Vector3.MODEL_FRONT] and "
"similar constants when working in 3D asset space."
msgstr ""
"向前的單位向量。代表局部的前方,全域的北方。請注意,燈光、相機等的前方和角色"
"等 3D 素材的前方是不同的,後者通常朝向相機。處理 3D 素材空間時,請使用 "
"[constant Vector3.MODEL_FRONT] 等常數。"
msgid ""
"Back unit vector. Represents the local direction of back, and the global "
"direction of south."
msgstr "向後的單位向量。代表局部的後方,全域的南方。"
msgid "Unit vector pointing towards the left side of imported 3D assets."
msgstr "指嚮匯入後 3D 素材左側的單位向量。"
msgid "Unit vector pointing towards the right side of imported 3D assets."
msgstr "指嚮匯入後 3D 素材右側的單位向量。"
msgid "Unit vector pointing towards the top side (up) of imported 3D assets."
msgstr "指嚮匯入後 3D 素材頂部(上方)的單位向量。"
msgid ""
"Unit vector pointing towards the bottom side (down) of imported 3D assets."
msgstr "指嚮匯入後 3D 素材底部(下方)的單位向量。"
msgid ""
"Unit vector pointing towards the front side (facing forward) of imported 3D "
"assets."
msgstr "指嚮匯入後 3D 素材正面(前方)的單位向量。"
msgid "Unit vector pointing towards the rear side (back) of imported 3D assets."
msgstr "指嚮匯入後 3D 素材背面(後方)的單位向量。"
msgid ""
"Multiplies each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # Prints \"(30, 80, 150)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3] 的每個分量乘以給定 [Vector3] 的對應分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) * Vector3(3, 4, 5)) # 輸出 \"(30, 80, 150)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector3] by the given [int]."
msgstr "將該 [Vector3] 的每個分量乘以給定的 [int]。"
msgid ""
"Adds each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # Prints \"(13, 24, 35)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3] 的每個分量加上給定 [Vector3] 的對應分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) + Vector3(3, 4, 5)) # 輸出 \"(13, 24, 35)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # Prints \"(7, 16, 25)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3] 的每個分量減去給定 [Vector3] 的對應分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) - Vector3(3, 4, 5)) # 輸出 \"(7, 16, 25)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3] by the components of the given "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # Prints \"(5, 4, 10)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3] 的每個分量除以給定 [Vector3] 的對應分量。\n"
"[codeblock]\n"
"print(Vector3(10, 20, 30) / Vector3(2, 5, 3)) # 輸出 \"(5, 4, 10)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector3] by the given [float]."
msgstr "將該 [Vector3] 的每個分量除以給定的 [float]。"
msgid "Divides each component of the [Vector3] by the given [int]."
msgstr "將該 [Vector3] 的每個分量除以給定的 [int]。"
msgid ""
"Compares two [Vector3] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors, and then with the Z values. This operator is useful for sorting "
"vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector3] 向量,首先檢查左向量的 X 值是否小於 [param right] 向量的 X "
"值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值。該運算子可用於"
"向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector3] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors, and then with the Z values. This operator is useful for "
"sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector3] 向量,首先檢查左向量的 X 值是否小於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值。該運算子"
"可用於向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector3] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors, and then with the Z values. This operator is useful for sorting "
"vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector3] 向量,首先檢查左向量的 X 值是否大於 [param right] 向量的 X "
"值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值。該運算子可用於"
"向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector3] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors, and then with the Z values. This operator is "
"useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector3] 向量,首先檢查左向量的 X 值是否大於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值。該運算子"
"可用於向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Access vector components using their [param index]. [code]v[0][/code] is "
"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/"
"code], and [code]v[2][/code] is equivalent to [code]v.z[/code]."
msgstr ""
"使用向量分量的 [param index] 來存取向量分量。[code]v[0][/code] 等價於 [code]v."
"x[/code][code]v[1][/code] 等價於 [code]v.y[/code][code]v[2][/code] 等價於 "
"[code]v.z[/code]。"
msgid ""
"Returns the negative value of the [Vector3]. This is the same as writing "
"[code]Vector3(-v.x, -v.y, -v.z)[/code]. This operation flips the direction of "
"the vector while keeping the same magnitude. With floats, the number zero can "
"be either positive or negative."
msgstr ""
"返回該 [Vector3] 的負值。和寫 [code]Vector3(-v.x, -v.y, -v.z)[/code] 是一樣"
"的。該操作在保持相同幅度的同時,翻轉向量的方向。對於浮點數,零也有正負兩種。"
msgid "A 3D vector using integer coordinates."
msgstr "使用整數座標的 3D 向量。"
msgid ""
"A 3-element structure that can be used to represent 3D grid coordinates or "
"any other triplet of integers.\n"
"It uses integer coordinates and is therefore preferable to [Vector3] when "
"exact precision is required. Note that the values are limited to 32 bits, and "
"unlike [Vector3] this cannot be configured with an engine build option. Use "
"[int] or [PackedInt64Array] if 64-bit values are needed.\n"
"[b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/"
"code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i "
"will always evaluate to [code]true[/code]."
msgstr ""
"包含三個元素的結構體,可用於代表 3D 座標或任何整數的三元組。\n"
"使用整數座標,因此需要絕對精確時應比 [Vector3] 優先使用。請注意,取值範圍有 "
"32 位的限制,與 [Vector3] 不同,這個型別的精度無法使用引擎的建構參數進行配置。"
"如果需要 64 位元的值,請使用 [int] 或 [PackedInt64Array]。\n"
"[b]注意:[/b]在布林語境中,如果 Vector3i 等於 [code]Vector3i(0, 0, 0)[/code] "
"則求值結果為 [code]false[/code]。否則 Vector3i 的求值結果始終為 [code]true[/"
"code]。"
msgid ""
"Constructs a default-initialized [Vector3i] with all components set to "
"[code]0[/code]."
msgstr "建構預設初始化的 [Vector3i],所有分量都為 [code]0[/code]。"
msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]."
msgstr "建構給定 [Vector3i] 的副本。"
msgid ""
"Constructs a new [Vector3i] from the given [Vector3] by truncating "
"components' fractional parts (rounding towards zero). For a different "
"behavior consider passing the result of [method Vector3.ceil], [method "
"Vector3.floor] or [method Vector3.round] to this constructor instead."
msgstr ""
"根據給定的 [Vector3] 建構 [Vector3i],會將各個分量的小數部分截斷(向 0 取"
"整)。要使用不同的行為,請考慮改為傳入 [method Vector3.ceil]、[method Vector3."
"floor] 或 [method Vector3.round] 的結果。"
msgid "Returns a [Vector3i] with the given components."
msgstr "返回具有給定分量的 [Vector3i]。"
msgid ""
"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
"be used as a negative integer equivalent of [constant Vector3.INF]."
msgstr ""
"最小向量,所有分量等於 [code]INT32_MIN[/code] 的向量。可用作 [constant "
"Vector3.INF] 的負整數等價物。"
msgid ""
"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
"be used as an integer equivalent of [constant Vector3.INF]."
msgstr ""
"最大向量,所有分量等於 [code]INT32_MAX[/code] 的向量。可用作 [constant "
"Vector3.INF] 的整數等價物。"
msgid ""
"Forward unit vector. Represents the local direction of forward, and the "
"global direction of north."
msgstr "前單位向量。代表局部的前方向,全域的北方向。"
msgid ""
"Gets the remainder of each component of the [Vector3i] with the components of "
"the given [Vector3i]. This operation uses truncated division, which is often "
"not desired as it does not work well with negative numbers. Consider using "
"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # Prints \"(3, -4, 3)\"\n"
"[/codeblock]"
msgstr ""
"獲取該 [Vector3i] 的每個分量與給定 [Vector3i] 中分量的餘數。這個運算使用的是截"
"斷式除法,因為對負數不友好,所以通常不會想要使用。如果你想要處理負數,請考慮改"
"用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector3i(10, -20, 30) % Vector3i(7, 8, 9)) # 輸出 \"(3, -4, 3)\"\n"
"[/codeblock]"
msgid ""
"Gets the remainder of each component of the [Vector3i] with the given [int]. "
"This operation uses truncated division, which is often not desired as it does "
"not work well with negative numbers. Consider using [method @GlobalScope."
"posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector3i(10, -20, 30) % 7) # Prints \"(3, -6, 2)\"\n"
"[/codeblock]"
msgstr ""
"獲取該 [Vector3i] 的每個分量與給定的 [int] 的餘數。這個運算使用的是截斷式除"
"法,因為對負數不友好,所以通常不會想要使用。如果你想要處理負數,請考慮改用 "
"[method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector3i(10, -20, 30) % 7) # 輸出 \"(3, -6, 2)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # Prints \"(30, 80, 150)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3i] 的每個分量乘以給定 [Vector3i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) * Vector3i(3, 4, 5)) # 輸出 \"(30, 80, 150)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3i(10, 15, 20) * 0.9) # Prints \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3i] 的每個分量乘以給定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(Vector3i(10, 15, 20) * 0.9) # 輸出 \"(9, 13.5, 18)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector3i] by the given [int]."
msgstr "將該 [Vector3i] 的每個分量乘以給定的 [int]。"
msgid ""
"Adds each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # Prints \"(13, 24, 35)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3i] 的每個分量加上給定 [Vector3i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) + Vector3i(3, 4, 5)) # 輸出 \"(13, 24, 35)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # Prints \"(7, 16, 25)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3i] 的每個分量減去給定 [Vector3i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) - Vector3i(3, 4, 5)) # 輸出 \"(7, 16, 25)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3i] by the components of the given "
"[Vector3i].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # Prints \"(5, 4, 10)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3i] 的每個分量除以給定 [Vector3i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / Vector3i(2, 5, 3)) # 輸出 \"(5, 4, 10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector3i] by the given [float]. Returns a "
"[Vector3].\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / 2.9) # Prints \"(5, 10, 15)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector3i] 的每個分量除以給定的 [float]。返回的是 [Vector3]。\n"
"[codeblock]\n"
"print(Vector3i(10, 20, 30) / 2.9) # 輸出 \"(5, 10, 15)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector3i] by the given [int]."
msgstr "將該 [Vector3i] 的每個分量除以給定的 [int]。"
msgid ""
"Compares two [Vector3i] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors, and then with the Z values. This operator is useful for sorting "
"vectors."
msgstr ""
"比較兩個 [Vector3i] 向量,首先檢查左向量的 X 值是否小於 [param right] 向量的 "
"X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值。該運算子可用"
"於向量排序。"
msgid ""
"Compares two [Vector3i] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors, and then with the Z values. This operator is useful for "
"sorting vectors."
msgstr ""
"比較兩個 [Vector3i] 向量,首先檢查左向量的 X 值是否小於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值。該運算符"
"可用於向量排序。"
msgid ""
"Compares two [Vector3i] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors, and then with the Z values. This operator is useful for sorting "
"vectors."
msgstr ""
"比較兩個 [Vector3i] 向量,首先檢查左向量的 X 值是否大於 [param right] 向量的 "
"X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值。該運算子可用"
"於向量排序。"
msgid ""
"Compares two [Vector3i] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors, and then with the Z values. This operator is "
"useful for sorting vectors."
msgstr ""
"比較兩個 [Vector3i] 向量,首先檢查左向量的 X 值是否大於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值。該運算符"
"可用於向量排序。"
msgid ""
"Returns the negative value of the [Vector3i]. This is the same as writing "
"[code]Vector3i(-v.x, -v.y, -v.z)[/code]. This operation flips the direction "
"of the vector while keeping the same magnitude."
msgstr ""
"返回該 [Vector3i] 的負值。和寫 [code]Vector3i(-v.x, -v.y, -v.z)[/code] 是一樣"
"的。該操作在保持相同幅度的同時,翻轉向量的方向。"
msgid "A 4D vector using floating point coordinates."
msgstr "使用浮點數座標的 4D 向量。"
msgid ""
"A 4-element structure that can be used to represent 4D coordinates or any "
"other quadruplet of numeric values.\n"
"It uses floating-point coordinates. By default, these floating-point values "
"use 32-bit precision, unlike [float] which is always 64-bit. If double "
"precision is needed, compile the engine with the option "
"[code]precision=double[/code].\n"
"See [Vector4i] for its integer counterpart.\n"
"[b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/"
"code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 "
"will always evaluate to [code]true[/code]."
msgstr ""
"包含四個元素的結構體,可用於代表 4D 座標或任何數值的四元組。\n"
"使用浮點數座標。預設情況下,這些浮點值為 32 位精度,與始終為 64 位的 [float] "
"並不相同。如果需要雙精度,請在編譯引擎時使用 [code]precision=double[/code] 選"
"項。\n"
"對應的整數版本見 [Vector4i]。\n"
"[b]注意:[/b]在布林語境中,如果 Vector4 等於 [code]Vector4(0, 0, 0, 0)[/code] "
"則求值結果為 [code]false[/code]。否則 Vector4 的求值結果始終為 [code]true[/"
"code]。"
msgid ""
"Constructs a default-initialized [Vector4] with all components set to "
"[code]0[/code]."
msgstr "建構預設初始化的 [Vector4],所有分量都為 [code]0[/code]。"
msgid "Constructs a [Vector4] as a copy of the given [Vector4]."
msgstr "建構給定 [Vector4] 的副本。"
msgid "Constructs a new [Vector4] from the given [Vector4i]."
msgstr "從給定的 [Vector4i] 建構新的 [Vector4]。"
msgid "Returns a [Vector4] with the given components."
msgstr "返回具有給定分量的 [Vector4]。"
msgid "Returns the dot product of this vector and [param with]."
msgstr "返回該向量與 [param with] 的點積。"
msgid ""
"Returns the inverse of the vector. This is the same as [code]Vector4(1.0 / v."
"x, 1.0 / v.y, 1.0 / v.z, 1.0 / v.w)[/code]."
msgstr ""
"返回該向量的逆向量。與 [code]Vector4(1.0 / v.x, 1.0 / v.y, 1.0 / v.z, 1.0 / v."
"w)[/code] 相同。"
msgid ""
"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] "
"constants. If all components are equal, this method returns [constant AXIS_W]."
msgstr ""
"返回該向量中最小值的軸。見 [code]AXIS_*[/code] 常數。如果所有分量相等,則該方"
"法返回 [constant AXIS_W]。"
msgid ""
"The vector's W component. Also accessible by using the index position [code]"
"[3][/code]."
msgstr "該向量的 W 分量。也可以通過使用索引位置 [code][3][/code] 存取。"
msgid ""
"Enumerated value for the W axis. Returned by [method max_axis_index] and "
"[method min_axis_index]."
msgstr ""
"W 軸的列舉值。由 [method max_axis_index] 和 [method min_axis_index] 返回。"
msgid ""
"Multiplies each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # Prints \"(30, 80, 150, "
"240)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4] 的每個分量乘以給定 [Vector4] 的對應分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * Vector4(3, 4, 5, 6)) # 輸出 \"(30, 80, 150, "
"240)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector4] by the given [float].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * 2) # Prints \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4] 的每個分量乘以給定的 [float]。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) * 2) # 輸出 \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector4] by the given [int]."
msgstr "將該 [Vector4] 的每個分量乘以給定的 [int]。"
msgid ""
"Adds each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # Prints \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4] 的每個分量加上給定 [Vector4] 的對應分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) + Vector4(3, 4, 5, 6)) # 輸出 \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # Prints \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4] 的每個分量減去給定 [Vector4] 的對應分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) - Vector4(3, 4, 5, 6)) # 輸出 \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4] by the components of the given "
"[Vector4].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4] 的每個分量除以給定 [Vector4] 的對應分量。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / Vector4(2, 5, 3, 4)) # 輸出 \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4] by the given [float].\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4] 的每個分量除以給定的 [float]。\n"
"[codeblock]\n"
"print(Vector4(10, 20, 30, 40) / 2 # 輸出 \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector4] by the given [int]."
msgstr "將該 [Vector4] 的每個分量除以給定的 [int]。"
msgid ""
"Compares two [Vector4] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors, Z values of the two vectors, and then with the W values. This "
"operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector4] 向量,首先檢查左向量的 X 值是否小於 [param right] 向量的 X "
"值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值、W 值。該運算符"
"可用於向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector4] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors, Z values of the two vectors, and then with the W values. "
"This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector4] 向量,首先檢查左向量的 X 值是否小於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值、W 值。該"
"運算子可用於向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector4] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors, Z values of the two vectors, and then with the W values. This "
"operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector4] 向量,首先檢查左向量的 X 值是否大於 [param right] 向量的 X "
"值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值、W 值。該運算符"
"可用於向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Compares two [Vector4] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors, Z values of the two vectors, and then with the W "
"values. This operator is useful for sorting vectors.\n"
"[b]Note:[/b] Vectors with [constant @GDScript.NAN] elements don't behave the "
"same as other vectors. Therefore, the results from this operator may not be "
"accurate if NaNs are included."
msgstr ""
"比較兩個 [Vector4] 向量,首先檢查左向量的 X 值是否大於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值、W 值。該"
"運算子可用於向量排序。\n"
"[b]注意:[/b]包含 [constant @GDScript.NAN] 元素的向量的行為與其他向量不同。因"
"此,如果包含 NaN則這個方法的結果可能不準確。"
msgid ""
"Access vector components using their [param index]. [code]v[0][/code] is "
"equivalent to [code]v.x[/code], [code]v[1][/code] is equivalent to [code]v.y[/"
"code], [code]v[2][/code] is equivalent to [code]v.z[/code], and [code]v[3][/"
"code] is equivalent to [code]v.w[/code]."
msgstr ""
"使用向量分量的 [param index] 來存取向量分量。[code]v[0][/code] 等價於 [code]v."
"x[/code][code]v[1][/code] 等價於 [code]v.y[/code][code]v[2][/code] 等價於 "
"[code]v.z[/code][code]v[3][/code] 等價於 [code]v.w[/code]。"
msgid ""
"Returns the negative value of the [Vector4]. This is the same as writing "
"[code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the "
"direction of the vector while keeping the same magnitude. With floats, the "
"number zero can be either positive or negative."
msgstr ""
"返回該 [Vector4] 的負值。和寫 [code]Vector4(-v.x, -v.y, -v.z, -v.w)[/code] 是"
"一樣的。該操作在保持相同幅度的同時,翻轉向量的方向。對於浮點數,零也有正負兩"
"種。"
msgid "A 4D vector using integer coordinates."
msgstr "使用整數座標的 4D 向量。"
msgid ""
"A 4-element structure that can be used to represent 4D grid coordinates or "
"any other quadruplet of integers.\n"
"It uses integer coordinates and is therefore preferable to [Vector4] when "
"exact precision is required. Note that the values are limited to 32 bits, and "
"unlike [Vector4] this cannot be configured with an engine build option. Use "
"[int] or [PackedInt64Array] if 64-bit values are needed.\n"
"[b]Note:[/b] In a boolean context, a Vector4i will evaluate to [code]false[/"
"code] if it's equal to [code]Vector4i(0, 0, 0, 0)[/code]. Otherwise, a "
"Vector3i will always evaluate to [code]true[/code]."
msgstr ""
"包含四個元素的結構體,可用於代表 4D 座標或任何整數的四元組。\n"
"使用整數座標,因此需要絕對精確時應比 [Vector4] 優先使用。請注意,取值範圍有 "
"32 位的限制,與 [Vector4] 不同,這個型別的精度無法使用引擎的建構參數進行配置。"
"如果需要 64 位元的值,請使用 [int] 或 [PackedInt64Array]。\n"
"[b]注意:[/b]在布林語境中,如果 Vector4i 等於 [code]Vector4i(0, 0, 0, 0)[/"
"code] 則求值結果為 [code]false[/code]。否則 Vector4i 的求值結果始終為 "
"[code]true[/code]。"
msgid ""
"Constructs a default-initialized [Vector4i] with all components set to "
"[code]0[/code]."
msgstr "建構預設初始化的 [Vector4i],所有分量都為 [code]0[/code]。"
msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]."
msgstr "建構給定 [Vector4i] 的副本。"
msgid ""
"Constructs a new [Vector4i] from the given [Vector4] by truncating "
"components' fractional parts (rounding towards zero). For a different "
"behavior consider passing the result of [method Vector4.ceil], [method "
"Vector4.floor] or [method Vector4.round] to this constructor instead."
msgstr ""
"根據給定的 [Vector4] 建構 [Vector4i],會將各個分量的小數部分截斷(向 0 取"
"整)。要使用不同的行為,請考慮改為傳入 [method Vector4.ceil]、[method Vector4."
"floor] 或 [method Vector4.round] 的結果。"
msgid "Returns a [Vector4i] with the given components."
msgstr "返回具有給定分量的 [Vector4i]。"
msgid ""
"Min vector, a vector with all components equal to [code]INT32_MIN[/code]. Can "
"be used as a negative integer equivalent of [constant Vector4.INF]."
msgstr ""
"最小向量,所有分量等於 [code]INT32_MIN[/code] 的向量。可用作 [constant "
"Vector4.INF] 的負整數等價物。"
msgid ""
"Max vector, a vector with all components equal to [code]INT32_MAX[/code]. Can "
"be used as an integer equivalent of [constant Vector4.INF]."
msgstr ""
"最大向量,所有分量等於 [code]INT32_MAX[/code] 的向量。可用作 [constant "
"Vector4.INF] 的整數等價物。"
msgid ""
"Gets the remainder of each component of the [Vector4i] with the components of "
"the given [Vector4i]. This operation uses truncated division, which is often "
"not desired as it does not work well with negative numbers. Consider using "
"[method @GlobalScope.posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # Prints \"(3, -4, "
"3, 0)\"\n"
"[/codeblock]"
msgstr ""
"獲取該 [Vector4i] 的每個分量與給定 [Vector4i] 中分量的餘數。這個運算使用的是截"
"斷式除法,因為對負數不友好,所以通常不會想要使用。如果你想要處理負數,請考慮改"
"用 [method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector4i(10, -20, 30, -40) % Vector4i(7, 8, 9, 10)) # 輸出 \"(3, -4, "
"3, 0)\"\n"
"[/codeblock]"
msgid ""
"Gets the remainder of each component of the [Vector4i] with the the given "
"[int]. This operation uses truncated division, which is often not desired as "
"it does not work well with negative numbers. Consider using [method "
"@GlobalScope.posmod] instead if you want to handle negative numbers.\n"
"[codeblock]\n"
"print(Vector4i(10, -20, 30, -40) % 7) # Prints \"(3, -6, 2, -5)\"\n"
"[/codeblock]"
msgstr ""
"獲取該 [Vector4i] 的每個分量與給定的 [int] 的餘數。這個運算使用的是截斷式除"
"法,因為對負數不友好,所以通常不會想要使用。如果你想要處理負數,請考慮改用 "
"[method @GlobalScope.posmod]。\n"
"[codeblock]\n"
"print(Vector4i(10, -20, 30, -40) % 7) # 輸出 \"(3, -6, 2, -5)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6)) # Prints \"(30, 80, "
"150, 240)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4i] 的每個分量乘以給定 [Vector4i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * Vector4i(3, 4, 5, 6))# 輸出 \"(30, 80, 150, "
"240)\"\n"
"[/codeblock]"
msgid ""
"Multiplies each component of the [Vector4i] by the given [float].\n"
"Returns a Vector4 value due to floating-point operations.\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * 2) # Prints \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4i] 的每個分量乘以給定的 [float]。\n"
"由於浮點數運算,返回值為 Vector4。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) * 2) # 輸出 \"(20, 40, 60, 80)\"\n"
"[/codeblock]"
msgid "Multiplies each component of the [Vector4i] by the given [int]."
msgstr "將該 [Vector4i] 的每個分量乘以給定的 [int]。"
msgid ""
"Adds each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # Prints \"(13, 24, "
"35, 46)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4i] 的每個分量加上給定 [Vector4i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) + Vector4i(3, 4, 5, 6)) # 輸出 \"(13, 24, 35, "
"46)\"\n"
"[/codeblock]"
msgid ""
"Subtracts each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # Prints \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4i] 的每個分量減去給定 [Vector4i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) - Vector4i(3, 4, 5, 6)) # 輸出 \"(7, 16, 25, "
"34)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4i] by the components of the given "
"[Vector4i].\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # Prints \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4i] 的每個分量除以給定 [Vector4i] 的對應分量。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / Vector4i(2, 5, 3, 4)) # 輸出 \"(5, 4, 10, "
"10)\"\n"
"[/codeblock]"
msgid ""
"Divides each component of the [Vector4i] by the given [float].\n"
"Returns a Vector4 value due to floating-point operations.\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / 2 # Prints \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgstr ""
"將該 [Vector4i] 的每個分量除以給定的 [float]。\n"
"由於浮點數運算,返回值為 Vector4。\n"
"[codeblock]\n"
"print(Vector4i(10, 20, 30, 40) / 2 # 輸出 \"(5, 10, 15, 20)\"\n"
"[/codeblock]"
msgid "Divides each component of the [Vector4i] by the given [int]."
msgstr "將該 [Vector4] 的每個分量除以給定的 [int]。"
msgid ""
"Compares two [Vector4i] vectors by first checking if the X value of the left "
"vector is less than the X value of the [param right] vector. If the X values "
"are exactly equal, then it repeats this check with the Y values of the two "
"vectors, Z values of the two vectors, and then with the W values. This "
"operator is useful for sorting vectors."
msgstr ""
"比較兩個 [Vector4i] 向量,首先檢查左向量的 X 值是否小於 [param right] 向量的 "
"X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值、W 值。該運算"
"符可用於向量排序。"
msgid ""
"Compares two [Vector4i] vectors by first checking if the X value of the left "
"vector is less than or equal to the X value of the [param right] vector. If "
"the X values are exactly equal, then it repeats this check with the Y values "
"of the two vectors, Z values of the two vectors, and then with the W values. "
"This operator is useful for sorting vectors."
msgstr ""
"比較兩個 [Vector4i] 向量,首先檢查左向量的 X 值是否小於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值、W 值。該"
"運算子可用於向量排序。"
msgid "Returns [code]true[/code] if the vectors are exactly equal."
msgstr "如果向量完全相等,則返回 [code]true[/code]。"
msgid ""
"Compares two [Vector4i] vectors by first checking if the X value of the left "
"vector is greater than the X value of the [param right] vector. If the X "
"values are exactly equal, then it repeats this check with the Y values of the "
"two vectors, Z values of the two vectors, and then with the W values. This "
"operator is useful for sorting vectors."
msgstr ""
"比較兩個 [Vector4i] 向量,首先檢查左向量的 X 值是否大於 [param right] 向量的 "
"X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值、W 值。該運算"
"符可用於向量排序。"
msgid ""
"Compares two [Vector4i] vectors by first checking if the X value of the left "
"vector is greater than or equal to the X value of the [param right] vector. "
"If the X values are exactly equal, then it repeats this check with the Y "
"values of the two vectors, Z values of the two vectors, and then with the W "
"values. This operator is useful for sorting vectors."
msgstr ""
"比較兩個 [Vector4i] 向量,首先檢查左向量的 X 值是否大於等於 [param right] 向量"
"的 X 值。如果 X 值完全相等,則用相同的方法檢查兩個向量的 Y 值、Z 值、W 值。該"
"運算子可用於向量排序。"
msgid ""
"Returns the negative value of the [Vector4i]. This is the same as writing "
"[code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code]. This operation flips the "
"direction of the vector while keeping the same magnitude."
msgstr ""
"返回該 [Vector4i] 的負值。和寫 [code]Vector4i(-v.x, -v.y, -v.z, -v.w)[/code] "
"是一樣的。這個運算會翻轉向量方向,同時保持長度不變。"
msgid "A 3D physics body that simulates the behavior of a car."
msgstr "類比汽車行為的 3D 物理體。"
msgid ""
"This physics body implements all the physics logic needed to simulate a car. "
"It is based on the raycast vehicle system commonly found in physics engines. "
"Aside from a [CollisionShape3D] for the main body of the vehicle, you must "
"also add a [VehicleWheel3D] node for each wheel. You should also add a "
"[MeshInstance3D] to this node for the 3D model of the vehicle, but this model "
"should generally not include meshes for the wheels. You can control the "
"vehicle by using the [member brake], [member engine_force], and [member "
"steering] properties. The position or orientation of this node shouldn't be "
"changed directly.\n"
"[b]Note:[/b] The origin point of your VehicleBody3D will determine the center "
"of gravity of your vehicle. To make the vehicle more grounded, the origin "
"point is usually kept low, moving the [CollisionShape3D] and [MeshInstance3D] "
"upwards.\n"
"[b]Note:[/b] This class has known issues and isn't designed to provide "
"realistic 3D vehicle physics. If you want advanced vehicle physics, you may "
"have to write your own physics integration using [CharacterBody3D] or "
"[RigidBody3D]."
msgstr ""
"該節點實作了模擬汽車所需的所有物理邏輯。它基於物理引擎中常見的射線投射的車輛系"
"統。除了需要為車身新增一個 [CollisionShape3D] 之外,你還必須為每個車輪新增一"
"個 [VehicleWheel3D] 節點。你還應該為車輛的 3D 模型的向這個節點新增一個 "
"[MeshInstance3D],但該模型通常不應該包含車輪的網格。你可以使用 [member "
"brake]、[member engine_force] 和 [member steering] 屬性來控制車輛。不應該直接"
"更改該節點的位置和朝向。\n"
"[b]注意:[/b]VehicleBody3D 的原點將決定車輛的重心。為了讓車輛能夠更好地貼地,"
"通常會將原點保持在較低的位置,並將 [CollisionShape3D] 和 [MeshInstance3D] 向上"
"移動。\n"
"[b]注意:[/b]該類存在已知問題,並非旨在提供逼真的 3D 車輛物理效果。如果想要高"
"級車輛物理,可能必須使用 [CharacterBody3D] 或 [RigidBody3D] 類來編寫自己的物理"
"整合函式。"
msgid ""
"Slows down the vehicle by applying a braking force. The vehicle is only "
"slowed down if the wheels are in contact with a surface. The force you need "
"to apply to adequately slow down your vehicle depends on the [member "
"RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try "
"a value in the 25 - 30 range for hard braking."
msgstr ""
"通過施加一個制動力使車輛減速。只有當車輪接觸到表面時,車輛才會減速。使車輛充分"
"減速所需的力,取決於車輛的 [member RigidBody3D.mass]。對於一個品質被設定為 "
"1000 的車輛,嘗試使用 25 - 30 範圍內的值進行緊急制動。"
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only sped "
"up if the wheels that have [member VehicleWheel3D.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody3D."
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
msgstr ""
"通過施加一個引擎力來加速車輛。只有當 [member VehicleWheel3D.use_as_traction] "
"被設定為 [code]true[/code] 的車輪與表面接觸時,車輛才會加速。車輛的 [member "
"RigidBody3D.mass] 對車輛的加速度有影響。對於品質被設定為 1000 的車輛,請嘗試使"
"用 25 - 50 範圍內的加速度值。\n"
"[b]注意:[/b]模擬沒有考慮齒輪的影響,如果想要類比齒輪,需要為其新增邏輯。\n"
"負值將導致車輛倒車。"
msgid ""
"The steering angle for the vehicle. Setting this to a non-zero value will "
"result in the vehicle turning when it's moving. Wheels that have [member "
"VehicleWheel3D.use_as_steering] set to [code]true[/code] will automatically "
"be rotated.\n"
"[b]Note:[/b] This property is edited in the inspector in degrees. In code the "
"property is set in radians."
msgstr ""
"車輛的轉向角。將該屬性設定為非零值將導致車輛在移動時轉彎。[member "
"VehicleWheel3D.use_as_steering] 設定為 [code]true[/code] 的車輪將自動旋轉。\n"
"[b]注意:[/b]該屬性在屬性面板中以度為單位進行編輯。在程式碼中,該屬性以弧度單"
"位設置。"
msgid ""
"A 3D physics body for a [VehicleBody3D] that simulates the behavior of a "
"wheel."
msgstr "用於 [VehicleBody3D] 的 3D 物理體,能夠類比車輪的行為。"
msgid ""
"A node used as a child of a [VehicleBody3D] parent to simulate the behavior "
"of one of its wheels. This node also acts as a collider to detect if the "
"wheel is touching a surface.\n"
"[b]Note:[/b] This class has known issues and isn't designed to provide "
"realistic 3D vehicle physics. If you want advanced vehicle physics, you may "
"need to write your own physics integration using another [PhysicsBody3D] "
"class."
msgstr ""
"作為 [VehicleBody3D] 子節點使用的節點,能夠模擬車輛其中一個車輪的行為。這個節"
"點還充當了碰撞器,能夠偵測車輪是否與某個表面接觸。\n"
"[b]注意:[/b]該類存在已知問題,並非旨在提供逼真的 3D 車輛物理效果。如果想要高"
"級車輛物理,可能必須使用其他 [PhysicsBody3D] 類來編寫自己的物理整合函式。"
msgid ""
"Returns the contacting body node if valid in the tree, as [Node3D]. At the "
"moment, [GridMap] is not supported so the node will be always of type "
"[PhysicsBody3D].\n"
"Returns [code]null[/code] if the wheel is not in contact with a surface, or "
"the contact body is not a [PhysicsBody3D]."
msgstr ""
"如果接觸的實體節點在樹中有效,則返回接觸的實體節點,如 [Node3D]。目前,不支持 "
"[GridMap],因此該節點將始終為 [PhysicsBody3D] 型別。\n"
"如果車輪沒有與表面接觸,或者接觸的實體不是 [PhysicsBody3D],則返回 "
"[code]null[/code]。"
msgid "Returns the rotational speed of the wheel in revolutions per minute."
msgstr "返回輪子的旋轉速度,單位為每分鐘轉數。"
msgid ""
"Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
"skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
"means not skidding (the wheel has full grip, e.g. dry asphalt road)."
msgstr ""
"返回一個介於 0.0 和 1.0 之間的值表示這個輪子是否打滑。0.0 表示打滑(車輪失去"
"了抓地力例如冰雪地形1.0 表示不打滑(車輪有充分的抓地力,例如乾燥的瀝青"
"路)。"
msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
msgstr "如果輪子與表面接觸,返回 [code]true[/code]。"
msgid ""
"Slows down the wheel by applying a braking force. The wheel is only slowed "
"down if it is in contact with a surface. The force you need to apply to "
"adequately slow down your vehicle depends on the [member RigidBody3D.mass] of "
"the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
"30 range for hard braking."
msgstr ""
"通過施加制動力使車輪減速。車輪只有在與表面接觸時才會減速。使車輛充分減速所需的"
"力,取決於車輛的 [member RigidBody3D.mass]。對於品質被設定為 1000 的車輛,嘗試"
"使用 25 - 30 範圍內的值進行緊急制動。"
msgid ""
"The damping applied to the spring when the spring is being compressed. This "
"value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
"car will keep bouncing as the spring keeps its energy. A good value for this "
"is around 0.3 for a normal car, 0.5 for a race car."
msgstr ""
"當彈簧被壓縮時,套用在彈簧上的阻尼。這個值應該在 0.0(無阻尼)和 1.0 之間。"
"0.0 的值意味著汽車將持續彈跳,因為彈簧將保持其能量。普通汽車 0.3 左右,賽車 "
"0.5 左右比較好。"
msgid ""
"The damping applied to the spring when relaxing. This value should be between "
"0.0 (no damping) and 1.0. This value should always be slightly higher than "
"the [member damping_compression] property. For a [member damping_compression] "
"value of 0.3, try a relaxation value of 0.5."
msgstr ""
"放鬆時施加在彈簧上的阻尼。這個值應該在 0.0(無阻尼)和 1.0 之間。這個值應該總"
"是比 [member damping_compression] 屬性稍高。對於 [member damping_compression] "
"值 0.3,嘗試放鬆值為 0.5。"
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody3D.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the wheel reversing."
msgstr ""
"通過施加引擎力使車輪加速。車輪只有在與表面接觸時才會加速。車輛的 [member "
"RigidBody3D.mass] 對車輛的加速度有影響。對於品質被設定為 1000 的車輛,請嘗試使"
"用 25 - 50 範圍內的加速度值。\n"
"[b]注意:[/b]模擬沒有考慮齒輪的影響,如果想要類比齒輪,需要為其新增邏輯。\n"
"負值將導致車輪倒轉。"
msgid ""
"The steering angle for the wheel, in radians. Setting this to a non-zero "
"value will result in the vehicle turning when it's moving."
msgstr "車輪的轉向角,單位:弧度。將該屬性設定為非零值將導致車輛在移動時轉向。"
msgid ""
"The maximum force the spring can resist. This value should be higher than a "
"quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring "
"will not carry the weight of the vehicle. Good results are often obtained by "
"a value that is about 3× to 4× this number."
msgstr ""
"彈簧所能承受的最大力。該值應高於 [VehicleBody3D] 的 [member RigidBody3D.mass] "
"的四分之一,否則該彈簧無法承載車輛的重量。大約 3 到 4 倍這個數字的值通常會獲得"
"良好的結果。"
msgid ""
"This value defines the stiffness of the suspension. Use a value lower than 50 "
"for an off-road car, a value between 50 and 100 for a race car and try "
"something around 200 for something like a Formula 1 car."
msgstr ""
"這個值定義了懸架的剛度。越野車使用低於 50 的值,賽車使用 50 至 100 的值,像一"
"級方程式賽車則嘗試 200 左右的值。"
msgid ""
"This is the distance the suspension can travel. As Godot units are equivalent "
"to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 "
"depending on the type of car."
msgstr ""
"這是懸架可以移動的距離。由於Godot 的單位相當於米,所以保持這個設定相對較低。根"
"據汽車的型別,試試 0.1 和 0.3 之間的值。"
msgid ""
"If [code]true[/code], this wheel will be turned when the car steers. This "
"value is used in conjunction with [member VehicleBody3D.steering] and ignored "
"if you are using the per-wheel [member steering] value instead."
msgstr ""
"如果為 [code]true[/code],當汽車轉向時這個輪子會轉動。該值與 [member "
"VehicleBody3D.steering] 結合使用,如果使用的是各個車輪的 [member steering] "
"值,則該值將被忽略。"
msgid ""
"If [code]true[/code], this wheel transfers engine force to the ground to "
"propel the vehicle forward. This value is used in conjunction with [member "
"VehicleBody3D.engine_force] and ignored if you are using the per-wheel "
"[member engine_force] value instead."
msgstr ""
"如果為 [code]true[/code],該車輪會將引擎力傳遞到地面以推動車輛前進。該值與 "
"[member VehicleBody3D.engine_force] 結合使用,如果使用的是各個車輪的 [member "
"engine_force] 值,則該值將被忽略。"
msgid ""
"This determines how much grip this wheel has. It is combined with the "
"friction setting of the surface the wheel is in contact with. 0.0 means no "
"grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
"rear wheels slightly lower than the front wheels, or use a lower value to "
"simulate tire wear.\n"
"It's best to set this to 1.0 when starting out."
msgstr ""
"這決定了這個輪子的抓地力有多大。它與車輪所接觸的表面的摩擦力設定相結合。0.0 意"
"味著沒有抓地力1.0 是正常抓地力。對於漂移車的設定,嘗試將後輪的抓地力設定得比"
"前輪略低,或者使用較低的數值來模擬輪胎的磨損。\n"
"在開始時最好將其設定為 1.0。"
msgid "The radius of the wheel in meters."
msgstr "輪子的半徑,單位是米。"
msgid ""
"This is the distance in meters the wheel is lowered from its origin point. "
"Don't set this to 0.0 and move the wheel into position, instead move the "
"origin point of your wheel (the gizmo in Godot) to the position the wheel "
"will take when bottoming out, then use the rest length to move the wheel down "
"to the position it should be in when the car is in rest."
msgstr ""
"這是輪子從原點下降的距離,以米為單位。不要把這個設定為 0.0,然後把車輪移到位置"
"上而是把車輪的原點Godot 中的小工具)移到車輪觸底時的位置,然後使用剩餘長度"
"將輪子向下移動到汽車靜止時它應該所處位置。"
msgid ""
"This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
"your vehicle will be prone to rolling over, while a value of 0.0 will resist "
"body roll."
msgstr ""
"這個值會影響車輛的滾動。如果所有車輪都設定為 1.0,車輛將容易翻車,而 0.0 的值"
"將阻止車身側傾。"
msgid ""
"A container that arranges its child controls vertically and wraps them around "
"at the borders."
msgstr "將子控制項縱向排列並在邊界處換行的容器。"
msgid ""
"A variant of [FlowContainer] that can only arrange its child controls "
"vertically, wrapping them around at the borders. This is similar to how text "
"in a book wraps around when no more words can fit on a line, except "
"vertically."
msgstr ""
"[FlowContainer] 的一種,只能將其子控制項縱向排列並在邊界處換行。類似於書本中文"
"字在一行中寫不下以後的換行方式,但是縱向。"
msgid "Base resource for video streams."
msgstr "影片流的基礎資源。"
msgid ""
"Base resource type for all video streams. Classes that derive from "
"[VideoStream] can all be used as resource types to play back videos in "
"[VideoStreamPlayer]."
msgstr ""
"所有影片流的基礎資源型別。衍生自 [VideoStream] 的類都可以用作在 "
"[VideoStreamPlayer] 中播放影片的資源型別。"
msgid "Playing videos"
msgstr "播放影片"
msgid ""
"Called when the video starts playing, to initialize and return a subclass of "
"[VideoStreamPlayback]."
msgstr "影片開始播放時呼叫,用於初始化並返回 [VideoStreamPlayback] 的子類別。"
msgid ""
"The video file path or URI that this [VideoStream] resource handles.\n"
"For [VideoStreamTheora], this filename should be an Ogg Theora video file "
"with the [code].ogv[/code] extension."
msgstr ""
"該 [VideoStream] 資源處理的影片檔路徑或 URI。\n"
"對於 [VideoStreamTheora],這個檔案名應該是 Ogg Theora 影片檔,副檔名為 [code]."
"ogv[/code]。"
msgid ""
"Internal class used by [VideoStream] to manage playback state when played "
"from a [VideoStreamPlayer]."
msgstr ""
"[VideoStream] 使用的內部類,用於管理其在 [VideoStreamPlayer] 中的播放狀態。"
msgid ""
"This class is intended to be overridden by video decoder extensions with "
"custom implementations of [VideoStream]."
msgstr "該類旨在被具有 [VideoStream] 自訂實作的影片解碼器擴充所覆蓋。"
msgid "Returns the number of audio channels."
msgstr "返回音訊通道的數量。"
msgid "Returns the video duration in seconds, if known, or 0 if unknown."
msgstr "影片時長已知時返回影片時長,未知時返回 0。"
msgid "Returns the audio sample rate used for mixing."
msgstr "返回用於混音的音訊取樣速率。"
msgid ""
"Return the current playback timestamp. Called in response to the [member "
"VideoStreamPlayer.stream_position] getter."
msgstr ""
"返回目前播放時間戳記。獲取 [member VideoStreamPlayer.stream_position] 時會被調"
"用。"
msgid "Allocates a [Texture2D] in which decoded video frames will be drawn."
msgstr "分配一個 [Texture2D],解碼得到的影片影格會在其中繪製。"
msgid "Returns the paused status, as set by [method _set_paused]."
msgstr "返回暫停狀態,由 [method _set_paused] 設定。"
msgid ""
"Returns the playback state, as determined by calls to [method _play] and "
"[method _stop]."
msgstr "返回由呼叫 [method _play] 和 [method _stop] 決定的播放狀態。"
msgid ""
"Called in response to [member VideoStreamPlayer.autoplay] or [method "
"VideoStreamPlayer.play]. Note that manual playback may also invoke [method "
"_stop] multiple times before this method is called. [method _is_playing] "
"should return true once playing."
msgstr ""
"[member VideoStreamPlayer.autoplay] 或 [method VideoStreamPlayer.play] 時會被"
"呼叫。請注意,手動播放在這個方法被呼叫前也可能多次呼叫 [method _stop]。開始播"
"放後 [method _is_playing] 就應該返回 true。"
msgid ""
"Seeks to [param time] seconds. Called in response to the [member "
"VideoStreamPlayer.stream_position] setter."
msgstr ""
"檢索至第 [param time] 秒。設定 [member VideoStreamPlayer.stream_position] 時會"
"被呼叫。"
msgid ""
"Select the audio track [param idx]. Called when playback starts, and in "
"response to the [member VideoStreamPlayer.audio_track] setter."
msgstr ""
"選擇 [param idx] 音軌。播放開始時,或者設定 [member VideoStreamPlayer."
"audio_track] 時會被呼叫。"
msgid ""
"Set the paused status of video playback. [method _is_paused] must return "
"[param paused]. Called in response to the [member VideoStreamPlayer.paused] "
"setter."
msgstr ""
"設定影片播放的暫停狀態。[method _is_paused] 必須返回 [param paused]。設定 "
"[member VideoStreamPlayer.paused] 時會被呼叫。"
msgid ""
"Stops playback. May be called multiple times before [method _play], or in "
"response to [method VideoStreamPlayer.stop]. [method _is_playing] should "
"return false once stopped."
msgstr ""
"停止播放。可能在 [method _play] 多次呼叫,也可能與 [method VideoStreamPlayer."
"stop] 對應。停止後 [method _is_playing] 應返回 false。"
msgid ""
"Ticks video playback for [param delta] seconds. Called every frame as long as "
"[method _is_paused] and [method _is_playing] return true."
msgstr ""
"將影片播放推進 [param delta] 秒。只要 [method _is_paused] 和 [method "
"_is_playing] 返回 true就會為每一影格呼叫。"
msgid ""
"Render [param num_frames] audio frames (of [method _get_channels] floats "
"each) from [param buffer], starting from index [param offset] in the array. "
"Returns the number of audio frames rendered, or -1 on error."
msgstr ""
"從陣列中的索引 [param offset] 開始,從 [param buffer] 渲染 [param num_frames] "
"個音訊影格(每影格 [method _get_channels] 個浮點數)。返回渲染的音訊影格數,如"
"果出錯則返回 -1。"
msgid "A control used for video playback."
msgstr "用於播放影片的控制項。"
msgid ""
"A control used for playback of [VideoStream] resources.\n"
"Supported video formats are [url=https://www.theora.org/]Ogg Theora[/url] "
"([code].ogv[/code], [VideoStreamTheora]) and any format exposed via a "
"GDExtension plugin.\n"
"[b]Note:[/b] Due to a bug, VideoStreamPlayer does not support localization "
"remapping yet.\n"
"[b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to "
"missing architecture-specific assembly optimizations."
msgstr ""
"用於播放 [VideoStream] 資源的控制項。\n"
"支援的影片格式有 [url=https://www.theora.org/]Ogg Theora[/url][code].ogv[/"
"code][VideoStreamTheora])以及任何通過 GDExtension 外掛程式公開的格式。\n"
"[b]注意:[/b]由於一個錯誤VideoStreamPlayer 還不支援當地語系化重對應。\n"
"[b]警告:[/b]在 Web 上,影片播放[i]會[/i]由於缺少特定於體系結構的組合優化而表"
"現不佳。"
msgid ""
"The length of the current stream, in seconds.\n"
"[b]Note:[/b] For [VideoStreamTheora] streams (the built-in format supported "
"by Godot), this value will always be zero, as getting the stream length is "
"not implemented yet. The feature may be supported by video formats "
"implemented by a GDExtension add-on."
msgstr ""
"流的目前位置,單位:秒。\n"
"[b]注意:[/b]更改此值不會產生任何影響,因為除了由 GDExtension 外掛程式實作的影"
"片格式,搜索定位尚未被實作。"
msgid ""
"Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
"stream is assigned."
msgstr ""
"返回影片流的名稱,如果沒有指定影片流,則返回 [code]\"<No Stream>\"[/code]。"
msgid "Returns the current frame as a [Texture2D]."
msgstr "將目前影格作為 [Texture2D] 返回。"
msgid ""
"Returns [code]true[/code] if the video is playing.\n"
"[b]Note:[/b] The video is still considered playing if paused during playback."
msgstr ""
"如果影片正在播放,返回 [code]true[/code]。\n"
"[b]注意:[/b]如果在播放過程中暫停,影片仍被認為在播放。"
msgid ""
"Starts the video playback from the beginning. If the video is paused, this "
"will not unpause the video."
msgstr "從頭開始播放影片。如果影片處於暫停狀態,不會取消暫停。"
msgid ""
"Stops the video playback and sets the stream position to 0.\n"
"[b]Note:[/b] Although the stream position will be set to 0, the first frame "
"of the video stream won't become the current frame."
msgstr ""
"停止影片播放並將影片流位置設定為 0。\n"
"[b]注意:[/b]雖然影片流位置將被設定為 0但影片流的第一影格不會成為目前影格。"
msgid "The embedded audio track to play."
msgstr "要播放的嵌入式音軌。"
msgid "If [code]true[/code], playback starts when the scene loads."
msgstr "如果為 [code]true[/code],當場景載入時開始播放。"
msgid "Amount of time in milliseconds to store in buffer while playing."
msgstr "播放時儲存在緩衝區的時間,以毫秒計。"
msgid "Audio bus to use for sound playback."
msgstr "用於聲音播放的音訊匯流排。"
msgid ""
"If [code]true[/code], the video scales to the control size. Otherwise, the "
"control minimum size will be automatically adjusted to match the video "
"stream's dimensions."
msgstr ""
"如果為 [code]true[/code],影片會縮放到控制項的尺寸。否則,控制項的最小尺寸將被"
"自動調整以配對影片流的尺寸。"
msgid "If [code]true[/code], the video restarts when it reaches its end."
msgstr "如果為 [code]true[/code],當流到達末尾時將自動迴圈。"
msgid "If [code]true[/code], the video is paused."
msgstr "如果為 [code]true[/code],則暫停影片。"
msgid "The assigned video stream. See description for supported formats."
msgstr "指定的影片流。支援的格式見描述。"
msgid ""
"The current position of the stream, in seconds.\n"
"[b]Note:[/b] Changing this value won't have any effect as seeking is not "
"implemented yet, except in video formats implemented by a GDExtension add-on."
msgstr ""
"流的目前位置,單位:秒。\n"
"[b]注意:[/b]更改此值不會產生任何影響,因為除了由 GDExtension 外掛程式實作的影"
"片格式,搜索定位尚未被實作。"
msgid "Audio volume as a linear value."
msgstr "音訊音量為線性值。"
msgid "Audio volume in dB."
msgstr "音訊音量,單位是 dB。"
msgid "Emitted when playback is finished."
msgstr "播放結束時觸發。"
msgid "[VideoStream] resource for Ogg Theora videos."
msgstr "[VideoStream] Ogg Theora 影片的資源。"
msgid ""
"[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/"
"url] video format with [code].ogv[/code] extension. The Theora codec is "
"decoded on the CPU.\n"
"[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] "
"extension, you will have to rename the extension to [code].ogv[/code] to use "
"those videos within Godot."
msgstr ""
"[VideoStream] 資源處理帶有 [code].ogv[/code] 副檔名的 [url=https://www.theora."
"org/]Ogg Theora[/url] 影片格式。Theora 轉碼器在 CPU 上進行解碼。\n"
"[b]注意:[/b]雖然 Ogg Theora 影片也可以具有一個 [code].ogg[/code] 副檔名,但必"
"須將該副檔名重命名為 [code].ogv[/code],才能在 Godot 中使用這些影片。"
msgid ""
"Abstract base class for viewports. Encapsulates drawing and interaction with "
"a game world."
msgstr "視口的抽象基底類別。對繪圖以及與遊戲世界的互動進行了封裝。"
msgid ""
"A Viewport creates a different view into the screen, or a sub-view inside "
"another viewport. Children 2D Nodes will display on it, and children Camera3D "
"3D nodes will render on it too.\n"
"Optionally, a viewport can have its own 2D or 3D world, so it doesn't share "
"what it draws with other viewports.\n"
"Viewports can also choose to be audio listeners, so they generate positional "
"audio depending on a 2D or 3D camera child of it.\n"
"Also, viewports can be assigned to different screens in case the devices have "
"multiple screens.\n"
"Finally, viewports can also behave as render targets, in which case they will "
"not be visible unless the associated texture is used to draw."
msgstr ""
"Viewport視口會在螢幕中建立不同的視圖或是在其他視口中建立子視圖。視口上會"
"顯示 2D 子節點,也會渲染 Camera3D 3D 子節點。\n"
"視口也可以擁有自己的 2D 或 3D 世界,這樣就不會與其他視口共用繪製的內容。\n"
"視口也可以選擇作為音訊監聽器,這樣就可以根據 2D 或 3D 相機子節點生成位置音"
"頻。\n"
"另外,在裝置有多個螢幕的情況下,可以將視口分配給不同的螢幕。\n"
"最後,視口也可以充當渲染目標,在這種情況下,除非使用與其相關聯的紋理進行繪制,"
"否則它們將不可見。"
msgid ""
"Returns the first valid [World2D] for this viewport, searching the [member "
"world_2d] property of itself and any Viewport ancestor."
msgstr ""
"返回該視口的首個有效 [World2D],在它自身及任何 Viewport 祖先節點的 [member "
"world_2d] 屬性中搜尋。"
msgid ""
"Returns the first valid [World3D] for this viewport, searching the [member "
"world_3d] property of itself and any Viewport ancestor."
msgstr ""
"返回這個視口的第一個有效 [World3D],會在自身和 Viewport 祖先的 [member "
"world_3d] 屬性中搜索。"
msgid ""
"Returns the currently active 2D camera. Returns null if there are no active "
"cameras."
msgstr "返回目前活動的 2D 相機。如果沒有活動的相機,則返回 null。"
msgid "Returns the currently active 3D camera."
msgstr "返回目前活動的 3D 相機。"
msgid "Returns an individual bit on the rendering layer mask."
msgstr "返回渲染層遮罩上的某個比特位。"
msgid ""
"Returns a list of the visible embedded [Window]s inside the viewport.\n"
"[b]Note:[/b] [Window]s inside other viewports will not be listed."
msgstr ""
"傳回視窗內可見嵌入 [Window] 的列表。\n"
"[b]注意:[/b] 其他視窗內的[Window]不會列出。"
msgid ""
"Returns the transform from the viewport's coordinate system to the embedder's "
"coordinate system."
msgstr "返回從該視口的坐標系到嵌入器坐標系統的變換。"
msgid ""
"Returns the mouse's position in this [Viewport] using the coordinate system "
"of this [Viewport]."
msgstr "返回該 [Viewport] 中滑鼠的位置,使用該 [Viewport] 的坐標系。"
msgid ""
"Returns the [enum PositionalShadowAtlasQuadrantSubdiv] of the specified "
"quadrant."
msgstr "返回指定象限的 [enum PositionalShadowAtlasQuadrantSubdiv]。"
msgid ""
"Returns rendering statistics of the given type. See [enum RenderInfoType] and "
"[enum RenderInfo] for options."
msgstr ""
"返回給定型別的渲染統計。選項見 [enum RenderInfoType] 和 [enum RenderInfo]。"
msgid ""
"Returns the transform from the Viewport's coordinates to the screen "
"coordinates of the containing window manager window."
msgstr "返回從視口的座標到包含視窗管理器視窗的螢幕座標的變換。"
msgid ""
"Returns the viewport's texture.\n"
"[b]Note:[/b] When trying to store the current texture (e.g. in a file), it "
"might be completely black or outdated if used too early, especially when used "
"in e.g. [method Node._ready]. To make sure the texture you get is correct, "
"you can await [signal RenderingServer.frame_post_draw] signal.\n"
"[codeblock]\n"
"func _ready():\n"
" await RenderingServer.frame_post_draw\n"
" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n"
"[/codeblock]"
msgstr ""
"返回該視口的紋理\n"
"[b]注意:[/b]保存目前紋理時(例如保存到檔中),如果時機過早則可能是全黑或過時"
"的圖片,尤其是在 [method Node._ready] 等函式中使用時。要確保獲得正確的紋理,你"
"可以等待 [signal RenderingServer.frame_post_draw] 訊號。\n"
"[codeblock]\n"
"func _ready():\n"
" await RenderingServer.frame_post_draw\n"
" $Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n"
"[/codeblock]"
msgid "Returns the viewport's RID from the [RenderingServer]."
msgstr "返回該視口在 [RenderingServer] 的 RID。"
msgid "Returns the visible rectangle in global screen coordinates."
msgstr "返回全域螢幕座標中的可見矩形。"
msgid ""
"Returns the drag data from the GUI, that was previously returned by [method "
"Control._get_drag_data]."
msgstr ""
"返回 GUI 的拖動資料,該資料先前由 [method Control._get_drag_data] 返回。"
msgid ""
"Returns the [Control] having the focus within this viewport. If no [Control] "
"has the focus, returns null."
msgstr ""
"返回這個視口中聚焦的 [Control]。如果沒有聚焦任何 [Control] 則返回 null。"
msgid "Returns [code]true[/code] if the drag operation is successful."
msgstr "如果拖拽操作成功,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the viewport is currently performing a drag "
"operation.\n"
"Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
"NOTIFICATION_DRAG_END] when you prefer polling the value."
msgstr ""
"如果該視口目前正在執行拖拽操作,則返回 [code]true[/code]。\n"
"如果你更傾向於對其進行輪詢,那麼就可以作為 [constant Node."
"NOTIFICATION_DRAG_BEGIN] 和 [constant Node.NOTIFICATION_DRAG_END] 的替代品。"
msgid ""
"Removes the focus from the currently focused [Control] within this viewport. "
"If no [Control] has the focus, does nothing."
msgstr ""
"移除這個視口中目前聚焦 [Control] 的焦點。如果沒有聚焦任何 [Control],則什麼都"
"不做。"
msgid ""
"Returns whether the current [InputEvent] has been handled. Input events are "
"not handled until [method set_input_as_handled] has been called during the "
"lifetime of an [InputEvent].\n"
"This is usually done as part of input handling methods like [method Node."
"_input], [method Control._gui_input] or others, as well as in corresponding "
"signal handlers.\n"
"If [member handle_input_locally] is set to [code]false[/code], this method "
"will try finding the first parent viewport that is set to handle input "
"locally, and return its value for [method is_input_handled] instead."
msgstr ""
"返回目前的 [InputEvent] 是否已被處理。在 [InputEvent] 生命週期中呼叫 [method "
"set_input_as_handled] 前,輸入事件都處於未處理狀態。\n"
"通常作為 [method Node._input]、[method Control._gui_input] 等輸入處理方法以及"
"對應的訊號處理函式的一部分來實作。\n"
"如果 [member handle_input_locally] 為 [code]false[/code],則這個方法會嘗試查找"
"第一個本地處理輸入的父級視口,並返回該視口的 [method is_input_handled]。"
msgid ""
"Triggers the given [param event] in this [Viewport]. This can be used to pass "
"an [InputEvent] between viewports, or to locally apply inputs that were sent "
"over the network or saved to a file.\n"
"If [param in_local_coords] is [code]false[/code], the event's position is in "
"the embedder's coordinates and will be converted to viewport coordinates. If "
"[param in_local_coords] is [code]true[/code], the event's position is in "
"viewport coordinates.\n"
"While this method serves a similar purpose as [method Input."
"parse_input_event], it does not remap the specified [param event] based on "
"project settings like [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse].\n"
"Calling this method will propagate calls to child nodes for following methods "
"in the given order:\n"
"- [method Node._input]\n"
"- [method Control._gui_input] for [Control] nodes\n"
"- [method Node._shortcut_input]\n"
"- [method Node._unhandled_key_input]\n"
"- [method Node._unhandled_input]\n"
"If an earlier method marks the input as handled via [method "
"set_input_as_handled], any later method in this list will not be called.\n"
"If none of the methods handle the event and [member physics_object_picking] "
"is [code]true[/code], the event is used for physics object picking."
msgstr ""
"在該 [Viewport] 中觸發給定的 [param event] 事件。可用於在不同視口之間傳遞 "
"[InputEvent],或者在本地套用通過網路傳輸或保存在檔中的事件。\n"
"如果 [param in_local_coords] 為 [code]false[/code],則該事件中的位置使用的是嵌"
"入器坐標系,會被轉換至視口坐標系。如果 [param in_local_coords] 為 [code]true[/"
"code],則該事件的位置使用的是視口坐標系。\n"
"雖然這個方法的用途和 [method Input.parse_input_event] 類似,但不會根據 "
"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 等項"
"目設定對指定的 [param event] 進行重對應。\n"
"呼叫這個方法會將呼叫傳播至子節點,按照以下順序呼叫:\n"
"- [method Node._input]\n"
"- [method Control._gui_input] 僅用於 [Control] 節點\n"
"- [method Node._shortcut_input]\n"
"- [method Node._unhandled_input]\n"
"- [method Node._unhandled_key_input]\n"
"如果某個方法使用 [method set_input_as_handled] 將輸入標記為已處理,則列表中的"
"後續方法均不會被呼叫。\n"
"如果上述方法均未處理事件,並且 [member physics_object_picking] 為 [code]true[/"
"code],則該事件將用於物理物件的拾取。"
msgid ""
"Helper method which calls the [code]set_text()[/code] method on the currently "
"focused [Control], provided that it is defined (e.g. if the focused Control "
"is [Button] or [LineEdit])."
msgstr ""
"輔助方法,會呼叫目前聚焦 [Control] 的 [code]set_text()[/code] 方法,前提是該控"
"制項上定義了這個方法(例如聚焦 Control 為 [Button] 或 [LineEdit])。"
msgid ""
"Triggers the given [InputEvent] in this [Viewport]. This can be used to pass "
"input events between viewports, or to locally apply inputs that were sent "
"over the network or saved to a file.\n"
"If [param in_local_coords] is [code]false[/code], the event's position is in "
"the embedder's coordinates and will be converted to viewport coordinates. If "
"[param in_local_coords] is [code]true[/code], the event's position is in "
"viewport coordinates.\n"
"While this method serves a similar purpose as [method Input."
"parse_input_event], it does not remap the specified [param event] based on "
"project settings like [member ProjectSettings.input_devices/pointing/"
"emulate_touch_from_mouse].\n"
"Calling this method will propagate calls to child nodes for following methods "
"in the given order:\n"
"- [method Node._shortcut_input]\n"
"- [method Node._unhandled_key_input]\n"
"- [method Node._unhandled_input]\n"
"If an earlier method marks the input as handled via [method "
"set_input_as_handled], any later method in this list will not be called.\n"
"If none of the methods handle the event and [member physics_object_picking] "
"is [code]true[/code], the event is used for physics object picking.\n"
"[b]Note:[/b] This method doesn't propagate input events to embedded [Window]s "
"or [SubViewport]s.\n"
"[i]Deprecated.[/i] Use [method push_input] instead."
msgstr ""
"在該 [Viewport] 中觸發給定的 [param event] 事件。可用於在不同視口之間傳遞 "
"[InputEvent],或者在本地套用通過網路傳輸或保存在檔中的事件。\n"
"如果 [param in_local_coords] 為 [code]false[/code],則該事件中的位置使用的是嵌"
"入器坐標系,會被轉換至視口坐標系。如果 [param in_local_coords] 為 [code]true[/"
"code],則該事件的位置使用的是視口坐標系。\n"
"雖然這個方法的用途和 [method Input.parse_input_event] 類似,但不會根據 "
"[member ProjectSettings.input_devices/pointing/emulate_touch_from_mouse] 等項"
"目設定對指定的 [param event] 進行重對應。\n"
"呼叫這個方法會將呼叫傳播至子節點,按照以下順序呼叫:\n"
"- [method Node._shortcut_input]\n"
"- [method Node._unhandled_input]\n"
"- [method Node._unhandled_key_input]\n"
"如果某個方法使用 [method set_input_as_handled] 將輸入標記為已處理,則列表中的"
"後續方法均不會被呼叫。\n"
"如果上述方法均未處理事件,並且 [member physics_object_picking] 為 [code]true[/"
"code],則該事件將用於物理物件的拾取。\n"
"[b]注意:[/b]這個方法不會將輸入事件傳播至嵌入式 [Window] 和 [SubViewport]。\n"
"[i]已廢棄。[/i]請改用 [method push_input]。"
msgid ""
"Set/clear individual bits on the rendering layer mask. This simplifies "
"editing this [Viewport]'s layers."
msgstr "設定或清除碰撞遮罩上的比特位。可以簡化 [Viewport] 層的編輯。"
msgid ""
"Stops the input from propagating further down the [SceneTree].\n"
"[b]Note:[/b] This does not affect the methods in [Input], only the way events "
"are propagated."
msgstr ""
"讓輸入停止繼續沿著 [SceneTree] 向下傳播。\n"
"[b]注意:[/b]不會影響 [Input] 中的方法,只會影響事件的傳播。"
msgid ""
"Sets the number of subdivisions to use in the specified quadrant. A higher "
"number of subdivisions allows you to have more shadows in the scene at once, "
"but reduces the quality of the shadows. A good practice is to have quadrants "
"with a varying number of subdivisions and to have as few subdivisions as "
"possible."
msgstr ""
"設定在指定象限內使用的細分數。較多的細分數可以讓你在場景中一次擁有更多的陰影,"
"但是會降低陰影的品質。一個好的做法是讓象限具有不同數量的細分,並盡可能地減少細"
"分。"
msgid ""
"Force instantly updating the display based on the current mouse cursor "
"position. This includes updating the mouse cursor shape and sending necessary "
"[signal Control.mouse_entered], [signal CollisionObject2D.mouse_entered], "
"[signal CollisionObject3D.mouse_entered] and [signal Window.mouse_entered] "
"signals and their respective [code]mouse_exited[/code] counterparts."
msgstr ""
"根據目前滑鼠游標的位置強制立即更新顯示。包括更新滑鼠游標的形狀以及發送必要的 "
"[signal Control.mouse_entered]、[signal CollisionObject2D.mouse_entered]、"
"[signal CollisionObject3D.mouse_entered]、[signal Window.mouse_entered] 等信"
"號,以及這些訊號對應的 [code]mouse_exited[/code] 版本。"
msgid ""
"Moves the mouse pointer to the specified position in this [Viewport] using "
"the coordinate system of this [Viewport].\n"
"[b]Note:[/b] [method warp_mouse] is only supported on Windows, macOS and "
"Linux. It has no effect on Android, iOS and Web."
msgstr ""
"使用該 [Viewport] 的坐標系,將滑鼠指標移動到該 [Viewport] 中的指定位置。\n"
"[b]注意:[/b][method warp_mouse] 僅支援 Windows、macOS 和 Linux。它對 "
"Android、iOS 和 Web 沒有影響。"
msgid "If [code]true[/code], the viewport will process 2D audio streams."
msgstr "如果為 [code]true[/code],該視口將處理 2D 音訊流。"
msgid "If [code]true[/code], the viewport will process 3D audio streams."
msgstr "如果為 [code]true[/code],該視口將處理 3D 音訊流。"
msgid ""
"The rendering layers in which this [Viewport] renders [CanvasItem] nodes."
msgstr "渲染層,該 [Viewport] 會渲染位於這些層中的 [CanvasItem] 節點。"
msgid ""
"Sets the default filter mode used by [CanvasItem]s in this Viewport. See "
"[enum DefaultCanvasItemTextureFilter] for options."
msgstr ""
"設定該 Viewport 中 [CanvasItem] 所使用的預設篩選模式。選項見 [enum "
"DefaultCanvasItemTextureFilter]。"
msgid ""
"Sets the default repeat mode used by [CanvasItem]s in this Viewport. See "
"[enum DefaultCanvasItemTextureRepeat] for options."
msgstr ""
"設定該 Viewport 中 [CanvasItem] 所使用的預設重複模式。選項見 [enum "
"DefaultCanvasItemTextureRepeat]。"
msgid ""
"The canvas transform of the viewport, useful for changing the on-screen "
"positions of all child [CanvasItem]s. This is relative to the global canvas "
"transform of the viewport."
msgstr ""
"該視口的畫布變換,對改變所有子 [CanvasItem] 的螢幕位置很有用。相對於該視口的全"
"域畫布變換。"
msgid "The overlay mode for test rendered geometry in debug purposes."
msgstr "在除錯時,用於測試渲染的幾何圖形的疊加模式。"
msgid "Disable 3D rendering (but keep 2D rendering)."
msgstr "禁用 3D 渲染(但保留 2D 渲染)。"
msgid ""
"Determines how sharp the upscaled image will be when using the FSR upscaling "
"mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) "
"to 2.0. Values above 2.0 won't make a visible difference.\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/scaling_3d/fsr_sharpness] project setting."
msgstr ""
"確定使用 FSR 放大模式時,放大後的圖像的銳度。每個整數的銳度減半。值從 0.0(最"
"銳利)到 2.0。高於 2.0 的值不會產生明顯的差異。\n"
"要在根視口上控制此屬性,請設定 [member ProjectSettings.rendering/scaling_3d/"
"fsr_sharpness] 專案設定。"
msgid ""
"The global canvas transform of the viewport. The canvas transform is relative "
"to this."
msgstr "該視口的全域畫布變換。畫布變換是相對於這個的。"
msgid "If [code]true[/code], the viewport will not receive input events."
msgstr "如果為 [code]true[/code],該視口將不接收輸入事件。"
msgid ""
"If [code]true[/code], sub-windows (popups and dialogs) will be embedded "
"inside application window as control-like nodes. If [code]false[/code], they "
"will appear as separate windows handled by the operating system."
msgstr ""
"如果為 [code]true[/code],子視窗(快顯視窗和對話方塊)將和控制項等節點一樣嵌入"
"到套用程式視窗中。如果為 [code]false[/code],它們將顯示為作業系統處理的獨立窗"
"口。"
msgid ""
"If [code]true[/code], the GUI controls on the viewport will lay pixel "
"perfectly."
msgstr "如果為 [code]true[/code],該視口上的 GUI 控制項將完美地放置圖元。"
msgid ""
"If [code]true[/code], this viewport will mark incoming input events as "
"handled by itself. If [code]false[/code], this is instead done by the first "
"parent viewport that is set to handle input locally.\n"
"A [SubViewportContainer] will automatically set this property to [code]false[/"
"code] for the [Viewport] contained inside of it.\n"
"See also [method set_input_as_handled] and [method is_input_handled]."
msgstr ""
"如果為 [code]true[/code],則這個視口會把收到的輸入事件標記為已被自身處理。如果"
"為 [code]false[/code],則由第一個設定本地處理輸入的父級視口進行這樣的操作。\n"
"[SubViewportContainer] 會自動將其包含的 [Viewport] 的這個屬性設定為 "
"[code]false[/code]。\n"
"另見 [method set_input_as_handled] 和 [method is_input_handled]。"
msgid ""
"The automatic LOD bias to use for meshes rendered within the [Viewport] (this "
"is analogous to [member ReflectionProbe.mesh_lod_threshold]). Higher values "
"will use less detailed versions of meshes that have LOD variations generated. "
"If set to [code]0.0[/code], automatic LOD is disabled. Increase [member "
"mesh_lod_threshold] to improve performance at the cost of geometry detail.\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/mesh_lod/lod_change/threshold_pixels] project "
"setting.\n"
"[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] "
"visibility ranges (also known as \"manual\" LOD or hierarchical LOD)."
msgstr ""
"用於在 [Viewport] 中渲染的網格的自動 LOD 偏置(類似於 [member ReflectionProbe."
"mesh_lod_threshold])。較高的值將使用生成了 LOD 變化的網格的較不詳細版本。如果"
"被設定為 [code]0.0[/code],則自動 LOD 將被禁用。增加 [member "
"mesh_lod_threshold],以犧牲幾何細節為代價提高性能。\n"
"要在根視口上控制該屬性,請設定 [member ProjectSettings.rendering/mesh_lod/"
"lod_change/threshold_pixels] 專案設定。\n"
"[b]注意:[/b][member mesh_lod_threshold] 不影響 [GeometryInstance3D] 可見性範"
"圍也稱為“手動”LOD 或分層 LOD。"
msgid ""
"The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number "
"results in smoother edges at the cost of significantly worse performance. A "
"value of 2 or 4 is best unless targeting very high-end systems. This has no "
"effect on shader-induced aliasing or texture aliasing."
msgstr ""
"2D/畫布渲染的多重取樣抗鋸齒模式。數字越高,得到的邊緣越平滑,代價是性能也會顯"
"著降低。設為 2 或 4 為佳,除非目標是非常高端的系統。對由著色器或紋理導致的鋸齒"
"無效。"
msgid ""
"The multisample anti-aliasing mode for 3D rendering. A higher number results "
"in smoother edges at the cost of significantly worse performance. A value of "
"2 or 4 is best unless targeting very high-end systems. See also bilinear "
"scaling 3d [member scaling_3d_mode] for supersampling, which provides higher "
"quality but is much more expensive. This has no effect on shader-induced "
"aliasing or texture aliasing."
msgstr ""
"3D 渲染的多重取樣抗鋸齒模式。數位越高,得到的邊緣越平滑,代價是性能也會顯著降"
"低。設為 2 或 4 為佳,除非目標是非常高端的系統。另請參閱 3D 的雙線性縮放 "
"[member scaling_3d_mode] 實作超取樣,能夠提供更高的品質,但消耗也更高。對由著"
"色器或紋理導致的鋸齒無效。"
msgid ""
"If [code]true[/code], the viewport will use a unique copy of the [World3D] "
"defined in [member world_3d]."
msgstr ""
"如果為 [code]true[/code],則該視口會使用 [member world_3d] 中定義的 [World3D] "
"的唯一副本。"
msgid ""
"If [code]true[/code], the objects rendered by viewport become subjects of "
"mouse picking process.\n"
"[b]Note:[/b] The number of simultaneously pickable objects is limited to 64 "
"and they are selected in a non-deterministic order, which can be different in "
"each picking process."
msgstr ""
"如果[code]true[/code],則視埠渲染的物件將成為滑鼠擷取過程的主題。\n"
"[b]注意:[/b]同時可拾取物件的數量限制為 64 個,並且它們以不確定的順序選擇,在"
"每個拾取過程中可能不同。"
msgid ""
"If [code]true[/code], objects receive mouse picking events sorted primarily "
"by their [member CanvasItem.z_index] and secondarily by their position in the "
"scene tree. If [code]false[/code], the order is undetermined.\n"
"[b]Note:[/b] This setting is disabled by default because of its potential "
"expensive computational cost.\n"
"[b]Note:[/b] Sorting happens after selecting the pickable objects. Because of "
"the limitation of 64 simultaneously pickable objects, it is not guaranteed "
"that the object with the highest [member CanvasItem.z_index] receives the "
"picking event."
msgstr ""
"如果為 [code]true[/code],物件接收滑鼠拾取事件的順序,主要按它們的 [member "
"CanvasItem.z_index] 排序,其次按它們在場景樹中的位置排序。如果為 [code]false[/"
"code],則順序不確定。\n"
"[b]注意:[/b]預設情況下禁用此設定,因為它可能會產生昂貴的計算成本。"
msgid "The subdivision amount of the first quadrant on the shadow atlas."
msgstr "陰影合集上第一象限的細分量。"
msgid "The subdivision amount of the second quadrant on the shadow atlas."
msgstr "陰影合集上第二象限的細分量。"
msgid "The subdivision amount of the third quadrant on the shadow atlas."
msgstr "陰影合集上第三象限的細分量。"
msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr "陰影合集上第四象限的細分量。"
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value is "
"rounded up to the nearest power of 2.\n"
"[b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be "
"visible at all. This can improve performance significantly on low-end systems "
"by reducing both the CPU and GPU load (as fewer draw calls are needed to draw "
"the scene without shadows)."
msgstr ""
"陰影合集的解析度(用於全向燈和聚光燈)。該值將向上四捨五入到最接近的 2 次"
"冪。\n"
"[b]注意:[/b]如果設定為 [code]0[/code],將根本看不到任何陰影(包括定向陰影)。"
"可以通過降低 CPU 和 GPU 負載來顯著提升在低端系統上的性能(因為繪製不帶陰影的場"
"景需要的繪製呼叫更少)。"
msgid ""
"Sets scaling 3d mode. Bilinear scaling renders at different resolution to "
"either undersample or supersample the viewport. FidelityFX Super Resolution "
"1.0, abbreviated to FSR, is an upscaling technology that produces high "
"quality images at fast framerates by using a spatially aware upscaling "
"algorithm. FSR is slightly more expensive than bilinear, but it produces "
"significantly higher image quality. FSR should be used where possible.\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/scaling_3d/mode] project setting."
msgstr ""
"設定縮放 3D 模式。雙線性縮放會以不同的解析度進行渲染,對視口進行欠取樣或超采"
"樣。FidelityFX Super Resolution 1.0,縮寫為 FSR是一種放大技術通過使用一種"
"空間感知放大演算法以快速畫面播放速率生成高品質圖像。FSR 比雙線性的性能消耗略"
"高一些,但產生的圖像品質卻高得多。應盡可能使用 FSR。\n"
"要在根視口上控制這個屬性,請使用專案設定 [member ProjectSettings.rendering/"
"scaling_3d/mode]。"
msgid ""
"Scales the 3D render buffer based on the viewport size uses an image filter "
"specified in [member ProjectSettings.rendering/scaling_3d/mode] to scale the "
"output image to the full viewport size. Values lower than [code]1.0[/code] "
"can be used to speed up 3D rendering at the cost of quality (undersampling). "
"Values greater than [code]1.0[/code] are only valid for bilinear mode and can "
"be used to improve 3D rendering quality at a high performance cost "
"(supersampling). See also [member ProjectSettings.rendering/anti_aliasing/"
"quality/msaa_3d] for multi-sample antialiasing, which is significantly "
"cheaper but only smooths the edges of polygons.\n"
"When using FSR upscaling, AMD recommends exposing the following values as "
"preset options to users \"Ultra Quality: 0.77\", \"Quality: 0.67\", "
"\"Balanced: 0.59\", \"Performance: 0.5\" instead of exposing the entire "
"scale.\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/scaling_3d/scale] project setting."
msgstr ""
"根據視口大小縮放 3D 渲染緩衝區,使用 [member ProjectSettings.rendering/"
"scaling_3d/mode] 中指定的圖像篩檢程式將輸出圖像縮放到完整的視口大小。比 "
"[code]1.0[/code] 小的值可以犧牲品質加速 3D 渲染(欠取樣)。比 [code]1.0[/"
"code] 大的值僅在雙線性模式下可用,可以提升 3D 渲染品質,但性能消耗較高(超采"
"樣)。另見多重取樣抗鋸齒 [member ProjectSettings.rendering/anti_aliasing/"
"quality/msaa_3d],性能消耗明顯更低,但只會對多邊形的邊緣進行平滑。\n"
"使用 FSR 放大時AMD 推薦將以下值作為預設選項暴露給使用者“極致品質0.77”“質"
"量0.67”“平衡0.59”“性能0.5”,不暴露特定的縮放值。\n"
"要在根視口上控制這個屬性,請使用專案設定 [member ProjectSettings.rendering/"
"scaling_3d/scale]。"
msgid ""
"Sets the screen-space antialiasing method used. Screen-space antialiasing "
"works by selectively blurring edges in a post-process shader. It differs from "
"MSAA which takes multiple coverage samples while rendering objects. Screen-"
"space AA methods are typically faster than MSAA and will smooth out specular "
"aliasing, but tend to make scenes appear blurry."
msgstr ""
"設定使用的螢幕空間抗鋸齒方法。螢幕空間抗鋸齒的原理是在後期處理著色器中選擇性地"
"模糊邊緣。它與 MSAA 不同,後者在渲染物件時採用多個覆蓋樣本。螢幕空間抗鋸齒方法"
"通常比 MSAA 更快,並且會平滑高光鋸齒,但往往會使場景顯得模糊。"
msgid ""
"Affects the final texture sharpness by reading from a lower or higher mipmap "
"(also called \"texture LOD bias\"). Negative values make mipmapped textures "
"sharper but grainier when viewed at a distance, while positive values make "
"mipmapped textures blurrier (even when up close).\n"
"Enabling temporal antialiasing ([member use_taa]) will automatically apply a "
"[code]-0.5[/code] offset to this value, while enabling FXAA ([member "
"screen_space_aa]) will automatically apply a [code]-0.25[/code] offset to "
"this value. If both TAA and FXAA are enabled at the same time, an offset of "
"[code]-0.75[/code] is applied to this value.\n"
"[b]Note:[/b] If [member scaling_3d_scale] is lower than [code]1.0[/code] "
"(exclusive), [member texture_mipmap_bias] is used to adjust the automatic "
"mipmap bias which is calculated internally based on the scale factor. The "
"formula for this is [code]log2(scaling_3d_scale) + mipmap_bias[/code].\n"
"To control this property on the root viewport, set the [member "
"ProjectSettings.rendering/textures/default_filters/texture_mipmap_bias] "
"project setting."
msgstr ""
"通過從更低或更高的 mipmap 中讀取資料影響最終紋理的銳度(也叫“紋理 LOD 偏"
"置”)。負值會讓 mipmap 紋理更銳利,但從較遠處觀察時顆粒更明顯,而正值會讓 "
"mipmap 紋理更模糊(即便湊近看也一樣)。\n"
"啟用時間抗鋸齒([member use_taa])會對這個值套用 [code]-0.5[/code] 的偏移量,"
"而啟用 FXAA[member screen_space_aa])則會對這個值套用 [code]-0.25[/code] 的"
"偏移量。如果同時啟用 TAA 和 FXAA則會對這個值套用 [code]-0.75[/code] 的偏移"
"量。\n"
"[b]注意:[/b]如果 [member scaling_3d_scale] 比 [code]1.0[/code] 小(包含),則"
"會使用 [member texture_mipmap_bias] 自動調整 mipmap 偏置,內部會根據縮放系數進"
"行計算。公式為 [code]log2(scaling_3d_scale) + mipmap_bias[/code]。\n"
"要在根視口上控制這個屬性,請使用專案設定 [member ProjectSettings.rendering/"
"textures/default_filters/texture_mipmap_bias]。"
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
msgstr "如果為 [code]true[/code],該視口應使其背景渲染為透明。"
msgid ""
"If [code]true[/code], uses a fast post-processing filter to make banding "
"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
"debanding unless the [member Environment.background_mode] is [constant "
"Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/"
"anti_aliasing/quality/use_debanding].\n"
"In some cases, debanding may introduce a slightly noticeable dithering "
"pattern. It's recommended to enable debanding only when actually needed since "
"the dithering pattern will make lossless-compressed screenshots larger."
msgstr ""
"如果為 [code]true[/code],則使用一個快速的後期處理濾鏡,使 3D 的帶狀現象明顯減"
"少。除非 [member Environment.background_mode] 為 [constant Environment."
"BG_CANVAS],否則 2D 渲染[i]不會[/i]受到去條帶的影響。另見 [member "
"ProjectSettings.rendering/anti_aliasing/quality/use_debanding]。\n"
"在某些情況下,去條帶可能會引入稍微明顯的抖動圖案。建議僅在實際需要時才啟用去條"
"帶,因為抖動圖案會使無失真壓縮的螢幕截圖變大。"
msgid ""
"If [code]true[/code], 2D rendering will use an high dynamic range (HDR) "
"format framebuffer matching the bit depth of the 3D framebuffer. When using "
"the Forward+ renderer this will be a [code]RGBA16[/code] framebuffer, while "
"when using the Mobile renderer it will be a [code]RGB10_A2[/code] "
"framebuffer. Additionally, 2D rendering will take place in linear color space "
"and will be converted to sRGB space immediately before blitting to the screen "
"(if the Viewport is attached to the screen). Practically speaking, this means "
"that the end result of the Viewport will not be clamped into the [code]0-1[/"
"code] range and can be used in 3D rendering without color space adjustments. "
"This allows 2D rendering to take advantage of effects requiring high dynamic "
"range (e.g. 2D glow) as well as substantially improves the appearance of "
"effects requiring highly detailed gradients.\n"
"[b]Note:[/b] This setting will have no effect when using the GL Compatibility "
"renderer as the GL Compatibility renderer always renders in low dynamic range "
"for performance reasons."
msgstr ""
"如果[code]true[/code]2D 渲染將使用與3D 影格緩衝區的位元深度相符的高動態範圍"
"(HDR) 格式影格緩衝區。使用Forward+ 渲染器時,這將是[code]RGBA16[/code] 影格緩"
"衝區,而使用移動渲染器時,它將是[code]RGB10_A2[/code] 影格緩衝區。此外2D 渲"
"染將在線性顏色空間中進行並將轉換為sRGB 空間緊接在blitting 到螢幕之前(如果"
"Viewport 附加到螢幕。實際上這表示Viewport 的最終結果不會被限制在"
"[code]0-1[/code] 範圍內並且可以使用3D 渲染無需色彩空間調整。這使得 2D 渲染能"
"夠利用需要高動態範圍的效果(例如 2D 發光),並顯著改善需要高度詳細漸變的效果的"
"外觀。\n"
"[b]注意:[/b] 使用GL 相容性渲染器時此設定無效因為出於效能原因GL 相容性渲"
"染器始終在低動態範圍內渲染。"
msgid ""
"If [code]true[/code], [OccluderInstance3D] nodes will be usable for occlusion "
"culling in 3D for this viewport. For the root viewport, [member "
"ProjectSettings.rendering/occlusion_culling/use_occlusion_culling] must be "
"set to [code]true[/code] instead.\n"
"[b]Note:[/b] Enabling occlusion culling has a cost on the CPU. Only enable "
"occlusion culling if you actually plan to use it, and think whether your "
"scene can actually benefit from occlusion culling. Large, open scenes with "
"few or no objects blocking the view will generally not benefit much from "
"occlusion culling. Large open scenes generally benefit more from mesh LOD and "
"visibility ranges ([member GeometryInstance3D.visibility_range_begin] and "
"[member GeometryInstance3D.visibility_range_end]) compared to occlusion "
"culling.\n"
"[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by "
"default in Web export templates. It can be enabled by compiling custom Web "
"export templates with [code]module_raycast_enabled=yes[/code]."
msgstr ""
"如果為 [code]true[/code][OccluderInstance3D] 節點將被用於該視口中的 3D 遮擋"
"剔除。對於根視口,[member ProjectSettings.rendering/occlusion_culling/"
"use_occlusion_culling] 必須改為被設定為 [code]true[/code]。\n"
"[b]注意:[/b]啟用遮擋剔除會消耗一定的 CPU。僅當確實打算使用遮擋剔除時才啟用"
"它,並考慮場景是否真的可以從遮擋剔除中受益。具有很少或沒有物件阻擋視圖的大型開"
"放場景,通常不會從遮擋剔除中受益更多。與遮擋剔除相比,大型開放場景通常從網格 "
"LOD 和可見性範圍([member GeometryInstance3D.visibility_range_begin] 和 "
"[member GeometryInstance3D.visibility_range_end])中受益更多。"
msgid ""
"Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the "
"camera and accumulating the images of the last rendered frames, motion vector "
"rendering is used to account for camera and object motion.\n"
"[b]Note:[/b] The implementation is not complete yet, some visual instances "
"such as particles and skinned meshes may show artifacts."
msgstr ""
"為該視口啟用時間抗鋸齒。TAA 通過抖動相機並累積最後渲染影格的圖像來工作,運動向"
"量渲染被用於解釋相機和物件的運動。\n"
"[b]注意:[/b]實作尚未完成,一些可視實例,如粒子和蒙皮網格可能會出現偽影。"
msgid ""
"If [code]true[/code], the viewport will use the primary XR interface to "
"render XR output. When applicable this can result in a stereoscopic image and "
"the resulting render being output to a headset."
msgstr ""
"如果為 [code]true[/code],則視口將使用主 XR 介面來渲染 XR 輸出。如果適用,這可"
"以得到立體圖像,渲染結果會輸出到頭戴裝置。"
msgid ""
"The Variable Rate Shading (VRS) mode that is used for this viewport. Note, if "
"hardware does not support VRS this property is ignored."
msgstr ""
"用於這個視口的可變速率著色Variable Rate ShadingVRS模式。請注意如果硬件"
"不支援 VRS則會忽略此屬性。"
msgid ""
"Texture to use when [member vrs_mode] is set to [constant Viewport."
"VRS_TEXTURE].\n"
"The texture [i]must[/i] use a lossless compression format so that colors can "
"be matched precisely. The following VRS densities are mapped to various "
"colors, with brighter colors representing a lower level of shading "
"precision:\n"
"[codeblock]\n"
"- 1x1 = rgb(0, 0, 0) - #000000\n"
"- 1x2 = rgb(0, 85, 0) - #005500\n"
"- 2x1 = rgb(85, 0, 0) - #550000\n"
"- 2x2 = rgb(85, 85, 0) - #555500\n"
"- 2x4 = rgb(85, 170, 0) - #55aa00\n"
"- 4x2 = rgb(170, 85, 0) - #aa5500\n"
"- 4x4 = rgb(170, 170, 0) - #aaaa00\n"
"- 4x8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware\n"
"- 8x4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware\n"
"- 8x8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware\n"
"[/codeblock]"
msgstr ""
"[member vrs_mode] 為 [constant Viewport.VRS_TEXTURE] 時使用的紋理。\n"
"該紋理[i]必須[/i]使用無失真壓縮格式,以便可以精確配對顏色。以下 VRS 密度會對應"
"為各種顏色,較亮的顏色代表較低的著色精度。\n"
"[codeblock]\n"
"- 1x1 = rgb(0, 0, 0) - #000000\n"
"- 1x2 = rgb(0, 85, 0) - #005500\n"
"- 2x1 = rgb(85, 0, 0) - #550000\n"
"- 2x2 = rgb(85, 85, 0) - #555500\n"
"- 2x4 = rgb(85, 170, 0) - #55aa00\n"
"- 4x2 = rgb(170, 85, 0) - #aa5500\n"
"- 4x4 = rgb(170, 170, 0) - #aaaa00\n"
"- 4x8 = rgb(170, 255, 0) - #aaff00 - 大多數硬體不支援\n"
"- 8x4 = rgb(255, 170, 0) - #ffaa00 - 大多數硬體不支援\n"
"- 8x8 = rgb(255, 255, 0) - #ffff00 - 大多數硬體不支援\n"
"[/codeblock]"
msgid "The custom [World2D] which can be used as 2D environment source."
msgstr "自訂的 [World2D],可以作為 2D 環境源。"
msgid "The custom [World3D] which can be used as 3D environment source."
msgstr "自訂的 [World3D],可以作為 3D 環境源。"
msgid "Emitted when a Control node grabs keyboard focus."
msgstr "當控制項節點獲取鍵盤焦點時觸發。"
msgid ""
"Emitted when the size of the viewport is changed, whether by resizing of "
"window, or some other means."
msgstr ""
"當視口的大小被改變時發出,無論是通過調整視窗大小,還是通過其他方式改變的大小。"
msgid "This quadrant will not be used."
msgstr "不使用該象限。"
msgid "This quadrant will only be used by one shadow map."
msgstr "該象限僅由一張陰影貼圖使用。"
msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
msgstr "該象限將被分為 4 份,最多被 4 張陰影貼圖使用。"
msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
msgstr "該象限將被分為 16 份,最多被 16 張陰影貼圖使用。"
msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
msgstr "該象限將被分為 64 份,最多被 64 張陰影貼圖使用。"
msgid ""
"This quadrant will be split 256 ways and used by up to 256 shadow maps. "
"Unless the [member positional_shadow_atlas_size] is very high, the shadows in "
"this quadrant will be very low resolution."
msgstr ""
"該象限將被分為 256 份,最多被 256 張陰影貼圖使用。除非 [member "
"positional_shadow_atlas_size] 非常高,否則該象限中的陰影解析度將非常低。"
msgid ""
"This quadrant will be split 1024 ways and used by up to 1024 shadow maps. "
"Unless the [member positional_shadow_atlas_size] is very high, the shadows in "
"this quadrant will be very low resolution."
msgstr ""
"該象限將被分為 1024 份,最多被 1024 張陰影貼圖使用。除非 [member "
"positional_shadow_atlas_size] 非常高,否則該象限中的陰影解析度將非常低。"
msgid ""
"Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum."
msgstr "代表 [enum PositionalShadowAtlasQuadrantSubdiv] 列舉的大小。"
msgid ""
"Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can "
"be set using [member scaling_3d_scale]. Values less than [code]1.0[/code] "
"will result in undersampling while values greater than [code]1.0[/code] will "
"result in supersampling. A value of [code]1.0[/code] disables scaling."
msgstr ""
"對該視口的 3D 緩衝區使用雙線性縮放。縮放的程度可以使用 [member "
"scaling_3d_scale] 設定。小於 [code]1.0[/code] 的值會產生欠取樣的效果,大於 "
"[code]1.0[/code] 會產生超取樣的效果。值為 [code]1.0[/code] 時禁用縮放。"
msgid ""
"Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D "
"buffer. The amount of scaling can be set using [member scaling_3d_scale]. "
"Values less than [code]1.0[/code] will be result in the viewport being "
"upscaled using FSR. Values greater than [code]1.0[/code] are not supported "
"and bilinear downsampling will be used instead. A value of [code]1.0[/code] "
"disables scaling."
msgstr ""
"對該視口的 3D 緩衝區使用 AMD FidelityFX 超解析度 1.0 升取樣技術。縮放的程度可"
"以使用 [member scaling_3d_scale] 設定。小於 [code]1.0[/code] 的值會使用 FSR 進"
"行放大。不支援大於 [code]1.0[/code] 的值,會改用雙線性降取樣。值為 [code]1.0[/"
"code] 時禁用縮放。"
msgid "Represents the size of the [enum Scaling3DMode] enum."
msgstr "代表 [enum Scaling3DMode] 列舉的大小。"
msgid ""
"Multisample antialiasing mode disabled. This is the default value, and is "
"also the fastest setting."
msgstr "禁用多重取樣抗鋸齒模式。這是預設值,也是最快的設定。"
msgid ""
"Use 2× Multisample Antialiasing. This has a moderate performance cost. It "
"helps reduce aliasing noticeably, but 4× MSAA still looks substantially "
"better."
msgstr ""
"使用 2 倍多重取樣抗鋸齒。性能成本中等。有助於顯著減少鋸齒,但 4× MSAA 看起來仍"
"然要好得多。"
msgid ""
"Use 4× Multisample Antialiasing. This has a significant performance cost, and "
"is generally a good compromise between performance and quality."
msgstr "使用 4 倍多重取樣抗鋸齒。性能成本顯著,通常是性能和品質之間的良好折衷。"
msgid ""
"Use 8× Multisample Antialiasing. This has a very high performance cost. The "
"difference between 4× and 8× MSAA may not always be visible in real gameplay "
"conditions. Likely unsupported on low-end and older hardware."
msgstr ""
"使用 8 倍多重取樣抗鋸齒。性能成本極高。在實際遊戲條件下4× 和 8× MSAA 之間的"
"差異可能並不總是可見的。可能在低端和較舊的硬體上不受支援。"
msgid "Represents the size of the [enum MSAA] enum."
msgstr "代表 [enum MSAA] 列舉的大小。"
msgid "Represents the size of the [enum ScreenSpaceAA] enum."
msgstr "代表 [enum ScreenSpaceAA] 列舉的大小。"
msgid "Amount of objects in frame."
msgstr "影格中物件的數量。"
msgid "Amount of vertices in frame."
msgstr "影格中的頂點數量。"
msgid "Amount of draw calls in frame."
msgstr "影格中的繪製呼叫量。"
msgid "Represents the size of the [enum RenderInfo] enum."
msgstr "代表 [enum RenderInfo] 列舉的大小。"
msgid "Objects are displayed normally."
msgstr "物件正常顯示。"
msgid ""
"Objects are displayed semi-transparent with additive blending so you can see "
"where they are drawing over top of one another. A higher overdraw means you "
"are wasting performance on drawing pixels that are being hidden behind others."
msgstr ""
"物件通過加法混合顯示為半透明,因此可以看到它們在彼此之上繪製的位置。更高的過度"
"繪製意味著在繪製隱藏在其他圖元後面的圖元時浪費了性能。"
msgid "Objects are displayed in wireframe style."
msgstr "物件以線框風格顯示。"
msgid ""
"Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the "
"upper left quadrant of the [Viewport]."
msgstr ""
"在 [Viewport] 的左上象限中繪製儲存來自 [DirectionalLight3D] 的陰影的陰影圖集。"
msgid ""
"Draws the screen-space ambient occlusion texture instead of the scene so that "
"you can clearly see how it is affecting objects. In order for this display "
"mode to work, you must have [member Environment.ssao_enabled] set in your "
"[WorldEnvironment]."
msgstr ""
"繪製螢幕空間環境光遮蔽紋理而不是場景,以便可以清楚地看到它是如何影響物件的。為"
"了使該顯示模式起作用,必須在 [WorldEnvironment] 中設定 [member Environment."
"ssao_enabled]。"
msgid ""
"Draws the screen-space indirect lighting texture instead of the scene so that "
"you can clearly see how it is affecting objects. In order for this display "
"mode to work, you must have [member Environment.ssil_enabled] set in your "
"[WorldEnvironment]."
msgstr ""
"繪製螢幕空間間接照明紋理而不是場景,以便可以清楚地看到它是如何影響物件的。為了"
"使該顯示模式起作用,必須在 [WorldEnvironment] 中設定 [member Environment."
"ssil_enabled]。"
msgid ""
"Colors each PSSM split for the [DirectionalLight3D]s in the scene a different "
"color so you can see where the splits are. In order, they will be colored "
"red, green, blue, and yellow."
msgstr ""
"為場景中的 [DirectionalLight3D] 的每個 PSSM 分割著色不同的顏色,以便可以看到分"
"割的位置。按順序,它們將被著色為紅色、綠色、藍色、和黃色。"
msgid ""
"Draws the decal atlas used by [Decal]s and light projector textures in the "
"upper left quadrant of the [Viewport]."
msgstr "在 [Viewport] 的左上象限中繪製 [Decal] 使用的裝飾和光投影儀的紋理。"
msgid ""
"Draws the internal resolution buffer of the scene before post-processing is "
"applied."
msgstr "在應用後處理之前繪製場景的內部解析度緩衝區。"
msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum."
msgstr "[enum DefaultCanvasItemTextureFilter] 列舉的最大值。"
msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum."
msgstr "[enum DefaultCanvasItemTextureRepeat] 列舉的最大值。"
msgid "VRS is disabled."
msgstr "VRS 已禁用。"
msgid ""
"VRS uses a texture. Note, for stereoscopic use a texture atlas with a texture "
"for each view."
msgstr ""
"VRS 使用一個紋理。請注意,對於立體視覺,請為每個視圖使用帶有紋理的紋理合集。"
msgid "VRS texture is supplied by the primary [XRInterface]."
msgstr "VRS 紋理由主 [XRInterface] 提供。"
msgid "Represents the size of the [enum VRSMode] enum."
msgstr "代表 [enum VRSMode] 列舉的大小。"
msgid "Provides the content of a [Viewport] as a dynamic texture."
msgstr "以動態紋理的形式提供 [Viewport] 的內容。"
msgid ""
"Provides the content of a [Viewport] as a dynamic [Texture2D]. This can be "
"used to mix controls, 2D game objects, and 3D game objects in the same "
"scene.\n"
"To create a [ViewportTexture] in code, use the [method Viewport.get_texture] "
"method on the target viewport.\n"
"[b]Note:[/b] A [ViewportTexture] is always local to its scene (see [member "
"Resource.resource_local_to_scene]). If the scene root is not ready, it may "
"return incorrect data (see [signal Node.ready])."
msgstr ""
"以動態 [Texture2D] 的形式提供 [Viewport] 的內容。可用於在同一場景中混合控制"
"項、2D 遊戲物件和 3D 遊戲對象。\n"
"要在程式碼中建立 [ViewportTexture],請在目標視口上使用 [method Viewport."
"get_texture] 方法。\n"
"[b]注意:[/b]當局部於場景時,該紋理使用 [method Resource."
"setup_local_to_scene] 在局部視口中設定代理紋理和旗標。局部於場景的 "
"[ViewportTexture] 在場景根節點就緒前返回的是不正確的資料(見 [signal Node."
"ready])。"
msgid ""
"The path to the [Viewport] node to display. This is relative to the scene "
"root, not to the node that uses the texture.\n"
"[b]Note:[/b] In the editor, this path is automatically updated when the "
"target viewport or one of its ancestors is renamed or moved. At runtime, the "
"path may not be able to automatically update due to the inability to "
"determine the scene root."
msgstr ""
"要顯示的 [Viewport] 節點的路徑。相對於場景的根節點,而不是使用紋理的節點。\n"
"[b]注意:[/b]在編輯器中,目標視口或其祖級節點發生重命名或移動時會自動更新這個"
"路徑。在運作時,該路徑可能無法自動更新,因為無法確定場景的根節點。"
msgid "Corresponds to [constant Node.PROCESS_MODE_INHERIT]."
msgstr "對應 [constant Node.PROCESS_MODE_INHERIT]。"
msgid "Corresponds to [constant Node.PROCESS_MODE_ALWAYS]."
msgstr "對應 [constant Node.PROCESS_MODE_ALWAYS]。"
msgid "Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED]."
msgstr "對應 [constant Node.PROCESS_MODE_WHEN_PAUSED]。"
msgid "The VisibleOnScreenNotifier2D's bounding rectangle."
msgstr "該 VisibleOnScreenNotifier2D 的邊界矩形。"
msgid "Emitted when the VisibleOnScreenNotifier2D enters the screen."
msgstr "當該 VisibleOnScreenNotifier2D 進入螢幕時發出。"
msgid "Emitted when the VisibleOnScreenNotifier2D exits the screen."
msgstr "當該 VisibleOnScreenNotifier2D 退出螢幕時發出。"
msgid "Parent of all visual 3D nodes."
msgstr "所有可視 3D 節點的父節點。"
msgid ""
"The [VisualInstance3D] is used to connect a resource to a visual "
"representation. All visual 3D nodes inherit from the [VisualInstance3D]. In "
"general, you should not access the [VisualInstance3D] properties directly as "
"they are accessed and managed by the nodes that inherit from "
"[VisualInstance3D]. [VisualInstance3D] is the node representation of the "
"[RenderingServer] instance."
msgstr ""
"[VisualInstance3D] 可用於將資源連接到視覺表示。所有的視覺化 3D 節點都繼承自 "
"[VisualInstance3D]。一般來說,你不應該直接存取 [VisualInstance3D] 的屬性,因為"
"它們是由繼承自 [VisualInstance3D] 的節點存取和管理的。[VisualInstance3D] 是 "
"[RenderingServer] 實例的節點表示。"
msgid ""
"Returns the [AABB] (also known as the bounding box) for this "
"[VisualInstance3D]."
msgstr "返回此 [VisualInstance3D] 的 [AABB](也叫邊界框)。"
msgid ""
"Returns the RID of the resource associated with this [VisualInstance3D]. For "
"example, if the Node is a [MeshInstance3D], this will return the RID of the "
"associated [Mesh]."
msgstr ""
"返回與此 [VisualInstance3D] 相關聯的資源的 RID。例如如果該節點是 "
"[MeshInstance3D],則會返回相關聯的 [Mesh] 的 RID。"
msgid ""
"Returns the RID of this instance. This RID is the same as the RID returned by "
"[method RenderingServer.instance_create]. This RID is needed if you want to "
"call [RenderingServer] functions directly on this [VisualInstance3D]."
msgstr ""
"返回這個實例的 RID。這個 RID 與 [method RenderingServer.instance_create] 返回"
"的 RID 相同。如果你想為這個 [VisualInstance3D] 直接呼叫 [RenderingServer] 函"
"數,就需要這個 RID。"
msgid ""
"Returns whether or not the specified layer of the [member layers] is enabled, "
"given a [param layer_number] between 1 and 20."
msgstr ""
"返回是否啟用了 [member layers] 的指定層,該層由一個介於 1 和 20 之間的 [param "
"layer_number] 指定。"
msgid ""
"Sets the resource that is instantiated by this [VisualInstance3D], which "
"changes how the engine handles the [VisualInstance3D] under the hood. "
"Equivalent to [method RenderingServer.instance_set_base]."
msgstr ""
"設定由該 [VisualInstance3D] 產生實體的資源,這將改變引擎在底層對該 "
"[VisualInstance3D] 的處理方式。相當於 [method RenderingServer."
"instance_set_base]。"
msgid ""
"Based on [param value], enables or disables the specified layer in the "
"[member layers], given a [param layer_number] between 1 and 20."
msgstr ""
"基於 [param value],啟用或禁用 [member layers] 中的指定層,該層由一個介於 1 "
"和 20 之間的給定 [param layer_number] 指定。"
msgid ""
"The render layer(s) this [VisualInstance3D] is drawn on.\n"
"This object will only be visible for [Camera3D]s whose cull mask includes any "
"of the render layers this [VisualInstance3D] is set to.\n"
"For [Light3D]s, this can be used to control which [VisualInstance3D]s are "
"affected by a specific light. For [GPUParticles3D], this can be used to "
"control which particles are effected by a specific attractor. For [Decal]s, "
"this can be used to control which [VisualInstance3D]s are affected by a "
"specific decal.\n"
"To adjust [member layers] more easily using a script, use [method "
"get_layer_mask_value] and [method set_layer_mask_value].\n"
"[b]Note:[/b] [VoxelGI], SDFGI and [LightmapGI] will always take all layers "
"into account to determine what contributes to global illumination. If this is "
"an issue, set [member GeometryInstance3D.gi_mode] to [constant "
"GeometryInstance3D.GI_MODE_DISABLED] for meshes and [member Light3D."
"light_bake_mode] to [constant Light3D.BAKE_DISABLED] for lights to exclude "
"them from global illumination."
msgstr ""
"繪製該 [VisualInstance3D] 的渲染層。\n"
"[Camera3D] 的剔除遮罩包含該 [VisualInstance3D] 所設定的任何渲染層時,該物件才"
"在該相機中可見。\n"
"對於 [Light3D],可以用於控制指定的燈光能夠影響哪些 [VisualInstance3D]。對於 "
"[GPUParticles3D],可以用於控制哪些粒子受到吸引器的影響。對於 [Decal],可以用於"
"控制哪些 [VisualInstance3D] 受到指定裝飾的影響。\n"
"要在腳本中更加方便地調整 [member layers],請使用 [method "
"get_layer_mask_value] 和 [method set_layer_mask_value]。\n"
"[b]注意:[/b][VoxelGI]、SDFGI、[LightmapGI] 在確定全域光照影響時始終會考慮所有"
"渲染層。如果不希望這樣,請將網格的 [member GeometryInstance3D.gi_mode] 設定為 "
"[constant GeometryInstance3D.GI_MODE_DISABLED],將燈光的 [member Light3D."
"light_bake_mode] 設定為 [constant Light3D.BAKE_DISABLED],這樣就能從全域光照中"
"剔除。"
msgid ""
"The amount by which the depth of this [VisualInstance3D] will be adjusted "
"when sorting by depth. Uses the same units as the engine (which are typically "
"meters). Adjusting it to a higher value will make the [VisualInstance3D] "
"reliably draw on top of other [VisualInstance3D]s that are otherwise "
"positioned at the same spot. To ensure it always draws on top of other "
"objects around it (not positioned at the same spot), set the value to be "
"greater than the distance between this [VisualInstance3D] and the other "
"nearby [VisualInstance3D]s."
msgstr ""
"按深度排序時該 [VisualInstance3D] 的深度將調整的量。使用與引擎相同的單位(通常"
"是米)。將其調整為更高的值,將使 [VisualInstance3D] 可靠地繪製在位於同一位置的"
"其他 [VisualInstance3D] 之上。為確保它始終繪製在它周圍的其他物件之上(不位於同"
"一位置),請將值設定為大於該 [VisualInstance3D] 與附近其他 [VisualInstance3D] "
"之間的距離值。"
msgid ""
"If [code]true[/code], the object is sorted based on the [AABB] center. The "
"object will be sorted based on the global position otherwise.\n"
"The [AABB] center based sorting is generally more accurate for 3D models. The "
"position based sorting instead allows to better control the drawing order "
"when working with [GPUParticles3D] and [CPUParticles3D]."
msgstr ""
"如果為 [code]true[/code],則該物件會根據其 [AABB] 中心點排序。否則會根據其全局"
"位置排序。\n"
"對 3D 模型而言,根據 [AABB] 的中心點排序一般更為精確。使用 [GPUParticles3D] "
"和 [CPUParticles3D] 時,根據位置排序能夠更好地控制繪製順序。"
msgid "A custom shader program with a visual editor."
msgstr "帶有視覺化編輯器的自訂著色器程式。"
msgid ""
"This class provides a graph-like visual editor for creating a [Shader]. "
"Although [VisualShader]s do not require coding, they share the same logic "
"with script shaders. They use [VisualShaderNode]s that can be connected to "
"each other to control the flow of the shader. The visual shader graph is "
"converted to a script shader behind the scenes."
msgstr ""
"這類提供了一個類似圖形的視覺化編輯器,用於建立[Shader]。雖然[VisualShader] 不"
"需要編碼,但它們與腳本著色器共用相同的邏輯。它們使用[VisualShaderNode] 可以相"
"互連接以控制著色器的流程。視覺著色器圖在幕後轉換為腳本著色器。"
msgid "Using VisualShaders"
msgstr "使用視覺化著色器"
msgid "Adds the specified [param node] to the shader."
msgstr "向著色器中新增指定的節點 [param node]。"
msgid "Adds a new varying value node to the shader."
msgstr "向著色器中新增新的 varying 值節點。"
msgid ""
"Returns [code]true[/code] if the specified nodes and ports can be connected "
"together."
msgstr "如果指定節點和埠可以連接在一起,則返回 [code]true[/code]。"
msgid "Connects the specified nodes and ports."
msgstr "連接指定的節點和埠。"
msgid ""
"Connects the specified nodes and ports, even if they can't be connected. Such "
"connection is invalid and will not function properly."
msgstr ""
"連接指定的節點和埠,即使它們無法連接。這樣的連接是無效的,將不能正常工作。"
msgid ""
"Returns the shader node instance with specified [param type] and [param id]."
msgstr "返回具有指定 [param type] 和 [param id] 的著色器節點實例。"
msgid "Returns the list of connected nodes with the specified type."
msgstr "返回具有指定型別的連接節點的列表。"
msgid "Returns the list of all nodes in the shader with the specified type."
msgstr "返回著色器中具有指定型別的所有節點的列表。"
msgid "Returns the position of the specified node within the shader graph."
msgstr "返回指定節點在著色器圖中的位置。"
msgid "Returns next valid node ID that can be added to the shader graph."
msgstr "返回能夠加入到著色器圖中的下一個有效節點 ID。"
msgid ""
"Returns [code]true[/code] if the shader has a varying with the given [param "
"name]."
msgstr "如果著色器中存在名為 [param name] 的 varying 則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the specified node and port connection exist."
msgstr "如果指定的節點和埠連接存在,返回 [code]true[/code]。"
msgid "Removes the specified node from the shader."
msgstr "從著色器中刪除指定的節點。"
msgid ""
"Removes a varying value node with the given [param name]. Prints an error if "
"a node with this name is not found."
msgstr ""
"返回名為 [param name] 的 varying 值節點。如果不存在該名稱的節點則輸出錯誤。"
msgid "Replaces the specified node with a node of new class type."
msgstr "將指定節點替換為新型別的節點。"
msgid "Sets the mode of this shader."
msgstr "設定該著色器的模式。"
msgid "Sets the position of the specified node."
msgstr "設定指定節點的位置。"
msgid "The offset vector of the whole graph."
msgstr "整個圖的偏移向量。"
msgid "A vertex shader, operating on vertices."
msgstr "頂點著色器,對頂點進行操作。"
msgid "A fragment shader, operating on fragments (pixels)."
msgstr "片段著色器,對片段(圖元)進行操作。"
msgid "A shader for light calculations."
msgstr "用於光線計算的著色器。"
msgid "A function for the \"start\" stage of particle shader."
msgstr "粒子著色器的“開始”階段所使用的函式。"
msgid "A function for the \"process\" stage of particle shader."
msgstr "粒子著色器的“處理”階段所使用的函式。"
msgid ""
"A function for the \"collide\" stage (particle collision handler) of particle "
"shader."
msgstr "粒子著色器的“碰撞”階段所使用的函式(粒子碰撞處理器)。"
msgid ""
"A function for the \"start\" stage of particle shader, with customized output."
msgstr "粒子著色器的“開始”階段所使用的函式,帶自訂輸出。"
msgid ""
"A function for the \"process\" stage of particle shader, with customized "
"output."
msgstr "粒子著色器的“處理”階段所使用的函式,帶自訂輸出。"
msgid "A shader for 3D environment's sky."
msgstr "3D 環境中天空的著色器。"
msgid "A compute shader that runs for each froxel of the volumetric fog map."
msgstr "為體積霧貼圖的每個片段體素運作的一種計算著色器。"
msgid "Represents the size of the [enum Type] enum."
msgstr "代表 [enum Type] 列舉的大小。"
msgid ""
"Varying is passed from [code]Vertex[/code] function to [code]Fragment[/code] "
"and [code]Light[/code] functions."
msgstr ""
"Varying 從 [code]Vertex[/code] 函式傳到 [code]Fragment[/code] 和 [code]Light[/"
"code] 函式。"
msgid ""
"Varying is passed from [code]Fragment[/code] function to [code]Light[/code] "
"function."
msgstr "Varying 從 [code]Fragment[/code] 函式傳到 [code]Light[/code] 函式。"
msgid "Represents the size of the [enum VaryingMode] enum."
msgstr "代表 [enum VaryingMode] 列舉的大小。"
msgid "Varying is of type [float]."
msgstr "Varying 的型別為 [float]。"
msgid "Varying is of type [int]."
msgstr "Varying 的型別為 [int]。"
msgid "Varying is of type unsigned [int]."
msgstr "Varying 的型別為無符號 [int]。"
msgid "Varying is of type [Vector2]."
msgstr "Varying 的型別為 [Vector2]。"
msgid "Varying is of type [Vector3]."
msgstr "Varying 的型別為 [Vector3]。"
msgid "Varying is of type [Vector4]."
msgstr "Varying 的型別為 [Vector2]。"
msgid "Varying is of type [bool]."
msgstr "Varying 的型別為 [bool]。"
msgid "Varying is of type [Transform3D]."
msgstr "Varying 的型別為 [Transform2D]。"
msgid "Represents the size of the [enum VaryingType] enum."
msgstr "代表 [enum VaryingType] 列舉的大小。"
msgid "Denotes invalid [VisualShader] node."
msgstr "表示無效的 [VisualShader] 節點。"
msgid "Denotes output node of [VisualShader]."
msgstr "表示 [VisualShader] 的輸出節點。"
msgid "Base class for [VisualShader] nodes. Not related to scene nodes."
msgstr "[AnimationTree] 節點的基底類別。與場景節點無關。"
msgid ""
"Visual shader graphs consist of various nodes. Each node in the graph is a "
"separate object and they are represented as a rectangular boxes with title "
"and a set of properties. Each node also has connection ports that allow to "
"connect it to another nodes and control the flow of the shader."
msgstr ""
"視覺化著色器圖由各種節點組成。圖中的每個節點都是一個獨立的物件,它們被表示為帶"
"有標題和一系列屬性的矩形框。每個節點都有連接埠,可以將其連接到另一個節點並控制"
"著色器的流程。"
msgid "Clears the default input ports value."
msgstr "清除預設輸入埠值。"
msgid ""
"Returns the input port which should be connected by default when this node is "
"created as a result of dragging a connection from an existing node to the "
"empty space on the graph."
msgstr ""
"由於將連接從現有節點拖曳到圖形上的空白區域而建立此節點時,返回預設應連接的輸入"
"連接埠。"
msgid ""
"Returns an [Array] containing default values for all of the input ports of "
"the node in the form [code][index0, value0, index1, value1, ...][/code]."
msgstr ""
"返回一個包含節點所有輸入埠預設值的 [Array],形式為 [code][index0, value0, "
"index1, value1, ...][/code]。"
msgid "Returns the default value of the input [param port]."
msgstr "返回輸入埠 [param port] 的預設值。"
msgid "Removes the default value of the input [param port]."
msgstr "移除輸入埠 [param port] 的預設值。"
msgid ""
"Sets the default input ports values using an [Array] of the form [code]"
"[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
"Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
msgstr ""
"使用 [code][index0, value0, index1, value1, ...][/code] 形式的 [Array] 設定默"
"認輸入埠值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。"
msgid "Sets the default [param value] for the selected input [param port]."
msgstr "設定輸入埠 [param port] 的預設值 [param value]。"
msgid ""
"Sets the output port index which will be showed for preview. If set to "
"[code]-1[/code] no port will be open for preview."
msgstr ""
"設定將被顯示為預覽的輸出埠索引。如果設定為[code]-1[/code],則沒有埠會被打開進"
"行預覽。"
msgid ""
"Sampler type. Translated to reference of sampler uniform in shader code. Can "
"only be used for input ports in non-uniform nodes."
msgstr ""
"取樣器型別。在著色器程式碼中,會被翻譯為對取樣器 uniform 的引用。只能用於非 "
"uniform 節點的輸入埠。"
msgid "Represents the size of the [enum PortType] enum."
msgstr "表示 [enum PortType] 列舉的大小。"
msgid ""
"A node that controls how the object faces the camera to be used within the "
"visual shader graph."
msgstr "在視覺化著色器圖中,用於控制物件如何面向相機的節點。"
msgid ""
"The output port of this node needs to be connected to [code]Model View "
"Matrix[/code] port of [VisualShaderNodeOutput]."
msgstr ""
"這個節點的輸出埠需要連接至 [VisualShaderNodeOutput] 的 [code]Model View "
"Matrix[/code] 埠。"
msgid "Controls how the object faces the camera. See [enum BillboardType]."
msgstr "控制物件如何面對相機。請參閱 [enum BillboardType]。"
msgid ""
"If [code]true[/code], the shader will keep the scale set for the mesh. "
"Otherwise, the scale is lost when billboarding."
msgstr ""
"如果為 [code]true[/code],則著色器將保持為網格設定的縮放。否則,進行公告板處理"
"時將丟失縮放。"
msgid "Billboarding is disabled and the node does nothing."
msgstr "公告板被禁用,該節點不做任何事情。"
msgid "A standard billboarding algorithm is enabled."
msgstr "啟用標準公告板演算法。"
msgid "A billboarding algorithm to rotate around Y-axis is enabled."
msgstr "啟用圍繞 Y 軸旋轉的公告板演算法。"
msgid "A billboarding algorithm designed to use on particles is enabled."
msgstr "啟用針對粒子設計的公告板演算法。"
msgid "Represents the size of the [enum BillboardType] enum."
msgstr "代表 [enum BillboardType] 列舉的大小。"
msgid "A boolean constant to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的布林常數。"
msgid "A boolean constant which represents a state of this node."
msgstr "布林常數,表示該節點的狀態。"
msgid "A boolean parameter to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的布林參數。"
msgid "Translated to [code]uniform bool[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform bool[/code]。"
msgid "A default value to be assigned within the shader."
msgstr "該著色器內部分配的預設值。"
msgid "Enables usage of the [member default_value]."
msgstr "啟用 [member default_value]。"
msgid "Clamps a value within the visual shader graph."
msgstr "在視覺化著色器圖中鉗制某個值。"
msgid ""
"Constrains a value to lie between [code]min[/code] and [code]max[/code] "
"values."
msgstr "將值限制在[code]min[/code]和[code]max[/code]之間。"
msgid "A type of operands and returned value."
msgstr "運算元和返回值的型別。"
msgid "A floating-point scalar."
msgstr "浮點標量。"
msgid "An integer scalar."
msgstr "整數標量。"
msgid "An unsigned integer scalar."
msgstr "不帶正負號的整數標量。"
msgid "A 2D vector type."
msgstr "2D 向量型別。"
msgid "A 3D vector type."
msgstr "3D向量型別。"
msgid "A 4D vector type."
msgstr "4D 向量型別。"
msgid "Represents the size of the [enum OpType] enum."
msgstr "代表 [enum OpType] 列舉的大小。"
msgid "A [Color] constant to be used within the visual shader graph."
msgstr "[Color] 常數,在視覺化著色器圖中使用。"
msgid ""
"Has two output ports representing RGB and alpha channels of [Color].\n"
"Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
"shader language."
msgstr ""
"有兩個輸出埠,表示 [Color] 的 RGB 和 Alpha 通道。\n"
"在著色器語言中被轉換成 [code]vec3 rgb[/code] 和 [code]float alpha[/code]。"
msgid "A [Color] constant which represents a state of this node."
msgstr "[Color] 常數,表示這個節點的狀態。"
msgid "A [Color] function to be used within the visual shader graph."
msgstr "[Color] 函式,在視覺化著色器圖中使用。"
msgid ""
"Accept a [Color] to the input port and transform it according to [member "
"function]."
msgstr "接受一個 [Color] 到輸入埠,並根據 [member function] 對其進行轉換。"
msgid ""
"A function to be applied to the input color. See [enum Function] for options."
msgstr "要套用於輸入顏色的函式。參閱 [enum Function] 的選項。"
msgid ""
"Converts the color to grayscale using the following formula:\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float max1 = max(c.r, c.g);\n"
"float max2 = max(max1, c.b);\n"
"float max3 = max(max1, max2);\n"
"return vec3(max3, max3, max3);\n"
"[/codeblock]"
msgstr ""
"使用以下公式將顏色轉換為灰度。\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float max1 = max(c.r, c.g);\n"
"float max2 = max(max1, c.b);\n"
"float max3 = max(max1, max2);\n"
"return vec3(max3, max3, max3);\n"
"[/codeblock]"
msgid "Converts HSV vector to RGB equivalent."
msgstr "將 HSV 向量轉換為等效的 RGB 向量。"
msgid "Converts RGB vector to HSV equivalent."
msgstr "將 RGB 向量轉換為等效的 HSV 向量。"
msgid ""
"Applies sepia tone effect using the following formula:\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
"return vec3(r, g, b);\n"
"[/codeblock]"
msgstr ""
"使用以下公式套用棕褐色調效果。\n"
"[codeblock]\n"
"vec3 c = input;\n"
"float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
"float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
"float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
"return vec3(r, g, b);\n"
"[/codeblock]"
msgid "Represents the size of the [enum Function] enum."
msgstr "代表 [enum Function] 列舉的大小。"
msgid "A [Color] operator to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的 [Color] 運算子。"
msgid "Applies [member operator] to two color inputs."
msgstr "將 [member operator] 套用於兩個顏色輸入。"
msgid ""
"An operator to be applied to the inputs. See [enum Operator] for options."
msgstr "要套用於輸入的運算子。參閱 [enum Operator] 的選項。"
msgid ""
"Produce a screen effect with the following formula:\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式產生螢幕效果。\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
"[/codeblock]"
msgid ""
"Produce a difference effect with the following formula:\n"
"[codeblock]\n"
"result = abs(a - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式產生差異效果。\n"
"[codeblock]\n"
"result = abs(a - b);\n"
"[/codeblock]"
msgid ""
"Produce a darken effect with the following formula:\n"
"[codeblock]\n"
"result = min(a, b);\n"
"[/codeblock]"
msgstr ""
"用以下公式產生變暗效果。\n"
"[codeblock]\n"
"result = min(a, b);\n"
"[/codeblock]"
msgid ""
"Produce a lighten effect with the following formula:\n"
"[codeblock]\n"
"result = max(a, b);\n"
"[/codeblock]"
msgstr ""
"用以下公式產生減淡效果。\n"
"[codeblock]\n"
"result = max(a, b);\n"
"[/codeblock]"
msgid ""
"Produce an overlay effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = 2.0 * base * blend;\n"
" } else {\n"
" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式產生疊加效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = 2.0 * base * blend;\n"
" } else {\n"
" result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
" }\n"
"}\n"
"[/codeblock]"
msgid ""
"Produce a dodge effect with the following formula:\n"
"[codeblock]\n"
"result = a / (vec3(1.0) - b);\n"
"[/codeblock]"
msgstr ""
"用以下公式產生閃避效果。\n"
"[codeblock]\n"
"result = a / (vec3(1.0) - b);\n"
"[/codeblock]"
msgid ""
"Produce a burn effect with the following formula:\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
"[/codeblock]"
msgstr ""
"用以下公式產生燃燒效果。\n"
"[codeblock]\n"
"result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
"[/codeblock]"
msgid ""
"Produce a soft light effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (blend + 0.5);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式產生柔光效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (blend + 0.5);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgid ""
"Produce a hard light effect with the following formula:\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (2.0 * blend);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgstr ""
"用以下公式產生硬光效果。\n"
"[codeblock]\n"
"for (int i = 0; i < 3; i++) {\n"
" float base = a[i];\n"
" float blend = b[i];\n"
" if (base < 0.5) {\n"
" result[i] = base * (2.0 * blend);\n"
" } else {\n"
" result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
" }\n"
"}\n"
"[/codeblock]"
msgid "Represents the size of the [enum Operator] enum."
msgstr "代表 [enum Operator] 列舉的大小。"
msgid "A [Color] parameter to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的 [Color] 參數。"
msgid "Translated to [code]uniform vec4[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform vec4[/code]。"
msgid "A comment node to be placed on visual shader graph."
msgstr "放置在視覺化著色器圖上的注釋節點。"
msgid ""
"A resizable rectangular area with changeable [member title] and [member "
"description] used for better organizing of other visual shader nodes."
msgstr ""
"可調整大小的矩形區域,標題 [member title] 和描述 [member description] 均可更"
"改,可用於更好地組織其他視覺化著色器節點。"
msgid "An additional description which placed below the title."
msgstr "放置在標題下方的額外說明。"
msgid "A title of the node."
msgstr "節點的標題。"
msgid "A comparison function for common types within the visual shader graph."
msgstr "視覺化著色器圖內常見型別的比較函式。"
msgid ""
"Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
"function]. Returns a boolean scalar. Translates to [code]if[/code] "
"instruction in shader code."
msgstr ""
"通過 [member function] 比較 [code]a[/code] 和 [code]b[/code] 的 [member "
"type]。返回一個布林標量。在著色器程式碼中轉換成 [code]if[/code] 指令。"
msgid ""
"Extra condition which is applied if [member type] is set to [constant "
"CTYPE_VECTOR_3D]."
msgstr "[member type] 被設定為 [constant CTYPE_VECTOR_3D] 時套用的額外條件。"
msgid "A comparison function. See [enum Function] for options."
msgstr "比較函式。參閱[enum Function]的選項。"
msgid ""
"The type to be used in the comparison. See [enum ComparisonType] for options."
msgstr "在比較中要使用的型別。參閱[enum ComparisonType]的選項。"
msgid "A boolean type."
msgstr "布林型別。"
msgid "A transform ([code]mat4[/code]) type."
msgstr "變換型別,即 [code]mat4[/code]。"
msgid "Represents the size of the [enum ComparisonType] enum."
msgstr "代表 [enum ComparisonType] 列舉的大小。"
msgid "Comparison for equality ([code]a == b[/code])."
msgstr "相等比較([code]a == b[/code])。"
msgid "Comparison for inequality ([code]a != b[/code])."
msgstr "不等比較([code]a != b[/code])。"
msgid ""
"Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"大於比較([code]a > b[/code])。如果 [member type] 設定為 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],則無法使用。"
msgid ""
"Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if "
"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"大於或等於的比較([code]a >= b[/code])。如果 [member type] 設定為 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],則無法使用。"
msgid ""
"Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
"type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"小於比較([code]a < b[/code])。如果 [member type] 設定為 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],則無法使用。"
msgid ""
"Comparison for less than or equal ([code]a <= b[/code]). Cannot be used if "
"[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
msgstr ""
"小於或等於的比較([code]a <= b[/code])。如果 [member type] 設定為 [constant "
"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM],則無法使用。"
msgid ""
"The result will be true if all of component in vector satisfy the comparison "
"condition."
msgstr "如果向量中的所有分量都滿足比較條件,則結果為 true。"
msgid ""
"The result will be true if any of component in vector satisfy the comparison "
"condition."
msgstr "如果向量中的任何一個分量滿足比較條件,則結果為 true。"
msgid "Represents the size of the [enum Condition] enum."
msgstr "代表 [enum Condition] 列舉的大小。"
msgid "A base type for the constants within the visual shader graph."
msgstr "視覺化著色器圖中,常數的基礎型別。"
msgid ""
"This is an abstract class. See the derived types for descriptions of the "
"possible values."
msgstr "這是一個抽象類別。可能的值請看衍生型別的描述。"
msgid "A [Cubemap] sampling node to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的一種 [Cubemap] 取樣節點。"
msgid ""
"Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
"Returns a color vector and alpha channel as scalar."
msgstr ""
"在著色器語言中被轉換成 [code]texture(cubemap, vec3)[/code]。返回一個顏色向量"
"和 Alpha 通道的標量。"
msgid ""
"The [Cubemap] texture to sample when using [constant SOURCE_TEXTURE] as "
"[member source]."
msgstr ""
"當使用 [constant SOURCE_TEXTURE] 作為 [member source] 時,要取樣的 [Cubemap] "
"紋理。"
msgid ""
"Defines which source should be used for the sampling. See [enum Source] for "
"options."
msgstr "定義取樣應該使用哪個源。參閱[enum Source]的選項。"
msgid ""
"Defines the type of data provided by the source texture. See [enum "
"TextureType] for options."
msgstr "定義源紋理提供的資料型別。選項參閱[enum TextureType]。"
msgid ""
"Use the [Cubemap] set via [member cube_map]. If this is set to [member "
"source], the [code]samplerCube[/code] port is ignored."
msgstr ""
"使用 [member cube_map] 設定的 [Cubemap]。如果設定為 [member source],則會忽略 "
"[code]samplerCube[/code] 埠。"
msgid ""
"Use the [Cubemap] sampler reference passed via the [code]samplerCube[/code] "
"port. If this is set to [member source], the [member cube_map] texture is "
"ignored."
msgstr ""
"使用通過 [code]samplerCube[/code] 埠傳遞的 [Cubemap] 取樣器引用。如果設定為 "
"[member source],則會忽略 [member cube_map] 紋理。"
msgid "Represents the size of the [enum Source] enum."
msgstr "代表 [enum Source] 列舉的大小。"
msgid "No hints are added to the uniform declaration."
msgstr "在uniform宣告中未新增提示。"
msgid ""
"Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
"將 [code]hint_albedo[/code] 作為提示新增到 uniform 宣告中,以便將 sRGB 轉換為"
"線性。"
msgid ""
"Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
"internally converts the texture for proper usage as normal map."
msgstr ""
"將 [code]hint_normal[/code] 作為提示新增到 uniform 宣告中,該宣告在內部將紋理"
"轉換為法線貼圖。"
msgid "A [Cubemap] parameter node to be used within the visual shader graph."
msgstr "視覺化著色器圖形中使用的 [Cubemap] 參數節點。"
msgid ""
"Translated to [code]uniform samplerCube[/code] in the shader language. The "
"output value can be used as port for [VisualShaderNodeCubemap]."
msgstr ""
"翻譯為著色器語言中的 [code]uniform samplerCube[/code]。該輸出值可被用作 "
"[VisualShaderNodeCubemap] 的埠。"
msgid "Performs a [CurveTexture] lookup within the visual shader graph."
msgstr "在視覺化著色器圖中執行 [CurveTexture] 搜尋。"
msgid "Comes with a built-in editor for texture's curves."
msgstr "帶有內建的紋理曲線編輯器。"
msgid "The source texture."
msgstr "源紋理。"
msgid "Performs a [CurveXYZTexture] lookup within the visual shader graph."
msgstr "在視覺化著色器圖中執行 [CurveXYZTexture] 搜尋。"
msgid ""
"Virtual class to define custom [VisualShaderNode]s for use in the Visual "
"Shader Editor."
msgstr ""
"用於定義自訂 [VisualShaderNode] 的虛類,以便在視覺化著色器編輯器中使用。"
msgid ""
"By inheriting this class you can create a custom [VisualShader] script addon "
"which will be automatically added to the Visual Shader Editor. The "
"[VisualShaderNode]'s behavior is defined by overriding the provided virtual "
"methods.\n"
"In order for the node to be registered as an editor addon, you must use the "
"[code]@tool[/code] annotation and provide a [code]class_name[/code] for your "
"custom script. For example:\n"
"[codeblock]\n"
"@tool\n"
"extends VisualShaderNodeCustom\n"
"class_name VisualShaderNodeNoise\n"
"[/codeblock]"
msgstr ""
"繼承這個類可以建立自訂的 [VisualShader] 腳本擴充,會自動加入到 Visual Shader "
"編輯器中。[VisualShaderNode] 的行為可以通過覆蓋虛方法定義。\n"
"要讓節點註冊為編輯器擴充,你必須為你的自訂腳本使用 [code]@tool[/code] 注解並提"
"供 [code]class_name[/code]。例如:\n"
"[codeblock]\n"
"@tool\n"
"extends VisualShaderNodeCustom\n"
"class_name VisualShaderNodeNoise\n"
"[/codeblock]"
msgid "Visual Shader plugins"
msgstr "視覺化著色器外掛程式"
msgid ""
"Override this method to define the path to the associated custom node in the "
"Visual Shader Editor's members dialog. The path may look like [code]\"MyGame/"
"MyFunctions/Noise\"[/code].\n"
"Defining this method is [b]optional[/b]. If not overridden, the node will be "
"filed under the \"Addons\" category."
msgstr ""
"覆蓋這個方法可以定義 Visual Shader 編輯器的成員對話方塊中關聯的自訂節點的路"
"徑。路徑類似於 [code]\"MyGame/MyFunctions/Noise\"[/code]。\n"
"定義這個方法是[b]可選[/b]的。不覆蓋時該節點會被歸在“Addons”分類下。"
msgid ""
"Override this method to define the actual shader code of the associated "
"custom node. The shader code should be returned as a string, which can have "
"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
"used for convenience).\n"
"The [param input_vars] and [param output_vars] arrays contain the string "
"names of the various input and output variables, as defined by "
"[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in "
"this class.\n"
"The output ports can be assigned values in the shader code. For example, "
"[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n"
"You can customize the generated code based on the shader [param mode] (see "
"[enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).\n"
"Defining this method is [b]required[/b]."
msgstr ""
"覆蓋這個方法可以定義關聯的自訂節點的實際著色器程式碼。著色器程式碼應該以字串形"
"式返回,可以包含多行(用 [code]\"\"\"[/code] 建構多行字串比較方便)。\n"
"[param input_vars] 和 [param output_vars] 陣列包含各個輸入和輸出變數的字串名"
"稱,這些變數由這個類的 [code]_get_input_*[/code] 和 [code]_get_output_*[/"
"code] 虛方法定義。\n"
"著色器程式碼中可以為輸出埠賦值。例如 [code]return output_vars[0] + \" = \" + "
"input_vars[0] + \";\"[/code]。\n"
"你可以根據著色器模式 [param mode](見 [enum Shader.Mode])和/或型別 [param "
"type](見 [enum VisualShader.Type])自訂生成的程式碼。\n"
"[b]必須[/b]定義這個方法。"
msgid ""
"Override this method to define the input port which should be connected by "
"default when this node is created as a result of dragging a connection from "
"an existing node to the empty space on the graph.\n"
"Defining this method is [b]optional[/b]. If not overridden, the connection "
"will be created to the first valid port."
msgstr ""
"覆蓋此方法來定義視覺化著色器編輯器的成員對話方塊和圖中的相關自訂節點的名稱。\n"
"定義這個方法是[b]可選的[/b],但推薦使用。如果不覆蓋,節點將被命名為 "
"\"Unnamed\"。"
msgid ""
"Override this method to define the description of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆蓋這個方法可以定義視覺化著色器編輯器的成員對話方塊中的相關自訂節點的描述。\n"
"定義這個方法是[b]可選[/b]的。"
msgid ""
"Override this method to add a shader code to the beginning of each shader "
"function (once). The shader code should be returned as a string, which can "
"have multiple lines (the [code]\"\"\"[/code] multiline string construct can "
"be used for convenience).\n"
"If there are multiple custom nodes of different types which use this feature "
"the order of each insertion is undefined.\n"
"You can customize the generated code based on the shader [param mode] (see "
"[enum Shader.Mode]) and/or [param type] (see [enum VisualShader.Type]).\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆蓋這個方法可以在每個著色器函式的開頭新增著色器程式碼(單次)。著色器程式碼應"
"該以字串形式返回,可以包含多行(用 [code]\"\"\"[/code] 建構多行字串比較方"
"便)。\n"
"如果有多個不同型別的自訂節點同時使用這個功能,則插入的順序是未定義的。\n"
"你可以根據著色器模式 [param mode](見 [enum Shader.Mode])和/或型別 [param "
"type](見 [enum VisualShader.Type])自訂生成的程式碼。\n"
"定義這個方法是[b]可選[/b]的。"
msgid ""
"Override this method to add shader code on top of the global shader, to "
"define your own standard library of reusable methods, varyings, constants, "
"uniforms, etc. The shader code should be returned as a string, which can have "
"multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
"used for convenience).\n"
"Be careful with this functionality as it can cause name conflicts with other "
"custom nodes, so be sure to give the defined entities unique names.\n"
"You can customize the generated code based on the shader [param mode] (see "
"[enum Shader.Mode]).\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆蓋這個方法可以在全域著色器的開頭新增著色器程式碼,定義你自己的標準庫,提供可"
"複用的方法、varying、常數、uniform 等內容。著色器程式碼應該以字串形式返回,可"
"以包含多行(用 [code]\"\"\"[/code] 建構多行字串比較方便)。\n"
"使用這個功能時請小心,因為可能造成與其他自訂節點的命名衝突,所以請務必為定義的"
"實體提供唯一名稱。\n"
"你可以根據著色器模式 [param mode](見 [enum Shader.Mode])自訂生成的代碼。\n"
"定義這個方法是[b]可選[/b]的。"
msgid ""
"Override this method to define the number of input ports of the associated "
"custom node.\n"
"Defining this method is [b]required[/b]. If not overridden, the node has no "
"input ports."
msgstr ""
"覆蓋該方法以定義關聯的自訂節點的輸入埠數。\n"
"定義該方法是[b]必需的[/b]。如果沒有被覆蓋,則該節點沒有輸入埠。"
msgid ""
"Override this method to define the default value for the specified input "
"port. Prefer use this over [method VisualShaderNode."
"set_input_port_default_value].\n"
"Defining this method is [b]required[/b]. If not overridden, the node has no "
"default values for their input ports."
msgstr ""
"覆蓋該方法以定義關聯的自訂節點的輸入埠數。\n"
"定義該方法是[b]必需的[/b]。如果沒有被覆蓋,則該節點沒有輸入埠。"
msgid ""
"Override this method to define the names of input ports of the associated "
"custom node. The names are used both for the input slots in the editor and as "
"identifiers in the shader code, and are passed in the [code]input_vars[/code] "
"array in [method _get_code].\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"input ports are named as [code]\"in\" + str(port)[/code]."
msgstr ""
"覆蓋此方法來定義相關自訂節點的輸入埠的名稱。這些名稱既用於編輯器中的輸入槽,也"
"作為著色器程式碼中的識別字,並在[method _get_code]中的[code]input_vars[/code]"
"陣列中傳遞。\n"
"定義這個方法是[b]可選的[/b],但推薦使用。如果沒有被覆蓋,輸入埠被命名為"
"[code]\"in\"+str(port)[/code]。"
msgid ""
"Override this method to define the returned type of each input port of the "
"associated custom node (see [enum VisualShaderNode.PortType] for possible "
"types).\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] type."
msgstr ""
"覆蓋此方法以定義相關自訂節點的每個輸入埠的返回型別,參閱[enum "
"VisualShaderNode.PortType]的可能型別。\n"
"定義這個方法是[b]可選的[/b],但推薦使用。如果沒有被覆蓋,輸入埠將返回 "
"[constant VisualShaderNode.PORT_TYPE_SCALAR] 型別。"
msgid ""
"Override this method to define the name of the associated custom node in the "
"Visual Shader Editor's members dialog and graph.\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"the node will be named as \"Unnamed\"."
msgstr ""
"覆蓋此方法來定義視覺化著色器編輯器的成員對話方塊和圖中的相關自訂節點的名稱。\n"
"定義這個方法是[b]可選的[/b],但推薦使用。如果不覆蓋,節點將被命名為 "
"\"Unnamed\"。"
msgid ""
"Override this method to define the number of output ports of the associated "
"custom node.\n"
"Defining this method is [b]required[/b]. If not overridden, the node has no "
"output ports."
msgstr ""
"覆蓋該方法以定義關聯的自訂節點的輸出埠數。\n"
"定義該方法是[b]必需的[/b]。如果沒有被覆蓋,則該節點沒有輸出埠。"
msgid ""
"Override this method to define the names of output ports of the associated "
"custom node. The names are used both for the output slots in the editor and "
"as identifiers in the shader code, and are passed in the [code]output_vars[/"
"code] array in [method _get_code].\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"output ports are named as [code]\"out\" + str(port)[/code]."
msgstr ""
"覆蓋此方法來定義相關自訂節點的輸出埠的名稱。這些名字既用於編輯器中的輸出槽,也"
"作為著色器程式碼中的識別字,並在[method _get_code]中的[code]output_vars[/code]"
"陣列中傳遞。\n"
"定義這個方法是[b]可選的[/b],但推薦使用。如果沒有被覆蓋,輸出埠被命名為"
"[code]\"out\" + str(port)[/code]。"
msgid ""
"Override this method to define the returned type of each output port of the "
"associated custom node (see [enum VisualShaderNode.PortType] for possible "
"types).\n"
"Defining this method is [b]optional[/b], but recommended. If not overridden, "
"output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
"type."
msgstr ""
"覆蓋此方法以定義相關自訂節點的每個輸出埠的返回型別,參閱[enum "
"VisualShaderNode.PortType]的可能型別。\n"
"定義這個方法是[b]可選的[/b],但推薦使用。如果沒有被覆蓋,輸出埠將返回"
"[constant VisualShaderNode.PORT_TYPE_SCALAR]型別。"
msgid ""
"Override this method to define the number of the properties.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆蓋這個方法可以定義視覺化著色器編輯器的成員對話方塊中的相關自訂節點的描述。\n"
"定義這個方法是[b]可選[/b]的。"
msgid ""
"Override this method to define the default index of the property of the "
"associated custom node.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆蓋這個方法可以定義視覺化著色器編輯器的成員對話方塊中的相關自訂節點的描述。\n"
"定義這個方法是[b]可選[/b]的。"
msgid ""
"Override this method to define the names of the property of the associated "
"custom node.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆蓋這個方法可以定義視覺化著色器編輯器的成員對話方塊中的相關自訂節點的描述。\n"
"定義這個方法是[b]可選[/b]的。"
msgid ""
"Override this method to define the options inside the drop-down list property "
"of the associated custom node.\n"
"Defining this method is [b]optional[/b]."
msgstr ""
"覆蓋這個方法可以定義視覺化著色器編輯器的成員對話方塊中的相關自訂節點的描述。\n"
"定義這個方法是[b]可選[/b]的。"
msgid ""
"Override this method to define the return icon of the associated custom node "
"in the Visual Shader Editor's members dialog.\n"
"Defining this method is [b]optional[/b]. If not overridden, no return icon is "
"shown."
msgstr ""
"覆蓋此方法來定義視覺化著色器編輯器的成員對話方塊中相關自訂節點的返回圖示。\n"
"定義這個方法是[b]可選的[/b]。如果不覆蓋,就不會顯示返回圖示。"
msgid ""
"Override this method to prevent the node to be visible in the member dialog "
"for the certain [param mode] (see [enum Shader.Mode]) and/or [param type] "
"(see [enum VisualShader.Type]).\n"
"Defining this method is [b]optional[/b]. If not overridden, it's [code]true[/"
"code]."
msgstr ""
"覆蓋這個方法可以防止該節點出現在特定模式 [param mode](見 [enum Shader.Mode]"
"和/或型別 [param type](見 [enum VisualShader.Type])的成員對話方塊中。\n"
"定義這個方法是[b]可選[/b]的。未覆蓋時為 [code]true[/code]。"
msgid ""
"Override this method to enable high-end mark in the Visual Shader Editor's "
"members dialog.\n"
"Defining this method is [b]optional[/b]. If not overridden, it's [code]false[/"
"code]."
msgstr ""
"覆蓋這個方法可以在 Visual Shader 編輯器的成員對話方塊中啟用高端標記。\n"
"定義這個方法是[b]可選[/b]的。未覆蓋時為 [code]false[/code]。"
msgid ""
"Returns the selected index of the drop-down list option within a graph. You "
"may use this function to define the specific behavior in the [method "
"_get_code] or [method _get_global_code]."
msgstr ""
"傳回圖形中下拉列表選項的選定索引。您可以使用此函式在 [method _get_code] 或 "
"[method _get_global_code] 中定義特定行為。"
msgid "Calculates a derivative within the visual shader graph."
msgstr "在視覺化著色器圖中,計算導數。"
msgid ""
"This node is only available in [code]Fragment[/code] and [code]Light[/code] "
"visual shaders."
msgstr "此節點僅在[code]Fragment[/code]和[code]Light[/code]視覺化著色器中可用。"
msgid "A derivative function type. See [enum Function] for options."
msgstr "導數函式的型別。可選項見 [enum Function]。"
msgid "A type of operands and returned value. See [enum OpType] for options."
msgstr "運算元和返回值的型別。可選項見 [enum OpType]。"
msgid ""
"Sets the level of precision to use for the derivative function. See [enum "
"Precision] for options. When using the GL Compatibility renderer, this "
"setting has no effect."
msgstr ""
"設定用於導數函式的精度級別。關選項,請參閱 [enum Precision]。使用 GL 相容性渲"
"染器時,此設定不起作用。"
msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
msgstr "[code]x[/code] 和 [code]y[/code] 的絕對導數之和。"
msgid "Derivative in [code]x[/code] using local differencing."
msgstr "在 [code]x[/code] 中使用局部差分的導數。"
msgid "Derivative in [code]y[/code] using local differencing."
msgstr "在 [code]y[/code] 中使用局部差分的導數。"
msgid ""
"No precision is specified, the GPU driver is allowed to use whatever level of "
"precision it chooses. This is the default option and is equivalent to using "
"[code]dFdx()[/code] or [code]dFdy()[/code] in text shaders."
msgstr ""
"未指定精度GPU 驅動可以自行選用精度等級。這是預設選項,等價於在文字著色器中使"
"用 [code]dFdx()[/code] 或 [code]dFdy()[/code]。"
msgid ""
"The derivative will be calculated using the current fragment's neighbors "
"(which may not include the current fragment). This tends to be faster than "
"using [constant PRECISION_FINE], but may not be suitable when more precision "
"is needed. This is equivalent to using [code]dFdxCoarse()[/code] or "
"[code]dFdyCoarse()[/code] in text shaders."
msgstr ""
"將使用目前片段的鄰居(可能不包括目前片段)計算導數。這往往比使用 [constant "
"PRECISION_FINE] 更快,但在需要更高精度時可能不適合。這相當於在文字著色器中使"
"用 [code]dFdxCoarse()[/code] 或 [code]dFdyCoarse()[/code]。"
msgid ""
"The derivative will be calculated using the current fragment and its "
"immediate neighbors. This tends to be slower than using [constant "
"PRECISION_COARSE], but may be necessary when more precision is needed. This "
"is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in "
"text shaders."
msgstr ""
"將使用目前片段及其直接鄰居計算導數。這往往比使用 [constant PRECISION_COARSE] "
"慢,但當需要更高的精度時可能是必需的。這相當於在文字著色器中使用 "
"[code]dFdxFine()[/code] 或 [code]dFdyFine()[/code]。"
msgid "Represents the size of the [enum Precision] enum."
msgstr "代表 [enum Precision] 列舉的大小。"
msgid ""
"Calculates the determinant of a [Transform3D] within the visual shader graph."
msgstr "在視覺化著色器圖中計算 [Transform3D] 的行列式。"
msgid "Translates to [code]determinant(x)[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]determinant(x)[/code]。"
msgid "A visual shader node representing distance fade effect."
msgstr "表示按距離淡出效果的視覺化著色器節點。"
msgid ""
"The distance fade effect fades out each pixel based on its distance to "
"another object."
msgstr "距離淡出效果會根據每個圖元與另一個物件的距離淡出。"
msgid "Calculates a dot product of two vectors within the visual shader graph."
msgstr "計算視覺化著色器圖中兩個向量的點積。"
msgid "Translates to [code]dot(a, b)[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]dot(a, b)[/code]。"
msgid ""
"A custom visual shader graph expression written in Godot Shading Language."
msgstr "用Godot著色語言編寫的自訂視覺化著色器圖形運算式。"
msgid ""
"Custom Godot Shading Language expression, with a custom number of input and "
"output ports.\n"
"The provided code is directly injected into the graph's matching shader "
"function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), "
"so it cannot be used to declare functions, varyings, uniforms, or global "
"constants. See [VisualShaderNodeGlobalExpression] for such global definitions."
msgstr ""
"自訂 Godot 著色器語言運算式,有自訂數量的輸入和輸出埠。\n"
"所提供的程式碼會直接注入到著色器圖中配對的著色器函式中([code]vertex[/code]、"
"[code]fragment[/code] 或 [code]light[/code]所以不能用於宣告函式、varying、"
"uniform 或全域常數。這種全域定義見 [VisualShaderNodeGlobalExpression]。"
msgid ""
"An expression in Godot Shading Language, which will be injected at the start "
"of the graph's matching shader function ([code]vertex[/code], [code]fragment[/"
"code], or [code]light[/code]), and thus cannot be used to declare functions, "
"varyings, uniforms, or global constants."
msgstr ""
"Godot 著色器語言中的運算式,它將被注入到圖形配對的著色器函式([code]vertex[/"
"code]、[code]fragment[/code] 或 [code]light[/code])的開頭,因此不能用於宣告函"
"式、varying、uniform 或全域常數。"
msgid ""
"Returns the vector that points in the same direction as a reference vector "
"within the visual shader graph."
msgstr "返回與視覺化著色器圖中的參考向量指向相同方向的向量。"
msgid ""
"Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
"The function has three vector parameters: [code]N[/code], the vector to "
"orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
"reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
"is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-N[/"
"code] is returned."
msgstr ""
"在著色器語言中翻譯為 [code]faceforward(N, I, Nref)[/code]。該函式有三個向量參"
"數。[code]N[/code],定向向量,[code]I[/code],入射向量,以及[code]Nref[/"
"code],參考向量。如果 [code]I[/code] 和 [code]Nref[/code] 的點積小於零,返回值"
"為 [code]N[/code]。否則,將返回 [code]-N[/code]。"
msgid ""
"A scalar floating-point constant to be used within the visual shader graph."
msgstr "視覺化著色器圖中使用的浮點數標量常數。"
msgid "A floating-point constant which represents a state of this node."
msgstr "代表該節點狀態的浮點數常數。"
msgid ""
"A scalar floating-point function to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的浮點數標量函式。"
msgid ""
"Accept a floating-point scalar ([code]x[/code]) to the input port and "
"transform it according to [member function]."
msgstr ""
"在輸入埠接受一個浮點數標量([code]x[/code])並根據 [member function] 對其進行"
"變換。"
msgid "A function to be applied to the scalar. See [enum Function] for options."
msgstr "要套用於該標量的函式。可選項見 [enum Function]。"
msgid ""
"Returns the sine of the parameter. Translates to [code]sin(x)[/code] in the "
"Godot Shader Language."
msgstr ""
"返回參數的正弦值。在 Godot 著色器語言中,會被翻譯為 [code]sin(x)[/code]。"
msgid ""
"Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in the "
"Godot Shader Language."
msgstr ""
"返回參數的餘弦值。在 Godot 著色器語言中,會被翻譯為 [code]cos(x)[/code]。"
msgid ""
"Returns the tangent of the parameter. Translates to [code]tan(x)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回參數的正切值。在 Godot 著色器語言中,會被翻譯為 [code]tan(x)[/code]。"
msgid ""
"Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回參數的反正弦值。在 Godot 著色器語言中,會被翻譯為 [code]asin(x)[/code]。"
msgid ""
"Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回參數的反餘弦值。在 Godot 著色器語言中,會被翻譯為 [code]acos(x)[/code]。"
msgid ""
"Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回參數的反正切值。在 Godot 著色器語言中,會被翻譯為 [code]atan(x)[/code]。"
msgid ""
"Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回參數的雙曲正弦值。在 Godot 著色器語言中,會被翻譯為 [code]sinh(x)[/code]。"
msgid ""
"Returns the hyperbolic cosine of the parameter. Translates to [code]cosh(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回參數的雙曲餘弦值。在 Godot 著色器語言中,會被翻譯為 [code]cosh(x)[/code]。"
msgid ""
"Returns the hyperbolic tangent of the parameter. Translates to [code]tanh(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回參數的雙曲正切值。在 Godot 著色器語言中,會被翻譯為 [code]tanh(x)[/code]。"
msgid ""
"Returns the natural logarithm of the parameter. Translates to [code]log(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回參數的自然對數。在 Godot 著色器語言中,會被翻譯為 [code]log(x)[/code]。"
msgid ""
"Returns the natural exponentiation of the parameter. Translates to "
"[code]exp(x)[/code] in the Godot Shader Language."
msgstr ""
"返回該參數的自然指數。在 Godot 著色器語言中,會被翻譯為 [code]exp(x)[/code]。"
msgid ""
"Returns the square root of the parameter. Translates to [code]sqrt(x)[/code] "
"in the Godot Shader Language."
msgstr ""
"返回參數的平方根。在 Godot 著色器語言中,會被翻譯為 [code]sqrt(x)[/code]。"
msgid ""
"Returns the absolute value of the parameter. Translates to [code]abs(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回參數的絕對值。在 Godot 著色器語言中,會被翻譯為 [code]abs(x)[/code]。"
msgid ""
"Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the "
"Godot Shader Language."
msgstr ""
"提取參數的符號。在 Godot 著色器語言中,會被翻譯為 [code]sign(x)[/code]。"
msgid ""
"Finds the nearest integer less than or equal to the parameter. Translates to "
"[code]floor(x)[/code] in the Godot Shader Language."
msgstr ""
"搜尋小於或等於參數的最接近的整數。在 Godot 著色器語言中,會被翻譯為 "
"[code]floor(x)[/code]。"
msgid ""
"Finds the nearest integer to the parameter. Translates to [code]round(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"搜尋最接近參數的整數。在 Godot 著色器語言中,會被翻譯為 [code]round(x)[/"
"code]。"
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter. "
"Translates to [code]ceil(x)[/code] in the Godot Shader Language."
msgstr ""
"搜尋大於或等於參數的最接近的整數。在 Godot 著色器語言中,會被翻譯為 "
"[code]ceil(x)[/code]。"
msgid ""
"Computes the fractional part of the argument. Translates to [code]fract(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"計算參數的小數部分。在 Godot 著色器語言中,會被翻譯為 [code]fract(x)[/code]。"
msgid ""
"Clamps the value between [code]0.0[/code] and [code]1.0[/code] using "
"[code]min(max(x, 0.0), 1.0)[/code]."
msgstr ""
"使用 [code]min(max(x, 0.0), 1.0)[/code] 將值鉗制在 [code]0.0[/code] 和 "
"[code]1.0[/code] 之間。"
msgid "Negates the [code]x[/code] using [code]-(x)[/code]."
msgstr "使用 [code]-(x)[/code],對 [code]x[/code] 求反。"
msgid ""
"Returns the arc-hyperbolic-cosine of the parameter. Translates to "
"[code]acosh(x)[/code] in the Godot Shader Language."
msgstr ""
"返回參數的反雙曲餘弦值。在 Godot 著色器語言中,會被翻譯為 [code]acosh(x)[/"
"code]。"
msgid ""
"Returns the arc-hyperbolic-sine of the parameter. Translates to [code]asinh(x)"
"[/code] in the Godot Shader Language."
msgstr ""
"返回參數的反雙曲正弦值。在 Godot 著色器語言中,會被翻譯為 [code]asinh(x)[/"
"code]。"
msgid ""
"Returns the arc-hyperbolic-tangent of the parameter. Translates to "
"[code]atanh(x)[/code] in the Godot Shader Language."
msgstr ""
"返回參數的反雙曲正切值。在 Godot 著色器語言中,會被翻譯為 [code]atanh(x)[/"
"code]。"
msgid ""
"Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"將弧度數轉換為度數。在 Godot 著色器語言中,會被翻譯為 [code]degrees(x)[/"
"code]。"
msgid ""
"Returns 2 raised by the power of the parameter. Translates to [code]exp2(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回 2 的參數次冪。在 Godot 著色器語言中,會被翻譯為 [code]exp2(x)[/code]。"
msgid ""
"Returns the inverse of the square root of the parameter. Translates to "
"[code]inversesqrt(x)[/code] in the Godot Shader Language."
msgstr ""
"返回參數平方根的倒數。在 Godot 著色器語言中,會被翻譯為 [code]inversesqrt(x)[/"
"code]。"
msgid ""
"Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回參數的以 2 為底的對數。在 Godot 著色器語言中,會被翻譯為 [code]log2(x)[/"
"code]。"
msgid ""
"Convert a quantity in degrees to radians. Translates to [code]radians(x)[/"
"code] in the Godot Shader Language."
msgstr ""
"將度數轉換為弧度。在 Godot 著色器語言中,會被翻譯為 [code]radians(x)[/code]。"
msgid ""
"Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/"
"code])."
msgstr "求 1 除以 [code]x[/code] 得到的倒數(即 [code]1 / x[/code])。"
msgid ""
"Finds the nearest even integer to the parameter. Translates to "
"[code]roundEven(x)[/code] in the Godot Shader Language."
msgstr ""
"搜尋最接近參數的偶數。在 Godot 著色器語言中,會被翻譯為 [code]roundEven(x)[/"
"code]。"
msgid ""
"Returns a value equal to the nearest integer to [code]x[/code] whose absolute "
"value is not larger than the absolute value of [code]x[/code]. Translates to "
"[code]trunc(x)[/code] in the Godot Shader Language."
msgstr ""
"返回與 [code]x[/code] 的最接近整數的值,其絕對值不大於 [code]x[/code] 絕對值。"
"在 Godot 著色器語言中,會被翻譯為 [code]trunc(x)[/code]。"
msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])."
msgstr "從 1 中減去標量 [code]x[/code](即 [code]1 - x[/code])。"
msgid ""
"A floating-point scalar operator to be used within the visual shader graph."
msgstr "浮點數標量運算子,在視覺化著色器圖中使用。"
msgid ""
"Applies [member operator] to two floating-point inputs: [code]a[/code] and "
"[code]b[/code]."
msgstr ""
"將 [member operator] 套用於兩個浮點數輸入:[code]a[/code] 和 [code]b[/code]。"
msgid "Sums two numbers using [code]a + b[/code]."
msgstr "使用 [code]a + b[/code] 將兩個數字相加。"
msgid "Subtracts two numbers using [code]a - b[/code]."
msgstr "使用 [code]a - b[/code] 將兩個數字相減。"
msgid "Multiplies two numbers using [code]a * b[/code]."
msgstr "使用 [code]a * b[/code] 將兩個數字相乘。"
msgid "Divides two numbers using [code]a / b[/code]."
msgstr "使用 [code]a / b[/code] 將兩個數字相除。"
msgid ""
"Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/code] "
"in the Godot Shader Language."
msgstr ""
"計算兩個數的餘數。在 Godot 著色器語言中,會被翻譯為 [code]mod(a, b)[/code]。"
msgid ""
"Raises the [code]a[/code] to the power of [code]b[/code]. Translates to "
"[code]pow(a, b)[/code] in the Godot Shader Language."
msgstr ""
"將 [code]a[/code] 提高到 [code]b[/code] 次冪。在 Godot 著色器語言中,會被翻譯"
"為 [code]pow(a, b)[/code]。"
msgid ""
"Returns the greater of two numbers. Translates to [code]max(a, b)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回兩個數中的較大者。在 Godot 著色器語言中,會被翻譯為 [code]max(a, b)[/"
"code]。"
msgid ""
"Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回兩個數中的較小者。在 Godot 著色器語言中,會被翻譯為 [code]min(a, b)[/"
"code]。"
msgid ""
"Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)[/"
"code] in the Godot Shader Language."
msgstr ""
"返回參數的反正切值。在 Godot 著色器語言中,會被翻譯為 [code]atan(a, b)[/"
"code]。"
msgid ""
"Generates a step function by comparing [code]b[/code](x) to [code]a[/code]"
"(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] and "
"otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot Shader "
"Language."
msgstr ""
"通過將 [code]b[/code]x與 [code]a[/code]edge進行比較來生成 step 函式。"
"如果 [code]x[/code] 小於 [code]edge[/code] 則返回 0.0,否則返回 1.0。翻譯為 "
"Godot 著色器語言中的 [code]step(a, b)[/code]。"
msgid "A scalar float parameter to be used within the visual shader graph."
msgstr "標量浮點數參數,在視覺化著色器圖中使用。"
msgid "Translated to [code]uniform float[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform float[/code]。"
msgid ""
"A hint applied to the uniform, which controls the values it can take when set "
"through the Inspector."
msgstr "對 uniform 套用的提示,控制通過屬性面板所能設定的值。"
msgid ""
"Minimum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
"範圍提示的最小值。會在 [member hint] 為 [constant HINT_RANGE] 或 [constant "
"HINT_RANGE_STEP] 時使用。"
msgid ""
"Maximum value for range hints. Used if [member hint] is set to [constant "
"HINT_RANGE] or [constant HINT_RANGE_STEP]."
msgstr ""
"範圍提示的最大值。會在 [member hint] 為 [constant HINT_RANGE] 或 [constant "
"HINT_RANGE_STEP] 時使用。"
msgid ""
"Step (increment) value for the range hint with step. Used if [member hint] is "
"set to [constant HINT_RANGE_STEP]."
msgstr ""
"帶步長(差異量)的範圍提示的步長值。會在 [member hint] 為 [constant "
"HINT_RANGE_STEP] 時使用。"
msgid "No hint used."
msgstr "不使用提示。"
msgid ""
"A range hint for scalar value, which limits possible input values between "
"[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
"code] in shader code."
msgstr ""
"標量值的範圍提示,會將可能的輸入限制在 [member min] 和 [member max] 之間。會被"
"翻譯為著色器程式碼中的 [code]hint_range(min, max)[/code]。"
msgid ""
"A range hint for scalar value with step, which limits possible input values "
"between [member min] and [member max], with a step (increment) of [member "
"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
msgstr ""
"標量值的範圍提示,帶步長,會將可能的輸入限制在 [member min] 和 [member max] 之"
"間,步長(差異量)為 [member step]。會被翻譯為著色器程式碼中的 "
"[code]hint_range(min, max, step)[/code]。"
msgid "Represents the size of the [enum Hint] enum."
msgstr "代表 [enum Hint] 列舉的大小。"
msgid "A Fresnel effect to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的菲涅爾效果。"
msgid ""
"Returns falloff based on the dot product of surface normal and view direction "
"of camera (pass associated inputs to it)."
msgstr "返回基於表面法線和相機視角方向的點積的衰減,將相關輸入傳給它。"
msgid ""
"A custom global visual shader graph expression written in Godot Shading "
"Language."
msgstr "用Godot著色器語言編寫的自訂全域視覺化著色器圖形運算式。"
msgid ""
"Custom Godot Shader Language expression, which is placed on top of the "
"generated shader. You can place various function definitions inside to call "
"later in [VisualShaderNodeExpression]s (which are injected in the main shader "
"functions). You can also declare varyings, uniforms and global constants."
msgstr ""
"自訂Godot著色器語言運算式位於生成的著色器之上。你可以在內部放置各種函式定"
"義,以便以後在[VisualShaderNodeExpression]中呼叫,這些函式被注入到主著色器函數"
"中。你還可以宣告varyings、uniforms 和全域常數。"
msgid ""
"Base class for a family of nodes with variable number of input and output "
"ports within the visual shader graph."
msgstr "視覺化著色器圖中,具有可變數量的輸入和輸出埠的系列節點的基底類別。"
msgid "Currently, has no direct usage, use the derived classes instead."
msgstr "目前,沒有直接使用,而用衍生類代替。"
msgid ""
"Adds an input port with the specified [param type] (see [enum "
"VisualShaderNode.PortType]) and [param name]."
msgstr ""
"新增具有指定型別 [param type] 和名稱 [param name] 的輸入埠(見 [enum "
"VisualShaderNode.PortType])。"
msgid ""
"Adds an output port with the specified [param type] (see [enum "
"VisualShaderNode.PortType]) and [param name]."
msgstr ""
"新增具有指定型別 [param type] 和名稱 [param name] 的輸出埠(見 [enum "
"VisualShaderNode.PortType])。"
msgid "Removes all previously specified input ports."
msgstr "移除所有先前指定的輸入埠。"
msgid "Removes all previously specified output ports."
msgstr "移除所有先前指定的輸出埠。"
msgid ""
"Returns a free input port ID which can be used in [method add_input_port]."
msgstr "返回一個空閒的輸入埠 ID可以在 [method add_input_port] 中使用。"
msgid ""
"Returns a free output port ID which can be used in [method add_output_port]."
msgstr "返回一個空閒的輸出埠 ID可以在 [method add_output_port] 中使用。"
msgid ""
"Returns the number of input ports in use. Alternative for [method "
"get_free_input_port_id]."
msgstr "返回正在使用的輸入埠的數量。替代[method get_free_input_port_id]。"
msgid ""
"Returns a [String] description of the input ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
"返回輸入埠的[String]描述,是一個用冒號分隔的列表,格式為[code]id,type,name;[/"
"code],參閱[method add_input_port]。"
msgid ""
"Returns the number of output ports in use. Alternative for [method "
"get_free_output_port_id]."
msgstr "返回正在使用的輸出埠的數量。替代[method get_free_output_port_id]。"
msgid ""
"Returns a [String] description of the output ports as a colon-separated list "
"using the format [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
"返回輸出埠的[String]描述,作為一個用冒號分隔的列表,格式為[code]id,type,name;"
"[/code],參閱[method add_output_port]。"
msgid "Returns [code]true[/code] if the specified input port exists."
msgstr "如果指定的輸入埠存在,返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the specified output port exists."
msgstr "如果指定的輸出埠存在,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the specified port name does not override an "
"existed port name and is valid within the shader."
msgstr ""
"如果指定的埠名稱沒有覆蓋現有的埠名稱,並且在著色器中有效,則返回 [code]true[/"
"code]。"
msgid "Removes the specified input port."
msgstr "移除指定的輸入埠。"
msgid "Removes the specified output port."
msgstr "移除指定的輸出埠。"
msgid "Renames the specified input port."
msgstr "重命名指定的輸入埠。"
msgid ""
"Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
msgstr "設定指定的輸入埠的型別,參閱[enum VisualShaderNode.PortType]。"
msgid ""
"Defines all input ports using a [String] formatted as a colon-separated list: "
"[code]id,type,name;[/code] (see [method add_input_port])."
msgstr ""
"使用一個[String]格式的以冒號分隔的列表來定義所有輸入埠:[code]id,type,name;[/"
"code],參閱[method add_input_port]。"
msgid "Renames the specified output port."
msgstr "重命名指定的輸出埠。"
msgid ""
"Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
msgstr "設定指定輸出埠的型別,參閱[enum VisualShaderNode.PortType]。"
msgid ""
"Defines all output ports using a [String] formatted as a colon-separated "
"list: [code]id,type,name;[/code] (see [method add_output_port])."
msgstr ""
"使用一個[String]格式的以冒號分隔的列表來定義所有輸出埠: [code]id,type,name;[/"
"code] ,參閱[method add_output_port]。"
msgid ""
"Outputs a 3D vector based on the result of a floating point comparison within "
"the visual shader graph."
msgstr "返回指向折射方向的向量。在視覺化著色器圖中使用。"
msgid ""
"This visual shader node has six input ports. Port 1 and 2 provide the two "
"floating point numbers [code]a[/code] and [code]b[/code] that will be "
"compared. Port 3 is the tolerance, which allows similar floating point number "
"to be considered equal. Ports 4 to 6 are the possible outputs, returned if "
"[code]a == b[/code], [code]a > b[/code], or [code]a < b[/code] respectively."
msgstr ""
"這個視覺化著色器節點有六個輸入埠。埠 1 和埠 2 提供的是需要比較的兩個浮點數 "
"[code]a[/code] 和 [code]b[/code]。埠 3 是公差,能夠將相似的浮點數認定為相等。"
"埠 4 到埠 6 是可能的輸出,分別是 [code]a == b[/code]、[code]a > b[/code]、"
"[code]a < b[/code] 時的返回值。"
msgid "Represents the input shader parameter within the visual shader graph."
msgstr "在視覺化著色器圖中,代表輸入著色器參數。"
msgid ""
"Gives access to input variables (built-ins) available for the shader. See the "
"shading reference for the list of available built-ins for each shader type "
"(check [code]Tutorials[/code] section for link)."
msgstr ""
"提供對著色器可用的輸入變數(內建)的存取。關於每種著色器型別的可用內建變數列"
"表,請參閱著色器參考(查看[code]教學[/code]部分的連結)。"
msgid "Shading reference index"
msgstr "著色參考索引"
msgid ""
"Returns a translated name of the current constant in the Godot Shader "
"Language. E.g. [code]\"ALBEDO\"[/code] if the [member input_name] equal to "
"[code]\"albedo\"[/code]."
msgstr ""
"返回目前常數名稱翻譯至 Godot 著色器語言後的名稱。例如,如果 [member "
"input_name] 等於 [code]\"albedo\"[/code],則返回 [code]\"ALBEDO\"[/code]。"
msgid ""
"One of the several input constants in lower-case style like: "
"\"vertex\" ([code]VERTEX[/code]) or \"point_size\" ([code]POINT_SIZE[/code])."
msgstr ""
"小寫風格的輸入常數之一,例如:\"vertex\"[code]VERTEX[/code])或 "
"\"point_size\"[code]POINT_SIZE[/code])。"
msgid "Emitted when input is changed via [member input_name]."
msgstr "通過 [member input_name] 更改輸入時發出。"
msgid "A scalar integer constant to be used within the visual shader graph."
msgstr "標量整數常數,在視覺化著色器圖中使用。"
msgid "An integer constant which represents a state of this node."
msgstr "整數常數,代表該節點的狀態。"
msgid "A scalar integer function to be used within the visual shader graph."
msgstr "標量整數函式,在視覺化著色器圖中使用。"
msgid ""
"Accept an integer scalar ([code]x[/code]) to the input port and transform it "
"according to [member function]."
msgstr ""
"在輸入埠接受一個整數標量([code]x[/code])並根據 [member function] 對其進行變"
"換。"
msgid ""
"Returns the result of bitwise [code]NOT[/code] operation on the integer. "
"Translates to [code]~a[/code] in the Godot Shader Language."
msgstr ""
"返回對該整數進行按位元 [code]NOT[/code] 運算的結果。在 Godot 著色器語言中會被"
"翻譯為 [code]~a[/code]。"
msgid "An integer scalar operator to be used within the visual shader graph."
msgstr "整數標量運算子,在視覺化著色器圖中使用。"
msgid ""
"Applies [member operator] to two integer inputs: [code]a[/code] and [code]b[/"
"code]."
msgstr ""
"將 [member operator] 套用於兩個整數輸入:[code]a[/code] 和 [code]b[/code]。"
msgid "Calculates the remainder of two numbers using [code]a % b[/code]."
msgstr "使用 [code]a % b[/code] 計算兩個數字的餘數。"
msgid ""
"Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] in "
"the Godot Shader Language."
msgstr ""
"返回兩個數字中的較小者。在 Godot 著色器語言中會被翻譯為 [code]min(a, b)[/"
"code]。"
msgid ""
"Returns the result of bitwise [code]AND[/code] operation on the integer. "
"Translates to [code]a & b[/code] in the Godot Shader Language."
msgstr ""
"返回對該整數進行按位元與 [code]AND[/code] 運算的結果。在 Godot 著色器語言中會"
"被翻譯為 [code]a & b[/code]。"
msgid ""
"Returns the result of bitwise [code]OR[/code] operation for two integers. "
"Translates to [code]a | b[/code] in the Godot Shader Language."
msgstr ""
"返回對該整數進行按位元或 [code]OR[/code] 運算的結果。在 Godot 著色器語言中會被"
"翻譯為 [code]a | b[/code]。"
msgid ""
"Returns the result of bitwise [code]XOR[/code] operation for two integers. "
"Translates to [code]a ^ b[/code] in the Godot Shader Language."
msgstr ""
"返回對該整數進行按位元異或 [code]XOR[/code] 運算的結果。在 Godot 著色器語言中"
"會被翻譯為 [code]a ^ b[/code]。"
msgid ""
"Returns the result of bitwise left shift operation on the integer. Translates "
"to [code]a << b[/code] in the Godot Shader Language."
msgstr ""
"返回對該整數進行按位元左移運算的結果。在 Godot 著色器語言中會被翻譯為 [code]a "
"<< b[/code]。"
msgid ""
"Returns the result of bitwise right shift operation on the integer. "
"Translates to [code]a >> b[/code] in the Godot Shader Language."
msgstr ""
"返回對該整數進行按位元右移運算的結果。在 Godot 著色器語言中會被翻譯為 [code]a "
">> b[/code]。"
msgid "A visual shader node for shader parameter (uniform) of type [int]."
msgstr "[int] 型別著色器參數uniform的視覺化著色器節點。"
msgid ""
"A [VisualShaderNodeParameter] of type [int]. Offers additional customization "
"for range of accepted values."
msgstr "[int] 型別的 [VisualShaderNodeParameter]。可以自訂能夠接受的值的範圍。"
msgid ""
"Default value of this parameter, which will be used if not set externally. "
"[member default_value_enabled] must be enabled; defaults to [code]0[/code] "
"otherwise."
msgstr ""
"這個參數的預設值,外部沒有設值時使用。必須啟用 [member "
"default_value_enabled];否則預設為 [code]0[/code]。"
msgid "If [code]true[/code], the node will have a custom default value."
msgstr "如果為 [code]true[/code],則該節點有自訂預設值。"
msgid "Range hint of this node. Use it to customize valid parameter range."
msgstr "該節點的範圍提示。請用它來自訂有效的參數範圍。"
msgid ""
"The maximum value this parameter can take. [member hint] must be either "
"[constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect."
msgstr ""
"這個參數所能接受的最大值。[member hint] 必須為 [constant HINT_RANGE] 或 "
"[constant HINT_RANGE_STEP] 才會生效。"
msgid ""
"The minimum value this parameter can take. [member hint] must be either "
"[constant HINT_RANGE] or [constant HINT_RANGE_STEP] for this to take effect."
msgstr ""
"這個參數所能接受的最小值。[member hint] 必須為 [constant HINT_RANGE] 或 "
"[constant HINT_RANGE_STEP] 才會生效。"
msgid ""
"The step between parameter's values. Forces the parameter to be a multiple of "
"the given value. [member hint] must be [constant HINT_RANGE_STEP] for this to "
"take effect."
msgstr ""
"參數值之間的步長。迫使參數成為給定值的倍數。[member hint] 必須為 [constant "
"HINT_RANGE_STEP] 才能生效。"
msgid "The parameter will not constrain its value."
msgstr "參數的取值沒有約束。"
msgid ""
"The parameter's value must be within the specified [member min]/[member max] "
"range."
msgstr "參數的取值必須在指定的 [member min]/[member max] 範圍內。"
msgid ""
"The parameter's value must be within the specified range, with the given "
"[member step] between values."
msgstr "參數的取值必須在指定的範圍內,值與值之間的步長為給定的 [member step]。"
msgid "A boolean comparison operator to be used within the visual shader graph."
msgstr "布林比較運算子,在視覺化著色器圖中使用。"
msgid ""
"Returns the boolean result of the comparison between [code]INF[/code] or "
"[code]NaN[/code] and a scalar parameter."
msgstr "返回 [code]INF[/code]或[code]NaN[/code]與標量參數之間比較的布林值結果。"
msgid "The comparison function. See [enum Function] for options."
msgstr "比較函式。參閱[enum Function]的選項。"
msgid "Comparison with [code]INF[/code] (Infinity)."
msgstr "與 [code]INF[/code](無窮大)比較。"
msgid ""
"Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric "
"results, e.g. division by zero)."
msgstr ""
"與 [code]NaN[/code] 比較(不是一個數字;表示無效的數字結果,如除以 0。"
msgid ""
"A visual shader node that returns the depth value of the DEPTH_TEXTURE node "
"in a linear space."
msgstr "返回 DEPTH_TEXTURE 節點線性空間深度值的視覺化著色器節點。"
msgid "This node can be used in fragment shaders."
msgstr "該節點可用於片段著色器。"
msgid "Linearly interpolates between two values within the visual shader graph."
msgstr "在視覺化著色器圖中,在兩個值之間進行線性插值。"
msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]mix(a, b, weight)[/code]。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 2D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 埠使用 2D 向量型別。[code]weight[/code] 端口"
"使用標量型別。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 3D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 埠使用 3D 向量型別。[code]weight[/code] 端口"
"使用標量型別。"
msgid ""
"The [code]a[/code] and [code]b[/code] ports use a 4D vector type. The "
"[code]weight[/code] port uses a scalar type."
msgstr ""
"[code]a[/code] 和 [code]b[/code] 埠使用 4D 向量型別。[code]weight[/code] 端口"
"使用標量型別。"
msgid "Performs a fused multiply-add operation within the visual shader graph."
msgstr "在視覺化著色器圖中,執行乘加融合運算。"
msgid "Uses three operands to compute [code](a * b + c)[/code] expression."
msgstr "使用三個運算元來計算 [code](a * b + c)[/code] 運算式。"
msgid "A floating-point scalar type."
msgstr "浮點數標量型別。"
msgid ""
"Calculates an outer product of two vectors within the visual shader graph."
msgstr "計算視覺化著色器圖中兩個向量的外積。"
msgid ""
"[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a "
"column vector (matrix with one column) and the second parameter [code]r[/"
"code] as a row vector (matrix with one row) and does a linear algebraic "
"matrix multiply [code]c * r[/code], yielding a matrix whose number of rows is "
"the number of components in [code]c[/code] and whose number of columns is the "
"number of components in [code]r[/code]."
msgstr ""
"[code]OuterProduct[/code] 將第一個參數 [code]c[/code] 作為列向量(有一列的矩"
"陣),將第二個參數 [code]r[/code] 作為行向量(有一行的矩陣),進行線性代數矩陣"
"乘法 [code]c * r[/code]。產生一個矩陣,其行數是 [code]c[/code] 的分量數,其列"
"數是 [code]r[/code] 的分量數。"
msgid "Represents the output shader parameters within the visual shader graph."
msgstr "表示視覺化著色器圖中的輸出著色器參數。"
msgid ""
"This visual shader node is present in all shader graphs in form of \"Output\" "
"block with multiple output value ports."
msgstr ""
"此視覺化著色器節點以 \"輸出\" 塊的形式出現在所有著色器圖中,有多個輸出值端口。"
msgid "A base type for the parameters within the visual shader graph."
msgstr "視覺化著色器圖中,參數的基礎型別。"
msgid ""
"A parameter represents a variable in the shader which is set externally, i.e. "
"from the [ShaderMaterial]. Parameters are exposed as properties in the "
"[ShaderMaterial] and can be assigned from the Inspector or from a script."
msgstr ""
"參數代表著色器中的一個變數,是由外部設定的,即從 [ShaderMaterial] 中設定。參數"
"在 [ShaderMaterial] 中以屬性的形式暴露,可以從屬性面板或腳本中分配。"
msgid ""
"Name of the parameter, by which it can be accessed through the "
"[ShaderMaterial] properties."
msgstr "參數的名稱,該參數可以通過該名稱作為 [ShaderMaterial] 的屬性存取。"
msgid "Defines the scope of the parameter."
msgstr "定義該參數的作用域。"
msgid "The parameter will be tied to the [ShaderMaterial] using this shader."
msgstr "該參數綁定至使用此著色器的 [ShaderMaterial]。"
msgid "The parameter will use a global value, defined in Project Settings."
msgstr "該參數使用“專案設定”中定義的全域值。"
msgid ""
"The parameter will be tied to the node with attached [ShaderMaterial] using "
"this shader."
msgstr "該參數綁定至節點,該節點附加了使用此著色器的 [ShaderMaterial]。"
msgid "Represents the size of the [enum Qualifier] enum."
msgstr "代表 [enum Qualifier] 列舉的大小。"
msgid "A reference to an existing [VisualShaderNodeParameter]."
msgstr "對現有 [VisualShaderNodeParameter] 的引用。"
msgid ""
"Creating a reference to a [VisualShaderNodeParameter] allows you to reuse "
"this parameter in different shaders or shader stages easily."
msgstr ""
"建立對 [VisualShaderNodeParameter] 的引用,可以讓你在不同的著色器或著色階段輕"
"松地重複使用這個參數。"
msgid "The name of the parameter which this reference points to."
msgstr "這個引用所指向的參數的名稱。"
msgid "A visual shader node that accelerates particles."
msgstr "對粒子進行加速的可視著色器節點。"
msgid ""
"Particle accelerator can be used in \"process\" step of particle shader. It "
"will accelerate the particles. Connect it to the Velocity output port."
msgstr ""
"可以在粒子著色器“process”步驟中使用的粒子加速器。會對粒子進行加速。請將其連接"
"至 Velocity 輸出埠。"
msgid "Defines in what manner the particles will be accelerated."
msgstr "定義粒子將以何種方式被加速。"
msgid "The particles will be accelerated based on their velocity."
msgstr "粒子會根據速度進行加速。"
msgid "The particles will be accelerated towards or away from the center."
msgstr "粒子會根據朝向中心或遠離中心的方向進行加速。"
msgid ""
"The particles will be accelerated tangentially to the radius vector from "
"center to their position."
msgstr "粒子從中心到它們位置,將被切向加速到的半徑向量。"
msgid "Represents the size of the [enum Mode] enum."
msgstr "代表 [enum Mode] 列舉的大小。"
msgid "A visual shader node that makes particles emitted in a box shape."
msgstr "讓粒子以盒狀發射的視覺化著色器節點。"
msgid ""
"[VisualShaderNodeParticleEmitter] that makes the particles emitted in box "
"shape with the specified extents."
msgstr "[VisualShaderNodeParticleEmitter] 使粒子在指定範圍的盒形形狀發射。"
msgid "A visual shader node that makes particles move in a cone shape."
msgstr "讓粒子以圓錐形移動的視覺化著色器節點。"
msgid ""
"This node can be used in \"start\" step of particle shader. It defines the "
"initial velocity of the particles, making them move in cone shape starting "
"from the center, with a given spread."
msgstr ""
"該節點可被用於粒子著色器的“開始”步驟。它定義了粒子的初始速度,使它們以給定的散"
"佈,從中心開始以錐形運動。"
msgid "A visual shader node that forces to emit a particle from a sub-emitter."
msgstr "一種視覺化著色器節點,強制從子發射器中發射一個粒子。"
msgid ""
"This node internally calls [code]emit_subparticle[/code] shader method. It "
"will emit a particle from the configured sub-emitter and also allows to "
"customize how its emitted. Requires a sub-emitter assigned to the particles "
"node with this shader."
msgstr ""
"該節點在內部呼叫 [code]emit_subparticle[/code] 著色器方法。它將從配置的子發射"
"器發射一個粒子,還允許自訂其發射方式。需要使用該著色器將子發射器分配給粒子節"
"點。"
msgid ""
"Flags used to override the properties defined in the sub-emitter's process "
"material."
msgstr "用於覆蓋子發射器處理材質中定義的屬性的旗標。"
msgid "If enabled, the particle starts with the position defined by this node."
msgstr "如果啟用,則粒子從該節點所定義的位置開始。"
msgid ""
"If enabled, the particle starts with the rotation and scale defined by this "
"node."
msgstr "如果啟用,則粒子從該節點所定義的旋轉和縮放開始。"
msgid "If enabled,the particle starts with the velocity defined by this node."
msgstr "如果啟用,則粒子從該節點所定義的速度開始。"
msgid "If enabled, the particle starts with the color defined by this node."
msgstr "如果啟用,則粒子從該節點所定義的顏色開始。"
msgid ""
"If enabled, the particle starts with the [code]CUSTOM[/code] data defined by "
"this node."
msgstr "如果啟用,則粒子從該節點所定義的 [code]CUSTOM[/code] 自訂資料開始。"
msgid "A base class for particle emitters."
msgstr "粒子發射器的基底類別。"
msgid ""
"Particle emitter nodes can be used in \"start\" step of particle shaders and "
"they define the starting position of the particles. Connect them to the "
"Position output port."
msgstr ""
"粒子發射器節點可被用於粒子著色器的“開始”步驟,它們定義粒子的起始位置。將它們連"
"接到位置輸出埠。"
msgid ""
"If [code]true[/code], the result of this emitter is projected to 2D space. By "
"default it is [code]false[/code] and meant for use in 3D space."
msgstr ""
"如果為 [code]true[/code],則此發射器的結果將被投影到 2D 空間。預設情況下為 "
"[code]false[/code],適用於 3D 空間。"
msgid ""
"A visual shader node that makes particles emitted in a shape defined by a "
"[Mesh]."
msgstr "讓粒子從由 [Mesh] 定義的形狀中發射的視覺化著色器節點。"
msgid ""
"[VisualShaderNodeParticleEmitter] that makes the particles emitted in a shape "
"of the assigned [member mesh]. It will emit from the mesh's surfaces, either "
"all or only the specified one."
msgstr ""
"讓粒子由分配的 [member mesh] 的形狀中發射的 "
"[VisualShaderNodeParticleEmitter]。它將從網格的表面發射,可以是全部表面,也可"
"以是某個指定的表面。"
msgid "The [Mesh] that defines emission shape."
msgstr "定義發射形狀的 [Mesh]。"
msgid ""
"Index of the surface that emits particles. [member use_all_surfaces] must be "
"[code]false[/code] for this to take effect."
msgstr ""
"發射粒子的表面的索引。[member use_all_surfaces] 必須為 [code]false[/code] 才能"
"生效。"
msgid ""
"If [code]true[/code], the particles will emit from all surfaces of the mesh."
msgstr "如果為 [code]true[/code],則粒子會從該網格的所有表面上發射。"
msgid ""
"A visual shader helper node for multiplying position and rotation of "
"particles."
msgstr "用於將粒子的位置與旋轉相乘的視覺化著色器輔助節點。"
msgid ""
"This node helps to multiply a position input vector by rotation using "
"specific axis. Intended to work with emitters."
msgstr "這個節點會幫助將位置輸入向量與指定軸的旋轉相乘。針對發射器使用而設計。"
msgid ""
"If [code]true[/code], the angle will be interpreted in degrees instead of "
"radians."
msgstr "如果為 [code]true[/code],夾角會被解釋為度數,而不是弧度數。"
msgid "Visual shader node that defines output values for particle emitting."
msgstr "定義粒子發射輸出值的視覺化著色器節點。"
msgid ""
"This node defines how particles are emitted. It allows to customize e.g. "
"position and velocity. Available ports are different depending on which "
"function this node is inside (start, process, collision) and whether custom "
"data is enabled."
msgstr ""
"這個節點定義了粒子的發射方式。它允許自訂位置和速度等屬性。根據所在節點的不同"
"start、process、collision和是否啟用自訂資料可用的埠也不同。"
msgid "Visual shader node for randomizing particle values."
msgstr "用於隨機化粒子值的視覺化著色器節點。"
msgid ""
"Randomness node will output pseudo-random values of the given type based on "
"the specified minimum and maximum values."
msgstr "輸出給定型別的偽隨機值的隨機節點,會根據指定的最大最小值生成。"
msgid "A visual shader node that makes particles emitted in a ring shape."
msgstr "讓粒子以環狀發射的視覺化著色器節點。"
msgid ""
"[VisualShaderNodeParticleEmitter] that makes the particles emitted in ring "
"shape with the specified inner and outer radii and height."
msgstr ""
"[VisualShaderNodeParticleEmitter] 使粒子在具有指定的內外半徑和高度的環形中發"
"射。"
msgid "A visual shader node that makes particles emitted in a sphere shape."
msgstr "讓粒子以球狀發射的視覺化著色器節點。"
msgid ""
"[VisualShaderNodeParticleEmitter] that makes the particles emitted in sphere "
"shape with the specified inner and outer radii."
msgstr ""
"[VisualShaderNodeParticleEmitter] 使粒子在具有指定內外半徑的球體形狀中發射。"
msgid "A visual shader node representing proximity fade effect."
msgstr "代表鄰近淡出效果的視覺化著色器節點。"
msgid ""
"The proximity fade effect fades out each pixel based on its distance to "
"another object."
msgstr "鄰近淡出效果會根據每個圖元與另一個物件的距離淡出。"
msgid "A visual shader node that generates a pseudo-random scalar."
msgstr "生成偽隨機標量的視覺化著色器節點。"
msgid ""
"Random range node will output a pseudo-random scalar value in the specified "
"range, based on the seed. The value is always the same for the given seed and "
"range, so you should provide a changing input, e.g. by using time."
msgstr ""
"隨機範圍節點,會根據種子輸出指定範圍內的偽隨機標量值。如果給定的種子和範圍相"
"同,那麼得到的值就始終相同,所以你應該提供不同的輸入,例如使用時間作為輸入。"
msgid "A visual shader node for remap function."
msgstr "remap 函式的視覺化著色器節點。"
msgid ""
"Remap will transform the input range into output range, e.g. you can change a "
"[code]0..1[/code] value to [code]-2..2[/code] etc. See [method @GlobalScope."
"remap] for more details."
msgstr ""
"Remap 函式將輸入範圍變換到輸出範圍。例如你可以將 [code]0..1[/code] 裡的值變到 "
"[code]-2..2[/code] 裡。詳見 [method @GlobalScope.remap]。"
msgid "Base class for resizable nodes in a visual shader graph."
msgstr "視覺化著色器圖中,可調整大小的節點的基底類別。"
msgid ""
"Resizable nodes have a handle that allows the user to adjust their size as "
"needed."
msgstr "可調整大小的節點上有一個控制柄,使用者能夠根據需要調整其大小。"
msgid "The size of the node in the visual shader graph."
msgstr "視覺化著色器圖中,該節點的大小。"
msgid ""
"A visual shader node that modifies the rotation of the object using a "
"rotation matrix."
msgstr "視覺化著色器節點,使用旋轉矩陣修改物件的旋轉。"
msgid ""
"RotationByAxis node will transform the vertices of a mesh with specified axis "
"and angle in radians. It can be used to rotate an object in an arbitrary axis."
msgstr ""
"RotationByAxis 節點將以指定的軸和弧度角度變換網格的頂點。它可用於沿任意軸旋轉"
"物件。"
msgid ""
"A base node for nodes which samples 3D textures in the visual shader graph."
msgstr "視覺化著色器圖中,對 3D 紋理進行取樣的節點的基礎節點。"
msgid "A virtual class, use the descendants instead."
msgstr "虛類,請改用其衍生類。"
msgid "An input source type."
msgstr "輸入源的型別。"
msgid "Creates internal uniform and provides a way to assign it within node."
msgstr "建立內部 uniform提供一種在節點內賦值的方式。"
msgid "Use the uniform texture from sampler port."
msgstr "使用取樣器埠的 uniform 紋理。"
msgid ""
"A visual shader node that unpacks the screen normal texture in World Space."
msgstr "視覺化著色器節點,在世界空間中拆封螢幕法線紋理。"
msgid "The ScreenNormalWorldSpace node allows to create outline effects."
msgstr "ScreenNormalWorldSpace 節點能夠用來建立輪廓效果。"
msgid ""
"A function to convert screen UV to an SDF (signed-distance field), to be used "
"within the visual shader graph."
msgstr "將螢幕 UV 轉換為 SDF帶符號距離場的函式在視覺化著色器圖中使用。"
msgid ""
"Translates to [code]screen_uv_to_sdf(uv)[/code] in the shader language. If "
"the UV port isn't connected, [code]SCREEN_UV[/code] is used instead."
msgstr ""
"翻譯為著色器語言中的 [code]screen_uv_to_sdf(uv)[/code]。如果該 UV 埠未被連接,"
"則改用 [code]SCREEN_UV[/code]。"
msgid "SDF raymarching algorithm to be used within the visual shader graph."
msgstr "用於視覺化著色器圖的 SDF 光線步進演算法。"
msgid ""
"Casts a ray against the screen SDF (signed-distance field) and returns the "
"distance travelled."
msgstr "向螢幕 SDF帶符號距離場投射一條射線並返回行進的距離。"
msgid ""
"A function to convert an SDF (signed-distance field) to screen UV, to be used "
"within the visual shader graph."
msgstr "將 SDF帶符號距離場轉換為螢幕 UV 的函式,在視覺化著色器圖中使用。"
msgid ""
"Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]sdf_to_screen_uv(sdf_pos)[/code]。"
msgid "Calculates a SmoothStep function within the visual shader graph."
msgstr "在視覺化著色器圖中計算 SmoothStep 函式。"
msgid ""
"Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
"language.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] "
"and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. "
"Otherwise, the return value is interpolated between [code]0.0[/code] and "
"[code]1.0[/code] using Hermite polynomials."
msgstr ""
"翻譯為著色器語言中的 [code]smoothstep(edge0, edge1, x)[/code]。\n"
"如果 [code]x[/code] 小於 [code]edge0[/code] 則返回 [code]0.0[/code];如果 "
"[code]x[/code] 大於 [code]edge1[/code] 則返回 [code]1.0[/code]。否則,返回值使"
"用 Hermite 多項式在 [code]0.0[/code] 和 [code]1.0[/code] 之間進行插值。"
msgid ""
"The [code]x[/code] port uses a 2D vector type. The first two ports use a "
"floating-point scalar type."
msgstr "[code]x[/code] 埠使用 2D 向量型別。前兩個埠使用浮點數標量型別。"
msgid ""
"The [code]x[/code] port uses a 3D vector type. The first two ports use a "
"floating-point scalar type."
msgstr "[code]x[/code] 埠使用 3D 向量型別。前兩個埠使用浮點數標量型別。"
msgid "Calculates a Step function within the visual shader graph."
msgstr "在視覺化著色器圖中計算 Step 函式。"
msgid ""
"Translates to [code]step(edge, x)[/code] in the shader language.\n"
"Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
"and [code]1.0[/code] otherwise."
msgstr ""
"在著色器語言中轉換成 [code]step(edge, x)[/code]。\n"
"如果 [code]x[/code] 小於 [code]edge[/code],返回 [code]0.0[/code],否則返回 "
"[code]1.0[/code]。"
msgid ""
"The [code]x[/code] port uses a 2D vector type, while the [code]edge[/code] "
"port uses a floating-point scalar type."
msgstr ""
"[code]x[/code] 埠使用 2D 向量型別,而 [code]edge[/code] 埠使用浮點數標量型別。"
msgid ""
"The [code]x[/code] port uses a 3D vector type, while the [code]edge[/code] "
"port uses a floating-point scalar type."
msgstr ""
"[code]x[/code] 埠使用 3D 向量型別,而 [code]edge[/code] 埠使用浮點數標量型別。"
msgid "A selector function for use within the visual shader graph."
msgstr "視覺化著色器中使用的選擇器函式。"
msgid "A transform type."
msgstr "變換型別。"
msgid "Performs a 2D texture lookup within the visual shader graph."
msgstr "在視覺化著色器圖中,執行 2D 紋理搜尋。"
msgid ""
"Performs a lookup operation on the provided texture, with support for "
"multiple texture sources to choose from."
msgstr "對提供的紋理進行搜尋操作,支援從多個紋理源選擇。"
msgid "Determines the source for the lookup. See [enum Source] for options."
msgstr "確定查詢的源。有關選項,請參閱 [enum Source]。"
msgid "The source texture, if needed for the selected [member source]."
msgstr "源紋理,如果需要的話,用於選定的[member source]。"
msgid ""
"Specifies the type of the texture if [member source] is set to [constant "
"SOURCE_TEXTURE]. See [enum TextureType] for options."
msgstr ""
"如果[member source]被設定為[constant SOURCE_TEXTURE],則指定紋理的型別。有關選"
"項,請參閱 [enum TextureType]。"
msgid "Use the texture given as an argument for this function."
msgstr "使用給定的紋理作為此函式的參數。"
msgid "Use the current viewport's texture as the source."
msgstr "使用目前視口的紋理作為源。"
msgid ""
"Use the texture from this shader's texture built-in (e.g. a texture of a "
"[Sprite2D])."
msgstr "使用該著色器內建紋理中的紋理(例如 [Sprite2D] 的紋理)。"
msgid "Use the texture from this shader's normal map built-in."
msgstr "使用該著色器內建的法線貼圖的紋理。"
msgid ""
"Use the depth texture captured during the depth prepass. Only available when "
"the depth prepass is used (i.e. in spatial shaders and in the forward_plus or "
"gl_compatibility renderers)."
msgstr ""
"使用在深度預處理過程中捕獲的深度紋理。只有在使用深度預處理時才可用(即在空間著"
"色器和 forward_plus 或 gl_compatibility 渲染器中)。"
msgid "Use the texture provided in the input port for this function."
msgstr "將輸入埠中提供的紋理用於此函式。"
msgid ""
"Use the normal buffer captured during the depth prepass. Only available when "
"the normal-roughness buffer is available (i.e. in spatial shaders and in the "
"forward_plus renderer)."
msgstr ""
"使用在深度預處理過程中捕獲的法線緩衝區。只有在法線粗糙度緩衝區可用時才可用(即"
"在空間著色器和 forward_plus 渲染器中)。"
msgid ""
"Use the roughness buffer captured during the depth prepass. Only available "
"when the normal-roughness buffer is available (i.e. in spatial shaders and in "
"the forward_plus renderer)."
msgstr ""
"使用在深度預處理過程中捕獲的粗糙度緩衝區。僅當法線粗糙度緩衝區可用時才可用(即"
"在空間著色器和 forward_plus 渲染器中)。"
msgid "A 2D texture uniform array to be used within the visual shader graph."
msgstr "視覺化著色器圖中使用的 2D 紋理 uniform 陣列。"
msgid ""
"Translated to [code]uniform sampler2DArray[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform sampler2DArray[/code]。"
msgid ""
"A source texture array. Used if [member VisualShaderNodeSample3D.source] is "
"set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]."
msgstr ""
"源紋理陣列。[member VisualShaderNodeSample3D.source] 為 [constant "
"VisualShaderNodeSample3D.SOURCE_TEXTURE] 時使用。"
msgid ""
"A visual shader node for shader parameter (uniform) of type [Texture2DArray]."
msgstr "[Texture2DArray] 型別著色器參數uniform的視覺化著色器節點。"
msgid ""
"This parameter allows to provide a collection of textures for the shader. You "
"can use [VisualShaderNodeTexture2DArray] to extract the textures from array."
msgstr ""
"這個參數允許為著色器提供一個紋理集合。可以使用 "
"[VisualShaderNodeTexture2DArray] 從陣列中提取紋理。"
msgid "Provides a 2D texture parameter within the visual shader graph."
msgstr "在視覺化著色器圖中提供 2D 紋理參數。"
msgid "Translated to [code]uniform sampler2D[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform sampler2D[/code]。"
msgid "Performs a 3D texture lookup within the visual shader graph."
msgstr "在視覺化著色器圖中,執行 3D 紋理搜尋。"
msgid ""
"A source texture. Used if [member VisualShaderNodeSample3D.source] is set to "
"[constant VisualShaderNodeSample3D.SOURCE_TEXTURE]."
msgstr ""
"源紋理。在 [member VisualShaderNodeSample3D.source] 為 [constant "
"VisualShaderNodeSample3D.SOURCE_TEXTURE] 時使用。"
msgid "Provides a 3D texture parameter within the visual shader graph."
msgstr "在視覺化著色器圖中提供 3D 紋理參數。"
msgid "Translated to [code]uniform sampler3D[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform sampler3D[/code]。"
msgid "Performs a uniform texture lookup within the visual shader graph."
msgstr "在視覺化著色器圖中執行 uniform 的紋理搜尋。"
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader."
msgstr "對作為 uniform 著色器提供的紋理進行搜尋操作。"
msgid "Sets the default color if no texture is assigned to the uniform."
msgstr "如果沒有給 uniform 分配紋理,則設定預設顏色。"
msgid "Sets the texture filtering mode. See [enum TextureFilter] for options."
msgstr "設定紋理篩選模式。選項見 [enum TextureFilter]。"
msgid "Sets the texture repeating mode. See [enum TextureRepeat] for options."
msgstr "設定紋理重複模式。選項見 [enum TextureRepeat]。"
msgid ""
"Sets the texture source mode. Used for reading from the screen, depth, or "
"normal_roughness texture. See [enum TextureSource] for options."
msgstr ""
"設定紋理源的模式。用於讀取 screen螢幕、depth深度或 normal_roughness"
"(法線粗糙度)紋理。選項見 [enum TextureSource]。"
msgid ""
"Adds [code]source_color[/code] as hint to the uniform declaration for proper "
"sRGB to linear conversion."
msgstr ""
"向該 uniform 宣告新增 [code]source_color[/code] 提示,用於進行正確的 sRGB 到線"
"性顏色空間的轉換。"
msgid ""
"Adds [code]hint_anisotropy[/code] as hint to the uniform declaration to use "
"for a flowmap."
msgstr "向該 uniform 宣告新增 [code]hint_anisotropy[/code] 提示,用於流向圖。"
msgid "Defaults to fully opaque white color."
msgstr "預設為完全不透明的白色。"
msgid "Defaults to fully opaque black color."
msgstr "預設為完全不透明的黑色。"
msgid "Defaults to fully transparent black color."
msgstr "預設為完全透明的黑色。"
msgid "Represents the size of the [enum ColorDefault] enum."
msgstr "代表 [enum ColorDefault] 列舉的大小。"
msgid ""
"Sample the texture using the filter determined by the node this shader is "
"attached to."
msgstr "使用由該著色器所附加到的節點決定的篩檢程式對紋理進行取樣。"
msgid ""
"The texture filter reads from the nearest pixel, but selects a mipmap based "
"on the angle between the surface and the camera view. This reduces artifacts "
"on surfaces that are almost in line with the camera. The anisotropic "
"filtering level can be changed by adjusting [member ProjectSettings.rendering/"
"textures/default_filters/anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
msgstr ""
"紋理篩選從最近的圖元讀取,但根據表面和相機視圖之間的角度選擇一個 mipmap。這減"
"少了幾乎與相機對齊的表面上的偽影。可以通過調整 [member ProjectSettings."
"rendering/textures/default_filters/anisotropic_filtering_level],來更改各向異"
"性篩選級別。\n"
"[b]注意:[/b]這種紋理篩選在 2D 專案中很少有用。[constant "
"FILTER_LINEAR_MIPMAP] 通常更合適。"
msgid ""
"The texture filter blends between the nearest 4 pixels and selects a mipmap "
"based on the angle between the surface and the camera view. This reduces "
"artifacts on surfaces that are almost in line with the camera. This is the "
"slowest of the filtering options, but results in the highest quality "
"texturing. The anisotropic filtering level can be changed by adjusting "
"[member ProjectSettings.rendering/textures/default_filters/"
"anisotropic_filtering_level].\n"
"[b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant "
"FILTER_LINEAR_MIPMAP] is usually more appropriate."
msgstr ""
"紋理篩選在最近的 4 個圖元之間進行混合,並根據表面和相機視圖之間的角度選擇一個 "
"mipmap。這減少了幾乎與相機對齊的表面上的偽影。這是最慢的篩選選項但會產生最高"
"品質的紋理。可以通過調整 [member ProjectSettings.rendering/textures/"
"default_filters/anisotropic_filtering_level],來更改各向異性篩選級別。\n"
"[b]注意:[/b]這種紋理篩選在 2D 專案中很少有用。[constant "
"FILTER_LINEAR_MIPMAP] 通常更合適。"
msgid ""
"Sample the texture using the repeat mode determined by the node this shader "
"is attached to."
msgstr "使用由該著色器所附加到的節點決定的重複模式對該紋理進行取樣。"
msgid "The texture source is not specified in the shader."
msgstr "著色器中未指定紋理源。"
msgid ""
"The texture source is the screen texture which captures all opaque objects "
"drawn this frame."
msgstr "紋理源為螢幕紋理,捕獲了本影格中繪製的所有不透明物件。"
msgid "The texture source is the depth texture from the depth prepass."
msgstr "紋理源為深度預處理階段的深度紋理。"
msgid ""
"The texture source is the normal-roughness buffer from the depth prepass."
msgstr "紋理源為深度預處理階段的法線粗糙度緩衝區。"
msgid "Represents the size of the [enum TextureSource] enum."
msgstr "代表 [enum TextureSource] 列舉的大小。"
msgid ""
"Performs a uniform texture lookup with triplanar within the visual shader "
"graph."
msgstr "在視覺化著色器圖中用三角面進行 uniform 紋理搜尋。"
msgid ""
"Performs a lookup operation on the texture provided as a uniform for the "
"shader, with support for triplanar mapping."
msgstr "對作為uniform著色器提供的紋理進行搜尋操作並支援三角面貼圖。"
msgid ""
"Performs an SDF (signed-distance field) texture lookup within the visual "
"shader graph."
msgstr "在視覺化著色器圖中執行 SDF帶符號距離場紋理搜尋。"
msgid "Translates to [code]texture_sdf(sdf_pos)[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]texture_sdf(sdf_pos)[/code]。"
msgid ""
"Performs an SDF (signed-distance field) normal texture lookup within the "
"visual shader graph."
msgstr "在視覺化著色器圖中,執行 SDF帶符號距離場法線紋理搜尋。"
msgid ""
"Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]texture_sdf_normal(sdf_pos)[/code]。"
msgid ""
"Composes a [Transform3D] from four [Vector3]s within the visual shader graph."
msgstr "在視覺化著色器圖中,將四個 [Vector3] 合成為 [Transform3D]。"
msgid ""
"Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. "
"Each vector is one row in the matrix and the last column is a [code]vec4(0, "
"0, 0, 1)[/code]."
msgstr ""
"使用四個型別為 [code]vec3[/code] 的向量建立一個 4x4 變換矩陣。每個向量是矩陣中"
"的一行,最後一列是一個 [code]vec4(0, 0, 0, 1)[/code]。"
msgid "A [Transform3D] constant for use within the visual shader graph."
msgstr "[Transform3D] 常數,在視覺化著色器圖中使用。"
msgid "A constant [Transform3D], which can be used as an input node."
msgstr "[Transform3D] 常數,可用作輸入節點。"
msgid "A [Transform3D] constant which represents the state of this node."
msgstr "[Transform3D] 常數,代表該節點的狀態。"
msgid ""
"Decomposes a [Transform3D] into four [Vector3]s within the visual shader "
"graph."
msgstr "在視覺化著色器圖中,將 [Transform3D] 分解為四個 [Vector3]。"
msgid ""
"Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] "
"values, one from each row of the matrix."
msgstr "獲取一個4x4的變換矩陣並將其分解為四個[code]vec3[/code]值,每行一個。"
msgid "Computes a [Transform3D] function within the visual shader graph."
msgstr "在視覺化著色器圖中,計算 [Transform3D] 函式。"
msgid "Computes an inverse or transpose function on the provided [Transform3D]."
msgstr "計算提供的 [Transform3D] 的逆或轉置函式。"
msgid "The function to be computed. See [enum Function] for options."
msgstr "要計算的函式。選項參閱[enum Function]。"
msgid "Perform the inverse operation on the [Transform3D] matrix."
msgstr "對 [Transform3D] 矩陣執行逆運算。"
msgid "Perform the transpose operation on the [Transform3D] matrix."
msgstr "對 [Transform3D] 矩陣執行轉置運算。"
msgid "A [Transform3D] operator to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的 [Transform3D] 運算子。"
msgid "Applies [member operator] to two transform (4x4 matrices) inputs."
msgstr "對兩個變換4x4 矩陣)輸入套用 [member operator]。"
msgid ""
"The type of the operation to be performed on the transforms. See [enum "
"Operator] for options."
msgstr "要對變換執行的運算的型別。選項見 [enum Operator]。"
msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
msgstr "將變換 [code]a[/code] 乘以變換 [code]b[/code]。"
msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
msgstr "將變換 [code]b[/code] 乘以變換 [code]a[/code]。"
msgid ""
"Performs a component-wise multiplication of transform [code]a[/code] by the "
"transform [code]b[/code]."
msgstr "對變換 [code]a[/code] 與變換 [code]b[/code] 進行分量明智的乘法。"
msgid ""
"Performs a component-wise multiplication of transform [code]b[/code] by the "
"transform [code]a[/code]."
msgstr "對變換 [code]b[/code] 與變換 [code]a[/code] 進行分量明智的乘法。"
msgid "Adds two transforms."
msgstr "將兩個變換相加。"
msgid ""
"Subtracts the transform [code]a[/code] from the transform [code]b[/code]."
msgstr "從變換 [code]b[/code] 中減去變換 [code]a[/code]。"
msgid ""
"Subtracts the transform [code]b[/code] from the transform [code]a[/code]."
msgstr "從變換 [code]a[/code] 中減去變換 [code]b[/code]。"
msgid "Divides the transform [code]a[/code] by the transform [code]b[/code]."
msgstr "將變換 [code]a[/code] 除以變換 [code]b[/code]。"
msgid "Divides the transform [code]b[/code] by the transform [code]a[/code]."
msgstr "將變換 [code]b[/code] 除以變換 [code]a[/code]。"
msgid "A [Transform3D] parameter for use within the visual shader graph."
msgstr "視覺化著色器圖中使用的 [Transform3D] 參數。"
msgid "Translated to [code]uniform mat4[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform mat4[/code]。"
msgid ""
"Multiplies a [Transform3D] and a [Vector3] within the visual shader graph."
msgstr "在視覺化著色器圖中,將 [Transform3D] 與 [Vector3] 相乘。"
msgid ""
"A multiplication operation on a transform (4x4 matrix) and a vector, with "
"support for different multiplication operators."
msgstr "對一個變換4x4 矩陣)和一個向量進行乘法運算,支援不同的乘法運算子。"
msgid ""
"The multiplication type to be performed. See [enum Operator] for options."
msgstr "要執行的乘法型別。參閱 [enum Operator] 的選項。"
msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
msgstr "將變換 [code]a[/code] 乘以向量 [code]b[/code]。"
msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
msgstr "將向量 [code]b[/code] 乘以變換 [code]a[/code]。"
msgid ""
"Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
"the last row and column of the transform."
msgstr ""
"將變換 [code]a[/code] 乘以向量 [code]b[/code],跳過變換的最後一行和一列。"
msgid ""
"Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
"the last row and column of the transform."
msgstr ""
"將向量 [code]b[/code] 乘以變換 [code]a[/code],跳過變換的最後一行和一列。"
msgid ""
"An unsigned scalar integer constant to be used within the visual shader graph."
msgstr "視覺化著色器圖中使用的不帶正負號的整數標量常數。"
msgid "Translated to [code]uint[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uint[/code]。"
msgid "An unsigned integer constant which represents a state of this node."
msgstr "不帶正負號的整數常數,代表該節點的狀態。"
msgid ""
"An unsigned scalar integer function to be used within the visual shader graph."
msgstr "無符號標量整數函式,在視覺化著色器圖中使用。"
msgid ""
"Accept an unsigned integer scalar ([code]x[/code]) to the input port and "
"transform it according to [member function]."
msgstr ""
"接受一個不帶正負號的整數標量([code]x[/code])到輸入埠,並根據 [member "
"function] 對其進行轉換。"
msgid ""
"An unsigned integer scalar operator to be used within the visual shader graph."
msgstr "無符號標量整數運算子,在視覺化著色器圖中使用。"
msgid ""
"Applies [member operator] to two unsigned integer inputs: [code]a[/code] and "
"[code]b[/code]."
msgstr ""
"對兩個不帶正負號的整數輸入 [code]a[/code] 和 [code]b[/code] 套用 [member "
"operator]。"
msgid ""
"A visual shader node for shader parameter (uniform) of type unsigned [int]."
msgstr "無符號 [int] 型別著色器參數uniform的視覺化著色器節點。"
msgid ""
"A [VisualShaderNodeParameter] of type unsigned [int]. Offers additional "
"customization for range of accepted values."
msgstr ""
"無符號 [int] 型別的 [VisualShaderNodeParameter]。還可以對值的可接受範圍進行自"
"定義。"
msgid ""
"Contains functions to modify texture coordinates ([code]uv[/code]) to be used "
"within the visual shader graph."
msgstr ""
"包含一些用於修改紋理座標([code]uv[/code])的函式,在視覺化著色器圖中使用。"
msgid ""
"UV functions are similar to [Vector2] functions, but the input port of this "
"node uses the shader's UV value by default."
msgstr ""
"UV 函式與 [Vector2] 函式類似,但這個節點的輸入埠預設使用著色器的 UV 值。"
msgid ""
"A function to be applied to the texture coordinates. See [enum Function] for "
"options."
msgstr "要對紋理座標套用的函式。選項見 [enum Function]。"
msgid ""
"Translates [code]uv[/code] by using [code]scale[/code] and [code]offset[/"
"code] values using the following formula: [code]uv = uv + offset * scale[/"
"code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by "
"default."
msgstr ""
"使用 [code]scale[/code] 和 [code]offset[/code] 值對 [code]uv[/code] 進行平移,"
"使用的公式如下:[code]uv = uv + offset * scale[/code]。[code]uv[/code] 端口預"
"設連接至內建的 [code]UV[/code]。"
msgid ""
"Scales [code]uv[/code] by using [code]scale[/code] and [code]pivot[/code] "
"values using the following formula: [code]uv = (uv - pivot) * scale + pivot[/"
"code]. [code]uv[/code] port is connected to [code]UV[/code] built-in by "
"default."
msgstr ""
"使用 [code]scale[/code] 和 [code]pivot[/code] 值對 [code]uv[/code] 進行縮放,"
"使用的公式如下:[code]uv = (uv - pivot) * scale + pivot[/code]。[code]uv[/"
"code] 埠預設連接至內建的 [code]UV[/code]。"
msgid ""
"A visual shader node that modifies the texture UV using polar coordinates."
msgstr "使用極座標修改紋理 UV 的視覺化著色器節點。"
msgid ""
"UV polar coord node will transform UV values into polar coordinates, with "
"specified scale, zoom strength and repeat parameters. It can be used to "
"create various swirl distortions."
msgstr ""
"UV 極座標節點會使用指定的縮放、縮放強度和重複參數將 UV 值轉化為極座標。可以用"
"來建立各種漩渦變形。"
msgid "A visual shader node that represents a \"varying\" shader value."
msgstr "代表“verying”著色器值的視覺化著色器節點。"
msgid ""
"Varying values are shader variables that can be passed between shader "
"functions, e.g. from Vertex shader to Fragment shader."
msgstr ""
"Varying 值是能夠在著色器函式之間傳遞的著色器變數,例如從 Vertex 著色器傳遞到 "
"Fragment 著色器。"
msgid "Name of the variable. Must be unique."
msgstr "變數的名稱。必須唯一。"
msgid "Type of the variable. Determines where the variable can be accessed."
msgstr "變數的型別。決定該變數可以從哪裡存取。"
msgid "A visual shader node that gets a value of a varying."
msgstr "用於獲取 varying 的視覺化著色器節點。"
msgid ""
"Outputs a value of a varying defined in the shader. You need to first create "
"a varying that can be used in the given function, e.g. varying getter in "
"Fragment shader requires a varying with mode set to [constant VisualShader."
"VARYING_MODE_VERTEX_TO_FRAG_LIGHT]."
msgstr ""
"讓著色器中定義的 varying 輸出一個值。你需要首先建立可用於該函式的 varying例"
"如 Fragment 著色器的 varying getter 需要模式為 [constant VisualShader."
"VARYING_MODE_VERTEX_TO_FRAG_LIGHT] 的 varying。"
msgid "A visual shader node that sets a value of a varying."
msgstr "用於設定 varying 的視覺化著色器節點。"
msgid ""
"Inputs a value to a varying defined in the shader. You need to first create a "
"varying that can be used in the given function, e.g. varying setter in "
"Fragment shader requires a varying with mode set to [constant VisualShader."
"VARYING_MODE_FRAG_TO_LIGHT]."
msgstr ""
"向著色器中定義的 varying 輸入一個值。你需要首先建立可用於該函式的 varying例"
"如 Fragment 著色器的 varying setter 需要模式為 [constant VisualShader."
"VARYING_MODE_FRAG_TO_LIGHT] 的 varying。"
msgid "A [Vector2] constant to be used within the visual shader graph."
msgstr "視覺化著色器圖中使用的 [Vector2] 常數。"
msgid "A constant [Vector2], which can be used as an input node."
msgstr "[Vector2] 常數,可用作輸入節點。"
msgid "A [Vector2] constant which represents the state of this node."
msgstr "代表該節點狀態的 [Vector2] 常數。"
msgid "A [Vector2] parameter to be used within the visual shader graph."
msgstr "視覺化著色器圖中使用的 [Vector2] 參數。"
msgid "Translated to [code]uniform vec2[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform vec2[/code]。"
msgid "A [Vector3] constant to be used within the visual shader graph."
msgstr "[Vector3] 常數,用於視覺化著色器圖中。"
msgid "A constant [Vector3], which can be used as an input node."
msgstr "[Vector3] 常數,可用作輸入節點。"
msgid "A [Vector3] constant which represents the state of this node."
msgstr "[Vector3] 常數,表示該節點的狀態。"
msgid "A [Vector3] parameter to be used within the visual shader graph."
msgstr "視覺化著色器圖中使用的 [Vector3] 參數。"
msgid "Translated to [code]uniform vec3[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]uniform vec3[/code]。"
msgid "A 4D vector constant to be used within the visual shader graph."
msgstr "4D 常向量,用於視覺化著色器圖中。"
msgid "A constant 4D vector, which can be used as an input node."
msgstr "4D 常向量,可用作輸入節點。"
msgid ""
"A 4D vector (represented as a [Quaternion]) constant which represents the "
"state of this node."
msgstr "4D 常向量(表示為 [Quaternion]),表示該節點的狀態。"
msgid "A 4D vector parameter to be used within the visual shader graph."
msgstr "4D 向量參數,在視覺化著色器圖中使用。"
msgid ""
"A base type for the nodes that perform vector operations within the visual "
"shader graph."
msgstr "在視覺化著色器圖中執行向量運算的基礎型別節點。"
msgid ""
"This is an abstract class. See the derived types for descriptions of the "
"possible operations."
msgstr "這是一個抽象類別。可進行的運算描述見衍生類。"
msgid "A vector type that this operation is performed on."
msgstr "要進行運算的向量型別。"
msgid ""
"Composes a [Vector2], [Vector3] or 4D vector (represented as a [Quaternion]) "
"from scalars within the visual shader graph."
msgstr ""
"在視覺化著色器圖中,從標量合成 [Vector2]、[Vector3] 或 4D 向量(由 "
"[Quaternion] 表示)。"
msgid ""
"Creates a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] using "
"scalar values that can be provided from separate inputs."
msgstr ""
"使用標量值建立 [code]vec2[/code]、[code]vec3[/code] 或 [code]vec4[/code],這些"
"標量值可以由獨立的輸入提供。"
msgid ""
"Decomposes a [Vector2], [Vector3] or 4D vector (represented as a "
"[Quaternion]) into scalars within the visual shader graph."
msgstr ""
"在視覺化著色器圖中,將 [Vector2]、[Vector3] 或 4D 向量(由 [Quaternion] 表示)"
"分解為標量。"
msgid ""
"Takes a [code]vec2[/code], [code]vec3[/code] or [code]vec4[/code] and "
"decomposes it into scalar values that can be used as separate outputs."
msgstr ""
"接受 [code]vec2[/code]、[code]vec3[/code] 或 [code]vec4[/code] 並將其分解為標"
"量值,這些標量值可以用作獨立的輸出。"
msgid ""
"Returns the distance between two points. To be used within the visual shader "
"graph."
msgstr "返回兩點之間的距離。用於視覺化著色器圖中。"
msgid ""
"Calculates distance from point represented by vector [code]p0[/code] to "
"vector [code]p1[/code].\n"
"Translated to [code]distance(p0, p1)[/code] in the shader language."
msgstr ""
"計算從向量 [code]p0[/code] 表示的點到向量 [code]p1[/code] 的距離。\n"
"在著色器語言中被轉換成 [code]distance(p0, p1)[/code]。"
msgid "A vector function to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的向量函式。"
msgid "A visual shader node able to perform different functions using vectors."
msgstr "視覺化著色器節點,能夠使用向量執行不同的函式。"
msgid "The function to be performed. See [enum Function] for options."
msgstr "要執行的函式。參閱 [enum Function] 的選項。"
msgid ""
"Normalizes the vector so that it has a length of [code]1[/code] but points in "
"the same direction."
msgstr "將向量正規化,使其長度為[code]1[/code],但指向相同的方向。"
msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
msgstr "限制[code]0.0[/code]和[code]1.0[/code]之間的值。"
msgid "Returns the opposite value of the parameter."
msgstr "返回參數的相反值。"
msgid "Returns [code]1/vector[/code]."
msgstr "返回 [code]1/vector[/code]。"
msgid "Returns the absolute value of the parameter."
msgstr "返回參數的絕對值。"
msgid "Returns the arc-cosine of the parameter."
msgstr "返回參數的反餘弦值。"
msgid "Returns the inverse hyperbolic cosine of the parameter."
msgstr "返回參數的反雙曲餘弦值。"
msgid "Returns the arc-sine of the parameter."
msgstr "返回參數的反正弦值。"
msgid "Returns the inverse hyperbolic sine of the parameter."
msgstr "返回參數的反雙曲正弦值。"
msgid "Returns the arc-tangent of the parameter."
msgstr "返回參數的反正切值。"
msgid "Returns the inverse hyperbolic tangent of the parameter."
msgstr "返回參數的反雙曲正切值。"
msgid ""
"Finds the nearest integer that is greater than or equal to the parameter."
msgstr "搜尋最接近的大於或等於參數的整數。"
msgid "Returns the cosine of the parameter."
msgstr "返回參數的餘弦值。"
msgid "Returns the hyperbolic cosine of the parameter."
msgstr "返回參數的雙曲餘弦值。"
msgid "Converts a quantity in radians to degrees."
msgstr "將以弧度為單位的量轉換為度。"
msgid "Base-e Exponential."
msgstr "以 e 為底的指數。"
msgid "Base-2 Exponential."
msgstr "以 2 為底的指數。"
msgid "Finds the nearest integer less than or equal to the parameter."
msgstr "搜尋小於或等於參數的最近整數。"
msgid "Computes the fractional part of the argument."
msgstr "計算參數的小數部分。"
msgid "Returns the inverse of the square root of the parameter."
msgstr "返回參數的平方根的倒數。"
msgid "Natural logarithm."
msgstr "自然對數。"
msgid "Base-2 logarithm."
msgstr "以 2 為底的對數。"
msgid "Converts a quantity in degrees to radians."
msgstr "將度數轉換為弧度。"
msgid "Finds the nearest integer to the parameter."
msgstr "搜尋參數最近的整數。"
msgid "Finds the nearest even integer to the parameter."
msgstr "搜尋參數最近的偶數。"
msgid ""
"Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the "
"parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
"otherwise."
msgstr ""
"提取參數的符號,即如果參數是負的,返回 [code]-1[/code],如果是正的,返回 "
"[code]1[/code],否則返回 [code]0[/code]。"
msgid "Returns the sine of the parameter."
msgstr "返回參數的正弦值。"
msgid "Returns the hyperbolic sine of the parameter."
msgstr "返回參數的雙曲正弦值。"
msgid "Returns the square root of the parameter."
msgstr "返回參數的平方根。"
msgid "Returns the tangent of the parameter."
msgstr "返回參數的正切值。"
msgid "Returns the hyperbolic tangent of the parameter."
msgstr "返回參數的雙曲正切值。"
msgid ""
"Returns a value equal to the nearest integer to the parameter whose absolute "
"value is not larger than the absolute value of the parameter."
msgstr "返回一個等於與參數最接近的整數的值,該值的絕對值不大於參數的絕對值。"
msgid "Returns [code]1.0 - vector[/code]."
msgstr "返回 [code]1.0 - vector[/code]。"
msgid "Returns the length of a [Vector3] within the visual shader graph."
msgstr "返回[Vector3]在視覺化著色器圖中的長度。"
msgid "Translated to [code]length(p0)[/code] in the shader language."
msgstr "翻譯為著色器語言中的 [code]length(p0)[/code]。"
msgid "A vector operator to be used within the visual shader graph."
msgstr "在視覺化著色器圖中使用的向量運算子。"
msgid ""
"A visual shader node for use of vector operators. Operates on vector [code]a[/"
"code] and vector [code]b[/code]."
msgstr ""
"用於使用向量運算子的視覺化著色器節點。對向量[code]a[/code]和向量[code]b[/code]"
"進行操作。"
msgid "The operator to be used. See [enum Operator] for options."
msgstr "要使用的運算子。參閱[enum Operator]的選項。"
msgid "Adds two vectors."
msgstr "將兩個向量相加。"
msgid "Subtracts a vector from a vector."
msgstr "從一個向量中減去一個向量。"
msgid "Multiplies two vectors."
msgstr "將兩個向量相乘。"
msgid "Divides vector by vector."
msgstr "將向量除以向量。"
msgid "Returns the remainder of the two vectors."
msgstr "返回兩個向量的餘數。"
msgid ""
"Returns the value of the first parameter raised to the power of the second, "
"for each component of the vectors."
msgstr "返回第一個參數的值提高到第二個參數的冪,對於向量的每個分量。"
msgid "Returns the greater of two values, for each component of the vectors."
msgstr "對於向量的每個分量,返回兩個值中的較大值。"
msgid "Returns the lesser of two values, for each component of the vectors."
msgstr "對於向量的每個分量,返回兩個數值中的較小者。"
msgid "Calculates the cross product of two vectors."
msgstr "計算兩個向量的外積。"
msgid "Returns the arc-tangent of the parameters."
msgstr "返回參數的反正切值。"
msgid ""
"Returns the vector that points in the direction of reflection. [code]a[/code] "
"is incident vector and [code]b[/code] is the normal vector."
msgstr ""
"返回指向反射方向的向量。[code]a[/code] 是入射向量,[code]b[/code] 是法向量。"
msgid ""
"Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
"than [code]b[/code] and [code]1.0[/code] otherwise."
msgstr ""
"向量步長運算子。如果[code]a[/code]小於[code]b[/code],返回 [code]0.0[/code]"
"否則返回 [code]1.0[/code]。"
msgid ""
"Returns the vector that points in the direction of refraction. For use within "
"the visual shader graph."
msgstr "返回指向折射方向的向量。在視覺化著色器圖中使用。"
msgid ""
"Translated to [code]refract(I, N, eta)[/code] in the shader language, where "
"[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
"and [code]eta[/code] is the ratio of the indices of the refraction."
msgstr ""
"在著色器語言中轉換成 [code]refract(I, N, eta)[/code],其中 [code]I[/code] 是入"
"射向量,[code]N[/code] 是法線向量,[code]eta[/code] 是折射的比率。"
msgid ""
"A visual shader node that calculates the position of the pixel in world space "
"using the depth texture."
msgstr "讓粒子以環狀發射的視覺化著色器節點。"
msgid ""
"The WorldPositionFromDepth node reconstructs the depth position of the pixel "
"in world space. This can be used to obtain world space UVs for projection "
"mapping like Caustics."
msgstr ""
"WorldPositionFromDepth 節點重建世界空間中像素的深度位置。這可用於取得世界空間 "
"UV 進行投影對應,如焦散。"
msgid "Real-time global illumination (GI) probe."
msgstr "即時全域光照GI探測。"
msgid ""
"[VoxelGI]s are used to provide high-quality real-time indirect light and "
"reflections to scenes. They precompute the effect of objects that emit light "
"and the effect of static geometry to simulate the behavior of complex light "
"in real-time. [VoxelGI]s need to be baked before having a visible effect. "
"However, once baked, dynamic objects will receive light from them. "
"Furthermore, lights can be fully dynamic or baked.\n"
"[b]Note:[/b] [VoxelGI] is only supported in the Forward+ rendering method, "
"not Mobile or Compatibility.\n"
"[b]Procedural generation:[/b] [VoxelGI] can be baked in an exported project, "
"which makes it suitable for procedurally generated or user-built levels as "
"long as all the geometry is generated in advance. For games where geometry is "
"generated at any time during gameplay, SDFGI is more suitable (see [member "
"Environment.sdfgi_enabled]).\n"
"[b]Performance:[/b] [VoxelGI] is relatively demanding on the GPU and is not "
"suited to low-end hardware such as integrated graphics (consider [LightmapGI] "
"instead). To improve performance, adjust [member ProjectSettings.rendering/"
"global_illumination/voxel_gi/quality] and enable [member ProjectSettings."
"rendering/global_illumination/gi/use_half_resolution] in the Project "
"Settings. To provide a fallback for low-end hardware, consider adding an "
"option to disable [VoxelGI] in your project's options menus. A [VoxelGI] node "
"can be disabled by hiding it.\n"
"[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks "
"(avoid one-sided walls). For interior levels, enclose your level geometry in "
"a sufficiently large box and bridge the loops to close the mesh. To further "
"prevent light leaks, you can also strategically place temporary "
"[MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to "
"[constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then "
"be hidden after baking the [VoxelGI] node."
msgstr ""
"[VoxelGI] 用於為場景提供高品質的即時的間接光照和反射。它們預先計算發光物體的效"
"果和靜態幾何體的效果,以即時模擬複雜光線的行為。[VoxelGI] 需要經過烘焙才能產生"
"可見的效果。然而,一旦烘焙,動態物件將接收來自它們的光。此外,燈光可以是完全動"
"態的,也可以是烘焙的。\n"
"[b]注意:[/b][VoxelGI] 只支援 Forward+ 渲染方式,不支援 Mobile 或 "
"Compatibility。\n"
"[b]程式生成:[/b][VoxelGI] 可以在匯出的專案中烘焙,這使得它適用於程式生成或用"
"戶建構的關卡,只要所有幾何體都預先生成即可。對於在遊戲過程中隨時生成幾何圖形的"
"遊戲SDFGI 更合適(參見 [member Environment.sdfgi_enabled])。\n"
"[b]性能:[/b][VoxelGI] 對 GPU 要求比較高,不適合集成顯卡等低端硬體(可以考慮改"
"用 [LightmapGI])。要提高性能,請在專案設定中,調整 [member ProjectSettings."
"rendering/global_illumination/voxel_gi/quality],並啟用 [member "
"ProjectSettings.rendering/global_illumination/gi/use_half_resolution]。要為低"
"端硬體提供後備方案,請考慮在專案的選項功能表中,添加一個選項,以禁用 "
"[VoxelGI]。[VoxelGI] 節點可以通過隱藏而禁用。\n"
"[b]注意:[/b]網格應該有足夠厚的壁(避免單面牆)以避免漏光。對於內部關卡,請將"
"關卡幾何體封裝在一個足夠大的盒子中,並橋接迴圈邊以閉合網格。為了進一步防止漏"
"光,還可以策略性地放置臨時 [MeshInstance3D] 節點,並將其 [member "
"GeometryInstance3D.gi_mode] 設定為 [constant GeometryInstance3D."
"GI_MODE_STATIC]。然後可以在烘焙 [VoxelGI] 節點後,隱藏這些臨時節點。"
msgid "Using Voxel global illumination"
msgstr "使用體素全域光照"
msgid ""
"Bakes the effect from all [GeometryInstance3D]s marked with [constant "
"GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either "
"[constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [param "
"create_visual_debug] is [code]true[/code], after baking the light, this will "
"generate a [MultiMesh] that has a cube representing each solid cell with each "
"cube colored to the cell's albedo color. This can be used to visualize the "
"[VoxelGI]'s data and debug any issues that may be occurring.\n"
"[b]Note:[/b] [method bake] works from the editor and in exported projects. "
"This makes it suitable for procedurally generated or user-built levels. "
"Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. "
"Reducing [member subdiv] can speed up baking.\n"
"[b]Note:[/b] [GeometryInstance3D]s and [Light3D]s must be fully ready before "
"[method bake] is called. If you are procedurally creating those and some "
"meshes or lights are missing from your baked [VoxelGI], use "
"[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
"directly."
msgstr ""
"烘焙來自所有標記為 [constant GeometryInstance3D.GI_MODE_STATIC] 的 "
"[GeometryInstance3D] 以及標記為 [constant Light3D.BAKE_STATIC] 或 [constant "
"Light3D.BAKE_DYNAMIC] 的 [Light3D] 的效果。如果 [param create_visual_debug] "
"為 [code]true[/code],則烘焙光照後會生成一個 [MultiMesh],用立方體代表各個實體"
"儲存格,每個立方體都使用對應儲存格的反照率顏色著色。這樣就對 [VoxelGI] 的數據"
"進行了視覺化,可以用來除錯可能發生的問題。\n"
"[b]注意:[/b]編輯器和匯出後的專案中都可以使用 [method bake]。因此可用於程式式"
"生成或使用者建構的關卡。對於大多數場景,烘焙 [VoxelGI] 節點一般需要 5 到 20 "
"秒。降低 [member subdiv] 可以加速烘焙。\n"
"[b]注意:[/b][GeometryInstance3D] 和 [Light3D] 節點必須在呼叫 [method bake] 前"
"完全就緒。如果這些節點是程式式生成的,而烘焙後的 [VoxelGI] 中缺失部分網格和燈"
"光,請使用 [code]call_deferred(\"bake\")[/code],不要直接呼叫 [method bake]。"
msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
msgstr "在啟用 [code]create_visual_debug[/code] 的情況下呼叫 [method bake] 。"
msgid ""
"The [CameraAttributes] resource that specifies exposure levels to bake at. "
"Auto-exposure and non exposure properties will be ignored. Exposure settings "
"should be used to reduce the dynamic range present when baking. If exposure "
"is too high, the [VoxelGI] will have banding artifacts or may have over-"
"exposure artifacts."
msgstr ""
"指定烘焙所使用的曝光級別的 [CameraAttributes] 資源。自動曝光和非曝光屬性會被忽"
"略。曝光設定應當用於降低烘焙時的動態範圍。如果曝光過高,[VoxelGI] 會產生色帶問"
"題,也可能出現過曝問題。"
msgid "The [VoxelGIData] resource that holds the data for this [VoxelGI]."
msgstr "為該 [VoxelGI] 存放資料的 [VoxelGIData] 資源。"
msgid ""
"The size of the area covered by the [VoxelGI]. If you make the size larger "
"without increasing the subdivisions with [member subdiv], the size of each "
"cell will increase and result in lower detailed lighting.\n"
"[b]Note:[/b] Size is clamped to 1.0 unit or more on each axis."
msgstr ""
"[VoxelGI] 所覆蓋區域的大小。如果你擴大了範圍,但沒有使用 [member subdiv] 增加"
"細分,則每個儲存格的大小都將增加,導致照明細節下降。\n"
"[b]注意:[/b]大小在每個軸上被限制為 1.0 或更多。"
msgid ""
"Number of times to subdivide the grid that the [VoxelGI] operates on. A "
"higher number results in finer detail and thus higher visual quality, while "
"lower numbers result in better performance."
msgstr ""
"對 [VoxelGI] 操作的柵格進行細分的次數。數位越大,細節越精細,因此視覺品質越"
"高,而數位越小則性能越好。"
msgid ""
"Use 64 subdivisions. This is the lowest quality setting, but the fastest. Use "
"it if you can, but especially use it on lower-end hardware."
msgstr ""
"使用 64 分區,這是最低的品質設定,但也是最快的。如果你能使用它,特別是在低端硬"
"體上使用它。"
msgid "Use 128 subdivisions. This is the default quality setting."
msgstr "使用 128 個分區。這是預設的品質設定。"
msgid "Use 256 subdivisions."
msgstr "使用 256 個分區。"
msgid ""
"Use 512 subdivisions. This is the highest quality setting, but the slowest. "
"On lower-end hardware, this could cause the GPU to stall."
msgstr ""
"使用 512 個分區。這是最高的品質設定,但也是最慢的。在低端硬體上,這可能會導致 "
"GPU 停頓。"
msgid "Represents the size of the [enum Subdiv] enum."
msgstr "代表 [enum Subdiv] 舉的大小。"
msgid ""
"Contains baked voxel global illumination data for use in a [VoxelGI] node."
msgstr "包含用於 [VoxelGI] 節點的烘焙體素全域光照資料。"
msgid ""
"[VoxelGIData] contains baked voxel global illumination for use in a [VoxelGI] "
"node. [VoxelGIData] also offers several properties to adjust the final "
"appearance of the global illumination. These properties can be adjusted at "
"run-time without having to bake the [VoxelGI] node again.\n"
"[b]Note:[/b] To prevent text-based scene files ([code].tscn[/code]) from "
"growing too much and becoming slow to load and save, always save "
"[VoxelGIData] to an external binary resource file ([code].res[/code]) instead "
"of embedding it within the scene. This can be done by clicking the dropdown "
"arrow next to the [VoxelGIData] resource, choosing [b]Edit[/b], clicking the "
"floppy disk icon at the top of the Inspector then choosing [b]Save As...[/b]."
msgstr ""
"[VoxelGIData] 包含烘焙的體素全域照明,用於 [VoxelGI] 節點。[VoxelGIData] 還提"
"供了若干用來調整全域照明最終外觀的屬性。這些屬性可以在運作時調整,無須再次烘"
"焙 [VoxelGI] 節點。\n"
"[b]注意:[/b]為了防止基於文字的場景檔([code].tscn[/code])過度增長,導致加載"
"和保存速度變慢,請始終將 [VoxelGIData] 保存為外部二進位資源檔([code].res[/"
"code]),不要將其嵌入到場景中。做法是點擊 [VoxelGIData] 資源旁邊的下拉箭頭,選"
"擇[b]編輯[/b],點擊屬性面板頂部的軟碟圖示,然後選擇[b]另存為...[/b]。"
msgid ""
"Returns the bounds of the baked voxel data as an [AABB], which should match "
"[member VoxelGI.size] after being baked (which only contains the size as a "
"[Vector3]).\n"
"[b]Note:[/b] If the size was modified without baking the VoxelGI data, then "
"the value of [method get_bounds] and [member VoxelGI.size] will not match."
msgstr ""
"返回一個 [AABB],表示已烘焙體素資料的邊界,烘焙後應該與 [member VoxelGI.size] "
"相配對(僅包含表示大小的 [Vector3])。\n"
"[b]注意:[/b]如果修改了大小但沒有對 VoxelGI 資料進行烘焙,則 [method "
"get_bounds] 和 [member VoxelGI.size] 的值將不配對。"
msgid ""
"The normal bias to use for indirect lighting and reflections. Higher values "
"reduce self-reflections visible in non-rough materials, at the cost of more "
"visible light leaking and flatter-looking indirect lighting. To prioritize "
"hiding self-reflections over lighting quality, set [member bias] to "
"[code]0.0[/code] and [member normal_bias] to a value between [code]1.0[/code] "
"and [code]2.0[/code]."
msgstr ""
"間接光照和反射所使用的法線偏移。較高的值可以減少非粗糙材質中可見的自反射,但會"
"增加光線洩漏並讓間接光照看上去更扁平。如果要優先隱藏自反射而不是追求光照質量,"
"請將 [member bias] 設為 [code]0.0[/code],並將 [member normal_bias] 設為 "
"[code]1.0[/code] 和 [code]2.0[/code] 之間的值。"
msgid ""
"The dynamic range to use ([code]1.0[/code] represents a low dynamic range "
"scene brightness). Higher values can be used to provide brighter indirect "
"lighting, at the cost of more visible color banding in dark areas (both in "
"indirect lighting and reflections). To avoid color banding, it's recommended "
"to use the lowest value that does not result in visible light clipping."
msgstr ""
"要使用的動態範圍([code]1.0[/code] 代表低動態範圍場景亮度)。較高的值可用於提"
"供更明亮的間接光照,但會在較暗的區域產生更多可見的色帶效果(包括間接光照和反"
"射)。為了避免色帶效果,建議將其設定得盡可能低,避免出現明顯的亮度截斷。"
msgid ""
"The energy of the indirect lighting and reflections produced by the [VoxelGI] "
"node. Higher values result in brighter indirect lighting. If indirect "
"lighting looks too flat, try decreasing [member propagation] while increasing "
"[member energy] at the same time. See also [member use_two_bounces] which "
"influences the indirect lighting's effective brightness."
msgstr ""
"[VoxelGI] 節點產生的間接照明和反射的能量。值越高,間接照明越亮。如果間接照明看"
"起來過於平坦,請嘗試減少 [member propagation],同時增加 [member energy]。另請"
"參閱影響間接照明有效亮度的 [member use_two_bounces]。"
msgid ""
"If [code]true[/code], [Environment] lighting is ignored by the [VoxelGI] "
"node. If [code]false[/code], [Environment] lighting is taken into account by "
"the [VoxelGI] node. [Environment] lighting updates in real-time, which means "
"it can be changed without having to bake the [VoxelGI] node again."
msgstr ""
"如果為 [code]true[/code],則 [VoxelGI] 節點會忽略 [Environment] 光照。如果為 "
"[code]false[/code],則 [VoxelGI] 節點會考慮 [Environment] 光照。[Environment] "
"光照會即時更新,這意味著無需再次烘焙 [VoxelGI] 節點即可對其進行更改。"
msgid ""
"The normal bias to use for indirect lighting and reflections. Higher values "
"reduce self-reflections visible in non-rough materials, at the cost of more "
"visible light leaking and flatter-looking indirect lighting. See also [member "
"bias]. To prioritize hiding self-reflections over lighting quality, set "
"[member bias] to [code]0.0[/code] and [member normal_bias] to a value between "
"[code]1.0[/code] and [code]2.0[/code]."
msgstr ""
"用於間接照明和反射的法線偏置。較高的值能夠減少在非粗糙材質中可見的自反射,但會"
"導致更多可見的漏光問題,間接照明看起來也會更平坦。另見 [member bias]。要優先隱"
"藏自反射,而不是提高照明品質,請將 [member bias] 設定為 [code]0.0[/code],並"
"將 [member normal_bias] 設定為介於 [code]1.0[/code] 和 [code]2.0[/code] 之間的"
"值。"
msgid ""
"The multiplier to use when light bounces off a surface. Higher values result "
"in brighter indirect lighting. If indirect lighting looks too flat, try "
"decreasing [member propagation] while increasing [member energy] at the same "
"time. See also [member use_two_bounces] which influences the indirect "
"lighting's effective brightness."
msgstr ""
"當光線從表面反彈時使用的乘數。較高的值會導致更亮的間接照明。如果間接照明看起來"
"過於平坦,請嘗試減少 [member propagation] 同時增加 [member energy]。另請參閱影"
"響間接照明的有效亮度的 [member use_two_bounces]。"
msgid ""
"If [code]true[/code], performs two bounces of indirect lighting instead of "
"one. This makes indirect lighting look more natural and brighter at a small "
"performance cost. The second bounce is also visible in reflections. If the "
"scene appears too bright after enabling [member use_two_bounces], adjust "
"[member propagation] and [member energy]."
msgstr ""
"如果為 [code]true[/code],則執行兩次間接照明反彈而不是一次。這使得以一個較低的"
"性能成本,使間接照明看起來更自然、更明亮。第二次反彈在反射中也是可見的。如果啟"
"用 [member use_two_bounces] 後場景顯得太亮,請調整 [member propagation] 和 "
"[member energy]。"
msgid "A vertical scrollbar that goes from top (min) to bottom (max)."
msgstr "垂直捲動條,從頂部(最小)滾動到底部(最大)。"
msgid ""
"A vertical scrollbar, typically used to navigate through content that extends "
"beyond the visible height of a control. It is a [Range]-based control and "
"goes from top (min) to bottom (max). Note that this direction is the opposite "
"of [VSlider]'s."
msgstr ""
"垂直捲動條,通常用於為超出控制項可見高度的內容進行導覽。這是基於 [Range] 的控"
"件,從頂部(最小)滾動到底部(最大)。注意,滾動方向和 [VSlider] 相反。"
msgid "A vertical line used for separating other controls."
msgstr "分隔其他控制項的垂直線。"
msgid ""
"A vertical separator used for separating other controls that are arranged "
"[b]horizontally[/b]. [VSeparator] is purely visual and normally drawn as a "
"[StyleBoxLine]."
msgstr ""
"分隔其他[b]水平[/b]排列的控制項的垂直線。[VSeparator] 只提供視覺上的分隔,通常"
"用 [StyleBoxLine] 繪製。"
msgid "A vertical slider that goes from bottom (min) to top (max)."
msgstr "從下(最小)到上(最大)的垂直捲動條。"
msgid ""
"A vertical slider, used to adjust a value by moving a grabber along a "
"vertical axis. It is a [Range]-based control and goes from bottom (min) to "
"top (max). Note that this direction is the opposite of [VScrollBar]'s."
msgstr ""
"垂直捲動條,可用通過沿著垂直軸移動抓取器來調整取值。這個控制項繼承自 [Range]"
"從下(最小)到上(最大)滾動。注意這個方向和 [VScrollBar] 的方向是相反的。"
msgid ""
"A container that splits two child controls vertically and provides a grabber "
"for adjusting the split ratio."
msgstr ""
"會將兩個子控制項進行垂直分隔的容器,並且提供了用於調整分隔比例的抓取器。"
msgid ""
"A container that accepts only two child controls, then arranges them "
"vertically and creates a divisor between them. The divisor can be dragged "
"around to change the size relation between the child controls."
msgstr ""
"僅接受兩個子控制項的容器,會將這兩個控制項垂直排列,在兩者之間建立一條分隔線。"
"分隔線可以拖動,從而改變兩個子控制項之間的大小關係。"
msgid ""
"Holds an [Object]. If the object is [RefCounted], it doesn't update the "
"reference count."
msgstr "存放 [Object]。如果該物件為 [RefCounted],則不會影響其引用計數。"
msgid ""
"A weakref can hold a [RefCounted] without contributing to the reference "
"counter. A weakref can be created from an [Object] using [method @GlobalScope."
"weakref]. If this object is not a reference, weakref still works, however, it "
"does not have any effect on the object. Weakrefs are useful in cases where "
"multiple classes have variables that refer to each other. Without weakrefs, "
"using these classes could lead to memory leaks, since both references keep "
"each other from being released. Making part of the variables a weakref can "
"prevent this cyclic dependency, and allows the references to be released."
msgstr ""
"弱引用可以存放 [RefCounted],但不會影響其引用計數。可以使用 [method "
"@GlobalScope.weakref] 建立 [Object] 的弱引用。如果該對象不是引用,弱引用仍然有"
"效,只是對這個物件沒有任何影響。弱引用在多個類的變數相互引用的情況下很有用。如"
"果沒有弱引用,使用這些類可能會導致記憶體洩漏,因為這兩個引用會阻止彼此被釋放。"
"將部分變數設定為弱引用可以防止這種迴圈依賴,讓引用能夠被釋放。"
msgid ""
"Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
"if that object no longer exists."
msgstr ""
"返回這個弱引用所引用的 [Object]。如果該物件不復存在,則返回 [code]null[/"
"code]。"
msgid "Closes this data channel, notifying the other peer."
msgstr "關閉此資料通道,通知另一個對等體。"
msgid ""
"Returns the number of bytes currently queued to be sent over this channel."
msgstr "返回目前排隊在此通道上發送的位元組數。"
msgid ""
"Returns the ID assigned to this channel during creation (or auto-assigned "
"during negotiation).\n"
"If the channel is not negotiated out-of-band the ID will only be available "
"after the connection is established (will return [code]65535[/code] until "
"then)."
msgstr ""
"返回建立時分配給該通道的 ID或是在協商時自動分配的。\n"
"如果該通道沒有進行帶外協商,那麼該 ID 將只在連接建立後可用(在此之前將返回 "
"[code]65535[/code])。"
msgid "Returns the label assigned to this channel during creation."
msgstr "返回建立時分配給該通道的標籤。"
msgid ""
"Returns the [code]maxPacketLifeTime[/code] value assigned to this channel "
"during creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
"返回建立時分配給這個通道的 [code]maxPacketLifeTime[/code] 值。\n"
"如果沒有指定,將是 [code]65535[/code]。"
msgid ""
"Returns the [code]maxRetransmits[/code] value assigned to this channel during "
"creation.\n"
"Will be [code]65535[/code] if not specified."
msgstr ""
"返回建立時分配給這個通道的 [code]maxRetransmits[/code] 值。\n"
"如果沒有指定,將是 [code]65535[/code]。"
msgid ""
"Returns the sub-protocol assigned to this channel during creation. An empty "
"string if not specified."
msgstr "返回建立時分配給這個通道的子協議。如果沒有指定,則為空字串。"
msgid "Returns the current state of this channel, see [enum ChannelState]."
msgstr "返回該通道的目前狀態,見 [enum ChannelState]。"
msgid ""
"Returns [code]true[/code] if this channel was created with out-of-band "
"configuration."
msgstr "如果這個通道是用帶外配置建立的,返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if this channel was created with ordering enabled "
"(default)."
msgstr "如果這個通道在建立時啟用了排序功能,則預設返回 [code]true[/code]。"
msgid "Reserved, but not used for now."
msgstr "保留,目前未使用。"
msgid ""
"Returns [code]true[/code] if the last received packet was transferred as "
"text. See [member write_mode]."
msgstr ""
"如果最後收到的封包是以文字形式傳輸,則返回 [code]true[/code]。見 [member "
"write_mode]。"
msgid ""
"The transfer mode to use when sending outgoing packet. Either text or binary."
msgstr "發送出去封包時要使用的傳輸模式。可以是文字或二進位。"
msgid ""
"Tells the channel to send data over this channel as text. An external peer "
"(non-Godot) would receive this as a string."
msgstr ""
"告訴通道以文字形式在這個通道上發送資料。外部對等體(非 Godot會以字串的形式接"
"收。"
msgid ""
"Tells the channel to send data over this channel as binary. An external peer "
"(non-Godot) would receive this as array buffer or blob."
msgstr ""
"告訴通道以二進位形式在此通道上發送資料。外部對等體(非 Godot將以陣列緩衝區"
"或 blob 的形式接收。"
msgid "The channel was created, but it's still trying to connect."
msgstr "通道已經建立,但它仍在嘗試連接。"
msgid "The channel is currently open, and data can flow over it."
msgstr "該通道目前是打開的,資料可以在其上流動。"
msgid ""
"The channel is being closed, no new messages will be accepted, but those "
"already in queue will be flushed."
msgstr "通道正在關閉,將不接受新的消息,但已經在佇列中的消息將被更新。"
msgid "The channel was closed, or connection failed."
msgstr "通道已關閉,或連接失敗。"
msgid ""
"A simple interface to create a peer-to-peer mesh network composed of "
"[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
msgstr ""
"簡單的介面,用於建立由 [WebRTCPeerConnection] 組成的點對點網狀網路,與 "
"[MultiplayerAPI] 相容。"
msgid ""
"This class constructs a full mesh of [WebRTCPeerConnection] (one connection "
"for each peer) that can be used as a [member MultiplayerAPI."
"multiplayer_peer].\n"
"You can add each [WebRTCPeerConnection] via [method add_peer] or remove them "
"via [method remove_peer]. Peers must be added in [constant "
"WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate "
"channels. This class will not create offers nor set descriptions, it will "
"only poll them, and notify connections and disconnections.\n"
"When creating the peer via [method create_client] or [method create_server] "
"the [method MultiplayerPeer.is_server_relay_supported] method will return "
"[code]true[/code] enabling peer exchange and packet relaying when supported "
"by the [MultiplayerAPI] implementation.\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"這個類建構了一個完整的 [WebRTCPeerConnection] 網狀結構(每個對等體有一個連"
"接),可用作 [member MultiplayerAPI.multiplayer_peer]。\n"
"可以通過 [method add_peer] 新增每個 [WebRTCPeerConnection],或通過 [method "
"remove_peer] 移除它們。必須在 [constant WebRTCPeerConnection.STATE_NEW] 狀態下"
"新增對等體,以允許它建立適當的通道。這個類不會建立提交或設定描述,它只會輪詢它"
"們,並通知連接和斷開連接。\n"
"當通過 [method create_client] 或 [method create_server] 建立對等體時, "
"[method MultiplayerPeer.is_server_relay_supported] 方法將返回 [code]true[/"
"code],在 [MultiplayerAPI] 實作支援時啟用對等體交換和封包中繼。\n"
"[b]注意:[/b]匯出到 Android 時,在匯出專案或使用一鍵部署前,請確保在 Android "
"匯出預設中啟用了 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 "
"Android 阻止。"
msgid ""
"Add a new peer to the mesh with the given [param peer_id]. The "
"[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
"STATE_NEW].\n"
"Three channels will be created for reliable, unreliable, and ordered "
"transport. The value of [param unreliable_lifetime] will be passed to the "
"[code]\"maxPacketLifetime\"[/code] option when creating unreliable and "
"ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
msgstr ""
"以給定的 [param peer_id] 新增一個新的對等體到網狀結構。該 "
"[WebRTCPeerConnection] 必須處於 [constant WebRTCPeerConnection.STATE_NEW] 狀"
"態。\n"
"將為可靠的、不可靠的和有序的傳輸建立三個通道。在建立不可靠和有序通道時,"
"[param unreliable_lifetime] 的值將被傳遞給 [code]\"maxPacketLifetime\"[/code]"
"選項(見 [method WebRTCPeerConnection.create_data_channel])。"
msgid ""
"Initialize the multiplayer peer as a client with the given [param peer_id] "
"(must be between 2 and 2147483647). In this mode, you should only call "
"[method add_peer] once and with [param peer_id] of [code]1[/code]. This mode "
"enables [method MultiplayerPeer.is_server_relay_supported], allowing the "
"upper [MultiplayerAPI] layer to perform peer exchange and packet relaying.\n"
"You can optionally specify a [param channels_config] array of [enum "
"MultiplayerPeer.TransferMode] which will be used to create extra channels "
"(WebRTC only supports one transfer mode per channel)."
msgstr ""
"將多人遊戲對等體初始化為使用者端,對等體 ID 為 [param peer_id](必須在 2 和 "
"2147483647 之間)。在這種模式下,你應當只呼叫 [method add_peer] 一次,使用 "
"[code]1[/code] 作為 [param peer_id]。這種模式會啟用 [method MultiplayerPeer."
"is_server_relay_supported],允許上層 [MultiplayerAPI] 執行對等體交換和封包接"
"力。\n"
"你也可以指定 [param channels_config] 陣列,陣列中的元素為 [enum "
"MultiplayerPeer.TransferMode]會用於建立額外的通道WebRTC 的每個通道僅支援一"
"種傳輸模式)。"
msgid ""
"Initialize the multiplayer peer as a mesh (i.e. all peers connect to each "
"other) with the given [param peer_id] (must be between 1 and 2147483647)."
msgstr ""
"將多人遊戲對等體初始化為網狀(即所有對等體都互相連接),對等體 ID 為 [param "
"peer_id](必須在 1 和 2147483647 之間)。"
msgid ""
"Initialize the multiplayer peer as a server (with unique ID of [code]1[/"
"code]). This mode enables [method MultiplayerPeer.is_server_relay_supported], "
"allowing the upper [MultiplayerAPI] layer to perform peer exchange and packet "
"relaying.\n"
"You can optionally specify a [param channels_config] array of [enum "
"MultiplayerPeer.TransferMode] which will be used to create extra channels "
"(WebRTC only supports one transfer mode per channel)."
msgstr ""
"將多人遊戲對等體作為伺服器進行初始化(唯一 ID 為 [code]1[/code])。這種模式會"
"啟用 [method MultiplayerPeer.is_server_relay_supported],允許上層 "
"[MultiplayerAPI] 執行對等體交換和封包接力。\n"
"你也可以指定 [param channels_config] 陣列,陣列中的元素為 [enum "
"MultiplayerPeer.TransferMode]會用於建立額外的通道WebRTC 的每個通道僅支援一"
"種傳輸模式)。"
msgid ""
"Returns a dictionary representation of the peer with given [param peer_id] "
"with three keys. [code]\"connection\"[/code] containing the "
"[WebRTCPeerConnection] to this peer, [code]\"channels\"[/code] an array of "
"three [WebRTCDataChannel], and [code]\"connected\"[/code] a boolean "
"representing if the peer connection is currently connected (all three "
"channels are open)."
msgstr ""
"返回 ID 為 [param peer_id] 的對等體的字典表示,其中包含三個欄位。"
"[code]\"connection\"[/code] 包含與這個對等體的 [WebRTCPeerConnection]"
"[code]\"channels\"[/code] 是三個 [WebRTCDataChannel] 的陣列,而 "
"[code]\"connected\"[/code] 則是代表對等體目前是否已連接的布林值(三個通道均已"
"開放)。"
msgid ""
"Returns a dictionary which keys are the peer ids and values the peer "
"representation as in [method get_peer]."
msgstr ""
"返回一個字典,其鍵是對等體的 id其值是對等體的表示如 [method get_peer]。"
msgid ""
"Returns [code]true[/code] if the given [param peer_id] is in the peers map "
"(it might not be connected though)."
msgstr ""
"如果給定的 [param peer_id] 在對等體對應中,則返回 [code]true[/code](儘管它可"
"能沒有連接)。"
msgid ""
"Remove the peer with given [param peer_id] from the mesh. If the peer was "
"connected, and [signal MultiplayerPeer.peer_connected] was emitted for it, "
"then [signal MultiplayerPeer.peer_disconnected] will be emitted."
msgstr ""
"從 mesh 結構中移除具有給定 [param peer_id] 的對等體。如果該對等體已連接,並且"
"為它發出過 [signal MultiplayerPeer.peer_connected],那麼 [signal "
"MultiplayerPeer.peer_disconnected] 也將被發出。"
msgid "Interface to a WebRTC peer connection."
msgstr "與 WebRTC 對等體連接的介面。"
msgid ""
"A WebRTC connection between the local computer and a remote peer. Provides an "
"interface to connect, maintain and monitor the connection.\n"
"Setting up a WebRTC connection between two peers may not seem a trivial task, "
"but it can be broken down into 3 main steps:\n"
"- The peer that wants to initiate the connection ([code]A[/code] from now on) "
"creates an offer and send it to the other peer ([code]B[/code] from now on).\n"
"- [code]B[/code] receives the offer, generate and answer, and sends it to "
"[code]A[/code]).\n"
"- [code]A[/code] and [code]B[/code] then generates and exchange ICE "
"candidates with each other.\n"
"After these steps, the connection should become connected. Keep on reading or "
"look into the tutorial for more information."
msgstr ""
"本地電腦和遠端對等體之間的 WebRTC 連接。提供一個介面來連接、維護和監控連接。\n"
"在兩個對等體之間建立 WebRTC 連接看上去可能不是一項簡單的工作,但它可以分解為 "
"3 個主要步驟。\n"
"- 想要啟動連接的對等體([code]A[/code]從現在開始)建立一個提交,並將其發送給另"
"一個對等體([code]B[/code]從現在開始)。\n"
"- [code]B[/code] 收到要約,生成和回答,並將其發送給 [code]A[/code])。\n"
"- [code]A[/code] 和 [code]B[/code] 然後生成並相互交換 ICE 候選。\n"
"在這些步驟之後,連接應該成功建立。繼續閱讀或查看教學以瞭解更多資訊。"
msgid ""
"Add an ice candidate generated by a remote peer (and received over the "
"signaling server). See [signal ice_candidate_created]."
msgstr ""
"新增一個由遠端對等體產生的凍結候選,並通過信令伺服器接收。請參閱[signal "
"ice_candidate_created]。"
msgid ""
"Close the peer connection and all data channels associated with it.\n"
"[b]Note:[/b] You cannot reuse this object for a new connection unless you "
"call [method initialize]."
msgstr ""
"關閉對等體連接和與之相關的所有資料通道。\n"
"[b]注意:[/b]你不能為一個新的連接重複使用這個物件,除非你呼叫 [method "
"initialize]。"
msgid ""
"Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
"given [param label] and optionally configured via the [param options] "
"dictionary. This method can only be called when the connection is in state "
"[constant STATE_NEW].\n"
"There are two ways to create a working data channel: either call [method "
"create_data_channel] on only one of the peer and listen to [signal "
"data_channel_received] on the other, or call [method create_data_channel] on "
"both peers, with the same values, and the [code]\"negotiated\"[/code] option "
"set to [code]true[/code].\n"
"Valid [param options] are:\n"
"[codeblock]\n"
"{\n"
" \"negotiated\": true, # When set to true (default off), means the channel "
"is negotiated out of band. \"id\" must be set too. \"data_channel_received\" "
"will not be called.\n"
" \"id\": 1, # When \"negotiated\" is true this value must also be set to "
"the same value on both peer.\n"
"\n"
" # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
"both. They make the channel unreliable (but also better at real time).\n"
" \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
"will make to retransmits packets if they are not acknowledged.\n"
" \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
"giving up retransmitions of unacknowledged packets (in milliseconds).\n"
" \"ordered\": true, # When in unreliable mode (i.e. either "
"\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
"default) specify if packet ordering is to be enforced.\n"
"\n"
" \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
"this channel.\n"
"}\n"
"[/codeblock]\n"
"[b]Note:[/b] You must keep a reference to channels created this way, or it "
"will be closed."
msgstr ""
"返回新的 [WebRTCDataChannel],或在失敗時返回 [code]null[/code],具有給定的 "
"[param label],並通過 [param options] 字典進行配置。這個方法只有在連接處於 "
"[constant STATE_NEW] 狀態時才能被呼叫。\n"
"有兩種方法來建立工作資料通道:要麼只在其中一個對等體上呼叫 [method "
"create_data_channel],並在另一個對等體上監聽[signal data_channel_received],要"
"麼在兩個對等體上呼叫 [method create_data_channel],數值相同,並將 "
"[code]\"negotiated\"[/code] 選項設定為 [code]true[/code]。\n"
"有效的 [param options] 是:\n"
"[codeblock]\n"
"{\n"
" \"negotiated\": true, # 當設定為 \"true\"時,預設關閉,意味著該通道是在頻"
"帶外協商的。\"id\"也必須被設定。\"data_channel_received\" 將不會被呼叫。\n"
" \"id\":1, # 當 \"negotiated\"為真時,這個值也必須被設定為兩個對等體的相同"
"值。\n"
"\n"
" # 只能指定maxRetransmits和maxPacketLifeTime中的一個不能同時指定。它們會"
"使通道變得不可靠,但在即時性方面會更好。\n"
" \"maxRetransmits\":1, # 指定對等體在封包未被確認時嘗試重傳的最大次數。\n"
" \"maxPacketLifeTime\":100, # 指定放棄重傳未被確認的封包之前的最大時間,以"
"毫秒為單位。\n"
" \"ordered\": true, # 當處於不可靠模式時,即 \"maxRetransmits \"或 "
"\"maxPacketLifetime \"被設定,\"ordered\"指定是否要強制執行封包排序,預設為"
"true。\n"
"\n"
" \"protocol\":\"my-custom-protocol\", # 這個通道的自訂子協定字串。\n"
"}\n"
"[/codeblock]\n"
"[b]注意:[/b]你必須保持對以這種方式建立的通道的引用,否則它將被關閉。"
msgid ""
"Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
"least one [WebRTCDataChannel] must have been created before calling this "
"method.\n"
"If this functions returns [constant OK], [signal session_description_created] "
"will be called when the session is ready to be sent."
msgstr ""
"建立一個新的 SDP 提交,以開始與遠端對等體的 WebRTC 連接。在呼叫此方法之前,至"
"少要建立一個 [WebRTCDataChannel]。\n"
"如果這個函式返回 [constant OK],當會話準備好被發送時,[signal "
"session_description_created] 將被呼叫。"
msgid "Returns the connection state. See [enum ConnectionState]."
msgstr "返回連接狀態。見 [enum ConnectionState]。"
msgid ""
"Returns the ICE [enum GatheringState] of the connection. This lets you "
"detect, for example, when collection of ICE candidates has finished."
msgstr ""
"返回連接的 ICE [enum GatheringState]。你可以據此來偵測例如ICE 候選項的收集"
"是否完成。"
msgid ""
"Returns the [enum SignalingState] on the local end of the connection while "
"connecting or reconnecting to another peer."
msgstr ""
"返回在連接或重新連接至其他對等體時,連接本地端的 [enum SignalingState]。"
msgid ""
"Re-initialize this peer connection, closing any previously active connection, "
"and going back to state [constant STATE_NEW]. A dictionary of [param "
"configuration] options can be passed to configure the peer connection.\n"
"Valid [param configuration] options are:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN "
"servers.\n"
" },\n"
" {\n"
" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN "
"servers.\n"
" \"username\": \"a_username\", # Optional username for the TURN "
"server.\n"
" \"credential\": \"a_password\", # Optional password for the TURN "
"server.\n"
" }\n"
" ]\n"
"}\n"
"[/codeblock]"
msgstr ""
"重新初始化這個對等體連接,關閉任何先前活動的連接,並回到 [constant STATE_NEW] "
"狀態。傳入配置選項字典 [param configuration] 能夠對該對等體連接進行配置。\n"
"有效的 [param configuration] 選項有:\n"
"[codeblock]\n"
"{\n"
" \"iceServers\": [\n"
" {\n"
" \"urls\": [ \"stun:stun.example.com:3478\" ], # 若干 STUN 服務"
"器。\n"
" },\n"
" {\n"
" \"urls\": [ \"turn:turn.example.com:3478\" ], # 若干 TURN 服務"
"器。\n"
" \"username\": \"a_username\", # TURN 伺服器的使用者名,選填。\n"
" \"credential\": \"a_password\", # TURN 伺服器的密碼,選填。\n"
" }\n"
" ]\n"
"}\n"
"[/codeblock]"
msgid ""
"Call this method frequently (e.g. in [method Node._process] or [method Node."
"_physics_process]) to properly receive signals."
msgstr ""
"經常呼叫這個方法以正確接收訊號,例如在 [method Node._process] 或 [method Node."
"_physics_process] 中。"
msgid ""
"Sets the [param extension_class] as the default "
"[WebRTCPeerConnectionExtension] returned when creating a new "
"[WebRTCPeerConnection]."
msgstr ""
"將 [param extension_class] 設定為建立新 [WebRTCPeerConnection] 時返回的預設 "
"[WebRTCPeerConnectionExtension]。"
msgid ""
"Sets the SDP description of the local peer. This should be called in response "
"to [signal session_description_created].\n"
"After calling this function the peer will start emitting [signal "
"ice_candidate_created] (unless an [enum Error] different from [constant OK] "
"is returned)."
msgstr ""
"設定本地對等體的 SDP 描述。這應是在回應 [signal session_description_created] "
"時呼叫的。\n"
"呼叫此函式後,對等體將開始發出 [signal ice_candidate_created],除非返回與 "
"[constant OK] 不同的 [enum Error]。"
msgid ""
"Sets the SDP description of the remote peer. This should be called with the "
"values generated by a remote peer and received over the signaling server.\n"
"If [param type] is [code]\"offer\"[/code] the peer will emit [signal "
"session_description_created] with the appropriate answer.\n"
"If [param type] is [code]\"answer\"[/code] the peer will start emitting "
"[signal ice_candidate_created]."
msgstr ""
"設定遠程對等體的 SDP 描述。套用遠端對等體產生的值來呼叫,並通過訊號伺服器接"
"收。\n"
"如果 [param type] 為 [code]\"offer\"[/code],對等體將發出 [signal "
"session_description_created] 並給出適當的應答。\n"
"如果 [param type] 為 [code]\"answer\"[/code],對等體將開始發出 [signal "
"ice_candidate_created]。"
msgid ""
"Emitted when a new in-band channel is received, i.e. when the channel was "
"created with [code]negotiated: false[/code] (default).\n"
"The object will be an instance of [WebRTCDataChannel]. You must keep a "
"reference of it or it will be closed automatically. See [method "
"create_data_channel]."
msgstr ""
"當收到一個新的帶內通道時發出,即在通道是用[code]negotiated: false[/code](默"
"認)。\n"
"該物件將是[WebRTCDataChannel]的一個實例。你必須保持它的引用,否則它將被自動關"
"閉。參閱[method create_data_channel]。"
msgid ""
"Emitted when a new ICE candidate has been created. The three parameters are "
"meant to be passed to the remote peer over the signaling server."
msgstr ""
"當新的 ICE 候選者被建立時觸發。這三個參數是為了通過訊號伺服器傳遞給遠端對等"
"體。"
msgid ""
"Emitted after a successful call to [method create_offer] or [method "
"set_remote_description] (when it generates an answer). The parameters are "
"meant to be passed to [method set_local_description] on this object, and sent "
"to the remote peer over the signaling server."
msgstr ""
"在成功呼叫 [method create_offer] 或 [method set_remote_description] 後觸發,當"
"它產生一個應答時。這些參數是為了傳遞給這個物件上的 [method "
"set_local_description],並通過訊號伺服器發送給遠端對等體。"
msgid ""
"The connection is new, data channels and an offer can be created in this "
"state."
msgstr "連接是新的,資料通道和提交可以在這種狀態下建立。"
msgid ""
"The peer is connecting, ICE is in progress, none of the transports has failed."
msgstr "對等體正在連接ICE 正在進行中,沒有任何傳輸失敗。"
msgid "The peer is connected, all ICE transports are connected."
msgstr "對等體已連接,所有的 ICE 傳輸都已連接。"
msgid "At least one ICE transport is disconnected."
msgstr "至少有一個 ICE 傳輸被斷開連接。"
msgid "One or more of the ICE transports failed."
msgstr "一個或更多的 ICE 傳輸失敗。"
msgid ""
"The peer connection is closed (after calling [method close] for example)."
msgstr "對等連接已關閉,例如在呼叫 [method close] 後。"
msgid "The peer connection was just created and hasn't done any networking yet."
msgstr "對等體連接剛剛建立,還沒有做任何聯網工作。"
msgid ""
"The ICE agent is in the process of gathering candidates for the connection."
msgstr "ICE 代理正在收集候選連接。"
msgid ""
"The ICE agent has finished gathering candidates. If something happens that "
"requires collecting new candidates, such as a new interface being added or "
"the addition of a new ICE server, the state will revert to gathering to "
"gather those candidates."
msgstr ""
"ICE 代理已完成候選連接的收集。如果發生了需要收集新候選的情況,例如新新增了接"
"口、新新增了 ICE 伺服器,則會返回收集狀態,進行候選項的收集。"
msgid ""
"There is no ongoing exchange of offer and answer underway. This may mean that "
"the [WebRTCPeerConnection] is new ([constant STATE_NEW]) or that negotiation "
"is complete and a connection has been established ([constant "
"STATE_CONNECTED])."
msgstr ""
"沒有正在進行的要約和答覆的交換。這可能意味著 [WebRTCPeerConnection] 是新的"
"[constant STATE_NEW]),或者協商已完成並且連接已經建立([constant "
"STATE_CONNECTED])。"
msgid ""
"The local peer has called [method set_local_description], passing in SDP "
"representing an offer (usually created by calling [method create_offer]), and "
"the offer has been applied successfully."
msgstr ""
"本地對等體已呼叫 [method set_local_description],正在傳入代表邀約的 SDP通常"
"由呼叫 [method create_offer] 建立),邀約已成功套用。"
msgid ""
"The remote peer has created an offer and used the signaling server to deliver "
"it to the local peer, which has set the offer as the remote description by "
"calling [method set_remote_description]."
msgstr ""
"遠端對等體已建立邀約,並將其使用訊號伺服器傳遞給了本地對等體,本地對等體已調"
"用 [method set_remote_description] 將邀約設定為遠程描述。"
msgid ""
"The offer sent by the remote peer has been applied and an answer has been "
"created and applied by calling [method set_local_description]. This "
"provisional answer describes the supported media formats and so forth, but "
"may not have a complete set of ICE candidates included. Further candidates "
"will be delivered separately later."
msgstr ""
"已套用遠端對等體發送的邀約,已建立恢復並呼叫了 [method set_local_description] "
"進行套用。這個臨時應答描述了支援的媒體格式等資訊,但可能不包含完整的 ICE 候選"
"項。後續會單獨發送更多候選項。"
msgid ""
"A provisional answer has been received and successfully applied in response "
"to an offer previously sent and established by calling [method "
"set_local_description]."
msgstr ""
"已經接收到初步回應,並已成功地套用到之前通過呼叫 [method "
"set_local_description] 發送並建立的邀請中。"
msgid "The [WebRTCPeerConnection] has been closed."
msgstr "該 [WebRTCPeerConnection] 已關閉連接。"
msgid "Base class for WebSocket server and client."
msgstr "WebSocket 伺服器和使用者端的基底類別。"
msgid ""
"Base class for WebSocket server and client, allowing them to be used as "
"multiplayer peer for the [MultiplayerAPI].\n"
"[b]Note:[/b] When exporting to Android, make sure to enable the "
"[code]INTERNET[/code] permission in the Android export preset before "
"exporting the project or using one-click deploy. Otherwise, network "
"communication of any kind will be blocked by Android."
msgstr ""
"用於 WebSocket 伺服器和使用者端的基底類別,可以用作 [MultiplayerAPI] 的多人對"
"等體。\n"
"[b]注意:[/b]匯出到安卓時,在匯出專案或使用一鍵部署之前,請務必在安卓匯出預設"
"中開啟 [code]INTERNET[/code] 許可權。否則,任何型別的網路通信都將被 Android 阻"
"止。"
msgid ""
"Starts a new multiplayer client connecting to the given [param url]. TLS "
"certificates will be verified against the hostname when connecting using the "
"[code]wss://[/code] protocol. You can pass the optional [param "
"tls_client_options] parameter to customize the trusted certification "
"authorities, or disable the common name verification. See [method TLSOptions."
"client] and [method TLSOptions.client_unsafe].\n"
"[b]Note:[/b] It is recommended to specify the scheme part of the URL, i.e. "
"the [param url] should start with either [code]ws://[/code] or [code]wss://[/"
"code]."
msgstr ""
"啟動新的多人使用者端,連接至給定的 [param url]。使用 [code]wss://[/code] 協議"
"連接時會校驗主機名稱和 TLS 憑證。傳入 [param tls_client_options] 可以自訂信任"
"的憑證授權,也可以禁用通用名的驗證。見 [method TLSOptions.client] 和 [method "
"TLSOptions.client_unsafe]。\n"
"[b]注意:[/b]推薦指定 URL 的方案部分,即 [param url] 應該以 [code]ws://[/"
"code] 或 [code]wss://[/code] 開頭。"
msgid ""
"Starts a new multiplayer server listening on the given [param port]. You can "
"optionally specify a [param bind_address], and provide valid [param "
"tls_server_options] to use TLS. See [method TLSOptions.server]."
msgstr ""
"啟動新的多人伺服器,監聽給定的 [param port]。可以指定 [param bind_address],也"
"可以提供有效的 [param tls_server_options] 來使用 TLS。見 [method TLSOptions."
"server]。"
msgid "Returns the [WebSocketPeer] associated to the given [param peer_id]."
msgstr "返回與給定 [param peer_id] 關聯的 [WebSocketPeer]。"
msgid "Returns the IP address of the given peer."
msgstr "返回給定對等體的 IP 位址。"
msgid "Returns the remote port of the given peer."
msgstr "返回給定對等體的遠端埠。"
msgid ""
"The extra headers to use during handshake. See [member WebSocketPeer."
"handshake_headers] for more details."
msgstr ""
"握手過程中要使用的額外標頭。詳見 [member WebSocketPeer.handshake_headers]。"
msgid ""
"The maximum time each peer can stay in a connecting state before being "
"dropped."
msgstr "每個對等體在被丟棄之前可以保持在連接狀態的最長時間。"
msgid ""
"The inbound buffer size for connected peers. See [member WebSocketPeer."
"inbound_buffer_size] for more details."
msgstr ""
"已連接對等體的入站緩衝區大小。詳見 [member WebSocketPeer."
"inbound_buffer_size]。"
msgid ""
"The maximum number of queued packets for connected peers. See [member "
"WebSocketPeer.max_queued_packets] for more details."
msgstr ""
"已連接對等體的最大排隊封包數量。詳見 [member WebSocketPeer."
"max_queued_packets]。"
msgid ""
"The outbound buffer size for connected peers. See [member WebSocketPeer."
"outbound_buffer_size] for more details."
msgstr ""
"已連接對等體的出站緩衝區大小。詳見 [member WebSocketPeer."
"outbound_buffer_size]。"
msgid ""
"The supported WebSocket sub-protocols. See [member WebSocketPeer."
"supported_protocols] for more details."
msgstr ""
"支援的 WebSocket 子協定。詳情見 [member WebSocketPeer.supported_protocols]。"
msgid "A WebSocket connection."
msgstr "WebSocket 連接。"
msgid ""
"This class represents WebSocket connection, and can be used as a WebSocket "
"client (RFC 6455-compliant) or as a remote peer of a WebSocket server.\n"
"You can send WebSocket binary frames using [method PacketPeer.put_packet], "
"and WebSocket text frames using [method send] (prefer text frames when "
"interacting with text-based API). You can check the frame type of the last "
"packet via [method was_string_packet].\n"
"To start a WebSocket client, first call [method connect_to_url], then "
"regularly call [method poll] (e.g. during [Node] process). You can query the "
"socket state via [method get_ready_state], get the number of pending packets "
"using [method PacketPeer.get_available_packet_count], and retrieve them via "
"[method PacketPeer.get_packet].\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var socket = WebSocketPeer.new()\n"
"\n"
"func _ready():\n"
" socket.connect_to_url(\"wss://example.com\")\n"
"\n"
"func _process(delta):\n"
" socket.poll()\n"
" var state = socket.get_ready_state()\n"
" if state == WebSocketPeer.STATE_OPEN:\n"
" while socket.get_available_packet_count():\n"
" print(\"Packet: \", socket.get_packet())\n"
" elif state == WebSocketPeer.STATE_CLOSING:\n"
" # Keep polling to achieve proper close.\n"
" pass\n"
" elif state == WebSocketPeer.STATE_CLOSED:\n"
" var code = socket.get_close_code()\n"
" var reason = socket.get_close_reason()\n"
" print(\"WebSocket closed with code: %d, reason %s. Clean: %s\" % "
"[code, reason, code != -1])\n"
" set_process(false) # Stop processing.\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"To use the peer as part of a WebSocket server refer to [method accept_stream] "
"and the online tutorial."
msgstr ""
"這個類代表 WebSocket 連接,可以用作 WebSocket 使用者端(相容 RFC 6455也可"
"以用作 WebSocket 伺服器的遠端對等體。\n"
"發送 WebSocket 二進位影格請使用 [method PacketPeer.put_packet],發送 "
"WebSocket 文字影格請使用 [method send](與基於文字的 API 互動時請優先選擇文字"
"影格)。可以通過 [method was_string_packet] 檢查最近一個封包的框架型別。\n"
"開啟 WebSocket 使用者端的方法是:首先呼叫 [method connect_to_url],然後定期調"
"用 [method poll](例如在 [Node] 的處理過程中)。查詢通訊端的狀態請使用 "
"[method get_ready_state],獲取掛起的封包數量請使用 [method PacketPeer."
"get_available_packet_count],獲取掛起的封包請使用 [method PacketPeer."
"get_packet]。\n"
"[codeblocks]\n"
"[gdscript]\n"
"extends Node\n"
"\n"
"var socket = WebSocketPeer.new()\n"
"\n"
"func _ready():\n"
" socket.connect_to_url(\"wss://example.com\")\n"
"\n"
"func _process(delta):\n"
" socket.poll()\n"
" var state = socket.get_ready_state()\n"
" if state == WebSocketPeer.STATE_OPEN:\n"
" while socket.get_available_packet_count():\n"
" print(\"資料包:\", socket.get_packet())\n"
" elif state == WebSocketPeer.STATE_CLOSING:\n"
" # 繼續輪詢才能正確關閉。\n"
" pass\n"
" elif state == WebSocketPeer.STATE_CLOSED:\n"
" var code = socket.get_close_code()\n"
" var reason = socket.get_close_reason()\n"
" print(\"WebSocket 已關閉,程式碼:%d原因 %s。乾淨得體%s\" % "
"[code, reason, code != -1])\n"
" set_process(false) # 停止處理。\n"
"[/gdscript]\n"
"[/codeblocks]\n"
"如果要作為 WebSocket 伺服器的對等體使用,請參考 [method accept_stream] 及線上"
"教學。"
msgid ""
"Accepts a peer connection performing the HTTP handshake as a WebSocket "
"server. The [param stream] must be a valid TCP stream retrieved via [method "
"TCPServer.take_connection], or a TLS stream accepted via [method "
"StreamPeerTLS.accept_stream].\n"
"[b]Note:[/b] Not supported in Web exports due to browsers' restrictions."
msgstr ""
"以 WebSocket 伺服器的名義,接受正在執行 HTTP 握手的對等體連接。[param stream] "
"必須是從 [method TCPServer.take_connection] 獲取的有效 TCP 流,或者是從 "
"[method StreamPeerTLS.accept_stream] 接受的 TLS 流。\n"
"[b]注意:[/b]由於流覽器的限制Web 匯出中不支援此方法。"
msgid ""
"Closes this WebSocket connection. [param code] is the status code for the "
"closure (see RFC 6455 section 7.4 for a list of valid status codes). [param "
"reason] is the human readable reason for closing the connection (can be any "
"UTF-8 string that's smaller than 123 bytes). If [param code] is negative, the "
"connection will be closed immediately without notifying the remote peer.\n"
"[b]Note:[/b] To achieve a clean close, you will need to keep polling until "
"[constant STATE_CLOSED] is reached.\n"
"[b]Note:[/b] The Web export might not support all status codes. Please refer "
"to browser-specific documentation for more details."
msgstr ""
"關閉該 WebSocket 連接。[param code] 是關閉的狀態碼(有效狀態碼的列表見 RFC "
"6455 第 7.4 節)。[param reason] 是人類可讀的關閉連接原因(可以是任何小於 123 "
"位元組的 UTF-8 字串)。如果 [param code] 為負數,則連接會立即關閉,不通知遠程"
"對等體。\n"
"[b]注意:[/b]為了實作乾淨得體的關閉,你需要在達到 [constant STATE_CLOSED] 之前"
"保持輪詢。\n"
"[b]注意:[/b]Web 匯出可能不支援部分狀態碼。詳情請參考具體流覽器的文件。"
msgid ""
"Connects to the given URL. TLS certificates will be verified against the "
"hostname when connecting using the [code]wss://[/code] protocol. You can pass "
"the optional [param tls_client_options] parameter to customize the trusted "
"certification authorities, or disable the common name verification. See "
"[method TLSOptions.client] and [method TLSOptions.client_unsafe].\n"
"[b]Note:[/b] To avoid mixed content warnings or errors in Web, you may have "
"to use a [param url] that starts with [code]wss://[/code] (secure) instead of "
"[code]ws://[/code]. When doing so, make sure to use the fully qualified "
"domain name that matches the one defined in the server's TLS certificate. Do "
"not connect directly via the IP address for [code]wss://[/code] connections, "
"as it won't match with the TLS certificate."
msgstr ""
"連接到給定的 URL。使用 [code]wss://[/code] 協定連接時會校驗 TLS 憑證與主機名。"
"傳入可選的 [param tls_client_options] 參數可以自訂信任的憑證授權,也可以禁用通"
"用名校驗。見 [method TLSOptions.client] 和 [method TLSOptions."
"client_unsafe]。\n"
"[b]注意:[/b]要避免 Web 中的混合內容警告或錯誤,你可能需要使用以 [code]wss://"
"[/code](安全)開頭的 [param url] 而不是 [code]ws://[/code]。採用這種做法時,"
"請確保使用與伺服器 TLS 憑證相配對的主機功能變數名稱全稱。[code]wss://[/code] "
"連接請勿直接使用 IP 位址連接,因為不會與 TLS 憑證配對。"
msgid ""
"Returns the received WebSocket close frame status code, or [code]-1[/code] "
"when the connection was not cleanly closed. Only call this method when "
"[method get_ready_state] returns [constant STATE_CLOSED]."
msgstr ""
"返回收到的 WebSocket 關閉影格狀態碼,如果連接沒有乾淨地關閉則返回 [code]-1[/"
"code]。[method get_ready_state] 返回 [constant STATE_CLOSED] 才能呼叫這個方"
"法。"
msgid ""
"Returns the received WebSocket close frame status reason string. Only call "
"this method when [method get_ready_state] returns [constant STATE_CLOSED]."
msgstr ""
"返回收到的 WebSocket 關閉影格狀態原因字串。[method get_ready_state] 返回 "
"[constant STATE_CLOSED] 才能呼叫這個方法。"
msgid ""
"Returns the IP address of the connected peer.\n"
"[b]Note:[/b] Not available in the Web export."
msgstr ""
"返回已連接對等體的 IP 位址。\n"
"[b]注意:[/b]在 Web 匯出中不可用。"
msgid ""
"Returns the remote port of the connected peer.\n"
"[b]Note:[/b] Not available in the Web export."
msgstr ""
"返回已連接對等體的遠端埠。\n"
"[b]注意:[/b]在 Web 匯出中不可用。"
msgid ""
"Returns the current amount of data in the outbound websocket buffer. [b]Note:"
"[/b] Web exports use WebSocket.bufferedAmount, while other platforms use an "
"internal buffer."
msgstr ""
"返回 websocket 輸出緩衝區中的目前資料量。[b]注意:[/b]Web 匯出使用 WebSocket."
"bufferedAmount而其他平臺使用內部緩衝區。"
msgid "Returns the ready state of the connection. See [enum State]."
msgstr "返回該連接的就緒狀態,見 [enum State]。"
msgid ""
"Returns the URL requested by this peer. The URL is derived from the "
"[code]url[/code] passed to [method connect_to_url] or from the HTTP headers "
"when acting as server (i.e. when using [method accept_stream])."
msgstr ""
"返回該對等體請求的 URL。該 URL 由傳給 [method connect_to_url] 的 [code]url[/"
"code] 得出,作為伺服器時則從 HTTP 標頭獲取(即使用 [method accept_stream] "
"時)。"
msgid ""
"Returns the selected WebSocket sub-protocol for this connection or an empty "
"string if the sub-protocol has not been selected yet."
msgstr "返回這個連接所選用的 WebSocket 子協議,如果未選擇子協定則返回空字串。"
msgid ""
"Updates the connection state and receive incoming packets. Call this function "
"regularly to keep it in a clean state."
msgstr "更新連接狀態並接收傳入的封包。請定期呼叫此函式,保持其清潔狀態。"
msgid ""
"Sends the given [param message] using the desired [param write_mode]. When "
"sending a [String], prefer using [method send_text]."
msgstr ""
"使用期望的 [param write_mode] 發送給定的 [param message]。發送 [String] 時,請"
"優先使用 [method send_text]。"
msgid ""
"Sends the given [param message] using WebSocket text mode. Prefer this method "
"over [method PacketPeer.put_packet] when interacting with third-party text-"
"based API (e.g. when using [JSON] formatted messages)."
msgstr ""
"使用 WebSocket 文字模式發送給定的 [param message]。與協力廠商文字 API 互動時請"
"優先使用這個方法而不是 [method PacketPeer.put_packet](例如使用 [JSON] 格式的"
"消息時)。"
msgid ""
"Disable Nagle's algorithm on the underling TCP socket (default). See [method "
"StreamPeerTCP.set_no_delay] for more information.\n"
"[b]Note:[/b] Not available in the Web export."
msgstr ""
"禁用底層 TCP 通訊端的 Nagle 演算法(預設)。詳情見 [method StreamPeerTCP."
"set_no_delay]。\n"
"[b]注意:[/b]在 Web 匯出中不可用。"
msgid ""
"Returns [code]true[/code] if the last received packet was sent as a text "
"payload. See [enum WriteMode]."
msgstr ""
"如果最後收到的封包是作為文字有效載荷發送的,返回 [code]true[/code]。見 [enum "
"WriteMode]。"
msgid ""
"The extra HTTP headers to be sent during the WebSocket handshake.\n"
"[b]Note:[/b] Not supported in Web exports due to browsers' restrictions."
msgstr ""
"在 WebSocket 握手過程中要發送的額外 HTTP 標頭。\n"
"[b]注意:[/b]由於流覽器的限制,在 Web 匯出中不支援。"
msgid ""
"The size of the input buffer in bytes (roughly the maximum amount of memory "
"that will be allocated for the inbound packets)."
msgstr ""
"輸入緩衝區的大小,單位為位元組(大致是將分配給入站封包的最大記憶體量)。"
msgid ""
"The maximum amount of packets that will be allowed in the queues (both "
"inbound and outbound)."
msgstr "佇列中允許的最大封包數量(包括入站和出站)。"
msgid ""
"The size of the input buffer in bytes (roughly the maximum amount of memory "
"that will be allocated for the outbound packets)."
msgstr ""
"輸入緩衝區的大小,單位為位元組(大致是將分配給出站封包的最大記憶體量)。"
msgid "The WebSocket sub-protocols allowed during the WebSocket handshake."
msgstr "WebSocket 握手期間允許的 WebSocket 子協議。"
msgid ""
"Specifies that WebSockets messages should be transferred as text payload "
"(only valid UTF-8 is allowed)."
msgstr "指定 WebSockets 消息應作為文字有效載荷傳輸(只允許有效的 UTF-8。"
msgid ""
"Specifies that WebSockets messages should be transferred as binary payload "
"(any byte combination is allowed)."
msgstr ""
"指定 WebSockets 消息應以二進位有效載荷的形式傳輸(允許任何位元組組合)。"
msgid "Socket has been created. The connection is not yet open."
msgstr "已建立通訊端。連接尚未打開。"
msgid "The connection is open and ready to communicate."
msgstr "連接已打開,通訊就緒。"
msgid ""
"The connection is in the process of closing. This means a close request has "
"been sent to the remote peer but confirmation has not been received."
msgstr ""
"連接正在關閉過程中。這意味著已經向遠端對等體發送了關閉請求,但還沒有收到確認。"
msgid "The connection is closed or couldn't be opened."
msgstr "連接已關閉或無法打開。"
msgid "XR interface using WebXR."
msgstr "使用 WebXR 的 AR/VR 介面。"
msgid ""
"WebXR is an open standard that allows creating VR and AR applications that "
"run in the web browser.\n"
"As such, this interface is only available when running in Web exports.\n"
"WebXR supports a wide range of devices, from the very capable (like Valve "
"Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like "
"Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n"
"Since WebXR is based on JavaScript, it makes extensive use of callbacks, "
"which means that [WebXRInterface] is forced to use signals, where other XR "
"interfaces would instead use functions that return a result immediately. This "
"makes [WebXRInterface] quite a bit more complicated to initialize than other "
"XR interfaces.\n"
"Here's the minimum code required to start an immersive VR session:\n"
"[codeblock]\n"
"extends Node3D\n"
"\n"
"var webxr_interface\n"
"var vr_supported = false\n"
"\n"
"func _ready():\n"
" # We assume this node has a button as a child.\n"
" # This button is for the user to consent to entering immersive VR mode.\n"
" $Button.pressed.connect(self._on_button_pressed)\n"
"\n"
" webxr_interface = XRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
" # WebXR uses a lot of asynchronous callbacks, so we connect to "
"various\n"
" # signals in order to receive them.\n"
" webxr_interface.session_supported.connect(self."
"_webxr_session_supported)\n"
" webxr_interface.session_started.connect(self._webxr_session_started)\n"
" webxr_interface.session_ended.connect(self._webxr_session_ended)\n"
" webxr_interface.session_failed.connect(self._webxr_session_failed)\n"
"\n"
" # This returns immediately - our _webxr_session_supported() method\n"
" # (which we connected to the \"session_supported\" signal above) "
"will\n"
" # be called sometime later to let us know if it's supported or not.\n"
" webxr_interface.is_session_supported(\"immersive-vr\")\n"
"\n"
"func _webxr_session_supported(session_mode, supported):\n"
" if session_mode == 'immersive-vr':\n"
" vr_supported = supported\n"
"\n"
"func _on_button_pressed():\n"
" if not vr_supported:\n"
" OS.alert(\"Your browser doesn't support VR\")\n"
" return\n"
"\n"
" # We want an immersive VR session, as opposed to AR ('immersive-ar') or "
"a\n"
" # simple 3DoF viewer ('viewer').\n"
" webxr_interface.session_mode = 'immersive-vr'\n"
" # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n"
" # experience (it puts you 1.6m above the ground if you have 3DoF "
"headset),\n"
" # whereas as 'local' puts you down at the XROrigin.\n"
" # This list means it'll first try to request 'bounded-floor', then\n"
" # fallback on 'local-floor' and ultimately 'local', if nothing else is\n"
" # supported.\n"
" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
"floor, local'\n"
" # In order to use 'local-floor' or 'bounded-floor' we must also\n"
" # mark the features as required or optional.\n"
" webxr_interface.required_features = 'local-floor'\n"
" webxr_interface.optional_features = 'bounded-floor'\n"
"\n"
" # This will return false if we're unable to even request the session,\n"
" # however, it can still fail asynchronously later in the process, so we\n"
" # only know if it's really succeeded or failed when our\n"
" # _webxr_session_started() or _webxr_session_failed() methods are "
"called.\n"
" if not webxr_interface.initialize():\n"
" OS.alert(\"Failed to initialize\")\n"
" return\n"
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
" # This tells Godot to start rendering to the headset.\n"
" get_viewport().use_xr = true\n"
" # This will be the reference space type you ultimately got, out of the\n"
" # types that you requested above. This is useful if you want the game to\n"
" # work a little differently in 'bounded-floor' versus 'local-floor'.\n"
" print (\"Reference space type: \" + webxr_interface."
"reference_space_type)\n"
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
" # If the user exits immersive mode, then we tell Godot to render to the "
"web\n"
" # page again.\n"
" get_viewport().use_xr = false\n"
"\n"
"func _webxr_session_failed(message):\n"
" OS.alert(\"Failed to initialize: \" + message)\n"
"[/codeblock]\n"
"There are a couple ways to handle \"controller\" input:\n"
"- Using [XRController3D] nodes and their [signal XRController3D."
"button_pressed] and [signal XRController3D.button_released] signals. This is "
"how controllers are typically handled in XR apps in Godot, however, this will "
"only work with advanced VR controllers like the Oculus Touch or Index "
"controllers, for example.\n"
"- Using the [signal select], [signal squeeze] and related signals. This "
"method will work for both advanced VR controllers, and non-traditional input "
"sources like a tap on the screen, a spoken voice command or a button press on "
"the device itself.\n"
"You can use both methods to allow your game or app to support a wider or "
"narrower set of devices and input methods, or to allow more advanced "
"interactions with more advanced devices."
msgstr ""
"WebXR 是一種開放標準,允許建立在網路流覽器中運作的 VR 和 AR 套用程式。\n"
"因此,此介面僅在 Web 匯出中運作時可用。\n"
"WebXR 支援範圍廣泛的裝置,從功能強大的裝置(如 Valve Index、HTC Vive、Oculus "
"Rift 和 Quest到功能低得多的裝置如 Google Cardboard、Oculus Go、GearVR 或普"
"通智慧手機)。\n"
"由於 WebXR 基於 JavaScript它大量使用回呼函式這意味著 [WebXRInterface] 被迫"
"使用訊號,而其他 XR 介面將改為使用立即返回結果的函式。這使得 [WebXRInterface] "
"的初始化比其他 XR 介面要複雜得多。\n"
"以下是啟動沉浸式 VR 會話所需的最少程式碼:\n"
"[codeblock]\n"
"extends Node3D\n"
"\n"
"var webxr_interface\n"
"var vr_supported = false\n"
"\n"
"func _ready():\n"
" # 我們假設這個節點有一個按鈕作為子節點。\n"
" # 該按鈕供使用者同意進入沉浸式 VR 模式。\n"
" $Button.pressed.connect(self._on_button_pressed)\n"
"\n"
" webxr_interface = XRServer.find_interface(\"WebXR\")\n"
" if webxr_interface:\n"
" # WebXR 使用了很多非同步回呼函式,所以我們連接各種\n"
" # 訊號,以便接收它們。\n"
" webxr_interface.session_supported.connect(self."
"_webxr_session_supported)\n"
" webxr_interface.session_started.connect(self._webxr_session_started)\n"
" webxr_interface.session_ended.connect(self._webxr_session_ended)\n"
" webxr_interface.session_failed.connect(self._webxr_session_failed)\n"
"\n"
" # 這會立即返回——我們的 _webxr_session_supported() 方法\n"
" # 我們連接到上面的“session_supported”訊號將\n"
" # 在稍後的某個時間被呼叫,讓我們知道它是否受支援。\n"
" webxr_interface.is_session_supported(\"immersive-vr\")\n"
"\n"
"func _webxr_session_supported(session_mode, supported):\n"
" if session_mode == 'immersive-vr':\n"
" vr_supported = supported\n"
"\n"
"func _on_button_pressed():\n"
" if not vr_supported:\n"
" OS.alert(\"Your browser doesn't support VR\")\n"
" return\n"
"\n"
" # 我們想要一個沉浸式 VR 會話,而不是 AR'immersive-ar')或\n"
" # 簡單的 3DoF 檢視器('viewer')。\n"
" webxr_interface.session_mode = 'immersive-vr'\n"
" # 'bounded-floor' 是房間比例,'local-floor' 是站立或坐著\n"
" # 的體驗(如果你有 3DoF 頭戴裝置,它會讓你離地 1.6m\n"
" # 而“local”會讓你在 XROrigin 下。\n"
" # 這個列表意味著它會首先嘗試請求“bounded-floor”然後\n"
" # 退回到“local-floor”最後是“local”如果沒有別的\n"
" # 支援的話。\n"
" webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
"floor, local'\n"
" # 為了使用“local-floor”或“bounded-floor”我們還必須\n"
" # 將功能標記為必需或可選。\n"
" webxr_interface.required_features = 'local-floor'\n"
" webxr_interface.optional_features = 'bounded-floor'\n"
"\n"
" # 如果我們甚至無法請求會話,這將返回 false\n"
" # 但是,它仍然可以在稍後的過程中非同步失敗,\n"
" # 因此我們只有在呼叫 _webxr_session_started() 或\n"
" # _webxr_session_failed() 方法時才知道它是真的成功還是失敗。\n"
" if not webxr_interface.initialize():\n"
" OS.alert(\"Failed to initialize\")\n"
" return\n"
"\n"
"func _webxr_session_started():\n"
" $Button.visible = false\n"
" # 這告訴 Godot 開始渲染到頭戴裝置。\n"
" get_viewport().use_xr = true\n"
" # 這將是你最終獲得的參考空間型別,與你在上面請求的型別不同。\n"
" # 如果你希望遊戲在 “bounded-floor” 和 “local-floor”\n"
" # 中的運作方式有所不同,這將很有用。\n"
" print (\"Reference space type: \" + webxr_interface."
"reference_space_type)\n"
"\n"
"func _webxr_session_ended():\n"
" $Button.visible = true\n"
" # 如果使用者退出沉浸式模式,那麼我們會告訴 Godot\n"
" # 再次渲染到網頁。\n"
" get_viewport().use_xr = false\n"
"\n"
"func _webxr_session_failed(message):\n"
" OS.alert(\"Failed to initialize: \" + message)\n"
"[/codeblock]\n"
"有幾種方法可以處理“控制器”輸入:\n"
"- 使用 [XRController3D] 節點及其 [signal XRController3D.button_pressed] 和 "
"[signal XRController3D.button_released] 訊號。這是 Godot 中 XR 套用程式通常處"
"理控制器的方式,但是,這僅適用於高級 VR 控制器,例如 Oculus Touch 或 Index 控"
"制器。\n"
"- 使用 [signal select]、[signal squeeze] 和其他相關訊號。這種方法適用於高級 "
"VR 控制器和非傳統輸入源,例如螢幕上的輕敲、語音命令或裝置本身的按鈕按下。\n"
"你可以使用這兩種方法來讓你的遊戲或套用程式支援更多或更窄的裝置和輸入法集,或者"
"允許與更高級的裝置進行更高級的互動。"
msgid "How to make a VR game for WebXR with Godot 4"
msgstr "如何使用 Godot 4 製作 WebXR 的 VR 遊戲"
msgid ""
"Returns display refresh rates supported by the current HMD. Only returned if "
"this feature is supported by the web browser and after the interface has been "
"initialized."
msgstr ""
"返回目前 HMD 所支援的顯示更新率。網頁流覽器支援該功能,並且該介面已初始化時才"
"會返回。"
msgid ""
"Returns the display refresh rate for the current HMD. Not supported on all "
"HMDs and browsers. It may not report an accurate value until after using "
"[method set_display_refresh_rate]."
msgstr ""
"返回目前 HMD 的顯示更新率。不是所有 HMD 和流覽器都支援。使用 [method "
"set_display_refresh_rate] 前可能不會彙報精確值。"
msgid ""
"Returns the target ray mode for the given [param input_source_id].\n"
"This can help interpret the input coming from that input source. See "
"[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
"targetRayMode]XRInputSource.targetRayMode[/url] for more information."
msgstr ""
"返回給定的 [param input_source_id] 的目標射線模式。\n"
"可用於幫助解析來自該輸入源的輸入。詳見 [url=https://developer.mozilla.org/en-"
"US/docs/Web/API/XRInputSource/targetRayMode]XRInputSource.targetRayMode[/"
"url]。"
msgid ""
"Gets an [XRPositionalTracker] for the given [param input_source_id].\n"
"In the context of WebXR, an input source can be an advanced VR controller "
"like the Oculus Touch or Index controllers, or even a tap on the screen, a "
"spoken voice command or a button press on the device itself. When a non-"
"traditional input source is used, interpret the position and orientation of "
"the [XRPositionalTracker] as a ray pointing at the object the user wishes to "
"interact with.\n"
"Use this method to get information about the input source that triggered one "
"of these signals:\n"
"- [signal selectstart]\n"
"- [signal select]\n"
"- [signal selectend]\n"
"- [signal squeezestart]\n"
"- [signal squeeze]\n"
"- [signal squeezestart]"
msgstr ""
"獲取給定 [param input_source_id] 的 [XRPositionalTracker]。\n"
"在 WebXR 本文中,輸入源可以是類似 Oculus Touch 和 Index 控制器的高級 VR 控制"
"器,甚至也可以是螢幕上的點擊、語音命令或按下裝置本身的按鈕。當使用非傳統輸入源"
"時,會將 [XRPositionalTracker] 的位置和方向解釋為指向使用者希望與之互動的對象"
"的射線。\n"
"可以使用此方法獲取有關觸發以下訊號之一的輸入源的資訊:\n"
"- [signal selectstart]\n"
"- [signal select]\n"
"- [signal selectend]\n"
"- [signal squeezestart]\n"
"- [signal squeeze]\n"
"- [signal squeezestart]"
msgid ""
"Returns [code]true[/code] if there is an active input source with the given "
"[param input_source_id]."
msgstr ""
"如果存在具有給定 [param input_source_id] 的活動輸入源,則返回 [code]true[/"
"code]。"
msgid ""
"Checks if the given [param session_mode] is supported by the user's browser.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
"This method returns nothing, instead it emits the [signal session_supported] "
"signal with the result."
msgstr ""
"檢查給定的 [param session_mode] 是否被使用者的流覽器支援。\n"
"可能的值來自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
"code]、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。\n"
"此方法不返回任何東西,而是將結果發送給 [signal session_supported] 訊號。"
msgid ""
"Sets the display refresh rate for the current HMD. Not supported on all HMDs "
"and browsers. It won't take effect right away until after [signal "
"display_refresh_rate_changed] is emitted."
msgstr ""
"為目前的 HMD 設定螢幕更新率。不是所有 HMD 和流覽器都支援。不會立即生效,發出 "
"[signal display_refresh_rate_changed] 訊號後才會生效。"
msgid ""
"A comma-seperated list of optional features used by [method XRInterface."
"initialize] when setting up the WebXR session.\n"
"If a user's browser or device doesn't support one of the given features, "
"initialization will continue, but you won't be able to use the requested "
"feature.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
"[method XRInterface.initialize] 在設定 WebXR 會話時使用的以逗號分隔的可選功能"
"列表。\n"
"如果使用者的流覽器或裝置,不支援給定的任一功能,初始化將繼續,但將無法使用所請"
"求的功能。\n"
"這對已經初始化的介面沒有任何影響。\n"
"可能的值來自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的參"
"考空間型別,則它必須列在 [member required_features] 或 [member "
"optional_features] 中。"
msgid ""
"The reference space type (from the list of requested types set in the [member "
"requested_reference_space_types] property), that was ultimately used by "
"[method XRInterface.initialize] when setting up the WebXR session.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
"參考空間型別(來自 [member requested_reference_space_types] 屬性中設定的請求型"
"別列表),在設定 WebXR 會話時最終由 [method XRInterface.initialize] 使用。\n"
"可能的值來自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。 如果想要使用特定的"
"參考空間型別,則它必須列在 [member required_features] 或 [member "
"optional_features] 中。"
msgid ""
"A comma-seperated list of reference space types used by [method XRInterface."
"initialize] when setting up the WebXR session.\n"
"The reference space types are requested in order, and the first one supported "
"by the users device or browser will be used. The [member "
"reference_space_type] property contains the reference space type that was "
"ultimately selected.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
"[method XRInterface.initialize] 在設定 WebXR 會話時使用的以逗號分隔的參考空間"
"型別列表。\n"
"按順序請求參考空間型別,將使用使用者裝置或流覽器支援的第一個。[member "
"reference_space_type] 屬性包含最終選擇的參考空間型別。\n"
"這對已經初始化的介面沒有任何影響。\n"
"可能的值來自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的參"
"考空間型別,則它必須列在 [member required_features] 或 [member "
"optional_features] 中。"
msgid ""
"A comma-seperated list of required features used by [method XRInterface."
"initialize] when setting up the WebXR session.\n"
"If a user's browser or device doesn't support one of the given features, "
"initialization will fail and [signal session_failed] will be emitted.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
"use a particular reference space type, it must be listed in either [member "
"required_features] or [member optional_features]."
msgstr ""
"[method XRInterface.initialize] 在設定 WebXR 會話時使用的以逗號分隔的所需功能"
"列表。\n"
"如果使用者的流覽器或裝置不支援給定的任一功能,則初始化將失敗並行出 [signal "
"session_failed] 。\n"
"這對已經初始化的介面沒有任何影響。\n"
"可能的值來自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果想要使用特定的參"
"考空間型別,則它必須列在 [member required_features] 或 [member "
"optional_features] 中。"
msgid ""
"The session mode used by [method XRInterface.initialize] when setting up the "
"WebXR session.\n"
"This doesn't have any effect on the interface when already initialized.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
"vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
msgstr ""
"建立 WebXR 會話時,[method XRInterface.initialize] 使用的會話模式。\n"
"這對已經初始化的介面沒有任何影響。\n"
"可能的值來自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRSessionMode]WebXR 的 XRSessionMode[/url],包括:[code]\"immersive-vr\"[/"
"code] 、[code]\"immersive-ar\"[/code] 和 [code]\"inline\"[/code]。"
msgid ""
"Indicates if the WebXR session's imagery is visible to the user.\n"
"Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
"API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
"[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
"blurred\"[/code]."
msgstr ""
"指示使用者是否可以看到 WebXR 會話的圖像。\n"
"可能的值來自 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRVisibilityState]WebXR 的 XRVisibilityState[/url],包括 [code]\"hidden\"[/"
"code]、[code]\"visible\"[/code] 和 [code]\"visible-blurred\"[/code]。"
msgid "Emitted after the display's refresh rate has changed."
msgstr "顯示器的更新率發生改變後觸發。"
msgid ""
"Emitted to indicate that the reference space has been reset or reconfigured.\n"
"When (or whether) this is emitted depends on the user's browser or device, "
"but may include when the user has changed the dimensions of their play space "
"(which you may be able to access via [method XRInterface.get_play_area]) or "
"pressed/held a button to recenter their position.\n"
"See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
"reset_event]WebXR's XRReferenceSpace reset event[/url] for more information."
msgstr ""
"發射以表明參考空間已被重設或重新配置。\n"
"何時(或是否)發射取決於使用者的流覽器或裝置,但可能包括使用者改變了他們的遊戲"
"空間的大小(可以通過 [method XRInterface.get_play_area] 存取),或按下/按住一"
"個按鈕來重新定位他們的位置。\n"
"有關詳細資訊,請參閱 [url=https://developer.mozilla.org/en-US/docs/Web/API/"
"XRReferenceSpace/reset_event]WebXR 的 XRReferenceSpace 重設事件[/url]。"
msgid ""
"Emitted after one of the input sources has finished its \"primary action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某個輸入源完成其“主要動作”後發出。\n"
"請使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 獲取關於該輸入源的更多資訊。"
msgid ""
"Emitted when one of the input sources has finished its \"primary action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某個輸入源完成其“主要動作”時發出。\n"
"請使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 獲取關於該輸入源的更多資訊。"
msgid ""
"Emitted when one of the input source has started its \"primary action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某個輸入源開始其“主要動作”時發出。\n"
"請使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 獲取關於該輸入源的更多資訊。"
msgid ""
"Emitted when the user ends the WebXR session (which can be done using UI from "
"the browser or device).\n"
"At this point, you should do [code]get_viewport().use_xr = false[/code] to "
"instruct Godot to resume rendering to the screen."
msgstr ""
"使用者結束 WebXR 會話時發出(可以使用流覽器或裝置的 UI 結束會話)。\n"
"此時,你應該執行 [code]get_viewport().use_xr = false[/code],讓 Godot 繼續渲染"
"至螢幕。"
msgid ""
"Emitted by [method XRInterface.initialize] if the session fails to start.\n"
"[param message] may optionally contain an error message from WebXR, or an "
"empty string if no message is available."
msgstr ""
"由 [method XRInterface.initialize] 在該會話啟動失敗時發出。\n"
"[param message] 可能會包含 WebXR 的錯誤資訊,如果沒有可用資訊則為空字串。"
msgid ""
"Emitted by [method XRInterface.initialize] if the session is successfully "
"started.\n"
"At this point, it's safe to do [code]get_viewport().use_xr = true[/code] to "
"instruct Godot to start rendering to the XR device."
msgstr ""
"由 [method XRInterface.initialize] 在該會話啟動成功時發出。\n"
"此時,可以安全地執行 [code]get_viewport().use_xr = true[/code],讓 Godot 開始"
"渲染至 XR 裝置。"
msgid ""
"Emitted by [method is_session_supported] to indicate if the given [param "
"session_mode] is supported or not."
msgstr ""
"由 [method is_session_supported] 觸發,表示是否支援指定的 [param "
"session_mode]。"
msgid ""
"Emitted after one of the input sources has finished its \"primary squeeze "
"action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某個輸入源完成其“主要緊握動作”後發出。\n"
"請使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 獲取關於該輸入源的更多資訊。"
msgid ""
"Emitted when one of the input sources has finished its \"primary squeeze "
"action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某個輸入源完成其“主要緊握動作”時發出。\n"
"請使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 獲取關於該輸入源的更多資訊。"
msgid ""
"Emitted when one of the input sources has started its \"primary squeeze "
"action\".\n"
"Use [method get_input_source_tracker] and [method "
"get_input_source_target_ray_mode] to get more information about the input "
"source."
msgstr ""
"某個輸入源開始其“主要緊握動作”時發出。\n"
"請使用 [method get_input_source_tracker] 和 [method "
"get_input_source_target_ray_mode] 獲取關於該輸入源的更多資訊。"
msgid "Emitted when [member visibility_state] has changed."
msgstr "當 [member visibility_state] 已更改時觸發。"
msgid "We don't know the the target ray mode."
msgstr "不知道目標射線模式。"
msgid ""
"Target ray originates at the viewer's eyes and points in the direction they "
"are looking."
msgstr "目標射線從觀察者的眼睛出發,指向所觀察的方向。"
msgid "Target ray from a handheld pointer, most likely a VR touch controller."
msgstr "目標射線由手持指示器發射,很可能是 VR 觸摸控制器。"
msgid "Target ray from touch screen, mouse or other tactile input device."
msgstr "目標射線由觸控式螢幕、滑鼠等觸覺輸入裝置發射。"
msgid "Base class for all windows, dialogs, and popups."
msgstr "所有視窗、對話方塊、彈出框的基底類別。"
msgid ""
"A node that creates a window. The window can either be a native system window "
"or embedded inside another [Window] (see [member Viewport."
"gui_embed_subwindows]).\n"
"At runtime, [Window]s will not close automatically when requested. You need "
"to handle it manually using the [signal close_requested] signal (this applies "
"both to pressing the close button and clicking outside of a popup)."
msgstr ""
"建立視窗的節點。視窗可以是原生系統視窗,也可以是嵌入到其他 [Window] 中的視窗"
"(見 [member Viewport.gui_embed_subwindows])。\n"
"運作時,[Window] 不會在請求關閉時自動關閉。你需要使用 [signal "
"close_requested] 訊號手動處理(適用於點擊關閉按鈕和點擊快顯視窗外部)。"
msgid ""
"Virtual method to be implemented by the user. Overrides the value returned by "
"[method get_contents_minimum_size]."
msgstr "可以被使用者重寫的虛方法。在匯出完成後被呼叫。"
msgid ""
"Creates a local override for a theme [Color] with the specified [param name]. "
"Local overrides always take precedence when fetching theme items for the "
"control. An override can be removed with [method "
"remove_theme_color_override].\n"
"See also [method get_theme_color] and [method Control."
"add_theme_color_override] for more details."
msgstr ""
"為名為 [param name] 的主題 [Color] 建立本地覆蓋項。為控制項獲取主題時,本地覆"
"蓋項始終優先。覆蓋項可以使用 [method remove_theme_color_override] 移除。\n"
"詳情請參閱 [method get_theme_color] 和 [method Control."
"add_theme_color_override]。"
msgid ""
"Creates a local override for a theme [StyleBox] with the specified [param "
"name]. Local overrides always take precedence when fetching theme items for "
"the control. An override can be removed with [method "
"remove_theme_stylebox_override].\n"
"See also [method get_theme_stylebox] and [method Control."
"add_theme_stylebox_override] for more details."
msgstr ""
"為名為 [param name] 的主題 [StyleBox] 建立本地覆蓋項。為控制項獲取主題時,本地"
"覆蓋項始終優先。覆蓋項可以使用 [method remove_theme_stylebox_override] 移"
"除。\n"
"詳情請參閱 [method get_theme_stylebox] 和 [method Control."
"add_theme_stylebox_override]。"
msgid "Returns whether the window is being drawn to the screen."
msgstr "返回該視窗是否正在被繪製到螢幕上。"
msgid ""
"Requests an update of the [Window] size to fit underlying [Control] nodes."
msgstr "請求更新 [Window] 大小以適應底層 [Control] 節點。"
msgid ""
"Returns the combined minimum size from the child [Control] nodes of the "
"window. Use [method child_controls_changed] to update it when children nodes "
"have changed.\n"
"The value returned by this method can be overridden with [method "
"_get_contents_minimum_size]."
msgstr ""
"返回該視窗子 [Control] 節點最小尺寸的合併大小。請在子節點發生改變時使用 "
"[method child_controls_changed] 進行更新。"
msgid "Returns [code]true[/code] if the [param flag] is set."
msgstr "如果設定了旗標 [param flag],則返回 [code]true[/code]。"
msgid "Returns layout direction and text writing direction."
msgstr "返回排版方向和文字書寫方向。"
msgid "Returns the window's position including its border."
msgstr "返回該視窗的位置,包括邊框。"
msgid "Returns the window's size including its border."
msgstr "返回該視窗的大小,包括邊框。"
msgid ""
"Returns a [Color] from the first matching [Theme] in the tree if that [Theme] "
"has a color item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for more details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回 [Color],該 [Theme] 中需要有名稱為 [param "
"name] 型別為 [param theme_type] 的顏色專案。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns a constant from the first matching [Theme] in the tree if that "
"[Theme] has a constant item with the specified [param name] and [param "
"theme_type].\n"
"See [method Control.get_theme_color] for more details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回常數,該 [Theme] 中需要有名稱為 [param name] "
"型別為 [param theme_type] 的常數專案。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns the default base scale value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_base_scale] value.\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回預設基礎縮放,該 [Theme] 中需要具有有效的 "
"[member Theme.default_base_scale] 值。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns the default font from the first matching [Theme] in the tree if that "
"[Theme] has a valid [member Theme.default_font] value.\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回預設字形,該 [Theme] 中需要具有有效的 "
"[member Theme.default_font] 值。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns the default font size value from the first matching [Theme] in the "
"tree if that [Theme] has a valid [member Theme.default_font_size] value.\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回預設字形大小,該 [Theme] 中需要具有有效的 "
"[member Theme.default_font_size] 值。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
"has a font item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回 [Font],該 [Theme] 中需要有名稱為 [param "
"name] 型別為 [param theme_type] 的字形專案。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns a font size from the first matching [Theme] in the tree if that "
"[Theme] has a font size item with the specified [param name] and [param "
"theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回字形大小,該 [Theme] 中需要有名稱為 [param "
"name] 型別為 [param theme_type] 的字形大小專案。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns an icon from the first matching [Theme] in the tree if that [Theme] "
"has an icon item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回圖示,該 [Theme] 中需要有名稱為 [param name] "
"型別為 [param theme_type] 的圖示專案。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns a [StyleBox] from the first matching [Theme] in the tree if that "
"[Theme] has a stylebox item with the specified [param name] and [param "
"theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"從樹中第一個配對的 [Theme] 中返回 [StyleBox],該 [Theme] 中需要有名稱為 "
"[param name] 型別為 [param theme_type] 的樣式盒專案。\n"
"詳情見 [method Control.get_theme_color]。"
msgid "Returns the ID of the window."
msgstr "返回該視窗的 ID。"
msgid "Causes the window to grab focus, allowing it to receive user input."
msgstr "使該視窗獲得焦點,從而接收使用者輸入。"
msgid "Returns [code]true[/code] if the window is focused."
msgstr "如果該視窗已獲得焦點,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a color item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme],具有指定名稱 [param name] 和主題型別 [param "
"theme_type] 的顏色項,則返回 [code]true[/code]。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a constant item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme],具有指定名稱 [param name] 和主題型別 [param "
"theme_type] 的常數項,則返回 [code]true[/code]。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a font item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme],具有指定名稱 [param name] 和主題型別 [param "
"theme_type] 的字形項,則返回 [code]true[/code]。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a font size item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme],具有指定名稱 [param name] 和主題型別 [param "
"theme_type] 的字形大小項,則返回 [code]true[/code]。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"an icon item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme],具有指定名稱 [param name] 和主題型別 [param "
"theme_type] 的圖示項,則返回 [code]true[/code]。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Returns [code]true[/code] if there is a matching [Theme] in the tree that has "
"a stylebox item with the specified [param name] and [param theme_type].\n"
"See [method Control.get_theme_color] for details."
msgstr ""
"如果樹中存在配對的 [Theme],具有指定名稱 [param name] 和主題型別 [param "
"theme_type] 的樣式盒項,則返回 [code]true[/code]。\n"
"詳情見 [method Control.get_theme_color]。"
msgid ""
"Hides the window. This is not the same as minimized state. Hidden window "
"can't be interacted with and needs to be made visible with [method show]."
msgstr ""
"隱藏該視窗。與最小化狀態不同。隱藏視窗無法進行互動,需要用 [method show] 顯"
"示。"
msgid ""
"Returns [code]true[/code] if the window is currently embedded in another "
"window."
msgstr "如果該視窗目前嵌入在其他視窗中,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the window can be maximized (the maximize button "
"is enabled)."
msgstr "如果該視窗可以最大化(啟用了最大化按鈕),則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if font oversampling is enabled. See [method "
"set_use_font_oversampling]."
msgstr ""
"如果啟用了字形過取樣,則返回 [code]true[/code]。見 [method "
"set_use_font_oversampling]。"
msgid ""
"Centers a native window on the current screen and an embedded window on its "
"embedder [Viewport]."
msgstr ""
"在目前螢幕裡居中原生視窗,如果時嵌入式視窗則是在嵌入器 [Viewport] 裡居中。"
msgid "Moves the [Window] on top of other windows and focuses it."
msgstr "將該 [Window] 移動到其他視窗的頂部並聚焦。"
msgid ""
"Shows the [Window] and makes it transient (see [member transient]). If [param "
"rect] is provided, it will be set as the [Window]'s size. Fails if called on "
"the main window."
msgstr ""
"顯示該 [Window] 並標記為臨時視窗(見 [member transient])。如果提供了 [param "
"rect],則會設為該 [Window] 的大小。對主視窗呼叫時會失敗。"
msgid ""
"Popups the [Window] at the center of the current screen, with optionally "
"given minimum size. If the [Window] is embedded, it will be centered in the "
"parent [Viewport] instead.\n"
"[b]Note:[/b] Calling it with the default value of [param minsize] is "
"equivalent to calling it with [member size]."
msgstr ""
"在目前螢幕的中心彈出該 [Window],可以選擇給定最小尺寸。如果該 [Window] 是嵌入"
"的,它將在父 [Viewport] 中居中。\n"
"[b]注意:[/b]用 [param minsize] 的預設值呼叫它等同於用 [member size] 呼叫它。"
msgid ""
"Popups the [Window] centered inside its parent [Window]. [param "
"fallback_ratio] determines the maximum size of the [Window], in relation to "
"its parent.\n"
"[b]Note:[/b] Calling it with the default value of [param minsize] is "
"equivalent to calling it with [member size]."
msgstr ""
"在父 [Window] 中居中彈出該 [Window]。[param fallback_ratio] 確定 [Window] 相對"
"於其父級的最大尺寸。\n"
"[b]注意:[/b]用 [param minsize] 的預設值呼叫它等同於用 [member size] 呼叫它。"
msgid ""
"If [Window] is embedded, popups the [Window] centered inside its embedder and "
"sets its size as a [param ratio] of embedder's size.\n"
"If [Window] is a native window, popups the [Window] centered inside the "
"screen of its parent [Window] and sets its size as a [param ratio] of the "
"screen size."
msgstr ""
"如果 [Window] 為嵌入式視窗,則 [Window] 在彈出時會在嵌入器內居中,並按照嵌入器"
"大小的比例 [param ratio] 設定其大小。\n"
"如果 [Window] 為原生視窗,則 [Window] 在彈出時會在其父 [Window] 所在螢幕內居"
"中,並按照螢幕大小的比例 [param ratio] 設定其大小。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup] on it. The dialog "
"must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"嘗試將該對話方塊的父節點設為最近的獨佔視窗,相對於 [param from_node],然後對其"
"呼叫 [method Window.popup]。對話方塊目前必須沒有父節點,否則該方法會失敗。\n"
"另見 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup_centered] on it. The "
"dialog must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"嘗試將該對話方塊的父節點設為最近的獨佔視窗,相對於 [param from_node],然後對其"
"呼叫 [method Window.popup_centered]。對話方塊目前必須沒有父節點,否則該方法會"
"失敗。\n"
"另見 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup_centered_clamped] on "
"it. The dialog must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"嘗試將該對話方塊的父節點設為最近的獨佔視窗,相對於 [param from_node],然後對其"
"呼叫 [method Window.popup_centered_clamped]。對話方塊目前必須沒有父節點,否則"
"該方法會失敗。\n"
"另見 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup_centered_ratio] on it. "
"The dialog must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"嘗試將該對話方塊的父節點設為最近的獨佔視窗,相對於 [param from_node],然後對其"
"呼叫 [method Window.popup_centered_ratio]。對話方塊目前必須沒有父節點,否則該"
"方法會失敗。\n"
"另見 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Attempts to parent this dialog to the last exclusive window relative to "
"[param from_node], and then calls [method Window.popup_on_parent] on it. The "
"dialog must have no current parent, otherwise the method fails.\n"
"See also [method set_unparent_when_invisible] and [method Node."
"get_last_exclusive_window]."
msgstr ""
"嘗試將該對話方塊的父節點設為最近的獨佔視窗,相對於 [param from_node],然後對其"
"呼叫 [method Window.popup_on_parent]。對話方塊目前必須沒有父節點,否則該方法會"
"失敗。\n"
"另見 [method set_unparent_when_invisible] 和 [method Node."
"get_last_exclusive_window]。"
msgid ""
"Popups the [Window] with a position shifted by parent [Window]'s position. If "
"the [Window] is embedded, has the same effect as [method popup]."
msgstr ""
"彈出該 [Window],位置會根據父級 [Window] 的位置進行偏移。如果該 [Window] 是內"
"嵌的,則與 [method popup] 等效。"
msgid ""
"Tells the OS that the [Window] needs an attention. This makes the window "
"stand out in some way depending on the system, e.g. it might blink on the "
"task bar."
msgstr ""
"告訴作業系統 [Window] 需要注意。這樣會讓該視窗以某種方式脫穎而出,具體形式取決"
"於系統,例如可能會在工作列上閃爍。"
msgid ""
"Resets the size to the minimum size, which is the max of [member min_size] "
"and (if [member wrap_controls] is enabled) [method "
"get_contents_minimum_size]. This is equivalent to calling "
"[code]set_size(Vector2i())[/code] (or any size below the minimum)."
msgstr ""
"將大小重設為最小大小,即 [member min_size] 和([member wrap_controls] 啟用時)"
"[method get_contents_minimum_size] 之間的較大值。相當於呼叫 "
"[code]set_size(Vector2i())[/code](或低於最小值的任何大小)。"
msgid "Sets a specified window flag."
msgstr "設定指定的視窗旗標。"
msgid ""
"If [param active] is [code]true[/code], enables system's native IME (Input "
"Method Editor)."
msgstr ""
"如果 [param active] 為 [code]true[/code],則啟用系統的原生 IME輸入法編輯"
"器)。"
msgid "Moves IME to the given position."
msgstr "將 IME 移動到給定位置。"
msgid ""
"Sets layout direction and text writing direction. Right-to-left layouts are "
"necessary for certain languages (e.g. Arabic and Hebrew)."
msgstr ""
"設定佈局方向和文字書寫方向。某些語言需要從右至左的佈局(例如阿拉伯語和希伯來"
"語)。"
msgid ""
"If [param unparent] is [code]true[/code], the window is automatically "
"unparented when going invisible.\n"
"[b]Note:[/b] Make sure to keep a reference to the node, otherwise it will be "
"orphaned. You also need to manually call [method Node.queue_free] to free the "
"window if it's not parented."
msgstr ""
"如果 [param unparent] 為 [code]true[/code],則視窗會在隱藏時自動解除與父節點的"
"關係。\n"
"[b]注意:[/b]請確保存在對該節點的引用,否則該節點會變為孤兒節點。沒有父節點"
"時,你還需要手動呼叫 [method Node.queue_free] 來釋放該視窗。"
msgid ""
"Enables font oversampling. This makes fonts look better when they are scaled "
"up."
msgstr "啟用字形過取樣。會使得字形在放大後更好看。"
msgid ""
"Makes the [Window] appear. This enables interactions with the [Window] and "
"doesn't change any of its property other than visibility (unlike e.g. [method "
"popup])."
msgstr ""
"讓該 [Window] 出現。這樣會啟用與 [Window] 的互動,除了可見性之外不會更改其他任"
"何屬性(與 [method popup] 不同)。"
msgid ""
"If [code]true[/code], the window will be on top of all other windows. Does "
"not work if [member transient] is enabled."
msgstr ""
"如果為 [code]true[/code],則該視窗將位於所有其他視窗的頂部。如果啟用了 "
"[member transient] 則不起作用。"
msgid ""
"Toggles if any text should automatically change to its translated version "
"depending on the current locale."
msgstr "切換是否所有文字都應該根據目前區域設定自動變為翻譯後的版本。"
msgid "If [code]true[/code], the window will have no borders."
msgstr "如果為 [code]true[/code],則該視窗將沒有邊框。"
msgid ""
"Specifies how the content's aspect behaves when the [Window] is resized. The "
"base aspect is determined by [member content_scale_size]."
msgstr ""
"指定當 [Window] 的大小改變時,內容縱橫比的行為。基礎縱橫比由 [member "
"content_scale_size] 決定。"
msgid ""
"Specifies the base scale of [Window]'s content when its [member size] is "
"equal to [member content_scale_size]."
msgstr ""
"指定當 [member size] 等於 [member content_scale_size] 時 [Window] 內容的基礎比"
"例。"
msgid "Specifies how the content is scaled when the [Window] is resized."
msgstr "指定當 [Window] 的大小改變時,如何對內容進行縮放。"
msgid ""
"Base size of the content (i.e. nodes that are drawn inside the window). If "
"non-zero, [Window]'s content will be scaled when the window is resized to a "
"different size."
msgstr ""
"內容的基礎大小(內容指在視窗內繪製的節點)。如果非零,當視窗大小發生變化時,"
"[Window] 的內容將被縮放。"
msgid ""
"The policy to use to determine the final scale factor for 2D elements. This "
"affects how [member content_scale_factor] is applied, in addition to the "
"automatic scale factor determined by [member content_scale_size]."
msgstr ""
"用於確定 2D 元素的最終比例因子的策略。除了由 [member content_scale_size] 確定"
"的自動比例因子之外,這還會影響 [member content_scale_factor] 的應用方式。"
msgid "The screen the window is currently on."
msgstr "該視窗目前所在的螢幕。"
msgid ""
"If [code]true[/code], the [Window] will be in exclusive mode. Exclusive "
"windows are always on top of their parent and will block all input going to "
"the parent [Window].\n"
"Needs [member transient] enabled to work."
msgstr ""
"如果為 [code]true[/code],則 [Window] 將處於獨佔模式。獨佔視窗總是在其父視窗的"
"頂部,會阻止所有輸入到達父級 [Window]。\n"
"需要啟用 [member transient] 才能正常工作。"
msgid ""
"If [code]true[/code], the [Window] contents is expanded to the full size of "
"the window, window title bar is transparent.\n"
"[b]Note:[/b] This property is implemented only on macOS.\n"
"[b]Note:[/b] This property only works with native windows."
msgstr ""
"如果為 [code]true[/code],則 [Window] 的內容將會擴充到視窗的完整大小,視窗標題"
"欄是透明的。\n"
"[b]注意:[/b]這個屬性僅在 macOS 上實作。\n"
"[b]注意:[/b]這個屬性僅對原生視窗有效。"
msgid ""
"Specifies the initial type of position for the [Window]. See [enum "
"WindowInitialPosition] constants."
msgstr "指定該 [Window] 的初始位置型別。見 [enum WindowInitialPosition] 常數。"
msgid ""
"If non-zero, the [Window] can't be resized to be bigger than this size.\n"
"[b]Note:[/b] This property will be ignored if the value is lower than [member "
"min_size]."
msgstr ""
"如果非零,則調整該 [Window] 的大小時無法大於該尺寸。\n"
"[b]注意:[/b]如果值小於 [member min_size],該屬性將被忽略。"
msgid ""
"If non-zero, the [Window] can't be resized to be smaller than this size.\n"
"[b]Note:[/b] This property will be ignored in favor of [method "
"get_contents_minimum_size] if [member wrap_controls] is enabled and if its "
"size is bigger."
msgstr ""
"如果非零,則調整該 [Window] 的大小時無法小於該尺寸。\n"
"[b]注意:[/b]如果啟用了 [member wrap_controls] 並且 [method "
"get_contents_minimum_size] 更大,則此屬性將被忽略。"
msgid ""
"Set's the window's current mode.\n"
"[b]Note:[/b] Fullscreen mode is not exclusive full screen on Windows and "
"Linux.\n"
"[b]Note:[/b] This method only works with native windows, i.e. the main window "
"and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is "
"disabled in the main viewport."
msgstr ""
"設定該視窗的目前模式。\n"
"[b]注意:[/b]在 Windows 和 Linux 上,全屏與獨佔全屏是不同的模式。\n"
"[b]注意:[/b]這個方法僅對原生視窗有效,即主視窗和禁用主視口 [member Viewport."
"gui_embed_subwindows] 時的 [Window] 衍生節點。"
msgid ""
"If [code]true[/code], all mouse events will be passed to the underlying "
"window of the same application. See also [member mouse_passthrough_polygon].\n"
"[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows.\n"
"[b]Note:[/b] This property only works with native windows."
msgstr ""
"如果為 [code]true[/code],則所有滑鼠事件都會傳遞給同一套用的底層視窗。另見 "
"[member mouse_passthrough_polygon]。\n"
"[b]注意:[/b]這個屬性在 LinuxX11、macOS 和 Windows 上實作。\n"
"[b]注意:[/b]這個屬性僅對原生視窗有效。"
msgid ""
"Sets a polygonal region of the window which accepts mouse events. Mouse "
"events outside the region will be passed through.\n"
"Passing an empty array will disable passthrough support (all mouse events "
"will be intercepted by the window, which is the default behavior).\n"
"[codeblocks]\n"
"[gdscript]\n"
"# Set region, using Path2D node.\n"
"$Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points()\n"
"\n"
"# Set region, using Polygon2D node.\n"
"$Window.mouse_passthrough_polygon = $Polygon2D.polygon\n"
"\n"
"# Reset region to default.\n"
"$Window.mouse_passthrough_polygon = []\n"
"[/gdscript]\n"
"[csharp]\n"
"// Set region, using Path2D node.\n"
"GetNode<Window>(\"Window\").MousePassthrough = GetNode<Path2D>(\"Path2D\")."
"Curve.GetBakedPoints();\n"
"\n"
"// Set region, using Polygon2D node.\n"
"GetNode<Window>(\"Window\").MousePassthrough = "
"GetNode<Polygon2D>(\"Polygon2D\").Polygon;\n"
"\n"
"// Reset region to default.\n"
"GetNode<Window>(\"Window\").MousePassthrough = new Vector2[] {};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]Note:[/b] This property is ignored if [member mouse_passthrough] is set to "
"[code]true[/code].\n"
"[b]Note:[/b] On Windows, the portion of a window that lies outside the region "
"is not drawn, while on Linux (X11) and macOS it is.\n"
"[b]Note:[/b] This property is implemented on Linux (X11), macOS and Windows."
msgstr ""
"設定視窗的一個接受滑鼠事件的多邊形區域。該區域外的滑鼠事件將被傳遞出去。\n"
"傳遞一個空陣列將禁用穿透支援(所有滑鼠事件將被視窗攔截,這是預設行為)。\n"
"[codeblocks]\n"
"[gdscript]\n"
"# 設定區域,使用 Path2D 節點。\n"
"$Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points()\n"
"\n"
"# 設定區域,使用 Polygon2D 節點。\n"
"$Window.mouse_passthrough_polygon = $Polygon2D.polygon\n"
"\n"
"# 重設區域為預設值。\n"
"$Window.mouse_passthrough_polygon = []\n"
"[/gdscript]\n"
"[csharp]\n"
"// 設定區域,使用 Path2D 節點。\n"
"GetNode<Window>(\"Window\").MousePassthrough = GetNode<Path2D>(\"Path2D\")."
"Curve.GetBakedPoints();\n"
"\n"
"// 設定區域,使用 Polygon2D 節點。\n"
"GetNode<Window>(\"Window\").MousePassthrough = "
"GetNode<Polygon2D>(\"Polygon2D\").Polygon;\n"
"\n"
"// 重設區域為預設值。\n"
"GetNode<Window>(\"Window\").MousePassthrough = new Vector2[] {};\n"
"[/csharp]\n"
"[/codeblocks]\n"
"[b]注意:[/b]如果 [member mouse_passthrough] 設定為 [code]true[/code],則忽略"
"此屬性。\n"
"[b]注意:[/b]在 Windows 上,位於區域外的視窗部分不會被繪製,而在 Linux (X11) "
"和 macOS 上則會被繪製。\n"
"[b]注意:[/b]該屬性在 Linux (X11)、macOS 和 Windows 上實作。"
msgid ""
"If [code]true[/code], the [Window] will be considered a popup. Popups are sub-"
"windows that don't show as separate windows in system's window manager's "
"window list and will send close request when anything is clicked outside of "
"them (unless [member exclusive] is enabled)."
msgstr ""
"如果為 [code]true[/code],則該 [Window] 將被視為快顯視窗。快顯視窗是子視窗,不"
"會在系統視窗管理器的視窗列表中顯示為單獨的視窗,並且會在按一下它們之外的任何位"
"置時發送關閉請求(除非啟用了 [member exclusive])。"
msgid ""
"The window's position in pixels.\n"
"If [member ProjectSettings.display/window/subwindows/embed_subwindows] is "
"[code]false[/code], the position is in absolute screen coordinates. This "
"typically applies to editor plugins. If the setting is [code]true[/code], the "
"window's position is in the coordinates of its parent [Viewport].\n"
"[b]Note:[/b] This property only works if [member initial_position] is set to "
"[constant WINDOW_INITIAL_POSITION_ABSOLUTE]."
msgstr ""
"該視窗的位置,單位為圖元。\n"
"如果 [member ProjectSettings.display/window/subwindows/embed_subwindows] 為 "
"[code]false[/code],則該位置使用螢幕絕對座標。通常適用於編輯器外掛程式。如果該"
"設置項為 [code]true[/code],則該視窗的位置使用其父 [Viewport] 中的座標。\n"
"[b]注意:[/b]這個屬性僅在 [member initial_position] 為 [constant "
"WINDOW_INITIAL_POSITION_ABSOLUTE] 時有效。"
msgid "The window's size in pixels."
msgstr "該視窗的大小,單位為圖元。"
msgid ""
"The name of a theme type variation used by this [Window] to look up its own "
"theme items. See [member Control.theme_type_variation] for more details."
msgstr ""
"此 [Window] 用於搜尋其自己的主題專案的主題型別變體的名稱。詳情見 [member "
"Control.theme_type_variation]。"
msgid ""
"The window's title. If the [Window] is native, title styles set in [Theme] "
"will have no effect."
msgstr "該視窗的標題。如果 [Window] 是原生的,則 [Theme] 中設定的標題樣式無效。"
msgid ""
"If [code]true[/code], the [Window] is transient, i.e. it's considered a child "
"of another [Window]. The transient window will be destroyed with its "
"transient parent and will return focus to their parent when closed. The "
"transient window is displayed on top of a non-exclusive full-screen parent "
"window. Transient windows can't enter full-screen mode.\n"
"Note that behavior might be different depending on the platform."
msgstr ""
"如果為 [code]true[/code] 則該 [Window] 是臨時視窗,即會被認為是另一個 "
"[Window] 的子級。臨時視窗會和臨時父級一起銷毀,關閉時會將焦點返還給父級。臨時"
"視窗顯示在非獨占全屏父視窗之上。臨時視窗無法進入全屏模式。\n"
"請注意,不同平臺可能由不同的行為。"
msgid ""
"If [code]true[/code], the [Window]'s background can be transparent. This is "
"best used with embedded windows.\n"
"[b]Note:[/b] Transparency support is implemented on Linux, macOS and Windows, "
"but availability might vary depending on GPU driver, display manager, and "
"compositor capabilities.\n"
"[b]Note:[/b] This property has no effect if either [member ProjectSettings."
"display/window/per_pixel_transparency/allowed], or the window's [member "
"Viewport.transparent_bg] is set to [code]false[/code]."
msgstr ""
"如果為 [code]true[/code],則 [Window] 的背景可以是透明的。最好用在嵌入式視窗"
"中。\n"
"[b]注意:[/b]透明度支援已在 Linux、macOS 和 Windows 上實作,但可用性可能因 "
"GPU 驅動程式、顯示管理器和合成器的能力而異。\n"
"[b]注意:[/b]如果 [member ProjectSettings.display/window/"
"per_pixel_transparency/allowed] 或該視窗的 [member Viewport.transparent_bg] "
"為 [code]false[/code],則這個屬性無效。"
msgid ""
"If [code]true[/code], the [Window] can't be focused nor interacted with. It "
"can still be visible."
msgstr ""
"如果為 [code]true[/code],則該 [Window] 既無法聚焦也無法互動,但仍然可見。"
msgid ""
"If [code]true[/code], the window can't be resized. Minimize and maximize "
"buttons are disabled."
msgstr ""
"如果為 [code]true[/code],則無法調整視窗大小。最小化和最大化按鈕被禁用。"
msgid "If [code]true[/code], the window is visible."
msgstr "如果為 [code]true[/code],則該視窗可見。"
msgid ""
"If [code]true[/code], the window's size will automatically update when a "
"child node is added or removed, ignoring [member min_size] if the new size is "
"bigger.\n"
"If [code]false[/code], you need to call [method child_controls_changed] "
"manually."
msgstr ""
"如果為 [code]true[/code],則新增或刪除子節點時,視窗的大小會自動更新,新的大小"
"更大時會忽略 [member min_size]。\n"
"如果為 [code]false[/code],則需要手動呼叫 [method child_controls_changed]。"
msgid ""
"Emitted right after [method popup] call, before the [Window] appears or does "
"anything."
msgstr ""
"在呼叫 [method popup] 之後但在 [Window] 出現或執行任何操作之前發送的訊號。"
msgid ""
"Emitted when the [Window]'s close button is pressed or when [member "
"popup_window] is enabled and user clicks outside the window.\n"
"This signal can be used to handle window closing, e.g. by connecting it to "
"[method hide]."
msgstr ""
"按下該 [Window] 的關閉按鈕或啟用 [member popup_window] 並且使用者在視窗外點擊"
"時發出。\n"
"這個訊號可以用來處理視窗的關閉,例如將其連接到 [method hide]。"
msgid ""
"Emitted when the [Window]'s DPI changes as a result of OS-level changes (e.g. "
"moving the window from a Retina display to a lower resolution one).\n"
"[b]Note:[/b] Only implemented on macOS."
msgstr ""
"該 [Window] 的 DPI 由於作業系統級別的更改而發生更改時發出(例如將該視窗從 "
"Retina 螢幕移動到了更低解析度的螢幕)。\n"
"[b]注意:[/b]僅在 macOS 上實作。"
msgid ""
"Emitted when files are dragged from the OS file manager and dropped in the "
"game window. The argument is a list of file paths.\n"
"Note that this method only works with native windows, i.e. the main window "
"and [Window]-derived nodes when [member Viewport.gui_embed_subwindows] is "
"disabled in the main viewport.\n"
"Example usage:\n"
"[codeblock]\n"
"func _ready():\n"
" get_viewport().files_dropped.connect(on_files_dropped)\n"
"\n"
"func on_files_dropped(files):\n"
" print(files)\n"
"[/codeblock]"
msgstr ""
"將檔從作業系統檔案管理員拖放到遊戲視窗時發出。參數為檔路徑列表。\n"
"請注意,這個方法僅適用於原生視窗,即主視窗和禁用主視口 [member Viewport."
"gui_embed_subwindows] 時的 [Window] 衍生節點。\n"
"範例用法:\n"
"[codeblock]\n"
"func _ready():\n"
" get_viewport().files_dropped.connect(on_files_dropped)\n"
"\n"
"func on_files_dropped(files):\n"
" print(files)\n"
"[/codeblock]"
msgid "Emitted when the [Window] gains focus."
msgstr "當該 [Window] 獲得焦點時發出。"
msgid "Emitted when the [Window] loses its focus."
msgstr "當該 [Window] 失去焦點時發出。"
msgid ""
"Emitted when a go back request is sent (e.g. pressing the \"Back\" button on "
"Android), right after [constant Node.NOTIFICATION_WM_GO_BACK_REQUEST]."
msgstr ""
"發送返回請求時,在 [constant Node.NOTIFICATION_WM_GO_BACK_REQUEST] 之後發出"
"(例如在 Android 上按下“返回”按鈕)。"
msgid ""
"Emitted when the mouse cursor enters the [Window]'s visible area, that is not "
"occluded behind other [Control]s or windows, provided its [member Viewport."
"gui_disable_input] is [code]false[/code] and regardless if it's currently "
"focused or not."
msgstr ""
"當滑鼠遊標進入[Window]的可見區域時發出,該區域未被其他[Control]或視窗遮擋,前"
"提是其[member Viewport.gui_disable_input]為[code]false [/code],不論目前是否處"
"於焦點狀態。"
msgid ""
"Emitted when the mouse cursor leaves the [Window]'s visible area, that is not "
"occluded behind other [Control]s or windows, provided its [member Viewport."
"gui_disable_input] is [code]false[/code] and regardless if it's currently "
"focused or not."
msgstr ""
"當滑鼠遊標離開[Window]的可見區域時發出,該區域未被其他[Control]或視窗遮擋,前"
"提是其[member Viewport.gui_disable_input]為[code]false [/code],不論目前是否處"
"於焦點狀態。"
msgid ""
"Emitted when window title bar decorations are changed, e.g. macOS window "
"enter/exit full screen mode, or extend-to-title flag is changed."
msgstr ""
"視窗標題列裝飾發生改變時發出,例如 macOS 視窗進入/退出全屏模式,或者“擴充至標"
"題”旗標發生改變。"
msgid "Emitted when [Window] is made visible or disappears."
msgstr "顯示或隱藏該 [Window] 時發出。"
msgid ""
"Emitted when the [Window] is currently focused and receives any input, "
"passing the received event as an argument. The event's position, if present, "
"is in the embedder's coordinate system."
msgstr ""
"該 [Window] 持有焦點並收到任何輸入時發出,會把收到的事件作為參數傳入。該事件如"
"果存在位置屬性,該位置使用嵌入器的坐標系。"
msgid ""
"Emitted when [Window]'s visibility changes, right before [signal "
"visibility_changed]."
msgstr ""
"該 [Window] 的可見性發生改變時,在 [signal visibility_changed] 之前發出。"
msgid ""
"Sent when the node needs to refresh its theme items. This happens in one of "
"the following cases:\n"
"- The [member theme] property is changed on this node or any of its "
"ancestors.\n"
"- The [member theme_type_variation] property is changed on this node.\n"
"- The node enters the scene tree.\n"
"[b]Note:[/b] As an optimization, this notification won't be sent from changes "
"that occur while this node is outside of the scene tree. Instead, all of the "
"theme item updates can be applied at once when the node enters the scene tree."
msgstr ""
"當節點需要更新其主題項時發送。以下任意情況都會觸發:\n"
"- 此節點或其任何祖先節點更改了 [member theme] 屬性。\n"
"- 此節點更改了 [member theme_type_variation] 屬性。\n"
"- 節點進入場景樹。\n"
"[b]注意:[/b]為了優化性能,此節點在場景樹之外發生更改時不會發送此通知。取而代"
"之的是,當節點進入場景樹時會均勻套用所有主題項的更新。"
msgid ""
"The window can't be resized by dragging its resize grip. It's still possible "
"to resize the window using [member size]. This flag is ignored for full "
"screen windows. Set with [member unresizable]."
msgstr ""
"該視窗不能通過拖動其調整大小的手柄來調整大小。仍然可以使用 [member size] 來調"
"整視窗的大小。這個旗標對於全屏視窗來說是被忽略的。用 [member unresizable] 設"
"置。"
msgid ""
"The window do not have native title bar and other decorations. This flag is "
"ignored for full-screen windows. Set with [member borderless]."
msgstr ""
"該視窗沒有原生標題列和其他裝飾。全屏視窗會忽略該旗標。由 [member borderless] "
"設定。"
msgid ""
"The window is floating on top of all other windows. This flag is ignored for "
"full-screen windows. Set with [member always_on_top]."
msgstr ""
"該視窗漂浮在所有其他視窗之上。全屏視窗會忽略該旗標。由 [member always_on_top] "
"設定。"
msgid ""
"The window background can be transparent. Set with [member transparent].\n"
"[b]Note:[/b] This flag has no effect if either [member ProjectSettings."
"display/window/per_pixel_transparency/allowed], or the window's [member "
"Viewport.transparent_bg] is set to [code]false[/code]."
msgstr ""
"該視窗的背景可以是透明的。使用 [member transparent] 設定。\n"
"[b]注意:[/b]如果 [member ProjectSettings.display/window/"
"per_pixel_transparency/allowed] 或該視窗的 [member Viewport.transparent_bg] "
"為 [code]false[/code],則這個旗標無效。"
msgid ""
"The window can't be focused. No-focus window will ignore all input, except "
"mouse clicks. Set with [member unfocusable]."
msgstr ""
"該視窗無法被聚焦。無焦點視窗會忽略除滑鼠點擊之外的所有輸入。由 [member "
"unfocusable] 設定。"
msgid ""
"Window is part of menu or [OptionButton] dropdown. This flag can't be changed "
"when the window is visible. An active popup window will exclusively receive "
"all input, without stealing focus from its parent. Popup windows are "
"automatically closed when uses click outside it, or when an application is "
"switched. Popup window must have transient parent set (see [member "
"transient]).\n"
"[b]Note:[/b] This flag has no effect in embedded windows (unless said window "
"is a [Popup])."
msgstr ""
"視窗為功能表或 [OptionButton] 下拉式功能表的一部分。視窗可見時無法更改這個旗"
"標。活動的快顯視窗會以獨佔的形式接收所有輸入,但不會從其父視窗竊取焦點。使用者"
"在區域外點擊或切換套用程式時,快顯視窗會自動關閉。快顯視窗必須設定臨時父級"
"(見 [member transient])。\n"
"[b]注意:[/b]這個旗標在嵌入式視窗中無效(除非該視窗是 [Popup])。"
msgid ""
"Window content is expanded to the full size of the window. Unlike borderless "
"window, the frame is left intact and can be used to resize the window, title "
"bar is transparent, but have minimize/maximize/close buttons. Set with "
"[member extend_to_title].\n"
"[b]Note:[/b] This flag is implemented only on macOS.\n"
"[b]Note:[/b] This flag has no effect in embedded windows."
msgstr ""
"視窗內容擴充到視窗的全部尺寸。與無邊框視窗不同,框架保持不變,可以用來調整窗口"
"的大小,標題列是透明的,但有最小/最大/關閉按鈕。用 [member extend_to_title] 設"
"定。\n"
"[b]注意:[/b]這個旗標在 macOS 上實作。\n"
"[b]注意:[/b]這個旗標在嵌入式視窗中無效。"
msgid ""
"All mouse events are passed to the underlying window of the same "
"application.\n"
"[b]Note:[/b] This flag has no effect in embedded windows."
msgstr ""
"所有滑鼠事件都被傳遞到同一套用程式的底層視窗。\n"
"[b]注意:[/b]這個旗標在嵌入式視窗中無效。"
msgid "Max value of the [enum Flags]."
msgstr "[enum Flags] 的最大值。"
msgid "The content will not be scaled to match the [Window]'s size."
msgstr "不會為了配對 [Window] 的大小而對內容進行縮放。"
msgid ""
"The content will be rendered at the target size. This is more performance-"
"expensive than [constant CONTENT_SCALE_MODE_VIEWPORT], but provides better "
"results."
msgstr ""
"會將內容按照目標大小渲染。比 [constant CONTENT_SCALE_MODE_VIEWPORT] 更消耗性"
"能,但結果更佳。"
msgid ""
"The content will be rendered at the base size and then scaled to the target "
"size. More performant than [constant CONTENT_SCALE_MODE_CANVAS_ITEMS], but "
"results in pixelated image."
msgstr ""
"會將內容按照原始大小渲染,然後再縮放到目標大小。比 [constant "
"CONTENT_SCALE_MODE_CANVAS_ITEMS] 性能更高,但會導致圖像的圖元化。"
msgid ""
"The aspect will be ignored. Scaling will simply stretch the content to fit "
"the target size."
msgstr "會忽略縱橫比。縮放就是簡單地將內容拉伸至目標大小。"
msgid ""
"The content's aspect will be preserved. If the target size has different "
"aspect from the base one, the image will be centered and black bars will "
"appear on left and right sides."
msgstr ""
"會保留內容的縱橫比。如果目標大小與原始大小的縱橫比不同,則會將圖像居中,左右兩"
"側會出現黑條。"
msgid ""
"The content can be expanded vertically. Scaling horizontally will result in "
"keeping the width ratio and then black bars on left and right sides."
msgstr "內容可以垂直擴充。橫向縮放時,會保留寬度比,在左右兩側新增黑條。"
msgid ""
"The content can be expanded horizontally. Scaling vertically will result in "
"keeping the height ratio and then black bars on top and bottom sides."
msgstr "內容可以水平擴充。縱向縮放時,會保留高度比,在上下兩側新增黑條。"
msgid ""
"The content's aspect will be preserved. If the target size has different "
"aspect from the base one, the content will stay in the top-left corner and "
"add an extra visible area in the stretched space."
msgstr ""
"會保留內容的縱橫比。如果目標大小與原始大小的縱橫比不同,則內容會保持在左上角,"
"將拉伸出的空間增加為可見區域。"
msgid ""
"The content will be stretched according to a fractional factor. This fills "
"all the space available in the window, but allows \"pixel wobble\" to occur "
"due to uneven pixel scaling."
msgstr ""
"內容將根據分數因子進行拉伸。這會填充視窗中的所有可用空間,但會由於像素縮放不均"
"勻而導致出現“像素擺動”。"
msgid ""
"The content will be stretched only according to an integer factor, preserving "
"sharp pixels. This may leave a black background visible on the window's edges "
"depending on the window size."
msgstr ""
"內容將僅根據整數因子進行拉伸,保留銳利像素。這可能會在視窗邊緣留下可見的黑色背"
"景,具體取決於視窗大小。"
msgid ""
"Automatic layout direction, determined from the parent window layout "
"direction."
msgstr "自動佈局方向,由父視窗的佈局方向決定。"
msgid "Initial window position is determined by [member position]."
msgstr "初始視窗位置由 [member position] 決定。"
msgid "Initial window position is the center of the primary screen."
msgstr "初始視窗位置為主螢幕的中心。"
msgid "Initial window position is the center of the main window screen."
msgstr "初始視窗位置為主視窗螢幕的中心。"
msgid "Initial window position is the center of [member current_screen] screen."
msgstr "初始視窗位置為 [member current_screen] 螢幕的中心。"
msgid ""
"Initial window position is the center of the screen containing the mouse "
"pointer."
msgstr "初始視窗位置為滑鼠指標所在螢幕的中心。"
msgid ""
"Initial window position is the center of the screen containing the window "
"with the keyboard focus."
msgstr "初始視窗位置為鍵盤聚焦的視窗所在螢幕的中心。"
msgid "The color of the title's text."
msgstr "標題文字的顏色。"
msgid "The color of the title's text outline."
msgstr "標題文字輪廓的顏色。"
msgid "Horizontal position offset of the close button."
msgstr "關閉按鈕的水平位置偏移。"
msgid "Vertical position offset of the close button."
msgstr "關閉按鈕的垂直位置偏移。"
msgid ""
"Defines the outside margin at which the window border can be grabbed with "
"mouse and resized."
msgstr "定義了視窗邊框外側可以使用滑鼠抓取和調整大小的邊距。"
msgid "Height of the title bar."
msgstr "標題列的高度。"
msgid "The size of the title outline."
msgstr "標題輪廓的尺寸。"
msgid "The font used to draw the title."
msgstr "用於繪製標題的字形。"
msgid "The size of the title font."
msgstr "標題字形的大小。"
msgid "The icon for the close button."
msgstr "關閉按鈕的圖示。"
msgid "The icon for the close button when it's being pressed."
msgstr "關閉按鈕被按下時的圖示。"
msgid ""
"The background style used when the [Window] is embedded. Note that this is "
"drawn only under the window's content, excluding the title. For proper "
"borders and title bar style, you can use [code]expand_margin_*[/code] "
"properties of [StyleBoxFlat].\n"
"[b]Note:[/b] The content background will not be visible unless [member "
"transparent] is enabled."
msgstr ""
"[Window] 為嵌入模式時使用的背景樣式。請注意,背景僅繪製在視窗內容的下方,不包"
"括標題。要得到合適的邊框和標題列樣式,可以使用 [StyleBoxFlat] 的 "
"[code]expand_margin_*[/code] 屬性。\n"
"[b]注意:[/b]只有在啟用 [member transparent] 時,內容背景才會可見。"
msgid "The background style used when the [Window] is embedded and unfocused."
msgstr "[GraphNode] 被選中時使用的背景。"
msgid ""
"A singleton that allocates some [Thread]s on startup, used to offload tasks "
"to these threads."
msgstr "單例,啟動時會分配一些 [Thread],可以將工作解除安裝到這些執行緒中執行。"
msgid ""
"The [WorkerThreadPool] singleton allocates a set of [Thread]s (called worker "
"threads) on project startup and provides methods for offloading tasks to "
"them. This can be used for simple multithreading without having to create "
"[Thread]s.\n"
"Tasks hold the [Callable] to be run by the threads. [WorkerThreadPool] can be "
"used to create regular tasks, which will be taken by one worker thread, or "
"group tasks, which can be distributed between multiple worker threads. Group "
"tasks execute the [Callable] multiple times, which makes them useful for "
"iterating over a lot of elements, such as the enemies in an arena.\n"
"Here's a sample on how to offload an expensive function to worker threads:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var enemies = [] # An array to be filled with enemies.\n"
"\n"
"func process_enemy_ai(enemy_index):\n"
" var processed_enemy = enemies[enemy_index]\n"
" # Expensive logic...\n"
"\n"
"func _process(delta):\n"
" var task_id = WorkerThreadPool.add_group_task(process_enemy_ai, enemies."
"size())\n"
" # Other code...\n"
" WorkerThreadPool.wait_for_group_task_completion(task_id)\n"
" # Other code that depends on the enemy AI already being processed.\n"
"[/gdscript]\n"
"[csharp]\n"
"private List<Node> _enemies = new List<Node>(); // A list to be filled with "
"enemies.\n"
"\n"
"private void ProcessEnemyAI(int enemyIndex)\n"
"{\n"
" Node processedEnemy = _enemies[enemyIndex];\n"
" // Expensive logic here.\n"
"}\n"
"\n"
"public override void _Process(double delta)\n"
"{\n"
" long taskId = WorkerThreadPool.AddGroupTask(Callable."
"From<int>(ProcessEnemyAI), _enemies.Count);\n"
" // Other code...\n"
" WorkerThreadPool.WaitForGroupTaskCompletion(taskId);\n"
" // Other code that depends on the enemy AI already being processed.\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"The above code relies on the number of elements in the [code]enemies[/code] "
"array remaining constant during the multithreaded part.\n"
"[b]Note:[/b] Using this singleton could affect performance negatively if the "
"task being distributed between threads is not computationally expensive."
msgstr ""
"[WorkerThreadPool] 單例在專案啟動時會分配一組 [Thread](稱作工作執行緒)並提供"
"將工作解除安裝至這些執行緒上執行的方法。這樣就能夠簡化多執行緒的使用,不必建"
"立 [Thread]。\n"
"工作裡放置的是要讓執行緒執行的 [Callable]。[WorkerThreadPool] 既可以建立常規任"
"務也可以建立群組工作,常規工作由單個工作執行緒執行,而群組工作可以分佈在多個工"
"作執行緒執行。群組工作會多次執行同一個 [Callable],可用於走訪大量的元素,例如"
"場景中的敵人。\n"
"以下是將開銷很大的函式解除安裝到工作執行緒執行的例子:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var enemies = [] # 用敵人填充的陣列。\n"
"\n"
"func process_enemy_ai(enemy_index):\n"
" var processed_enemy = enemies[enemy_index]\n"
" # 開銷很大的邏輯……\n"
"\n"
"func _process(delta):\n"
" var task_id = WorkerThreadPool.add_group_task(process_enemy_ai, enemies."
"size())\n"
" # 其他程式碼……\n"
" WorkerThreadPool.wait_for_group_task_completion(task_id)\n"
" # 要求敵人 AI 已經處理完畢的其他程式碼。\n"
"[/gdscript]\n"
"[csharp]\n"
"private List<Node> _enemies = new List<Node>(); // 用敵人填充的陣列。\n"
"\n"
"private void ProcessEnemyAI(int enemyIndex)\n"
"{\n"
" Node processedEnemy = _enemies[enemyIndex];\n"
" // 開銷很大的邏輯……\n"
"}\n"
"\n"
"public override void _Process(double delta)\n"
"{\n"
" long taskId = WorkerThreadPool.AddGroupTask(Callable."
"From<int>(ProcessEnemyAI), _enemies.Count);\n"
" // 其他程式碼……\n"
" WorkerThreadPool.WaitForGroupTaskCompletion(taskId);\n"
" // 要求敵人 AI 已經處理完畢的其他程式碼。\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]\n"
"以上程式碼要求 [code]enemies[/code] 陣列中的元素個數在多執行緒部分執行時保持不"
"變。\n"
"[b]注意:[/b]如果分佈到多個執行緒執行的工作在計算方面的開銷並不大,那麼使用這"
"個單例可能對性能有負面影響。"
msgid ""
"Adds [param action] as a group task to be executed by the worker threads. The "
"[Callable] will be called a number of times based on [param elements], with "
"the first thread calling it with the value [code]0[/code] as a parameter, and "
"each consecutive execution incrementing this value by 1 until it reaches "
"[code]element - 1[/code].\n"
"The number of threads the task is distributed to is defined by [param "
"tasks_needed], where the default value [code]-1[/code] means it is "
"distributed to all worker threads. [param high_priority] determines if the "
"task has a high priority or a low priority (default). You can optionally "
"provide a [param description] to help with debugging.\n"
"Returns a group task ID that can be used by other methods."
msgstr ""
"將 [param action] 新增為群組工作,能夠被多個工作執行緒執行。該 [Callable] 的調"
"用次數由 [param elements] 決定,第一個呼叫的執行緒使用 [code]0[/code] 作為參"
"數,後續執行時會將其加 1直到變為 [code]element - 1[/code]。\n"
"工作分佈的執行緒數由 [param tasks_needed] 定義,預設值 [code]-1[/code] 表示分"
"佈到所有工作執行緒。[param high_priority] 決定的是工作具有高優先順序還是低優先"
"順序(預設)。你還可以選擇提供 [param description] 作為描述資訊,方便除錯。\n"
"返回群組工作 ID可用於其他方法。"
msgid ""
"Adds [param action] as a task to be executed by a worker thread. [param "
"high_priority] determines if the task has a high priority or a low priority "
"(default). You can optionally provide a [param description] to help with "
"debugging.\n"
"Returns a task ID that can be used by other methods."
msgstr ""
"將 [param action] 新增為群組工作,能夠被單個工作執行緒執行。[param "
"high_priority] 決定的是工作具有高優先順序還是低優先順序(預設)。你還可以選擇"
"提供 [param description] 作為描述資訊,方便除錯。\n"
"返回工作 ID可用於其他方法。"
msgid ""
"Returns how many times the [Callable] of the group task with the given ID has "
"already been executed by the worker threads.\n"
"[b]Note:[/b] If a thread has started executing the [Callable] but is yet to "
"finish, it won't be counted."
msgstr ""
"返回具有給定 ID 的群組工作的 [Callable] 已經被工作執行緒執行的次數。\n"
"[b]注意:[/b]執行緒已經開始執行 [Callable] 但尚未完成的情況不計算在內。"
msgid ""
"Returns [code]true[/code] if the group task with the given ID is completed."
msgstr "如果具有給定 ID 的群組工作已經完成,則返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if the task with the given ID is completed."
msgstr "如果具有給定 ID 的工作已經完成,則返回 [code]true[/code]。"
msgid ""
"Pauses the thread that calls this method until the group task with the given "
"ID is completed."
msgstr "在具有給定 ID 的群組工作完成前暫停呼叫這個方法的執行緒。"
msgid ""
"Pauses the thread that calls this method until the task with the given ID is "
"completed.\n"
"Returns [constant @GlobalScope.OK] if the task could be successfully "
"awaited.\n"
"Returns [constant @GlobalScope.ERR_INVALID_PARAMETER] if a task with the "
"passed ID does not exist (maybe because it was already awaited and disposed "
"of).\n"
"Returns [constant @GlobalScope.ERR_BUSY] if the call is made from another "
"running task and, due to task scheduling, the task to await is at a lower "
"level in the call stack and therefore can't progress. This is an advanced "
"situation that should only matter when some tasks depend on others."
msgstr ""
"暫停呼叫該方法的執行緒,直到給定 ID 對應的工作完成。\n"
"如果能夠成功等待工作,則返回 [constant @GlobalScope.OK]。\n"
"如果不存在與傳入 ID 對應的工作(可能已被等待或處理),則返回 [constant "
"@GlobalScope.ERR_INVALID_PARAMETER]。\n"
"如果其他正在執行的工作呼叫了該方法,並且由於工作調度的原因,要等待的工作位於呼"
"叫堆疊更下層的位置,因此無法繼續,則返回 [constant @GlobalScope.ERR_BUSY]。這"
"是比較高級的情況,只有工作之間存在依賴關係時才會出現。"
msgid ""
"A resource that holds all components of a 2D world, such as a canvas and a "
"physics space."
msgstr "一種保存了所有 2D 世界元件的資源,例如畫布和物理運算空間。"
msgid ""
"Class that has everything pertaining to a 2D world: A physics space, a "
"canvas, and a sound space. 2D nodes register their resources into the current "
"2D world."
msgstr ""
"這個類包含所有與 2D 世界相關的內容物理空間、可視場景和音訊空間。2D 節點會將"
"它們的資源註冊到目前的 2D 世界中。"
msgid ""
"The [RID] of this world's canvas resource. Used by the [RenderingServer] for "
"2D drawing."
msgstr "這個世界的畫布資源的 [RID]。由 [RenderingServer] 用於 2D 繪製。"
msgid ""
"Direct access to the world's physics 2D space state. Used for querying "
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [method Node._physics_process] in the main thread."
msgstr ""
"直接存取該世界的物理 3D 空間狀態。可用於查詢目前和可能的碰撞。在多執行緒物理中"
"使用時,僅可在主執行緒的 [method Node._physics_process] 中存取。"
msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer2D]."
msgstr "這個世界的導覽地圖的 [RID]。由 [NavigationServer2D] 使用。"
msgid ""
"The [RID] of this world's physics space resource. Used by the "
"[PhysicsServer2D] for 2D physics, treating it as both a space and an area."
msgstr ""
"這個世界物理空間資源的 [RID]。由 [PhysicsServer2D] 用於 2D 物理,將其視為一個"
"空間和一個區域。"
msgid ""
"A resource that holds all components of a 3D world, such as a visual scenario "
"and a physics space."
msgstr "包含 3D 世界所有元件的資源,例如可視場景和物理空間。"
msgid ""
"Class that has everything pertaining to a world: A physics space, a visual "
"scenario, and a sound space. 3D nodes register their resources into the "
"current 3D world."
msgstr ""
"這個類包含所有與世界相關的內容物理空間、可視場景和音訊空間。3D 節點會將它們"
"的資源註冊到目前的 3D 世界中。"
msgid ""
"The default [CameraAttributes] resource to use if none set on the [Camera3D]."
msgstr "[Camera3D] 上未設定時 [CameraAttributes] 時預設使用的資源。"
msgid ""
"Direct access to the world's physics 3D space state. Used for querying "
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [method Node._physics_process] in the main thread."
msgstr ""
"直接存取該世界的物理 3D 空間狀態。可用於查詢目前和可能的碰撞。在多執行緒物理中"
"使用時,僅可在主執行緒的 [method Node._physics_process] 中存取。"
msgid "The World3D's [Environment]."
msgstr "該 World3D 的 [Environment]。"
msgid ""
"The World3D's fallback environment will be used if [member environment] fails "
"or is missing."
msgstr "在 [member environment] 失敗或丟失時World3D 所使用的退回環境。"
msgid ""
"The [RID] of this world's navigation map. Used by the [NavigationServer3D]."
msgstr "這個世界的導覽地圖的 [RID]。由 [NavigationServer3D] 使用。"
msgid "The World3D's visual scenario."
msgstr "該 World3D 的可視場景。"
msgid "The World3D's physics space."
msgstr "該 World3D 的物理空間。"
msgid "A 2D world boundary (half-plane) shape used for physics collision."
msgstr "用於物理碰撞的 2D 空間邊界(半平面)形狀。"
msgid ""
"A 2D world boundary shape, intended for use in physics. "
"[WorldBoundaryShape2D] works like an infinite straight line that forces all "
"physics bodies to stay above it. The line's normal determines which direction "
"is considered as \"above\" and in the editor, the smaller line over it "
"represents this direction. It can for example be used for endless flat floors."
msgstr ""
"2D 世界邊界形狀,應當用於物理用途。[WorldBoundaryShape2D] 本質上和無限直線類"
"似,能夠強制所有物理體都保持在它的上方。哪個方向是“上方”由該直線的法線確定,這"
"個方向在編輯器中由直線上方的一條段線表示。用例是無限的平坦地面。"
msgid ""
"The distance from the origin to the line, expressed in terms of [member "
"normal] (according to its direction and magnitude). Actual absolute distance "
"from the origin to the line can be calculated as [code]abs(distance) / normal."
"length()[/code].\n"
"In the scalar equation of the line [code]ax + by = d[/code], this is [code]d[/"
"code], while the [code](a, b)[/code] coordinates are represented by the "
"[member normal] property."
msgstr ""
"從原點到直線的距離,沿 [member normal] 方向(根據其方向和大小)。原點到直線實"
"際距離的絕對值可以用 [code]abs(distance) / normal.length()[/code] 計算。\n"
"在直線 [code]ax + by = d[/code] 的標量方程中,這是 [code]d[/code],而 [code]"
"(a, b)[/code] 座標由 [member normal] 屬性工作表示。"
msgid "A 3D world boundary (half-space) shape used for physics collision."
msgstr "用於物理碰撞的 3D 空間邊界(半空間)形狀。"
msgid ""
"A 3D world boundary shape, intended for use in physics. "
"[WorldBoundaryShape3D] works like an infinite plane that forces all physics "
"bodies to stay above it. The [member plane]'s normal determines which "
"direction is considered as \"above\" and in the editor, the line over the "
"plane represents this direction. It can for example be used for endless flat "
"floors."
msgstr ""
"3D 世界邊界形狀,應當用於物理用途。[WorldBoundaryShape3D] 本質上和無限平面類"
"似,能夠強制所有物理體都保持在它的上方。哪個方向是“上方”由該平面 [member "
"plane] 的法線確定,這個方向在編輯器中由平面上方的一條線表示。用例是無限的平坦"
"地面。"
msgid "The [Plane] used by the [WorldBoundaryShape3D] for collision."
msgstr "該 [WorldBoundaryShape3D] 用於碰撞的 [Plane]。"
msgid ""
"Default environment properties for the entire scene (post-processing effects, "
"lighting and background settings)."
msgstr "整個場景的預設環境屬性,後期處理效果、照明和背景設定。"
msgid ""
"The [WorldEnvironment] node is used to configure the default [Environment] "
"for the scene.\n"
"The parameters defined in the [WorldEnvironment] can be overridden by an "
"[Environment] node set on the current [Camera3D]. Additionally, only one "
"[WorldEnvironment] may be instantiated in a given scene at a time.\n"
"The [WorldEnvironment] allows the user to specify default lighting parameters "
"(e.g. ambient lighting), various post-processing effects (e.g. SSAO, DOF, "
"Tonemapping), and how to draw the background (e.g. solid color, skybox). "
"Usually, these are added in order to improve the realism/color balance of the "
"scene."
msgstr ""
"[WorldEnvironment] 節點用於為場景配置預設的 [Environment]。\n"
"[WorldEnvironment] 中定義的參數可以被設定為目前的 [Camera3D] 上所設定的 "
"[Environment] 資源覆蓋。此外,在一個給定場景中,同一時間只能產生實體一個 "
"[WorldEnvironment]。\n"
"[WorldEnvironment] 允許使用者指定預設的照明參數(例如環境照明)、各種後處理效"
"果(例如 SSAO、DOF、色調對應、以及如何繪製背景例如純色、天空盒。通常添"
"加這些是為了提高場景的真實感/色彩平衡。"
msgid ""
"The [Environment] resource used by this [WorldEnvironment], defining the "
"default properties."
msgstr ""
"此 [WorldEnvironment] 世界環境所使用的 [Environment] 環境資源,定義預設屬性。"
msgid "An X509 certificate (e.g. for TLS)."
msgstr "X509 憑證(例如用於 TLS。"
msgid ""
"The X509Certificate class represents an X509 certificate. Certificates can be "
"loaded and saved like any other [Resource].\n"
"They can be used as the server certificate in [method StreamPeerTLS."
"accept_stream] (along with the proper [CryptoKey]), and to specify the only "
"certificate that should be accepted when connecting to a TLS server via "
"[method StreamPeerTLS.connect_to_stream]."
msgstr ""
"X509Certificate 類代表 X509 憑證。憑證可以像其他的 [Resource] 資源一樣載入和保"
"存。\n"
"可以用作 [method StreamPeerTLS.accept_stream] 中的伺服器憑證(搭配正確的 "
"[CryptoKey]),也可以用於指定通過 [method StreamPeerTLS.connect_to_stream] 連"
"接到 TLS 伺服器時應該接受的唯一憑證。"
msgid "Loads a certificate from [param path] (\"*.crt\" file)."
msgstr "從路徑 [param path] 載入憑證(“*.crt”檔案。"
msgid "Loads a certificate from the given [param string]."
msgstr "從給定的字串 [param string] 載入憑證。"
msgid ""
"Saves a certificate to the given [param path] (should be a \"*.crt\" file)."
msgstr "將憑證保存到給定的路徑 [param path](應該是“*.crt”檔案。"
msgid ""
"Returns a string representation of the certificate, or an empty string if the "
"certificate is invalid."
msgstr "返回憑證的字串表示,如果憑證無效則返回空字串。"
msgid "Provides a low-level interface for creating parsers for XML files."
msgstr "為建立 XML 檔解析器提供低階介面。"
msgid ""
"Provides a low-level interface for creating parsers for [url=https://en."
"wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to make "
"custom XML parsers.\n"
"To parse XML, you must open a file with the [method open] method or a buffer "
"with the [method open_buffer] method. Then, the [method read] method must be "
"called to parse the next nodes. Most of the methods take into consideration "
"the currently parsed node.\n"
"Here is an example of using [XMLParser] to parse a SVG file (which is based "
"on XML), printing each element and its attributes as a dictionary:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var parser = XMLParser.new()\n"
"parser.open(\"path/to/file.svg\")\n"
"while parser.read() != ERR_FILE_EOF:\n"
" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n"
" var node_name = parser.get_node_name()\n"
" var attributes_dict = {}\n"
" for idx in range(parser.get_attribute_count()):\n"
" attributes_dict[parser.get_attribute_name(idx)] = parser."
"get_attribute_value(idx)\n"
" print(\"The \", node_name, \" element has the following attributes: "
"\", attributes_dict)\n"
"[/gdscript]\n"
"[csharp]\n"
"var parser = new XmlParser();\n"
"parser.Open(\"path/to/file.svg\");\n"
"while (parser.Read() != Error.FileEof)\n"
"{\n"
" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
" {\n"
" var nodeName = parser.GetNodeName();\n"
" var attributesDict = new Godot.Collections.Dictionary();\n"
" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
" {\n"
" attributesDict[parser.GetAttributeName(idx)] = parser."
"GetAttributeValue(idx);\n"
" }\n"
" GD.Print($\"The {nodeName} element has the following attributes: "
"{attributesDict}\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgstr ""
"為建立 [url=https://zh.wikipedia.org/wiki/XML]XML[/url] 檔解析器提供低階介面。"
"製作自訂 XML 解析器時,可以將這個類作為基礎。\n"
"要解析 XML你必須使用 [method open] 方法打開檔,或者使用 [method "
"open_buffer] 方法打開緩衝區。然後必須使用 [method read] 方法解析後續節點。大多"
"數方法使用的是目前解析節點。\n"
"以下是使用 [XMLParser] 解析 SVG 檔(基於 XML的粒子會輸出所有的元素以字典"
"的形式輸出對應的屬性:\n"
"[codeblocks]\n"
"[gdscript]\n"
"var parser = XMLParser.new()\n"
"parser.open(\"path/to/file.svg\")\n"
"while parser.read() != ERR_FILE_EOF:\n"
" if parser.get_node_type() == XMLParser.NODE_ELEMENT:\n"
" var node_name = parser.get_node_name()\n"
" var attributes_dict = {}\n"
" for idx in range(parser.get_attribute_count()):\n"
" attributes_dict[parser.get_attribute_name(idx)] = parser."
"get_attribute_value(idx)\n"
" print(\"元素 \", node_name, \" 包含的屬性有:\", attributes_dict)\n"
"[/gdscript]\n"
"[csharp]\n"
"var parser = new XmlParser();\n"
"parser.Open(\"path/to/file.svg\");\n"
"while (parser.Read() != Error.FileEof)\n"
"{\n"
" if (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
" {\n"
" var nodeName = parser.GetNodeName();\n"
" var attributesDict = new Godot.Collections.Dictionary();\n"
" for (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
" {\n"
" attributesDict[parser.GetAttributeName(idx)] = parser."
"GetAttributeValue(idx);\n"
" }\n"
" GD.Print($\"元素 {nodeName} 包含的屬性有:{attributesDict}\");\n"
" }\n"
"}\n"
"[/csharp]\n"
"[/codeblocks]"
msgid ""
"Returns the number of attributes in the currently parsed element.\n"
"[b]Note:[/b] If this method is used while the currently parsed node is not "
"[constant NODE_ELEMENT] or [constant NODE_ELEMENT_END], this count will not "
"be updated and will still reflect the last element."
msgstr ""
"返回目前解析元素中屬性的數量。\n"
"[b]注意:[/b]如果在目前解析的節點不是 [constant NODE_ELEMENT] 或 [constant "
"NODE_ELEMENT_END] 時呼叫這個方法,則該計數不會更新,仍然反映的是之前的元素。"
msgid ""
"Returns the name of an attribute of the currently parsed element, specified "
"by the [param idx] index."
msgstr "返回目前解析元素中某個屬性的名稱,屬性由 [param idx] 索引指定。"
msgid ""
"Returns the value of an attribute of the currently parsed element, specified "
"by the [param idx] index."
msgstr "返回目前解析元素中某個屬性的取值,屬性由 [param idx] 索引指定。"
msgid "Returns the current line in the parsed file, counting from 0."
msgstr "返回解析檔中的目前行,從 0 開始計數。"
msgid ""
"Returns the value of an attribute of the currently parsed element, specified "
"by its [param name]. This method will raise an error if the element has no "
"such attribute."
msgstr ""
"返回目前解析元素中某個屬性的取值,屬性由名稱 [param name] 指定。如果該元素沒有"
"符合要求的屬性,則會引發錯誤。"
msgid ""
"Returns the value of an attribute of the currently parsed element, specified "
"by its [param name]. This method will return an empty string if the element "
"has no such attribute."
msgstr ""
"返回目前解析元素中某個屬性的取值,屬性由名稱 [param name] 指定。如果該元素沒有"
"符合要求的屬性,則會返回空字串。"
msgid ""
"Returns the contents of a text node. This method will raise an error if the "
"current parsed node is of any other type."
msgstr "返回文字節點的內容。如果目前解析節點是其他型別,則會引發錯誤。"
msgid ""
"Returns the name of an element node. This method will raise an error if the "
"currently parsed node is not of [constant NODE_ELEMENT] or [constant "
"NODE_ELEMENT_END] type."
msgstr ""
"返回元素節點的名稱。如果目前解析節點既不是 [constant NODE_ELEMENT] 型別又不是 "
"[constant NODE_ELEMENT_END] 型別,則會引發錯誤。"
msgid ""
"Returns the byte offset of the currently parsed node since the beginning of "
"the file or buffer. This is usually equivalent to the number of characters "
"before the read position."
msgstr ""
"返回目前解析節點相對於檔或緩衝區開始處的位元組偏移量。通常等價於讀取位置之前的"
"字元數。"
msgid ""
"Returns the type of the current node. Compare with [enum NodeType] constants."
msgstr "返回目前節點的型別。請使用 [enum NodeType] 常數進行比較。"
msgid ""
"Returns [code]true[/code] if the currently parsed element has an attribute "
"with the [param name]."
msgstr ""
"如果目前解析元素存在名為 [param name] 的屬性,則返回 [code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the currently parsed element is empty, e.g. "
"[code]<element />[/code]."
msgstr ""
"如果目前解析元素為空則返回 [code]true[/code],例如 [code]<element />[/code]。"
msgid ""
"Opens an XML [param file] for parsing. This method returns an error code."
msgstr "打開 XML 檔 [param file] 進行解析。這個方法返回的是錯誤碼。"
msgid ""
"Opens an XML raw [param buffer] for parsing. This method returns an error "
"code."
msgstr "打開 XML 原始緩衝區 [param buffer] 進行解析。這個方法返回的是錯誤碼。"
msgid "Parses the next node in the file. This method returns an error code."
msgstr "解析檔的下一個節點。這個方法返回的是錯誤碼。"
msgid ""
"Moves the buffer cursor to a certain offset (since the beginning) and reads "
"the next node there. This method returns an error code."
msgstr ""
"將緩衝區游標移動到某一偏移量(相對於開始位置)並在那裡讀取下一個節點。這個方法"
"返回的是錯誤碼。"
msgid ""
"Skips the current section. If the currently parsed node contains more inner "
"nodes, they will be ignored and the cursor will go to the closing of the "
"current element."
msgstr ""
"跳過目前部分。如果目前解析的節點包含其他內部節點,則會忽略這些節點,游標將跳轉"
"到目前元素的結尾處。"
msgid "There's no node (no file or buffer opened)."
msgstr "沒有節點,未打開檔或緩衝區。"
msgid "An element node type, also known as a tag, e.g. [code]<title>[/code]."
msgstr "元素節點型別,也稱作標籤,例如 [code]<title>[/code]。"
msgid "An end of element node type, e.g. [code]</title>[/code]."
msgstr "元素結束節點型別,例如 [code]</title>[/code]。"
msgid ""
"A text node type, i.e. text that is not inside an element. This includes "
"whitespace."
msgstr "文字節點型別,即不在元素中的文字。包含空白字元。"
msgid "A comment node type, e.g. [code]<!--A comment-->[/code]."
msgstr "注釋節點型別,例如 [code]<!--A comment-->[/code]。"
msgid ""
"A node type for CDATA (Character Data) sections, e.g. [code]<![CDATA[CDATA "
"section]]>[/code]."
msgstr ""
"CDATA字元資料部分對應的節點型別例如 [code]<![CDATA[CDATA section]]>[/"
"code]。"
msgid "An unknown node type."
msgstr "未知節點型別。"
msgid "An anchor point in AR space."
msgstr "AR 空間中的錨點。"
msgid ""
"The [XRAnchor3D] point is a spatial node that maps a real world location "
"identified by the AR platform to a position within the game world. For "
"example, as long as plane detection in ARKit is on, ARKit will identify and "
"update the position of planes (tables, floors, etc) and create anchors for "
"them.\n"
"This node is mapped to one of the anchors through its unique ID. When you "
"receive a signal that a new anchor is available, you should add this node to "
"your scene for that anchor. You can predefine nodes and set the ID; the nodes "
"will simply remain on 0,0,0 until a plane is recognized.\n"
"Keep in mind that, as long as plane detection is enabled, the size, placing "
"and orientation of an anchor will be updated as the detection logic learns "
"more about the real world out there especially if only part of the surface is "
"in view."
msgstr ""
"[XRAnchor3D] 點是一個空間節點,它將由 AR 平臺識別的真實世界位置對應到遊戲世界"
"中的某個位置。例如,只要 ARKit 中的平面偵測處於開啟狀態ARKit 就會識別和更新"
"平面(桌子、地板等)的位置,並為它們建立錨點。\n"
"該節點通過其唯一 ID 對應到其中一個錨點。當收到新錨點可用的訊號時,應該將該節點"
"新增到該錨點的場景中。可以預定義節點並設定ID節點將簡單地保持在 0,0,0 上,直"
"到識別出一個平面。\n"
"請記住,只要啟用了平面偵測,錨點的大小、位置和方向都會隨著偵測邏輯瞭解更多關於"
"真實世界的資訊而更新,尤其是在只有部分表面在視野內時。"
msgid "XR documentation index"
msgstr "XR 文件索引"
msgid "Returns a plane aligned with our anchor; handy for intersection testing."
msgstr "返回一個與我們的錨點對齊的平面;方便進行交集測試。"
msgid ""
"Returns the estimated size of the plane that was detected. Say when the "
"anchor relates to a table in the real world, this is the estimated size of "
"the surface of that table."
msgstr ""
"返回偵測到的平面的估計尺寸。比如當錨點與現實世界中的一張桌子有關時,這就是該桌"
"子表面的估計尺寸。"
msgid ""
"A camera node with a few overrules for AR/VR applied, such as location "
"tracking."
msgstr "套用了一些 AR/VR 規則的相機節點,例如位置追蹤。"
msgid ""
"This is a helper spatial node for our camera; note that, if stereoscopic "
"rendering is applicable (VR-HMD), most of the camera properties are ignored, "
"as the HMD information overrides them. The only properties that can be "
"trusted are the near and far planes.\n"
"The position and orientation of this node is automatically updated by the XR "
"Server to represent the location of the HMD if such tracking is available and "
"can thus be used by game logic. Note that, in contrast to the XR Controller, "
"the render thread has access to the most up-to-date tracking data of the HMD "
"and the location of the XRCamera3D can lag a few milliseconds behind what is "
"used for rendering as a result."
msgstr ""
"這是用於我們相機的一種輔助空間節點請注意如果立體渲染適用VR-HMD則大多"
"數相機屬性都會被忽略,因為 HMD 資訊會覆蓋它們。可以信任的屬性只有近平面和遠平"
"面。\n"
"如果此類追蹤可用,則該節點的位置和方向由 XR 伺服器自動更新,以表示 HMD 的位"
"置,因此可以被遊戲邏輯使用。請注意,與 XR 控制器相比,渲染執行緒可以存取 HMD "
"的最新追蹤資料,因此 XRCamera3D 的位置可能比用於渲染的位置滯後幾毫秒。"
msgid "A spatial node representing a spatially-tracked controller."
msgstr "表示空間追蹤控制器的空間節點。"
msgid ""
"This is a helper spatial node that is linked to the tracking of controllers. "
"It also offers several handy passthroughs to the state of buttons and such on "
"the controllers.\n"
"Controllers are linked by their ID. You can create controller nodes before "
"the controllers are available. If your game always uses two controllers (one "
"for each hand), you can predefine the controllers with ID 1 and 2; they will "
"become active as soon as the controllers are identified. If you expect "
"additional controllers to be used, you should react to the signals and add "
"XRController3D nodes to your scene.\n"
"The position of the controller node is automatically updated by the "
"[XRServer]. This makes this node ideal to add child nodes to visualize the "
"controller.\n"
"As many XR runtimes now use a configurable action map all inputs are named."
msgstr ""
"這是一個輔助空間節點,連結到控制器的追蹤。它還為控制器上的按鈕等狀態,提供了幾"
"個方便的直通方式。\n"
"控制器通過其 ID 連結。可以在控制器可用之前建立控制器節點。如果遊戲總是使用兩個"
"控制器(每只手一個),可以預定義 ID 為 1 和 2 的控制器;一旦控制器被識別,它們"
"將被立即啟動。如果希望使用額外的控制器,應該對這些訊號做出反應並將 "
"XRController3D 節點新增到場景中。\n"
"控制器節點的位置由 [XRServer] 自動更新。這使得該節點非常適合新增子節點以可視化"
"控制器。\n"
"由於許多 XR 運作時現在使用可配置的動作對應,因此所有輸入都被命名。"
msgid ""
"Returns a numeric value for the input with the given [param name]. This is "
"used for triggers and grip sensors."
msgstr "返回具有給定 [param name] 的輸入的數值。用於觸發器和抓握感測器。"
msgid ""
"Returns a [Variant] for the input with the given [param name]. This works for "
"any input type, the variant will be typed according to the actions "
"configuration."
msgstr ""
"返回具有給定名稱 [param name] 的輸入對應的變體 [Variant]。任何輸入型別均可用,"
"該變體會根據配置的動作設定型別。"
msgid ""
"Returns the hand holding this controller, if known. See [enum "
"XRPositionalTracker.TrackerHand]."
msgstr ""
"返回持握這個控制器的手,如果已知。見 [enum XRPositionalTracker.TrackerHand]。"
msgid ""
"Returns a [Vector2] for the input with the given [param name]. This is used "
"for thumbsticks and thumbpads found on many controllers."
msgstr ""
"返回名稱為 [param name] 的輸入 [Vector2]。適用於很多手柄上的搖桿和搖桿按鈕。"
msgid ""
"Returns [code]true[/code] if the button with the given [param name] is "
"pressed."
msgstr "如果名稱為 [param name] 的按鈕處於按下狀態,則返回 [code]true[/code]。"
msgid "Emitted when a button on this controller is pressed."
msgstr "當該控制器上的一個按鈕被按下時觸發。"
msgid "Emitted when a button on this controller is released."
msgstr "當該控制器上的一個按鈕被釋放時觸發。"
msgid ""
"Emitted when a trigger or similar input on this controller changes value."
msgstr "當該控制器上的觸發器或類似輸入更改值時發出。"
msgid "Emitted when a thumbstick or thumbpad on this controller is moved."
msgstr "當該控制器上的拇指杆或拇指板被移動時發出。"
msgid "Base class for an XR interface implementation."
msgstr "XR 介面實作的基底類別。"
msgid ""
"This class needs to be implemented to make an AR or VR platform available to "
"Godot and these should be implemented as C++ modules or GDExtension modules. "
"Part of the interface is exposed to GDScript so you can detect, enable and "
"configure an AR or VR platform.\n"
"Interfaces should be written in such a way that simply enabling them will "
"give us a working setup. You can query the available interfaces through "
"[XRServer]."
msgstr ""
"需要實作該類以使 Godot 可以使用 AR 或 VR 平臺,並且這些應作為 C++ 模組或 "
"GDExtension 模組實作。部分介面公開給 GDScript因此可以偵測、啟用和配置 AR 或 "
"VR 平臺。\n"
"介面應該以這樣一種方式編寫,只要簡單地啟用它們就會提供一個工作設定。可以通過 "
"[XRServer] 查詢可用的介面。"
msgid ""
"If this is an AR interface that requires displaying a camera feed as the "
"background, this method returns the feed ID in the [CameraServer] for this "
"interface."
msgstr ""
"如果這是一個需要顯示相機畫面作為背景的 AR 介面,此方法返回該介面的 "
"[CameraServer] 中的畫面 ID。"
msgid ""
"Returns a combination of [enum Capabilities] flags providing information "
"about the capabilities of this interface."
msgstr "返回 [enum Capabilities] 標籤的組合,提供關於這個介面功能的資訊。"
msgid ""
"Returns the name of this interface (OpenXR, OpenVR, OpenHMD, ARKit, etc)."
msgstr "返回該介面的名稱OpenXR、OpenVR、OpenHMD、ARKit 等)。"
msgid ""
"Returns an array of vectors that denotes the physical play area mapped to the "
"virtual space around the [XROrigin3D] point. The points form a convex polygon "
"that can be used to react to or visualize the play area. This returns an "
"empty array if this feature is not supported or if the information is not yet "
"available."
msgstr ""
"返回一個向量陣列,表示對應到 [XROrigin3D] 點周圍的虛擬空間的物理遊玩區域。這些"
"點形成一個凸多邊形,可被用於對遊玩區域做出反應或視覺化。如果該功能不受支援或資"
"訊尚不可用,則返回一個空陣列。"
msgid "Returns the projection matrix for a view/eye."
msgstr "返回視圖/眼睛的投影矩陣。"
msgid ""
"Returns the resolution at which we should render our intermediate results "
"before things like lens distortion are applied by the VR platform."
msgstr "返回在VR平臺套用鏡頭失真等內容之前渲染的中間結果的解析度。"
msgid ""
"Returns the an array of supported environment blend modes, see [enum "
"XRInterface.EnvironmentBlendMode]."
msgstr ""
"返回支援的環境混合模式陣列,見 [enum XRInterface.EnvironmentBlendMode]。"
msgid ""
"Returns a [Dictionary] with extra system info. Interfaces are expected to "
"return [code]XRRuntimeName[/code] and [code]XRRuntimeVersion[/code] providing "
"info about the used XR runtime. Additional entries may be provided specific "
"to an interface.\n"
"[b]Note:[/b]This information may only be available after [method initialize] "
"was successfully called."
msgstr ""
"返回包含額外系統資訊的 [Dictionary]。介面應該返回 [code]XRRuntimeName[/code] "
"和 [code]XRRuntimeVersion[/code],表示所使用的 XR 運作時資訊。還可以額外提供關"
"於特定介面的條目。\n"
"[b]注意:[/b]這個資訊可能只在成功呼叫 [method initialize] 後可用。"
msgid ""
"If supported, returns the status of our tracking. This will allow you to "
"provide feedback to the user whether there are issues with positional "
"tracking."
msgstr ""
"如果支援,返回我們的追蹤狀態。這將使你能夠向使用者回饋,是否存在位置追蹤的問"
"題。"
msgid ""
"Returns the transform for a view/eye.\n"
"[param view] is the view/eye index.\n"
"[param cam_transform] is the transform that maps device coordinates to scene "
"coordinates, typically the [member Node3D.global_transform] of the current "
"XROrigin3D."
msgstr ""
"返回視圖/眼睛的變換。\n"
"[param view] 是視圖/眼睛的索引。\n"
"[param cam_transform] 是將裝置座標對應至場景座標的變換,通常是目前 XROrigin3D "
"的 [member Node3D.global_transform]。"
msgid ""
"Returns the number of views that need to be rendered for this device. 1 for "
"Monoscopic, 2 for Stereoscopic."
msgstr "返回該裝置渲染所需的視圖數量。1 代表單目平面視圖2 代表雙目立體視圖。"
msgid ""
"Call this to initialize this interface. The first interface that is "
"initialized is identified as the primary interface and it will be used for "
"rendering output.\n"
"After initializing the interface you want to use you then need to enable the "
"AR/VR mode of a viewport and rendering should commence.\n"
"[b]Note:[/b] You must enable the XR mode on the main viewport for any device "
"that uses the main output of Godot, such as for mobile VR.\n"
"If you do this for a platform that handles its own output (such as OpenVR) "
"Godot will show just one eye without distortion on screen. Alternatively, you "
"can add a separate viewport node to your scene and enable AR/VR on that "
"viewport. It will be used to output to the HMD, leaving you free to do "
"anything you like in the main window, such as using a separate camera as a "
"spectator camera or rendering something completely different.\n"
"While currently not used, you can activate additional interfaces. You may "
"wish to do this if you want to track controllers from other platforms. "
"However, at this point in time only one interface can render to an HMD."
msgstr ""
"呼叫它來初始化這個介面。被初始化的第一個介面被識別為主介面,它將用於渲染輸"
"出。\n"
"初始化想要使用的介面後,需要啟用視口的 AR/VR 模式,並且渲染應該開始。\n"
"[b]注意:[/b]對於任何使用 Godot 主輸出的裝置,例如移動 VR必須在主視口上啟用 "
"XR 模式。\n"
"如果為處理自己輸出的平臺(例如 OpenVR執行該操作則 Godot 將只顯示一隻眼睛而"
"不會在螢幕上失真。或者,可以將單獨的視口節點新增到場景並在該視口上啟用 AR/VR。"
"它將被用於輸出到 HMD讓你可以在主視窗中自由地做任何你喜歡的事情例如使用單獨"
"的相機作為旁觀者相機或渲染完全不同的東西。\n"
"雖然目前未使用,但可以啟動其他介面。如果想追蹤來自其他平臺的控制器,可能會希望"
"這樣做。但是,此時只有一個介面可以渲染到 HMD。"
msgid "Is [code]true[/code] if this interface has been initialized."
msgstr "如果該介面已初始化,則為 [code]true[/code]。"
msgid "Is [code]true[/code] if passthrough is enabled."
msgstr "如果已啟用穿透,則為 [code]true[/code]。"
msgid "Is [code]true[/code] if this interface supports passthrough."
msgstr "如果該介面支援穿透,則為 [code]true[/code]。"
msgid ""
"Sets the active environment blend mode.\n"
"[param mode] is the [enum XRInterface.EnvironmentBlendMode] starting with the "
"next frame.\n"
"[b]Note:[/b] Not all runtimes support all environment blend modes, so it is "
"important to check this at startup. For example:\n"
"[codeblock]\n"
" func _ready():\n"
" var xr_interface: XRInterface = XRServer."
"find_interface(\"OpenXR\")\n"
" if xr_interface and xr_interface.is_initialized():\n"
" var vp: Viewport = get_viewport()\n"
" vp.use_xr = true\n"
" var acceptable_modes = [ XRInterface."
"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n"
" var modes = xr_interface."
"get_supported_environment_blend_modes()\n"
" for mode in acceptable_modes:\n"
" if mode in modes:\n"
" xr_interface."
"set_environment_blend_mode(mode)\n"
" break\n"
"[/codeblock]"
msgstr ""
"設定活動的環境混合模式。\n"
"[param mode] 是從下一影格開始的 [enum XRInterface.EnvironmentBlendMode]。\n"
"[b]注意:[/b]並非所有運作時都支援全部的環境混合模式,因此在啟動時檢查這一點很"
"重要。例如:\n"
"[codeblock]\n"
" func _ready():\n"
" var xr_interface: XRInterface = XRServer."
"find_interface(\"OpenXR\")\n"
" if xr_interface and xr_interface.is_initialized():\n"
" var vp: Viewport = get_viewport()\n"
" vp.use_xr = true\n"
" var acceptable_modes = [ XRInterface."
"XR_ENV_BLEND_MODE_OPAQUE, XRInterface.XR_ENV_BLEND_MODE_ADDITIVE ]\n"
" var modes = xr_interface."
"get_supported_environment_blend_modes()\n"
" for mode in acceptable_modes:\n"
" if mode in modes:\n"
" xr_interface."
"set_environment_blend_mode(mode)\n"
" break\n"
"[/codeblock]"
msgid ""
"Sets the active play area mode, will return [code]false[/code] if the mode "
"can't be used with this interface."
msgstr ""
"設定活動的遊玩區域模式,如果該模式無法在這個介面中使用則返回 [code]false[/"
"code]。"
msgid ""
"Starts passthrough, will return [code]false[/code] if passthrough couldn't be "
"started.\n"
"[b]Note:[/b] The viewport used for XR must have a transparent background, "
"otherwise passthrough may not properly render."
msgstr ""
"啟動穿透,如果無法啟動則會返回 [code]false[/code]。\n"
"[b]注意:[/b]XR 所使用的視口必須有透明背景,否則穿透可能無法正確渲染。"
msgid "Stops passthrough."
msgstr "停止穿透。"
msgid ""
"Call this to find out if a given play area mode is supported by this "
"interface."
msgstr "請呼叫這個方法來查詢此介面是否支援給定的遊玩區域模式。"
msgid ""
"Triggers a haptic pulse on a device associated with this interface.\n"
"[param action_name] is the name of the action for this pulse.\n"
"[param tracker_name] is optional and can be used to direct the pulse to a "
"specific device provided that device is bound to this haptic."
msgstr ""
"在與該介面相關聯的裝置上觸發一次觸覺脈衝。\n"
"[param action_name] 是該脈衝的動作名稱。\n"
"[param tracker_name] 是可選的,可用於將脈衝引導至特定裝置,前提是該裝置被綁定"
"到此觸覺。"
msgid "Turns the interface off."
msgstr "關閉介面。"
msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
msgstr "在 AR 介面上,如果啟用錨點偵測,則為 [code]true[/code]。"
msgid ""
"Specify how XR should blend in the environment. This is specific to certain "
"AR and passthrough devices where camera images are blended in by the XR "
"compositor."
msgstr ""
"指定 XR 應如何融入環境。這特定於某些 AR 和直通裝置,其中相機影像由 XR 合成器混"
"合。"
msgid "[code]true[/code] if this is the primary interface."
msgstr "[code]true[/code] 如果這是個主介面。"
msgid "The play area mode for this interface."
msgstr "該介面的遊玩區域模式。"
msgid ""
"Emitted when the play area is changed. This can be a result of the player "
"resetting the boundary or entering a new play area, the player changing the "
"play area mode, the world scale changing or the player resetting their "
"headset orientation."
msgstr ""
"當遊玩區域改變時發出。這可能是玩家重設邊界、進入新的遊玩區域、更改遊玩區域模"
"式、重設其頭戴式裝置方向,或者世界比例改變的結果。"
msgid "No XR capabilities."
msgstr "沒有 XR 功能。"
msgid "This interface can work with normal rendering output (non-HMD based AR)."
msgstr "此介面可以與正常的渲染輸出一起工作(非基於 HMD 的 AR。"
msgid "This interface supports stereoscopic rendering."
msgstr "該介面支援立體渲染。"
msgid "This interface supports quad rendering (not yet supported by Godot)."
msgstr "該介面支援四邊形渲染Godot 尚不支援)。"
msgid "This interface supports VR."
msgstr "該介面支援 VR。"
msgid "This interface supports AR (video background and real world tracking)."
msgstr "該介面支援 AR影片背景和真實世界追蹤。"
msgid ""
"This interface outputs to an external device. If the main viewport is used, "
"the on screen output is an unmodified buffer of either the left or right eye "
"(stretched if the viewport size is not changed to the same aspect ratio of "
"[method get_render_target_size]). Using a separate viewport node frees up the "
"main viewport for other purposes."
msgstr ""
"該介面輸出至外部裝置。如果使用的是主視口,則螢幕上的輸出是未經修改的左眼或右眼"
"緩衝區(如果視口大小未更改至與 [method get_render_target_size] 相同的縱橫比,"
"則會進行拉伸)。使用單獨的視口節點能夠將主視口讓出來做別的事情。"
msgid "Tracking is behaving as expected."
msgstr "追蹤行為符合預期。"
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
msgstr "過度運動會阻礙追蹤(玩家的移動速度大於追蹤的速度)。"
msgid ""
"Tracking is hindered by insufficient features, it's too dark (for camera-"
"based tracking), player is blocked, etc."
msgstr "追蹤受到功能不足的阻礙,太暗(對於基於相機的追蹤),玩家被阻礙等。"
msgid ""
"We don't know the status of the tracking or this interface does not provide "
"feedback."
msgstr "我們不知道追蹤的狀態,或者這個介面未提供回饋。"
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
msgstr "追蹤功能失效(相機未插電或被遮擋、燈塔關閉,等等)。"
msgid "Play area mode not set or not available."
msgstr "遊玩區域模式未設定或不可用。"
msgid ""
"Play area only supports orientation tracking, no positional tracking, area "
"will center around player."
msgstr "遊玩區域僅支援方向追蹤,不支援位置追蹤,區域以玩家為中心。"
msgid ""
"Player is in seated position, limited positional tracking, fixed guardian "
"around player."
msgstr "玩家處於坐姿,提供有限的位置追蹤,玩家周圍有固定的防護。"
msgid "Player is free to move around, full positional tracking."
msgstr "玩家可以自由移動,提供完整的位置追蹤。"
msgid ""
"Same as [constant XR_PLAY_AREA_ROOMSCALE] but origin point is fixed to the "
"center of the physical space, [method XRServer.center_on_hmd] disabled."
msgstr ""
"與 [constant XR_PLAY_AREA_ROOMSCALE] 相同,但是原點固定在物理空間的中心,禁用 "
"[method XRServer.center_on_hmd]。"
msgid "Opaque blend mode. This is typically used for VR devices."
msgstr "不透明混合模式。通常用於 VR 裝置。"
msgid ""
"Additive blend mode. This is typically used for AR devices or VR devices with "
"passthrough."
msgstr "加法混合模式。通常用於帶有穿透功能的 AR 或 VR 裝置。"
msgid ""
"Alpha blend mode. This is typically used for AR or VR devices with "
"passthrough capabilities. The alpha channel controls how much of the "
"passthrough is visible. Alpha of 0.0 means the passthrough is visible and "
"this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough is "
"not visible and this pixel works in OPAQUE mode."
msgstr ""
"Alpha 混合模式。通常用於帶有穿透功能的 AR 或 VR 裝置。Alpha 通道控制穿透的可見"
"程度。Alpha 為 0.0 表示穿透可見、該圖元處於加法模式。Alpha 為 1.0 表示穿透不可"
"見,該圖元處於不透明模式。"
msgid "Base class for XR interface extensions (plugins)."
msgstr "XR 介面擴充(外掛程式)的基底類別。"
msgid "External XR interface plugins should inherit from this class."
msgstr "外部 XR 介面外掛程式應繼承自這個類。"
msgid "Called if interface is active and queues have been submitted."
msgstr "如果該介面處於活動狀態,並且已提交佇列,則呼叫此方法。"
msgid ""
"Return [code]true[/code] if anchor detection is enabled for this interface."
msgstr "如果此介面啟用了錨點偵測,則返回 [code]true[/code]。"
msgid ""
"Returns the camera feed ID for the [CameraFeed] registered with the "
"[CameraServer] that should be presented as the background on an AR capable "
"device (if applicable)."
msgstr ""
"返回在 [CameraServer] 上註冊的 [CameraFeed] 的相機源 ID該 ID 應在支援 AR 的"
"裝置(如果適用)上顯示為背景。"
msgid "Returns the [Transform3D] that positions the [XRCamera3D] in the world."
msgstr "返回將 [XRCamera3D] 放置在世界中的 [Transform3D]。"
msgid "Returns the capabilities of this interface."
msgstr "返回該介面的功能。"
msgid "Return color texture into which to render (if applicable)."
msgstr "返回接受渲染結果的顏色紋理(如果適用)。"
msgid "Return depth texture into which to render (if applicable)."
msgstr "返回接受渲染結果的深度紋理(如果適用)。"
msgid "Returns the name of this interface."
msgstr "返回該介面的名稱。"
msgid ""
"Returns an [PackedVector3Array] that denotes the play areas boundaries (if "
"applicable)."
msgstr "返回表示遊戲區域邊界的 [PackedVector3Array](如果適用)。"
msgid "Returns the [enum XRInterface.PlayAreaMode] that sets up our play area."
msgstr "返回設定我們的遊戲區域的 [enum XRInterface.PlayAreaMode]。"
msgid ""
"Returns the projection matrix for the given view as a [PackedFloat64Array]."
msgstr "返回給定試圖的投影矩陣,形式為 [PackedFloat64Array]。"
msgid ""
"Returns the size of our render target for this interface, this overrides the "
"size of the [Viewport] marked as the xr viewport."
msgstr ""
"返回我們在這個介面上的渲染目標大小,覆蓋標記為 XR 視口的 [Viewport] 的大小。"
msgid ""
"Returns a [PackedStringArray] with pose names configured by this interface. "
"Note that user configuration can override this list."
msgstr ""
"返回一個 [PackedStringArray],其中包含由此介面配置的姿勢名稱。請注意,使用者的"
"配置可以覆蓋此列表。"
msgid ""
"Returns a [PackedStringArray] with tracker names configured by this "
"interface. Note that user configuration can override this list."
msgstr ""
"返回一個 [PackedStringArray],其中包含由此介面配置的追蹤器名稱。請注意,使用者"
"的配置可以覆蓋此列表。"
msgid ""
"Returns a [Dictionary] with system information related to this interface."
msgstr "返回包含與這個介面相關的系統資訊的 [Dictionary]。"
msgid ""
"Returns a [enum XRInterface.TrackingStatus] specifying the current status of "
"our tracking."
msgstr "返回指定目前追蹤狀態的 [enum XRInterface.TrackingStatus]。"
msgid "Returns a [Transform3D] for a given view."
msgstr "返回給定視圖的 [Transform3D]。"
msgid "Return velocity texture into which to render (if applicable)."
msgstr "返回作為渲染目標的速度紋理(如果適用)。"
msgid ""
"Returns the number of views this interface requires, 1 for mono, 2 for "
"stereoscopic."
msgstr "返回此介面所需的視圖數量1 代表單目平面視圖2 代表雙目立體視圖。"
msgid "Initializes the interface, returns [code]true[/code] on success."
msgstr "初始化該介面,成功時返回 [code]true[/code]。"
msgid "Returns [code]true[/code] if this interface has been initialized."
msgstr "如果這個介面已初始化,則返回 [code]true[/code]。"
msgid "Called after the XR [Viewport] draw logic has completed."
msgstr "在 XR [Viewport] 繪製邏輯完成後呼叫。"
msgid ""
"Called if this is our primary [XRInterfaceExtension] before we start "
"processing a [Viewport] for every active XR [Viewport], returns [code]true[/"
"code] if that viewport should be rendered. An XR interface may return "
"[code]false[/code] if the user has taken off their headset and we can pause "
"rendering."
msgstr ""
"如果這是我們的主要 [XRInterfaceExtension],則在我們開始為每個活動的 XR "
"[Viewport] 處理 [Viewport] 之前呼叫,如果該視口應該被渲染,則返回 [code]true[/"
"code]。如果使用者摘下頭戴式裝置XR 介面可能會返回 [code]false[/code],我們可"
"以暫停渲染。"
msgid ""
"Called if this [XRInterfaceExtension] is active before rendering starts. Most "
"XR interfaces will sync tracking at this point in time."
msgstr ""
"如果這個 [XRInterfaceExtension] 在渲染開始前處於啟動狀態,則會呼叫這個函式,大"
"多數 XR 介面都會在此時進行追蹤同步。"
msgid ""
"Called if this [XRInterfaceExtension] is active before our physics and game "
"process is called. Most XR interfaces will update its [XRPositionalTracker]s "
"at this point in time."
msgstr ""
"如果這個 [XRInterfaceExtension] 在呼叫我們的物理和遊戲處理前處於啟動狀態,則會"
"呼叫這個函式。大多數 XR 介面都會在此時更新其 [XRPositionalTracker]。"
msgid "Enables anchor detection on this interface if supported."
msgstr "如果支援,則在此介面上啟用錨點偵測。"
msgid "Set the play area mode for this interface."
msgstr "設定該介面的遊玩區域模式。"
msgid ""
"Returns [code]true[/code] if this interface supports this play area mode."
msgstr "如果該介面支援該遊玩區域模式,則返回 [code]true[/code]。"
msgid "Triggers a haptic pulse to be emitted on the specified tracker."
msgstr "在指定的追蹤器上觸發一次觸覺脈衝。"
msgid "Uninitialize the interface."
msgstr "將該介面取消初始化。"
msgid ""
"Blits our render results to screen optionally applying lens distortion. This "
"can only be called while processing [code]_commit_views[/code]."
msgstr ""
"將我們的渲染結果傳輸到螢幕上,還可以在此過程中套用鏡頭失真。只能在處理 "
"[code]_commit_views[/code] 時呼叫。"
msgid ""
"Returns a valid [RID] for a texture to which we should render the current "
"frame if supported by the interface."
msgstr ""
"如果介面支援,則返回一個紋理的有效 [RID],我們應更將目前影格渲染至該紋理。"
msgid ""
"A spatial node that has its position automatically updated by the [XRServer]."
msgstr "空間節點,位置由 [XRServer] 自動更新。"
msgid ""
"This node can be bound to a specific pose of a [XRPositionalTracker] and will "
"automatically have its [member Node3D.transform] updated by the [XRServer]. "
"Nodes of this type must be added as children of the [XROrigin3D] node."
msgstr ""
"這個節點可以綁定到 [XRPositionalTracker] 的某個姿勢,[XRServer] 會自動更新其 "
"[member Node3D.transform]。這類節點必須新增為 [XROrigin3D] 節點的子節點。"
msgid ""
"Returns [code]true[/code] if the [member tracker] has current tracking data "
"for the [member pose] being tracked."
msgstr ""
"如果 [member tracker] 中有被追蹤 [member pose] 的目前追蹤資料,則返回 "
"[code]true[/code]。"
msgid ""
"Returns [code]true[/code] if the [member tracker] has been registered and the "
"[member pose] is being tracked."
msgstr ""
"如果 [member tracker] 已註冊,並且 [member pose] 正在被追蹤,則返回 "
"[code]true[/code]。"
msgid ""
"Returns the [XRPose] containing the current state of the pose being tracked. "
"This gives access to additional properties of this pose."
msgstr "返回包含被追蹤姿勢的目前狀態的 [XRPose]。這可以存取此姿勢的其他屬性。"
msgid ""
"Triggers a haptic pulse on a device associated with this interface.\n"
"[param action_name] is the name of the action for this pulse."
msgstr ""
"在與此介面關聯的裝置上觸發觸覺脈衝。\n"
"[param action_name] 是該脈衝的動作名稱。"
msgid ""
"The name of the pose we're bound to. Which poses a tracker supports is not "
"known during design time.\n"
"Godot defines number of standard pose names such as [code]aim[/code] and "
"[code]grip[/code] but other may be configured within a given [XRInterface]."
msgstr ""
"我們綁定到的姿勢的名稱。設計時並不知道追蹤器支援哪些姿勢。\n"
"Godot 定義了許多標準姿勢名稱,例如 [code]aim[/code] 和 [code]grip[/code],但也"
"可以在給定的 [XRInterface] 中配置其他名稱。"
msgid ""
"The name of the tracker we're bound to. Which trackers are available is not "
"known during design time.\n"
"Godot defines a number of standard trackers such as [code]left_hand[/code] "
"and [code]right_hand[/code] but others may be configured within a given "
"[XRInterface]."
msgstr ""
"我們綁定到的追蹤器的名稱。設計時並不知道有哪些追蹤器可用。\n"
"Godot 定義了許多標準追蹤器,例如 [code]left_hand[/code] 和 [code]right_hand[/"
"code],但也可以在給定的 [XRInterface] 中配置其他追蹤器。"
msgid ""
"Emitted when the [member tracker] starts or stops receiving updated tracking "
"data for the [member pose] being tracked. The [param tracking] argument "
"indicates whether the tracker is getting updated tracking data."
msgstr ""
"當[member tracker]開始或停止接收正在追蹤的[member pose]的更新追蹤資料時發出。"
"[param tracking]參數指示追蹤器是否正在取得更新的追蹤資料。"
msgid "The origin point in AR/VR."
msgstr "AR/VR 的原點。"
msgid ""
"This is a special node within the AR/VR system that maps the physical "
"location of the center of our tracking space to the virtual location within "
"our game world.\n"
"There should be only one of these nodes in your scene and you must have one. "
"All the XRCamera3D, XRController3D and XRAnchor3D nodes should be direct "
"children of this node for spatial tracking to work correctly.\n"
"It is the position of this node that you update when your character needs to "
"move through your game world while we're not moving in the real world. "
"Movement in the real world is always in relation to this origin point.\n"
"For example, if your character is driving a car, the XROrigin3D node should "
"be a child node of this car. Or, if you're implementing a teleport system to "
"move your character, you should change the position of this node."
msgstr ""
"這是 AR/VR 系統中的一個特殊節點,會將我們追蹤空間中心的物理位置對應到遊戲世界"
"中的虛擬位置。\n"
"你的場景中應該有且必須只有一個這樣的節點。所有 XRCamera3D、XRController3D 和 "
"XRAnchor3D 節點都應該是該節點的直接子節點,以便空間追蹤正常運作。\n"
"當你的角色需要在遊戲世界中移動而不在現實世界中移動時,就要更新此節點的位置。現"
"實世界中的運動始終是相對於這個原點的。\n"
"例如,如果你的角色正在駕駛汽車,則 XROrigin3D 節點應該是這輛車的子節點。或者,"
"如果要實作通過傳送系統來移動角色,則應該更改此節點的位置。"
msgid "Is this XROrigin3D node the current origin used by the [XRServer]?"
msgstr "這個 XROrigin3D 節點是否為 [XRServer] 所使用的目前原點?"
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter.\n"
"[b]Note:[/b] This method is a passthrough to the [XRServer] itself."
msgstr ""
"允許你根據你的遊戲的單位來調整比例。大多數 AR/VR 平臺假定的比例是 1 個遊戲世界"
"的單位 = 1 個現實世界的米。\n"
"[b]注意:[/b]這種方法是對 [XRServer] 本身的直接呼叫。"
msgid "This object contains all data related to a pose on a tracked object."
msgstr "這個物件包含了追蹤物件姿勢相關的所有資料。"
msgid ""
"XR runtimes often identify multiple locations on devices such as controllers "
"that are spatially tracked.\n"
"Orientation, location, linear velocity and angular velocity are all provided "
"for each pose by the XR runtime. This object contains this state of a pose."
msgstr ""
"XR 運作時通常可以識別裝置上的多個位置,例如空間追蹤的控制器。\n"
"XR 運作時會為每個姿勢都提供朝向、位置、線速度和角速度。這個物件包含某個姿勢的"
"狀態。"
msgid ""
"Returns the [member transform] with world scale and our reference frame "
"applied. This is the transform used to position [XRNode3D] objects."
msgstr ""
"返回受到世界縮放和我們參考系影響的 [member transform]。這是用於放置 "
"[XRNode3D] 對象的變換。"
msgid "The angular velocity for this pose."
msgstr "該姿勢的角速度。"
msgid ""
"If [code]true[/code] our tracking data is up to date. If [code]false[/code] "
"we're no longer receiving new tracking data and our state is whatever that "
"last valid state was."
msgstr ""
"如果為 [code]true[/code],則我們的追蹤資料是最新的。如果為 [code]false[/"
"code],我們將不再接收新的追蹤資料,並且我們的狀態是最後一個有效狀態。"
msgid "The linear velocity of this pose."
msgstr "該姿勢的線速度。"
msgid ""
"The name of this pose. Pose names are often driven by an action map setup by "
"the user. Godot does suggest a number of pose names that it expects "
"[XRInterface]s to implement:\n"
"- [code]root[/code] defines a root location, often used for tracked objects "
"that do not have further nodes.\n"
"- [code]aim[/code] defines the tip of a controller with the orientation "
"pointing outwards, for example: add your raycasts to this.\n"
"- [code]grip[/code] defines the location where the user grips the controller\n"
"- [code]skeleton[/code] defines the root location a hand mesh should be "
"placed when using hand tracking and the animated skeleton supplied by the XR "
"runtime."
msgstr ""
"這個姿勢的名稱。姿勢名稱通常由使用者設定的動作對應來驅動。Godot 確實給出了一些"
"姿勢名稱的建議,希望 [XRInterface] 能夠實作:\n"
"-[code]root[/code] 定義根的位置,通常用於沒有其他節點的被追蹤物體。\n"
"-[code]aim[/code] 定義控制器的頂端,方向朝外,例如:可以將你要投射的射線加到這"
"裡。\n"
"-[code]grip[/code] 定義使用者持握控制器的位置。\n"
"-[code]skeleton[/code] 定義在使用手部追蹤和 XR 運作時提供的動畫骨架時,手部網"
"格應該放置的根部位置。"
msgid ""
"The tracking confidence for this pose, provides insight on how accurate the "
"spatial positioning of this record is."
msgstr "此姿勢的追蹤置信度,提供了有關此記錄的空間定位準確度的洞察力。"
msgid ""
"The transform containing the original and transform as reported by the XR "
"runtime."
msgstr "該變換包含由 XR 運作時報告的原點和變換。"
msgid "No tracking information is available for this pose."
msgstr "此姿勢沒有可用的追蹤資訊。"
msgid ""
"Tracking information may be inaccurate or estimated. For example, with inside "
"out tracking this would indicate a controller may be (partially) obscured."
msgstr ""
"追蹤資訊可能不準確或是估計而來的。例如,對於內向外型追蹤,這表示的是控制器可能"
"被(部分)遮擋。"
msgid "Tracking information is deemed accurate and up to date."
msgstr "追蹤資訊被認為是準確且最新的。"
msgid "A tracked object."
msgstr "追蹤對象。"
msgid ""
"An instance of this object represents a device that is tracked, such as a "
"controller or anchor point. HMDs aren't represented here as they are handled "
"internally.\n"
"As controllers are turned on and the [XRInterface] detects them, instances of "
"this object are automatically added to this list of active tracking objects "
"accessible through the [XRServer].\n"
"The [XRController3D] and [XRAnchor3D] both consume objects of this type and "
"should be used in your project. The positional trackers are just under-the-"
"hood objects that make this all work. These are mostly exposed so that "
"GDExtension-based interfaces can interact with them."
msgstr ""
"此物件的一個實例表示一個被追蹤的裝置例如一個控制器或錨點。HMD 沒有在此處表"
"示,因為它們是在內部處理的。\n"
"當控制器被打開,並且 [XRInterface] 偵測到它們時,此物件的實例會自動被新增到可"
"通過 [XRServer] 存取的活動追蹤物件列表中。\n"
"[XRController3D] 和 [XRAnchor3D] 都使用這種型別的物件,並且應該在你的專案中使"
"用。位置追蹤器只是使這一切正常工作的底層物件。這些大部分都是公開的,以便基於 "
"GDExtension 的介面,可以與它們互動。"
msgid ""
"Returns an input for this tracker. It can return a boolean, float or "
"[Vector2] value depending on whether the input is a button, trigger or "
"thumbstick/thumbpad."
msgstr ""
"返回此追蹤器的輸入。它可以返回一個布林值、浮點數或 [Vector2] 值,具體取決於輸"
"入是一個按鈕、觸發器還是拇指杆/拇指板。"
msgid ""
"Returns the current [XRPose] state object for the bound [param name] pose."
msgstr "返回綁定 [param name] 姿勢的目前 [XRPose] 狀態物件。"
msgid ""
"Returns [code]true[/code] if the tracker is available and is currently "
"tracking the bound [param name] pose."
msgstr ""
"如果追蹤器可用,並且目前正在追蹤綁定的 [param name] 姿勢,則返回 [code]true[/"
"code]。"
msgid ""
"Changes the value for the given input. This method is called by a "
"[XRInterface] implementation and should not be used directly."
msgstr "更改給定輸入的值。此方法由一個 [XRInterface] 實作呼叫,不應直接使用。"
msgid ""
"Sets the transform, linear velocity, angular velocity and tracking confidence "
"for the given pose. This method is called by a [XRInterface] implementation "
"and should not be used directly."
msgstr ""
"設定給定姿勢的變換、線速度、角速度和追蹤置信度。此方法由一個 [XRInterface] 實"
"現呼叫,不應直接使用。"
msgid "The description of this tracker."
msgstr "此追蹤器的描述。"
msgid "Defines which hand this tracker relates to."
msgstr "定義此追蹤器與哪只手相關。"
msgid ""
"The unique name of this tracker. The trackers that are available differ "
"between various XR runtimes and can often be configured by the user. Godot "
"maintains a number of reserved names that it expects the [XRInterface] to "
"implement if applicable:\n"
"- [code]left_hand[/code] identifies the controller held in the players left "
"hand\n"
"- [code]right_hand[/code] identifies the controller held in the players right "
"hand"
msgstr ""
"此追蹤器的唯一名稱。可用的追蹤器因各種 XR 運作時而異,並且通常可以由使用者配"
"置。Godot 維護了一些保留名稱,如果可套用,它希望 [XRInterface] 來實作:\n"
"- [code]left_hand[/code] 標識玩家左手握持的控制器\n"
"- [code]right_hand[/code] 標識玩家右手握持的控制器"
msgid ""
"The profile associated with this tracker, interface dependent but will "
"indicate the type of controller being tracked."
msgstr "與此追蹤器關聯的配置,取決於介面,但將指示被追蹤的控制器型別。"
msgid "The type of tracker."
msgstr "該追蹤器的型別。"
msgid ""
"Emitted when a button on this tracker is pressed. Note that many XR runtimes "
"allow other inputs to be mapped to buttons."
msgstr ""
"當該追蹤器上的一個按鈕被按下時發出。請注意,許多 XR 運作時允許將其他輸入對應到"
"按鈕。"
msgid "Emitted when a button on this tracker is released."
msgstr "當該追蹤器上的一個按鈕被釋放時發出。"
msgid "Emitted when a trigger or similar input on this tracker changes value."
msgstr "當此追蹤器上的一個觸發器或類似輸入更改值時發出。"
msgid "Emitted when a thumbstick or thumbpad on this tracker moves."
msgstr "當該追蹤器上的一個拇指杆或拇指板移動時發出。"
msgid "Emitted when the state of a pose tracked by this tracker changes."
msgstr "當被此追蹤器追蹤的一個姿勢狀態發生變化時發出。"
msgid ""
"Emitted when a pose tracked by this tracker stops getting updated tracking "
"data."
msgstr "當被此追蹤器追蹤的一個姿勢狀態發生變化時發出。"
msgid "Emitted when the profile of our tracker changes."
msgstr "當我們的追蹤器的配置發生變化時發出。"
msgid "The hand this tracker is held in is unknown or not applicable."
msgstr "手持該追蹤器的手是未知的或不適用的。"
msgid "This tracker is the left hand controller."
msgstr "此追蹤器是左手控制器。"
msgid "This tracker is the right hand controller."
msgstr "此追蹤器是右手控制器。"
msgid "Server for AR and VR features."
msgstr "用於 AR 和 VR 功能的服務。"
msgid ""
"The AR/VR server is the heart of our Advanced and Virtual Reality solution "
"and handles all the processing."
msgstr "AR/VR 伺服器是我們“高級虛擬實境”解決方案的核心,負責執行所有處理。"
msgid "Registers an [XRInterface] object."
msgstr "註冊一個 [XRInterface] 物件。"
msgid ""
"Registers a new [XRPositionalTracker] that tracks a spatial location in real "
"space."
msgstr "註冊一個新的 [XRPositionalTracker],用於追蹤現實空間中的一個空間位置。"
msgid ""
"This is an important function to understand correctly. AR and VR platforms "
"all handle positioning slightly differently.\n"
"For platforms that do not offer spatial tracking, our origin point (0, 0, 0) "
"is the location of our HMD, but you have little control over the direction "
"the player is facing in the real world.\n"
"For platforms that do offer spatial tracking, our origin point depends very "
"much on the system. For OpenVR, our origin point is usually the center of the "
"tracking space, on the ground. For other platforms, it's often the location "
"of the tracking camera.\n"
"This method allows you to center your tracker on the location of the HMD. It "
"will take the current location of the HMD and use that to adjust all your "
"tracking data; in essence, realigning the real world to your player's current "
"position in the game world.\n"
"For this method to produce usable results, tracking information must be "
"available. This often takes a few frames after starting your game.\n"
"You should call this method after a few seconds have passed. For example, "
"when the user requests a realignment of the display holding a designated "
"button on a controller for a short period of time, or when implementing a "
"teleport mechanism."
msgstr ""
"正確地理解這個函式非常重要。AR 和 VR 平臺處理定位的方式略有不同。\n"
"對於不提供空間追蹤的平臺,我們的原點 (0,0,0) 是 HMD 的位置,但你幾乎無法控制玩"
"家在現實世界中面對的方向。\n"
"對於提供空間追蹤的平臺,我們的原點在很大程度上取決於系統。對於 OpenVR原點通"
"常是地面上追蹤空間的中心。對於其他平臺,它通常是追蹤相機的位置。\n"
"此方法允許你將追蹤器置於 HMD 的位置。它將獲取 HMD 的目前位置並使用它來調整你的"
"所有追蹤資料;從本質上講,將現實世界重新調整到玩家在遊戲世界中的目前位置。\n"
"為了使這種方法產生可用的結果,追蹤資訊必須可用。這通常在開始遊戲後需要幾影"
"格。\n"
"你應該在幾秒鐘後呼叫此方法。例如,當使用者請求重新調整顯示時,按住控制器上的指"
"定按鈕一小段時間,或者當實作傳送機制時。"
msgid ""
"Finds an interface by its [param name]. For example, if your project uses "
"capabilities of an AR/VR platform, you can find the interface for that "
"platform by name and initialize it."
msgstr ""
"通過名稱 [param name] 搜尋介面。例如,如果你的專案使用 AR/VR 平臺的功能,你可"
"以通過名稱找到該平臺的介面並初始化。"
msgid "Returns the primary interface's transformation."
msgstr "返回主介面的變換。"
msgid ""
"Returns the interface registered at the given [param idx] index in the list "
"of interfaces."
msgstr "返回在介面列表中給定 [param idx] 索引處註冊的介面。"
msgid ""
"Returns the number of interfaces currently registered with the AR/VR server. "
"If your project supports multiple AR/VR platforms, you can look through the "
"available interface, and either present the user with a selection or simply "
"try to initialize each interface and use the first one that returns "
"[code]true[/code]."
msgstr ""
"返回目前在AR/VR服務上註冊的介面數量。如果你的專案支援多個AR/VR平臺你可以查看"
"可用的介面,並向使用者展示一個選擇,或者簡單地嘗試初始化每個介面,並使用第一個"
"返回 [code]true[/code]的介面。"
msgid ""
"Returns a list of available interfaces the ID and name of each interface."
msgstr "返回可用介面的列表每個介面的ID和名稱。"
msgid ""
"Returns the reference frame transform. Mostly used internally and exposed for "
"GDExtension build interfaces."
msgstr "返回引用影格的變換。主要在內部使用,並公開以用於 GDExtension 建構介面。"
msgid "Returns the positional tracker with the given [param tracker_name]."
msgstr "返回具有給定 [param tracker_name] 的位置追蹤器。"
msgid "Returns a dictionary of trackers for [param tracker_types]."
msgstr "返回 [param tracker_types] 的追蹤器字典。"
msgid "Removes this [param interface]."
msgstr "移除該 [param interface]。"
msgid "Removes this positional [param tracker]."
msgstr "移除該位置 [param tracker]。"
msgid "The primary [XRInterface] currently bound to the [XRServer]."
msgstr "目前綁定到 [XRServer] 的主 [XRInterface]。"
msgid ""
"The current origin of our tracking space in the virtual world. This is used "
"by the renderer to properly position the camera with new tracking data.\n"
"[b]Note:[/b] This property is managed by the current [XROrigin3D] node. It is "
"exposed for access from GDExtensions."
msgstr ""
"我們的追蹤空間在虛擬世界中的原點。渲染器會用到這個資訊,根據新的追蹤資料來正確"
"放置相機。\n"
"[b]注意:[/b]這個屬性由目前的 [XROrigin3D] 節點管理。暴露的目的是方便在 "
"GDExtension 使用。"
msgid ""
"Allows you to adjust the scale to your game's units. Most AR/VR platforms "
"assume a scale of 1 game world unit = 1 real world meter."
msgstr ""
"允許你根據你的遊戲的單位來調整縮放。大多數 AR/VR 平臺假定 1 個遊戲世界單位 = "
"1 個現實世界的米。"
msgid ""
"Emitted when a new tracker has been added. If you don't use a fixed number of "
"controllers or if you're using [XRAnchor3D]s for an AR solution, it is "
"important to react to this signal to add the appropriate [XRController3D] or "
"[XRAnchor3D] nodes related to this new tracker."
msgstr ""
"當一個新的追蹤器被新增時發出。如果你不使用一個固定數量的控制器,或者如果你將 "
"[XRAnchor3D] 用於一個 AR 解決方案,請務必對此訊號做出反應,以新增與該新追蹤器"
"相適的 [XRController3D] 或 [XRAnchor3D] 節點 。"
msgid ""
"Emitted when a tracker is removed. You should remove any [XRController3D] or "
"[XRAnchor3D] points if applicable. This is not mandatory, the nodes simply "
"become inactive and will be made active again when a new tracker becomes "
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
"當一個追蹤器被移除時發出。如此,你應該移除任何 [XRController3D] 或 "
"[XRAnchor3D] 點。這不是強制性的,這些節點只是變得不活動,並且當一個新的追蹤器"
"可用時,將再次啟動(即打開一個新的控制器,來代替前一個控制器)。"
msgid ""
"Emitted when an existing tracker has been updated. This can happen if the "
"user switches controllers."
msgstr "當現有追蹤器被更新時發出。如果使用者切換控制器,則可能會發生這種情況。"
msgid ""
"The tracker tracks the location of the players head. This is usually a "
"location centered between the players eyes. Note that for handheld AR devices "
"this can be the current location of the device."
msgstr ""
"追蹤器追蹤玩家頭部的位置。這通常是玩家眼睛之間的中心位置。請注意,對於掌上型 "
"AR 裝置,這可能是該裝置的目前位置。"
msgid "The tracker tracks the location of a controller."
msgstr "追蹤器追蹤控制器的位置。"
msgid "The tracker tracks the location of a base station."
msgstr "追蹤器追蹤基站的位置。"
msgid "The tracker tracks the location and size of an AR anchor."
msgstr "追蹤器追蹤 AR 錨的位置和大小。"
msgid "Used internally to filter trackers of any known type."
msgstr "內部用於篩選任何已知型別的追蹤器。"
msgid "Used internally if we haven't set the tracker type yet."
msgstr "如果我們尚未設定追蹤器型別,則在內部使用。"
msgid "Used internally to select all trackers."
msgstr "在內部用於選擇所有追蹤器。"
msgid ""
"Fully reset the orientation of the HMD. Regardless of what direction the user "
"is looking to in the real world. The user will look dead ahead in the virtual "
"world."
msgstr ""
"完全重設 HMD 的方向。無論使用者在現實世界中看向哪個方向。將在虛擬世界中鎖定視"
"角。"
msgid ""
"Resets the orientation but keeps the tilt of the device. So if we're looking "
"down, we keep looking down but heading will be reset."
msgstr ""
"重設方向,但保持裝置的傾斜度。因此,如果我們正在往下看,會繼續往下看,但航向會"
"被重設。"
msgid ""
"Does not reset the orientation of the HMD, only the position of the player "
"gets centered."
msgstr "不重設 HMD 的方向,只讓玩家的位置居中。"
msgid "Allows the creation of zip files."
msgstr "允許建立 zip 檔。"
msgid ""
"This class implements a writer that allows storing the multiple blobs in a "
"zip archive.\n"
"[codeblock]\n"
"func write_zip_file():\n"
" var writer := ZIPPacker.new()\n"
" var err := writer.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return err\n"
" writer.start_file(\"hello.txt\")\n"
" writer.write_file(\"Hello World\".to_utf8_buffer())\n"
" writer.close_file()\n"
"\n"
" writer.close()\n"
" return OK\n"
"[/codeblock]"
msgstr ""
"該類實作了一個寫入器,可以將多個 blob 儲存在一個壓縮檔中。\n"
"[codeblock]\n"
"func write_zip_file():\n"
" var writer := ZIPPacker.new()\n"
" var err := writer.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return err\n"
" writer.start_file(\"hello.txt\")\n"
" writer.write_file(\"Hello World\".to_utf8_buffer())\n"
" writer.close_file()\n"
"\n"
" writer.close()\n"
" return OK\n"
"[/codeblock]"
msgid "Closes the underlying resources used by this instance."
msgstr "關閉該實例底層所使用的資源。"
msgid ""
"Stops writing to a file within the archive.\n"
"It will fail if there is no open file."
msgstr ""
"停止向歸檔中的檔進行寫入。\n"
"如果沒有打開檔,則會失敗。"
msgid ""
"Opens a zip file for writing at the given path using the specified write "
"mode.\n"
"This must be called before everything else."
msgstr ""
"打開給定路徑處的 Zip 檔,使用指定的寫入模式進行寫入。\n"
"必須在其他呼叫前呼叫。"
msgid ""
"Starts writing to a file within the archive. Only one file can be written at "
"the same time.\n"
"Must be called after [method open]."
msgstr ""
"開始向存檔中的一個檔寫入。同一時間只能寫一個檔。\n"
"必須在[method open]之後呼叫。"
msgid ""
"Write the given [param data] to the file.\n"
"Needs to be called after [method start_file]."
msgstr ""
"將給定的 [param data] 寫到檔案中。\n"
"需要在 [method start_file] 之後呼叫。"
msgid "Create a new zip archive at the given path."
msgstr "在給定的路徑新建 Zip 歸檔檔。"
msgid ""
"Append a new zip archive to the end of the already existing file at the given "
"path."
msgstr "在位於給定路徑的已有檔的末尾追加新的 Zip 歸檔檔。"
msgid "Add new files to the existing zip archive at the given path."
msgstr "在位於給定路徑的已有 Zip 歸檔檔中新增新檔。"
msgid "Allows reading the content of a zip file."
msgstr "允許讀取 zip 檔的內容。"
msgid ""
"This class implements a reader that can extract the content of individual "
"files inside a zip archive.\n"
"[codeblock]\n"
"func read_zip_file():\n"
" var reader := ZIPReader.new()\n"
" var err := reader.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return PackedByteArray()\n"
" var res := reader.read_file(\"hello.txt\")\n"
" reader.close()\n"
" return res\n"
"[/codeblock]"
msgstr ""
"該類實作了一個可以提取 zip 存檔中各個檔內容的讀取器。\n"
"[codeblock]\n"
"func read_zip_file():\n"
" var reader := ZIPReader.new()\n"
" var err := reader.open(\"user://archive.zip\")\n"
" if err != OK:\n"
" return PackedByteArray()\n"
" var res := reader.read_file(\"hello.txt\")\n"
" reader.close()\n"
" return res\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the file exists in the loaded zip archive.\n"
"Must be called after [method open]."
msgstr ""
"如果載入的 zip 存檔中存在對應的檔,則返回 [code]true[/code]。\n"
"必須在 [method open] 之後呼叫。"
msgid ""
"Returns the list of names of all files in the loaded archive.\n"
"Must be called after [method open]."
msgstr ""
"返回載入的存檔中所有檔的名稱列表。\n"
"必須在 [method open] 之後呼叫。"
msgid ""
"Opens the zip archive at the given [param path] and reads its file index."
msgstr "打開給定 [param path] 的壓縮檔,並讀取其檔索引。"
msgid ""
"Loads the whole content of a file in the loaded zip archive into memory and "
"returns it.\n"
"Must be called after [method open]."
msgstr ""
"將載入的 zip 存檔中檔的全部內容載入到記憶體中並返回它。\n"
"必須在 [method open] 之後呼叫。"